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The XCV Necromunda regiment was formed in 40.941 during the Armageddon invasion - It was meant to serve as an urban guerrilla unit to fight in the hive cities of Armageddon. For this purpose it was decided that its troops would consist solely of former gang members from the Necromunda Underhive. The Adeptus Arbites and the Adeptus Sororitas were called upon to decide which house was the most suitable for imperial guard duty. They were unanimous in concluding that the House Escher was the most viable choice for they were totally devoid of remorse or feelings toward would-be enemies and had great comradeship amongst themselves, each team fully capable of watching out for each other. On the other hand, being women, they were still able to induce the deception of a rather weakling force that could be easily defeated. Thus the decision was made to initiate recruiting among the House Escher gangs. However, the gangers were naturally unwilling to freely cooperate with the imperial forces and as such it was necessary for some arrangements to be made so that imperial service would seem attractive. It was decided that it would be possible to interest the House Escher as a whole - The House was given full pardon for their crimes against the Imperium and an assurance that gangs that contributed to the regiments of the imperial guard would not be persecuted by Adeptus Arbites or redemptionist gangs. It was further promised to the House Escher that wherever the regiment fought the House would be able to move in and establish territories in the industrial hives. These measures were deemed acceptable by the Eschers and recruitment began immediately. The troops initially recruited consisted of 60% gangers and 40% juves. They already had combat experience and as such their training was made much simpler and short. The gang leaders or aspiring leaders were chosen to become squad sergeants and platoon lieutenants. The most bright and battleworthy leaders were made senior officers within the Regiment. During their trip to Armageddon, the troops were given full imperial training and indoctrination by Imperial Commissars, and by the time they started fighting the XCV was already a battleworthy regiment capable of performing great deeds for the Emperor. |
| Regular Weapons
Lasgun Autogun Boltgun Shotgun |
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Heavy Weapons
Autocannon Heavy Bolter Lascannon Msl Launcher with frag and krak msls Mortar |
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| Assault Weapons
Sword or Axe Auto Pistol Bolt Pistol Stub Gun Laspistol Plasma Pistol |
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Special Weapons
Flamer Grenade Launcher with frag and krak grnds Melta-gun Plasma gun Veteran Abilities |
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| You may choose to deploy the Hive Amazons as an allied or part of an allied force (or even as an additional unit for your IG armies). You should note that they possess three main differences from “regular” IG troops: a) they are always veterans and have two veteran abilities instead of one — which makes up for the fact that they are fewer in numbers (eight-troop squads and four-troop support squads) and b) they may choose any combination of regular or assault weapons from the Wargear list (which is included because I am as lazy as they come and don’t want to bother to convert my minis too much; and because it suits best for a Regiment based upon gangers that are used to fighting with small arms instead of imperial issue weapons; and c) they have a different command structure than other IG regiments (see below). |
| The command section of the list represents the officer elements of the XCV Necromunda Urban Fighting Regiment. Only very seldom is the regiment fully deployed for battle as a whole self-contained fighting force. Its purpose is more that of a special unit or a support for others (as allies or providing additional units for other IG Regiments). As such the regiment’s units will usually be deployed under the orders of command squads from the XCV or under the orders of other regiments’ command HQs (when operating as allied troops or additional units). Therefore you may only deploy command HQs from the XCV if your army consists of 2000 points or more - note however, that even if you do manage to deploy a command H*Q, it will always be led by a captain, never a colonel. |
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Any Command HQ from the XCV Necromunda will always be composed of a captain and four troopers. |
| Troop Type |
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| Captain |
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| Escher Troopers |
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Captain - Laspistol
and sword
Troopers - frag grenades plus any combination of weapons from the Assault Weapons and the Regular Weapons sections of the Wargear list |
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Captain - Carapace (4+
save)
Troopers - Flak (6+ save/5+ against blast) |
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Captain - upto 2 wargear
cards
The captain may be given any combination of additional weapons from the Wargear list. The troopers may be formed into weapons teams and given weapons from the Heavy Weapons section of the Wargear list. Any troopers not formed into weapons teams may have a Special Weapon from the Wargear list instead of their regular/assault weapons. One trooper may carry a battle standard at a cost of 35 points. |
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2 (however, if the terrain consists of 3 or more pieces
of urban terrain (buildings, ruins, junkyards, etc.) the strategy rating
will be counted as 4.
