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W

y
c
h
C
u
l
t
By
Chris Kellett
Version
1.4

This is an early beta of the game. It contains numerous mistakes, typos,


and oversights. Please contribute to development by reporting these to
kellettchris@gmail.com. Thank you for your help.

Table of Contents
TABLE OF CONTENTS

WYCH CULT

THE BASICS

DAMAGE

10

THE TURN

13

ACTIVATE COLISEUM EQUIPMENT:


ACTIVATE GLADIATORS:

13
13

THE STATUS ELEMENT

14

THE MOVEMENT ELEMENT

16

ENGAGING THE OPPONENT:


NON-ENGAGED GLADIATORS:
ENGAGED GLADIATORS:

16
16
17

THE ACTION ELEMENT:

21

SPECIAL RULES

28

EQUIPMENT SPECIAL RULES:


STATIC GLADIATOR SPECIAL RULES:
MUTABLE GLADIATOR SPECIAL RULES:

28
37
46

DYNASTIES

52

PRE-GAME:
POST-GAME:
PREPARATION:

52
53
54

SAMPLE CULT

55

GAME SET-UPS

58

DUEL:

59

CHALLENGE:

60

BEAST MASTERY:

61

RACE:

62

BALL SPORTS:

63

TILT:

64

THE BLACK MARKET OF COMMORRAGH:

65

RARE ITEMS CHART:


SLAVE MARKET:
COLISEUM EQUIPMENT:
CULT ASSETS:
VEHICLES:

65
76
88
91
95

GLADIATOR CARD SETS

97

EQUIPMENT CARDS

103

REFERENCE:

139

INDEX

140

The noise of the crowd was audible now, this close to the surface. They
hummed and chattered, their excitement evident even to a human. It was
getting light too. Some faint light and warmth percolated into this level,
just enough to reflect off the pale skin of your hand or cast a slight
shadow on the rough stone wall. The human revelled in it. He had never
felt so alive, not for so long. The blood coursed through his body and he
felt stronger. He had armour. A loose-fitting hide jacket, raw and furry.
He had weapons. A long, curved dagger he was warned not to touch
unsheathed, and a heavy spear with which he supported himself as he
marched slowly on.
Suddenly there was a crash and thunder to his left. His head turned to see
a huge, hulking silhouette and gnashing. yellow teeth. With a rush he
thought it was all over. For a moment. Then he pushed himself upright again
and wandered toward the caged animal. A translucent barrier held them
apart, the great dog still reared up over him with its full weight against it,
braying and snapping the air. He stared at its manic face.
The voice interrupted his quiet contemplation; the friendly, sensible voice:
Come on it said, Theyre waiting. Remembering himself he turned and
walked onward, toward the warmth and light. Ten minutes later he would
emerge dazzled from the end of the tunnel, overawed by cheers and
shouting. Then, finally, it would indeed be over.

Wych Cult
Wych Cult is a game set amid the sinister gladiatorial industry necessary to the Dark Eldar. Every day in the
alien capital of Commorragh the Dark Eldar gather to watch as thousands are sacrificed in violent drama; a vain
effort to satiate an unholy thirst. You take control of a Wych Cult, an organisation charged with putting on
these bloody spectacles. You must stage mass executions, one-on-one duels, and deadly races, competing to
offer the bloodlust of your new kin the maximum satisfaction. The game is designed to make small scale
combat a dynamic and tense battle of wits that can draw in the interest of all the participants in a given
campaign. Such campaigns, or Dynasties, allow Cults to develop over time, rearing prize gladiators and
importing the most exotic slaves, beasts, and machinery to add to the carnage.
Most players will be used to larger scale games, so I feel the need to briefly justify some of the more noticeable
departures this game makes. First and foremost, it is extremely complex by comparison. Part of this is by
necessity; if larger games maintain variety by allowing simpler procedures to be repeated across different
formations within an army, a potentially one-on-one combat needs to offer variation and creativity elsewhere.
But Wych Cult goes further. The interaction between card choice, weapon modifiers, gladiator stats, and
environmental factors, for instance, makes predicting combat or even accessing the value of a particular weapon
very difficult to do. This is a conscious design decision intended to recreate the intellectual side of a duel; not
knowing quite how sharp that knife is until it has bitten your flesh, or suddenly bludgeoning an opponent with
the butt of an axe whilst they are staring at the shiny sharp end. Experience is the best way to hone your
gladiatorial skills.
Yet this complexity means that a player starting out should not subject themself to the entire rulebook. I
recommend reading the basic rules before stopping and choosing a model you would like to be your first
gladiator. This should be a character you imagine doing well in the combat arena; having enough guile, poise,
or ferocity to entertain the crowd. Then dip into the advanced rules sections to find out how this gladiator
works, their special rules, stats, equipment, and so forth. Play some games with this gladiator; this is the best
way to learn about other combinations and figure out how you want to fight. After half a dozen games most of
the additional material hopefully will have been encountered.
The rules are heavily indebted to many Games Workshop games. I am not intending to present my system as
unique or original, but shamelessly copy the games I love in order to create a game around the kind of combat I
had the urge to play. The systems employed have been honed to fit together, even if they seem a rather eclectic
mix! Wych Cult provides a set of rules for a kind of combat not explored before, but which I hope is a natural
addition to the Warhammer 40 000 universe. Finally, I have at least attempted to emulate the production values
of Games Workshop too, from the presentation of this book to the long hours dedicated to balancing the game.

The Basics
Profiles:
Each model you will use in the arena has a profile. This is a sheet with all the information about that gladiator
on it. This will include their name, stat line and skills, along with their current equipment, injuries and Prestige
value. If playing as part of a Dynasty, an electronic summary of each gladiators Profile is recommended to
make bookkeeping easier between games.
Name whenever a player hires a gladiator they must choose a unique name for them to head their Profile.
Stat line the stat line includes the following elements:
Weapon Skill (WS) a gladiator with higher Weapon Skill is not only better at handling weapons of
finesse but their precise aim will ensure each blow lands precisely where they want it. Weapon Skill may
never fall below 1.
Ballistic Skill (BS) those more proficient with ranged weapons will have higher Ballistic Skill. It can
never be reduced to less than 1.
Strength (S) an indication of how strong a gladiator is, used for a number of purposes including
calculating the damage caused by some of the less subtle close combat attacks. As a vital statistic, a
gladiator becomes Incapacitated if their Strength is ever reduced to 0 or less.
Toughness (T) the measure of how resilient a gladiator is and another vital statistic that Incapacitates
them if ever reduced to 0 or less.
Agility (A) important for determining a gladiators speed, ability to jump obstacles, and so on, a
gladiator with 0 Agility is rendered Immobile. Agility may not fall below 0.
Presence (P) a gladiator may face mental as well as physical challenges for which a good Presence is
required. These could range from facing down an opponent to whipping up the crowd in your favour.
Presence may not be reduced to less than 0.
No stat may ever exceed 9.
Secondary characteristics a gladiator also has two secondary characteristics not part of the stat line,
Readiness (R) and Speed (Sp), which fluctuate often during a game. These have a minimum value of 0. A
gladiators maximum Speed will be dictated by their Agility and the equipment they are carrying, as described
below. A gladiators maximum Readiness is 6.
Prestige the Profile includes an indication of the gladiators current Prestige, which will change during each
game. This is an indication of the gladiators fame and reputation, important to their Cult to draw in larger
audiences or demand greater prizes for guest appearances.
Status Screen this is an area of the Profile marked out with sections representing each area on the Body Chart
appropriate to that gladiator. For humanoids this will be right leg, left leg, right arm, left arm, torso, and head.
The card for each piece of equipment currently equipped is placed in the appropriate area, clearly visible to all.
The Status Screen also has space for three face-down cards, the Engage, Action and Defence card, described
below.
Medical Record the place where all Serious Injuries are recorded and medical effect counters stored.
Pack this is the area on the profile where all unequipped item cards are stored. Next to the Pack will be a note
of the Weight carried.
Discard Pile each gladiator has their own Discard Pile, where their equipment cards are put face-down if
discarded.

Name:
Body type:

Special Rules:

Stats:
WS:

BS:

S:

T:

A:

P:

R:

Sp:

Medical Record:

CloseCombat
Card

Engage
Card

Defence
Card

Pack

Discard Pile

Prestige:

Weight Carried:

Action Card

Weight:
Each item has a Weight value included on the card. A gladiator can carry unimpeded a Weight of up to 50xS.
If a gladiator exceeds this limit, they suffer -1 Agility, plus a further -1 Agility for each full 50 Weight they
exceed the limit by. Remember that Agility cannot fall below 1, no matter the modifier. No gladiator can ever
carry more than 100xS, though they never have to discard equipment as a result of losing Strength. The total
Weight carried is the aggregate of every item in the Pack and on the Status Screen.
Characteristic Tests:
Sometimes the rules will require a gladiator to take a characteristic test, such as a Strength test or an Agility test.
Unless otherwise stated, to do this one simply rolls a D6 and compares it with the gladiators relevant
characteristic. If the result is equal to or less than the characteristic the test is passed, if it is greater the test has
failed. An unmodified roll of a 1 on the D6 will always pass regardless of modifiers, whilst an unmodified 6
will always fail. No roll is made for characteristics at 0; any test required of these automatically fails.
Direction, Line of Sight, and Arcs:
Each gladiator model must have a clear indication of the way it is facing with a mark on the base. Directly
opposite this, there should be a mark on the rearmost point of the base. In addition, a gladiators base needs four
other markings on it, dividing its surroundings into four arcs of 90 when lines are traced between them. These
arcs will be referred to in later rules. The game uses real line of sight, meaning that whenever line of sight is
required a player will have to take a models eye view of the arena. Unless otherwise stated, a gladiator does
not have line of sight from their rear arc.
Prone:
When a gladiator is placed Prone, lay them down facing upwards and immediately reduce their Readiness to 0.
In this state a gladiators Agility counts as 1 and they are Immobile. A gladiator will stop being Prone
automatically when next activated (see page 13).
Stunned:
A Stunned gladiator cannot perform any action and is Immobile. Their Readiness is reduced to 0, and their WS,
BS, A and P count as 1. A gladiator remains Stunned until the end of their next activation, or the beginning of
that activation, if they became Stunned whilst activated.
Immobile:
Immobile gladiators are always at Speed 0 and cannot gain Speed by any means. They cannot Engage (see page
16) during their own activation.
Incapacitated:
A gladiator reduced to 0 S or T (not including temporary bonuses) is Incapacitated. Place all equipment on their
Status Screen and in their Pack on their Discard Pile and remove the model from the game.

Damage
Damage Points (DPs) are the means by which you will win or lose a game, as they weaken, Incapacitate, or just
instantly kill the gladiators who suffer them.
Body Charts:
Each Damage Point will affect one part of the targets body, as determined by rolling on the appropriate body
chart. Most gladiators are humanoid, and so use the chart shown below, although some will use a different
chart, as described in Advanced Rules.
Humanoid body chart:
2D6 score:
2
3-4
5
6-8
9
10-11
12

Body part:
Head
Left arm
Left leg
Torso
Right leg
Right arm
Head

Damage Points sustained from sources in the right arc get +1 to rolls on the chart, whilst those from sources in
the left arc get -1.
Armour:
Now the target must try and make an Armour Save if possible. The
Armour Save available depends on the items equipped to that body
part (see page 28). To make an Armour Save, simply roll a D6 and
compare it to the Armour value. The save succeeds if the scores
equals or exceeds the Armour value being used. A successful save
prevents a Damage Point from causing an injury.
Note that many weapons will modify the dice roll, potentially
rendering Armour useless. For example, a weapon with a -3 Armour
Save modifier will reduce a 4+ Armour value to 7+, making it
impossible to pass the save.

Injuries:
For each unsaved Damage Point, roll a D6 on the relevant injury table. This dice may by modified by weapons
and so on, so totals of 7 or more are achievable. No injury roll, however, may be reduced to less than 1. The
tables corresponding to the Humanoid Body Chart are as follows:

10

Left Arm:
Head:
1 Damaged Headgear randomly determine a
single item equipped to the head and place it in the
Discard Pile. If the gladiator has no headgear then
treat this result as Head Wound.
2 Head Wound this results in Loss of Blood.
3-4 Dazed the gladiator is Stunned and must
pass a Presence test to avoid being placed Prone.
5 Enucleation Serious Injury. This Serious
Injury is unique in that it can be sustained twice.
Each Enucleation results in Loss of Blood. The
first time this injury is sustained reduce the
gladiators WS, BS and A by 1. The second
Enucleation reduces WS, BS and A by a further 2.
Further Enucleations are treated as Head Wounds.
6 Brained Serious Injury. The gladiators WS,
BS, S, T and A are halved (rounding down). The
gladiator is placed Prone and is Stunned. In
addition, the gladiator suffers a Head Wound.
7+ Decapitated reduce S and T to 0, and T by a
further D6. Each point lost counts as one Serious
Injury.
Right Arm:

1 Damaged Equipment randomly determine a


single item equipped to the left arm and place it in
the Discard Pile. If the gladiator has nothing
equipped to that arm, treat this result as a Bloody
Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Torn Left Bicep Serious Injury. Reduce WS
and BS by 1. This results in Loss of Blood.
5 Fractured Left Arm Serious Injury. Reduce
WS, BS, and S by 1.
6 Broken Left Arm Serious Injury. Reduce S
by 1. The gladiator loses use of the left arm. All
items equipped to this arm are discarded. No
further items may be equipped to this arm.
7+ Severed Left Arm Serious Injury. This
injury removes all other Serious Injuries on this
limb. The gladiator loses use of the left arm. All
items equipped to this arm are discarded. No
further items may be equipped to this arm. In
addition, the gladiator suffers D3 Bloody
Laceration results. Any further injuries to this
body part are ignored.
Right Leg:

1 Damaged Equipment randomly determine a


single item equipped to the right arm and place it in
the Discard Pile. If the gladiator has nothing
equipped to that arm, treat this result as a Bloody
Laceration.

1 Damaged Leg-Gear randomly determine a


single item equipped to right leg and place it in the
Discard Pile. If the gladiator has nothing equipped
to that leg, treat this result as a Trip.

2-3 Bloody Laceration this results in Loss of


Blood.

2 Tripped the gladiator must roll over their


Speed on a D6 or be placed Prone.

4 Torn Right Bicep Serious Injury. Reduce


WS and BS by 1. This results in Loss of Blood.

3 Bloody Laceration this results in Loss of


Blood.

5 Fractured Right Arm Serious Injury.


Reduce WS, BS, and S by 1.

4 Torn Right Hamstring Serious Injury. Roll


a D6. If the result is under the gladiators Sp (or a
1), the gladiator is placed Prone. Halve the
gladiators Sp (rounding down) and reduce their A
by 1.

6 Broken Right Arm Serious Injury. Reduce


S by 1. The gladiator loses use of the right arm.
All items equipped to this arm are discarded. No
further items may be equipped to this arm.
7+ Severed Right Arm Serious Injury. This
injury removes all other Serious Injuries on this
limb. The gladiator loses use of the right arm. All
items equipped to this arm are discarded. No
further items may be equipped to this arm. In
addition, the gladiator suffers D3 Bloody
Laceration results. Any further injuries to this
body part are ignored.

5 Severed Right Hamstring Serious Injury.


Roll a D6. If the result is under the gladiators Sp
(or a 1), the gladiator is placed Prone. Halve the
gladiators Sp (rounding down) and reduce their A
by 1. This results in Loss of Blood.
6 Broken Right Leg Serious Injury. Roll a D6.
If the result is under the gladiators Sp (or a 1), the
gladiator is placed Prone. Reduce their Sp to 0 and
A to 1 (or 0 if at 1 already).

11

7+ Severed Right Leg Serious Injury. This


injury removes all other Serious Injuries on this
limb. Roll a D6. If the result is under the
gladiators Sp (or a 1), the gladiator is placed
Prone. Reduce the gladiators Sp to 0 and reduce
their A to 1 (or 0 if at 1 already). The gladiator
loses use of the right leg. All items equipped to
this leg are discarded. No further items may be
equipped to this leg. In addition, the gladiator
suffers D3 Bloody Laceration results. Any further
injuries to this body part are ignored.
Left Leg:
1 Damaged Leg-Gear randomly determine a
single item equipped to left leg and place it in the
Discard Pile. If the gladiator has nothing equipped
to that leg, treat this result as a Trip.

6 Broken Left Leg Serious Injury. Roll a D6.


If the result is under the gladiators Sp (or a 1), the
gladiator is placed Prone. Reduce their Sp to 0 and
A to 1 (or 0 if at 1 already).
7+ Severed Left Leg Serious Injury. This
injury removes all other Serious Injuries on this
limb. Roll a D6. If the result is under the
gladiators Sp (or a 1), the gladiator is placed
Prone. Reduce the gladiators Sp to 0 and reduce
their A to 1 (or 0 if at 1 already). The gladiator
loses use of the left leg. All items equipped to this
leg are discarded. No further items may be
equipped to this leg. In addition, the gladiator
suffers D3 Bloody Laceration results. Any further
injuries to this body part are ignored.
Torso:

2 Tripped the gladiator must roll over their


Speed on a D6 or be placed Prone.

1-2 Winded the gladiators R and Sp are


reduced by 1.

3 Bloody Laceration this results in Loss of


Blood.

3-4 Flesh Wound this results in Loss of Blood.

4 Torn Left Hamstring Serious Injury. Roll a


D6. If the result is under the gladiators Sp (or a 1),
the gladiator is placed Prone. Halve the gladiators
Sp (rounding down) and reduce their A by 1.
5 Severed Left Hamstring Serious Injury.
Roll a D6. If the result is under the gladiators Sp
(or a 1), the gladiator is placed Prone. Halve the
gladiators Sp (rounding down) and reduce their A
by 1. This results in Loss of Blood.

5 Cracked Rib Serious Injury. May be


sustained multiple times. Reduces T by 1.
6 Organ Damage Serious Injury. Reduces T
by 2.
7+ Evisceration reduce S and T to 0, and T by
a further D3. Each point lost counts as one Serious
Injury.

Note changes to characteristics on the gladiators stat line.


Serious Injuries note each injury labelled Serious on the gladiators Profile. Unless otherwise stated, each
Serious Injury can only be sustained once. If the injury is rolled again whilst it is written in a gladiators
Medical Record, apply the next highest result. Serious Injuries affect the gladiator permanently, unless healed
post-game.
Damage counters for each injury, place a Damage counter in the relevant body part on the Status Screen.
Loss of Blood for each injury that results in Loss of Blood, place D6 Loss of Blood counters (see page 14) in
the relevant body part on the Status Screen.

Shasvre KaiHitanni is the only Tau ever to defeat a Wych in single combat.
To date his Honour Blade has claimed the lives of 23 citizens of
Commorragh, 153 pit slaves and 2 captured Carnifexes. Such skills bar his
only means of escape from a lifetime of torturous combat, but they have
also earned him the acclaim of his captors and the curses of a thousand
Fire Warriors who die in the slavers forlorn attempts to replicate his
impossible feats.

12

The Turn
At the beginning of the first turn both players place a Engage, Action and Defence card from the Gladiator Card
Set (included at end of the book) on the provided spaces on each gladiators Profile. Each gladiator has access
to one complete set of these cards, so multiples of the same card may be used for different gladiators. These
cards are placed face-down, so the opponent cannot see what they are. At the beginning of subsequent turns,
players may choose to swap any number of these cards that are still face-down for another of the same category,
including the original card if mind games are your thing! Face-up cards must be refreshed, with the new card
being placed face-down.

Activate Coliseum Equipment:


Now the host can/must activate any Coliseum Equipment, as described individually for each item.

Activate gladiators:
Next, both players roll a D6 and add the highest Readiness value of any model on their side, re-rolling ties. The
winner of this roll off gets to activate one of their gladiators first. Where there are more than two Cults
competing, the initiative proceeds clockwise from the starting position of the first Cult. Where one or more
sides have multiple gladiators, models are activated individually, alternating between players. When all
gladiators have been activated, the turn is over and a new one begins. In larger games, it may be necessary to
place a counter beside each gladiator who has already been activated, especially as another gladiator may
provoke an opponent into some kind of action without getting rid of their opportunity for activation.
There are three elements to each activation; status, movement, and action. Each is described below.

13

The Status Element


Throughout the course of a duel, no gladiator will stay in perfect health. The status element of their activation
allows you to assess how each gladiator is faring.
Gladiator specific effects:
Most ongoing effects are represented by counters stored in the Medical Record which will dissipate over time.
After activation, but before these effects are applied, roll a D6 for each point of Toughness the gladiator has.
For each roll of 4+ one of their counters is removed, in the order listed below. After this, apply any active
effects in this same order.
The rules below may be skipped over if you are reading the basic rules. It is enough to remember that effect
counters are dealt with at this point.
Fury a gladiator with Fury counters gains 1 Readiness.
Nitrous Oxide a gladiator with Nitrous Oxide counters counts their Presence as 6. Nitrous Oxide and
Damage counters cancel each other out on a one-to-one basis, so a gladiator will only have one of them at any
time. Whilst the gladiator has Nitrous Oxide counters, any D6 roll of a 1 for determining how many counters
are removed reduces the gladiators natural Presence by 1 for the remainder of the game.
Berserk a gladiator with one or more Berserk counters in their Medical Record may never be Incapacitated.
They will continue fighting even if reduced to 0 S or T until they have no Berserk counters remaining.
Nightmare a gladiator with Nightmare counters must take a Presence test. If passed, they act normally. If
failed, they must move as fast as possible directly away from the source of the Nightmare, and may not be
Engaged during their activation.
Soporifics a gladiator may have one or more Soporific counters in their Medical Record. Reduce their Sp and
R by 1 for each remaining counter. If ever neither their Sp nor R can be reduced further, they are Stunned.
Anti-Coagulants a gladiator with one or more Anti-Coagulant counters in their Medical Record counts each
Loss of Blood counter as two when it comes to removing counters. A gladiator may, however, use a final odd
successful roll to remove a Loss of Blood counter. Thus three 4+s would dissipate two Loss of Blood counters
when Anti-Coagulants are present.
Poison a gladiator may have one or more Poison counters in their Medical Record. Reduce their Sp or R by 1
for each remaining counter. If ever neither their Sp nor R can be reduced further and there are still some
counters to resolve, reduce their S or T by a single point as well.
Loss of Blood a gladiator may have one or more Loss of Blood counters. Reduce their Sp or R by 1 for each
remaining counter. If ever neither their Sp nor R can be reduced further and there are still some counters to
resolve, reduce their S or T by a single point as well.
Grave Lotus a gladiator with at least one Grave Lotus counter has +1 Toughness. This is not cumulative, so a
gladiator may only ever receive a +1 bonus to their stat line. The bonus is applied immediately, not just in the
Status Phase.
Painbringer a gladiator with at least one Painbringer counter has +1 Strength. This is not cumulative, so a
gladiator may only ever receive a +1 bonus to their stat line. The bonus is applied immediately, not just in the
Status Phase.
Serpentin a gladiator with at least one Serpentin counter has +1 Agility. This is not cumulative, so a gladiator
may only ever receive a +1 bonus to their stat line. The bonus is applied immediately, not just in the Status
Phase.

14

Antivenom Poison and Soporific counters are cancelled out by Antivenom counters on a one-to-one basis, so
a gladiator will only have Poison and Soporific or Antivenom counters in their Medical Record at any one time.
Coagulants Anti-Coagulant and Coagulant counters cancel each other out on a one-to-one basis, so a gladiator
will only have one or the other in their Medical Record at any one time.
Coma:
Any gladiator who is Incapacitated as a result of effects in their own status element gains the special Coma
Serious Injury. This Serious Injury prevents them from being participating in all further games whilst they have
it.

Shar-Daam grinned as the five fighters spread out around him, surrounding him
completely. These were Hive drones, the dregs of human society. Compared to the
mighty Shar-Daam, a seven foot tower of muscle, they were nothing. He dimly mused
he would have to work very hard to please the crowd in this one.
The first to dart forward came from behind his right shoulder. The spiked chain-flail
it was supposed to be wielding was so heavy its master arrived well ahead of the
weapon. Shar had to drop to one knee to bring himself to a level with the slaveling,
moving his spear point directly into the path of its leap. Another jumped forward,
this time from the left, clearly hoping to take advantage of the distraction. Its
sword arm fell to the ground with one sweep of the sickle-like blade in Shars left
hand, blood gushing out onto the sand. The third attacker lurched towards him,
struggling with the weight of a twin-headed axe. Shar waited for the blow to fall
before spinning aside and beyond the circle, opening up the slavelings gut on the
way past.
Settling back into his combat stance, weapons ready, he surveyed the remnants of
this little game. Five standing gladiators. One with a gaping hole punched through
the stomach, one stooping to pick up its sword with his left hand, and one with a
curtain of stinking entrails hanging from its belly, but each as intent on the kill as
the two untouched. Shar could see it know; the Bloodknot in their eyes. Slaves
drugged up to the limit of their metabolism to keep the entertainment going longer.
The pit fighter thought quickly. Berserkers were not invincible. As soon as the
drugs wore off, most would be dead of their own accord. His life now depended on
the frugality of the Cultists dosage; whether they deemed Shar a prize worth paying
for. He circled around, keeping all five ahead of him as they attempted to close the
gap. Jeers sprang up from the spectators around him, from those who normally
screamed the name of Shar-Daam for the whole of Commorragh to hear. No matter.
They would cheer soon, they only wanted to see a show. Shar sprang forward,
driving his spear into the face of the one-armed fighter. The slave struck the
spearhead off, slashing blindly at Shar-Daam, who was now well back beyond reach.
A net from another slaveling nearly entangled Shar, but he shoved it aside with the
fist carrying the blade. Off balance, a long dart struck his left shoulder and hung
there in the flesh. Shar calmly pulled in out and buried it in the net fighter as it was
attempting to haul the net back in. He managed to hook the great axe aside with his
sickle, only to have the flail rake across his knee, forcing him to the ground. This
forced the axe-man forward, weapon still entangled, so Shar took full advantage
and swept of its head with an uppercut swing, hastily followed by a parry as a
scimitar cut down towards his head.
Two were out the fight. The blind swordsman flailed about aimlessly behind,
drawing blood but no other reaction from at least one fellow. The headless corpse
had fallen to the sand at Shars feet, though it was still twitching in starts. The
flail and scimitar exchanged blows, parries, and faints with the champion, Shar
opening up a dozen new blood wounds for a mere brace in return. Soon the blood
would start to tell on them. He pushed on, screaming to raise from shredded knee to
drive the slavelings back. But a stab of pain erupted behind his other knee as he
staggered forward; the dart turned upon him again from behind, piercing clean
through muscle and cartilage. He struck out as he fell, severing one slaves leg.
Then the net descended, and it was all he could do to watch the dying men exultant
in their final moments, raining blow after blow down on his body.

15

The Movement Element


It is a foolish soul indeed who stays still in Commorragh. Gladiators must build up momentum, seize the
initiative or the high ground, or manoeuvre to backstab a foe if they wish to survive the arena.

Engaging the opponent:


In order to determine how a gladiator moves, you must first determine whether or not they are Engaged. A
gladiator is Engaged if they are not Immobile and start their activation within 4 of another visible gladiator
belonging to another team. The player may choose between multiple eligible targets to Engage, but may only
Engage one during their activation. The gladiator who they Engage is referred to as the target.

Non-Engaged gladiators:
As gladiators will rarely start a game Engaged, we will begin with the rules for non-Engaged gladiators.
Assuming they are not Engaged, a gladiator may move as follows when activated:
Adjusting Readiness and Speed:
After assessing the arena, you must decide where your priorities lie. The gladiator may adjust their Readiness or
their Speed, but not both.
If Speed is chosen, they may increase it by up to 2 points or decrease it by any amount.
If Readiness is chosen, they may adjust it by up to 2 points in either direction.
Next, as sprinting gladiators cannot be as aware of their surroundings, if the gladiator is moving at Speed 4 or
above, their Readiness is reduced by 1. This happens regardless of their choice.
Speed:
After that, the gladiator actually makes their move. Each point of Speed represents 2 of movement in a straight
line directly forward. A gladiator must move at least half their Speed value before the end of their activation,
though they can move anywhere up to their whole Speed value. A gladiators maximum Speed value is 1 plus
their Agility unless specifically stated by a special rule, or they have Agility 0, in which case they must be at
Speed 0. A gladiators minimum Speed is 0.
Turning:
A gladiator who is not Engaged may turn freely at any point during their move. They may turn multiple times if
desired. However, if the gladiator turns more than 90 in total (adding up all turns made), they lose 1 Speed
immediately. Thus, a gladiator at Speed 3 can move 1, turn 90 left, move a further 1, turn 90 (reducing them
to Speed 2), before completing the remaining 2 forward. There may be a point at which a gladiator can turn no
further. For example, a gladiator at Speed 5 who has already moved 10 in their activation can turn no further
than 90. A gladiator at Speed 0 can turn freely, as they will never have exceeded their maximum move of 0.
Exceeding 180 total turn does not deduct another point of Speed.
Terrain:
The fighting pit of a Wych Cult coliseum is rarely smooth and uniform. Anything from the corpses of previous
combatants to the gallows erected for the half-time show can be in the way of two gladiators who want to get to

16

grips with one another, not to mention the areas of hidden quicksand or spiked altars the hosts set up to make the
fights more entertaining. All terrain should be discussed and agreed upon before the game begins.
Terrain height all terrain has a height value in relation to the ground level of 0. Every 1/2 represents a
single level, so that, for example, a 1 high stage area will have a height value of 2. A gladiators height value is
the value of the piece of terrain they are currently standing on. Gladiators may move between terrain pieces
equal to or 1 different from their height value without penalty.
If gladiators are 4 or more levels apart they may not Engage one another.
To attempt to jump up more than one level and continue their move, a gladiator must pass an Agility test, adding
to the score needed their Speed, but subtracting the difference in height. To continue our example, a gladiator
with A 3 and Sp 4 would have to roll a 5 or less (3+4-2) to move onto the stage from the ground. If the test is
failed, the gladiator halts immediately before the higher level, has their Speed reduced to 0, and can move no
further.
A gladiator may freely jump down any number of levels, but must pass an Agility test when moving (or finding
themselves moved for any other reason) down more than three levels or be placed Prone on the nearest point of
the lower level. So long as they descend more than three levels, regardless of whether the Agility test is passed
or failed, as soon as the lower level is reached, roll a D6 for each point of height difference. For each 5+, the
gladiator suffers a Damage Point that counts as Blunt (see page 29). If more than ten dice are rolled, each scores
a Damage Point on a 4+.
Gaps equal to the gladiators Speed in inches may be leapt across, but a gladiator must pass the Agility test and
will suffer damage exactly as if they had fallen this distance.
Gladiators may instead elect to climb height differences at the beginning of their move, reducing their Speed to
0 but gaining a vertical maximum move equal to their Agility in inches.
Difficult terrain some terrain will be labelled Difficult. Any gladiator entering it immediately has their
maximum Speed halved (rounding down) whilst they remain in it. This may mean they come to a complete
standstill upon entering an area.
Uneven if a terrain piece is Uneven, it counts as Difficult ground for all who do not pass an Agility test upon
entering it or being activated whilst in it.
Tripping Hazard if a terrain piece is a Tripping Hazard, any gladiator must take a Tripping Hazard test as
soon as they enter it or start a subsequent move within it. Roll a D6, add the gladiators Agility and subtract
their Speed. If the total is 4 or greater, they manage to stay on their feet. If the total is less than 4, they are
placed Prone. If this happens, roll a D6 for each point of Speed the gladiator had before the test was taken. On
a 6 they suffer a Damage Point.
Impassable terrain terrain designated as Impassable cannot by moved through for any reason. The edges of
the arena are always Impassable.
Immobile gladiators:
Immobile gladiators cannot adjust their Speed or Readiness, nor can they move or turn.

Engaged gladiators:
When face-to-face with an opponent, manoeuvring freely becomes far more difficult. Engaged gladiators ignore
all the movement rules for non-Engaged gladiators. Instead, the activated gladiator and their target are turned to
face one another, unless the target is Immobile or does not have line of sight to the activated gladiator, in which
case only the activated gladiator is turned. If either has to be turned more than 90 to do this, deduct 1 Speed.
Next, the Engage cards of the two gladiators are turned face-up. These cards may specify changes to the
gladiators Speed and Readiness, which should be applied now.

17

It is now important to ascertain the mid-point between the two combatants, as their final positions are worked
out in relation to this. With this point in mind, you may move the combatants in either order into the positions
determined by each Engage card as follows.
Charge:
The gladiator is moved 1 past the mid-point, directly through it, retaining their facing.
Flank Left:
The gladiator is moved to the point 2 to the left of the mid-point from their perspective, retaining their facing.
Two gladiators flanking to the same point finish base-to-base, facing one another.
Flank Right:
The gladiator is moved to the point 2 to the right of the mid-point from their perspective, retaining their facing.
Two gladiators flanking to the same point finish base-to-base, facing one another.
Pirouette:
The Pirouette card may only be selected by gladiators of Agility 4 or more. If ever it happens to be the card of a
gladiator ineligible to use it, count it as the Charge card instead.
The gladiator is moved 1 past the mid-point, directly through it, and then is pivoted to face their opponents
final position.
Rampage:
The Rampage card may only be selected by gladiators of Strength 4 or more. If ever it happens to be the card of
a gladiator ineligible to use it, count it as the Charge card instead.
The gladiator is moved 4 past the mid-point, directly through it, retaining their facing.
Stand Firm:
Any gladiator who cannot be pivoted to face their opponent counts their Engage card as Stand Firm. Gladiators
forced to use Stand Firm in this way will not have their Speed set to 0 as the card states.
A gladiator who Stands Firm does not move, other than to move directly away from the starting position of a
gladiator who finishes their Engage move on top of them, just enough to maintain base-to-base contact.
Skirmish:
The gladiator is moved backwards 4 from the mid-point, retaining facing. A Skirmishing gladiator will be
pushed further back by a Rampaging gladiator, just enough to maintain base-to-base contact.

These positions represent where the gladiators end up. For all gaming purposes it is to be assumed that they get
there by the shortest route in a straight line. However, each Engagement represents a coming together of two
fighters, such that even two Skirmishing gladiators ending the move 8 apart may have darted forwards to bury
knives in each others throat before backing away. If another gladiator gets in the way of the Engaged
gladiators end positions, move the extra gladiator as if they had chosen to Stand Firm.
At the end of any Engagement a gladiator is involved in, they may replace their Engage card. The new card is
placed facedown, and may be the same card.

18

Terrain:
Terrain affects Engaged gladiators in exactly the same way as non-Engaged gladiators. If a gladiator ends their
Engagement move over a gap it is possible to jump, they may elect to attempt to do so (which they must try
from the start of the jump!).
Multiple Engagements:
The Engage cards represent the
only movement an Engaged
gladiator can make when activated.
Despite this, a gladiator who has
been part of an Engagement can
still
be
part
of
another
Engagement, though they may
only be activated once per turn.
They will even Engage the same
gladiator if their opponent is
subsequently
activated
and
Engages them.

Fighter

Wych

Engage
Card

Engage
Card

Sp

Sp

The Wych is first activated. As they are within 4 of an opponent, they cannot move normally, but instead take part in an
Engagement. The Human Fighter is the only eligible target, so they too are Engaged.

19

Fighter

Wych

Engage
Card

Engage
Card

Sp

Sp

As both gladiators can trace a line of sight through their front or side arcs to their opponent, they both must move during the
Engagement. Both gladiators are turned to face one another. As the Human Fighter turned more than 90, their Speed is
reduced by 1.
Now it is necessary to determine the mid-point between the two gladiators, shown by the red dot.

Fighter

Wych

Charge

Flank Left

+1 Speed

+1 Readiness,
-1 Speed

Sp

Sp

Both gladiators reveal their Engage cards and move simultaneously.


The Human Fighter has chosen to Charge. This card leaves them 1 beyond the mid-point in a straight line and adds 1 Speed.
The Wych has chosen to Flank Left, leaving them 2 to the left of the mid-point. This card adds 1 Readiness, but subtracts 1
Speed.
20

The Action Element:


The actions available to a gladiator include putting their weapons to good use, making feints, hit and run attacks,
or clawing a syringe of combat drugs from their pack. Each action is represented by an Action card, which
starts face-down and is turned over when the action is attempted. At the end of any activation in which you
have been able to attempt an action you may swap the Action card for another (or the same card) and replace it
face-down.
The following descriptions detail the effects of each action, as well as at which points during an activation it
may be used.
Close-Combat Attack:
This action may be used at the end of any Engagement involving the gladiator, as long as the gladiator had line
of sight to their opponent at some point during the Engagement. It may be used multiple times a turn, but only
once per Engagement.
This is a single strike from one close-combat weapon the gladiator has equipped. If no close-combat weapons
are equipped, the attack is lost. If both players wish to make a Close-Combat Attack action, the chosen
weapons Reach determines the order in which the fighters strike. The activated gladiator declares which
weapon they will use first. Weapons with Reaches marked as Far strike before all others. Fair strikes
before Near. Weapons with equal Reaches strike simultaneously. Either way, both gladiators attempting
Close-Combat Attacks will be attacker and defender before the next gladiator is activated. An earlier CloseCombat Attack may prevent or weaken a later one.

