// Rulebook Scan Reference · Pages 102–111

Corpse Grinder Cult

Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.

“All deviant cults are hereby banned within the Mercator Pallidus, due to an unauthorised twenty percent increased output from all corpse farms.”
— Proclamations of the Lord Helmawr, 934.M40
+ Background lore — Butchers of the Underhive

Blessed is the Lord of Skin and Sinew; hallowed are the habs washed red with his offerings! It is unclear where the Corpse Grinders' devotion to their bloody patron ends and their mindless cannibalism begins. With cleavers, saws and boning swords, their cults emerge amongst the starving and truly desperate of the underhive — and sometimes even hive city proper — with alarming regularity. Their only purpose is to gorge themselves on the food most readily available: the flesh of the people around them. The Imperial House considered the cults stymied after sealing Hive Arcos, where the Corpse Grinders first brought down their bloodied cleavers. Yet the dark entity these cultists pray to is not so easily extinguished. Their Lord's name is whispered now in almost every ruined factoria, sump colony and outcast camp — and it is only a matter of time before the Corpse Grinders rise to prominence once more.

Armed with serrated blades, flensing saws and cleavers, the Corpse Grinder Cults move through the hives with one purpose in mind: bloody slaughter. They each possess an insatiable drive to hunt and kill, fuelled by an unquenchable desire for fresh meat. Though mostly feral and animalistic in nature, many of these red cultists pray to an entity they call the Lord of Skin and Sinew. No one truly knows what this creature is, be it an intangible presence or the embodiment of the Corpse Grinders' own starving insanity. However, its cultists frequently appease him by gorging on entrails and smearing themselves in viscera whilst praising his name.

The first Corpse Grinders appeared in Hive Arcos, known as the Red Hive. They were originally a guild devoted to producing corpse starch, a vital foodstuff for an overpopulated planet. Hive Arcos was the biggest producer of food on Necromunda and was granted no small amount of freedom from the Imperial House in exchange. This lack of oversight would prove to be Hive Arcos' undoing: the process of turning meat into starch was no easy feat and many guilders were often recycled themselves after the work drove them mad.

The permissible quota of insanity gradually exceeded its margins, and a dark transformation began to take place amongst the citizens of Arcos, beginning at the lowest levels of the Corpse Guild and slowly working its way up. Overseers and eventually leaders of the guilds set upon the unprocessed corpse starch until there was nothing left to eat but one another. Though Enforcers initially marched on the factoria to quell what they thought was a nascent cult, they were met by a madness which boiled up into Arcos' Hive City and painted the streets red with viscera. Lord Helmawr gave the order for Hive Arcos to be locked down in the hope that the waves of berserk cannibalism would burn themselves out, even if it cost the lives of Arcos' countless millions.

Despite Necromunda's best efforts, the Corpse Grinder Cults continue the worship of their Lord, often in the deepest recesses of the underhives where food is scarce and fresh meat is relief and deliverance. Carved symbols of brass and bone are scattered in their territories as warning, and invitation. In the ash wastes, huge ridgehaulers carry stacks of fly-ridden meat, a sight that even the toughest road gangs will give a wide berth. The more the Corpse Grinders eat, the more their muscles bulge with mutation and dark blessing — a reminder that their madness is not just attributed to their hunger, but also a gift from their unknowable lord that lurks beyond.

“Cut them. Slice them. Boil them. Dice them. Break your chains and then we bite them.” — Message carved into murder victim in Eight Points

Gang Special Rules

// p.105

Rage-filled Minds: Corpse Grinder Cult Fighters gain an extra 1 XP for taking an enemy Fighter Out of Action during an activation in which they performed a Charge action.

Starting Skills: When added to a Gang Roster, all Corpse Grinder Cult Leaders and Champions may select one skill from one of their Primary Skill Sets.

Skill Access

// This gang's Fighters have access to the following Skill Sets — click one to see its skills
Fighter
ButcherPrimarySecondarySecondaryPrimary
CutterPrimaryPrimarySecondary
SkinnerSecondarySecondaryPrimary
InitiateSecondaryPrimary
Chaos SpawnSecondaryPrimarySecondary

Fighter Cards

// p.106–107

Corpse Grinder Cult Butcher

135 Credits
MWSBSSTWIASv
5″3+4+433335+
LdClWilIntTypeStarting XP
8887Fighter (Leader)61

Equipment: When added to a Gang Roster, a Corpse Grinder Cult Butcher may purchase weapons and wargear from the Corpse Grinder Cult Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Corpse Grinder Cult Equipment List and from the Trading Post.
    • They may only be equipped with weapons from the Close Combat Weapons section of the Corpse Grinder Cult Equipment List and the Trading Post.