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Any Imperial Guard unit within 12” of the Captain may take
Break tests using his Ld value.
All Escher troopers from the XCV are automatically veterans. They are given not one but two veteran abilities, which will always be the street fighter and the guerrilla abilities. The squad may be mobilised by including a Chimera armoured carrier at a cost of 140 points. Note that the Chimera has a separate crew of three guardsmen (usually from other regiments) armed with laspistols and wearing flak armour (the Chimera does not count as an additional unit but may act separately from the squad). Alternatively, the squad may be mobilised by including a Razorback Infantry Fighting Vehicle at a cost of 120 points. Note that the Razorback has a separate crew of two troopers (always from the XCV) armed with laspistols and wearing flak armour (the Razorback does not count as an additional unit but may act separately from the squad). |
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The army may field Command Squads only if the XCV is deployed as a self-contained
unit or if it’s troops number a minimum of two Urban Fighting Squads (see
below). In either of these cases the battle force may include upto one
Command Squad for every two Urban Fighting Squad or Urban Fighting Support
Squad.
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| Escher Lieutenant |
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| Escher Troopers |
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Lieutenant - Laspistol
and sword
Troopers - frag grenades plus any combination of weapons from the Assault Weapons and the Regular Weapons sections of the Wargear list |
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Lieutenant - Carapace
(4+ save)
Troopers - Flak (6+ save/5+ against blast) |
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Lieutenant - upto 1
wargear cards
The lieutenant may be given any combination of additional weapons from the Wargear list. The troopers may be formed into weapons teams and given weapons from the Heavy Weapons section of the Wargear list. Any troopers not formed into weapons teams may have a Special Weapon from the Wargear list instead of their regular/assault weapons. A single trooper may carry a comm-link at a cost of 30 points. |
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2 (however, if the terrain consists of 3 or more pieces
of urban terrain (buildings, ruins, junkyards, etc.) the strategy rating
will be counted as 4.
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Any Imperial Guard unit within 12” of the Lieutenant may
take Break tests using his Ld value.
All troopers from the XCV are automatically veterans. They are given not one but two veteran abilities, which will always be the street fighter and the guerrilla abilities. The squad may be mobilised by including a Razorback Infantry Fighting Vehicle at a cost of 120 points. Note that the Razorback has a separate crew of two troopers (always from the XCV) armed with laspistols and wearing flak armour (the Razorback does not count as an additional unit but may act separately from the squad). |
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The army may include Primaris Psykers. It may only field one for each
Command Squad or Command HQ. This means that this regiment never employs
great numbers of them unless large numbers of its troopers are used as
well.
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Unlike regular IG regiments, the XCV Necromunda must include one Commissar for every two squads (besides being able to field one for each command unit). That is for two reasons: a) the XCV does not employ sufficient Command units; and b) Commissars are required to keep the XCV gangers from deviating from the Emperor’s Will. Commissars are individual characters and as such do have to be part of any command unit (or any other unit, for that matter). |
| The battle line section of the list represents the fighting elements of the XCV Necromunda Urban Fighting Regiment. Since the regiment is rarely deployed as a whole self-contained fighting force it will not usually field more than six squads at a time. |
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The Urban Fighting Squads compose the regular troops of the XCV (gangers). The regiment is, however, somewhat understrength due to difficulties of recruiting on its homeworld. As such, it was decided that its squads would consist of one sergeant (Escher gang leaders) and seven guardswomen (Escher troopers — gangers), instead of the usual one plus nine of regular IG squads. |
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| Escher Sergeant |
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| Escher Troopers |
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Sergeant - frag grenades plus any combination of weapons
from the Regular Weapons and Assault Weapons sections of the Wargear list.