Fighter

Wych

CloseCombat
Attack

CloseCombat
Attack

Sp

Sp

Continuing the example from above, suppose both participants in the Engagement revealed their Close-Combat Attack Action
card. The order of the attacks would depend on the Reach of the weapons used. In this case, both the Human Fighters Heavy
Scimitar and the Wychs Scimitar have Fair Reach, meaning attacks are conducted simultaneously. The players agree the
Human Fighters attack is to be resolved first, but any damage will not be applied until all Fair Reach attacks are resolved.

21

All Close-Combat attacks are resolved as follows:


If there is not one already, the attacker must choose a Close-Combat card to place on their Profile. Unless
otherwise stated, this card cannot be replaced until the end of the turn. The three Close-Combat cards are
Mighty Blow, Slash, and Stab. Now the defender turns their Defence card over (if it is not already face-up),
revealing either Counter, Evade, or Parry. These cards are important for determining both players CloseCombat Scores (CCSs), which in turn determines whether an attack is successful. A gladiators CCS is
calculated by rolling 2D6 and applying various modifiers. The first and most important layer of modifiers is
based on the cards used, allowing each gladiator to add in some of their own characteristics as follows:
Close-Combat card vs Defence card:
Mighty Blow vs Counter
Mighty Blow vs Evade
Mighty Blow vs Parry
Slash vs Counter
Slash vs Evade
Slash vs Parry
Stab vs Counter
Stab vs Evade
Stab vs Parry

Attacker adds:
S
S+Sp
S+Sp
WS+R
WS+R
WS
A+R
A
A+Sp

Defender adds:
WS+R
A+Sp
S
WS+Sp
A
S+R
WS
A+Sp
S+R

It should be noted that some combinations are inherently more advantageous than others, meaning there is great
advantage in being able to second guess an opponent.
The second layer of modifiers comes from the weapons used. Each weapon has five modifiers; one for each
attacking and defensive stance apart from Evade. Both gladiators use the modifier for their selected weapon.
The defender defends with any weapon equipped, although one weapon must be chosen if any are available and
hence some weapons with negative defensive modifiers will be a hindrance. If the defender has no weapon
capable of Counter or Parry, they automatically try to Evade. Evading gladiators receive no modifier from their
weapon, but the weight of their gear affects their important Agility characteristic.
Around the Guard weapons equipped to left-hand or right-hand body parts can only be used to defend with
full effectiveness against attacks from their own arc and the front arc. Otherwise, the attack gets Around the
Guard, meaning the maximum weapon bonus the defender may claim is 0.
In addition, attacks from the front arc will get Around the Guard if the attackers weapon is equipped to the
same side as the defenders. Weapons with left or right in their name always count as being equipped to
that side.
Finally, the attackers CCS is subject to some universal modifiers, as follows:
Situation:
Height advantage
Backstab (nearest point of defenders base is part of their rearward arc and the
attacker is not attacking from their own rearward arc)
The attacker has Damage counters on the body part used to attack
The defender has Damage counters on the body part used to defend

Modifier:
+/-1 per point of Height
difference
+3
-1 per counter
+1 per counter

Compare the two gladiators CCSs. If the attackers CCS is equal or higher then the attack succeeds and causes
1 Damage Point unless otherwise stated. If not, the attack is fended off and no damage is caused.
Strength 7+ the Close-Combat Attacks of gladiators with Strength 7 or more have the Multiple Injuries (+1)
equipment special rule in addition to all other special rules. They get another +1 or each point of Strength above
7.

22

Counter as a special case, if the defenders CCS is at least 4 higher than the attackers and the attack was
defended using Counter, the defender inflicts 1 Damage Point upon the attacker with their elected weapon.
Targeted blows Damage Points that are the direct result of a Close-Combat Attack or Counter receive a
modification to the roll on any body chart. Both players roll a D6 and add their gladiators WS. The winner, if
there is one, may modify the result of the body chart dice by 1 in either direction (although never below 2 or
above 12).

Fighter

Wych

Mighty
Blow

Evade

Sp

Sp

The Human Fighter reveals the Mighty Blow Close-Combat card, whilst the Wych attempts to Evade.
Consulting the table above, the Human Fighters CCS is in this case 2D6 + Strength + Speed + weapon modifier. If they roll
a 5 on 2D6, this would be:
5+4+2+1=12
The Wychs CCS would be 2D6 + Agility + Speed (there is no weapon modifier for Evade). If they roll a 9 on 2D6, this would
be:
9+4+2=15
The Wychs CCS is higher, so no damage is inflicted. The Wych is assumed to have dodged aside from the heavy blow.

It is a poor gladiator indeed who finishes off their opponent with one sweep of a blade.
This is not the battlefield, where quick efficiency is rewarded. Indeed, there is no surer
way to get a Cults Hellhounds accidentally released than ending the fight too
quickly. As such, even vastly superior gladiators will often allow themselves to be hit a
couple of times, especially if this will result in the spilling of blood; a sure-fire way to
please the crowd.
Such antics were taken to the extreme by Succubus Baalath Nightspear, who,
disappointed by the poor display put on by her Cults prize Great Knarloc, dutifully
allowed the maimed beast the rip both her arms off before finishing it off by lodging a
bladed hairpiece in its eye. Dark Eldar society traditionally despises the scarred or
unwhole, but the frequent champions who step forward to rid Commorragh of this
blight all come to a sticky end, spiked or battered by some trapping of the Nightspears
hair. In this way, the Nightspear has earned the begrudging respect of Commorragh.

23

Fighter

Wych

Parry

Stab

Sp

Sp

Now the Wych reveals the Stab Close-Combat card, whilst the Human Fighter tries to Parry. As the Wych is Around the
Guard of the Human Fighters left-handed Iron Round Shield, the shields hefty +5 Parry modifier counts as a 0. The Human
Fighter therefore chooses to defend with their Heavy Scimitar.
Consulting the table above, the Wychs CCS is 2D6 + Agility + Speed + weapon modifier. If they roll a 7 on 2D6, this would
be:
7+4+2+3=16
The Human Fighters CCS would be 2D6 + Strength + Readiness + weapon modifier. If they roll a 6 on 2D6, this would be:
6+4+3+3=16
The CCSs are even, meaning the Close-Combat Attack succeeds. The Wych now rolls on the body chart to determine where
the blow lands. A 10 is scored, which is modified to 11 for being from the right side. The Wych player sees the opportunity to
hit the head, and attempts a targeted blow. Both players roll a D6 and add their Weapon Skill. The Wych scores 6 and the
Human Fighter scores 8. The Human Fighter may therefore modify the body chart score of 11 by 1 in either direction. Not
wanting to suffer a head wound, however, the Fighter keeps the blow on their right arm.
The Human Fighter has a Chainmail Sleeve (Armour Save (4+)) and Iron Spaulder (Armour Save (5+)) equipped to their
right arm, giving a combined Armour Save of 3+ (see page 28). The Wychs Scimitar has a -1 Melee Armour Modifier,
meaning the save is now 4+. A 3 is rolled and the Armour Save failed.
A D6 is now rolled on the Right Arm injury chart. A 1 is scored, resulting in Damaged Equipment. The Chainmail Sleeve is
randomly selected and put into the Fighters Discard Pile. The Wychs Scimitar pierced some links and left the chainmail
flapping under the arm. A Damage counter is now placed on the Human Fighters Status Screen over the right arm, giving a 1 CCS modifier if this arm is used in further actions.
Disengage:
This action may be used at the end of any Engagement involving this gladiator, after all Close-Combat Attacks
have been resolved. If both gladiators in an Engagement wish to Disengage, the gladiator with the highest
Readiness (roll-off if tied) may choose who Disengages first. This will normally deny the other gladiator the
chance to Disengage.
Any gladiator wishing to survive long in the arena must quickly learn when to disengage and find a more
favourable route of attack. When this action is made, move the gladiator out of the 4 Engage zone of the other
gladiator in that Engagement, or onto a height level at least 4 different. If the gladiator is already beyond the 4
mark, the action has no effect. Note you can only move out of the zone of the other gladiator in the Engagement
just resolved.

24

The move must be the shortest possible distance, and the gladiator will finish facing directly away from their
opponent. If the shortest possible route involves jumping or climbing, the next shortest route without either of
these may be chosen if desired. If the shortest possible route would leave the gladiator over a gap it is possible
for them to jump, the jump may be attempted.
If the move involves turning more than 90, deduct 1 Speed.
Immobile gladiators cannot Disengage, and will immediately stop the Disengage move if made Immobile during
it.
Double Strike:
This action may be used at the end of any
Engagement involving the gladiator, as long as the
gladiator had line of sight to their opponent at some
point during the Engagement. It may be used
multiple times a turn, but only once per
Engagement.
Gladiators often fight with multiple weapons,
attacking in quick succession so that the number of
blows may overwhelm an opponent. This Action
begins with a normal Close-Combat Attack (see
page 21), with the exception that the attackers
CCS is modified by -2. Next, the activated
gladiator chooses any other weapon they have
equipped and resolves a second Close-Combat
Attack using the same Close-Combat card, again
with a -2 CCS penalty. If no further weapon is
equipped, this second attack is lost.
Feint:
This action may be used at the end of any Engagement involving the gladiator, as long as the gladiator had line
of sight to their opponent at some point during the Engagement. It may be used multiple times a turn, but only
once per Engagement.
The gladiator draws out their opponent with a quick feint, before striking where they are weak. Take back any
Close-Combat card you have on your Profile. Next, your opponent in the Engagement must reveal their
Defence card, turning it face-up. Then choose a weapon and roll a D6. If the score is equal to or greater than
your chosen weapons Handling score, immediately make a Close-Combat Attack with that weapon.
Hit and Run:
Whether used to escape retribution or move from victim to victim more quickly, hit and runs are common in the
arenas of Commorragh. This action may be declared at the beginning of any Engagement involving the
gladiator, after the gladiators have been turned to face each other, as long as the gladiator has line of sight to
their opponent. It commits the gladiator to a Close-Combat Attack action. After this, roll a D6. If the score is
equal to or less than the gladiators current Speed, or a 6, they must then make a Disengage action. Both actions
are resolved at their usual points during the Engagement.
Quick-Draw:
This action may be used at the beginning of any Engagement involving the gladiator, after the gladiators have
been turned to face each other, as long as the gladiator has line of sight to their opponent. It may be used once
per Engagement, and once at any point during the gladiators own activation if not Engaged.
A talent much needed on the streets of Commorragh and no less useful in the arena, the gladiator swiftly draws a
weapon and surprises an opponent. Immediately choose one item in the Pack and equip it. Alternatively,
Quick-Draw can be used to move an item to another valid body part, and/or re-orientate it if applicable. You
may place one piece of equipment in the Pack to accommodate either course. Then roll a D6. If the score is

25

equal to or greater than items Handling score, or the Handling score of the replaced item if this more difficult,
you may immediately make a Close-Combat or Shooting Attack, resolving it now, not in the normal sequence.
Re-Equip:
This action may be used once at any point during the gladiators own activation.
A gladiator will often need to swap between equipment in the heat of the contest. With a Re-Equip action, a
gladiator may rearrange all equipment they are carrying, moving it between their Pack and Status Screen as
desired. The resultant set-up must not, of course, break any rule stipulated for the equipment or gladiator.
Alternatively, a Re-Equip action may be used to attempt to recover one item from the Discard Pile. This
represents the gladiator scooping it back up from the ground, refastening the straps, or bashing it back into
shape. If this option is chosen, pick the item and roll a D6. If the result is equal to or higher than the items
Durability score, you may place it back into the Pack.
Shooting Attack:
This action may be used once at any point during the gladiators activation, and at the beginning of any
Engagement this gladiator is the target of, before the models are turned. Each attempted Shooting Attack leaves
the gladiator at -2 Readiness.
Some gladiators carry ranged weapons with which to
engage their foes. To make a Shooting Attack, choose
an appropriate weapon the gladiator has equipped and
a target (this has to be the other gladiator in the
Engagement, if Engaged) to whom the activated
gladiator has at least some line of sight. Now
determine whether the target is in Long or Short
Range for that weapon, as indicated on the card. If
neither applies, the shot is not made and has no effect;
it is assumed the gladiator pauses upon lining up the
shot, realising the target is too far away. Where this is
not the case, both gladiators need to determine their
Shooting Score (SS). To do this, roll 2D6 for each
and apply the following modifiers:
Shooters modifiers:
Weapon modifier, according to range
Ballistic Skill
Firing on the move
Damage counters on body part used

Modifier:
As card
+BS
-Sp
-1 per counter

Targets modifiers:
Dodge
Moving target
Target (including base) is at least partially obscured by intervening terrain*
Target has at least a limb partially obscured by intervening terrain*
Targets torso is at least partially obscured by terrain*
Targets torso is wholly obscured by terrain*

Modifier:
+A
+Sp
+1
+2
+3
+4

* Only apply the heaviest modifier.


If the shooter manages to equal or beat the targets SS, the shot hits. If not, the target manages to evade the shot
and it misses. If the shot misses, roll a Scatter Dice; the shot hits a point or model in the direction indicated.
The distance it deviates is the difference between the two SSs. A hit on anything (even if not the intended
target) will cause 1 Damage Point unless otherwise stated.

26

A gladiator may target a visible point on the ground instead of an opponent. In such a case, the targets SS
always counts as 12.
Throwing weapons other items may also be used to make Shooting Attacks by throwing them. Such attacks
have a range in inches triple the gladiators Strength, minus 1 for every 25 Weight on the item used (to a
minimum of 1). All normal modifiers apply, but the modifier for using a thrown weapon on the move is
positive, not negative, and the weapon modifier is -1 for each 50 Weight on the item; no Close-Combat
modifiers are used. If an item hits, then any Close-Combat rules it has apply, as if the attack were a Mighty
Blow. If the item cannot usually be used for a Close-Combat Attack, its Shooting Attack when thrown counts
as both Blunt and an Ineffectual Blow. Any item thrown is immediately removed from the game as soon as the
attack has been resolved, and is automatically returned to the gladiator after the game.
Taunt:
This action may be used once at any point during the gladiators own activation.
Even a grizzled gladiator knows that sometimes words can be used as weapons of war. Pick a gladiator in your
front arc. If within 12, both roll a D6 and add their Presence. If the totals are equal or the targets is higher, the
Taunt has no effect. If the activated gladiators total is higher, the target must take a Presence test. If passed,
the target is immediately pivoted to face them and must do everything they can, barring potentially harmful
moves, to move as close as possible to their Taunter in their next activation, if not already Engaged with them.
In their activation, they will not Engage any other gladiator. When Engaged with the Taunter, they must use
Rampage (counting it as Charge if under Strength 4), and Close-Combat Attack, Double Strike, or Shooting
Attack. Swap the cards for these as soon as the Taunt successfully made. These cards may not then be swapped
until the beginning of the turn after the Taunted gladiators next activation. If the Presence test is failed, the
target is Stunned.

27

Special Rules
All special rules are exceptions to and expansions of the core rules. As such, every core rule is assumed to still
apply unless explicitly contradicted by a special rule.

Equipment Special Rules:


These rules apply to the whole item when stated on the card, unless indicated otherwise. It is common for some
weapons special rules to be limited to one kind of attack, as shown by the indices on the card.
Add-On:
This item is equipped to any equipped item. Place the card with the selected item on the Status Screen. It may
be damaged as normal for items equipped to that body part, but will also follow its selected item to the Pack or
Discard Pile if the item is moved.
Adrenaline:
Adrenaline can help gladiators shrug off all but the worst injuries. Remove the number of Damage or Soporific
counters indicated in parentheses on use.
Anti-Coagulants:
Some weapons are imbued with drugs to impair the victims natural resilience. Each injury inflicted adds the
number of Anti-Coagulant counters (see page 14) to the victim indicated in the parentheses. Multiple Injuries
from the same attack only add one set of counters.
Antivenom:
Antivenoms take many forms on the Black Market of Commorragh. Each provides the gladiator with the
number of Antivenom counters (see page 15) indicated in parentheses on use.
Armour Save:
The value indicated in parentheses is the Armour Save granted the body part to which this item is equipped.
Only one Armour Save may be used per Damage Point, but each unused Armour Save item for that body part
betters the Armour Save by 1 (to a maximum of 2+).
Berserk:
A Cult leader may gift certain gladiators with exotic drugs that can prolong their life beyond its natural course
that is, if the Cult leader in question does not mind a significant drop in their gladiators mental faculties. Such
an item provides the gladiator with the number of Berserk counters (see page 14) indicated in parentheses on
use.
Blade Trap:
This is a weapon designed to break other weapons. When the Blade Trap successfully fends off a CloseCombat Attack with a Parry, the defender may choose to try to disarm their opponent. If this is done, the
weapon the attacker used must score its Durability or higher on a D6 or be discarded. If discarded, the Blade
Trap weapon must also roll its Durability or higher on a D6 or similarly be discarded.

28

Blast:
A Blast weapon does not cause damage in the normal way. Place the centre of a 3 round template over the
point of impact. Anything even partially touched by this template suffers a Damage Point if a D6 roll for each
satisfies the conditions stated in parentheses after the word Blast. For instance, Blast (5+) would inflict one
Damage Point on the roll of a 5+ to all under the template. If a characteristic is specified (e.g. Blast (T)),
simply take an appropriate characteristic test, applying a Damage Point for failure. Any failed roll for damage
must be re-rolled for things at least partially under the central hole. If the weapon is also Blast, targets may be
affected twice.
Blunt:
Blunt attacks will never cause Loss of Blood; any reference to this on a body chart is ignored. However, if the
only stated effect of that injury is Loss of Blood, apply the next lowest result, or the next highest if it can go no
lower.
Caltrop:
An equipped Caltrop may be dropped at any point during the gladiators movement element. Place a 3 round
template over the point at which the Caltrop is dropped. As soon as that activation is over, the Caltrop becomes
active. When any gladiator moves through an active Caltrop template, they are affected by the Caltrop at the
point where they would pass nearest to the centre of the template.
Caltrops that are neither Blast nor Large Blast (see pages 29 and 33) cannot be triggered by gladiators who
Hover. When triggered, they inflict a Damage Point with the associated special rules on the target gladiator
unless that gladiator passes an Agility test. The attack always hits the nearest leg or similar to the body chart
result rolled (rerolling ties). A score of 8 on the Humanoid body chart would therefore hit the right leg. Should
any gladiator ever be placed Prone within the template, they suffer an additional Damage Point with associated
special rules targeted as normal. Such Caltrop templates remain until the end of the game, even if the item is
One Use Only (see page 34).
Caltrops that are Blast or Large Blast centre the template over the middle of the Caltrop template when
triggered. Damage is worked out in the normal manner and then the Caltrop template is removed.
Coagulants:
Some drugs can prepare a gladiator for the trials of combat, augmenting their natural physiology to better keep
them alive. An item with Coagulants provides the gladiator with the number of Coagulant counters (see page
15) indicated in parentheses on use.
CPU:
A CPU counts as a rider for a Mechanical Mount (see page 39) whilst equipped. It allows the Mechanical
Mount to operate without a rider, counting its WS as 1 and its BS as 3. Should a CPU be chosen as the item
affected by a Damaged Equipment Mechanical Fault, a roll of its Durability or higher on a D6 will prevent it
from being discarded. Mechanical Mounts with CPUs can gain Prestige whilst riderless.
Disarm:
When this item causes an injury, the gladiator may choose to attempt a Disarm. If chosen, no damage is
inflicted and one Handheld or Two-Handed item the target gladiator has equipped is chosen. This may not be
Fixed or an Unarmed Technique, and must be equipped to the body part hit, if the Disarm is part of a CloseCombat or Shooting Attack, or the item the target used, if a Parry. Both gladiators roll a D6 and add either their
Strength. If the Disarming gladiators total is higher, they must take a Weapon Skill test. If passed, the Disarm
item (and another item if the target item is Two-Handed) is moved the their Pack and replaced with the target
item. If failed, the gladiator suffers one injury to the body part with which the Disarm was attempted. If
discarded before the end of that game, the target item goes to its original owners Discard Pile. If not, the new
owner keeps it.

29

Disruption Field:
Disruption fields are valuable personal security devices that use powerful electromagnetic fields to deflect
attacks. Such devices usually have a limited effective arc, and are also vulnerable to threats from within the
field itself. They are nevertheless widely used by all who can afford them.
Unless explicitly specified, each Disruption Field may only protect one arc of a gladiator. This will be specified
either in parentheses or by the body part to which it is equipped. The field covers that arc at a distance of 2.
Any attacks on the gladiator from within this zone ignore the Disruption Field. Any Close-Combat or Shooting
Attack aimed through the Field as a -4 modifier, unless the attack came from the gladiator with the Disruption
Field equipped.
A Disruption Field may be overcharged to repel an opponent who gets too close. If the opponent in an
Engagement is in between the gladiator and Disruption Field after both have been moved, the gladiator may
choose to use a Close-Combat attack to attempt this, instead of causing damage. A Disruption Field used in this
way has Fair Reach. The opponent must pass a Speed test or be moved so that they are 2 away from the
gladiator and suffer a Tripping Hazard. You must then roll the Disruption Fields Durability or higher on a D6
or discard the item.
Filter:
This item allows the gladiator to ignore all effects of starting a turn in a Gas Cloud.
Fixed:
When a Fixed item is moved to a gladiator from a
Cults Armoury (see page 54), note in the
gladiators Medical Record exactly which body
part the item is affixed to. Handheld and TwoHanded weapons need not be Fixed to arms. All
items ignore the Two-Handed rule when Fixed. A
Fixed item will always be equipped to the noted
body part, unless temporarily in the Discard Pile as
the result of an injury. If ever recovered from the
Discard Pile, the item is immediately equipped to
the body part to which it was Fixed. It may not be
unequipped in any other way, even between games,
may only be sold along with the gladiator, and must
be sold if the gladiator is sold. If it is discarded by
an injury and the Durability roll is failed at the end
of the game (see page 53), the item is destroyed. If
the gladiator dies, the Fixed item is destroyed, not
returned to the Armoury. Arms given Fixed items
permanently lose the ability to equip Handheld
items and Gauntlets, even if the Fixed item is
destroyed. Fixed close-combat weapons may never
be used as part of a thrown Shooting Attack,
although are of course free to utilise their shooting
profile if they have one.

Some upgrades can be used to affix other items. In


such cases, the chosen item gains the Fixed rule
permanently.

Flexible:
After a gladiator has attempted to fend off a Close-Combat Attack with this weapon, they may change their
Defence card for any one of the three stances and place the chosen card face-down on their Profile.
Fragile:
After each use of this item, roll a D6 and compare the result to its Durability. If the result is less than the
Durability, the item must be discarded. You cannot attempt to recover Fragile items from your Discard Pile
with a Re-Equip action.

30

Fury:
Fury is one of the most common performance enhancing drugs of the forty-first millennium. Users report
sharper reactions, increased endurance, and the eponymous bloodthirsty rage. An item with Fury provides the
gladiator with the number of Fury counters (see page 14) indicated in parentheses on use.
Gauntlet:
Unless otherwise specified, Gauntlet items may only ever be equipped to arms, and only one such item may be
equipped per arm.
Gas Cloud:
An item marked Gas Cloud will produce a Gas Cloud on use, centred on the point of impact, which may for
some items be their own user. Gas Clouds may be produced in other circumstances too, as detailed elsewhere.
The Gas Cloud begins as a 5 round template considered to block line of sight and be 3 levels in height. It is
activated by the host along with the Coliseum Equipment, drifting D6 in the direction indicated by a Scatter
Dice. If the D6 score is a 4+, the cloud disperses. The first time it disperses it gets reduced in size to the 3
round template; the second time it is removed completely. Gladiators within a Gas Cloud at the start of a turn
receive a Soporific counter. Additional effects from beginning the turn inside a Gas Cloud may be indicated in
parentheses.
Gland:
All Glands are Fragile, and must be Fixed to a torso or head (see page 30). They can, however, be freely
implanted, meaning they do not require another upgrade to Fix them. Glands are used automatically as soon as
the gladiator is subject to an effect countered by the Glands other special rules. For example, an Adrenaline
Gland activates immediately when the gladiator receives any Damage or Soporific counters. Glands activate
one at a time in any desired order, but have to be activated if they can counter a live effect. A discarded Gland
that is not recovered at the end of the game can be recovered by Medical Points just as if it were a Serious
Injury, using its Durability characteristic.
Goad:
This item gives +1 P or -1 P for rolls to determine the stance of a Beast who has targeted this gladiator, and +1 P
to Taunts made against a Beast.
Grapple:
If able to Grapple, a gladiator may declare their intention to do so immediately after causing a Damage Point
(but before saves) as part of a Close-Combat Attack (theirs or their opponents that they Counter). The Grappler
pulls their opponent into contact with the front of their base, maintaining current facings.
Both now count as Agility 0 for the duration of the Grapple. Neither gladiator may change Close-Combat or
Defence cards between turns, and both may only use the Close-Combat Attack action and have this card
automatically. This action can now only be used on their immediate opponent at the end of their own activation.
Whenever the Grappler is subsequently activated, instead of the movement element, both players roll a D6 and
add their Strength. The winner may move the pair the difference in inches in any direction. If the difference is
equal to or higher than their opponents Strength, they may instead place their opponent Prone. The Grapple
ends only when the Grappler completes an activation of theirs without beating their opponents CCS with a
Grapple attack or chooses not to use Grapple as part of their Close-Combat Attack.
Grappling Hook:
When a Damage Point is inflicted with this item as part of a Shooting Attack, the gladiator may choose to make
a Grappling Hook attack. Both now count as Agility 0 for the duration of the Grappling Hook attack. Neither
gladiator may change Close-Combat or Defence cards between turns. Whenever the attacker is subsequently
activated, instead of the movement and action elements, both players roll a D6 and add their Strength. The

31

winner may move themself the difference in inches either towards or away from their opponent, or move their
opponent the distance in inches towards them. If the difference is equal to or higher than their opponents
Strength, they may instead place their opponent Prone. The Grappling Hook attack ends only when the attacker
chooses or the line is broken (see below).
A Grappling Hook may instead be used to from a line of connection between any point of impact of a Shooting
Attack that is not a gladiator and the point upon which the user is standing if there is a height difference between
the two points. This line may be climbed as normal, moving along the line. In addition, a gladiator free to
choose to move a further 2 at the higher end of the line may choose to use it as a zip line and move along it up
to its full distance, taking fall damage as normal. In such a case, their Speed is increased by the difference in
height. Such a line will be destroyed by a 3+ injury roll.
Grave Lotus:
The drug known as Grave Lotus improves the users constitution, keeping them in the fight longer. An item
with Grave Lotus provides the gladiator with the number of Grave Lotus counters (see page 14) indicated in
parentheses on use.
Greave:
Greaves may only be equipped to legs, and only one Greave may be equipped to each leg.
Handheld:
Unless otherwise specified, Handheld items may only ever be equipped to arms, and only one such item may be
equipped per arm.
Hardpoint:
Some vehicles have Hardpoints. A Hardpoint allows one item to be Fixed (see page 30) to the vehicle. Such
items may only be used in the front arc. Empty Hardpoints may be Fixed with an item in the post-game phase.
1 Technical Point (see page 53) may be expended to break an item off a Hardpoint and put it back in the
Armoury.
Harness:
A Harness gives the gladiator -1 P if it is a Mount and has a rider. Harnesses must be equipped to the torso.
Headgear:
This item may only by equipped to the head.

32

Head to Head:
Damage Points from this item are always resolved against the head where possible.

Helmet:
This item may only by equipped to the head, and only one such item may be equipped per head.

Hypex:
When used, the gladiator may immediately move up to 2 in a straight line directly forwards.
Incisive Blow:
+1 to injury rolls.
Ineffectual Blow:
-1 to injury rolls.
Inverted:
Some Handheld items, particularly weapons, may be Inverted to change the effect, as noted on the card. A
sword, for instance, can be Inverted for the coup de gras. When equipping a card, simply turn it upside down to
indicate inversion. No re-orientation may be made unless the gladiator makes a Quick-Draw or Re-Equip
action.
Jump Pack:
Confers the Hovers gladiator special rule (see page 38).
Large Blast:
A Large Blast weapon does not cause damage in the normal way. Place the centre of a 5 round template over
the point of impact. Anything even partially touched by this template suffers a Damage Point if a D6 roll for
each satisfies the conditions stated in parentheses after the words Large Blast. For instance, Large Blast
(5+) would inflict one Damage Point on the roll of a 5+ to all under the template. If a characteristic is specified
(e.g. Large Blast (T)), simply take an appropriate characteristic test, applying a Damage Point for failure.
Any failed roll for damage must be re-rolled for things at least partially under the central hole. If the weapon is
also Blast, targets may be affected twice.
Launcher:
This item causes no direct damage from Shooting Attacks, but instead launches an item with Weight 25 or less
to the point of impact as a thrown weapon.
Legwear:
Legwear may only be equipped to legs.
Multiple Injuries:
Each Damage Point caused by this item is exchanged for the number of Damage Points indicated in parentheses,
after the roll on the Body Chart. Each Damage Point is then rolled for separately.

33

Multi-Shot:
When the Shooting Attack Action card is used with this weapons shooting profile, two consecutive Shooting
Attacks may be made.
Needs Bracing:
This item may only be used at Speed 0.
Nightmare:
This drug induces terror in its victims, making them easy prey. Each injury inflicted adds the number of
Nightmare counters (see page 14) to the victim indicated in parentheses. Multiple Injuries from the same attack
only add one set of counters.
Nitrous Oxide:
Some use nitrous oxide as a way of dealing with the realities of the gladiatorial arena. Others use it as a weapon
to crack weaker minds. Each injury inflicted adds the number of Nitrous Oxide counters (see page 14) to the
victim indicated in parentheses. Multiple Injuries from the same attack only add one set of counters. Use on
Equip items provide the counters for the user.
One Use Only:
When this item is used, it is moved to the Discard Pile. No One Use Only item may ever be recovered from a
Discard Pile for any reason.
Painbringer:
Painbringer is used to give gladiators a temporary boost of strength. An item with Painbringer provides the
gladiator with the number of Painbringer counters (see page 14) indicated in parentheses on use.
Poisoned:
Some weapons are spiked with poison to make sure even a glancing blow can finish an enemy. Each injury
inflicted adds the number of Poison counters (see page 14) to the victim indicated in parentheses. Multiple
Injuries from the same attack only add one set of counters.
Reel:
The item may be used to travel up Grappling Hook lines, inflicting damage as though they were travelling the
other way. The Grappling Hook line is removed after the Reel is used. In addition, if the gladiator uses a
Grappling Hook attack and wins the Strength roll-off, the difference counts as double.
Scope:
The Scope may confer the additional shooting modifier and all other special rules it has to non-thrown Shooting
Attacks made at Long Range by the item it is equipped to.
Servo-Enhancers:
Provided a Servo-Unit is equipped, each Servo-Enhancer increases the Weight a gladiator can carry without
penalty by 100 and the maximum Weight by 200.
Servo-Motors:
Provided a Servo-Unit is equipped, this item does not contribute to the Weight carried by the gladiator. Any
Mount must still carry the gladiators full Weight.

34

Servo-Unit:
A Servo-Unit is a necessary for some other rules to take effect.
Serpentin:
A dose of Serpentin allows a gladiator to move like a predator across the arena. An item with Serpentin
provides the gladiator with the number of Serpentin counters (see page 14) indicated in parentheses on use.
Sleeve:
Sleeves may only be equipped to arms, and only one such item may be equipped to each arm.
Soporifics:
Some weapons are imbued with soporifics that allow their wielders to tease out the fight for longer. Each injury
inflicted adds the number of Soporific counters (see page 14) to the victim indicated in parentheses. Multiple
Injuries from the same attack only add one set of counters.
Spaulder:
Spaulders may only be equipped to arms, and only one Spaulder may be equipped to each arm.
Spray:
A Spray weapon does not cause damage in the normal way. After determining the point of impact, place down
the thin end of the tear drop shaped template. Now determine a second point of impact in the normal manner by
choosing a new target. If the second point nominated happens to be out of range, simply move it so that it is just
within range before determining the point of impact. The thick end of the template is turned to face this second
point. Anything even partially touched by this template suffers 1 Damage Point if a D6 roll for each satisfies the
conditions stated in parentheses after the word Spray. For instance, Spray (5+) would inflict a Damage
Point on the roll of a 5+ to all under the template. If a characteristic is specified (e.g. Spray (T)), simply take
an appropriate characteristic test, applying a Damage Point for failure.
Squire:
This item provide one free Re-Equip action per turn, which can only be used on items in the Discard Pile, and
may be used in addition to the normal action taken by the gladiator.
Stealth Gear:
If a gladiator is wearing any Stealth Gear, all modifiers for them being obscured are doubled for Shooting
Attacks against them.
Suit:
Unless otherwise specified, Suits may only ever be equipped to torsos, and only one such item may be equipped
per torso.
Symbiotic Ammunition Feed:
Due to the extended birthing, incubating, or fermenting apparatus this organic weapon needs, the opposite limb
to which it is Fixed counts as having a Fixed item itself (see page 30). In addition, this item may not be used
unless that opposite limb remains functional.

35

Tactical Display:
This item confers the ability to draw line of sight to anything not within the rearward arc of the gladiator,
regardless of intervening obstacles. For Shooting Attacks, solid obstacles will still confer negative penalties for
cover.
Tail:
All Tails are Fixed (see page 30) to torsos.
Targeter:
This item may confer the additional shooting modifier and all other special rules it has to non-thrown Shooting
Attacks. Targeter modifiers are cumulative.
Tasset:
Tassets may only be equipped to legs, and only one Greave may be equipped to each leg.
Tracker:
Whilst equipped, Shooting Attacks gain a +1 bonus to hit if the shooting gladiator is not at Speed 0.
Tripping Hazard:
Whenever this weapon inflicts a Damage Point, the victim must take a test as if they had entered a Tripping
Hazard (see page 17).
Two-Handed:
A Two-Handed item counts as Handheld. It is equipped to one arm
but always requires an additional arm to be free of Handheld items, or
it is returned to the Pack immediately. Any Handheld item may be
wielded Two-Handed whenever an additional arm is free, without the
need to be specifically equipped as a Two-Handed item. To get
Around the Guard of a weapon wielded Two-Handed, an attack must
come from the rear arc.

Unarmed Combat:
These techniques are learnt martial arts. They are purchased in sets, with the specified cost being the total for
all cards of a particular set. All cards in a set must be given to the same gladiator upon purchase, and can never
be transferred nor removed by any rule that does not specifically mention Unarmed Combat. Whenever such a
card is to be Discarded, place it back into the gladiators Pack instead. Some Unarmed Combat cards may be
described as Handheld, merely indicating they cannot be used (that is, equipped) whilst a hand is otherwise
occupied. Unarmed Combat techniques can only be equipped to the body part indicated in parentheses in its
name.
Use on Equip:
The effects of this item are applied as soon as it is equipped, after which it is placed immediately into the
gladiators Pack. Each item may only ever be equipped once per turn. Re-Equip and Quick Draw actions may
continue after a Use on Equip action has been used.
Warp Jump Pack:
This item confers the ability to use warp dimensions to jump between locations on the material plane; that is, the
Warp Jump gladiator special rule (see page 45).

36

Static Gladiator Special Rules:


Battle-Hardened:
As soon as this gladiator is purchased, use a D66 to randomly determine one mutable special rule (see below)
for them.
Beast:
Some gladiators will have a special rule noting that they are Bestial. Beasts are designed to be completely out of
the control of any player, allowing them to be incorporated into games in a completely unbiased manner. Where
a situation requires a choice from a Beast not stipulated below, Beasts should behave impartially, in their own
interests of indiscriminate slaughter and/or self-preservation, or randomly where these principles are insufficient
to make a decision.
Order of activation a Beast of any Cult may be activated by any player in the normal sequence.
Card selection a Beast does not get assigned Engage, Action, or Defence cards at the beginning of the turn.
Instead they select cards in an automated way as the relevant situation arises (see below).
Target and Stance in its Status phase activation, each Beast must identify its target for that turn. The target is
ordinarily the closest visible gladiator of any Cult within 12, ignoring other Beasts from the same Cult. If
successfully Taunted, a Beast will ignore all other gladiators for the purposes determining its target whilst the
Taunt lasts. A Beast with no eligible target will increase their Speed as much as possible and move as fast as
possible towards the nearest potential target.
Any gladiator can freely choose in their own activation not to Engage a Beast that is not targeting them.
When the target has been chosen, the player must
determine which of two stances the Beast takes
towards its opponent. To do this, both the Beast and
the target roll a D6 and add their Presence. If the
targets total is higher, the Beast adopts the Stalker
stance. If not, it adopts the Enraged stance. Each
target makes only one roll, regardless of the number
of beasts targeting them. A Taunted Beast will
always be pass the Presence test and be Enraged;
there is no need to roll. Other than the above, Taunts
have no further effects on Beasts.

