Scavver
Clades
Nomadic looters, tinkerers, and traders living off the bones of the old world.
People who learned to make the broken world work again
The Scavver Clades are not a single faction united beneath a banner. They are the patchwork lifeblood of Nova Eden's ruins: scattered crews and caravans bound together by salvage, barter, and the unspoken code of those who live by the haul. Their convoys are rolling collections of machines and personalities, equal parts scrapyard, home, and travelling fortress.
The Clades are defined by pragmatism. Function matters more than origin: armour might be a patchwork of six different suits, a rifle assembled from parts never meant to fit together. If it works, it stays. If it breaks, it becomes spare parts for something else. Unwritten rules bind them where law no longer reaches: salvage comes first, but reputation matters almost as much, and those who betray neutral ground find themselves cut off from the markets and spare parts they depend on.
For a Clade, a battle is rarely about conquest. It is about the haul. They fight to seize supplies, equipment, and working machines; when the fighting ends, they strip what they can, repair what they must, and move on. They do not dream of rebuilding the old world. They simply keep it running.
"To outsiders they are thieves, vultures, and opportunists. To themselves they are survivors."
Bolt it back together mid-battle
Clade warbands turn junk into advantage: random weapons before the game, repairs and reloads during it, and one more use squeezed out of everything that should be spent. Their signature mechanic is the Scavver's Stash. And yes, you get to roll it.
The Scavver's Stash
Rolled before every battle · try your luckAll stash weapons carry the Crude trait, and everything is removed from the warband when the battle ends. And a reminder from the core rules: fighters wielding a weapon they lack proficiency for suffer −1 to hit with it, and the stash does not check who it's handing things to. The full weapon tables live in the faction rules PDF. Some hauls win games. Some hauls are three stun grenades and a prayer.
Once per round, when a friendly model fails an Interact action, you may reroll the test. Percussive maintenance is a proud Clade tradition.
Choose one spent, broken, or One-Shot weapon or equipment item used by a model in this warband. It may be used one additional time this battle. Nothing is ever truly empty if you shake it hard enough.
Bosses, Jacks, and whatever the Rats dragged in
A Clade roster reads like a convoy manifest: hard-bitten bosses, dependable brawlers, mechanics, medics, bird-wranglers, and the salvaged machines that hold it all together. A few of the roster:
Clade Boss
They've seen every fight, deal, and bad haul, earning loyalty one scar at a time. When the shooting starts, they're in the thick of it, holding the crew together through sheer stubbornness.
Boss Swagger: friendly models within 5" gain +1 to Nerve Tests. Confidence is contagious.
Scrap Jack
The dependable middle of every crew: armoured in whatever fit, armed with whatever worked, and stubborn enough to hold ground either way.
Scrap Armour: on a 6, the junk bolted to their chest genuinely stops a bullet.
Gutter Rat
The smallest and fastest in a Clade: scavver youths darting between cover carrying loot twice their size. Nobody trusts them completely. Everyone needs them.
Rat’s Reflexes: once per round, sidesteps 1" as the shot comes in.
Gearhead
Half mechanic, half miracle worker. They fix what should not run, and make what should not explode explode beautifully.
Field Fixer: repairs a damaged weapon mid-battle on a 3+. Percussive maintenance, sanctified.
The Starter Haul
Everything a young Clade needs. The Boss swaggers, five Scrap Jacks hold whatever they’re told to hold, the Gutter Rat is already on the objective, and the Gearhead keeps every Crude gun one hit away from working. Roll the stash and go.
| Unit | Role | Thracks |
|---|---|---|
| Clade Boss | Combat Leader | 44 |
| Scrap Jack | Core Fighter | 24 |
| Scrap Jack | Core Fighter | 24 |
| Scrap Jack | Core Fighter | 24 |
| Scrap Jack | Core Fighter | 24 |
| Scrap Jack | Core Fighter | 24 |
| Gutter Rat | Core Scout | 14 |
| Gearhead | Specialist Support | 20 |
| Total | 198 ₮ |
198. The last 2 Thracks fell down the back of the rig.
Nothing is ever truly useless
The Clades win through adaptability and grit. Their gear might misfire and their armour might creak, but between the Gearhead’s field fixes and whatever the crew drags out of the stash, there is always a way to keep the fight going. Hold ground, scavenge Momentum, and force the enemy to waste shots on targets too stubborn to stay down.
Highly adaptable, diverse weapon options, strong repair and support tools, and flexible battlefield control through unique Specialists.
Fragile under sustained fire, inconsistent damage output, and a reliance on coordination between fighters to maintain pressure.
Keep your crew close and your tools closer. Use terrain and Specialists to control the flow of the battle, and take advantage of every chance to repair, reload, or repurpose equipment mid-fight.
Lived a dozen fights, bartered through half, looted the rest
Clade fighters should look rough, improvised, and full of character: patched plates, welded reinforcements, and scavenged components taken from countless sources. Kitbashing is a natural fit: mix armour, clothing, and weapons from different kits, with taped grips, mismatched barrels, exposed wiring, and industrial tools converted into deadly hardware. Wrenches, cutting torches, fuel canisters, and scrap bundles sell the image of a crew constantly on the move between hauls.
Colour schemes can be gloriously chaotic, since Clades wear whatever they find or trade for. Tie the warband together with a unifying element: scrapmarks, warning stripes, painted icons, or hand-made banners marking them as one roaming crew. Base them on broken machinery, rusted plating, and scattered tools.
No official miniatures exist yet, and frankly the Clades wouldn't buy them while a perfectly good bits box is right there. This is the faction where the whole box qualifies: post-apoc survivors, tools as weapons, and gear looted from every other faction's spares. If a part looks wrong, tape it to a bigger part.
Load-out tells the story: backpacks, bedrolls, jerry cans, and coils of rope on every model, because a Clade carries its life on its back. Tie the chaos together with one unifying mark, hazard stripes, a painted glyph, a shared colour, so five strangers read as one crew.
"If you can't use it, we can. If you can use it, we'll take it anyway."
Download the Scavver Clades rules (free)