The Lowest of the Low
Scavvies are the very dregs of humanity, though they are so devolved and twisted that they can be hardly considered human any more. They are severely deformed and often mutated by the toxic environment they live in. Scavvies dress in rags and are caked in the most indescribable foulness.
Their skin is a yellow and disgusting mass of sores, warts, blisters and cracks. Their limbs are often so withered or shriveled that crude hooks and peg legs are a common sight, though any Scavvy too crippled to defend himself is easy prey for his fellows.
Scavvies scratch out an existence in the most foul and polluted wastelands of the Underhive, hungrily watching for an opportunity to murder, rob and pillage anyone and anything nearby. Scavvies have to band together to survive and a typical band will be made up of several extended and severely inbred families.
The dominant male in the band rules through brute strength, low cunning and having as many siblings as possible to exert his will. Though individual Scavvies pose little threat to a well-armed gang they are cunning enough to use traps, ambushes and weight of numbers to even the odds.
Occasionally a Scavvy king will arise and unite several Scavvy bands together into a ramshackle tribe. Such coalitions can create a ragged horde of Scavvies big enough to overrun settlements and trading holes. The excesses of King Blacknose the 81st are still remembered with a shudder in the Underhive and the settlement of Downtown has yet to recover from its period of rulership by the so-called Beggar King.
Fortunately, Scavvy kings are usually more concerned with avoiding the attention of the authorities than conquest. They are far more likely to use fear, intimidation and extortion to get what they want. Their scrofulous subjects move in to blockade vital resources and charge Underhive dwellers "tolls" and "taxes" whenever they have the numbers to get away with it. At times like these the honest, hard-working settlers will look to gangs and Bounty Hunters to run the Scavvies off until life gets back to normal again.
Houses
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Scavvies
Fighters & Vehicles
Scavvy Boss
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 3+ | 3 | 4 | 2 | 3+ | 3 | 6+ | 5+ | 7+ | 7+ |
| Rules | None |
|---|---|
| Skills | None |
| Gear | None |
| Weapons |
|---|
| None |
Scavvy Champion
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 4+ | 3 | 4 | 2 | 4+ | 3 | 7+ | 6+ | 8+ | 8+ |
| Rules | None |
|---|---|
| Skills | None |
| Gear | None |
| Weapons |
|---|
| None |
Scavvy
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 9+ | 8+ |
| Rules | None |
|---|---|
| Skills | None |
| Gear | None |
| Weapons |
|---|
| None |
Scaly
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 4+ | 5 | 4 | 3 | 5+ | 3 | 10+ | 5+ | 8+ | 9+ |
| Rules | Fearsome form, Scaly skin |
|---|---|
| Skills | None |
| Gear | None |
| Weapons |
|---|
| None |
Plague Zombie
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| D6+3" | 5+ | - | 3 | 3 | 1 | 6+ | 1 | - | - | 10+ | 11+ |
| Rules | Mindless, No fear, No pain, Plague, Zombie shuffle |
|---|---|
| Skills | None |
| Gear | None |
| Weapons |
|---|
| None |
Scab Dog
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 9+ | 8+ |
| Rules | None |
|---|---|
| Skills | None |
| Gear | None |
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Mangy claws & teeth | E | - | - | - | S | -1 | 1 | - |
| Backstab, Melee, Rending | ||||||||
Special Rules
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MindlessPlague Zombies are driven solely by a basic instinct to feed. They are not activated until all other fighters have completed their actions
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No fearAs the reasoning parts of their brains are long gone, Plague Zombies lack the intellect to be afraid of anything. This means that Plague Zombies ignore all Nerve Tests. If the gang controlling the Plague Zombies bottles out the Zombie pack loses its motivation and scatters as well.
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No painPlague Zombies feel no pain whatsoever: you can burn them, shoot them or cut them and they'll just keep trying to bite you until you manage to inflict crippling damage on them. Because of this, Plague Zombies ignore pinning and are not affected by flesh wounds. Toxin weapons must wound as normal.
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Zombie shufflePlague Zombies usually stagger around with broken, faltering steps. Occasionally when they get the scent of blood in their decaying nostrils, they will break into a loping, shambling run. To represent their unpredictable gait Plague Zombies move D6+3" in the movement phase. Each Plague Zombie is rolled for individually and the controlling player may move them as he wishes up to the distance rolled on the dice.