Corpse Grinder Cult Cutter

80 Credits
MWSBSSTWIASv
5″3+5+332325+
LdClWilIntTypeStarting XP
7786Fighter (Champion)37

Equipment: When added to a Gang Roster, a Corpse Grinder Cult Cutter may purchase weapons and wargear from the Corpse Grinder Cult Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Corpse Grinder Cult Equipment List and from the Trading Post.
    • They may only be equipped with weapons from the Close Combat Weapons section of the Corpse Grinder Cult Equipment List and the Trading Post.

Corpse Grinder Cult Skinner

35 Credits
MWSBSSTWIASv
5″4+5+331416+
LdClWilIntTypeStarting XP
6676Fighter (Ganger, Specialist)13

Equipment: When added to a Gang Roster, a Corpse Grinder Cult Skinner may purchase weapons and wargear from the Corpse Grinder Cult Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Corpse Grinder Cult Equipment List and from the Trading Post.
    • They may only choose weapons from the Close Combat Weapons section of the Corpse Grinder Cult Equipment List and the Trading Post.

Corpse Grinder Cult Initiate

20 Credits
MWSBSSTWIASv
5″5+5+331316+
LdClWilIntTypeStarting XP
5567Fighter (Prospect)1

Equipment: Unlike most Prospects, when a Corpse Grinder Cult Initiate has at least 13 XP during the Post-cycle Sequence, they are not automatically promoted to become a Ganger. If their owning player wishes for them to remain a Prospect, roll to determine their Advancement as normal. However, if they are promoted, in addition to the usual benefits, they place any ranged weapons they are equipped with into their gang's Stash and may only be equipped with weapons with the Melee trait.

Equipment: When added to a Gang Roster, a Corpse Grinder Cult Initiate may purchase weapons and wargear from the Corpse Grinder Cult Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Corpse Grinder Cult Equipment List and from the Trading Post.

Chaos Spawn

130 Credits
MWSBSSTWIASv
3+D3″*6+******
LdClWilIntTypeStarting XP
4875Fighter (Beast, Brute)25

Warped Monstrosity: When a Chaos Spawn is added to the Gang Roster, roll a D6 for each characteristic in their profile and consult the table below to determine their value:

D6WSSTWIASv
15+341216+
2–54+452325+
63+563434+

Erratic Movement: The Movement characteristic for a Chaos Spawn is random; roll each time the Chaos Spawn is activated.

Blessed by the Lord of Skin and Sinew: When a Chaos Spawn is taken Out of Action, do not roll on the Lasting Injury table. They are always considered to be Out Cold.

Out of Control: During the Wrap-up step of the Post-battle Sequence, if a Chaos Spawn took part in the battle there is a chance they will escape. Their controller nominates up to three Fighters from the gang who did not go Out of Action during the battle; roll a D6 for each Fighter. If at least one Fighter rolls a 4+, the Chaos Spawn is restrained and remains with the gang, otherwise they escape into the depths of the underhive; the Chaos Spawn goes into Recovery while the gang retrieves it. Additionally, if any Fighter rolls a 1, the Chaos Spawn lashes out at them. Roll on the Lasting Injury table for them and apply the result immediately.

Equipment: A Chaos Spawn is armed with warped appendages. They may not purchase or be equipped with additional weapons or wargear.

Equipment List

// p.108 — prices for weapons and wargear available to this gang

Ranged Weapons — Auto/Stub Weapons

  • Autopistol10 credits
  • Stub gun5 credits

Ranged Weapons — Flamers

  • Flamer70 credits
  • Hand flamer45 credits
  • Heavy flamer*95 credits

Ranged Weapons — Repurposed Tools

  • Harpoon launcher*80 credits

Close Combat — Chain Weapons

  • Butcher's chain cleaver35 credits
  • Paired Butcher's chain cleavers*55 credits
  • Chain glaive*50 credits
  • Heavy chain cleaver40 credits
  • Paired heavy chain cleavers*60 credits

Close Combat — Primitive Weapons

  • Fighting knife5 credits
  • Two-handed axe*40 credits

Close Combat — Repurposed Tools

  • Boning sword35 credits
  • Butcher's cleaver25 credits
  • Flensing knife15 credits
  • Heavy rock saw*100 credits
  • Rotary flensing saw70 credits

Wargear — Grenades

  • Frag grenades30 credits
  • Incendiary charges40 credits
  • Krak grenades45 credits
  • Smoke grenades15 credits

Wargear — Armour & Field Armour

  • Mesh armour40 credits
  • Refractor field50 credits

Wargear — Personal Equipment

  • Corpse grinder cult icon40 credits
  • Drop rig10 credits
  • Medicae kit20 credits
  • Photo-goggles35 credits
  • Respirator15 credits

Wargear — Mounts

  • Dirt bike35 credits

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Equipment Reference

// p.109, plus p.154–157 for the Ranged Weapons and Primitive close combat profiles — this gang has no unique ranged weapons of its own, so those categories are standard Trading Post items rather than anything printed on this gang's own equipment pages. See the Trading Post & Equipment page for the full weapon list.