Troopers - frag grenades plus any combination of weapons from the Assault Weapons and the Regular Weapons sections of the Wargear list. |
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Flak (6+ save/5+ against blast)
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Upto one trooper may carry a weapon from the Heavy
Weapons section of the Wargear list forming a heavy weapons team with a
second trooper (the loader). Upto one trooper may carry a weapon from the
Special Weapons section of the Wargear list.
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All troopers from the XCV are automatically veterans. They
are given not one but two veteran abilities, which will always be the street
fighter and the guerrilla abilities.
The squad may be mobilised by including a Chimera armoured carrier at a cost of 140 points. Note that the Chimera has a separate crew of three guardsmen (usually from other regiments) armed with laspistols and wearing flak armour (the Chimera does not count as an additional unit but may act separately from the squad). |
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The Urban Fighting Support Squads make up the heavy support troops of the XCV. The regiment is however somewhat understrength, due to difficulties of recruiting on its homeworld. As such, it was decided that its squads would consist of four guardswomen in two weapons teams, instead of the usual three weapons teams and six troopers. |
| Troop Type |
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| Escher Troopers |
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Two troopers carry Frag grenades plus any combination of
weapons from the Assault Weapons and the Regular Weapons sections of the
Wargear list.
Two troopers must carry one weapon each from the Heavy Weapons section of the Wargear list forming a heavy weapons team with a second trooper (the loader). |
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Flak (6+ save/5+ against blast)
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All troopers from the XCV are automatically veterans. They
are given not one but two veteran abilities, which in the case of the U.F.S.
Squads will always be the street fighter and the slick crew abilities.
The squad may be mobilised by including a Razorback Infantry Fighting Vehicle at a cost of 120 points. Note that the Razorback has a separate crew of two troopers (always from the XCV) armed with laspistols and wearing flak armour (the Razorback does not count as an additional unit but may act separately from the squad). |
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The Urban Recon Squads make up small, fast and light armed troops. All the regiments’ troopers must first be part of recon squads whilst they are juves. These troops are trained in the use of stealth movement and infiltration tactics, penetrating the battlefield to report enemy positions and perform reconnaissance in force. These are five-girl squads including one juve leader (Juve Sergeant). |
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| Juve Sergeant |
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| Escher Juves |
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Frag grenades plus any combination of weapons from the Assault
Weapons section of the Wargear list.
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Flak (6+ save/5+ against blast)
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These troops may not carry heavy or special weapons.
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All troopers from the XCV are automatically veterans. The
Juves, however, are still young and relatively inexperienced troops and
therefore possess only the stealthy ability.
U.R.S. Squads may be deployed on the battlefield as described in the infiltration rules in the Warhammer 40,000 rulebook. This means they may be placed anywhere on the table out of sight of the enemy once both sides have deployed. The squad may not be mobilised. |
| Other additions to the Necromunda XCV include the Leman Russ Demolisher and the Hellhound Close Assault Vehicle - both designed for urban fighting; the Chimera Armoured Troop Carrier and its Chimedon variant as well as the Razorback are favoured troop carriers with the Hive Amazons. The XCV Necromunda U.F. Regiment may also include storm trooper squads and ratling snipers, as well as ogryn troops for close combat. |
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The Leman Russ Demolisher siege tank carries the short ranged but highly destructive Demolisher Cannon. It is invaluable in street fighting and for close assault against fortifications and buildings. Each individual Leman Russ Demolisher siege tank can be included in the battle force as an additional unit. |
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The Hellhound is a close assault flame-thrower vehicle designed to flush out enemy infantry from dense terrain and urban combat zones. Each individual Hellhound can be included in the battle force as an additional unit. |
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The Chimera is the Imperial Guard’s most commonly used armoured troop carrier and infantry support vehicle. Each individual Chimera Armoured Troop Carrier can be included in the battle force either as an additional unit or as part of an Amazon Squad. |
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The Chimedon replaces the Chimera’s Multi-laser with a large bore Battle Cannon capable of blasting tanks, infantry and buildings alike. It is used by the XCV as a replacement for the Leman Russ, for it’s capability of anti-tank fire. Each individual Chimedon can be included in the battle force as an additional unit. It may also provide transportation for a Hive Amazon Squad (U.F. or U.F.S.). |
