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.
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
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.
| Fighter | ||||||
|---|---|---|---|---|---|---|
| Butcher | – | Primary | Secondary | Secondary | Primary | – |
| Cutter | – | Primary | Primary | – | Secondary | – |
| Skinner | Secondary | Secondary | Primary | – | – | – |
| Initiate | – | Secondary | – | – | – | Primary |
| Chaos Spawn | Secondary | Primary | – | Secondary | – | – |
// p.106–107
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 4+ | 4 | 3 | 3 | 3 | 3 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 8 | 8 | 8 | 7 | Fighter (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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 5+ | 3 | 3 | 2 | 3 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 7 | 8 | 6 | Fighter (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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 7 | 6 | Fighter (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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 5+ | 5+ | 3 | 3 | 1 | 3 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 5 | 6 | 7 | Fighter (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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 3+D3″ | * | 6+ | * | * | * | * | * | * |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 4 | 8 | 7 | 5 | Fighter (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:
| D6 | WS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|
| 1 | 5+ | 3 | 4 | 1 | 2 | 1 | 6+ |
| 2–5 | 4+ | 4 | 5 | 2 | 3 | 2 | 5+ |
| 6 | 3+ | 5 | 6 | 3 | 4 | 3 | 4+ |
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.
// p.108 — prices for weapons and wargear available to this gang
* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.
// 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.
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Autopistol | 4″ | 12″ | 3 | – | 1 | Light, Rapid Fire (1) |
| Stub gun | 6″ | 12″ | 3 | – | 1 | Light |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Flamer | T | – | 4 | -1 | 1 | Ammo (6+), Blaze (5+), Template |
| Hand flamer | T | – | 3 | – | 1 | Ammo (6+), Blaze (5+), Light, Template |
| Heavy flamer* | T | – | 5 | -2 | 1 | Ammo (6+), Blaze (5+), Template |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Harpoon launcher* | 6″ | 18″ | 5 | -3 | 1 | Ammo (5+), Drag |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Butcher's chain cleaver | E | – | S+1 | -1 | 1 | Melee, Shred (5+) |
| Paired Butcher's chain cleavers* | E | – | S+1 | -1 | 1 | Melee, Paired (2), Shred (5+) |
| Chain glaive* | E | – | S+1 | -1 | 2 | Heavy, Melee, Parry, Shred (6+), Unwieldy |
| Heavy chain cleaver | E | – | S | -2 | 2 | Melee, Shred (6+) |
| Paired heavy chain cleavers* | E | – | S | -2 | 2 | Melee, Paired (2), Shred (6+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Fighting knife | E | – | S | – | 1 | Backstab, Melee |
| Two-handed axe* | E | – | S+1 | -1 | 2 | Heavy, Melee, Unwieldy |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Warped appendages | E | – | S | -1 | 2 | Melee, Parry |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Boning sword | E | – | S | -2 | 1 | Melee, Parry |
| Butcher's cleaver | E | – | S | -1 | 1 | Melee, Parry |
| Flensing knife | E | – | S | -1 | 1 | Backstab, Melee |
| Heavy rock saw* | E | – | S+3 | -3 | 2 | Damage (2), Heavy, Melee, Unwieldy |
| Rotary flensing saw | E | – | S+2 | -2 | 2 | Heavy, Melee, Shred (5+), Unwieldy |
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.
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 | Cost | M | WS | BS | S | T | W | I | A | Sv | Ld | Cl | Wil | Int | Type | XP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Butcher | 135cr | 5″ | 3+ | 4+ | 4 | 3 | 3 | 3 | 3 | 5+ | 8 | 8 | 8 | 7 | Leader | 61 |
| Cutter | 80cr | 5″ | 3+ | 5+ | 3 | 3 | 2 | 3 | 2 | 5+ | 7 | 7 | 8 | 6 | Champion | 37 |
| Skinner | 35cr | 5″ | 4+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ | 6 | 6 | 7 | 6 | Ganger, Specialist | 13 |
| Initiate | 20cr | 5″ | 5+ | 5+ | 3 | 3 | 1 | 3 | 1 | 6+ | 5 | 5 | 6 | 7 | Prospect | 1 |
| Chaos Spawn | 130cr | 3+D3″ | * | 6+ | * | * | * | * | * | * | 4 | 8 | 7 | 5 | Beast, Brute | 25 |
* 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.