The Beast behaves differently according to its stance:


Enraged on this stance, the Beast acts first in the interest of causing as much damage as possible, and
only then in the interest of self-preservation. It is given a random Engage card out of Charge, Flank
Left, Flank Right, and Rampage, both the Close-Combat Attack and Shooting Attack Action cards, a
random Close-Combat card out of Mighty Blow and Slash, and the Counter Defence card. When it is
activated and not Engaged, it raises its Speed as much as possible, then its Readiness, and moves as fast
as possible towards its target, making a Shooting Attack if it cannot make a Close-Combat Attack.
Stalker on this stance, the Beast acts first in the interest of self-preservation, and only then in the
interest of causing as much damage as possible. It is given a random Engage card out of Flank Left,
Flank Right, Skirmish, and Stand Firm, both the Hit and Run and Shooting Attack Action cards, a
random Close-Combat card out of Slash and Stab, and the Evade Defence card. When it is activated
and not Engaged, it raises its Speed towards its Agility value, then its Readiness as much as possible,
and moves the minimum distance straight towards its target, making a Shooting Attack.

37

Bulky:
This gladiator suffers -1 to their SS when the target of a Shooting Attack.
Elite:
As soon as this gladiator is purchased, use a D66 to randomly determine three mutable special rules (see below)
for them.
Extra Seats:
Some Mounts (see page 40) are designated as having the number of extra seats indicated in parentheses. These
seats may be occupied by additional riders. All Close-Combat or Shooting attacks that hit a rider are
randomised between all the riders.
Where all riders belong to the same or friendly teams, the rider in control may by freely chosen. If riders belong
to different teams, no-one can truly control the Mount. A non-Bestial Mount will simply move its minimum
distance directly forward, without adjusting Speed or Readiness, whilst a Bestial Mount will automatically
behave exactly is if it beat its rider in the test for control.
Riders from different teams may make a Close-Combat Attack or Shooting Attack action against other riders of
the same Mount upon activation, but may not dismount in the same turn. Shooting Attacks thus performed will
hit the nominated, not a random, target.
Fast:
Fast gladiators maximum Speed is 1 plus twice their Agility, to the normal maximum of 9, and they may
choose to add 1 to any Speed increase. The following rules only apply when the gladiator is moving at Speeds
only made possible by the Fast special rule:
When not Engaged, they can only decrease their Speed by 2 points, unless they are also a Mechanical Mount
(see page 39), in which case they decelerate by D6. They may never choose the Close-Combat Attack, Double
Strike, Feint, or Quick Draw Action cards and treat the Skirmish Engage card as a Tripping Hazard. When not
Engaged, they must move their minimum distance before turning. They will automatically fail a Tripping
Hazard test if this forces them into contact with Impassable terrain. They may not turn more than 90 to face an
opponent in an Engagement, nor may perform a Pirouette or Skirmish. If called upon to do any of these, they
will instead move directly forward until they are just over 4 from the centre of the Engagement, not modifying
Readiness or Speed, and are unable to make a Close-Combat Attack. In addition, when Disengaging they may
choose to move directly forwards instead of the shortest route, and may never turn more than 90.
Fights Unencumbered:
This gladiator relies on speed and agility to fight, quickly losing effectiveness when covered in equipment. If
the gladiator carries over 100 Weight, they have a -1 A modifier an addition to any other penalties.
Hovers:
This gladiator always counts as one level higher than normal and treats height differences as half their actual
value for the purposes of jumping down levels. Difficult and Uneven ground on the level below is ignored, and
Tripping Hazards on the level below may be ignored if an Agility test is passed. A gladiator who can Hover
cannot climb.
Hovering gladiators attacking non-Hovering gladiators have a -2 CCS penalty if using a weapon with Near
Reach, or a-1 CCS penalty if using a weapon with Fair Reach. Far Reach weapons are unaffected.
Juggernaut:
This gladiator will never Engage in its own activation, and counts as Immobile when Engaged, although its
Speed is never modified. In addition, each gladiator this gladiator moves over during its activation, or which it

38

ends its move in base contact with, must take an Agility test for each point of Speed the Juggernaut has. Each
failed test inflicts 1 Damage Point.
If a Juggernaut that is also a Beast becomes Enraged, it ignores its target and stomps over the maximum number
of gladiators possible, moving no further than needed to do this.
Massive:
This gladiator suffers -5 to their SS when the target of a Shooting Attack.
Mechanical Mount:
Counts as a Mount (see page 40).
In addition, it is always Incapacitated if it ever ends
a turn without a rider, first taking damage as if it had
failed a Tripping Hazard test, and counts as Stunned
without a rider. It never gains or gives away
Prestige, and Prestige from damage it causes is given
to its rider. Nothing may be equipped to it unless
Fixed by some specifically stated means. Any rider,
however, has free access to its pack and may move
items between Packs with the Re-Equip Action card.
A Mechanical Mount always uses its riders WS,
BS, A, and P, except for the purpose of determining
maximum Speed.
A Mechanical Mounts Weight is Sx100.
Damage a Mechanical Mount is treated exactly as
a gladiator with one Status Screen space. Injuries to
the Mechanical Mount are always resolved on the
chart below:

Mechanical Faults:
1 Rocked lose D6 Speed and D6 Readiness.

current Speed before playing its Engage card, or its


full current Speed if Fast.

2 Damaged Equipment discard one randomly


determined item equipped to the Mechanical
Mount, and apply the Rocked result.

5 Engine Damage Serious Fault.


sustained up to two times. -1 A and S.

3 Destabilised lose D6 Readiness and pass an


Agility test to avoid being Stunned.
4 Cracked Gyros Serious Fault. -1 S. The
Mechanical Mount must always move half its

May be

6 Critical Failure Serious Fault. -1 T and D3


additional rolls on this table.
7+ Explosion Serious Fault. Treat as a Critical
Failure. In addition, all models within its starting
Strength in inches suffer 1 Damage Point.

The only things that are kept in its Mechanical Record (which replaces the Medical Record) are Serious Faults.
These may be treated with TPs (Technical Points), not MPs.

39

Moving when its rider elects to modify Speed at the beginning of their activation, their Speed is modified by
D6 in the chosen direction. This D6 may be rerolled if the Rider passes an Agility test.
Mount:
If something is a Mount but currently has no rider, a Humanoid gladiator within 1 of it may get up onto it by
passing an Agility test at the end of their activation if they were not Engaged. A team may also be entered into a
game with gladiators declared to be already Mounted. If the rider is ever thrown from the Mount, place them 1
from the Beast in a random direction and treat them as if they failed a Tripping Hazard test. Incapacitating the
Mount, causing it to be Prone, or successfully Grappling the rider all cause the rider to be thrown. A Mount is
treated as failing a Tripping Hazard test if it ever exceeds its Weight capacity whilst Mounted. A rider may
voluntarily dismount without penalty at the beginning of their activation, in which case they are placed
anywhere within 1 of the Mount, and the Mount counts as not having been activated and immediately chooses
cards as normal.
The rider contributes to the Weight carried by the Mount all the Weight they carry plus 50xT. Any rider has
free access to the Mounts pack and may move items between Packs with the Re-Equip Action card.
Rider and Mount count as a single gladiator controlled by the riders Cult. Only the rider selects which cards
may be activated each turn. Neither rider nor Mount may Engage one another. The combined model uses the
Mounts profile for all movement, and, during its activation and any other Engagements, may make an Action
according to eithers Action card, but not both during a single activation. They only ever have one Speed and
Readiness score between them, which carries over only to the Mount if they are separated.
Damage from Close-Combat or Shooting Attacks is randomised between rider and Mount by a D6 roll: 1-3
Mount, 4-6 Rider. A gladiator making a Close-Combat Attack against them may choose attempt to modify this
roll instead of the body chart roll. Damage from other sources, or Blast, Large Blast, or Spray weapons, counts
Mount and rider as two models occupying the same space.
Riders are free to make Close-Combat Attacks against their Mount, even though they can never be Engaged.
Simply resolve the Action card against the Mount at any point during their activation.
If the Mount is also a Beast, upon its activation it will automatically target its rider, rolling as normal. If the
Beasts roll is less than its riders, instead of becoming a Stalker, the Beast rule is ignored for that turn. If the
Beasts roll equals or beats the riders, the Rider must pass an Agility test to avoid being thrown. The Beast
then selects a new target in the normal manner to be automatically Enraged at, ignoring any rider it still has, but
not a rider it has thrown. A gladiator riding an Enraged Beast can do nothing that turn apart from cling on
frantically. The Beast behaves as if there were no rider. Mounted Beasts attacked by their riders in the previous
activation will automatically be Enraged, potentially throwing their riders.
Puny:
This gladiator receives +1 to their SS when the target of a Shooting Attack.
Quadruped:
Quadrupeds may optionally be mounted on rectangular bases, in which case their arcs are worked out by
drawing a line corner to corner.
All Quadrupeds are Mounts (see page 40).
Quadrupeds may not climb.
Quadrupeds have their own body chart and injury tables:

40

Quadruped body chart:


2D6 score:
2-3
4-5
6
7
8
9-10
11-12

Body part:
Head
Left foreleg
Left hind leg
Torso
Right foreleg
Right hind leg
Head

Damage Points sustained from sources in the right arc get +1 to rolls on the chart, whilst those from sources in
the left arc get -1.
The injury tables corresponding to the Quadruped body chart are as follows:

Head:
1 Damaged Headgear randomly determine a
single item equipped to the head and place it in the
Discard Pile. If the gladiator has no headgear then
treat this result as Head Wound.
2 Head Wound this results in Loss of Blood.
3-4 Dazed the gladiator is Stunned and must
pass a Presence test to avoid being placed Prone.
5 Enucleation Serious Injury. This Serious
Injury is unique in that it can be sustained twice.
Each Enucleation results in Loss of Blood. The
first time this injury is sustained reduce the
gladiators WS, BS and A by 1. The second
Enucleation reduces WS, BS and A by a further 2.
Further Enucleations are treated as Head Wounds.
6 Brained Serious Injury. The gladiators WS,
BS, S, T and A are halved (rounding down). The
gladiator is placed Prone and is Stunned. In
addition, the gladiator suffers a Head Wound.
7+ Decapitated reduce S and T to 0, and T by a
further D6. Each point lost counts as one Serious
Injury.
Right Foreleg:
1 Damaged Equipment randomly determine a
single item equipped to the right foreleg and place
it in the Discard Pile. If the gladiator has nothing
equipped to that foreleg, treat this result as a
Bloody Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Torn Right Foreleg Serious Injury. Reduce
WS and BS by 1. This results in Loss of Blood.

5 Broken Right Foreleg Serious Injury.


Reduce WS, BS, and S by 1.
6 Mutilated Right Foreleg Serious Injury.
Reduce S by 1. The gladiator loses use of the right
foreleg. All items equipped to this foreleg are
discarded. No further items may be equipped to
this foreleg. This causes Loss of Blood.
7+ Severed Right Foreleg Serious Injury. This
injury removes all other Serious Injuries on this
limb. The gladiator loses use of the right foreleg.
All items equipped to this foreleg are discarded.
No further items may be equipped to this foreleg.
In addition, the gladiator suffers D3 Bloody
Laceration results. Any further injuries to this
body part are ignored.
Left Foreleg:
1 Damaged Equipment randomly determine a
single item equipped to the left foreleg and place it
in the Discard Pile. If the gladiator has nothing
equipped to that foreleg, treat this result as a
Bloody Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Torn Left Foreleg Serious Injury. Reduce
WS and BS by 1. This results in Loss of Blood.
5 Broken Left Foreleg Serious Injury. Reduce
WS, BS, and S by 1.
6 Mutilated Left Foreleg Serious Injury.
Reduce S by 1. The gladiator loses use of the left
foreleg. All items equipped to this foreleg are
discarded. No further items may be equipped to
this foreleg. This causes Loss of Blood.
7+ Severed Left Foreleg Serious Injury. This
injury removes all other Serious Injuries on this
limb. The gladiator loses use of the left foreleg.

41

All items equipped to this foreleg are discarded.


No further items may be equipped to this foreleg.
In addition, the gladiator suffers D3 Bloody
Laceration results. Any further injuries to this
body part are ignored.
Right Hind Leg:
1 Damaged Equipment randomly determine a
single item equipped to the right hind leg and place
it in the Discard Pile. If the gladiator has nothing
equipped to that hind leg, treat this result as a
Bloody Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Hamstrung Serious Injury. Halve Sp and
reduce A by 1. This results in Loss of Blood.
5 Broken Right Hind Leg Serious Injury.
Half Sp and reduce T and A by 1.
6 Mutilated Right Hind leg Serious Injury.
Half Sp and reduce T by 1 and A to 1, or 0, if at 1
already. The gladiator loses use of the right hind
leg. All items equipped to this hind leg are
discarded. No further items may be equipped to
this hind leg. This causes Loss of Blood.

equipped to that hind leg, treat this result as a


Bloody Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Hamstrung Serious Injury. Halve Sp and
reduce A by 1. This results in Loss of Blood.
5 Broken Left Hind Leg Serious Injury. Half
Sp and reduce T and A by 1.
6 Mutilated Left Hind leg Serious Injury.
Half Sp and reduce T by 1 and A to 1, or 0, if at 1
already. The gladiator loses use of the left hind leg.
All items equipped to this hind leg are discarded.
No further items may be equipped to this hind leg.
This causes Loss of Blood.
7+ Severed Left Hind leg Serious Injury. This
injury removes all other Serious Injuries on this
limb. The gladiator loses use of the left hind leg.
All items equipped to this hind leg are discarded.
No further items may be equipped to this hind leg.
Half Sp and reduce A to 1, or 0, if at 1 already. In
addition, the gladiator suffers D3 Bloody
Laceration results. Any further injuries to this
body part are ignored.
Torso:

7+ Severed Right Hind leg Serious Injury.


This injury removes all other Serious Injuries on
this limb. The gladiator loses use of the right hind
leg. All items equipped to this hind leg are
discarded. No further items may be equipped to
this hind leg. Half Sp and reduce A to 1, or 0, if at
1 already. In addition, the gladiator suffers D3
Bloody Laceration results. Any further injuries to
this body part are ignored.

1-2 Winded the gladiators R and Sp are


reduced by 1.

Left Hind Leg:

7+ Evisceration reduce S and T to 0, and T by


a further D3. Each point lost counts as one Serious
Injury.

1 Damaged Equipment randomly determine a


single item equipped to the left hind leg and place it
in the Discard Pile. If the gladiator has nothing

3-4 Flesh Wound this results in Loss of Blood.


5 Cracked Rib Serious Injury. May be
sustained multiple times. Reduces T by 1.
6 Organ Damage Serious Injury. Reduces T
by 2.

Slow-Witted:
The mind is not this gladiators foremost weapon. They can never use the Taunt action.
Swarm:
All Swarms are Beasts (see page 37). Swarms are
a single model representing a group of smaller
creatures. A Swarm counts as a single gladiator.
They may not be given any additional equipment,
but will always recover all their starting equipment
after each game. All their equipment represents
multiple smaller items that combine to have the

same effect as one normal item. All their items are


Fixed (see page 30). Swarms are immune to the
Blade Trap, Disarm, Grapple, and Tripping Hazard
rules.
Swarms have no body chart. All damage is
resolved using the following injury table:

42

4 Cowed Serious Injury. May be sustained


multiple times. -1 A.

1 Scattered the gladiator is Stunned.


2 Riled -1 WS and BS.
3 Worn Down Serious Injury.
sustained multiple times. -1 T.

May be

5 Ravaged Serious Injury. May be sustained


multiple times. -1 S.
6+ Crushed roll for three additional injuries on
this chart.

Tyranid:
All Tyranids are Beasts (see page 37).
Tyranids have their own body chart and injury tables:
Tyranid body chart:
2D6 score:
2
3-4
5
6
7
8
9
10
12

Body part:
Head
Left foreleg
Left medial leg
Left hind leg
Torso
Right hind leg
Right medial leg
Right foreleg
Head

Damage Points sustained from sources in the right arc get +1 to rolls on the chart, whilst those from sources in
the left arc get -1.
The injury tables corresponding to the Tyranid body chart are as follows:

Head:
1 Damaged Maw randomly determine a single
item equipped to the head and place it in the
Discard Pile. If the gladiator has no headgear then
treat this result as Head Wound.
2 Head Wound this results in Loss of Blood.
3-4 Dazed the gladiator is Stunned and must
pass a Presence test to avoid being placed Prone.
5 Enucleation Serious Injury. This Serious
Injury is unique in that it can be sustained twice.
Each Enucleation results in Loss of Blood. The
first time this injury is sustained reduce the
gladiators WS, BS and A by 1. The second
Enucleation reduces WS, BS and A by a further 2.
Further Enucleations are treated as Head Wounds.
6 Brained Serious Injury. The gladiators WS,
BS, S, T and A are halved (rounding down). The
gladiator is placed Prone and is Stunned. In
addition, the gladiator suffers a Head Wound.

7+ Decapitated reduce S and T to 0, and T by a


further D6. Each point lost counts as one Serious
Injury.
Right Foreleg:
1 Damaged Equipment randomly determine a
single item equipped to the right foreleg and place
it in the Discard Pile. If the gladiator has nothing
equipped to that foreleg, treat this result as a
Bloody Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Torn Right Foreleg Serious Injury. Reduce
WS and BS by 1. This results in Loss of Blood.
5 Broken Right Foreleg Serious Injury.
Reduce WS, BS, and S by 1.
6 Mutilated Right Foreleg Serious Injury.
Reduce S by 1. The gladiator loses use of the right
foreleg. All items equipped to this foreleg are
discarded. No further items may be equipped to
this foreleg. This causes Loss of Blood.

43

7+ Severed Right Foreleg Serious Injury. This


injury removes all other Serious Injuries on this
limb. The gladiator loses use of the right foreleg.
All items equipped to this foreleg are discarded.
No further items may be equipped to this foreleg.
In addition, the gladiator suffers D3 Bloody
Laceration results. Any further injuries to this
body part are ignored.
Left Foreleg:
1 Damaged Equipment randomly determine a
single item equipped to the left foreleg and place it
in the Discard Pile. If the gladiator has nothing
equipped to that foreleg, treat this result as a
Bloody Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Torn Left Foreleg Serious Injury. Reduce
WS and BS by 1. This results in Loss of Blood.
5 Broken Left Foreleg Serious Injury. Reduce
WS, BS, and S by 1.
6 Mutilated Left Foreleg Serious Injury.
Reduce S by 1. The gladiator loses use of the left
foreleg. All items equipped to this foreleg are
discarded. No further items may be equipped to
this foreleg. This causes Loss of Blood.
7+ Severed Left Foreleg Serious Injury. This
injury removes all other Serious Injuries on this
limb. The gladiator loses use of the left foreleg.
All items equipped to this foreleg are discarded.
No further items may be equipped to this foreleg.
In addition, the gladiator suffers D3 Bloody
Laceration results. Any further injuries to this
body part are ignored.
Right Medial Leg:
1 Damaged Equipment randomly determine a
single item equipped to the right medial leg and
place it in the Discard Pile. If the gladiator has
nothing equipped to that leg, treat this result as a
Bloody Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Torn Right Medial Leg Serious Injury.
Reduce WS and BS by 1. This results in Loss of
Blood.
5 Broken Right Medial Leg Serious Injury.
Reduce WS, BS, and S by 1.
6 Mutilated Right Medial Leg Serious Injury.
Reduce S by 1. The gladiator loses use of the right

medial leg. All items equipped to this leg are


discarded. No further items may be equipped to
this leg. This causes Loss of Blood.
7+ Severed Right Medial Leg Serious Injury.
This injury removes all other Serious Injuries on
this limb. The gladiator loses use of the right
medial leg. All items equipped to this leg are
discarded. No further items may be equipped to
this leg. In addition, the gladiator suffers D3
Bloody Laceration results. Any further injuries to
this body part are ignored.
Left Medial Leg:
1 Damaged Equipment randomly determine a
single item equipped to the left medial leg and
place it in the Discard Pile. If the gladiator has
nothing equipped to that leg, treat this result as a
Bloody Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Torn Left Medial Leg Serious Injury.
Reduce WS and BS by 1. This results in Loss of
Blood.
5 Broken Left Medial Leg Serious Injury.
Reduce WS, BS, and S by 1.
6 Mutilated Left Medial Leg Serious Injury.
Reduce S by 1. The gladiator loses use of the left
medial leg. All items equipped to this leg are
discarded. No further items may be equipped to
this leg. This causes Loss of Blood.
7+ Severed Left Medial Leg Serious Injury.
This injury removes all other Serious Injuries on
this limb. The gladiator loses use of the left medial
leg. All items equipped to this leg are discarded.
No further items may be equipped to this leg. In
addition, the gladiator suffers D3 Bloody
Laceration results. Any further injuries to this
body part are ignored.
Right Hind Leg:
1 Damaged Equipment randomly determine a
single item equipped to the right hind leg and place
it in the Discard Pile. If the gladiator has nothing
equipped to that hind leg, treat this result as a
Bloody Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Hamstrung Serious Injury. Halve Sp and
reduce A by 1. This results in Loss of Blood.

44

5 Broken Right Hind Leg Serious Injury.


Half Sp and reduce T and A by 1.
6 Mutilated Right Hind leg Serious Injury.
Half Sp and reduce T by 1 and A to 1, or 0, if at 1
already. The gladiator loses use of the right hind
leg. All items equipped to this hind leg are
discarded. No further items may be equipped to
this hind leg. This causes Loss of Blood.
7+ Severed Right Hind leg Serious Injury.
The gladiator loses use of the right hind leg. All
items equipped to this hind leg are discarded. No
further items may be equipped to this hind leg.
Half Sp and reduce A to 1, or 0, if at 1 already. In
addition, the gladiator suffers D3 Bloody
Laceration results. Any further injuries to this
body part are ignored.
Left Hind Leg:
1 Damaged Equipment randomly determine a
single item equipped to the left hind leg and place it
in the Discard Pile. If the gladiator has nothing
equipped to that hind leg, treat this result as a
Bloody Laceration.
2-3 Bloody Laceration this results in Loss of
Blood.
4 Hamstrung Serious Injury. Halve Sp and
reduce A by 1. This results in Loss of Blood.

6 Mutilated Left Hind leg Serious Injury.


Half Sp and reduce T by 1 and A to 1, or 0, if at 1
already. The gladiator loses use of the left hind leg.
All items equipped to this hind leg are discarded.
No further items may be equipped to this hind leg.
This causes Loss of Blood.
7+ Severed Left Hind leg Serious Injury. The
gladiator loses use of the left hind leg. All items
equipped to this hind leg are discarded. No further
items may be equipped to this hind leg. Half Sp
and reduce A to 1, or 0, if at 1 already. In addition,
the gladiator suffers D3 Bloody Laceration results.
Any further injuries to this body part are ignored.
Torso:
1-2 Winded the gladiators R and Sp are
reduced by 1.
3-4 Ichorous Ooze this results in Loss of
Blood.
5 Cracked Chitin Serious Injury. May be
sustained multiple times. Reduces T by 1.
6 Organ Damage Serious Injury. Reduces T
by 2.
7+ Evisceration reduce S and T to 0, and T by
a further D3. Each point lost counts as one Serious
Injury.

5 Broken Left Hind Leg Serious Injury. Half


Sp and reduce T and A by 1.
All Tyranids ignore the negative CCS modifier for making a Double Strike action.
Veteran:
As soon as this gladiator is purchased, use a D66 to randomly determine two mutable special rules (see below)
for them.
Warp Jump:
The Disengage action allows this gladiator to leave an Engagement by reappearing anywhere within 12, facing
any direction, with no adjustment of Speed or Readiness.
If not Engaged, the gladiator may use the Disengage Action card to forego their normal move and adjustment of
Speed and Readiness and reappear anywhere within 12 facing any direction.

45

Mutable Gladiator Special Rules:


These rules can be gained or lost in between games, as stipulated below. All conditions are considered with
regards to the last game only, and are designed around memorable moments that will hopefully be lodged in the
players minds anyway. Even where you would like to put certain events down to the whims of fortune,
coliseum crowds see it otherwise and delight in legends of exaggerated valour and shame.
Not all mutable rule categories are considered after each game. Only three categories are chosen per gladiator,
one by the controlling player, one by an opponent, and the Universal category. Rules not in these categories
cannot be gained or lost.
There are six categories of mutable special rule, each with six entries. Thus they may be randomly selected with
a D66 if required. The categories are:
Athleticism:
Clumsy it may be just the nerves, but staying on their feet seems enough of a challenge in itself for this
gladiator.
-1 A.
Gain condition: Become Incapacitated by your own movement element.
Loss condition: Avoid a Tripping Hazard whilst moving at Speed 3 or higher.
Dodge it is said that your reflexes are so fast that even the shots from a lasgun are too slow to find you.
You may re-roll any 1s when determining your SS for a Shooting Attack against you.
Gain condition: Successfully dodge a Shooting Attack with a double six SS roll.
Loss condition: Fail to dodge a Shooting Attack with a double one SS roll.
Flat-Footed this gladiator often does not even see the attacker who floors them.
-1 A.
Gain condition: Be Incapacitated by an opponent moving at Speed 6 or higher whilst at Speed 0.
Loss condition: Incapacitate an opponent at Speed 4 or higher whilst moving at Speed 4 or higher.
Lithe the gladiator appears to move their body like a liquid, flowing easily from one position to another.
+1 A.
Gain condition: Successfully Evade with a double six CCS roll.
Loss condition: Fail to Evade with a double one CCS roll.
Master/Mistress of the Dance this gladiator is so in tune with their surroundings that multiple enemies do
not cause the slightest concern, with parries and dodges flowing so smoothly that one would swear that they had
choreographed their enemies.
The gladiator may attempt to pass a Presence test in order to change Engage cards after their opponents is
revealed.
Gain condition: Successfully fend off at least three Close-Combat Attacks (beat the CCS of an attacker) in a
single turn without failing to fend off a Close-Combat Attack that turn.
Loss condition: Get hit by at least two Close-Combat Attacks (score equal or less than the CCS of an attacker)
in a single turn without fending off a Close-Combat Attack that turn.
Quicksilver by the time the body hits the floor your lap of honour is half complete.
+1 A.
Gain condition: Incapacitate an opponent when you began the turn at Speed 6 or higher.
Loss condition: Incapacitate an opponent when you began the turn at Speed 0.

46

Bottle:
Arrogant is this hubris or showmanship? Either way, the crowds love it.
+1 P.
Gain condition: Incapacitate a gladiator acting under the influence of your Taunt who has passed their
Presence test.
Loss condition: Be Incapacitated by a gladiator acting under the influence of your Taunt who has passed their
Presence test.
Arrogant to a Fault question answered. The gods plan your demise as you continue to woo the crowds.
+1 P.
Gain condition: Be Arrogant, and Incapacitate a gladiator acting under the influence of your Taunt who has
passed their Presence test.
Loss condition: Be Incapacitated by a gladiator acting under the influence of your Taunt who has passed their
Presence test.
Beastmaster this gladiator can command beasts with seeming ease.
A Beastmaster has +2 P or -2 P for rolls to determine the stance of a Beast who has targeted this gladiator and
for Taunts made against a Beast. However, if the Beastmaster chooses to forego this bonus before any roll is
made, they may either change that Beasts target to absolutely any other gladiator, rolling again to determine
stance, or they may force the Beast to do nothing at all this turn apart from Engaging a gladiator who freely
chooses to Engage it in their turn. In addition, if the Beast is part of a team entered that includes the
Beastmaster (see page 52) and the Beastmaster manages to cow the Beast into the Stalker stance, they may
choose either option even if they took the bonus. During their own activation, a Beastmaster may choose not to
be Engaged with any Beast Stalking them. Finally, all Beasts entered into a game as part of the same team as a
Beastmaster are conditioned to work with their master, and target their Beastmaster over all other gladiators
whenever the Beastmaster wishes, including when they are not visible but still within 12.
Gain condition: Incapacitate three or more Beasts in one game in which the gladiator is not Incapacitated.
Loss condition: Be Incapacitated by a Beast.
Haunted the Nightmare lingers
-1 P.
Gain condition: Fail at least three Presence tests to be affected by Nightmare.
Loss condition: Pass or win at least three Presence tests or roll-offs in one game and fail or lose none.
Maniacal the constant maniacal laughter is only exacerbated by displays of violence.
Nitrous Oxide counters are always the last to be removed from this gladiator, and counts each Nitrous Oxide
counter as two when it comes to removing counters. A gladiator must, however, use a final odd successful roll
to remove a Nitrous counter. Thus three 4+s would dissipate two Nitrous Oxide counters.
Gain condition: End a game with 6 or more Nitrous Oxide counters.
Loss condition: Have no Nitrous Oxide counters for one whole game.
Traumatised your mind is broken.
-1 P.
Gain condition: Be reduced to P 0 at any point during a game.
Loss condition: Undergo Therapy.
Constitution:
Berserker neither pain, nor loss of blood, nor loss of limbs seem a barrier to this gladiator.
Every time an injury is suffered, roll a D6. On a 5+, gain a Berserk counter.
Gain condition: Incapacitate a gladiator whilst at S or T 0 or less.
Loss condition: Be Incapacitated and have had no Berserk counters that game.
Lives on a Snake Farm such theories aside, this gladiator can no longer get even recreational use out of
most poisons.
Re-roll any dice that fail the 4+ roll for determining how many counters are removed at the beginning of
activation.
Gain condition: Have at some point in a game six or more Poison counters in the Medical Record, avoid being
Incapacitated in that game, and finish it with no Poison counters.
Loss condition: Be Incapacitated by Poison.

47

On the Road to Recovery rest and recuperation can only heal a gladiator so far.
-1 T.
Gain condition: End a game at Toughness -1 or less.
Loss condition: End a game on the same Toughness you began it with.
Sickly this gladiator looks like they have been poisoned already.
-1 T.
Gain condition: Be Incapacitated from failing all of at least three 4+ rolls to remove effects at the beginning of
activation.
Loss condition: Pass all of at least three 4+ rolls to remove effects at the beginning of activation, and use each
to remove an Anti-Coagulant, Poison, or Soporific counter.
Tough this gladiator is unafraid of a few hurts.
+1 T.
Gain condition: Have at least six Loss of Blood counters at some point in a game and finish it without being
Incapacitated.
Loss condition: Be Incapacitated in a game where only one opponent gives you Damage counters.
Will to Survive why wont you die?! is the last thing opponents can be heard saying.
+1 T.
Gain condition: Win a one-on-one game having suffered at least four Serious Injuries.
Loss condition: Be Incapacitated having suffered no or only one Serious Injury that game.
Ferocity:
Brawler this gladiator has the strength to crush opponents with pure brawn.
+1 S.
Gain condition: Incapacitate an opponent through by Grappling them for three or more turns.
Loss condition: Have a Close-Combat Attack that is the result of a Grapple successfully fended off by an
opponent and be Incapacitated by them in their next activation.
Divine Strength some god has blessed this gladiator with strength beyond their kin, outmatching heavily
armed opponents with but this divine gift.
+1 S.
Gain condition: Incapacitate an opponent equipped who has at least one non-Unarmed Technique closecombat weapon through a Close-Combat Attack whilst having only Unarmed Technique close-combat weapons
equipped.
Loss condition: Be Incapacitated by an opponent through an Unarmed Technique.
Feeble the crowd believe their grandmothers could survive even this gladiators most forceful attacks.
-1 S.
Gain condition: Roll a double one when calculating an attacking CCS from a Mighty Blow.
Loss condition: Incapacitate an opponent with a Mighty Blow.
Head-Hunter the gladiator has developed a keen interest in procuring trophies of their victims, much to the
delight of their supporters.
+1 to rolls on the Humanoid head injury table when rolling for opponents injured by Close-Combat Attacks.
Gain condition: Score one Decapitated result with a Close-Combat Attack.
Loss condition: Be Decapitated.
Power from Pain the spectators are not the only ones to be invigorated by the bloody spectacle.
+1 Readiness at the end of the turn that sees the first Loss of Blood counter appears.
Gain condition: Incapacitate at least one opponent in two or more consecutive turns.
Loss condition: None.
Weak things can get too up close and personal for this gladiator.
-1 S.
Gain condition: Be Incapacitated by an opponent through a Grapple that lasts three or more turns.
Loss condition: Successfully fend off a Close-Combat Attack whilst being Grappled.

48

Melee:
Deadly rumour has it that you were born with a knife in your hand.
When this gladiator makes a successful Targeted Attack roll on attack or defence, the score may be modified by
up to 2, instead of the usual 1.
Gain condition: Incapacitate an opponent by hitting their head with a Close-Combat Attack after modifying
the body chart.
Loss condition: Have a Close-Combat Attack redirected away from the head by an opponent modifying the
body chart.
Flinches at Nothing your opponents laugh as they beat you.
-1 WS.
Gain condition: Roll a double one as a defensive CCS.
Loss condition: Roll a double six as a defensive CCS.
Pacifist a noble philosophy.
-1 WS.
Gain condition: Roll a double one as an attacking CCS.
Loss condition: Roll a double six as an attacking CCS.
Precise so accurate is this gladiator that their blows can find any weakness in their opponents defences.
+1 WS.
Gain condition: Incapacitate an opponent via the Damage Point granted by a successful Counter.
Loss condition: Suffer an unhealed Enucleation. Use of Bionics does not grant the special rule back.
Sleight of Hand deception is key to this gladiators fighting technique.
The gladiator may re-roll the D6 to determine if they may make a Close-Combat Attack as part of a Feint or
Quick Draw action.
Gain condition: Incapacitate an opponent as part of a Feint or Quick Draw action.
Loss condition: Be Incapacitated as part of an opponents Feint or Quick Draw action.
True Warrior some people have a knack of walking away from fights alive.
+1 WS.
Gain condition: Double the CCS of an opponent with a higher weapon modifier.
Loss condition: Have their CCS doubled by an opponent with a lower weapon modifier.

49

Shooting:
Fires from the Hip the gladiator is adept at hitting moving targets.
The gladiator counts their own Speed as half (rounding down) when resolving a Shooting Attack.
Gain condition: Incapacitate a gladiator whilst moving at Speed 5 or higher via a Shooting Attack that is not a
thrown weapon.
Loss condition: Cause a Damage Point on a non-Bestial member of your own Cult via a Shooting Attack.
Forgets the Safety the gladiator is less than capable of handling ranged weapons under pressure.
-1 BS.
Gain condition: Roll a double one SS to hit.
Loss condition: Equal or beat a targets SS of 13 or more.
Gunslinger two guns are better than one.
The gladiator can choose to resolve the Double Strike action by conducting two Shooting Attacks instead. Both
Shooting Attacks resolved in this manner will have a -2 SS penalty to hit.
Gain condition: Incapacitate two gladiators via Shooting Attacks made with two different non-thrown
weapons whilst both weapons are equipped.
Loss condition: Miss with a Shooting Attack granted by the Shooting Attack Action card when you have two
or more weapons capable of Shooting Attacks equipped.
Marksman not all gladiators are so honourable as to get their hands dirty.
+1 BS.
Gain condition: Incapacitate a gladiator moving at Speed 6 or higher via a Shooting Attack.
Loss condition: Fail to hit a gladiator on Speed 0 with a Shooting Attack whilst at Speed 0 themself.
Needs More Ammo its not for lack of trying.
-1 BS.
Gain condition: Declare at least three Shooting Attacks in one game and hit with none of them.
Loss condition: Declare at least three Shooting Attacks in one game and miss with none of them.
Sniper this gladiator does not wait for things to get up close and personal.
+1 BS.
Gain condition: Incapacitate an opponent via a Head injury with a Shooting Attack.
Loss condition: Fail to hit with a Shooting Attack all game.

Universal:
These rules are considered for all gladiators:
Fan Favourite this gladiator has a particularly gruesome reputation which pulls in spectators from all over
Commorragh.
Each Prestige point earned is doubled.
Gain condition: Incapacitate at least three opponents in one game with a combined Prestige of 200 or more.
Loss condition: Has the Scarred special rule. Note therefore that this rule may be lost as soon as it is gained if
the gladiator is Scarred. This is an exception to the norm regarding loss conditions.
Lacking Confidence fear comes before a fall.
-1 P.
Gain condition: Incapacitated in the game just played.
Loss condition: Survive a game participated in without being Incapacitated.
Scared a bare blade causes flashbacks for this gladiator.
-1 P.
Gain condition: Be Incapacitated in two games running.
Loss condition: Survive a game participated in without being Incapacitated.