Ranged Weapons — Auto/Stub Weapons
WeaponSRLRStrAPLTraits
Autopistol4″12″31Light, Rapid Fire (1)
Stub gun6″12″31Light
Ranged Weapons — Flamers
WeaponSRLRStrAPLTraits
FlamerT4-11Ammo (6+), Blaze (5+), Template
Hand flamerT31Ammo (6+), Blaze (5+), Light, Template
Heavy flamer*T5-21Ammo (6+), Blaze (5+), Template
Ranged Weapons — Repurposed Tools
WeaponSRLRStrAPLTraits
Harpoon launcher*6″18″5-31Ammo (5+), Drag
Chain Weapons
WeaponSRLRStrAPLTraits
Butcher's chain cleaverES+1-11Melee, Shred (5+)
Paired Butcher's chain cleavers*ES+1-11Melee, Paired (2), Shred (5+)
Chain glaive*ES+1-12Heavy, Melee, Parry, Shred (6+), Unwieldy
Heavy chain cleaverES-22Melee, Shred (6+)
Paired heavy chain cleavers*ES-22Melee, Paired (2), Shred (6+)
Primitive Weapons
WeaponSRLRStrAPLTraits
Fighting knifeES1Backstab, Melee
Two-handed axe*ES+1-12Heavy, Melee, Unwieldy
Natural Weapons
WeaponSRLRStrAPLTraits
Warped appendagesES-12Melee, Parry
Repurposed Tools
WeaponSRLRStrAPLTraits
Boning swordES-21Melee, Parry
Butcher's cleaverES-11Melee, Parry
Flensing knifeES-11Backstab, Melee
Heavy rock saw*ES+3-32Damage (2), Heavy, Melee, Unwieldy
Rotary flensing sawES+2-22Heavy, Melee, Shred (5+), Unwieldy

Personal Equipment — Corpse Grinder Cult Icon

// Exclusive

Only one Fighter in a gang may carry a Corpse Grinder Cult icon; this must be a Fighter with either the Leader or Champion Subtype. A Fighter cannot carry more than one icon. This symbol of blood and gore serves to work members of the cult into a frenzy, throwing themselves at their enemies in a crimson rage. If the Fighter carrying this icon is Active, they may make the following action:

Enrage (Single): All friendly Fighters that are completely within 6″ of this Fighter, that have a Ready marker and are Active, add D3″ to their Movement characteristic until the End phase of this round.

Pages 110–111 are studio model photography (painted showcase models & a diorama) — see the Source tab to view them; no rules text is printed on those pages.

One page of everything needed to run this gang at the table — roster stats, this gang's own weapons and traits, and the core game-flow steps. Full explanations and the rest of the universal weapon-trait glossary are on the Rules tab and the Trading Post & Equipment page.

Gang Special Rules

Rage-filled Minds: +1 XP for taking an enemy Fighter Out of Action during an activation in which this Fighter performed a Charge action.

Starting Skills: Leaders/Champions pick one skill from a Primary Skill Set when added to the Gang Roster.

Corpse Grinder Cult Icon — Enrage (Single, Exclusive): One Leader/Champion may carry the icon (40 credits). While Active, all friendly Fighters completely within 6″ with a Ready marker who are Active add D3″ Movement until the End phase.

Fighter Roster
FighterCostMWSBSSTWIASvLdClWilIntTypeXP
Butcher135cr5″3+4+433335+8887Leader61
Cutter80cr5″3+5+332325+7786Champion37
Skinner35cr5″4+5+331416+6676Ganger, Specialist13
Initiate20cr5″5+5+331316+5567Prospect1
Chaos Spawn130cr3+D3″*6+******4875Beast, Brute25

* Chaos Spawn rolls a D6 per characteristic when added to the roster (Warped Monstrosity) and has random Movement each activation (Erratic Movement) — see the Rules tab for the full table.

Skill Access

Fighter
ButcherPrimarySecondarySecondaryPrimary
CutterPrimaryPrimarySecondary
SkinnerSecondarySecondaryPrimary
InitiateSecondaryPrimary
Chaos SpawnSecondaryPrimarySecondary

Weapons & Wargear

Cost + profile in one line. Only this gang's own equipment list — see Trading Post for anything else.

