N18 Corpse Guild Outcast Gang

xVolkerNerdx

New Member
Jan 2, 2024
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I played a couple of games and small campaign with Helot Cultists but now I wanted to swith to something different. As the title says I decided for Corpse Guild as an Outcast Gang. Haven't found much resources on that topic so here is my 1000 creds list for our Dominion Campaign.
Disclaimer: Every player gets two hangers-on on top of his list but they are drawn randomly

Pale Consort (L) 160
Fearsome / Overseer
Laspistol, Fighting Knife
Medi Skull, Respirator, Mesh Armour

Bone Scrivener (C) 120
Fearsome
, Stiletto Knive, Gun Skull, Respirator, Cult Icon

Outcast Champion (C) 155
Nerves of Steel, 2 Power Axe, Flak Armour, Armoured Undersuit

Corps Grinder #1 (G) 135
Crushing Blow, Chain Glaive, Flak Armour

Corps Grinder #2 (G) 135
Crushing Blow, Chain Glaive, Flak Armour

Hive Scum #1 (G) 60

Sawn-Off SG, Smoke Grenades

Hive Scum #2 (G) 60

Flail, Autopistol

Hive Scum #3 (G) 60

Flail, Autopistol

Hive Scum #4 (G) 60
Lasgun, Smoke Grenade

Hive Scum #5 (G) 45
Lasgun

Cadaver Merchant (20)


Following questions popped up on my mind during the creation:
1) The delegation has skills but no skillset. Can they get other skills during a campaign?
2) Can I take an alliance with cawdor (or any other house) and use their trading post?
3) Would it also be possible to build a Cawdor gang around the corpseguild and how would it work?
 
1) RAW you 'must' pick a skillset before the campaign starts. The options are in book of the outcasts, p27

2) No, as outcasts you only have access to the general trading post and the black market
(necrodamus has made a list including all options... you'll have some)

3) you can take a corpse guild alliance for your cawdor gang as long as you're a lawful vanilla house cawdor gang... not as an outlaw redemptionist gang.
(there are workarounds around this, see the rules of proxies)
 
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To elaborate on 1., the way you pick your skill-sets for your Leaders and Champions are called "Archetypes" in the Book of the Outcast, starting on page 26 for leaders (with one extra - the Mutant Archetype - published in one of the Apocrypha Necromunda pdfs on Warhammer Community) and page 29 for Champions (and again, see that extra Mutant archetype from Warhammer Community).

And to elaborate on 2., Leaders and Champions that are Elevated don't get additional equipment until visiting the Trading Post after ytour first game, or else lose their starting equipment, skills, and special rules so as to equip from the trading post before that. So not worth it.

"The fighter retains any skills, equipment or special rules they might have. Alternatively, you can replace their skills and equipment with those available to an Underhive Outcasts Leader. Whichever option is taken, you need to choose an appropriate Affiliation and Archetype for the fighter."

But the equipment list that the Hive Scum have gets modified to include any equipment and weapons that the Delegation fighters (now Leader and Champions) come with.

"Merchant Guild Underhive Outcasts gangs may purchase any weapons and Wargear that members of their chosen Guild Delegation are equipped with from the Trading Post during gang creation and Campaign play regardless of Rarity or Legality."

So that means they have always got Trading Post access to the following items: laspistol, fighting knife, respirator, mesh armour, stiletto knife, chain glaive, flak armour. And your Gang Hierarchy folks, once you have fought a scenario, so as to avoid losing their equipment, special rules, and skills, can also always buy medi-skulls and gun-skulls.
 
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