50

Scarred the Dark Eldar are famously fickle with their loyalty and even the best gladiators can have things
turned against them should their physical beauty be marred.
-1 P and half of current Prestige (rounding up).
Gain condition: The highest result is a 1 when healing an Injury. Note the particular body part Scarred.
Loss condition: Bionic replacement. This does not change back the Prestige.
Terrified the noise of the crowd roots this gladiators feet to the ground and the opponents stare causes their
knees to quake.
-1 P.
Gain condition: Incapacitated in three games running.
Loss condition: Survive a game participated in without being Incapacitated.

Sampson flung the T-blade around at the wych with an exaggerated motion,
half intended to keep the monster at bay but also in the hope of moving his
sweat-soaked hair from his eyes. His right hand was occupied clinging onto
the impaler he had been given to try to defeat this horror, but ten long
minutes in the scorching arena had convinced him this was an impossible
task.
The nightmare darted forward, forcing Sampson to thrust out the impaler
in desperation.
Effortlessly avoiding the blow, the lithe creature
changed tack and leapt up to plant one foot squarely on the extended
weapon, its weight pulling the human forward and driving his spear into
the ground. A spin-kick to the chest sent Sampson flying backwards,
leaving his primary weapon stuck in the sand. Yet instantly upon hitting
the ground, Sampson worked his sprawling limbs furiously to scramble
into a fighting stance, desperate to prove he was worth toying with a little
longer. But the wych had not moved; obviously it realised there was still
entertainment value here. With a nod it commanded the human to charge.
Sampson rushed forward, panting with a crushed chest that seemed barely
capable of containing any air. The alien had by now begun the charge too,
accelerating with a graceful loping gait that kept little contact with the
arena floor. With only the T-blade on his forearm Sampson had no plan,
but fortunately the wych took the initiative, launching into the air and
raising a curved knife in its right hand, left arm swinging across its body as
it coiled itself to strike.
Sampson reacted instinctively, swivelling his shoulders to face the threat
and flinging his protected left forearm up to cover his face, hoping the
glint of the sharp blade would dissuade the attack. It did. The alien
opened its right hand, letting the knife fall. It swiped at it with its left
arm, batting it out behind Sampsons line of vision, before its hand darted
back in from the left and left it embedded in the back of the humans neck.
The wych landed with no weapon in its hands, spinning away beyond the
dead human. The noise of the crowd swelled the thrill of bloodlust in its
heart, sending palpable waves of strength and power coursing through its
body. Crouching, it glanced around furtively; already looking for fresh
prey to slake its awakening thirst.

51

Dynasties
Concept:
A Dynasty is a way of playing the game to link the combats you have together. When playing to establish their
own dynasty, players each get to found their own Wych Cult and guide it through the politics and backstabbing
that is part of daily life in Commorragh. These Cults hire gladiators, buy equipment, and hold games at their
coliseum, all in order to become the most valuable Cult within a set amount of time, be it ten games, ten
sessions, a few months, or a year.
A Cults value is calculated by adding the value of all equipment, gladiators, currently owned assets, and so on
to any banked Credits (C). The value of starting equipment is included in the Slave Market price for each
gladiator. Adjustments have to be made to this where such equipment is lost.
A starting budget for each Cult of about 20 000C is recommended. A portion of this budget might be reserved
for prize funds to host games (see below).
The Dynasty campaign is organised into turns. Roll-off to see in what order players take their turns. The first
Dynasty turn begins at the Preparation phase, below.

Pre-Game:
When it is their turn, each player must organise a game, offering their coliseum as a venue. This is done by
creating a scenario and then setting down a prize in Credits at their own discretion. The host must also now set
up their arena with the Coliseum Equipment you wish to use. The value of this equipment must not exceed the
prize fund. In addition, the host may set up any Beasts they have in their arena.
The host Cult then seeks a Champion team from the other Cults or may provide one themselves. The maximum
value of each team entering is the value of the prize. The value of a team is the Black Market cost of its
gladiators, minus the cost of any starting equipment they no longer have, added to the value of any new
equipment. If the host chooses not to put forward a Champion team, roll-off to see in what order the nonhosting players get the opportunity to put forward a team. A specific team of gladiators (selected according to
the scenario) is offered. After all players have had their first opportunity, any may subsequently put forward a
Champion team if one is still required. If all players decline interest, the host must provide a Champion team.
Challenging teams as appropriate to the scenario are then sought from among the remaining Cults, skipping out
the Champion, but proceeding in the same order. A similar offer of a team can be made. After all players have
had their first opportunity, any may subsequently put forward a Challenging team if any are still required. If no
Challenger comes forward, the host must enter a team.
The host has the right to reject any team they feel is not up to scratch. This decision may be appealed through a
trial by combat. In such a case, the original game does not take place, but a straightforward last-man-standing
contest is fought between the rejected team and a team of the hosts choosing, picked with the same restrictions.
No normal revenues are earned, but the loser must pay the victor an amount equal to the original prize.
Note that each Cult may only enter one team in any game. The only exception is that the host may field one
Champion team and one Challenging team if and only if no other players offer a Challenging team. In rare
cases, this may mean that no game occurs.
Before the game begins, the host may accept bets on the outcome of the game from any non-competing Cult at
odds of their own choosing. These bets can only ever be on the winner of the game as specified by the scenario,
and can only back the host if the host is participating.

52

Post-Game:
Every Cult that entered a team in the game and the host participate in the games post-game phase.
Cults with the right to participate in the post-game phase may initiate deals to buy or sell items with any other
Cult with terms at their own discretion.
The post-game phase comprises of the following sub-phases:
Modifying Prestige:
Every gladiators Prestige (including that of Beasts not part of a team) is modified as follows:
Part of a team accepted for a game
Inflicting an injury
Incapacitating an opponent with Prestige

Taunt an opponent successfully


Wins a game
Is Incapacitated

+1
+1 per injury
+1 per starting Prestige point (divided equally amongst team
members in all opposing teams who have ended the game
without being Incapacitated)
+1
+5
Prestige is halved (rounding up, after all other changes)

In practise, it is easiest to keep a note of this during each game.


Equipment Recovery:
Much of the equipment discarded in a game will be lost or damaged beyond repair. For each item in their
gladiators Discard Pile, a player must roll the indicated Durability score on a D6, as shown on the card. If
successful, return the card to the Pack of that gladiator to be used in future games. If failed, discard the card and
item completely.
All equipped cards are moved to the gladiators Pack.
Recover Injuries:
A player may assign any Medical Points (MPs) available to the Cult to their gladiators body parts in any
desired combination. This includes gladiators who have not participated in this game. In addition, each body
part that has a Serious Injury sustained during this game is also assigned 1 free MP. Then a D6 is rolled for
each MP. If an MP roll assigned to a body part equals or beats on the relevant injury table the value of a Serious
Injury, then that injury is healed and removed. Any D6 may only ever heal one Serious Injury, but you may
freely decide what injury each dice counts towards. All injuries that are not Serious are healed automatically.
Coma injuries (see page 15) may be allocated MPs as if they were their own body part (including the free point),
requiring a score of 4 or more to heal.
A gladiator who would still be at Strength or Toughness 0 or less is considered dead, and instantly removed
from play altogether. Any equipment in their Pack is transferred to the Armoury.
Technical Points (TPs) are used in the same manner to fix mechanical faults, but no free TPs are generated.
Gaining and Losing Skills:
Now is the time to check whether your gladiators have learnt a new skill to be added to their Profile until further
notice. Consult the Mutable Gladiator Special Rules list (see page 46).

53

Earnings:
The combined Prestige of the winning team determines the earnings of the host. To break even, there should be
4 points of Prestige per 500C prize. All earnings are worked out as percentages of the prize, shown in the
following table:
Prestige points per 500C:
1
2
3
4
5
6
7
8+

Percentage of prize:
25%
50%
75%
100%
125%
150%
175%
200%

Calculate the value to look up by dividing total Prestige of the winning team by the prize, and then multiplying
that by 500C, rounding down.
Each full 500C of Coliseum Equipment and Bestial gladiator not part of a team used increases earnings by 5%,
to a maximum of 250%.
All prizes and bets are then distributed as appropriate. Any host who wins in their own arena must give half the
prize away, distributed between all other teams evenly. Such practice is usually enough to allay suspicions of
overly foul play.

Preparation:
All Cults that participated in the game may have a Preparation phase.
The Black Market:
Players may now spend Credits earned on the Black Market and/or sell items in the Armoury or in any
gladiators Pack for more Credits. Any item not from the Slave Market can be resold in the Black Market now.
Gladiators are considered damaged goods and can only be sold to another Wych Cult. Any unused Credits are
stored in the Cults Treasury and used in subsequent turns. All brought items are put into the Cults Armoury.
Items marked as Rare availability cannot be purchased freely. Each Cult has access to D3+1 Rare items after
each game, randomly selected from the Rare Items Chart. These items are not free and must be bought with
Credits there and then, or are lost in the Black Market once more. New Cults do not roll on the Rare Items
Chart, but may freely purchase up to four Rare items, along with the maximum number of multiples where
listed, and a free choice starting equipment as listed for Rare gladiators.
Arming for Battle:
There are three ways an item may be moved from a gladiators Pack to the Cults Armoury. First, as mentioned
above, a dead gladiator bequeaths their equipment to the Cult. Second, a gladiator may be sold in the previous
sub-phase, in which case all equipment is either moved to the selling Cults Armoury or sold with the gladiator.
Finally, if a player does not sell the gladiator but wishes to reassign their equipment, then the jealous and
capricious gladiators must be given equipment to the same value of any items removed to the Armoury. If this
is not done, the gladiator must be paid the difference; the amount is removed from the Treasury and never seen
again. Items may be freely moved from the Armoury to any gladiators Pack. All this can only be done in this
sub-phase.
Note, however, that any gladiator can choose to temporarily leave behind any equipment that is not Fixed for the
duration of a game. Such equipment will not count towards the teams value, is replaced automatically after the
game, and must be declared as the gladiator is named as a part of a team.

54

The Swooping Furies


Sample Cult

Slave Pit:

11 510C

Armoury:

0C

Cult Assets:

2626C

Coliseum Equipment:

2676C

Treasury:

3188C

Total value:

20 000C

This sample Cult is provided over the next few pages to show you everything you might wish to consider when setting up your own Cult.
This does not mean your Cult need share anything like the same composition. The Swooping Furies, for example, contains no
Mechanical Mounts or monstrous creatures, both of which are great gladiator types to play with. Players may also wish to focus more
heavily on elite fighters, beasts, or hordes of slaves. Each may prove an effective style of play. The limited initial selection of Rare items
can help you specialise, either by gearing up a unique fighter or by pushing your Cult to an extreme with the Artificial Intelligence
Expert, Beast-Keeper, Reaver Alpha, or Recycler Cult Assets (see page 91).

55

Slave Pit:
Type:

NeshamathMaweth

Romas
Maeshamayim

Value:

QoraeHallaylah

BS

Prestige:

Equipment:

Weight carried:

Weight:

Special rules:

Medical record:

Medical record:

Wych

1421C

4 (3)

15

Warrior Spaulder ,
Wych Craft, Wychsuit

150

300

Fights
Unencumbered,
Humanoid,
Power from
Pain

Type:

Value:

WS

BS

Prestige:

Weight carried:

Weight:

Special rules:

Equipment:
Night Goggles,
Rebreather, Ritual Knife,
2 Smoke Bombs,

100

250

Prestige:

Splintermind Drip , Wych


Craft, Wychsuit
Equipment:

Fights
Unencumbered,
Humanoid,
Power from
Pain

Weight carried:

Weight:

Special rules:

Medical record:

200

350

Beastmaster,
Divine Strength,
Fights
Unencumbered,
Flinches at
Nothing,
Humanoid

Dragons Maw
Fixed to head

Weight carried:

Weight:

Special rules:

Medical record:

190

390

Dodge,
Humanoid

Weight carried:

Weight:

Special rules:

45

195

Beast,
Quadruped

Halbard, Sinistral Fire

Wych

Type:

BaalBehemoth

WS

1552C

Value:

WS

BS

Kroot

2437C

4 (3)

Type:

Value:

WS

BS

Prestige:

Human
Fighter

2509C

2 Adrenalight Spikes, 2
Antivenom Spikes,
Carapace Armour,
Carapace Armour
Bracer, Carapace
Armour Greave,
Dragon's Maw, Hide
Pauldron, Kroot Rifle,
Whip
Equipment:
2 Adrenalight Spikes, 2
Antivenom Spikes,
Brawling, 3 Frag
Grenades, 3 Nightmare
Grenades, 3 Poisoned
Gas Grenades, Ritual
Knife, Shoulder-Mounted

Hiyl

Awen

Rogesh

Type:

Value:

WS

BS

Prestige:

Hellhound

918C

Launcher
Equipment:

Canine Teeth, 2 Goring


Tusks, 2 Sharp Claws

Type:

Value:

WS

BS

Prestige:

Equipment:

Weight carried:

Weight:

Special rules:

Hellhound

590C

Canine Teeth, 2 Sharp


Claws

15

165

Beast,
Quadruped

Type:

Value:

WS

BS

Prestige:

Equipment:

Weight carried:

Weight:

Special rules:

Hellhound

590C

Canine Teeth, 2 Sharp


Claws

15

165

Beast,
Quadruped

Medical record:
Canine Teeth
Fixed to head, 2
Goring Tusks
Fixed to head,
Sharp Claws
Fixed to
forelegs
Medical record:
Canine Teeth
Fixed to head,
Sharp Claws
Fixed to
forelegs
Medical record:
Canine Teeth
Fixed to head,
Sharp Claws
Fixed to
forelegs

The Fire
Warrior
spaulder
provides all the
benefits of a
shields, but
leaves two
hands free for
the halbard.
Enemies are
killed whilst
lost in black
smoke clouds.
Kroot are
formidable
fighters and
have a natural
affinity with
beasts. This
guys Veteran
rule has yielded
mixed results.
Armed with
advanced
weaponry,
QoraeHallaylah
fights in a way
few will be
prepared for.

Baals dogs
can fight
alongside him
or be let loose
to boost
revenue in
games the Cult
hosts.

56

HanithHaOchael
KherevHaOchael
ShinaeHaOchael
Qaton
Remesh
Tamae

Type:
Human
Slaveling
Type:
Human
Slaveling
Type:
Human
Slaveling
Type:
Human
Slaveling
Type:
Human
Slaveling
Type:
Human
Slaveling

Value:

WS

BS

Prestige:

Equipment:

Weight carried:

Weight:

Special rules:

Medical record:

373C

3 (2)

Crude Twin-Headed Axe

120

170

Humanoid

Value:

WS

BS

Prestige:

Equipment:

Weight carried:

Weight:

Special rules:

Medical record:

336C

Hook and Chain, Knife

70

120

Humanoid

Value:

WS

BS

Prestige:

Equipment:

Weight carried:

Weight:

Special rules:

Medical record:

505C

Chainsaw

100

150

Humanoid

Value:

WS

BS

Prestige:

Equipment:

Weight carried:

Weight:

Special rules:

Medical record:

93C

Club, Knife

30

80

Humanoid

Value:

WS

BS

Prestige:

Equipment:

Weight carried:

Weight:

Special rules:

Medical record:

93C

Club, Knife

30

80

Humanoid

Value:

WS

BS

Prestige:

Equipment:

Weight carried:

Weight:

Special rules:

Medical record:

93C

Club, Knife

30

80

Humanoid

This trio is
relatively cheap
and
expendable, yet
each carries a
weapon any
champion
should fear.

Pet food.

Rare item.

Cult Assets:

Coliseum Equipment:

Asset:

Availability:

Item value:

Quantity:

Limit:

Value:

Equipment:

Availability:

Grot Tekkie

Common

200C

0-6

1,200C

Wrack Acolyte

Common

446C

0-2

Wrack Attendant

Common

178C

0-3

Gladiator's Door

Common

89C

0-8

356C

892C

Grate

Common

45C

0+

270C

534C

Quicksand

Common

624C

0-3

624C

Short-Range Cerberus Poll and


Cerberus Collar
Spike-Trap

Common

535C

0-5

1,070C

Common

356C

0-3

356C

The Grot Tekkies will recover those expensive weapons the HaOchael trio carry when they
inevitably get squished, as well as keeping the rarer gear going.
The complement of seven MPs will keep most gladiators alive no matter what, but will need to be
supplemented in future.
No more than these minimum Assets have been purchased to allow for the more expansive
selection of gladiators and 3000C in the bank to fund a fight for one of the champions.
Hopefully this plan wont backfire

Item value:

Quantity:

Limit:

Value:

A collection of the usual essentials for hosting games.


The Short-Range Cerberus Polls and Cerberus Collars can be used to increase the Cults Bestial
contingent to five, dramatically increasing the revenue from Coliseum Equipment when the
Swooping Furies play host.

57

Game Set-Ups
It is the responsibility of each Wych Cult to set the rules of engagement for each game held in their arena. A
successful Cult will attract prestigious gladiators to its coliseum with innovative challenges and ample prize
funds that more than compensate for the dangers incurred. What follows are merely ideas and templates for
creating entertaining spectacles. Remember that a Wych Cult functions not to eliminate the competition, but to
outdo them in satiating the bloodlust of the baying masses. A cunning Succubus can advance their cause even
in coliseum games their Cult has no part in, reaping the benefits of anothers glory.
Creativity aside, any unorthodox awarding of Prestige or similar tweaks affecting the ongoing Dynasty must be
agreed upon by all before teams are chosen. No team restrictions may be chosen that make it impossible for a
Cult to participate unless sufficient notice is given so as to allow every Cult chance to purchase the perquisites.
In addition, it is established tradition for the host to have the last choice of starting position if competing.

58

Duel:
Premise:
The duel is the simplest and purest form of gladiatorial sport; a true test of skill and nerve that always keeps the
crowd enthralled.
Teams:
One Champion and one Challenger, selected as normal. Only one gladiator per team.
Set-Up:
A selection of traps and obstacles, evenly placed, selected by the host.
The gladiators enter from two entrances placed opposite one another.
Victory Conditions:
The game continues until one gladiator is Incapacitated. The remaining gladiator is the winner.
Suggested Variations:

Two-man tag teams.


Multiple Challengers.
Mounted gladiators only.
Unarmed combat.
Identical, predefined equipment sets.
No ranged weapons.
Only ranged weapons.
Deadly environment.
Fight to the death (Incapacitated gladiators automatically count as dead).

59

Challenge:
Premise:
Challenges take many forms, but the common factor seems to be that the odds are stacked against the
challengers. Recent challenges have included teams of Wyches being invited to take on the captured Imperial
Fist Captain Rogal Storm, the obstacle course devised by Morgath Manflayer, and a round of unarmed combat
against a full herd of hand-reared grots. Few prizes are ever claimed.
Teams:
One Champion and any predetermined number of Challengers. Whilst the Challengers teams are always
selected as normal, the Champion team can be the normal value or equal in value to all Challengers combined,
as best fits the scenario.
Set-Up:
The host sets up the challenge, as appropriate.
Victory Conditions:
If there is only one Challenger, they win if they beat the challenge. This need not be Incapacitation of all
opponents; it could be surviving a set number of turns, pressing a big red button, landing a single blow, or any
other such feat.
If there is more than one challenger, the winner is either the first team to achieve the objective (if Challengers
compete simultaneously), or the team which does the best (if Challengers compete one after another).
Suggested Variations:

Complete one challenge to advance to the next level.


Obstacle course.
Survive the horde.
Collect the treasure.

He tugged the reins left and scanned the sand below for targets. Something was twitching.
He dug his knee into the pressure pad on the collar and the quad-barrelled autocannon
opened up. It pounded both body and sand to a roiling liquid before spraying on upward and
taking chunks out the arena wall. Flashes from the void shield were the only thing that kept
the blood-intoxicated onlookers safe. The stupid beast couldnt handle the recoil. Hed have
to take things down to two guns in the workshop later.
A series of loud, metallic impacts alerted him to the fact that at least one Marine was still
alive behind them, its bolter shells bouncing harmlessly of the ceramite plates of his mount.
He wheeled around and goaded the creature forward. Two Marines were standing. One
seemed to disappear under a tank-sized hoof, the other the screeching creature scooped up in
a bionic power claw, before tossing the cracked open treat into its mouth.
Suddenly, an explosion rocked the beast, then another. He looked down. Poisonous ichor
gushed down from multiple wounds as the beast stamped, reared, and squealed. A battered
Marine was climbing ever higher up its left flank, leaping with impossible speed from
handhold to handhold and leaving grenade after grenade lodged in the beasts armour and
flesh. His eyes widened. Incredibly, he may have backed the wrong beast. Small they might be,
but this thing seemed to think nothing of being crushed underfoot and was clearly unfazed
clinging onto the swaying, dying Tyranid. The rider draw a sword from his back and vaulted
down the carapace. This would have to be settled the old fashioned way.

60

Beast Mastery:
Premise:
Vicious animals will always provide ways to keep things interesting, and their blind instincts allow the host to
compete alongside others.
Teams:
No Champion and one or more Challengers, selected as normal.
Set-Up:
A selection of traps, obstacles, and ample Beasts selected by the host. Starting positions predetermined by the
host.
Victory Conditions:
Surviving teams after a predetermined turn limit share the prize.
Suggested Variations:

Last gladiator standing.


No attacks between competing gladiators.
Single monsters.
Packs of hounds.
Staggered entry.
King of the Beasts (the winner is the gladiator Mounted on the highest value Beast at the end of the
game).
Hunt (winner determined by pelts taken).

61

Race:
Premise:
Races in Commorragh are not the civilised, bloodless affairs of elsewhere. Getting from A to B quickly will
often entail removing opponent C who stands in your way and then accidentally impaling yourself on obstacle D
as you turn a corner.
Teams:
One Champion and one or more Challenger, selected as normal.
Set-Up:
The course is set up by the host, preferably with a suitable selection of explosives, spikes, and fanged beats
along the way.
Victory Conditions:
The winner is the first team to complete all the objectives. A basic objective might be to pass between two
points a set number of times.
Suggested Variations:

Chase (the first to catch the quarry wins).


Chase (the first quarry to be caught looses).
Bulldog (gladiators must pass continuously between two points in a set time or be disqualified. Beasts
prowl between).
Speed hunting (a grot is forcefully propelled into the area at random and flees from everyone. Its killer
earns one point. Then repeat. The highest scoring team is the winner. Some Cults give the grot jet
packs or use winged prey).

Khor Onghor scented the prey ahead. A gleaming orange jetbike, Wych
rider bent low, dodging between flames, gladiators, and spike traps. These
Eldar were fools, thinking that their invented technologies could outstrip
millennia of hard-fought genetic adaption. Khor Onghor had imbibed the
evolutionary triumphs of a score of the galaxys fastest creatures, from
the razorwing scavengers so beloved of the Beastmasters to the lithe
Eldar themselves. His knarloc steed was the product of a thousand
generations breeding, honing it ever sleeker, more deadly, and more
efficient. What Reaver could boast that?
He was gaining on it. Weaving those obstacles did nothing but slow it
down. Infinitesimally, to be sure, but his eyes could tell. His beast bounded
from point to point, ripping the flamer from the arena wall, crushing the
axe-wielding ork at the Cerberus poll, but always pushing on and gaining
speed.
He ducked a hastily aimed pistol from ahead, eyes instinctively focusing on
the tiny, metallic dart as it flashed passed. He could have scooped it out
the air, he mused at a push. But now was the time for focus. He crouched
lower in the saddle, moving with the ripples of the beasts stride. The heat
from the jetbikes exhaust flared in three of his senses as it drew near. It
could fry him if a mistake was made now. Instead, he casually reached out
his rifle and hooked the muzzle blade around a thin neck. Catching it, his
thigh twitched to jump the beast left. The chase had ended once more.

62

Ball Sports:
Premise:
Just because the Dark Eldar like their sport bloody doesnt mean a few balls flying around go unappreciated.
Teams:
One Champion and one Challenger, selected as normal.
Set-Up:
A selection of traps and obstacles, evenly placed, selected by the host. Two end zones at opposite ends of the
arena.
One Ball in the centre, provided by the host.
The Ball is represented by a model. It can by equipped by any gladiator who moves over it. It may never go in
a Pack or Discard Pile, but scatters D6 from the gladiator when discarded. It may be passed using the rules for
thrown weapons. Any Damage Point inflicted upon the Ball carrier will cause the ball to be dropped. If the Ball
carrier enters the opposition end zone, they score one point and the ball is returned to the centre.
Gladiators earn 5 Prestige for each point they score.
Victory Conditions:
The winner is the highest scoring team after a set turn limit.
Suggested Variations:

Limited team size.


Allow higher team values.
Smaller end zones, but no possession required to score.
No weapons (boo!).
Exploding ball.

63

Tilt:
Premise:
Charging past an opponent at high speed attempting to knock them off their mount is certainly an old past-time,
but one that has immeasurably improved with the introduction of jet propulsion and power weaponry. Though
few count them amid the carnage, points are nevertheless awarded for style and skill.
Teams:
One Champion and one or more Challengers. All gladiators must be in pairs of rider and Mount.
Set-Up:
The arena should be clear, with just one barrier running down the centre. There should be space to turn at either
end, so the combatants may swap sides.
The barrier may not be crossed in any way. All combatants can do is move parallel to the barrier, remaining
within 1 of it. They may only attempt to turn when they reach the end of the barrier, and must move back
down the opposite side.
No Shooting Attacks may be made outside of an Engagement. Engagements are resolved differently. Instead of
using an Engage card, resolve any actions that are part of the Engagement and then move the gladiators their
Speed directly forward if they are still Mounted.
Gladiators begin at opposite ends of the barrier, facing parallel to the barrier, with the end of the barrier to their
left-hand side.
Victory Conditions:
The game is organised into bouts, as befits the number of predetermined teams. Each bout sees two pairs of
rider and Mount fight.
Each bout ends either when one rider is Incapacitated or one rider has turned around the end of the barrier for
the sixth time.
If either rider is Incapacitated, the other team wins the bout. If not, the rider not thrown wins the bout. If this
cannot decide a bout, the gladiator who inflicted the most Damage Points wins. If there is still no winner, the
gladiators make another pass.
The winner of the game is the team who wins the final bout, or the most bouts, as decided beforehand.
Suggested Variations:

Bestial Mounts only.


More Shooting Attacks.
To the death.
Deadly obstacles.

The finest beast-rider of Commorragh is the famed Succubus RoKebeth


Phar. In each contest she has entered, she has wrested control of her
opponents stead, leaping from saddle to saddle, before turning the beast
upon its helpless former master. This prize she then rides into the arena for
the next tilt, leaving the last beast to her followers, the Voices of Thunder.

64

The Black Market of Commorragh:


The Black Market of Commorragh is a vast web of greedy merchants drifting in and out of the city with exotic
and alien wares. Weapons, slaves, and combat drugs are forced upon your Cults traders at every turn. A good
Cult Master must sort through the chaff to find those rare items of extraordinary value: captured Space Marines
or Carnifexes, blood-boiling poisons, master-crafted force weapons and the like.
Items from the Black Market can be brought using your Cults Credits. The numbers given before an items
name in its description represent the restrictions on how many a single Cult can own at one time. If there is no
number, there are no restrictions. If a Cult transgresses the restrictions for whatever reason, immediate sales
must be made to rectify the situation.
Items marked as Rare availability cannot be purchased freely, but become available as described above. Items
marked as Special availability cannot be purchased at all, neither can they be equipped by any other gladiator
than their original owner. Common items may be purchased freely. Common items of equipment may be found
at the end of the book, with the other item cards.

Rare Items Chart:


D66 Score:
11-16: Medical upgrades
11: Quick fixes
Further D6 roll:
1: Therapy
2: Corrective Surgery
3-4: Fixing (D3 available)
5: Sidecar
6: Recycler
12: Gate-Crasher
13: Cryogenic Chamber
14: Haemonculus upgrades
Further D6 roll:
1-2: Haemonculus Table
3-4: Medicine Cabinet
5-6: Haemonculus Surgeon
15: Medical drugs
Further D6 roll:
65

1: Nitrous Oxide Drip


2: Coagulant Drip
3: Coagulant Gland
4: Adrenaline Drip
5: Adrenaline Gland
6: Antivenom Gland
16: Bionics
Further D6 roll:
1-2: Bionic Arm Implant
3: Muscle Implants
4: Bionic Thoracic Implant
5: Bionic Cranial Implant
6: Brain-Booster
21-23: Coliseum equipment
21: Automated weaponry
Further D6 roll:
1-3: Automated Bolter
4-6: Automated Disintegrator
22: Long-Range Cerberus Poll and Cerberus Collar
23: Staging
Further D6 roll:
1-2: Fiery Grate
3-4: Stage Door
5-6: Trapdoor
24-26: Gladiator equipment
24: Miscellaneous
Further D6 roll:
1: Merchant Contact (Cult assets)
2: Krak Grenade
3: Smoke Machine

66

4: Grappling Bracer
5: Rare force fields
Further D6 roll:
1: Clone Field
2-3: Refractor Field
4: Rosarius
5: Iron Halo
6: Shadow Field
6: Gold Bar (3D6 available)
25: Targeting equipment
Further D6 roll:
1: Night Sight
2: HUD Visor
3: Multi-Tracker
4-5: Targeter
6: Storm Trooper Helmet
26: Rare Armour
Further 2D6 roll:
2-3: Banshee Mask
4: Scorpion Helmet
5: Chitin Plate
6: Wychsuit with Poisoned Shoulder Spike
Further D6 roll:
1-3: Wychsuit with Poisoned Left Shoulder Spike
4-6: Wychsuit with Poisoned Right Shoulder Spike
7: Wychsuit Legging with Poisoned Spur
8: Tau armour
Further D6 roll:
1: Fire Warrior Greave
2: Dextral Fire Warrior Spaulder

67

3: Sinistral Fire Warrior Spaulder


4: Fire Warrior Bracers
5: Fire Warrior Cuirass
6: Tau Helmet
9: Hidden darts
Further D6 roll:
1-3: Synth Mesh Legging with Poisoned Dart
4-6: Synth Mesh Sleeve with Poisoned Dart
10: Commorragh heavy armour
Further D6 roll:
1-4: Adamantium armour
Further D6 roll:
1: Adamantium Greave
2: Adamantium Spaulder
3: Adamantium Bracer
4: Adamantium gauntlets
Further D6 roll:
1-3: Adamantium Gauntlet
4-6: Bladed Adamantium
Gauntlet
5: Adamantium Helmet
6: Adamantium Armour
5-6: Ghostplate armour set (Ghostplate Armour, 2 Ghostplate
Armour Bracers, 2 Ghostplate Armour Greaves)
11-12: Power Armour
Further D6 roll:
1: Power Armour Greave
2: Power Armour Spaulder
3: Power Armour Bracers and Gauntlet
4: Power Armour Helmet

68

5: Power Armour Carapace


6: Space Marine Jump Pack
31-36: Speed merchant:
31-32: Jetbike (D3 available)
33: Rare Commorragh transport
Further D6 roll:
1-4: Skyboard
5-6: Razorwing Sky Chariot
34: Upgrades
Further D6 roll:
1-4: Additional Hardpoint
5-6: CPU
35: Exotic engines
Further D6 roll:
1: Mech
2-5: Ork Bike
6: Ork Warbuggy
36: Pit crew
Further D6 roll:
1-3: Reaver Engineer
4: Jokaero mercenary
5: Artificial Intelligence Expert
6: Reaver Alpha
41-56: Weapons
41: Concealed Weapon (see Cultic Assets)
42: Martial arts
Further D6 roll:
1-3: Wych Craft (Unarmed Combat training)
4-5: Grappling (Unarmed Combat training)
6: Viper Strike (Unarmed Combat training)

69

43-44: Knives
Further D6 roll:
1: Daggers
Further D6 roll:
1-2: Poisoned Dagger
3-4: Light Dagger with Anti-Coagulants
5-6: Light Dagger with Soporifics
2-3: Serrated knives
Further D6 roll:
1-2: Poisoned Serrated Knife
3-4: Serrated Knife with Anti-Coagulants
5-6: Serrated Knife with Soporifics
4: Stilettos
Further D6 roll:
1-2: Poisoned Stiletto
3-4: Stiletto with Anti-Coagulants
5-6: Stiletto with Soporifics
5: Ritual knives
Further D6 roll:
1-2: Poisoned Ritual Knife
3-4: Ritual Knife with Anti-Coagulants
5-6: Ritual Knife with Soporifics
6: Extendable Nano-Blade
45: Animal features
Further 2D6 roll:
2-4: Hoof (2 available)
5: Sharp Claws (2 available)
6: Goring Tusk
7: Chitin Plate
8: Teeth

70

Further D6 roll:
1-4: Canine Teeth
5-6: Venomous Canine Teeth
9: Whip Tail
10-12: Flight
Further D6 roll:
1-4: Wings
5-6: Razorwings
46: Crafted Scimitar
Further D6 roll:
1-3: Weeping Scimitar
4-6: Heavy Weeping Scimitar
51: Foreign weapons
Further D6 roll:
1: Slugga
2: Choppa
3: Space Marine Combat Knife
4: Chainsword
5: Power Klaw
6: Grot Squire
52: Lash weapons
Further D6 roll:
1-3: Neural Whip
4-6: Fiend Tongue
53: Two-handed rare weapons and power weapons
Further D6 roll:
1-3: Miscellaneous
Further D6 roll:
1: Twin-Headed Axe with Chainsaw Butt
2: Imperial Hydraulic Shearing Claw

71

3: Mobile Mining Bore


4: Bladed Staff
5:Huskblade
6: Rare gauntlet weapons
Further D6 roll:
1-4: Flesh Gauntlet
5-6: Mindphase Gauntlet
4-6: Power weapons
Further 2D6 roll:
2: Djin Blade
3: Thunder Hammer
4: Power Fist
5: Two-Handed Power Axe
6: Power Axe
7: Power Sword
8: Power Sword with Blade Trap
9: Power Halberd
10: Power Trident
11-12: Venom Blade
54: Ranged rare weapons
Further D6 roll:
1-2: Imperial
Further D6 roll:
1: Flamer
2: Grenade Launcher
3: Plasma
Further D6 roll:
1-3: Plasma Pistol
4-6: Plasma Gun
4: Hellgun

72

5: Lasrifle
6: Bolt weapon
Further D6 roll:
1-4: Bolt Pistol
5-6: Bolter
3: Ork ranged weapons
Further D6 roll:
1-5: Shoota
6: Scorcha
4: Tau
Further D6 roll:
1-2: Pulse Carbine
3-4: Pulse Rifle
5: Burst Cannon
6: Plasma Rifle
5-6: Specialised ranged weapons
Further D6 roll:
1: Poisoned Darts
Further D6 roll:
1-3: Composite Bow with Poisoned Darts
4-6: Crossbow with Poisoned Darts
2: Disintegrator
3: Nightmare Dart Gun
4: Nano-Dart
5: Shoulder-Mounted Launcher
6: Hexrifle
55-56: Combat drugs
Further D6 roll:
1: Hypex Drip
2: Serpentin Drip

73

3: Grave Lotus Drip


4: Painbringer Drip
5: Splintermind Drip
6: Berserker drugs
Further D6 roll:
1-3: Krorkoid Snuff (2D6 available)
4-5: Bloodknot Root (D6 available)
6: Haemonculus Drip
61-66: Rare slave shipment
61: Elite Imperials
Further D6 roll:
1-3: Storm Trooper (D3 available)
4-6: Imperial Guard Officer (D6 available)
62: Beasts
Further D6 roll:
1-2: Feral Horse
3: Ratman (D6 available)
4-5: Ogryn
6: Beast-Keeper
63-64: Exotic aliens
Further D6 roll:
1-2: Krorkiods
Further D6 roll:
1-2: Grot (2D6 available)
3: Squig (D6 available)
4-6: Ork (D6 available)
3: Tau species
Further D6 roll:
1-2: Kroot
3: Krootox

74

4-5: Tau Shasla


6: Tau Shasui
4-6: Tyranids
Further D6 roll:
1: Termagant (D6 available)
2: Hormagaunt (D6 available)
3: Gargoyle (D3 available)
4: Genestealer (D3 available)
5: Tyranid Warrior
6: Carnifex
65: Aspect Warriors
Further D6 roll:
1-2: Dire Avenger
3-4: Howling Banshee
5: Striking Scorpion
6: Warp Spider
66: Space Marine

Succubus RhaeKhir glided over the smoking battlefield. Burnt out Chimeras sat silhouetted
in the dusky sky, the bodies of their occupants invisible to all but these night predators as
they lay broken on the dark ground. Here and there was the husk of a green Rhino too: the
mark of their tougher opponents. One, apparently, held some precious cargo. RhaeKhir
licked her lips in anticipation. And to think she had dreaded the first glimpse of green and
bark of bolters. How ashamed she was now. She would have to enter the arena herself, one
on one. dispel any rumours. What a spectacle it would be.
She leapt from the Venom as it banked around the woods edge, her Bloodbrides springing to
life like awoken gargoyles, swooping down after her. They landed with as much noise as had
heralded their first attack. None. Their Succubus sprang lightly onto the Rhinos pockmarked roof and lowered herself inside. There, a hulking armoured figure sat sprawled
forward over a smashed console. She moved forward, her breath held. A pace from the
control panel, a grinning Haemonculus looked up. He held a scanner over the Marine, and it
was beating out a silent, steady pulse. They had a prisoner.
Pack him up carefully, Faeastor, she hissed, Should he die before were home I shall not
let you follow him so quickly.
Yes, yes, Dame the Haemonculus muttered, fascination fixed by this new, extraordinary
subject. Every single augmentation fully functioning; Ive never seen such a marvel
before.
Nervously, she toyed with the idea of changing that slightly, improving her odds a little. But
no, she would have to kill Faeastor too, and that would endanger the prize. She was no
alien filth who should fear risking all at such an opportunity. She would fight this out.