Ranged Weapons
WeaponCostSRLRStrAPLTraits
Autopistol10cr4″12″31Light, Rapid Fire (1)
Stub gun5cr6″12″31Light
Flamer70crT4-11Ammo (6+), Blaze (5+), Template
Hand flamer45crT31Ammo (6+), Blaze (5+), Light, Template
Heavy flamer*95crT5-21Ammo (6+), Blaze (5+), Template
Harpoon launcher*80cr6″18″5-31Ammo (5+), Drag
Close Combat Weapons
WeaponCostSRLRStrAPLTraits
Fighting knife5crES1Backstab, Melee
Butcher's cleaver25crES-11Melee, Parry
Butcher's chain cleaver35crES+1-11Melee, Shred (5+)
Paired Butcher's chain cleavers*55crES+1-11Melee, Paired (2), Shred (5+)
Boning sword35crES-21Melee, Parry
Flensing knife15crES-11Backstab, Melee
Two-handed axe*40crES+1-12Heavy, Melee, Unwieldy
Chain glaive*50crES+1-12Heavy, Melee, Parry, Shred (6+), Unwieldy
Heavy chain cleaver40crES-22Melee, Shred (6+)
Paired heavy chain cleavers*60crES-22Melee, Paired (2), Shred (6+)
Rotary flensing saw70crES+2-22Heavy, Melee, Shred (5+), Unwieldy
Heavy rock saw*100crES+3-32Damage (2), Heavy, Melee, Unwieldy
Warped appendages (Chaos Spawn only, not purchasable)ES-12Melee, Parry

Wargear — Grenades & Armour

  • Frag grenades30 credits
  • Incendiary charges40 credits
  • Krak grenades45 credits
  • Smoke grenades15 credits
  • Mesh armour40 credits
  • Refractor field50 credits

Wargear — Personal & Mounts

  • Corpse grinder cult icon40 credits
  • Drop rig10 credits
  • Medicae kit20 credits
  • Photo-goggles35 credits
  • Respirator15 credits
  • Dirt bike35 credits

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed). E = Engaged/Melee range, T = Template.

Weapon Traits Used By This Gang

Only the traits that appear above — full universal glossary is on the Trading Post page.

TraitEffect
Ammo (X)After firing, roll an extra D6 – if under X, Out of Ammo.
Backstab+1 Strength if the target is engaged with more than one model.
Blaze (X+)On an X+ wound roll, an extra hit with the same profile is suffered (can't proc twice).
Damage (X)Lose X wounds rather than 1; Injury dice are still based on the weapon's Lethality.
DragIf the target isn't Out of Action, roll D6 – if ≥ their Strength, they're moved D3″ towards the firer.
HeavyRanged: can only be fired with a Braced Shot. Melee: counts as Primary and blocks using a Secondary weapon.
LightOne attack can be made with this weapon in close combat as either Primary or Secondary.
MeleeUsed for attacks when engaged in close combat.
Paired (X)Primary only, can't be combined with a Secondary weapon; grants +X attacks.
ParryWhen used as Primary or Secondary in close combat, +1 Sv (doesn't stack).
Rapid Fire (X)May roll up to X extra hit dice when shooting, at the risk of running out of ammo or jamming.
Shred (X+)On an X+ wound roll, +1 Lethality.
TemplateHits everyone under the template, even partially.
UnwieldyIf used in close combat, Initiative is set to 1 before modifiers.

Game Flow at a Glance

Universal rules, condensed — same for every gang. Source: community-made Necromunda 2026 Quick Reference Sheet (u/JP_miniatures), condensed here.

Round Structure

1. Priority Phase: Ready all models with a marker; roll D6 for Priority (draw — whoever didn't have it last round wins).

2. Action Phase: Starting with the player holding Priority, take turns activating models. Each activation gets 2 actions (1 if Suppressed).

3. End Phase: Bottle check if ≥1 model went Out of Action this round (Ld check vs your gang's highest Ld; fail = remove 1 model, remove 2 if the roll was a 12). Check for Victory once a third of a gang is Out of Action. Resolve Reinforcements.

Checks & Tests

WS / BS / Sv: D6 ≥ characteristic.

Ld / Cl / Wil / Int: 2D6 ≤ characteristic.

Agility check: D6 ≥ 4.

Base contact: within 1″.

Movement Actions

Move (Single): up to M″.

Dash (Double): up to M+I″.

Engage (Single): up to D6″ towards an enemy; end within 1″ = free Fight or Coup de Grâce.

Charge (Double): up to M+D6″ towards an enemy; end within 1″ = free Fight or Coup de Grâce, plus +1 Attack and +2 Initiative this activation.

Shooting & Close Combat

Shoot: Declare target in LoS → measure range → roll to Hit (≥BS, natural 6 always hits, 1 always fails) → Suppress target if hit → resolve hit (wound vs T, save ≥Sv, damage).

Fight: Choose Primary (+Secondary if Melee/Light) → roll to Hit (≥WS, natural 6 always hits, 1 always fails) → resolve hits → consolidate if all engaged enemies are down.

Fan-made content — Necromunda, Warhammer 40,000 and associated names/artwork are trademarks and/or copyrighted works of Games Workshop Limited.

Skill Set

// Necromunda Core Rulebook, p.150–153