Abyssal Ferrymen Team
Source: The Book of Desolation (2024)
Abyssal Ferryman Team Special Rules
Ferryman Enclaves
An Abyssal Ferryman Team may not be hired in the usual way, the only way to include one in your gangs is by supporing the Archeo-hunters in an Underhells Campaign.
Wanderers Of The Abyss
Unlike other models, members of an Abyssal Ferryman team do not gain XP. When rolling on the Lasting Injury table for Ferryman Skippers, Ferryman Rig-hands and Ferryman Steersmen, the result is automatically Out Cold, there is no need to roll the dice. Additionally, whenever a vehicle crewed by a Ferryman Steersman is Wrecked, do not roll on the Lasting Damage lable - Ferryman Steersman are experts at jury-rigging their vehlcle and keeping it running.
"Here To Help"
Unlike other models, Abyssal Ferryman teams are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these models may be added to the crew, regardless of the Crew Selection method in use (note that a Ferryman Steersman may only be included if the scenario is an Ash Wastes battle). This may take the number of models in a starting crew above the number specified by the scenario.
Ferryman Skipper Special Rules
Leader Of The Ferryman
When a Ferryman Skipper is hired, choose a profile to represent them from those presented below.
Abyssal Ferryman Team Hierarchy (Leader)
During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Abyssal Ferryman team models that are within 12" of this fighter will automatically pass their Cool lest and will not flee the battlefield.
Ferryman Skipper
Ferryman SKIPPER
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 6+ | 7+ | 7+ |
5" | 3+ | 4+ | 4 | 3 | 2 | 4+ | 2 | 8+ | 5+ | 6+ | 6+ |
4" | 4+ | 3+ | 3 | 4 | 2 | 3+ | 2 | 7+ | 6+ | 7+ | 5+ |
Skills: 1 Primary (custom).
Restrictions: None.
Special Rules: Leader of the Ferrymen, Abyssal Ferryman Team Hierarchy (Leader).
Ferryman Rig-hand Special Rules
Deadzone Survivor
When a Ferryman Rig-hand is hired, choose a profile to represent them from those presented balow.
Ferryman Rig-hand
Ferryman RIG HAND
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
3" | 4+ | 4+ | 4 | 4 | 2 | 5+ | 2 | 8+ | 5+ | 6+ | 7+ |
5" | 4+ | 4+ | 3 | 4 | 3 | 5+ | 2 | 8+ | 6+ | 8+ | 7+ |
4" | 4+ | 5+ | 5 | 4 | 3 | 6+ | 2 | 10+ | 6+ | 7+ | 9+ |
Skills: 1 Primary (custom).
Restrictions: None.
Special Rules: Deadzone Survivor.
Ferryman Steerman Special Rules
Vehicle Crew
A Ferryman Steersman must always be equipped with a vehicte.
Ferryman Rig-hand
PLACEHOLDER FOR THE FERRYMAN RIG-HAND FIGTHER CARD
Equipment
The Ferryman Skipper is equipped with mesh armour and up to 140 credits worth of weapons and wargear from the Trading Post with a Rare or Illegal rating of 10 or less. The ferryman Rig-hand is equipped with flak armour and up to 100 credits worth of weapons and Wargear from the Trading Post with a Rare or Illegal rating of 8 or less. The Ferryman Steersman is armed with a stub gun and a Custom Rig with up to 150 creditS worth of Upgrades, weapons and vehicle Wargear drawn from the Custom Rig Equipment List and the Trading Post with a Rare or Illegal rating of 8 or less.
Skills
Both the Ferryman Skipper and Ferryman Rig-hand may choose one skill from either the Combat, Ferocity, Brawn, Shooting, Cunning, Savant or Agility skill set. The Ferryman Steersman may choose one skill from either the Driving or Shooting skill set.
Ferryman Enclaves
Dozens of Ferryman enclaves exist within the wastelands sorounding Hive Secundus. Over the decades, these fortified settlements have grown into faint sparks of civilisation in the pervading darkness of the Dead Zone. Each enclave has developed to have its own brand of leadership and skills, growing rich both from the illicit trade from the Abyss, and by aiding those from beyond the Dust Wall who come to plunder the ruins of the ancient hive city.
When an Abyssal Ferryman team is hired, the player must choose which Enclave they hail from, which will then inform their playstyle and any special rules they bring to the gang they have joined.
Explorer
The Ferryman hails from the Iron Worm or Dust Racers Enclave, their people always on the move in great tracked land-runners or low-flying strato-rigs to stay ahead of the creatures of the Malstrain. An Abyssal Ferryman team from an Explorer Enclave has the New Horizons special rule.
New Horizons
At the end of each cycle this Abyssal Ferryman team is in the employ of the gang, add D3 Exploration Points to their gang's total.
Hunter
The Ferryman comes from the Rust Warrens, Warlords of the Deep, or the Windspine Enclave, their people skilled Malstrain hunters who hang the remains of their kills upon their vehicles as trophies. An Abyssal Ferryman team from a Hunter Enclave has the Cunning Killers special rule.
Cunning Killer
While this Abyssal Ferryman team is in the employ of the gang, all members of the team and any friendly fighters within 6" can re-roll failed Wound rolls against Roaming Horrors.
Tinker
The Ferryman is part of the Cog Collective, Forlorn Mining Clans, or Scrapper Vox Enclaves, their people talented at digging through the detritus left behind after the war for Secundus and turning it into useful weapons and Wargear to combat the minions of the Malstrain. An Abyssal Ferryman team from a Tinker Enclave has the Warchest special rule.
Warchest
At the end of each cycle this Abyssal Ferryman team is in the employ of the gang, add D6x5 credits worth of weapons or Wargear to the gang's stash from their House Equipment List.
Survivor
The Ferryman hails from the Lone Crane, Freesettlers Alliance, or Deep Hive Enclave, their people consummate survivalists who always manage to endure, no matter the horrors arrayed against them. An Abyssal Ferryman team from a Survivor Enclave has the Second Chance special rule.
Second Chance
While this Abyssal Ferryman team is in the employ of the gang, once during each cycle the gang may perform one Medical Escort post-battle action costing zero credits. This Medical Escort post-battle action may also be used to save a fighter that suffered a Memorable Death (66) result on the Lasting Injury table.