75

Slave Market:
Gladiators may be sold and purchased just like any other item such is their fate.
0+
Beastmaster these Dark Eldar specialise in the rearing and handling of beasts, and so are
always in demand amongst Wych Cults.
WS BS S T A P
4
4 3 3 4 5
Body type: Humanoid.
Starting Equipment: Whip, Wych Craft training.
Starting Prestige: D6.
Special rules: Beastmaster, Fights Unencumbered, Power from Pain.
Cost: 1254C.
Availability: Common.
0+
Cadian Guardsman Guardsmen are as plentiful as the rats among the slave caravans of
Commorragh.
WS BS S T A P
1
2 2 1 3 1
Body type: Humanoid.
Starting Equipment: Bayonet, Flak Armour, Flak Helmet, 2 Flak Spaulders, and one of the following:
Autogun 202C
Lasgun 241C
Starting Prestige: 0.
Special rules: None.
Cost: 222C.
Availability: Common.

76

0-1
Carnifex if the is one capture a Cult might possibly covet more highly than a live Space
Marine, it is a live Carnifex. Armed with enough natural weapons to terrify the most seasoned
beastmaster, a Carnifex has the ferocity to tear apart an entire coliseum. But it is a rare Haemoculus
indeed who would leave a Carnifex with just natural weapons
WS BS S T A P
2
2 9 9 4 7
Body type: Tyranid.
Starting Equipment: Adrenaline Gland (head), Chitin Carapace (torso), 3 Chitin Plates (head), 3 Chitin Plates
(left hind leg), 3 Chitin Plates (right hind leg), Dragons Maw, and one of the following (roll D6 before
purchase):
1-2 4 Sything Talons (left foreleg, left
medial leg, right foreleg, right medial leg)
and Whip Tail 1148C
3-4 2 Crushing Claws (left medial leg,
right medial leg), 2 Sything Talons (left
foreleg, right foreleg), and Mace Tail
1970C
5 Barbed Strangler (right medial leg and
left medial leg), 2 Sything Talons (left
foreleg, right foreleg), Whip Tail 1413C
6 Venom Cannon (right medial leg and left
medial leg), 2 Sything Talons (left foreleg,
right foreleg), Whip Tail 1396C
Starting Prestige: 3D6x10.
Special rules: Juggernaut, Massive, Mount.
Cost: 15 812C.
Availability: Rare.
0+
Catachan Guardsman Guardsmen
are as plentiful as the rats among the slave
caravans of Commorragh.
WS BS S T A P
2
2 2 1 3 2
Body type: Humanoid.
Starting Equipment: Bayonet, and one of the
following:
Autogun 202C
Lasgun 241C
Starting Prestige: 0.
Special rules: None.
Cost: 208C.
Availability: Common.

77

0-3
Clawed Fiend these ferocious beasts are
a common sight in arenas, mindlessly taking on as
many foes as can be thrown at them.
WS BS S T A P
1
1 7 6 3 6
Body type: Humanoid.
Starting Equipment: Dragons Maw, 2 sets of Sharp
Claws (one for each arm), Whip Tail.
Starting Prestige: 2D6.
Special rules: Beast, Bulky, Juggernaut.
Cost: 4985C.
Availability: Common.
0-3
Dire Avenger the Dark Eldar have much glee in seeing these stoic guardians of foreign justice
tested in the arena. Fierce though they are, some have been known to scream.
WS BS S T A P
3
4 3 3 4 4
Body type: Humanoid.
Starting Equipment: Aspect Armour, Aspect Armour Helmet, 2 Aspect Armour Leggings, 2 Aspect Armour
Sleeves, 2 Aspect Armour Spaulders, Avenger Shuriken Catapult.
Starting Prestige: 3D6.
Special rules: None.
Cost: 1466C.
Availability: Rare.
0+
Eldar whether a captured specimen of their Craftworld kin or one of Commorraghs citizens
fallen on hard times, this slaveling has all the makings of a profitable fighter, should they survive long
enough.
WS BS S T A P
3
3 3 3 4 3
Body type: Humanoid.
Starting Equipment: None.
Starting Prestige: 2D6.
Special rules: None.
Cost: 470C.
Availability: Rare.
0+
Fleshsearer Larvae these larvae are bred by the Dark Eldar to simulate the attack patterns of
Tyranid Hive swarms in the controlled, artistic arena of a Wych Cult coliseum.
WS BS S T A P
2
3 3 4 3 2
Body type: Swarm.
Starting Equipment: Fixed Deathspitter and Fixed Nibblers.
Starting Prestige: 0.
Special rules: Fires from the Hip.
Cost: 740C.
Availability: Common.

78

0-3
Feral Horse imitating the hunting behaviours of some of the more primitive slave species, a
few gladiators have endured the taunts of incredulous jetbikers and skyboarders.
WS BS S T A P
1
1 4 3 4 2
Body type: Quadruped.
Starting Equipment: 2 Fixed sets of Hooves (one on each foreleg).
Starting Prestige: 0.
Special rules: Beast, Fast.
Cost: 904C.
Availability: Rare.
0-6
Gargoyle wings make even the smaller Tyranid creatures formidable hunters, striking from the
air whilst remaining out of reach of most retribution.
WS BS S T A P
2
3 3 3 4 3
Body type: Tyranid.
Starting Equipment: Chitin Plate (head), 2 Chitin Plates (torso), Dragons Maw, Fleshborer (right medial leg
and left medial leg), Goring Tusk (head), Whip Tail, Wings.
Starting Prestige: D6.
Special rules: Fires from the Hip.
Cost: 2003C.
Availability: Rare.
0-3
Geanstealer fast, deadly, efficient
for the Dark Eldar, whats not to like?
WS BS S T A P
5
1 5 3 5 5
Body type: Tyranid.
Starting Equipment: Adrenaline Gland (torso), 2
Chitin Plates (head), 3 Chitin Plates (torso), and 4
Sharp Claws (left foreleg, left medial leg, right
foreleg, right medial leg).
Starting Prestige: 4D6.
Special rules: Deadly, Power from Pain.
Cost: 2137C.
Availability: Rare.
0+
Grot when forced to fight, the crowds titillation is guaranteed. But, if you can avoid the
temptation of sending them in hand-to-hand, they have been known to make serviceable snipers.
WS BS S T A P
1
3 1 1 4 1
Body type: Humanoid.
Starting Equipment: None.
Starting Prestige: D6.
Special rules: Puny.
Cost: 101C.
Availability: Rare.

79

0+
Hellhound available from a wide variety of sources and in numerous forms, this canine
companion is almost ubiquitous to the gladiatorial arena.
WS BS S T A P
1
1 4 3 4 4
Body type: Quadruped.
Starting Equipment: A set of Canine Teeth, 2 sets of Sharp Claws (one on each foreleg). At additional cost, a
Hellhound may also have:
Up to 2 Goring Tusks 164C each.
Starting Prestige: 0.
Special rules: Beast.
Cost: 590C.
Availability: Common.
0-6
Hormagaunt armed with more talons than prudence, these vicious predators attack with no
regard for their own safety. Perfect entertainers!
WS BS S T A P
3
1 3 3 4 4
Body type: Tyranid.
Starting Equipment: Adrenaline Gland (head), Chitin Plate (head), 2 Chitin Plates (torso), 4 Sything Talons
(left foreleg, left medial leg, right foreleg, right medial leg), Whip Tail.
Starting Prestige: D6.
Special rules: Power from Pain.
Cost: 1893C.
Availability: Rare.
0-3
Howling Banshee these Eldar often earn the honour and acclaim usually reserved for the
Wyches, such is their grace in the art of slaughter.
WS BS S T A P
4
4 3 3 5 4
Body type: Humanoid.
Starting Equipment: Aspect Armour, 2 Aspect Armour Leggings, 2 Aspect Armour Sleeves, 2 Aspect
Armour Spaulders, Banshee Blade, Banshee Mask, Shuriken Pistol.
Starting Prestige: 4D6.
Special rules: None.
Cost: 2715C.
Availability: Rare.
0+
Human Fighter these humans have been specifically chosen as fine physical specimens,
uncommonly strong and tough nearly as the ork, yet retaining the dexterity and mental faculties of their
kin. Whether naturally gifted or the product of a Haemonculuss lab, such a fighter is a valuable asset.
WS BS S T A P
3
3 4 4 3 3
Body type: Humanoid.
Starting Equipment: Brawling training.
Starting Prestige: D6.
Special rules: Battle-Hardened.
Cost: 763C.
Availability: Common.

80

0+

Human Slaveling the most basic unit of currency in Commorragh.

WS BS S T A P
1
1 2 1 3 1
Body type: Humanoid.
Starting Equipment: None.
Starting Prestige: 0.
Special rules: None.
Cost: 74C.
Availability: Common.
0+
Imperial Guard Officer the execution of officers provides a great spectacle, and a boost to
the renown of their most accomplished killers. This is not because of any martial prowess on their part,
rather the ease of the slaughter gloriously underlines the Eldars racial superiority.
WS BS S T A P
2
3 3 2 3 3
Body type: Humanoid.
Starting Equipment: Chainsword, Flak Armour, 2 Flak Spaulders, Laspistol.
Starting Prestige: 5D6.
Special rules: Battle-Hardened.
Cost: 1557C.
Availability: Rare.
0+
Kroot when plucked from their native woodland habitat, Kroot make surprisingly vicious
fighters. Their natural aptitude with other beasts makes them even more valuable.
WS BS S T A P
4
3 3 3 4 4
Body type: Humanoid.
Starting Equipment: Dragons Maw, Hide Pauldron, Kroot Rifle.
Starting Prestige: 0.
Special rules: Beastmaster, Fights Unencumbered, Veteran.
Cost: 1761C.
Availability: Rare.
0-3
Krootox Kroot captives will occasionally bring with them larger beasts, capable of carrying
fully armoured warriors.
WS BS S T A P
2
1 7 5 3 5
Body type: Quadruped.
Starting Equipment: Dragons Maw, Leather Harness.
Starting Prestige: D6.
Special rules: Beast.
Cost: 2036C.
Availability: Rare.
0-2
Ogryn an Ogryns brute strength and brutish wits are legendary in Commorragh, and are a
fantastic combination for providing entertainment.
WS BS S T A P
1
1 6 6 2 4
Body type: Humanoid.
Starting Equipment: Brawling training.
Starting Prestige: 4D6.
Special rules: Bulky, Slow-Witted.
Cost: 1211C.
Availability: Rare.

81

0-9
Ork Ork prisoners are relatively rare, although their high entertainment value means there is
always some slavers willing to risk live captures.
WS BS S T A P
1
1 5 5 2 5
Body type: Humanoid.
Starting Equipment: Brawling training, and one of the following (roll D6 before purchase):
1 no further item
2 Shoota 369C
3 Choppa and Slugga 721C
4 2 Choppas 850C
5 Scorcha 628C
Power Klaw 1851C
Starting Prestige: D6.
Special rules: Slow-Witted.
Cost: 945C.
Availability: Rare.
0-4
Pit Fiend exotic and deadly an easy
fan favourite.
WS BS S T A P
2
1 5 3 3 3
Body type: Quadruped.
Starting Equipment: Dragons Maw, 2 sets of
Sharp Claws (one on each foreleg). At additional
cost, a Pit Fiend may also have:
Fiend Tongue Fixed to the head 705C
Up to 2 Goring Tusks 164C each.
Mace Tail 344C
Up to 4 Whips Fixed to the torso 199C
each
Starting Prestige: D6.
Special rules: Beast.
Cost: 1208C.
Availability: Common.
0+
Rat rats are the only non-Eldar gladiators to swarm to the Cult pits by the own volition,
making them sentimental favourites of many slavemasters. The rats of Commorragh are also much more
suited to the combat arena than the normal sort, owing to the breadth of genetic material available to
them in a galactic hub.
WS BS S T A P
2
1 1 1 4 2
Body type: Quadruped.
Starting Equipment: Nibblers.
Starting Prestige: 0.
Special rules: Beast, Puny, Quadruped.
Cost: 65C.
Availability: Common.

82

0+
Rat Swarm rat swarms are seldom consciously deployed by a Beastmaster, yet their
impromptu appearances are considered highlights by certain aficionados of the long, drawn-out deaths.
WS BS S T A P
2
1 4 5 4 3
Body type: Swarm.
Starting Equipment: Fixed Nibblers.
Starting Prestige: 0.
Special rules: None.
Cost: 455C.
Availability: Common.
0-9

Ratman from what strange universe came this bald-tailed ratman?

WS BS S T A P
2
3 3 2 4 2
Body type: Humanoid.
Starting Equipment: Nibblers, Whip Tail.
Starting Prestige: 0.
Special rules: Fast, Fights Unencumbered.
Cost: 765C.
Availability: Rare.

Not all slaves of a Wych Cult are thrown into the arena. Armourers
require skilled hands to maintain, clean, and catalogue their dizzying
array of weapons. Beastmasters do not stoop so low as to muck out their
charges enclosures or lug around carcasses for feeding. The most
successful gladiators are gifted underlings to care for their every whim.
Heralds are needed to draw in the crowds, vendors to serve them, and
enforcers to control their exuberance. Any of these humble roles is an
answered prayer for a terrified slave at the moment of capture, but it is a
mistake to believe their troubles are over. Weapons need testing, beasts
need to acquire new tastes, and gladiators will lash out with practiced
deadliness when angered. No slave is safe, even for a minute, where their
worth is measured by the hundred.
Yet a few such slaves do manage, by some freak combination of guile and
fortune, to rise to the top and achieve the favour of their masters. The
Kroot Shaper AngRok, it was rumoured, was so adept at seeing hidden
potential in the slave markets that three successive owners faked his
death, lest his presence at auction raise prices a hundredfold. A price of
a thousand Raiders was paid to Archon Aestra Khromys for the services
of an ork Mekboy who had reportedly perfected the Shokk Attack Gun.
Snotlings can be seen flying around the Blades of Mournings arena to
this day, pursued by immensely skilled Reavers. Many such slaves are the
subjects of much intrigue, their soaring value becoming too much for
their owners to handle and their ultimate downfall. Indeed, success is
guarantee of safety: the extraordinary geneticist Petr Krank was
instantly beheaded by his Succubus, along with all present, upon
reporting his successful crossbreeding of human and ork the Eldar too
scared for her own safety in possessing such a hot asset.
If any lesson can be taken from these examples, it must be that the life of
a fighting gladiator in Commorragh is not the worst fate that could
befall a captive. At least the arena provides an opportunity to fight
death blade in hand, and, perhaps, an opportunity to taste a few sweet
triumphs before the inevitable end. But one thing can be said for sure.
The end is inevitable. No-one escapes Commorragh.

83

0+
Razorwing Flock the Razorwing personifies the martial philosophy of the Dark Eldar
precise lightning strikes, swooping in and out before their foe is aware that they were being hunted.
WS BS S T A P
4
1 4 4 5 4
Body type: Swarm.
Starting Equipment: Fixed Razorwings.
Starting Prestige: 0.
Special rules: Fast.
Cost: 1626C.
Availability: Common.
0-2
Space Marine a live Space Marine is the ultimate prize for any cult, and yet, alas, too few
acquiesce to capture. They therefore command an extortionate price, but their feats of blood-craft in the
arena and their refusal ever to be broken mean that no Cult leader ever passes on such an opportunity.
WS BS S T A P
4
4 6 6 4 6
Body type: Humanoid.
Starting Equipment: Adrenaline Gland, Antivenom Gland, Bolt Pistol, Brawling training, Coagulant Gland, 3
Frag Grenades, 2 Krak Grenades, 2 Power Armour Bracers Gauntlets, Power Armour Carapace, 2 Power
Armour Greaves, 2 Power Armour Spaulders, Space Marine Combat Knife, and one of the following (roll D6
before purchase):
1 no further item
2 Bolter 669C
3 Bolter and Power Armour Helmet
1090C
4 Chainsword 701C
5 power weapon (roll on Rare Items chart)
as item
6 Power Armour Helmet and power
weapon (roll on Rare Items chart) as item
+ 421C
Starting Prestige: 10D6.
Special rules: Elite.
Cost: 9710C.
Availability: Rare.
0-6

Squig the squig are a strange species, but everyone agrees theyre amusing to watch.

WS BS S T A P
1
1 5 3 3 4
Body type: Quadruped (no forelegs. Resolve hits on forelegs on hind legs instead).
Starting Equipment: Dragons Maw.
Starting Prestige: D6.
Special rules: Beast.
Cost: 1135C.
Availability: Rare.
0-6

Storm Trooper the Imperial Guards finest, in full battle gear.

WS BS S T A P
2
3 4 3 3 3
Body type: Humanoid.
Starting Equipment: Brawling training, Carapace Armour, 2 Carapace Armour Bracers, 2 Carapace Armour
Greaves, Frag Grenade, Hellgun, Laser Scope, Laspistol, Storm Trooper Helmet.
Starting Prestige: D6.
Special rules: None.
Cost: 2681C.
Availability: Rare.
84

0-3

Striking Scorpion famed for martial prowess, the Dark Eldar love to see these guys beaten.

WS BS S T A P
5
4 4 4 4 4
Body type: Humanoid.
Starting Equipment: Aspect Armour, 2 Aspect Armour Leggings, 2 Aspect Armour Sleeves, 2 Aspect
Armour Spaulders, Chainsword, Scorpion Helmet, Shuriken Pistol.
Starting Prestige: 3D6.
Special rules: None.
Cost: 2718C.
Availability: Rare.
0+
Tau Citizen citizens of the Tau Empire are ever more numerous and varied, though few
species coerced to the Greater Good seem to show any aptitude for self-preservation.
WS BS S T A P
1
1 2 2 3 1
Body type: Humanoid.
Starting Equipment: None.
Starting Prestige: 0.
Special rules: None.
Cost: 100C.
Availability: Common.
0+

Tau Shasla Shasla is the lowest rank in the Tau Fire Cadre the Eldar think it shows.

WS BS S T A P
1
2 3 2 4 2
Body type: Humanoid.
Starting Equipment: Dextral Fire Warrior Spaulder, 2 Fire Warrior Bracers, Fire Warrior Cuirass, 2 Fire
Warrior Tassets, Sinistral Fire Warrior Spaulder, Tau Helmet, and one of the following (roll D6 before
purchase):
1 no further item
2-3 Pulse Carbine 476C
4-6 Pulse Rifle 471C
Starting Prestige: 0.
Special rules: None.
Cost: 839C.
Availability: Rare.
0-3
Tau Shasui uniquely powerful battlesuit systems keep the physically average Shasui alive
and kicking, often leaving partially charred corpses in their wake. Fortunately for the Shasui, no Dark
Eldar has yet figured out how to interface with a suit.
WS BS S T A P
2
2 3 3 4 4
Body type: Humanoid.
Starting Equipment: Multi-Tracker, 2 Tau Battlesuit Arms, Tau Battlesuit Core, 2 Tau Battlesuit Legs, Tau
Helmet, and one of the following Fixed to each arm (roll a D6 twice before purchase):
1-3 Burst Cannon 700C
4-5 Plasma Rifle 811C
6 Flamer 638C
Starting Prestige: 4D6.
Special rules: Gunslinger.
Cost: 3865C.
Availability: Rare.

85

0-6
Termagant Termagants receive no more respect from their new Cult than from their previous
Hive masters. Life expectancies are measured in minutes, sometimes seconds.
WS BS S T A P
1
3 3 2 4 1
Body type: Tyranid.
Starting Equipment: Chitin Plate (head), 2 Chitin Plates (torso), 2 Sharp Claws (left medial leg, right medial
leg), Whip Tail, and one of the following (roll D6 before purchase):
1-3 Devourer (right foreleg and left
foreleg) 460C
4-6 Fleshborer (right foreleg and left
foreleg) 337C
Starting Prestige: 0.
Special rules: Fires from the Hip.
Cost: 655C.
Availability: Rare.
0-3
Tyranid Warrior the elite of the Tyranid brood, and hence commanding ridiculous prices
from slavers. To see one pitted against a tooled-up Wych is truly a sight no denizen of Commorragh
could forget.
WS BS S T A P
2
2 5 4 4 4
Body type: Tyranid.
Starting Equipment: Chitin Carapace (torso), 3 Chitin Plates (head), 3 Chitin Plates (left hind leg), 3 Chitin
Plates (right hind leg), Dragons Maw, Whip Tail, and one of the following (roll D6 before purchase):
1-2 4 Sything Talons (left foreleg, left
medial leg, right foreleg, right medial leg)
1084C
3-4 2 Sharp Claws (left medial leg, right
medial leg) and 2 Sything Talons (left
foreleg, right foreleg) 698C
5 Deathspitter (right medial leg and left
medial leg) and 2 Sharp Claws (left foreleg,
right foreleg) 599C
6 Deathspitter (right medial leg and leftt
medial leg) and 2 Sything Talons (left
foreleg, right foreleg) 985C
Starting Prestige: 4D6.
Special rules: Bulky.
Cost: 2226C.
Availability: Rare.
0-3
Warp Spider feared even in the arena, Warp Spiders jump between dimensions, springing
traps on unwary foes with knives or deadly webs.
WS BS S T A P
3
4 3 3 4 4
Body type: Humanoid.
Starting Equipment: Aspect Armour, Aspect Armour Helmet, 2 Aspect Armour Leggings, 2 Aspect Armour
Sleeves, 2 Aspect Armour Spaulders, Jump Generator, 2 Serrated Knives, Web Spinner.
Starting Prestige: 3D6.
Special rules: None.
Cost: 2089C.
Availability: Rare.

86

0+

Wych strong, fast, vicious and yet freely available in Commorragh.

WS BS S T A P
4
4 3 3 4 4
Body type: Humanoid.
Starting Equipment: Wych Craft training, Wychsuit.
Starting Prestige: 3D6.
Special rules: Fights Unencumbered, Power from Pain.
Cost: 891C.
Availability: Common.

87

Coliseum Equipment:
These are pieces of terrain deployable by the host player before starting positions have been decided.
0-2
Automated Bolter these are a fairly common sight, as automation removes the problem of finding
somebody who can lift the thing.
The Automated Bolter is set up anywhere along the edge of the arena. It fires a Bolter shot at the nearest
gladiator within 8 at the start of each turn, using a BS of 1.
Cost: 669C.
Availability: Rare.
0-2
Automated Disintegrator enough shots can down even the wiliest gladiator, even when the
targeting algorithms are written by grot tekkies.
The Automated Bolter is set up on a tripod or similar anywhere in the arena. It fires a Disintegrator shot
(including Multi-shot) at the nearest gladiator within 16 at the start of each turn, using a BS of 1. Each time a 1
is rolled to hit, roll a further D6. If the score is less than the Disintegrators Durability value, the weapon runs
out of ammunition, and may not fire again this game. Any Damage Point sustained by the unit will cause the
Disintegrator to be discarded.
Cost: 612C.
Availability: Rare.
0-6
Automated Flamer if you cant stand the heat, get out of this arena!
The Automated Flamer is set up anywhere along the edge of the arena. It fires a Flamer shot from the point of
the Automated Flamer (an automatic hit) with the template pointing in the direction of a scatter dice at the
beginning of any turn when at least one gladiator is within 8.
Cost: 688C.
Availability: Common.
0-2
Automated Spike-Trap nobody is quite sure whether the red colour of these traps is a warning to
inattentive gladiators or simply the blood of previous victims.
The Automated Spike-Trap is an area of terrain up to 6x3. Roll a D6 at the beginning of the turn if there is a
gladiator within 6. If the result is a 4+, it counts as a Spike-Trap for that turn only, and each gladiator already
on it is automatically placed Prone, suffering the resultant damage.
Cost: 446C.
Availability: Common.
0-6
Automated Splinter Pistol having the arena walls spit poison is a standard architectural feature of
coliseums in Commorragh.
The Automated Splinter Pistol is set up anywhere along the edge of the arena. It fires a Splinter Pistol shot at
the nearest gladiator within 8 at the start of each turn, using a BS of 1.
Cost: 654C.
Availability: Common.
0+
Dispenser a gladiatorial vending machine designed to maintain the steady flow of sharp objects into
the arena.
This could be any suitable piece of terrain. The host can add items to the Dispenser as they are choosing what
Coliseum Equipment to use in the game. The cost of these items is added to the value of the equipment used
when it comes to determining revenue. Any gladiator within 2 of the dispenser at the beginning of a turn may
add one of its items to their Pack. Multiple Dispensers must be equipped individually.
Cost: 312C.
Availability: Common.

88

0-10
Explosive Obstacle sometimes a good
old-fashioned barrel or more often a mine or
balloon, these make for cracking entertainment.
The Explosive Obstacle is mounted on a 25mm
round base and is a Tripping Hazard. When it
suffers a Damage Point or trips a gladiator up, roll
a D6. On a 1-4 it explodes with a Blast (2+), on a
5-6 it explodes with a Large Blast (2+). Exploded
Explosive Obstacles may never be used again.
Cost: 178C.
Availability: Common.
0-2
Fiery Grate is this a sign of industry or just another sadistic toy? Dare you get close to find out?
The Fiery-Grate is an area of terrain up to 6x3, which counts as Uneven. In addition, a D6 is rolled at the
beginning of every turn. If the result is a 1, the Grate belches forth a Gas Cloud of noxious vapours positioned
over the centre of the Grate. If the result is a 6, each gladiator on the grate suffers D6 Damage Points as flames
lick up from below.
Cost: 713C.
Availability: Rare.
0-8
Gladiators Door the light dazzles after so long in darkness.
The door is placed in the arena wall. Gladiators may enter through it.
Cost: 89C.
Availability: Common.
0+
Grate a simple metal grate, perhaps revealing horrors beneath.
The Grate is an area of terrain up to 6x3, which counts as Uneven.
Cost: 45C.
Availability: Common.
0-3
Long-Range Cerberus Poll and Cerberus Collar a metal poll about 7 high with a proximity
detector. Should any heat signature intrude within its range, it sends a signal to the nearby Cerberus Collar,
which immediately stops emitting its sedative frequencies. The unfortunate wearer then jerks awake, dazed and
confused, but usually ready for blood. This model has a much greater range compared to its more common
counterpart.
The Cerberus Poll is mounted on a 40 or 50mm round base. When it is deployed, choose a gladiator from your
Cult not participating in the game yet (that is, not part of a team you have entered) to wear the Cerberus Collar.
Deploy this gladiator anywhere within 6 of the Poll. Due to the neural stimuli, if they do not have it already
the gladiator gains the Beast special rule for that game only. The Collar prevents the gladiator from being
activated unless there is another gladiator within 6 of the Poll. As soon as a gladiator moves within 6 of the
Poll, the Cerberus Collar begins to stir its wearer; immediately rotate the wearer to face the new threat and
change its Speed and Readiness to 3. The wearer cannot move out of the 6 zone around the Poll; if their move
would do so, they stop on the very edge of the zone. Their Speed and Readiness is reduced to 0 and they may
no longer be activated if there is no gladiator within 6 of the Poll. Gladiators with Cerberus Collars do not
ignore friendly Beasts as part of their Beast rule.
Cost: 846C.
Availability: Rare.
0-5
Low-Level Obstacles these could be anything from overzealous elements in the decor, to trip wires,
to areas of rocky ground.
An area of up to 12 square inches (rounding dimensions up to whole inches) that counts as Uneven and a
Tripping Hazard.
Cost: 156C.
Availability: Common.
0+
Other Feature these are any terrain feature that is not otherwise specified in the rules, from columns
to bridges, altars to daises.
The feature is measured by determining how many whole cubic inches could contain it. Thus, a feature 1/8th of
an inch deep must be contained by an imaginary box comprising of cubes 1 full inch deep. Any imagined cube
within this box wholly unoccupied by the feature can be discounted. Note that that actual size matters little; it is

89

only important that you agree a size. Other terrain features may be placed on top of this. Such features may
float if you wish.
Cost: 10C per cubic inch.
Availability: Common.
0-3
Quicksand areas of quicksand test the wit of gladiators often too intent on their foe to notice where
they are putting their feet.
The Quicksand is an area of terrain up to 6x3 that counts as Difficult. In addition, any gladiator who begins
their activation in the Quicksand must pass an Agility test or end their activation immediately.
Cost: 624C.
Availability: Common.
0-5
Short-Range Cerberus Poll and Cerberus Collar a metal poll about 7 high with a proximity
detector. Should any heat signature intrude within its range, it sends a signal to the nearby Cerberus Collar,
which immediately stops emitting its sedative frequencies. The unfortunate wearer then jerks awake, dazed and
confused, but usually ready for blood.
The Cerberus Poll is mounted on a 40 or 50mm round base. When it is deployed, choose a gladiator from your
Cult not participating in the game yet (that is, not part of a team you have entered) to wear the Cerberus Collar.
Deploy this gladiator anywhere within 3 of the Poll. Due to the neural stimuli, if they do not have it already
the gladiator gains the Beast special rule for that game only. The Collar prevents the gladiator from being
activated unless there is another gladiator within 3 of the Poll. As soon as a gladiator moves within 3 of the
Poll, the Cerberus Collar begins to stir its wearer; immediately rotate the wearer to face the new threat and
change its Speed and Readiness to 3. The wearer cannot move out of the 3 zone around the Poll; if their move
would do so, they stop on the very edge of the zone. Their Speed and Readiness is reduced to 0 and they may
no longer be activated if there is no gladiator within 3 of the Poll. Gladiators with Cerberus Collars do not
ignore friendly Beasts as part of their Beast rule.
Cost: 535C.
Availability: Common.
0-3
Spike-Trap a basic staple in gladiatorial circles, only a idiot would be stupid enough to run into,
dive onto, or be thrown anywhere near one of these serrated party-pieces.
The Spike-Trap is an area of terrain up to 6x3, which counts as Difficult and a Tripping Hazard. In addition,
whenever a gladiator is placed prone within the Spike-Trap they suffer 1 Damage Point for each point of
Toughness they began the game with.
Cost: 356C.
Availability: Common.
0-2
Stage Door think dry ice, lighting effects, and the blood-crazed-alien equivalent of heavy metal!
A Stage Door is a circular area of terrain up to 2 in diameter. Any gladiator who the scenario rules allow not to
enter at the start of the game may use the Stage Door as an entrance. All the normal entrance rules apply, except
the Stage Door cannot be used on turn 1. You do not need to declare you are using the Stage Door until you
come to use it.
Cost: 401C.
Availability: Rare.
0-1
Trapdoor whether flames or flesh-tearing beasts lurk beneath, no-one wants to be standing on this
door when it opens.
The Trapdoor is an area of terrain up to 4x4. A D6 is rolled at the beginning of each turn. Note down the
result. When the cumulative total reaches 35 or higher, that door opens. Each gladiator on the Trapdoor who
cannot Hover suffers 2D6 Damage Points and is automatically removed from the game. The Trapdoor remains
open continuously for the remainder of the game.
Cost: 579C.
Availability: Rare.

90

Cult Assets:
These are upgrades for use pre- and post-game.
0+
Additional Hardpoint more guns, please!
One use only. One Mechanical Mount gains 1 Hardpoint, but counts as carrying an additional 20 Weight.
Cost: 178C.
Availability: Rare.
0-1
Artificial Intelligence Expert a weedy but deviously cunning slave can unlock the secrets of
automated destruction for you.
The Cult now counts Automated Bolters, Automated Disintegrators, CPUs, and Mechs as Common items. If
any of these items are rolled on the Rare Items Chart, you may purchase any Rare item you can immediately Fix
to a Mech and immediately Fix it to that Mech.
Cost: 668C.
Availability: Rare.
0-1
Beast-Keeper a Beast-Keeper is usually a Beastmaster who has enjoyed such success in the arena
that they now outsource the dangerous business of fighting the beasts to concentrate on the rearing and
procurement of ever more dangerous specimens.
The Cult now counts Krootox and Ogryns as Common items. If any of these items are rolled on the Rare Items
Chart, you may purchase any Rare gladiator with the Beast special rule.
Cost: 1114C.
Availability: Rare.
0+
Bionic Arm accidents do happen.
One use only. In the Arming for Battle sub-phase, a Bionic Arm will automatically heal all Serious Injuries to a
gladiators arm. The affected arm gains an Armour Save of 4+, which should be noted in the gladiators
Medical Record. The gladiator permanently reduces their WS by 1.
Cost: 223C.
Availability: Common.
0+
Bionic Arm Implant an easy way to remind a gladiator where theyve left their weapon.
One use only. In the Arming for Battle sub-phase, one item from a gladiators Pack is Fixed to one of their
arms. This automatically heals all Injuries in that arm, although permanently decreases their WS by 1. The
affected arm gains an Armour Save of 4+, which should be noted in the gladiators Medical Record, and may no
longer have Handheld items equipped to it.
Cost: 267C.
Availability: Rare.
0+
Bionic Cranial Implant the very height of bionic fashion.
One use only. In the Arming for Battle sub-phase, one item from a gladiators Pack is Fixed to their head. This
permanently decreases their A by 1. The head gains an Armour Save of 5+, which should be noted in the
gladiators Medical Record.
Cost: 312C.
Availability: Rare.
0+
Bionic Eye a fairly common bionic replacement that is available to all but the lowliest gladiators.
One use only. In the Arming for Battle sub-phase, a Bionic Eye will automatically heal one Enucleation Injury.
Cost: 178C.
Availability: Common.
0+
Bionic Leg although never quite as good as the natural limb, a bionic leg will quickly get your
gladiator back on their feet.
One use only. In the Arming for Battle sub-phase, a Bionic Leg will automatically heal all Injuries in a
gladiators leg. The affected leg gains an Armour Save of 4+, which should be noted in the gladiators Medical
Record, but decreases the Gladiators A by 1.
Cost: 223C.
Availability: Common.
91

0+
Bionic Thoracic Implant ever needed an extra limb?
One use only. In the Arming for Battle sub-phase, one item from a gladiators Pack is Fixed to their torso. This
permanently decreases their A by 1. The Torso gains an Armour Save of 5+, which should be noted in the
gladiators Medical Record.
Cost: 446C.
Availability: Rare.
0+
Brain-Booster opening up a beasts mind to culture and the arts through cybernetic surgery is a
great way to boost their performance.
One use only. In the Arming for Battle sub-phase, one gladiator permanently loses the Beast special rule.
Cost: 446C.
Availability: Rare.
0+
Concealed Weapon a concealed weapon has saved many a gladiator in fact, just as many as they
have killed!
One use only. This item is used mid-game. It allows you the move one item with 10 or less Weight from the
Armoury to a gladiators Pack or Status Screen.
Cost: 89C.
Availability: Rare.
0+
Corrective Surgery Okay, Ill admit it power drills for fingers was a bad idea, doc...
One use only. In the Arming for Battle sub-phase, one Fixed item may be destroyed.
Cost: 891C.
Availability: Rare.
0-3
Cryogenic Chamber some gladiators are too valuable to let die so easily. A Cryogenic Camber is a
great way to defer the inevitable climax to your gladiators career.
Each Cryogenic Camber can contain one gladiator. Gladiators may only be put in or taken from a Cryogenic
Camber at the beginning of the Injuries sub-phase post-game. Whilst in a Camber, a gladiators injures cannot
cause their death, equipment cannot be reassigned, sold or otherwise managed, and the gladiator cannot
participate in another game whilst in any capacity. If sold, they must be put immediately into a Cryogenic
Camber or count as dead. A gladiator coming out of a Cryogenic Camber participates in the remaining postgame sub-phases as if they were part of the game, but does not earn any Prestige for that game and their Prestige
cannot be used to determine earnings.
Cost: 1604C.
Availability: Rare.
0+
Fixing customisation is key.
One use only. Each Fixing may be used to Fix one item to any body part with Fixed Servo-Enhancers where at
least one Fixed Servo-Unit is present.
Cost: 178C.
Availability: Rare.
0+
Gate-Crasher the lights dim, bass rumbles, and dry ice billows as all heads turn..
One use only. This item may only be used before a game in which your Cult is not involved and in which the
host is not competing. Inform the host in secret that you wish to use your Gate-Crasher. The host must then
declare at the beginning of a turn that the Gate-Crasher has arrived, at which point your most Prestigious
gladiator must move on from any arena edge or entrance in the normal order. Whilst this gladiator lives, all
normal victory conditions are suspended and your Cult will win the game. If you have secretly informed a host
of a Gate-Crasher but the game ends before they are declared, you may claim a prize from the host equal to the
winners.
Cost: 134C.
Availability: Rare.
0-6
Grot Tekkie though infinite fun may be had throwing grot after grot into the gaping maw of a
clawed fiend or some other such beast, their diminutive stature and naturally sticky fingers make for a useful
scavenger amongst arena debris. The Dark Eldar can of course be relied upon to keep those sticky fingers in
check.