| Fighter | ||||||
|---|---|---|---|---|---|---|
| Butcher | – | Primary | Secondary | Secondary | Primary | – |
| Cutter | – | Primary | Primary | – | Secondary | – |
| Skinner | Secondary | Secondary | Primary | – | – | – |
| Initiate | – | Secondary | – | – | – | Primary |
| Chaos Spawn | Secondary | Primary | – | Secondary | – | – |
Cost + profile in one line. Only this gang's own equipment list — see Trading Post for anything else.
| Weapon | Cost | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|---|
| Autopistol | 10cr | 4″ | 12″ | 3 | – | 1 | Light, Rapid Fire (1) |
| Stub gun | 5cr | 6″ | 12″ | 3 | – | 1 | Light |
| Flamer | 70cr | T | – | 4 | -1 | 1 | Ammo (6+), Blaze (5+), Template |
| Hand flamer | 45cr | T | – | 3 | – | 1 | Ammo (6+), Blaze (5+), Light, Template |
| Heavy flamer* | 95cr | T | – | 5 | -2 | 1 | Ammo (6+), Blaze (5+), Template |
| Harpoon launcher* | 80cr | 6″ | 18″ | 5 | -3 | 1 | Ammo (5+), Drag |
| Weapon | Cost | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|---|
| Fighting knife | 5cr | E | – | S | – | 1 | Backstab, Melee |
| Butcher's cleaver | 25cr | E | – | S | -1 | 1 | Melee, Parry |
| Butcher's chain cleaver | 35cr | E | – | S+1 | -1 | 1 | Melee, Shred (5+) |
| Paired Butcher's chain cleavers* | 55cr | E | – | S+1 | -1 | 1 | Melee, Paired (2), Shred (5+) |
| Boning sword | 35cr | E | – | S | -2 | 1 | Melee, Parry |
| Flensing knife | 15cr | E | – | S | -1 | 1 | Backstab, Melee |
| Two-handed axe* | 40cr | E | – | S+1 | -1 | 2 | Heavy, Melee, Unwieldy |
| Chain glaive* | 50cr | E | – | S+1 | -1 | 2 | Heavy, Melee, Parry, Shred (6+), Unwieldy |
| Heavy chain cleaver | 40cr | E | – | S | -2 | 2 | Melee, Shred (6+) |
| Paired heavy chain cleavers* | 60cr | E | – | S | -2 | 2 | Melee, Paired (2), Shred (6+) |
| Rotary flensing saw | 70cr | E | – | S+2 | -2 | 2 | Heavy, Melee, Shred (5+), Unwieldy |
| Heavy rock saw* | 100cr | E | – | S+3 | -3 | 2 | Damage (2), Heavy, Melee, Unwieldy |
| Warped appendages (Chaos Spawn only, not purchasable) | – | E | – | S | -1 | 2 | Melee, Parry |
* Denotes a weapon that takes up 2 weapon slots (effectively two-handed). E = Engaged/Melee range, T = Template.
Only the traits that appear above — full universal glossary is on the Trading Post page.
| Trait | Effect |
|---|---|
| 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. |
| Drag | If the target isn't Out of Action, roll D6 – if ≥ their Strength, they're moved D3″ towards the firer. |
| Heavy | Ranged: can only be fired with a Braced Shot. Melee: counts as Primary and blocks using a Secondary weapon. |
| Light | One attack can be made with this weapon in close combat as either Primary or Secondary. |
| Melee | Used for attacks when engaged in close combat. |
| Paired (X) | Primary only, can't be combined with a Secondary weapon; grants +X attacks. |
| Parry | When 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. |
| Template | Hits everyone under the template, even partially. |
| Unwieldy | If used in close combat, Initiative is set to 1 before modifiers. |
Universal rules, condensed — same for every gang. Source: community-made Necromunda 2026 Quick Reference Sheet (u/JP_miniatures), condensed here.
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.
WS / BS / Sv: D6 ≥ characteristic.
Ld / Cl / Wil / Int: 2D6 ≤ characteristic.
Agility check: D6 ≥ 4.
Base contact: within 1″.
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.
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.