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The Razorback is traditionally a Space Marine vehicle used as an Infantry Fighting Vehicle, possessing the capability to quickly transport troops while providing them with pretty heavy support. The XCV Necromunda Urban Fighting Regiment uses Razorbacks to transport its heavy weapons squads when necessary, to provide a highly mobile support platform. Each individual Razorback Infantry Fighting Vehicle can be included in the battle force either as an additional unit or as part of a U.F.S. Squad. |
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The XCV often includes ratling snipers to cover them when assaulting buildings. A squad consists of five ratling snipers. They can only be fielded as additional units. |
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The XCV includes ogryns for close assaulting heavy support. A squad consists of five ogryns. They can only be fielded as additional units. |
| The support section of the list may be used to buy allied forces from other friendly troops to the IG — Space Marines, other Imperial Guard regiments, Imperial Agents, Eldar and Squats. |
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Mary-F was one of the original company commanders from the XCV. She
was chosen for being one of the most successful gang leaders from House
Escher in Necromunda. Her gang — the Black Rose — had an unbroken record
of victories over other gangs and spyrers. She was equally successful in
Armaggedon, with an sense of tactical feeling for urban combat rarely seen
in troops with so little imperial training standards — At the battle for
the Tartarus Hive her Black Rose company slaughtered the greenskins in
close house to house combat.
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| Mary-F |
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Any combination of weapons from the Assault Weapons or Command
Weapons sections of the Wargear list.
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Flak (6+ save/5+ against blast)
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Upto 2 wargear cards
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3 (however, if the terrain consists of 3 or more pieces
of urban terrain (buildings, ruins, junkyards, etc.) Mary-F’s strategy
rating will be counted as 5.
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Any Imperial Guard unit within 12” of the Mary-F may take
Break tests using her Ld value.
Mary-F has two veteran abilities, which will always be the street fighter and the guerrilla abilities. |
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Shrieker Kate was a Heavy of the Edelweiss Silencers gang. She owed
her name to her habit of making small cuts in the shells of her heavy bolter
and attaching ribons to the shells which would produce a horrible shrieking
sound as they were headed to their targets, and then leave the ribons flying
out of their target’s bodies.
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| Shrieker Kate |
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Heavy Bolter.
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Flak (6+ save/5+ against blast)
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Shrieker Kate has two veteran abilities, which will always
be the street fighter and the guerrilla abilities.
Any target that Kate chooses will be stopped in awe by the sound of the caseless shell coming at it, effectively freezing him in place, giving Kate a +1 modifier to hit (vehicles and dreadnoughts are immune to this effect, as are undead opponents — the wraithguard and the Avatar — and opponents that are immune to psychology). |
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Jane Jop was an aspiring gang leader when the first XCV recruitment
proposition came out. Her gang — the Singing Roses — was in its early stages
and was still an inexperienced, but promising group of juves — they had
already distinguished themselves against wyrds and were starting to make
a name. When they got to Armageddon they were already competent fighters.
Jane, as their leader, was given command of her gang (10 girls) in the
2nd Company (Recon) as a Sergeant in one of its U.R. Squads. After helping
in the relieve force of Hades Hive only four survived. It is said that
they sang as they charged the orks from the rear and as they fought them
the defenders of Hades Hive could hear their voices and were filled with
courage. Their performance was so much appreciated that each of the surviving
members of the Singing Roses quickly rose through the ranks and were given
their own squads to command under the supervision of Lieutenant Jane Jop,
the commander of the Singing Rose Recon Platoon.
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| Jane Jop |
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Any combination of weapons from the Assault Weapons or Command
Weapons sections of the Wargear list.
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Flak (6+ save/5+ against blast)
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Upto 2 wargear cards
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Any Imperial Guard unit within 6” of Jane Jop may take Break
tests using her Ld value.
Jane has two veteran abilities, which will always be the street fighter and the guerrilla abilities. Jane Jop has the habit of singing into battle. She may only sing when she charges into close combat and when she does so the unit she is leading does not need to take any break test for the duration of the hand-to-hand combat. In addition, any IG unit within 10” will take break tests with a +1 to die rolls. |
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