| R | Cr | St | W |
|---|---|---|---|
| 995¢ | 0¢ | 0¢ | 995¢ |
Overview
The Blood Pact
“The contract is sacred. The payment is secondary. The Pact is everything.”

Across the underhive, ash wastes and guild roads of Hive Acropolis, there are countless bounty hunters. Most work alone. Some work in pairs. Few survive long enough to earn a reputation.
The Blood Pact is different.
They are not a House gang. They owe allegiance to no Clan House, Guild, Noble or Cult. They are a fellowship of killers, trackers, veterans and outcasts who have sworn a single, binding oath over a bowl of their own blood. Once the oath is taken, every member becomes family. Betrayal is answered with death. Abandoning another member is unthinkable.
The Pact accepts contracts others refuse: rogue psykers, escaped mutants, Genestealer infiltrators, guild debtors, noble kidnappings and gang wars where survival is measured in minutes.
Their fee is high.
Their success rate is higher.
Whispers claim every member owes Gideon Rourke their life.
Whether that’s true or not, nobody has ever left the Blood Pact willingly.
Gideon Rourke
Gideon Rourke
The Oathkeeper
Leader
Weapon: Boltgun
Nobody knows which House produced Gideon Rourke.
He never says.
His accent has traces of Orlock, his discipline mirrors an Enforcer, and his understanding of noble politics suggests years spent serving the upper hive. Whatever life he once led ended decades ago when a contract went catastrophically wrong.
His employer fled.
His comrades died.
Rourke survived.
He buried them himself beneath the ash dunes and swore he would never again serve someone whose loyalty lasted only until the shooting started.
The Blood Pact was born that day.
Rourke rarely raises his voice. He doesn’t need to. When he speaks, everyone listens.
His battered boltgun—Judgement—has ended hundreds of contracts. Every kill is marked by a small scratch on the receiver. There are so many now that the weapon appears almost engraved.
Gideon Rourke
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 6+ | 5+ | 6+ | 6+ |
| Rules | Gang Hierarchy (Leader), Gang Leader, Group Activation (2), Tools of the Trade | ||||||||||
| XP | 0 XP | ||||||||||
| Skills | None | ||||||||||
| Psyker | None | ||||||||||
| Gear | Mesh armour (15¢) | ||||||||||
| Advancements | None | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Boltgun (55¢) | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ |
| Rapid Fire (1) | ||||||||
| Stub gun (5¢) | 6" | 12" | +2 | - | 3 | - | 1 | 4+ |
| Plentiful, Sidearm | ||||||||
Gorr Ashhide
Gorr Ashhide
The Hound
Champion
Weapons: Chainsword & Hot-shot Laspistol
Gorr was born beyond the walls.
A Beastman raised amongst ash nomads, he survived by tracking prey across wastelands that killed ordinary humans in hours.
Imperial authorities eventually hunted down his tribe.
Only Gorr escaped.
He lived for years as little more than an animal, selling his services to smugglers before Rourke tracked him—not to kill him, but to recruit him.
Nobody in the Pact follows a trail like Gorr.
His nose can distinguish chem fumes from kilometres away.
He remembers footprints for weeks.
When contracts flee into the wasteland, Gorr always brings them back.
Usually in pieces.
Gorr Ashhide
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ |
| Rules | Feral Warriors, Frenzon Conditioning, Gang Hierarchy (Champion), Group Activation (1), Tools of the Trade | ||||||||||
| XP | 0 XP | ||||||||||
| Skills | None | ||||||||||
| Gear | Mesh armour (15¢) | ||||||||||
| Advancements | None | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Chainsword (25¢) | - | E | - | +1 | S | -1 | 1 | - |
| Melee, Parry, Rending | ||||||||
| Laspistol (10¢) | 8" | 12" | +1 | - | 4 | -1 | 1 | 4+ |
| Sidearm | ||||||||
| Hotshot las pack (+20¢) | ||||||||
Mara “Longshot” Kest
Mara “Longshot” Kest
The Ghost of the Reach
Champion
Weapon: Hot-shot Lasgun
Nobody remembers seeing Mara arrive.
One day she simply appeared beside Gideon during a siege and calmly eliminated six enemy leaders before anyone realised there was a sniper involved.
She rarely speaks.
She never misses.
Her custom hot-shot lasgun—Mercy’s End—has become infamous across Ashkabar Reach. Rival gangs have learned that if they hear the crack of its discharge, someone important has already died.
She spends hours motionless atop rusting towers, studying movement through cracked optics.
Many believe she keeps a journal listing every target she’s ever eliminated.
Nobody has seen it.
Mara “Longshot” Kest
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 7+ | 7+ |
| Rules | Gang Hierarchy (Champion), Group Activation (1), Tools of the Trade | ||||||||||
| XP | 0 XP | ||||||||||
| Skills | None | ||||||||||
| Gear | Mesh armour (15¢) | ||||||||||
| Advancements | None | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Lasgun (15¢) | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ |
| Hotshot las pack (+20¢) | ||||||||
| Stub gun (5¢) | 6" | 12" | +2 | - | 3 | - | 1 | 4+ |
| Plentiful, Sidearm | ||||||||
Brokk “The Anvil” Ironvein
Brokk “The Anvil” Ironvein
The Forge
Squat Veteran
Weapon: Combat Shotgun
Brokk once served as security for an Ironhead mining convoy.