Plague Zombies may not make any actions, they always move D6+3”. However, Plague Zombies always count as charging into Close Combat if they manage to move into base-to-base contact with an enemy model. When Engaged, Plague Zombies may make Close Combat Attacks as normal, but may not Retreat. -
Lured to battleEven Scavvies know it is dangerous to lure too many Plague Zombies to a battle. Per full 1000 Gang Rating or part thereof, D6 Plague Zombies may be lured to a battle at the cost of 10 credits.
For example; a gang with a rating of 990 may lure D6 Plague Zombies for 10 credits, while a gang with a rating of 1500 may lure 2D6 Plague Zombies, for 20 credits.
After the battle, the Plague Zombies shuffle back into the Wastes in search of more food. -
PlagueNaturally, Plague Zombies carry the zombie plague. If another model is wounded by a Plague Zombie in Close Combat he may contract the diseaseand turn into a Plague Zombie. Note which gang members are wounded by Zombies on the gang roster and at the end of the game roll a D6 on the table below to see whether they are infected. Note that this is in addition to the Serious Injury roll if the fighter goes out of action.
1-3 Clear: After a few tense days no symptoms of zombie plague have emerged and the gang
member is in the clear.
4-5 Sickness: The victim feels weak and ill for days and goes into Recovery.
6 Zombie Time!: The gang member is infected and suffers brain death within hours. Roll a
D6: on a roll of 4-6 the new Zombie wanders off into the wastes to join his fellows. On a roll
of 1-3 the Zombie attacks a randomly determined gang member, fight out the close
combat immediately. In either event, all of the model's equipment is infected and counts as
destroyed. -
Scaly skinA mutant with Scaly Skin has their save roll improved by 1. For example, if they are wearing Flak armour over their Scaly Skin, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, Scaly Skin grants a save of 5+
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Fearsome formIf an enemy fighter is successfully charged by a mutant with Fearsome Form, the fighter must immediately take a Nerve Test. Additionally, any enemy fighter that wishes to charge a mutant with Fearsome Form must first pass a Cool check before doing so. If the test is failed, the fighter loses his nerve. The fighter does not charge and its turn ends immediately. If the test is passed, the fighter grits his (or her) teeth and the charge is resolved as normal.
Skills
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Claw
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Extra arm
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Eyestalks
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Spikes
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Tentacle
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Two heads
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Wings
Gear
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Scavvy Dog
Weapons
| S | L | S | L | Str | Ap | D | Am | AL | |
|---|---|---|---|---|---|---|---|---|---|
| Discus (25¢) | E | 12" | - | - | S | -1 | 1 | - | E |
| Knockback, Melee, Versatile | |||||||||
| Scatter Cannon (80¢) | 8" | 16" | +3 | +1 | 4 | -1 | 1 | 4+ | E |
| Blast (3") | |||||||||
| Spear Gun (80¢) | 12" | 24" | - | -1 | 4 | -3 | 3 | 5+ | E |
| Impale, Knockback, Reload, Scarce | |||||||||
| Tox bomb (50¢) | - | S × 3 | - | - | 4 | - | 1 | 5+ | C |
| Blast (3"), Grenade, Lingers, Toxin | |||||||||
| Mangy claws & teeth | E | - | - | - | S | -1 | 1 | - | E |
| Backstab, Melee, Rending | |||||||||
| Blunderbuss (10¢) | 6" | 9" | +3 | - | 2 | +2 | 1 | 4+ | C |
| Scattershot | |||||||||
| Handbow (5¢) | 8" | 16" | - | -1 | 4 | +2 | 1 | 4+ | C |
| Unwieldy | |||||||||
| Musket (5¢) | 12" | 24" | - | -1 | 3 | -1 | 1 | 5+ | C |
| Unwieldy | |||||||||
Weapon Traits
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ReloadAfter being fired, this weapon must always be reloaded before it can fire again.
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LingersAfter resolving the shot, the Blast marker stays in place for the rest of the game. Any time a fighter comes into contact with the Blast marker, resolve a hit from this weapon.
Activity
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Fearsome form (Rule)
Scaly skin (Rule)