92

For each Grot Tekkie you may re-roll one failed


Equipment Recovery roll.
Cost: 200C.
Availability: Common.
0-1
Haemonculuss Medicine Cabinet no child lock required the thieving brats wouldnt get away
more than about two paces!
Provides 1 MP.
Cost: 891C.
Availability: Rare.
0-1
Haemonculus Surgeon famously sadistic and supremely ambivalent towards a gladiators welfare, a
Haemonculus bribed to look favourably upon a Cult may nevertheless be persuaded to give the aid your
gladiator so badly needs.
Medic: Provides 1 MP.
Gruesome Specialism: Roll 2D6 on the Humanoid Body Chart after purchasing the Haemonculus Surgeon to
determine their special interest. All MPs assigned to injuries on that body part receive +1 to the D6 roll (yes,
the fickle Haemonculus really will be uninterested in right legs over left or something similar no-one has yet
had the courage to delve into their experiments to find out why!).
Special Attention: A Cult with a Haemonculus Surgeon may re-roll any and all post-game medical rolls.
However, any gladiator who receives this special attention cannot be part of the next team from that Cult to
participate in a game. In addition, any equipment currently on their person is locked away in the Haemonculus
theatre for the duration of the gladiators stay and may not be redistributed.
Cost: 2228C.
Availability: Rare.
0-1
Haemonculus Table not the kind of table youd use to eat your dinner off.
Provides 2 MPs.
Cost: 891C.
Availability: Rare.
0-1
Jokaero Mercenary though inscrutable, the Jokaero sure make things go faster!
Provides 3 Technical Points.
Cost: 668C.
Availability: Rare.
0+
Merchant Contact a trader friendly to a Cult is a valuable friend indeed, yet Commorragh is full of
con artists.
One use only. Make one roll on the Rare Items Chart. This item is free of charge.
Cost: 223C.
Availability: Rare.
0+
Muscle Implants the fast route to that must-have Ogryn bodybuilder look.
One use only. In the Arming for Battle sub-phase, one gladiator permanently gains +1 Strength but suffers -1
Agility.
Cost: 267C.
Availability: Rare.
0+
Rats Fury the high demand for combat drugs ensures there are always some unscrupulous suppliers
peddling cheap imitations. Rats Fury is the most common, transforming swarms of addicts into crazed
cornered animals.
One use only. A gladiator entered into a game along with the Coliseum Equipment gains the Beast special rule
for that game only.
Cost: 134C.
Availability: Common.

93

0-1
Reaver Alpha this champion is a cult figure with their own following. Affiliation to your Wych Cult
will boost your mechanical feats considerably.
Provides 1 Technical Point. The Cult now counts Reaver Engineers, Sidecars, Jetbikes, Razorwing Sky
Chariots, and Skyboards as Common items. If any of these items are rolled on the Rare Items Chart, re-roll the
result.
Cost: 2005C.
Availability: Rare.
0-3
Reaver Engineer these guys will ensure your Cult keeps pace when the jet engines start burning.
Provides 1 Technical Point.
Cost: 178C.
Availability: Rare.
0-1
Recycler Dark Eldar Wych Cults are ever eco-conscious
Gladiators may be fed into the machine alive or dead. They now count as dead.
characteristic point they had.
Cost: 668C.
Availability: Rare.

Gain 10C for each

0+
Sidecar the only way to travel.
One use only. Each Sidecar may be used to give one Mechanical Mount +1 Strength, -1 Agility, and one more
Extra Seat. The Mechanical Mount also gains 1 Hardpoint, which can only be used by a secondary rider.
Cost: 356C.
Availability: Rare.
0+
Therapy a little talk with a qualified Haemonculus in a dark backroom will put anything right.
One use only. Use in the Arming for Battle sub-phase. One gladiator will no longer be Traumatised if Bottle
mutable special rules are considered for them after that next game.
Cost: 200C.
Availability: Rare.
0-2
Wrack Acolyte no-one wants to know what this guy said at his careers interview!
Provides 2 MPs.
Cost: 446C.
Availability: Common.
0-3
Wrack Attendant when a Haemonculus is just too sinister (or expensive), call on these faceless,
mindless, scalpel-happy rogues.
Provides 1 MP.
Cost: 178C.
Availability Common.

94

Vehicles:
0-6

Jetbike the standard issue Eldar toy for getting places quick.

WS BS S T A P
4 1 6 Body type: Mechanical Mount.
Starting Equipment: Fixed Blade, 1 Hardpoint.
Starting Prestige: -.
Special rules: Bulky, Fast, Hovers.
Cost: 906C.
Availability: Rare.

0+

Mech a fully customisable battle-bot assembly required.

WS BS S T A P
4 1 2 Body type: Mechanical Mount.
Starting Equipment: Fixed CPU, and the following:

Any number of Structural Upgrades (+1 S)


and Engine Boosters (+1 A) 100C for first
of either, 200C for second, 300C for third,
and so on
Fixed Carapace Armour 268C
Fixed Space Marine Jump Pack 299C
Fixed Stealth Suit 739C
Wings 153C
Any number of Additional Hardpoints
178C each

Starting Prestige: 0.
Special rules: Bulky.
Cost: 369C.
Availability: Rare.
0-3

Ork Bike loud, inefficient, unreliable, but fast enough to make up for it.

WS BS S T A P
6 1 5 Body type: Mechanical Mount.
Starting Equipment: 1 Hardpoint with Shoota.
Starting Prestige: -.
Special rules: Bulky, Fast.
Cost: 1257C.
Availability: Rare.

95

0-1
Ork Warbuggy loud, inefficient, unreliable, but fast enough to make up for it. Now with
added bulk.
WS BS S T A P
8 1 5 Body type: Mechanical Mount.
Starting Equipment: 1 Hardpoint with Scorcha.
Starting Prestige: -.
Special rules: Juggernaut, Massive, Extra Seats (1).
Cost: 2177C.
Availability: Rare.
0-1

Razorwing Sky Chariot favoured by gladiatorial Cults, the Razorwings open-topped design
and hands-free control system allows all its occupants maximum freedom in combat. Like their
avian namesakes, the Sky Chariots will bear down upon prey with break-neck speed, making
swift kills with its blade-like wings. Unlike the bird, however, each Sky Chariot will normally
carry enough heavy ranged weaponry to blast apart any opponent it would rather not close with

.
WS BS S T A P
7 1 6 Body type: Mechanical Mount.
Starting Equipment: 2 Fixed Blades, 1 Hardpoint with Disintegrator, 1 Hardpoint with Splinter Rifle, and the
following:
Up to 2 Fixed Hooks and Chains 235C
each
Starting Prestige: -.
Special rules: Extra Seats (3), Fast, Fires from the Hip, Hovers, Juggernaut, Massive.
Cost: 3490C.
Availability: Rare.
0-3
Skyboard a little less respectable than a jetbike, but its shadowy advocates would argue no
less fun.
WS BS S T A P
3 1 5 Body type: Mechanical Mount.
Starting Equipment: Fixed Blade, 1 Hardpoint with Splinter Pistol.
Starting Prestige: -.
Special rules: Fast, Hovers.
Cost: 1424C.
Availability: Rare.

96

Gladiator
Card Sets

97

Action
Card

Double
Strike

Disengage

Action
Card

Feint
Action
Card

Action
Card

CloseCombat
Attack

Action
Card

98

Hit and Run


Action
Card

Shooting
Attack

Re-Equip
Action
Card

Action
Card

Quick
Draw

Taunt
Action
Card

99

CloseCombat
Card

Mighty
Blow

CloseCombat
Card

Slash
Defence
Card

CloseCombat
Card

Counter

Stab
Defence
Card

100

Flank Left

Evade
Engage
Card

+1 Readiness,
-1 Speed

Charge
Defence
Card

+1 Speed

Engage
Card

Flank Right

Parry
Engage
Card

+1 Readiness,
-1 Speed

101

Rampage
Engage
Card

+1 Readiness,
+1 Speed

Stand Firm

Pirouette
Set Speed to 0

Engage
Card

Engage
Card

+1 Readiness,
set Speed to 0

Skirmish
Engage
Card

+1 Readiness,
set Speed to 0

102

Equipment
Cards

103

Adamantium Gauntlet

Equipment
Card

Adamantium Armour

Adamantium Spaulder

Durability: 2+
Handling: 6+
Weight: 20
Cost: 25C
Availability: Rare

Durability: 2+
Handling: 6+
Weight: 25
Cost: 49C
Availability: Rare

Special Rules:
Armour Save (5+)
Gauntlet

Special Rules:
Armour Save (4+)
Spaulder

Adamantium Greave

Adrenalight Spike

Durability: 2+
Handling: 6+
Weight: 60
Cost: 285C
Availability: Rare

Durability: 2+
Handling: 6+
Weight: 25
Cost: 78C
Availability: Rare

Durability: 4+
Handling: 4+
Weight: 5
Cost: 8C
Availability: Common

Special Rules:
Armour Save (3+)
Suit

Special Rules:
Armour Save (3+)
Legwear

Special Rules:
Adrenaline (D3)
Handheld
One Use Only
Use on Equip

Adamantium Bracer

Adamantium Helmet

Adrenaline Drip

Durability: 2+
Handling: 6+
Weight: 25
Cost: 24C
Availability: Rare

Durability: 2+
Handling: 5+
Weight: 25
Cost: 39C
Availability: Rare

Durability: 4+
Handling: 4+
Weight: 15
Cost: 60C
Availability: Rare

Special Rules:
Armour Save (5+)
Sleeve

Special Rules:
Armour Save (3+)
Helmet

Special Rules:
Adrenaline (D6)
Handheld
Use on Equip

104

Adrenaline Gland
Durability: 3+
Handling: 6+
Weight: 0
Cost: 94C
Availability: Rare

Special Rules:
Adrenaline (D6)
Gland

Antivenom Gland

Articulated Pseudo-Bionic
Claw
Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: -2
Weight: 50
Cost: 265C
Availability: Common
Close-Combat:
MB: +1a Sl: +2b St: +1
C: +1
P: +1
Special Rules:
Armour Save (5+)
Gauntlet
Handheld
a Incisive Blow
b Multiple Injuries (D3)

Aspect Armour

Aspect Armour Legging


Durability: 3+
Handling: 6+
Weight: 10
Cost: 19C
Availability: Common

Special Rules:
Armour Save (5+)
Legwear

Aspect Armour Sleeve

Durability: 3+
Handling: 6+
Weight: 0
Cost: 56C
Availability: Rare

Durability: 3+
Handling: 6+
Weight: 40
Cost: 137C
Availability: Common

Durability: 3+
Handling: 6+
Weight: 5
Cost: 24C
Availability: Common

Special Rules:
Antivenom (D6)
Gland

Special Rules:
Armour Save (4+)
Suit

Special Rules:
Armour Save (5+)
Sleeve

Antivenom Spike

Aspect Armour Helmet

Aspect Armour Spaulder

Durability: 4+
Handling: 4+
Weight: 5
Cost: 9C
Availability: Common

Durability: 3+
Handling: 6+
Weight: 20
Cost: 18C
Availability: Common

Durability: 3+
Handling: 6+
Weight: 5
Cost: 10C
Availability: Common

Special Rules:
Antivenom (D6)
One Use Only
Use on Equip

Special Rules:
Armour Save (4+)
Helmet

Special Rules:
Armour Save (6+)
Spaulder

105

Autogun
Reach: Near
Durability: 2+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 40
Cost: 202C
Availability: Common
Close-Combat:
MB: 0ab Sl: +1ab St: +1ab
C: -2ab
P: +1
Shooting:
Long Range: 18 (0)
Short Range: 8 (+2)

Ball

Banshee Mask

Durability: 2+
Handling: 4+
Weight: 10
Cost: 250C
Availability: Common

Shooting:
Long Range: 8 (+3)
Short Range: 4 (+5)
Special Rules:
Armour Save (4+)
Head to Head
Helmet
Ineffectual Blow
Soporifics (D6)

Special Rules:
Handheld

Special Rules:
Fragile
Two-Handed
a Blunt
b Ineffectual Blow
Autopistol
Reach: Near
Durability: 3+
Handling: 3+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 20
Cost: 266C
Availability: Common

Balloon Caltrop
Durability: 6+
Handling: 3+
Armour Mod.: -2
Weight: 25
Cost: 56C
Availability: Common

Close-Combat:
MB: -3ab Sl: +1ab St: -2ab
C: 0ab
P: -3
Shooting:
Long Range: 12 (+1)
Short Range: 6 (+3)

Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: -1
Weight: 50
Cost: 538C
Availability: Rare
Close-Combat:
MB: 0a Sl: +1a St: +1a
C: -2a
P: +1
Shooting:
Long Range: 24 (+2)b
Short Range: 12 (+4)b
Special Rules:
Ineffectual Blow, TwoHanded, a Blunt, b Multiple
Injuries (D6)

Barbed Strangler
Reach: Far
Durability: 4+
Handling: 6+
Melee Armour Mod.: -2
Ranged Armour Mod.: -1
Weight: 200
Cost: 807C
Availability: Special
Close-Combat:
MB: -3 Sl: +1 St: 0
C: 0
P: +1
Shooting:
Long Range: 48 (-1)abc
Short Range: 18 (+1)abc
Special Rules:
Fixed, Symbiotic
Ammunition Feed, TwoHanded, a Large Blast (Sp),
b Large Blast (T), c Tripping
Hazard

Special Rules:
Blast (4+)
Caltrop
One Use Only

Special Rules:
Fragile
Handheld
a Blunt
b Ineffectual Blow
Avenger Shuriken
Catapult

Durability: 4+
Handling: 6+
Ranged Armour Mod.: -3
Weight: 20
Cost: 725C
Availability: Rare

Banshee Blade

Bayonet

Reach: Fair
Durability: 5+
Handling: 3+
Melee Armour Mod.: -4
Weight: 30
Cost: 533C
Availability: Rare

Reach: Near
Durability: 2+
Handling: 3+
Melee Armour Mod.: 0
Weight: 5
Cost: 18C
Availability: Common

Close-Combat:
MB: +2 Sl: +3
C: 0
P: +3

St: +1

Close-Combat:
MB: +1 Sl: 0
C: +2
P: -2

Inverted:
MB: -5ab Sl: -4
C: -3
P: +1

St: -2

Special Rules:
Add-On
Ineffectual Blow

St: +2

Special Rules:
Handheld
a Incisive Blow
b Multiple Injuries (D6)

106

Blade

Bladestaff

Reach: Near
Durability: 2+
Handling: 6+
Melee Armour Mod.: 0
Weight: 5
Cost: 73C
Availability: Special

Reach: Far
Durability: 3+
Handling: 5+
Melee Armour Mod.: -2
Weight: 50
Cost: 884C
Availability: Rare

Close-Combat:
MB: +1 Sl: +1
C: +1
P: +1

Close-Combat:
MB: 0a Sl: +1
C: -1a
P: +2a

St: +1

Inverted:
MB: -4ab Sl: 0
C: -1
P: 0a

St: +2

St: +1

Special Rules:
Fixed

Special Rules:
Handheld, Multiple
Injuries (D3), a Additional
+3 when wielded TwoHanded, b Incisive Blow

Bladed Adamantium
Gauntlet
Reach: Near
Durability: 2+
Handling: 6+
Melee Armour Mod.: 0
Weight: 25
Cost: 85C
Availability: Rare
Close-Combat:
MB: +1 Sl: +1
C: +1
P: +2

Reach: Fair
Durability: 3+
Handling: 6+
Melee Armour Mod.: -1
Weight: 20
Cost: 123C
Availability: Common
St: 0

Reach: Near
Durability: 3+
Handling: 5+
Melee Armour Mod.: 0
Ranged Armour Mod.: -3
Weight: 150
Cost: 669C
Availability: Rare
Close-Combat:
MB: -2a Sl: 0a
C: -2a
P: +1

Bolt Pistol
Reach: Near
Durability: 3+
Handling: 4+
Melee Armour Mod.: 0
Ranged Armour Mod.: -2
Weight: 50
Cost: 587C
Availability: Rare
Close-Combat:
MB: -2a Sl: +1a St: -2a
C: -1a
P: 0
Shooting:
Long Range: 12 (-1)b
Short Range: 6 (+2)b
Special Rules:
Fragile
Handheld
a Blunt
b Multiple Injuries (D3)

St: -1a

Shooting:
Long Range: 24 (0)bc
Short Range: 8 (+2)bc
Special Rules:
Two-Handed
a Blunt
b Incisive Blow
c Multiple Injuries (D3)
Brawling (Head)
Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 93C
Availability: Common
Close-Combat:
MB: Sl: C: -1
P: -5

Special Rules:
Berserk (D3)
Handheld
One Use Only
Use on Equip

Bladed Counterweight

Special Rules:
Headgear

Durability: 4+
Handling: 4+
Weight: 5
Cost: 6C
Availability: Rare

St: -1

Special Rules:
Armour Save (5+)
Gauntlet

Close-Combat:
MB: +3 Sl: +2
C: -2
P: -5

Bloodknot Root

Bolter

St: -2

Special Rules:
Blunt
Head to Head
Ineffectual Blow
Multiple Injuries
Unarmed Combat

Brawling (Left Arm)


Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 93C
Availability: Common
Close-Combat:
MB: +1 Sl: +2a St: +2
C: +1
P: 0
Special Rules:
Blunt
Handheld
Ineffectual Blow
Unarmed Combat
a Grapple

107

Brawling (Right Arm)

Canine Teeth

Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 93C
Availability: Common

Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Weight: 5
Cost: 81C
Availability: Rare

Close-Combat:
MB: +1 Sl: +2a St: +2
C: +1
P: 0

Close-Combat:
MB: +1 Sl: +1
C: 0
P: -2

Special Rules:
Blunt
Handheld
Ineffectual Blow
Unarmed Combat
a Grapple

Special Rules:
Fixed
Headgear

Broadsword
Reach: Far
Durability: 2+
Handling: 6+
Melee Armour Mod.: -3
Weight: 100
Cost: 363C
Availability: Common
Close-Combat:
MB: -3a Sl: -2
C: -4
P: +2

St: -2bc

Inverted:
MB: -5d Sl: -4
C: -4
P: +1

St: -3

Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: -2
Weight: 60
Cost: 700C
Availability: Rare
Close-Combat:
MB: -3ab Sl: -1ab
C: -3ab
P: +1

Durability: 3+
Handling: 6+
Weight: 20
Cost: 36C
Availability: Common

St: +2

Carapace Armour
Durability: 3+
Handling: 6+
Weight: 50
Cost: 268C
Availability: Common

Special Rules:
Armour Save (4+)
Greave

Chain Net
Reach: Far
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Weight: 75
Cost: 238C
Availability: Common
Close-Combat:
MB: -2 Sl: 0
C: -3
P: -2

Special Rules:
Armour Save (3+)
Suit

Special Rules:
Two-Handed
a Multiple Injuries (D6)
b Blunt
c Grapple
d Multiple Injuries (2D6)
Burst Cannon

Carapace Armour Greave

Carapace Armour Bracer

St: -1

Special Rules:
Handheld
Blade Trap
Grapple
Ineffectual Blow
Tripping Hazard

Chainmail Glove

Durability: 3+
Handling: 6+
Weight: 20
Cost: 46C
Availability: Common

Durability: 3+
Handling: 6+
Weight: 25
Cost: 22C
Availability: Common

Special Rules:
Armour Save (4+)
Sleeve

Special Rules:
Armour Save (4+)
Gauntlet

St: -3ab

Shooting:
Long Range: 24 (0)cd
Short Range: 8 (+2)cd
Special Rules:
Two-Handed, a Blunt, b
Ineffectual Blow, c
Incisive Blow, d Multi-Shot

108

Chainmail Hauberk

Chainmail Tasset

Chitin Carapace

Durability: 3+
Handling: 6+
Weight: 125
Cost: 234C
Availability: Common

Durability: 3+
Handling: 6+
Weight: 35
Cost: 35C
Availability: Common

Durability: 2+
Handling: 6+
Weight: 45
Cost: 232C
Availability: Special

Special Rules:
Armour Save (3+)
Suit

Special Rules:
Armour Save (4+)
Tasset

Special Rules:
Armour Save (3+)
Fixed
Suit

Chainmail Pauldron
Durability: 3+
Handling: 6+
Weight: 30
Cost: 22C
Availability: Common

Chainsaw
Reach: Fair
Durability: 5+
Handling: 6+
Melee Armour Mod.: -3
Weight: 100
Cost: 431C
Availability: Common

Chitin Plate
Durability: 3+
Handling: 6+
Weight: 10
Cost: 29C
Availability: Rare

Close-Combat:
MB: +2a Sl: +1a St: -1
C: +1a P: +1
Special Rules:
Armour Save (5+)
Spaulder

Inverted:
MB: -6b Sl: -3a
C: -3
P: -3

St: -5c

Special Rules:
Armour Save (6+)
Fixed

Special Rules:
Two-Handed, a Multiple
Injuries (D3), b Multiple
injuries (2D6), c Multiple
Injuries (D6)

Chainmail Sleeve
Durability: 3+
Handling: 6+
Weight: 35
Cost: 43C
Availability: Common

Special Rules:
Armour Save (4+)
Sleeve

Chainsword

Choppa

Reach: Fair
Durability: 4+
Handling: 5+
Melee Armour Mod.: -3
Weight: 85
Cost: 719C
Availability: Rare

Reach: Fair
Durability: 2+
Handling: 4+
Melee Armour Mod.: -2
Weight: 80
Cost: 425C
Availability: Rare

Close-Combat:
MB: +2a Sl: +2a St: -1
C: +1a P: +2

Close-Combat:
MB: +2 Sl: -3
C: -2
P: +2

Inverted:
MB: -3b Sl: -3a
C: -3
P: -1

Special Rules:
Handheld
Incisive Blow

St: -4c

St: 0

Special Rules:
Handheld, a Multiple
Injuries (D3), b Multiple
injuries (2D6), c Multiple
Injuries (D6)

109

Clone Field
Durability: 5+
Handling: 2+
Weight: 15
Cost: 61C
Availability: Rare

Coagulant Gland
Durability: 3+
Handling: 6+
Weight: 0
Cost: 95C
Availability: Rare

Composite Bow with


Poisoned Darts
Durability: 5+
Handling: 4+
Ranged Armour Mod.: -2
Weight: 30
Cost: 629C
Availability: Rare
Shooting:
Long Range: 16 (+3)
Short Range: 10 (+4)

Special Rules:
Add-On (Suits only)
Fragile
Stealth Gear
Warp Jump

Special Rules:
Coagulants (D6)
Gland

Special Rules:
Poisoned (D3)
Two-Handed

Club

Coagulant Spike

Reach: Near
Durability: 2+
Handling: 3+
Melee Armour Mod.: 0
Weight: 20
Cost: 0C
Availability: Common
Close-Combat:
MB: 0
Sl: +1
C: -2
P: -2

CPU

Durability: 4+
Handling: 4+
Weight: 5
Cost: 24C
Availability: Common

Durability: 4+
Handling: 6+
Weight: 25
Cost: 155C
Availability: Rare

Special Rules:
Coagulants (D6)
Handheld
One Use Only
Use on Equip

Special Rules:
CPU
Fixed

St: -2

Special Rules:
Blunt
Handheld

Coagulant Drip
Durability: 4+
Handling: 4+
Weight: 15
Cost: 95C
Availability: Rare

Composite Bow
Durability: 5+
Handling: 4+
Ranged Armour Mod.: -2
Weight: 30
Cost: 398C
Availability: Common

Cravens Pack
Durability: 5+
Handling: 6+
Weight: 40
Cost: 165C
Availability: Common

Shooting:
Long Range: 16 (+3)
Short Range: 10 (+4)
Special Rules:
Coagulants (D6)
Handheld
Use on Equip

Special Rules:
Add-On (Suits only)
Armour Save (5+)
Disruption Field (Back)
Special Rules:
Two-Handed

110

Crossbow
Durability: 4+
Handling: 5+
Ranged Armour Mod.: -3
Weight: 40
Cost: 406C
Availability: Common
Shooting:
Long Range: 24 (+1)
Short Range: 16 (+3)

Crude Twin-Headed Axe


with Chainsaw Butt
Reach: Far
Durability: 3+
Handling: 6+
Melee Armour Mod.: -3
Weight: 145
Cost: 339C
Availability: Rare
Close-Combat:
MB: -5a Sl: -3
C: -4
P: +1

St: -1

Special Rules:
Two-Handed
a Multiple Injuries (D6)
Special Rules:
Two-Handed

Crossbow with Poisoned


Darts

Crushing Claw

Deathspitter
Reach: Fair
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: -2
Weight: 50
Cost: 443C
Availability: Special
Close-Combat:
MB: -3a Sl: +2a St: 0a
C: +1a P: +1
Shooting:
Long Range: 24 (+1)bc
Short Range: 16 (+3)bc
Special Rules:
Fixed, Symbiotic
Ammunition Feed, TwoHanded, a Ineffectual
Blow, b Anti-Coagulants
(D6), c Blast (T)

Demiklaive

Durability: 4+
Handling: 5+
Ranged Armour Mod.: -3
Weight: 40
Cost: 636C
Availability: Rare

Reach: Far
Durability: 3+
Handling: 6+
Melee Armour Mod.: -3
Weight: 100
Cost: 542C
Availability: Special

Reach: Fair
Durability: 4+
Handling: 4+
Melee Armour Mod.: -2
Weight: 60
Cost: 565C
Availability: Common

Shooting:
Long Range: 24 (+1)
Short Range: 16 (+3)

Close-Combat:
MB: -3 Sl: +2
C: -2
P: +1

Close-Combat:
MB: +2 Sl: +3a St: -2
C: +1
P: +2

St: 0ab

Special Rules:
Fixed
Handheld
a Grapple
b Multiple Injuries (D6)

Special Rules:
Incisive Blow
Two-Handed
a Multiple Injuries (D3)

Special Rules:
Poisoned (D3)
Two-Handed

Crude Twin-Headed Axe

Dart

Devourer

Reach: Far
Durability: 3+
Handling: 6+
Melee Armour Mod.: -3
Weight: 120
Cost: 299C
Availability: Common

Reach: Fair
Durability: 3+
Handling: 4+
Melee Armour Mod.: -1
Weight: 15
Cost: 94C
Availability: Common

Close-Combat:
MB: -5a Sl: -3
C: -4
P: +1

Close-Combat:
MB: Sl: C: +1
P: 0

St: +1

Inverted:
MB: Sl: C: -2
P: -3

St: +2

St: -2bc

Special Rules:
Two-Handed
a Multiple Injuries (D6)
b Blunt
c Grapple

Special Rules:
Handheld

Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: -2
Weight: 30
Cost: 460C
Availability: Special
Close-Combat:
MB: -2a Sl: 0a
C: -2a
P: +1

St: -1a

Shooting:
Long Range: 16 (+2)b
Short Range: 8 (+3)b
Special Rules:
Fixed, Ineffectual Blow,
Symbiotic Ammunition Feed,
Two-Handed, a Blunt, b
Poisoned (D6)

111

Dextral Fire Warrior


Spaulder
Durability: 3+
Handling: 6+
Weight: 10
Cost: 10C
Availability: Rare

Disruption Belt (Right)


Durability: 4+
Handling: 6+
Weight: 25
Cost: 163C
Availability: Common

Dragons Maw
Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: -2
Weight: 10
Cost: 634C
Availability: Special
Close-Combat:
MB: +2a Sl: -2
C: 0
P: -2

Special Rules:
Armour Save (6+)
Spaulder

Disintegrator
Durability: 4+
Handling: 6+
Ranged Armour Mod.: -2
Weight: 150
Cost: 612C
Availability: Rare
Shooting:
Long Range: 30 (0)
Short Range: 16 (+1)

Special Rules:
Add-On (Suits only)
Disruption Field (Right)

Disruptor Shield

Special Rules:
Add-On (Suits only)
Disruption Field (Left)

Extendable Nano-Blade
Reach: Near
Durability: 5+
Handling: 2+
Melee Armour Mod.: -2
Weight: 5
Cost: 220C
Availability: Rare

Close-Combat:
MB: +1 Sl: +1
C: -2
P: +4

Close-Combat:
MB: +1a Sl: +3a St: +2a
C: +3a P: +2a

St: -2

Inverted:
MB: -2b Sl: -2b
C: +2bc P: +3b

St: +3bc

Special Rules:
Fragile
Incisive Blow
a Handheld
b Two-Handed
c Grapple

Special Rules:
Multi-Shot
Poisoned (D6)
Two-Handed

Durability: 4+
Handling: 6+
Weight: 25
Cost: 163C
Availability: Common

Special Rules:
Fixed
Headgear
Multiple Injuries (D3)
Poisoned (D3)
a Grapple

Reach: Fair
Durability: 3+
Handling: 5+
Melee Armour Mod.: 0
Weight: 50
Cost: 287C
Availability: Common

Special Rules:
Blunt
Disruption Field
Handheld

Disruption Belt (Left)

St: +1

Djin Blade

Fiend Tongue

Reach: Fair
Durability: 3+
Handling: 3+
Melee Armour Mod.: -4
Weight: 50
Cost: 2582C
Availability: Rare

Reach: Far
Durability: 3+
Handling: 5+
Melee Armour Mod.: -1
Weight: 25
Cost: 705C
Availability: Rare

Close-Combat:
MB: +2a Sl: +3a St: +2a
C: +2a P: +3

Close-Combat:
MB: 0
Sl: +1a St: 0
C: -2
P: 0

Inverted:
MB: -5 bc Sl: -1a
C: -1a
P: +1

Special Rules:
Blade Trap
Goad
Handheld
Soporifics (D6)
a Grapple
b Tripping Hazard

St: -1a

Special Rules:
Blast (P), Fragile,
Handheld, Incisive Blow, a
Multiple Injuries (D6), b
Blast (T), c Multiple
Injuries (2D6)

112

Fire Warrior Bracer


Durability: 3+
Handling: 6+
Weight: 10
Cost: 26C
Availability: Rare

Flail
Reach: Fair
Durability: 3+
Handling: 4+
Melee Armour Mod.: -1
Weight: 35
Cost: 79C
Availability: Common
Close-Combat:
MB: 0
Sl: +3
C: -3
P: -4

Special Rules:
Armour Save (5+)
Sleeve

Fire Warrior Cuirass


Durability: 3+
Handling: 6+
Weight: 30
Cost: 155C
Availability: Rare

Flak Spaulder
Durability: 5+
Handling: 6+
Weight: 15
Cost: 9C
Availability: Common

St: -2

Special Rules:
Handheld

Flak Armour
Durability: 5+
Handling: 6+
Weight: 40
Cost: 28C
Availability: Common

Special Rules:
Armour Save (6+)
Spaulder

Flamer
Durability: 4+
Handling: 6+
Ranged Armour Mod.: -2
Weight: 100
Cost: 688C
Availability: Rare
Shooting:
Long Range: 12 (+2)
Short Range: 6 (+4)

Special Rules:
Armour Save (4+)
Suit

Special Rules:
Armour Save (6+)
Suit
Special Rules:
Multiple Injuries (D3)
Spray (3+)
Two-Handed

Fire Warrior Tasset


Durability: 3+
Handling: 6+
Weight: 20
Cost: 20
Availability: Rare

Special Rules:
Armour Save (5+)
Tasset

Flak Helmet
Durability: 4+
Handling: 6+
Weight: 25
Cost: 9C
Availability: Common

Special Rules:
Armour Save (5+)
Helmet

Fleshborer
Reach: Near
Durability: 4+
Handling: 5+
Melee Armour Mod.: 0
Ranged Armour Mod.: -3
Weight: 30
Cost: 337C
Availability: Special
Close-Combat:
MB: -2ab Sl: 0ab
C: -2ab
P: +1

St: -1ab

Shooting:
Long Range: 14 (+2)
Short Range: 8 (+3)
Special Rules:
Fixed, Symbiotic
Ammunition Feed, TwoHanded, a Blunt, b
Ineffectual Blow

113

Flesh Gauntlet
Reach: Fair
Durability: 4+
Handling: 6+
Melee Armour Mod.: -2
Weight: 25
Cost: 1045C
Availability: Rare
Close-Combat:
MB: +2 Sl: +2
C: +2
P: +2

Full-Face Iron Helmet


Durability: 3+
Handling: 6+
Weight: 35
Cost: 35C
Availability: Common

Durability: 5+
Handling: 6+
Weight: 10
Cost: 53C
Availability: Rare

St: +2
Special Rules:
Armour Save (3+)
Helmet

Special Rules:
Armour Save (5+)
Blade Trap
Flexible
Gauntlet
Handheld
Poisoned (D6)

Flip Belt

Fury Spike

Durability: 5+
Handling: 6+
Weight: 30
Cost: 162C
Availability: Common

Durability: 4+
Handling: 4+
Weight: 5
Cost: 15C
Availability: Common

Special Rules:
Add-On (Suits only)
Jump Pack

Special Rules:
Fury (D6)
Handheld
One Use Only
Use on Equip

Frag Grenade
Reach: Near
Durability: 6+
Handling: 2+
Melee Armour Mod.: -2
Weight: 10
Cost: 310C
Availability: Common
Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

Ghostplate Armour
Bracer

Ghostplate Armour
Durability: 5+
Handling: 6+
Weight: 40
Cost: 744C
Availability: Rare

Ghostplate Armour
Greave
Durability: 5+
Handling: 6+
Weight: 15
Cost: 42C
Availability: Rare

Special Rules:
Armour Save (4+)
Greave

Gold Bar
Reach: Near
Durability: 2+
Handling: 3+
Melee Armour Mod.: 0
Weight: 25
Cost: 1000C
Availability: Rare
Close-Combat:
MB: 0
Sl: 0
C: 0
P: 0

St: 0

Special Rules:
Blast (4+)
Handheld
Ineffectual Blow
Large Blast (5+)
Multiple Injuries (D6)
One Use Only

Special Rules:
Armour Save (4+)
Sleeve

Special Rules:
Armour Save (3+)
Disruption Field (front)
Stealth Gear
Suit

St: 0

Special Rules:
Additional +1 when
wielded Two-Handed
Blunt
Handheld
Ineffectual Blow

114

Goring Tusk

Grappling (Right Arm)

Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Weight: 15
Cost: 164C
Availability: Rare

Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 544C
Availability: Rare

Close-Combat:
MB: 3a Sl: -2
C: -2
P: -3

Close-Combat:
MB: 0
Sl: +1
C: +1
P: -3

St: 0

Special Rules:
Fixed
Headgear
a Multiple Injuries (D3)

Grappling (Left Arm)

St: +1

Special Rules:
Blunt
Disarm
Grapple
Handheld
Ineffectual Blow
Unarmed Combat

Grappling (Right Leg)

Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 544C
Availability: Rare

Reach: Fair
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 544C
Availability: Rare

Close-Combat:
MB: 0
Sl: +1
C: +1
P: -3

Close-Combat:
MB: 0
Sl: 0
C: -3
P: -6

St: +1

Special Rules:
Blunt
Disarm
Grapple
Handheld
Ineffectual Blow
Unarmed Combat

Grappling (Left Leg)


Reach: Fair
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 544C
Availability: Rare
Close-Combat:
MB: 0
Sl: 0
C: -3
P: -6
Special Rules:
Blunt
Handheld
Tripping Hazard
Unarmed Combat

St: -3

St: -3

Special Rules:
Blunt
Handheld
Tripping Hazard (-3)
Unarmed Combat

Grappling Bracer
Durability: 4+
Handling: 5+
Ranged Armour Mod.: 0
Weight: 25
Cost: 791C
Availability: Rare

Grappling Gun
Reach: Near
Durability: 4+
Handling: 5+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 30
Cost: 587C
Availability: Common
Close-Combat:
MB: +1 Sl: +1
C: +1
P: 0