Years protecting ore shipments taught him that every ambush follows predictable patterns.
He survived dozens.
His employers didn’t.
Rather than return to his Kindred in disgrace, Brokk wandered the underhive selling his expertise until Rourke offered him permanent work.
Brokk became more than the gang’s shotgun specialist.
He repairs armour.
Maintains weapons.
Brews terrible fungus ale.
Keeps meticulous accounts.
If Gideon is the heart of the Blood Pact, Brokk is its foundation.
Brokk “The Anvil” Ironvein
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 7+ | 6+ | 6+ | 7+ |
| Rules | Gang Fighter (Ganger), Promotion (Venator Specialist), Squat Legacy, Tools of the Trade | ||||||||||
| XP | 0 XP | ||||||||||
| Skills | None | ||||||||||
| Gear | Mesh armour (15¢) | ||||||||||
| Advancements | None | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Axe (10¢) | - | E | - | - | S+1 | - | 1 | - |
| Disarm, Melee | ||||||||
| Combat shotgun (70¢) | ||||||||
| salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ |
| Knockback, Rapid Fire (1) | ||||||||
| shredder ammo | - | T | - | - | 2 | - | 1 | 4+ |
| Scattershot, Template | ||||||||
| firestorm ammo (+30¢) | - | T | - | - | 5 | -1 | 1 | 6+ |
| Blaze, Limited, Template | ||||||||
Finn Wick
Finn Wick
The Sparrow
Ratling Scout
Weapon: Hot-shot Lasgun
Nobody expects a Ratling to be dangerous.
Finn encourages that assumption.
Small enough to crawl through maintenance ducts, patient enough to wait entire days without moving, Finn excels at reconnaissance.
He can steal keys from a sleeping Guild Factor.
Disable alarms.
Unlock blast doors.
Then calmly eliminate a sentry from hundreds of metres away with his precision hot-shot lasgun.
Finn claims every impossible shot is “mostly luck.”
Nobody believes him.
Least of all Lucky Dax.
Finn Wick
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 4+ | 2 | 2 | 1 | 3+ | 1 | 7+ | 7+ | 8+ | 5+ |
| Rules | Gang Fighter (Ganger), Promotion (Venator Specialist), Slopping, Sneaking, Sniping | ||||||||||
| XP | 0 XP | ||||||||||
| Skills | None | ||||||||||
| Gear | Mesh armour (15¢) | ||||||||||
| Advancements | None | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Lasgun (15¢) | 18" | 24" | +1 | - | 4 | -1 | 1 | 4+ |
| Hotshot las pack (+20¢) | ||||||||
| Stub gun (5¢) | 6" | 12" | +2 | - | 3 | - | 1 | 4+ |
| Plentiful, Sidearm | ||||||||
Kurgan
Kurgan
The Wall
Heavy
Weapon: Stub Cannon
Kurgan was born into House Goliath but never cared for gang politics.
He enjoyed simple things.
Heavy guns.
Good food.
Breaking anyone foolish enough to threaten his friends.
He was cast out after refusing to execute a wounded ganger simply to prove his strength.
Rourke offered him something better.
A family.
Kurgan now carries an oversized stub cannon called Old Betsy, firing immense rounds capable of reducing barricades to scrap.
When negotiations fail, Kurgan walks forward.
Negotiations usually end shortly afterwards.
Kurgan
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 7+ | 6+ | 6+ | 7+ |
| Rules | Gang Fighter (Ganger), Promotion (Venator Specialist), Squat Legacy, Tools of the Trade | ||||||||||
| XP | 0 XP | ||||||||||
| Skills | None | ||||||||||
| Gear | Layered flak armour (20¢) | ||||||||||
| Advancements | None | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Axe (10¢) | - | E | - | - | S+1 | - | 1 | - |
| Disarm, Melee | ||||||||
| Stub cannon (20¢) | 9" | 18" | - | - | 5 | - | 1 | 3+ |
| Knockback | ||||||||
“Lucky” Dax Merrow
“Lucky” Dan Merrow
The Gambler
Gunslinger
Weapons: Twin Hot-shot Laspistols
Dan insists he isn’t lucky.
He’s simply better than everyone else.
He cheats at cards.
Cheats at dice.
Cheats death.
Every scar across his body marks another impossible escape that should have killed him.
His trademark twin hot-shot laspistols—Heads and Tails—appear almost magically in his hands whenever trouble starts.
Dan never plans.
He improvises.
Infuriatingly…
…it usually works.
He’s the gang’s morale, raconteur and professional troublemaker, forever trying to coax a smile from Mara or convince Brokk to gamble on cards the Squat knows are marked.
“Lucky” Dax Merrow
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ |
| Rules | Gang Fighter (Ganger), Promotion (Venator Specialist) | ||||||||||
| XP | 0 XP | ||||||||||
| Skills | None | ||||||||||
| Gear | Mesh armour (15¢) | ||||||||||
| Advancements | None | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Laspistol (10¢) | 8" | 12" | +1 | - | 4 | -1 | 1 | 4+ |
| Sidearm | ||||||||
| Hotshot las pack (+20¢) | ||||||||
| Laspistol (10¢) | 8" | 12" | +1 | - | 4 | -1 | 1 | 4+ |
| Sidearm | ||||||||
| Hotshot las pack (+20¢) | ||||||||