St: 0

Shooting:
Long Range: 24 (+1)a
Short Range: 16 (+3)a
Special Rules:
Blunt, Grappling Hook,
Handheld, Ineffectual
Blow, Reel, a Tripping
Hazard
Grappling Hook
Reach: Far
Durability: 3+
Handling: 5+
Melee Armour Mod.: -2
Ranged Armour Mod.: -2
Weight: 45
Cost: 1001C
Availability: Common
Close-Combat:
MB: +1 Sl: +1
C: +1
P: 0

St: 0

Shooting:
Long Range: 12 (-1)
Short Range: 8 (+2)
Special Rules:
Grappling Hook
Tripping Hazard
Two-Handed

Grave Lotus Drip


Durability: 4+
Handling: 4+
Weight: 15
Cost: 119C
Availability: Rare

Shooting:
Long Range: 18 (+2)
Short Range: 12 (+4)
Special Rules:
Armour Save (5+)
Blunt
Grappling Hook
Ineffectual Blow
Reel
Sleeve
Tripping Hazard

Special Rules:
Grave Lotus (D6)
Handheld
Use on Equip

115

Grave Lotus Spike


Durability: 4+
Handling: 4+
Weight: 5
Cost: 29C
Availability: Rare

Special Rules:
Grave Lotus (D6)
Handheld
One Use Only
Use on Equip

Grot Squire
Reach: Near
Durability: 4+
Handling: 2+
Melee Armour Mod.: 0
Weight: 25
Cost: 176C
Availability: Rare

Reach: Near
Durability: 2+
Handling: 3+
Melee Armour Mod.: 0
Weight: 25
Cost: 25C
Availability: Common

Close-Combat:
MB: -2 Sl: -2
C: 0
P: -6

Close-Combat:
MB: +2 Sl: -2
C: +1
P: +3

St: +1

Special Rules:
Ineffectual Blow
Squire

Great Scimitar
Reach: Far
Durability: 3+
Handling: 6+
Melee Armour Mod.: -3
Weight: 125
Cost: 1870C
Availability: Common

Haemonculus Drip
Durability: 3+
Handling: 4+
Weight: 15
Cost: 25C
Availability: Rare

Close-Combat:
MB: +2a Sl: +1b St: -3b
C: -3b
P: +2
Special Rules:
Incisive Blow
Two-Handed
a Multiple Injuries (2D6)
b Multiple Injuries (D6)

Grenade Launcher
Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: Weight: 75
Cost: 106C
Availability: Rare
Close-Combat:
MB: 0
Sl: -1
C: -3
P: +1

St: -2

Shooting:
Long Range: 24 (0)
Short Range: 12 (+4)

Hardened Buckler

Special Rules:
Handheld
Blunt

Heavy Bladed Hairpin


Reach: Fair
Durability: 4+
Handling: 6+
Melee Armour Mod.: -1
Weight: 15
Cost: 1126C
Availability: Common
Close-Combat:
MB: +3 Sl: +2
C: -2
P: -5

Special Rules:
Berserk(D6)
Fragile
Handheld
Use on Equip

St: 0

Special Rules:
Headgear

Halbard
Reach: Far
Durability: 3+
Handling: 6+
Melee Armour Mod.: -2
Weight: 90
Cost: 448C
Availability: Common
Close-Combat:
MB: +2 Sl: +2
C: -2
P: +2

St: -1

Heavy Iron Spaulder


Durability: 2+
Handling: 6+
Weight: 45
Cost: 42C
Availability: Common

St: +2

Special Rules:
Multiple Injuries (D3)
Two-Handed

Special Rules:
Armour Save (4+)
Spaulder

Special Rules:
Blunt
Ineffectual Blow
Launcher
Two-Handed

116

Heavy Scimitar
Reach: Fair
Durability: 4+
Handling: 6+
Melee Armour Mod.: -2
Weight: 60
Cost: 376C
Availability: Common
Close-Combat:
MB: +1a Sl: +2b St: -1
C: 0b
P: +3
Special Rules:
Handheld
a Multiple Injuries
b Incisive Blow

Hexrifle
Reach: Near
Durability: 4+
Handling: 5+
Melee Armour Mod.: 0
Ranged Armour Mod.: -2
Weight: 40
Cost: 400C
Availability: Rare
Close-Combat:
MB: 0
Sl: +1
C: -2
P: +1

Hide Jacket
Durability: 4+
Handling: 6+
Weight: 50
Cost: 136C
Availability: Common

St: +1

Shooting:
Long Range: 24 (+4)ab
Short Range: 8 (-1)ab

Special Rules:
Armour Save (4+)
Suit

Special Rules:
Blunt, Ineffectual Blow,
Two-Handed, a Poisoned
(D6), b Soporifics (D6)

Hellglaive
Reach: Far
Durability: 3+
Handling: 5+
Melee Armour Mod.: -2
Weight: 45
Cost: 665C
Availability: Common

Hide Cowl

Hide Legging

Durability: 4+
Handling: 5+
Weight: 15
Cost: 4C
Availability: Common

Durability: 4+
Handling: 6+
Weight: 20
Cost: 37C
Availability: Common

Special Rules:
Armour Save (6+)
Headgear

Special Rules:
Armour Save (4+)
Legwear

Close-Combat:
MB: 0a Sl: +1a St: +1a
C: 0a
P: +1a
Inverted:
MB: -2b Sl: +3b St: +2b
C: +1b P: +4b
Special Rules:
Multiple Injuries (D3)
a Handheld
b Two-Handed

Hellgun
Reach: Near
Durability: 3+
Handling: 5+
Melee Armour Mod.: 0
Ranged Armour Mod.: -3
Weight: 50
Cost: 513C
Availability: Rare
Close-Combat:
MB: -1ab Sl: 0ab
C: -2ab
P: +1

Hide Glove

Hide Pauldron

Durability: 5+
Handling: 5+
Weight: 10
Cost: 10C
Availability: Common

Durability: 4+
Handling: 6+
Weight: 20
Cost: 23C
Availability: Common

Special Rules:
Armour Save (6+)
Gauntlet

Special Rules:
Armour Save (5+)
Spaulder

St: -1ab

Shooting:
Long Range: 18 (+1)c
Short Range: 12 (+3)c
Special Rules:
Two-Handed
a Blunt
b Ineffectual Blow
c Incisive Blow

117

Hide Sleeve

HUD Visor

Hypex Drip

Durability: 4+
Handling: 6+
Weight: 20
Cost: 23C
Availability: Common

Durability: 4+
Handling: 4+
Weight: 10
Cost: 153C
Availability: Rare

Durability: 4+
Handling: 4+
Weight: 15
Cost: 68C
Availability: Rare

Special Rules:
Armour Save (5+)
Spaulder

Special Rules:
Headgear
Tactical Display
Targeter (+1)

Special Rules:
Handheld
Hypex
Use on Equip

Hoof

Huskblade

Reach: Near
Durability: 2+
Handling: 6+
Melee Armour Mod.: 0
Weight: 5
Cost: 19C
Availability: Rare

Reach: Fair
Durability: 5+
Handling: 3+
Melee Armour Mod.: 0
Weight: 40
Cost: 569C
Availability: Rare

Close-Combat:
MB: +4 Sl: 0
C: -3
P: -4

Close-Combat:
MB: +2 Sl: +3
C: 0
P: +3

St: +1

Special Rules:
Fixed
Legwear

Hook and Chain

Hypex Spike
Durability: 4+
Handling: 3+
Weight: 5
Cost: 17C
Availability: Common

St: +1

Special Rules:
Blunt
Handheld
Ineffectual Blow
Multiple Injuries (D6)

Hydra Gauntlet

Special Rules:
Handheld
Hypex
One Use Only
Use on Equip

Impaler

Reach: Far
Durability: 4+
Handling: 5+
Melee Armour Mod.: -1
Weight: 60
Cost: 243C
Availability: Common

Reach: Fair
Durability: 4+
Handling: 6+
Melee Armour Mod.: -2
Weight: 25
Cost: 382C
Availability: Common

Reach: Far
Durability: 4+
Handling: 6+
Melee Armour Mod.: -1
Weight: 50
Cost: 297C
Availability: Common

Close-Combat:
MB: +2a Sl: +2b St: -2a
C: -2a
P: +1

Close-Combat:
MB: +2 Sl: +2
C: +2
P: +2

Close-Combat:
MB: 0
Sl: -3
C: +1a P: +1a

St: +1a

Special Rules:
Blade Trap
Fragile
Handheld
a Tripping Hazard
b Grapple

Special Rules:
Armour Save (5+)
Blade Trap
Flexible
Gauntlet
Handheld

Inverted:
MB: -4b Sl: -3
C: 0
P: 0a

St: +3

St: +2

Special Rules:
Handheld
a Additional +3 when
wielded Two-Handed
b Multiple Injuries (D6)

118

Imperial Hydraulic
Shearing Claw
Reach: Fair
Durability: 3+
Handling: 6+
Melee Armour Mod.: -5
Weight: 200
Cost: 774C
Availability: Rare
Close-Combat:
MB: -4 Sl: -2
C: -4
P: +2

St: -2ab

Special Rules:
Two-Handed
a Incisive Blow
b Multiple Injuries (2D6)

Incubus Klaive
Reach: Fair
Durability: 4+
Handling: 5+
Melee Armour Mod.: -3
Weight: 100
Cost: 695C
Availability: Common
Close-Combat:
MB: +1a Sl: +3
C: +2
P: +4

Reach: Fair
Durability: 2+
Handling: 3+
Melee Armour Mod.: 0
Weight: 25
Cost: 45C
Availability: Common
Close-Combat:
MB: +1 Sl: +2
C: 0
P: +1

Iron Greave
Durability: 3+
Handling: 6+
Weight: 40
Cost: 34C
Availability: Common

St: 0

Special Rules:
Additional +1 when
wielded Two-Handed
Blunt
Handheld
Ineffectual Blow

Iron Breastplate

Special Rules:
Armour Save (4+)
Greave

Iron Halo

Durability: 3+
Handling: 6+
Weight: 55
Cost: 265C
Availability: Common

Durability: 3+
Handling: 6+
Weight: 45
Cost: 772C
Availability: Rare

Special Rules:
Armour Save (3+)
Suit

Special Rules:
Disruption Field (All arcs)
Headgear

St: -2

Special Rules:
Incisive Blow
Two-Handed
a Multiple Injuries (D3)

Iron Axe
Reach: Fair
Durability: 3+
Handling: 6+
Melee Armour Mod.: -2
Weight: 55
Cost: 163C
Availability: Common
Close-Combat:
MB: -1a Sl: -1
C: -2
P: 1

Iron Bar

Iron Cap

Iron Jaw

Durability: 3+
Handling: 6+
Weight: 25
Cost: 9C
Availability: Common

Durability: 2+
Handling: 6+
Weight: 40
Cost: 17C
Availability: Common

Special Rules:
Armour Save (5+)
Helmet

Special Rules:
Armour Save (4+)
Headgear

St: 0b

Special Rules:
Handheld
a Multiple Injuries (D3)
b Ineffectual blow

119

Iron Round Shield


Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Weight: 50
Cost: 65C
Availability: Common
Close-Combat:
MB: +1 Sl: -1
C: -1
P: +5

Jump Generator
Durability: 4+
Handling: 6+
Weight: 60
Cost: 111C
Availability: Special

Special Rules:
Add-On (Suits only)
Armour Save (5+)
Warp Jump Pack

Iron Sword

Knife
Reach: Near
Durability: 3+
Handling: 3+
Melee Armour Mod.: 0
Weight: 10
Cost: 19C
Availability: Common

Close-Combat:
MB: +2 Sl: +2
C: 0
P: +3

St: +1

Close-Combat:
MB: 0a Sl: +2
C: +1a P: +2

St: +1

Inverted:
MB: -5ab Sl: -4
C: -3
P: +1

St: -1

Inverted:
MB: +1 Sl: -2
C: -2
P: 0

St: +1

Iron Tower Shield

Special Rules:
Handheld
Ineffectual Blow
a Grapple

Knuckleduster

Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Weight: 80
Cost: 67C
Availability: Common

Reach: Near
Durability: 3+
Handling: 4+
Melee Armour Mod.: 0
Weight: 15
Cost: 21C
Availability: Common

Close-Combat:
MB: -1 Sl: -2
C: -2
P: +5

Close-Combat:
MB: +2 Sl: -3
C: +1
P: -2

Special Rules:
Armour Save (3+)
Blunt
Handheld

St: -2

Special Rules:
Armour Save (6+)
Blunt
Gauntlet

St: 0

Special Rules:
Handheld
Incisive Blow
Multiple Injuries (D6)
One Use Only

Kroot Rifle

Reach: Fair
Durability: 3+
Handling: 5+
Melee Armour Mod.: -1
Weight: 50
Cost: 195C
Availability: Common

Special Rules:
Handheld
a Incisive Blow
b Multiple Injuries (D6)

Reach: Near
Durability: 6+
Handling: 2+
Melee Armour Mod.: -5
Weight: 15
Cost: 613C
Availability: Rare
Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

St: -1

Special Rules:
Armour Save (4+)
Blunt
Handheld

Krak Grenade

Reach: Fair
Durability: 4+
Handling: 5+
Melee Armour Mod.: -1
Ranged Armour Mod.: -2
Weight: 35
Cost: 395C
Availability: Common
Close-Combat:
MB: +1 Sl: +2
C: +2
P: +2

St: +1

Shooting:
Long Range: 18 (0)
Short Range: 12 (+2)
Special Rules:
Two-Handed

Krorkoid Snuff
Durability: 4+
Handling: 4+
Weight: 5
Cost: 3C
Availability: Rare

St: +2
Special Rules:
Berserk (1)
Handheld
One Use Only
Use on Equip

120

Laser Scope
Durability: 3+
Handling: 6+
Weight: 15
Cost: 33C
Availability: Common

Special Rules:
Add-On
Scope (+1)

Lasgun
Reach: Near
Durability: 2+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 40
Cost: 241C
Availability: Common
Close-Combat:
MB: 0ab Sl: +1ab St: +1ab
C: -2ab
P: +1
Shooting:
Long Range: 18 (0)
Short Range: 8 (+2)

Lasrifle
Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: -3
Weight: 40
Cost: 391C
Availability: Rare

Reach: Near
Durability: 5+
Handling: 2+
Melee Armour Mod.: -1
Weight: 10
Cost: 179C
Availability: Rare

Close-Combat:
MB: 0ab Sl: +1ab St: +1ab
C: -2ab
P: +1

Close-Combat:
MB: -1a Sl: +1
C: +2
P: +1

St: +1

Shooting:
Long Range: 30 (+2)cd
Short Range: 12 (-1)c

Inverted:
MB: +2 Sl: -2
C: -2
P: 0

St: +1

Special Rules:
Two-Handed, a Blunt, b
Ineffectual Blow, c
Incisive Blow, d Needs
Bracing

Special Rules:
Anti-Coagulants (D6),
Handheld, Ineffectual
Blow, a Grapple

Leather Harness

Light Dagger with


Soporifics

Durability: 4+
Handling: 6+
Weight: 35
Cost: 123C
Availability: Common

Special Rules:
Armour Save (6+)
Harness

Special Rules:
Two-Handed
a Blunt
b Ineffectual Blow

Laspistol
Reach: Near
Durability: 3+
Handling: 3+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 20
Cost: 411C
Availability: Common
Close-Combat:
MB: -3ab Sl: +1ab St: -2ab
C: 0ab
P: -3
Shooting:
Long Range: 12 (0)
Short Range: 6 (+4)
Special Rules:
Handheld
a Blunt
b Ineffectual Blow

Light Dagger with AntiCoaglants

Reach: Near
Durability: 5+
Handling: 2+
Melee Armour Mod.: -1
Weight: 10
Cost: 179C
Availability: Rare
Close-Combat:
MB: -1a Sl: +1
C: +2
P: +1

St: +1

Inverted:
MB: +2 Sl: -2
C: -2
P: 0

St: +1

Special Rules:
Handheld, Ineffectual
Blow, Soporifics (D6), a
Grapple

Light Dagger
Reach: Near
Durability: 3+
Handling: 2+
Melee Armour Mod.: -1
Weight: 10
Cost: 8C
Availability: Common
Close-Combat:
MB: -1a Sl: +1
C: +2
P: +1

St: +1

Inverted:
MB: +2 Sl: -2
C: -2
P: 0

St: +1

Light Iron Spaulder


Durability: 3+
Handling: 6+
Weight: 25
Cost: 22C
Availability: Common

Special Rules:
Armour Save (5+)
Spaulder

Special Rules:
Handheld
Ineffectual Blow
a Grapple

121

Liquefier
Durability: 5+
Handling: 6+
Ranged Armour Mod.: 0
Weight: 50
Cost: 760C
Availability: Common
Shooting:
Long Range: 12 (+2)
Short Range: 6 (+4)

Special Rules:
Ineffectual Blow
Multiple Injuries (D6)
Spray (3+)
Two-Handed

Mace

Reach: Fair
Durability: 3+
Handling: 6+
Melee Armour Mod.: -5
Weight: 250
Cost: 1129C
Availability: Rare

Close-Combat:
MB: +1 Sl: +1
C: +2
P: -3

Close-Combat:
MB: -2 Sl: -3
C: -4
P: +1

St: +2

Special Rules:
Gauntlet
Handheld
Nightmare (D6)
Soporifics (D6)

Durability: 5+
Handling: 5+
Armour Mod.: -2
Weight: 40
Cost: 139C
Availability: Common

St: -3

Special Rules:
Blade Trap
Multiple Injuries (D6)
Two-Handed

Multi-Tracker
Durability: 6+
Handling: 5+
Weight: 20
Cost: 112C
Availability: Rare

St: -2

Special Rules:
Handheld

Special Rules:
Caltrop
Handheld
Large Blast (Sp)
Large Blast (4+)
One Use Only

Mace Tail
Reach: Fair
Durability: 3+
Handling: 6+
Melee Armour Mod.: -2
Weight: 40
Cost: 344C
Availability: Special
Close-Combat:
MB: -4 Sl: 0a
C: -2
P: -4

Mobile Mining Bore

Reach: Near
Durability: 4+
Handling: 5+
Melee Armour Mod.: -5
Weight: 30
Cost: 855C
Availability: Rare

Mine

Reach: Near
Durability: 2+
Handling: 4+
Melee Armour Mod.: -2
Weight: 35
Cost: 93C
Availability: Common
Close-Combat:
MB: +2 Sl: -+2
C: -3
P: 0

Mindphase Gauntlet

Mine Layer
Durability: 4+
Handling: 6+
Armour Mod.: -2
Weight: 60
Cost: 396C
Availability: Common

Nano-Dart
Durability: 3+
Handling: 2+
Ranged Armour Mod.: 0
Weight: 5
Cost: 344C
Availability: Rare
Shooting:
Long Range: 12 (+2)
Short Range: 3 (+5)

St: -3

Special Rules:
Multiple Injuries (D3)
Tail
a Tripping Hazard

Special Rules:
Add-On (Suits only)
Targeter (+1)
Tracker

Special Rules:
Caltrop
Large Blast (Sp)
Large Blast (4+)
Two-Handed

Special Rules:
Add-On
Ineffectual Blow
One Use Only
Poisoned (2D6)

122

Neural Whip
Reach: Far
Durability: 4+
Handling: 6+
Melee Armour Mod.: -2
Weight: 25
Cost: 607C
Availability: Rare

Night Sight
Durability: 3+
Handling: 6+
Weight: 15
Cost: 90C
Availability: Rare

Close-Combat:
MB: 0
Sl: +1a St: 0
C: -2
P: 0

Nibblers

Reach: Near
Durability: 6+
Handling: 2+
Melee Armour Mod.: 0
Weight: 15
Cost: 52C
Availability: Common
Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

Special Rules:
Add-On
Needs Bracing
Scope (+2)
Tactical Display

Special Rules:
Blade Trap
Goad
Handheld
Soporifics (D6)
a Grapple
b Tripping Hazard

Nightmare Grenade

St: 0

Special Rules:
Blunt
Gas Cloud (D3 Nightmare
counters)
Handheld
Ineffectual Blow
One Use Only

Nightmare Bomb

Nitrous Oxide Bomb

Reach: Near
Durability: 2+
Handling: 6+
Melee Armour Mod.: 0
Weight: 5
Cost: 6C
Availability: Special

Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: -1
Weight: 25
Cost: 143C
Availability: Common

Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: -1
Weight: 25
Cost: 50C
Availability: Common

Close-Combat:
MB: Sl: C: P: -

Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

St: +3

Special Rules:
Fixed
Headgear
Ineffectual Blow

Night Goggles
Durability: 4+
Handling: 3+
Weight: 10
Cost: 87C
Availability: Rare

Special Rules:
Headgear
Tactical Display

St: 0

Special Rules:
Blast (3+)
Gas Cloud (D3 Nightmare
counters)
Handheld
Ineffectual Blow
Large Blast (3+)
Nightmare (D3)
One Use Only

Nightmare Dart Gun


Reach: Near
Durability: 4+
Handling: 5+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 30
Cost: 465C
Availability: Rare
Close-Combat:
MB: +1 Sl: +1
C: +1
P: 0

St: 0

Special Rules:
Blast (3+)
Gas Cloud (D3 Nitrous
Oxide counters)
Handheld
Ineffectual Blow
Large Blast (3+)
Nitrous Oxide (D3)
One Use Only

Nitrous Oxide Drip


Durability: 4+
Handling: 4+
Weight: 15
Cost: 60C
Availability: Rare

St: 0

Shooting:
Long Range: 12 (+2)a
Short Range: 6 (+4)a

Special Rules:
Handheld
Nitrous Oxide (D6)
Use on Equip

Special Rules:
Blunt
Handheld
Ineffectual Blow
a Nightmare (D6)

123

Nitrous Oxide Grenade


Reach: Near
Durability: 6+
Handling: 2+
Melee Armour Mod.: 0
Weight: 15
Cost: 10C
Availability: Common
Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

Painbringer Drip
Durability: 4+
Handling: 4+
Weight: 15
Cost: 119C
Availability: Rare

St: 0

Special Rules:
Blunt
Gas Cloud (D3 Nitrous
Oxide counters)
Handheld
Ineffectual Blow
One Use Only

Nitrous Oxide Spike


Durability: 4+
Handling: 4+
Weight: 5
Cost: 15C
Availability: Common

Special Rules:
Handheld
Nitrous Oxide (D6)
One Use Only
Use on Equip

Plasma Gun
Reach: Near
Durability: 3+
Handling: 4+
Melee Armour Mod.: 0
Ranged Armour Mod.: -4
Weight: 80
Cost: 852C
Availability: Rare
Close-Combat:
MB: -3ab Sl: -1ab
C: -2ab
P: +1

Special Rules:
Handheld
Painbringer (D6)
Use on Equip

St: -2ab

Shooting:
Long Range: 18 (-1)cd
Short Range: 6 (+1)cd
Special Rules:
Fragile, Two-Handed, a
Blunt, b Ineffectual Blow,
c Incisive Blow, d Multiple
Injuries (D6)

Painbringer Spike
Durability: 4+
Handling: 4+
Weight: 5
Cost: 29C
Availability: Common

Plasma Pistol
Reach: Near
Durability: 3+
Handling: 4+
Melee Armour Mod.: 0
Ranged Armour Mod.: -4
Weight: 25
Cost: 830C
Availability: Rare
Close-Combat:
MB: -2ab Sl: +1ab St: -2ab
C: -1ab
P: -3

Special Rules:
Handheld
One Use Only
Painbringer (D6)
Use on Equip

Shooting:
Long Range: 12 (-1)cd
Short Range: 6 (+2)cd
Special Rules:
Fragile, Handheld, a
Blunt, b Ineffectual Blow,
c Incisive Blow, d Multiple
Injuries (D3)

Nunchuck

Plasma Grenade

Reach: Near
Durability: 2+
Handling: 4+
Melee Armour Mod.: 0
Weight: 30
Cost: 37C
Availability: Common

Reach: Near
Durability: 6+
Handling: 2+
Melee Armour Mod.: -4
Weight: 15
Cost: 410C
Availability: Common

Close-Combat:
MB: -3a Sl: -2a
C: -4a
P: -3b

Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

Special Rules:
a Handheld
b Two-Handed

St: -2a

St: 0

Special Rules:
Blast (3+)
Handheld
Large Blast (4+)
Multiple Injuries (D3)
One Use Only

Plasma Rifle
Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: -4
Weight: 60
Cost: 811C
Availability: Rare
Close-Combat:
MB: -3ab Sl: -1ab
C: -2ab
P: +1

St: -2ab

Shooting:
Long Range: 24 (-1)cd
Short Range: 8 (+1)cd
Special Rules:
Two-Handed, a Blunt, b
Ineffectual Blow, c
Incisive Blow, d Multiple
Injuries (D3)

124

Poisoned Dagger

Poisoned Ritual Knife

Reach: Near
Durability: 5+
Handling: 2+
Melee Armour Mod.: -1
Weight: 10
Cost: 612C
Availability: Rare

Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: -1
Weight: 10
Cost: 1095C
Availability: Rare

Close-Combat:
MB: -1a Sl: +1
C: +2
P: +1

St: +1

Close-Combat:
MB: 0a Sl: +3
C: +2
P: +2

St: +2

Inverted:
MB: +2 Sl: -2
C: -2
P: 0

St: +1

Inverted:
MB: +3b Sl: -2
C: -1
P: 0

St: +2

Special Rules:
Handheld, Ineffectual
Blow, Poisoned (D6), a
Grapple

Special Rules:
Handheld, Poisoned (D6), a
Grapple, b Multiple
Injuries (D3)

Poisoned Gas Bomb

Poisoned Serrated Knife

Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: -1
Weight: 25
Cost: 257C
Availability: Common

Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: -1
Weight: 10
Cost: 1095C
Availability: Rare

Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

Close-Combat:
MB: 0a Sl: +2
C: +2
P: +2

St: +3

Inverted:
MB: +3b Sl: -3
C: -1
P: 0

St: +3

St: 0

Special Rules:
Blast (3+)
Gas Cloud (D3 Poison
counters)
Handheld
Ineffectual Blow
Large Blast (3+)
One Use Only
Poisoned (D3)

Poisoned Gas Grenade

Special Rules:
Handheld, Poisoned (D6), a
Grapple, b Multiple
Injuries (D3)

Poisoned Stiletto

Power Armour Bracers


and Gauntlet
Reach: Near
Durability: 2+
Handling: 6+
Melee Armour Mod.: -2
Weight: 125
Cost: 477C
Availability: Rare
Close-Combat:
MB: 0
Sl: 0
C: 0
P: +2

St: 0

Special Rules:
Armour Save (3+)
Gauntlet
Multiple Injuries (D3)
Servo-Enhancer
Servo-Motors
Sleeve

Power Armour Carapace


Durability: 2+
Handling: 6+
Weight: 200
Cost: 1239C
Availability: Rare

Special Rules:
Adrenaline (D6)
Armour Save (2+)
Fixed
Gland
Servo-Enhancers
Servo-Motors
Servo-Unit

Power Armour Greave

Reach: Near
Durability: 6+
Handling: 2+
Melee Armour Mod.: 0
Weight: 15
Cost: 78C
Availability: Common

Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: -1
Weight: 10
Cost: 1025C
Availability: Rare

Reach: Near
Durability: 2+
Handling: 6+
Melee Armour Mod.: -2
Weight: 125
Cost: 22500C
Availability: Rare

Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

Close-Combat:
MB: 0a Sl: +2
C: +2
P: +1

St: +3

Close-Combat:
MB: -4 Sl: -3
C: -3
P: -5

Inverted:
MB: +3b Sl: -2
C: -2
P: 0

St: 0

St: 0

Special Rules:
Blunt
Gas Cloud (D3 Poison
counters)
Handheld
Ineffectual Blow
One Use Only

Special Rules:
Handheld
Poisoned (D6)
a Grapple
b Multiple Injuries (D3)

St: -3

Special Rules:
Armour Save (2+)
Greave
Legwear
Multiple Injuries (D3)
Servo-Motors

125

Power Armour Helmet


Durability: 2+
Handling: 5+
Weight: 125
Cost: 421C
Availability: Rare

Special Rules:
Armour Save (2+)
Filter
Helmet
Servo-Motors
Tactical Display
Targeter (+1)
Tracker

Power Fist
Reach: Fair
Durability: 3+
Handling: 6+
Melee Armour Mod.: -5
Weight: 125
Cost: 2074C
Availability: Rare

Reach: Fair
Durability: 5+
Handling: 4+
Melee Armour Mod.: -4
Weight: 50
Cost: 942C
Availability: Rare

Close-Combat:
MB: +1 Sl: 0
C: -2
P: -1

Close-Combat:
MB: +2 Sl: +3
C: +2
P: +3

St: +2

Inverted:
MB: -5 a Sl: -1
C: -1
P: +1

St: -1

St: 0

Special Rules:
Armour Save (4+)
Gauntlet
Handheld
Incisive Blow
Multiple Injuries (D6)

Power Armour Spaulder


Durability: 2+
Handling: 6+
Weight: 100
Cost: 114C
Availability: Rare

Power Halbard
Reach: Far
Durability: 5+
Handling: 6+
Melee Armour Mod.: -4
Weight: 125
Cost: 1339C
Availability: Rare
Close-Combat:
MB: +2a Sl: +2b St: +2b
C: 0b
P: +2

Special Rules:
Armour Save (3+)
Servo-Motors
Spaulder

Special Rules:
Incisive Blow
Two-Handed
a Multiple Injuries (D6)
b Multiple Injuries (D3)

Power Axe

Power Sword

Power Klaw

Special Rules:
Handheld
Incisive Blow
a Multiple Injuries (D6)

Power Sword with Blade


Trap
Reach: Fair
Durability: 5+
Handling: 3+
Melee Armour Mod.: -4
Weight: 50
Cost: 1096C
Availability: Rare
Close-Combat:
MB: +2 Sl: +3
C: +2
P: +3

St: +2

Inverted:
MB: -5 a Sl: -1
C: -1
P: +1

St: -1

Special Rules:
Blade Trap
Handheld
Incisive Blow
a Multiple Injuries (D6)
Power Trident

Reach: Fair
Durability: 5+
Handling: 5+
Melee Armour Mod.: -4
Weight: 75
Cost: 980C
Availability: Rare

Reach: Fair
Durability: 4+
Handling: 6+
Melee Armour Mod.: -4
Weight: 200
Cost: 1851C
Availability: Rare

Reach: Far
Durability: 5+
Handling: 6+
Melee Armour Mod.: -3
Weight: 100
Cost: 1032C
Availability: Rare

Close-Combat:
MB: -1a Sl: -1a
C: -2a
P: 1

Close-Combat:
MB: -2 Sl: -2
C: -4
P: +1

Close-Combat:
MB: +1 Sl: 0
C: +1
P: +2a

St: +1a

Inverted:
MB: -3b Sl: -2
C: +1
P: -1a

St: +3

St: -5

Special Rules:
Handheld
Incisive Blow
a Multiple Injuries (D3)

St: -2

Special Rules:
Incisive Blow
Multiple Injuries (D6)
Two-Handed

Special Rules:
Blade Trap, Handheld,
Incisive Blow, a Additional
+2 when wielded TwoHanded, b Multiple Injuries
(D6)

126

Pulse Carbine
Reach: Near
Durability: 4+
Handling: 4+
Melee Armour Mod.: 0
Ranged Armour Mod.: -2
Weight: 40
Cost: 4476C
Availability: Rare
Close-Combat:
MB: -1ab Sl: -3ab
C: +1ab P: -2

St: -3ab

Shooting:
Long Range: 16 (0)
Short Range: 12 (+4)

Razorwings
Durability: 4+
Handling: 6+
Melee Armour Mod.: -2
Weight: 35
Cost: 209C
Availability: Rare
Close-Combat:
MB: +3 Sl: -2
C: -3
P: -4

St: 0

Special Rules:
Fixed (torso only)
Jump Pack

Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: -3
Weight: 60
Cost: 471C
Availability: Rare
Close-Combat:
MB: -3ab Sl: -1ab
C: -2ab
P: +1

Rebreather
Durability: 4+
Handling: 5+
Weight: 25
Cost: 65C
Availability: Common

St: -2ab

Shooting:
Long Range: 24 (0)c
Short Range: 8 (+2)c

Special Rules:
Filter
Helmet

Special Rules:
Two-Handed
a Blunt
b Ineffectual Blow
c Incisive Blow
Razorflail
Reach: Fair
Durability: 5+
Handling: 4+
Melee Armour Mod.: -2
Weight: 30
Cost: 297C
Availability: Common
Close-Combat:
MB: +2 Sl: +4
C: +2
P: +2
Special Rules:
Handheld

Reach: Near
Durability: 3+
Handling: 3+
Melee Armour Mod.: -1
Weight: 10
Cost: 232C
Availability: Common
Close-Combat:
MB: 0a Sl: +3
C: +2
P: +2

St: +2

Inverted:
MB: +3b Sl: -2
C: -1
P: 0

St: +2

Special Rules:
Handheld
a Grapple
b Multiple Injuries (D3)

Special Rules:
Handheld
a Blunt
b Ineffectual Blow

Pulse Rifle

Ritual Knife

Ritual Knife with AntiCoagulants


Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: -1
Weight: 10
Cost: 470C
Availability: Rare
Close-Combat:
MB: 0a Sl: +3
C: +2
P: +2

St: +2

Inverted:
MB: +3b Sl: -2
C: -1
P: 0

St: +2

Special Rules:
Anti-Coagulants (D6),
Handheld, a Grapple, b
Multiple Injuries (D3)

Refractor Field
Durability: 4+
Handling: 6+
Weight: 25
Cost: 390C
Availability: Rare

St: +2
Special Rules:
Add-On (Suits only)
Armour Save (6+)
Disruption Field (front)

Ritual Knife with


Soporifics
Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: -1
Weight: 10
Cost: 470C
Availability: Rare
Close-Combat:
MB: 0a Sl: +3
C: +2
P: +2

St: +2

Inverted:
MB: +3b Sl: -2
C: -1
P: 0

St: +2

Special Rules:
Handheld, Soporifics (D6),
a Grapple, b Multiple
Injuries (D3)

127

Rosarius
Durability: 2+
Handling: 3+
Weight: 35
Cost: 688C
Availability: Rare

Special Rules:
Add-On
Disruption Field (front,
left, and right)

Scimitar

Screwdriver

Reach: Fair
Durability: 4+
Handling: 4+
Melee Armour Mod.: -1
Weight: 40
Cost: 210C
Availability: Common

Reach: Near
Durability: 2+
Handling: 3+
Melee Armour Mod.: 0
Weight: 10
Cost: 0C
Availability: Common

Close-Combat:
MB: +2 Sl: +3
C: 0
P: +3

St: +1

Close-Combat:
MB: 0
Sl: 0
C: +1
P: +1

Inverted:
MB: -5ab Sl: -4
C: -3
P: +1

St: -2

Special Rules:
Handheld
Ineffectual Blow

St: 0

Special Rules:
Handheld
a Incisive Blow
b Multiple Injuries (D6)

Rotary Flail
Reach: Far
Durability: 2+
Handling: 6+
Melee Armour Mod.: -3
Weight: 200
Cost: 671C
Availability: Common
Close-Combat:
MB: Sl: C: -3
P: -3

St: -1

Special Rules:
Blade-Trap
Fragile
Multiple Injuries (D6)
Two-Handed

Round Caltrop
Durability: 3+
Handling: 2+
Armour Mod.: 0
Weight: 15
Cost: 23C
Availability: Common

Scorcha
Durability: 4+
Handling: 6+
Ranged Armour Mod.: -2
Weight: 150
Cost: 628C
Availability: Rare

Serpentin Drip
Durability: 4+
Handling: 4+
Weight: 15
Cost: 114C
Availability: Rare

Shooting:
Long Range: 12 (+1)
Short Range: 6 (+4)
Special Rules:
Handheld
Serpentin (D6)
Use on Equip
Special Rules:
Spray (3+)
Multiple Injuries (D3)
Two-Handed

Scorpion Helmet
Durability: 4+
Handling: 6+
Ranged Armour Mod.: 0
Weight: 35
Cost: 565C
Availability: Rare

Serpentin Spike
Durability: 4+
Handling: 4+
Weight: 5
Cost: 31C
Availability: Common

Shooting:
Long Range: 6 (+1)
Short Range: 3 (+4)

Special Rules:
Blunt
Caltrop
Handheld
Ineffectual Blow
One Use Only
Tripping Hazard

Special Rules:
Armour Save (3+)
Helmet
Ineffectual Blow
Multiple Injuries (D3)

Special Rules:
Handheld
One Use Only
Serpentin (D6)
Use on Equip

128

Serrated Knife

Serrated Punch Dagger

Reach: Near
Durability: 3+
Handling: 3+
Melee Armour Mod.: -1
Weight: 10
Cost: 232C
Availability: Common

Reach: Near
Durability: 3+
Handling: 4+
Melee Armour Mod.: -2
Weight: 10
Cost: 460C
Availability: Common

Close-Combat:
MB: 0a Sl: +2
C: +2
P: +2

St: +3

Close-Combat:
MB: +1 Sl: -3
C: +2ab P: 0

Inverted:
MB: +3b Sl: -3
C: -1
P: 0

St: +3

Special Rules:
Handheld
a Grapple
b Multiple Injuries (D3)

Serrated Knife with AntiCoagulants


Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: -1
Weight: 10
Cost: 470C
Availability: Rare
Close-Combat:
MB: 0a Sl: +2
C: +2
P: +2

St: +3

Inverted:
MB: +3b Sl: -3
C: -1
P: 0

St: +3

Special Rules:
Handheld, AntiCoagulants (D6), a
Grapple, b Multiple
Injuries (D3)
Serrated Knife with
Soporifics
Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: -1
Weight: 10
Cost: 470C
Availability: Rare
Close-Combat:
MB: 0a Sl: +2
C: +2
P: +2

St: +3

Inverted:
MB: +3b Sl: -3
C: -1
P: 0

St: +3

Shadow Field
Durability: 5+
Handling: 2+
Weight: 15
Cost: 971C
Availability: Rare

St: +2ab

Special Rules:
Handheld
a Incisive Blow
b Multiple Injuries (D3)

Servo Frame
Durability: 5+
Handling: 6+
Weight: 250
Cost: 395C
Availability: Rare

Special Rules:
Add-On (Suits only)
Disruption Field (all arcs)
Stealth Gear

Shardnet
Reach: Far
Durability: 3+
Handling: 5+
Melee Armour Mod.: 0
Weight: 25
Cost: 368C
Availability: Common
Close-Combat:
MB: -2 Sl: 0
C: -3
P: -2

Special Rules:
Armour Save (3+)
Fixed
Servo-Enhancers
Servo-Motors
Suit

St: -1

Special Rules:
Handheld
Blade Trap
Grapple
Ineffectual Blow
Soporifics (D6)
Tripping Hazard

Severed Bestial Limb

Sharp Claws

Reach: Far
Durability: 5+
Handling: 6+
Melee Armour Mod.: 0
Weight: 150
Cost: 110C
Availability: Common

Reach: Near
Durability: 2+
Handling: 6+
Melee Armour Mod.: 0
Weight: 5
Cost: 78C
Availability: Rare

Close-Combat:
MB: 0
Sl: -2
C: -6
P: -4

Close-Combat:
MB: +1 Sl: +2
C: +1
P: 0

St: -4

Special Rules:
Blunt
Multiple Injuries (D3)
Two-Handed

St: -1

Special Rules:
Fixed

Special Rules:
Handheld, Soporifics (D6),
a Grapple, b Multiple
Injuries (D3)

129

Shoota

Shuriken Catapult

Sinistral Fire Warrior


Spaulder

Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: -2
Weight: 125
Cost: 369C
Availability: Rare

Reach: Near
Durability: 3+
Handling: 5+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 40
Cost: 303C
Availability: Common

Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Weight: 30
Cost: 82C
Availability: Rare

Close-Combat:
MB: 0a Sl: 0a
C: -2a
P: +1

Close-Combat:
MB: 0a Sl: +1a St: +1a
C: -2a
P: +1

Close-Combat:
MB: +1 Sl: -1
C: -1
P: +3

Shooting:
Long Range: 16 (-1)b
Short Range: 6 (+1)b

Shooting:
Long Range: 16 (0)b
Short Range: 6 (+2)b

Special Rules:
Two-Handed
a Blunt
b Multiple Injuries (D3)

Special Rules:
Ineffectual Blow
Two-Handed
a Blunt
b Multiple Injuries (D3)

Special Rules:
Armour Save (3+)
Blunt
Ineffectual Blow
Spaulder

St: 0a

Shoulder-Mounted
Launcher
Durability: 4+
Handling: 6+
Ranged Armour Mod.: Weight: 40
Cost: 160C
Availability: Rare
Shooting:
Long Range: 24 (-1)
Short Range: 8 (+4)

Shuriken Pistol
Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 20
Cost: 371C
Availability: Common
Close-Combat:
MB: -2a Sl: 0a
C: -2a
P: -2

Shredder

Sleeper Mine
Durability: 5+
Handling: 5+
Armour Mod.: -1
Weight: 40
Cost: 127C
Availability: Common

St: -2a

Shooting:
Long Range: 8 (+2)
Short Range: 6 (+5)
Special Rules:
Add-On (Suits only)
Launcher
Two-Handed

St: -3

Special Rules:
Ineffectual Blow
Two-Handed
a Blunt

Sickle

Special Rules:
Blast (4+)
Caltrop
Gas Cloud (D6 Soporific
counters)
Handheld
One Use Only
Soporifics (D6)

Sleeping Gas Bomb

Durability: 4+
Handling: 5+
Melee Armour Mod.: 0
Ranged Armour Mod.: -1
Weight: 60
Cost: 1123C
Availability: Common

Reach: Near
Durability: 4+
Handling: 4+
Melee Armour Mod.: 0
Weight: 30
Cost: 300C
Availability: Common

Reach: Near
Durability: 5+
Handling: 3+
Melee Armour Mod.: -1
Weight: 25
Cost: 148C
Availability: Common

Close-Combat:
MB: -3a Sl: -1a
C: +1a P: 0

Close-Combat:
MB: +2 Sl: +3
C: 0
P: +2

Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

St: -1a

Shooting:
Long Range: 18 (0)bcd
Short Range: 8 (+3)bcd
Special Rules:
Ineffectual Blow, TwoHanded, a Blunt, b Blast
(3+), c Multiple Injuries
(D3), d Tripping Hazard

Special Rules:
Handheld
Incisive Blow

St: 0

St: 0

Special Rules:
Blast (3+)
Gas Cloud (D3 Soporific
counters)
Handheld
Ineffectual Blow
Large Blast (3+)
One Use Only
Soporifics (D3)

130

Sleeping Gas Grenade


Reach: Near
Durability: 6+
Handling: 2+
Melee Armour Mod.: 0
Weight: 25
Cost: 19C
Availability: Common
Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

Smoke Machine
Durability: 5+
Handling: 6+
Weight: 40
Cost: 174C
Availability: Rare

Slugga

Special Rules:
Armour Save (6+)
Gas Cloud
Use on Equip

Space Marine Combat


Knife
Reach: Fair
Durability: 2+
Handling: 4+
Melee Armour Mod.: -2
Weight: 75
Cost: 784C
Availability: Rare

Close-Combat:
MB: -2a Sl: 0a
C: -1a
P: -2

Close-Combat:
MB: +1 Sl: +2
C: -2
P: +2

Shooting:
Long Range: 8 (-1)
Short Range: 4 (+1)

St: -1

Special Rules:
Handheld
Multiple Injuries (D6)

Special Rules:
Handheld
a Blunt

Smoke Bomb
Reach: Near
Durability: 6+
Handling: 2+
Melee Armour Mod.: 0
Weight: 5
Cost: 45C
Availability: Common
Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

Space Marine Jump Pack


Durability: 3+
Handling: 6+
Weight: 150
Cost: 299C
Availability: Rare

Special Rules:
Blunt
Gas Cloud
Handheld
Ineffectual Blow
One Use Only

Spear
Reach: Far
Durability: 4+
Handling: 5+
Melee Armour Mod.: -2
Weight: 50
Cost: 527C
Availability: Common
Close-Combat:
MB: 0ab Sl: +2a St: +3a
C: +2a P: +1a
Inverted:
MB: -3cd Sl: -2c
St: 0c
C: -2c
P: 0c
Special Rules:
Handheld, a Additional +2
when wielded Two-Handed,
b Multiple Injuries (D3), c
Additional +3 when
wielded Two-Handed, d
Multiple Injuries (D6)

Spiked Caltrops
Reach: Near
Durability: 4+
Handling: 2+
Armour Mod.: 0
Weight: 15
Cost: 27C
Availability: Common
Close-Combat:
MB: -4 Sl: -2
C: +1
P: -5

St: 0
Special Rules:
Armour Save (5+)
Jump Pack
Servo-Motors

St: +1a

Special Rules:
Blunt
Handheld
Ineffectual blow
a Grapple

Reach: Near
Durability: 4+
Handling: 4+
Melee Armour Mod.: 0
Ranged Armour Mod.: -1
Weight: 50
Cost: 296C
Availability: Rare
St: -1a

Reach: Near
Durability: 2+
Handling: 3+
Melee Armour Mod.: 0
Weight: 20
Cost: 0C
Availability: Common
Close-Combat:
MB: +1 Sl: +1
C: +1
P: +1

St: 0

Special Rules:
Blunt
Gas Cloud (D3 Soporific
counters)
Handheld
Ineffectual Blow
One Use Only

Spanner

St: +1

Special Rules:
Caltrop (One Use Only)
Fragile
Handheld
Ineffectual Blow
Tripping Hazard

131

Spiked Club
Reach: Near
Durability: 3+
Handling: 4+
Melee Armour Mod.: -1
Weight: 25
Cost: 40C
Availability: Common
Close-Combat:
MB: +1 Sl: +2
C: -3
P: 0

St: -2

Special Rules:
Handheld

Splinter Rifle
Reach: Near
Durability: 4+
Handling: 5+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 40
Cost: 328C
Availability: Common
Close-Combat:
MB: 0
Sl: +1
C: -2
P: +1

St: +1

Shooting:
Long Range: 18 (0)a
Short Range: 8 (+2)a
Special Rules:
Blunt
Ineffectual Blow
Two-Handed
a Poisoned (D6)

Spiked Iron Breastplate


Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: -1
Weight: 60
Cost: 267C
Availability: Common
Close-Combat:
MB: +4 Sl: -1
C: +3
P: -

Durability: 4+
Handling: 4+
Weight: 15
Cost: 187C
Availability: Rare

Splinter Pistol
Reach: Near
Durability: 3+
Handling: 3+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 20
Cost: 654C
Availability: Common

Special Rules:
Adrenaline (D3)
Fragile
Grave Lotus (D3)
Handheld
Hypex
Painbringer (D3)
Serpentin (D3)
Use on Equip

Splintermind Spike
Durability: 4+
Handling: 4+
Weight: 5
Cost: 84C
Availability: Common

St: -2

Shooting:
Long Range: 8 (+2)a
Short Range: 3 (+5)a
Special Rules:
Handheld
Blunt
Ineffectual Blow
a Poisoned (D6)

Reach: Far
Durability: 5+
Handling: 6+
Melee Armour Mod.: 0
Weight: 40
Cost: 113C
Availability: Common
Close-Combat:
MB: -2 Sl: +2
C: +2a P: +4

St: +2

Special Rules:
Blunt
Flexible
Ineffectual Blow
Two Handed
a Grapple

Stealth Suit
Durability: 4+
Handling: 6+
Ranged Armour Mod.: 0
Weight: 30
Cost: 739C
Availability: Common
Shooting:
Long Range: 12 (0)
Short Range: 6 (+2)

St: 0

Special Rules:
Armour Save (3+)
Ineffectual Blow
Suit

Close-Combat:
MB: -2 Sl: 0
C: 0
P: -2

Splintermind Drip

Stave

Special Rules:
Adrenaline (D3)
Grave Lotus (D3)
Handheld
Hypex
One Use Only
Painbringer (D3)
Serpentin (D3)
Use on Equip

Special Rules:
Armour Save (5+)
Blunt
Grappling Hook
Ineffectual Blow
Reel
Suit
Stealth Gear
Tripping Hazard

Stiletto
Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: -1
Weight: 10
Cost: 202C
Availability: Common
Close-Combat:
MB: 0a Sl: +2
C: +2
P: +1

St: +3

Inverted:
MB: +3b Sl: -2
C: -2
P: 0

St: 0

Special Rules:
Handheld
a Grapple
b Multiple Injuries (D3)

132

Stiletto with AntiCoagulants


Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: -1
Weight: 10
Cost: 427C
Availability: Rare
Close-Combat:
MB: 0a Sl: +2
C: +2
P: +1

St: +3

Inverted:
MB: +3b Sl: -2
C: -2
P: 0

St: 0

Special Rules:
Anti-Coagulants (D6)
Handheld
a Grapple
b Multiple Injuries (D3)
Stiletto with Soporifics
Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: -1
Weight: 10
Cost: 427C
Availability: Rare
Close-Combat:
MB: 0a Sl: +2
C: +2
P: +1

St: +3

Inverted:
MB: +3b Sl: -2
C: -2
P: 0

St: 0

Stun Grenade
Reach: Near
Durability: 6+
Handling: 2+
Melee Armour Mod.: 0
Weight: 15
Cost: 11111C
Availability: Common
Close-Combat:
MB: +1 Sl: 0
C: 0
P: -4

St: 0

Special Rules:
Blunt
Handheld
Ineffectual Blow
Large Blast (3+)
One Use Only
Soporifics (D6)
Tripping Hazard

Synth Mesh Jacket

Synth Mesh Jacket with


Right Shoulder Spike
Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Weight: 45
Cost: 79C
Availability: Common
Close-Combat:
MB: +3 Sl: -3
C: +3
P: -

St: +1

Special Rules:
Armour Save (5+)
Ineffectual Blow
Suit

Synth Mesh Legging

Durability: 4+
Handling: 6+
Weight: 40
Cost: 69C
Availability: Common

Durability: 4+
Handling: 6+
Weight: 15
Cost: 19C
Availability: Common

Special Rules:
Armour Save (5+)
Suit

Special Rules:
Armour Save (5+)
Legwear

Special Rules:
Handheld
Soporifics (D6)
a Grapple
b Multiple Injuries (D3)

Storm Trooper Helmet


Durability: 4+
Handling: 6+
Weight: 30
Cost: 232C
Availability: Rare

Special Rules:
Armour Save (4+)
Filter
Helmet
Tactical Display
Tracker

Synth Mesh Jacket with


Left Shoulder Spike
Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Weight: 45
Cost: 79C
Availability: Common
Close-Combat:
MB: +3 Sl: -3
C: +3
P: -

St: +1

Special Rules:
Armour Save (5+)
Ineffectual Blow
Suit

Synth Mesh Legging with


Poisoned Dart
Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 15
Cost: 784C
Availability: Rare
Close-Combat:
MB: 0
Sl: -2
St: +1
C: +1
P: Shooting:
Long Range: 6 (-1)a
Short Range: 3 (+2)a
Special Rules:
Armour Save (5+),
Ineffectual Blow,
Legwear, Poisoned (D6), a
One Use Only

133

Synth Mesh Legging with


Spur
Reach: Fair
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Weight: 20
Cost: 27C
Availability: Common
Close-Combat:
MB: 0
Sl: -2
C: +1
P: -

St: +1

Special Rules:
Armour Save (5+)
Ineffectual Blow
Legwear

Synth Mesh Sleeve


Durability: 4+
Handling: 6+
Weight: 15
Cost: 323C
Availability: Common

Sything Talon
Reach: Fair
Durability: 4+
Handling: 6+
Melee Armour Mod.: -1
Weight: 30
Cost: 271C
Availability: Rare

Tau Battlesuit Core


Durability: 3+
Handling: 6+
Weight: 500
Cost: 917C
Availability: Special

Close-Combat:
MB: +1 Sl: +3a St: 0
C: 0
P: +2
Special Rules:
Fixed
a Multiple Injuries (D3)

Special Rules:
Armour Save (2+)
Fixed
Jump Pack
Servo-Motors
Servo-Unit
Suit

Targeter

Tau Battlesuit Leg

Durability: 3+
Handling: 6+
Weight: 40
Cost: 95C
Availability: Rare

Reach: Fair
Durability: 3+
Handling: 6+
Melee Armour Mod.: -2
Weight: 200
Cost: 797C
Availability: Special
Close-Combat:
MB: -3 Sl: C: P: -

Special Rules:
Armour Save (5+)
Sleeve

Synth Mesh Sleeve with


Poisoned Dart
Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: 0
Weight: 15
Cost: 772C
Availability: Rare
Close-Combat:
MB: -2 Sl: -2
St: +1
C: 0
P: -6
Shooting:
Long Range: 6 (-1)a
Short Range: 3 (+2)a
Special Rules:
Armour Save (5+),
Ineffectual Blow,
Poisoned (D6), Sleeve, a
One Use Only

Special Rules:
Needs Bracing
Tactical Display
Targeter (+1)

Special Rules:
Blunt
Fixed
Legwear
Multiple Injuries (D3)
Servo-Motors
Tripping Hazard

Tau Battlesuit Arm


Reach: Fair
Durability: 3+
Handling: 6+
Melee Armour Mod.: -1
Weight: 200
Cost: 140C
Availability: Special
Close-Combat:
MB: +1 Sl: +1
C: -1
P: +1
Special Rules:
Blunt
Fixed
Gauntlet
Handheld
Servo-Motors
Sleeve

St: -

Tau Helmet
Durability: 3+
Handling: 6+
Weight: 20
Cost: 184C
Availability: Rare

St: -3
Special Rules:
Armour Save (3+)
Helmet
Tactical Display
Targeter (+1)

134

T-Blade

Truesight Scope

Reach: Fair
Durability: 3+
Handling: 5+
Melee Armour Mod.: -1
Weight: 35
Cost: 128C
Availability: Common
Close-Combat:
MB: -2 Sl: +1
C: +2
P: +4

St: -2

Inverted:
MB: +2 Sl: +2
C: +1
P: +1

St: +1

Durability: 3+
Handling: 6+
Weight: 15
Cost: 47C
Availability: Common

Reach: Far
Durability: 4+
Handling: 6+
Melee Armour Mod.: -2
Ranged Armour Mod.: -4
Weight: 200
Cost: 790C
Availability: Special
Close-Combat:
MB: -3 Sl: +1 St: 0
C: 0
P: +1
Shooting:
Long Range: 30 (+2)abc
Short Range: 12 (+1)abc
Special Rules:
Fixed, Symbiotic
Ammunition Feed, TwoHanded, a Anti-Coagulants
(2D6), b Blast (S), c Blast (T)

Special Rules:
Add-On
Needs Bracing
Scope (+2)

Special Rules:
Handheld

Thunder Hammer

Venom Cannon

Two-Handed Power Axe

Venomous Canine Teeth

Reach: Far
Durability: 3+
Handling: 6+
Melee Armour Mod.: -5
Weight: 150
Cost: 2704C
Availability: Rare

Reach: Far
Durability: 3+
Handling: 6+
Melee Armour Mod.: -5
Weight: 125
Cost: 2199C
Availability: Rare

Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Weight: 5
Cost: 424C
Availability: Rare

Close-Combat:
MB: -2 Sl: -3a
C: -5
P: -2

Close-Combat:
MB: -3a Sl: -2b
C: -3b
P: +2

Close-Combat:
MB: +1 Sl: +1
C: 0
P: -2

St: -5

Special Rules:
Blast (3+)
Blunt
Incisive Blow
Multiple Injuries (D6)
Soporifics (D6)
Two-Handed
a Tripping Hazard

Trident

St: -2c

Special Rules:
Incisive Blow
Two-Handed
a Multiple Injuries (2D6)
b Multiple Injuries (D6)
c Grapple

Venom Blade

St: +2

Special Rules:
Fixed
Headgear
Poisoned (D3)

Viper Strike

Reach: Far
Durability: 4+
Handling: 6+
Melee Armour Mod.: -1
Weight: 100
Cost: 339C
Availability: Common

Reach: Fair
Durability: 5+
Handling: 4+
Melee Armour Mod.: -4
Weight: 50
Cost: 1526C
Availability: Rare

Reach: Near
Durability: 2+
Handling: 5+
Melee Armour Mod.: 0
Weight: 0
Cost: 342C
Availability: Rare

Close-Combat:
MB: 0
Sl: 0
C: -1
P: +2a

St: +1

Close-Combat:
MB: +2 Sl: +3
C: +2
P: +3

St: +2

Close-Combat:
MB: Sl: C: +3
P: -

Inverted:
MB: -5bc Sl: -2
C: 0
P: -2a

St: +3

Inverted:
MB: -5 a Sl: -1
C: -1
P: +1

St: -1

Special Rules:
Blade-Trap, Handheld, a
Additional +2 when
wielded Two-Handed, b
Incisive blow, c Multiple
Injuries (D6)

Special Rules:
Handheld
Incisive Blow
Poisoned (D6)
a Multiple Injuries (D6)

St: +5

Special Rules:
Blunt
Handheld
Incisive Blow
Unarmed Combat

135

Warrior Mask
Durability: 4+
Handling: 6+
Weight: 30
Cost: 18C
Availability: Common

Special Rules:
Armour Save (4+)
Helmet

Weeping Scimitar
Reach: Fair
Durability: 5+
Handling: 4+
Melee Armour Mod.: -1
Weight: 40
Cost: 352C
Availability: Rare
Close-Combat:
MB: +2 Sl: +3
C: 0
P: +3

St: +1

Inverted:
MB: -5ab Sl: -4
C: -3
P: +1

St: -2

Wings
Durability: 4+
Handling: 6+
Weight: 30
Cost: 153C
Availability: Rare

Special Rules:
Fixed (torso only)
Jump Pack

Special Rules:
Anti-Coagulants (D6)
Handheld
a Incisive Blow
b Multiple Injuries (D6)

Web Spinner
Reach: Near
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Ranged Armour Mod.: -1
Weight: 60
Cost: 586C
Availability: Rare
Close-Combat:
MB: 0
Sl: -1
C: -3
P: 0

St: 0

Shooting:
Long Range: 12 (0)abc
Short Range: 8 (+3)abc
Special Rules:
Two-Handed
a Blast (4+)
b Ineffectual Blow
c Multiple Injuries (D6)
Weeping Heavy Scimitar

Whip

Wraithbone Shield

Reach: Far
Durability: 3+
Handling: 6+
Melee Armour Mod.: 0
Weight: 25
Cost: 199C
Availability: Common

Reach: Fair
Durability: 2+
Handling: 5+
Melee Armour Mod.: 0
Weight: 40
Cost: 114C
Availability: Common

Close-Combat:
MB: 0
Sl: 0a
C: -2
P: 0

Close-Combat:
MB: +1abSl: 0ab
C: -1ab
P: +4

St: 0b

Special Rules:
Blade Trap
Goad
Handheld
Ineffectual Blow
a Grapple
b Tripping Hazard

Whip Tail

St: -2

Special Rules:
Handheld
a Blunt
b Ineffectual Blow

Wrench

Reach: Fair
Durability: 5+
Handling: 6+
Melee Armour Mod.: -2
Weight: 60
Cost: 552C
Availability: Rare

Reach: Fair
Durability: 4+
Handling: 3+
Melee Armour Mod.: 0
Weight: 25
Cost: 64C
Availability: Rare

Reach: Near
Durability: 3+
Handling: 4+
Melee Armour Mod.: 0
Weight: 20
Cost: 10C
Availability: Common

Close-Combat:
MB: +1a Sl: +2b St: -1
C: 0b
P: +3

Close-Combat:
MB: -3 Sl: +1
C: 0
P: +3a

Close-Combat:
MB: +1 Sl: 0
C: +1
P: +1

Special Rules:
Anti-Coagulants (D6)
Handheld
a Multiple Injuries
b Incisive Blow

Special Rules:
Blunt
Tail
Tripping Hazard
a Fragile

St: +1

St: 0

Special Rules:
Blunt
Handheld

136

Wych Craft (Left Arm)

Wych Craft (Right Leg)

Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 284C
Availability: Rare

Reach: Fair
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 284
Availability: Rare

Close-Combat:
MB: 0
Sl: +1a St: +1
C: +1
P: 0

Close-Combat:
MB: +1 Sl: +1
C: -3
P: -3

Special Rules:
Blunt
Disarm
Handheld
Ineffectual Blow
a Grapple

Special Rules:
Blade Trap
Blunt
Unarmed Combat

Wych Craft (Left Leg)


Reach: Fair
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 284C
Availability: Rare
Close-Combat:
MB: +1 Sl: +1
C: -3
P: -3

Wych Craft (Right Arm)


Reach: Near
Durability: 2+
Handling: 2+
Melee Armour Mod.: 0
Weight: 0
Cost: 284C
Availability: Rare

Wychsuit
Durability: 4+
Handling: 6+
Weight: 30
Cost: 143C
Availability: Common

Special Rules:
Armour Save (4+)
Suit

Wychsuit Arm
Durability: 4+
Handling: 6+
Weight: 10
Cost: 48C
Availability: Common

Close-Combat:
MB: 0
Sl: +1a St: +1
C: +1
P: 0
Special Rules:
Blunt
Disarm
Handheld
Ineffectual Blow
a Grapple

Special Rules:
Armour Save (4+)
Sleeve

Durability: 4+
Handling: 6+
Weight: 5
Cost: 39C
Availability: Common

St: -2

St: -2

Special Rules:
Blade Trap
Blunt
Unarmed Combat

Wychsuit Legging

Special Rules:
Armour Save (4+)
Legwear

Wychsuit Legging with


poisoned Spur
Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Weight: 10
Cost: 396C
Availability: Rare
Close-Combat:
MB: +1 Sl: +2
C: 0
P: -

St: +2

Special Rules:
Armour Save (4+)
Ineffectual Blow
Legwear
Poisoned (D3)

Wychsuit Legging with


Spur
Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Weight: 10
Cost: 48C
Availability: Common
Close-Combat:
MB: +1 Sl: +2
C: 0
P: -

St: +2

Special Rules:
Armour Save (4+)
Ineffectual Blow
Legwear

137

Wychsuit with Left


Shoulder Spike

Wychsuit with Poisoned


Right Shoulder Spike

Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Weight: 35
Cost: 149C
Availability: Common

Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Weight: 35
Cost: 493C
Availability: Rare

Close-Combat:
MB: +3 Sl: -2
C: +3
P: -

Close-Combat:
MB: +3 Sl: -2
C: +3
P: -

St: +1

Special Rules:
Armour Save (4+)
Ineffectual Blow
Suit

Wychsuit with Poisoned


Left Shoulder Spike

St: +1

Special Rules:
Armour Save (4+)
Ineffectual Blow
Poisoned (D3)
Suit

Wychsuit with Right


Shoulder Spike

Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Weight: 35
Cost: 493C
Availability: Rare

Reach: Near
Durability: 4+
Handling: 6+
Melee Armour Mod.: 0
Weight: 35
Cost: 149C
Availability: Common

Close-Combat:
MB: +3 Sl: -2
C: +3
P: -

Close-Combat:
MB: +3 Sl: -2
C: +3
P: -

St: +1

Special Rules:
Armour Save (4+)
Ineffectual Blow
Poisoned (D3)
Suit

St: +1

Special Rules:
Armour Save (4+)
Ineffectual Blow
Suit

138

Reference:
Targets modifiers:
Dodge
Moving target
Partially obscured *
Limb partially obscured*
Torso partially obscured*
Torso wholly obscured by
terrain*

Damage (10):
Status Element (14):
2D6 score:
2
3-4
5
6-8
9
10-11
12

Body part:
Head
Left arm
Left leg
Torso
Right leg
Right arm
Head

-1 from left/+1 from right


Arm:
1 Damaged Equipment
2-3 Bloody Laceration
4 Torn Bicep
5 Fractured Arm
6 Broken Arm
7+ Severed Arm
Head:
1 Damaged Headgear
2 Head Wound
3-4 Dazed
5 Enucleation
6 Brained
7+ Decapitated
Leg:
1 Damaged Leg-Gear
2 Tripped
3 Bloody Laceration
4 Torn Hamstring
5 Severed Hamstring
6 Broken Leg
7+ Severed Leg

Fury
Nitrous Oxide
Berserk
Nightmare
Soporifics
Anti-Coagulants
Poison
Loss of Blood
Grave Lotus
Painbringer
Serpentin
Antivenom
Coagulants

*
Only apply the heaviest
modifier.
Mechanical Mounts (39):

Close-Combat (21):
Att. vs
Def.:
MB vs C
MB vs E
MB vs P
Sl vs C
Sl vs E
Sl vs P
St vs C
St vs E
St vs P

Att.
adds:
S
S+Sp
S+Sp
WS+R
WS+R
WS
A+R
A
A+Sp

Situation:
Weapon
modifier
Height
advantage
Flank attack
Backstab
Damage
counters

Mod.:
+A
+Sp
+1
+2
+3
+4

Def.
adds:
WS+R
A+Sp
S
WS+Sp
A
S+R
WS
A+Sp
S+R

Mod.:
As card

1 Rocked
2 Damaged Equipment
3 Destabilised
4 Cracked Gyros
5 Engine Damage
6 Critical Failure
7+ Explosion
Quadrupeds (40):
2D6 score:
2-3
4-5
6
7
8
9-10
11-12

Body part:
Head
Left foreleg
Left hind leg
Torso
Right foreleg
Right hind leg
Head

+/-1*

Swarms (42):

+2
+3
+/-1*

1 Scattered
3 Worn Down
4 Cowed
5 Ravaged
6+ Crushed

* per point/counter.
Torso:
1-2 Winded
3-4 Flesh Wound
5 Cracked Rib
6 Organ Damage
7+ Evisceration

Tyranids (43):
Shooting (26):
Shooters
modifiers:
Weapon
modifier
BS
Firing on the
move
Damage
counters

Mod.:
As card
+BS
-Sp
-1 per
counter

2D6 score:
2
3-4
5
6
7
8
9
10
12

Body part:
Head
Left foreleg
Left medial leg
Left hind leg
Torso
Right hind leg
Right medial leg
Right foreleg
Head

139

Index
A. See Agility
Action Element, 21
Activate
Coliseum
Equipment, 13
Activation, 13
Add-On, 28
Adjusting Readiness and
Speed, 16
Adrenaline, 28
Agility, 6
Agility penalty. See
Weight
Anti-Coagulant
counters, 14
Anti-Coagulants, 28
Antivenom, 28
Antivenom counters, 15
Arcs, 9
Arming for Battle, 54
Armour Saves, 10, 28
Around the Guard, 22
Arrogant, 47
Arrogant to a Fault, 47
Ball Sports, 63
Ballistic Skill, 6
Basics, 6
Battle-Hardened, 37
Beast, 37
Beast Mastery, 61
Beastmaster, 47
Berserk, 28
Berserk counters, 14
Berserker, 47
Bestial. See Beast
Betting, 52, 54
Black Market, 54, 65
Blade Trap, 28
Blast, 29
Blunt, 29
Body Charts, 10
Brawler, 48
BS. See Ballistic Skill
Bulky, 38
Caltrop, 29
Cards, 13, 97
CCS, 22
Challenge, 60
Challenging teams, 52
Champion teams, 52
Characteristic limits. See
Stat limits
Characteristic Tests, 9
Characteristics, 6
Charge, 18

Close-Combat Attack,
21
Close-Combat cards, 22
Close-Combat table, 22
Clumsy, 46
Coagulant counters, 15
Coagulants, 29
Coliseum
Equipment,
13, 88
Coma, 15, 53
Contents, 3
Counter, 23
Counter effects, 14
CPU, 29
Cult Assets, 91
Damage, 10
Damage counters, 12
Dead, 53
Deadly, 49
Defence cards, 22
Difficult terrain, 17
Direction, 9
Disarm, 29
Discard Pile, 6
Disengage, 24
Disruption Field, 30
Divine Strength, 48
Dodge, 46
Double Strike, 25
Duel, 59
Dynasties, 52
Dynasty turns, 52
Earnings, 54
Elite, 38
Engaged
and NonEngaged, 16
Engagements, 17
Enraged, 37
Equipment Cards, 103
Equipment Recovery, 53
Equipment
Special
Rules, 28
Extra Seats, 38
Facing. See Direction
Fall damage, 17
Fan Favourite, 50
Fast, 38
Feeble, 48
Feint, 25
Fights Unencumbered,
38
Filter, 30
Fires from the Hip, 50
Fixed, 30
Flank Left, 18

Flank Right, 18
Flat-Footed, 46
Flexible, 30
Flinches at Nothing, 49
Forgets the Safety, 50
Fragile, 30
Fury, 31
Fury counters, 14
Gaining and Losing
Skills, 53
Game Set-Ups, 52, 58
Gas Cloud, 31
Gauntlet, 31
Gladiator name, 6
Gladiator Special Rules,
Mutable. See Mutable
Gladiator
Special
Rules
Gladiator Special Rules,
Static. See Static
Gladiator
Special
Rules
Gladiators. See Slave
Market
Gladiator's equipment.
See Arming for Battle
Gland, 31
Goad, 31
Grapple, 31
Grappling Hook, 31
Grave Lotus, 32
Grave Lotus counters,
14
Greave, 32
Gunslinger, 50
Handheld, 32
Hardpoint, 32
Harness, 32
Haunted, 47
Head to Head, 33
Headgear, 32
Head-Hunter, 48
Helmet, 33
Hit and Run, 25
Host, 52
Hovers, 38
Humanoid body chart,
10
Humanoid injury table,
11
Hypex, 33
Immobile, 9, 17
Impassable terrain, 17
Incapacitated, 9
Incisive Blow, 33

Ineffectual Blow, 33
Injuries, 10, 53
Inverted, 33
Juggernaut, 38
Jump Pack, 33
Jumping, 17
Lacking Confidence, 50
Large Blast, 33
Launcher, 33
Legwear, 33
Line of Sight, 9
Lithe, 46
Lives on a Snake Farm,
47
Loss of Blood, 12
Loss of Blood counters,
14
Maniacal, 47
Marksman, 50
Massive, 39
Master/Mistress of the
Dance, 46
Mechanical Faults, 39
Mechanical Mount, 39
Mechanical Record, 39
Medical Points, 53
Medical Record, 6
Modifying body charts.
See Targeted blows
Modifying Prestige. See
Prestige
Mount, 40
Movement Element, 16
Moving
Engaged
gladiators, 17
MP. See Medical Points
Multiple Engagements,
19
Multiple Injuries, 33
Multi-Shot, 34
Mutable
Gladiator
Special Rules, 46, 53
Name. See Gladiator
name
Needs Bracing, 34
Needs More Ammo, 50
Nightmare, 34
Nightmare counters, 14
Nitrous Oxide, 34
Nitrous Oxide counters,
14
Non-Engaged
movement, 16
On
the
Road
to
Recovery, 48
140

One Use Only, 34


Organising a game, 52
P. See Presence
Pacifist, 49
Pack, 6
Painbringer, 34
Painbringer counters, 14
Pirouette, 18
Poison counters, 14
Poisoned, 34
Post-Game phase, 53
Power from Pain, 48
Preamble, 5
Precise, 49
Pre-Game phase, 52
Preparation phase, 54
Presence, 6
Prestige, 6, 53
Prizes, 52, 54
Profile, 6, 7
Prone, 9
Puny, 40
Quadruped, 40
Quadruped body chart,
41
Quadruped injury table,
41
Quick-Draw, 25
Quicksilver, 46
Race, 62
Rampage, 18
Rare items. See Black
Market

Rare Items Chart, 65


Readiness, 6
Recover Injuries. See
Injuries
Reel, 34
Re-Equip, 26
Rejecting teams, 52
S. See Strength
Sample Cult, 55
Scared, 50
Scarred, 51
Scope, 34
Secondary
characteristics, 6
Serious Faults, 39
Serious Injuries, 12, 53
Serpentin, 35
Serpentin counters, 14
Servo-Enhancers, 34
Servo-Motors, 34
Servo-Unit, 35
Shooting Attack, 26
Sickly, 48
Skirmish, 18
Slave Market, 76
Sleeve, 35
Sleight of Hand, 49
Slow-Witted, 42
Sniper, 50
Soporific counters, 14
Soporifics, 35
Spaulder, 35
Special Rules, 28

Speed, 6, 16
Spray, 35
Squire, 35
SS, 26
Stalker, 37
Stand Firm, 18
Starting budget, 52
Stat limits, 6
Stat line, 6
Static
Gladiator
Special Rules, 37
Status Element, 14
Status Screen, 6, 8
Stealth Gear, 35
Strength, 6
Strength 7+ attacks, 22
Stunned, 9
Suit, 35
Swarm, 42
Swarm injury table, 43
Swooping Furies, The,
55
Symbiotic Ammunition
Feed, 35
T. See Toughness
Tactical Display, 36
Tail, 36
Targeted blows, 23
Targeter, 36
Tasset, 36
Taunt, 27
Team value, 52
Technical Points, 39, 53

Terrain, 16
Terrain height, 17
Terrified, 51
Throwing weapons, 27
Tilt, 64
Tough, 48
Toughness, 6
TP. See Technical Points
Tracker, 36
Traumatised, 47
Tripping Hazard, 17, 36
True Warrior, 49
Turn, The, 13
Turning, 16
Two-Handed, 36
Tyranid, 43
Tyranid body chart, 43
Tyranid injury table, 43
Unarmed Combat, 36
Uneven terrain, 17
Use on Equip, 36
Using
Coliseum
Equipment, 52, 54
Vehicles, 95
Veteran, 45
Warp Jump, 45
Warp Jump Pack, 36
Weapon Skill, 6
Weight, 9
Will to Survive, 48
WS. See Weapon Skill

141

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