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Secundan Incursion Gang

RAW ✔️ Necromunda: Hive Secundus Rulebook, p139

NecroRAW

Do not confuse these rules with the ones named "Secundan Incursion Gangs" published in The Book of Desolation.

Gang Composition

A Secundan Incursion gang is created using the standard rules for gang creation with the following exceptions:

  • The base gang for a Secundan Incursion can be any of the six House gangs. Presented here are the rules to allow you field Van Saar Tek-hunters alongside a Spyrer, using the contents of the Necromunda: Hive Secundus boxed game.
  • A Secundan Incursion gang created for an Underhells campaign has a budget of 1,250 credits.
  • Instead of a Leader from their gang list, a Secundan Incursion gang uses an Orrus Spyre Hunter as their gang's Leader.

Alliances

A Secundan Incursion gang cannot form an Alliance with any faction.

Hired Guns

Hired Guns will not sign on to work with Secundan Incursion gangs and will not enter the Underhells of Hive Secundus unless their rules explicitly state they will.

Hangers-on

Hangers-on will not sign on to work with Secundan Incursion gangs and will not enter the Underhells of Hive Secundus unless their rules explicitly state they will.

Designer's Note: Secundan Incursion Gangs In Campaigns

Secundan Incursion gangs are designed to only be played in the Underhells campaign. As such, if Arbitrators wish to allow them in other campaigns, they will need to adapt them in order to make sure they fit.

Additional Rules

Secundan Incursion Fighters

Orrus Spyre Hunter (Leader)

MWSBSSTWIALdClWilInt
5"3+3+3433+27+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Orrus power talons-E--S+1-31-Melee, Paired
or
Orrus power fists-E--S+2-12-Melee, Paired, Power
Bolt launcher (x2)8"20"+1-4-114+Rapid Fire (1), Sidearm
or either of the following
Volkite discharger (x2)5"10"--5-16+Deflagrate, Sidearm
Disintegration matrix (x2)3"12"--15-226+Scarce, Sever, Sidearm, Unstable

Skills: 1 Primary skill (chosen) Equipment: Orrus hunting rig, Orrus power talons and two bolt launchers (included in their starting cost) Special Rules: A Leader Apart, Secundan Incursion Gang Leader, Spyre Hunter

Special Rules

A Leader Apart: A Secundan Incursion gang must take a fighter with this special rule as their Leader. This fighter does not benefit from the Gang Hierarchy (X) rule and can never be included in Group Activations.

Secundan Incursion Gang Leader: A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death. Should this fighter die during the course of a campaign, or otherwise be removed from the gang, then:

  • In an Underhells Campaign, the Malstrain player automatically wins the campaign.
  • Otherwise follow the rules for Death of a Leader, with the new leader becoming the same type as for the base gang.

Spyre Hunter: This fighter is subject to the Reflex Enhancers, Master of the Hunt, Kill Count and Spyrer Hunting Rig Glitches special rules.

Skills: When recruited, an Orrus Spyre Hunter may choose one skill from their Primary Skill Sets. This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

An Orrus Spyre Hunter has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
SecondaryPrimaryPrimary-Secondary--Primary
Equipment

An Orrus Spyre Hunter is equipped with an Orrus hunting rig, Orrus power talons and two bolt launchers (included in their starting cost). An Orrus Spyre Hunter may select any of the options from the Orrus Spyre Hunter Wargear Options:

  • During the course of a campaign, an Orrus Spyre Hunter may not be given additional weapons or wargear.

Orrus Spyre Hunter Wargear Options

Weapons
OptionsCredits
An Orrus Spyre Hunter may replace its Orrus power talons with Orrus power fists+50
An Orrus Spyre Hunter may replace its two bolt launchers with:
- Two volkite dischargersFree
- Two disintegration matrix+60
An Orrus Spyre Hunter may be equipped with:
- A bio-booster+35
- A respirator+15
- 0-1 Caryatid Prime+90

RAW ✔️ Necromunda: Hive Secundus Rulebook, p142

Van Saar Tek-hunter (Specialist)

MWSBSSTWIALdClWilInt
5"4+3+3315+16+7+7+6+

Special Rules: Gang Fighter (Specialist), Tools of the Trade, Expert in their Field

Special Rules

Gang Fighter (Specialist): Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Expert in their Field: Each Van Saar Tek-hunter has a specific field of expertise. When added to a gang, each Van Saar Tek-hunter must select one of the following subtypes. A gang may never include more than two of each subtype. During an Underhells campaign, each type may perform a post-battle action as follows:

  • Augurtek: An Augurtek can perform the Find Hidden Tech post-battle action.
  • Bioteknist: A Bioteknist can perform the Medical Treatment post-battle action.
  • Gunntek: A Gunntek can perform the Fabricate Weapon post-battle action.
  • Teknomat: A Teknomat can perform the Fabricate Wargear post-battle action.
Skill Access

A Van Saar Tek-hunter has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
--SecondarySecondary--PrimaryPrimary
Equipment

Van Saar Tek-hunters are equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Tek-hunter Equipment List:

  • During the course of a campaign, a van saar tek-hunter may be given additional weapons and wargear purchased from this list and from the Trading Post.
  • A Van Saar Tek-hunter has no restrictions upon the types of weapon they can take; all weapon types are available:

Van Saar Tek-hunter Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Las carbine20
Lasgun10
PISTOLS
Laspistol5
Las sub-carbine15
SPECIAL WEAPONS
Combi-weapon (flamer/man-catcher) (Teknomat only)160
Long las (Gunntek only)20
Rad gun (Teknomat only)100
CLOSE COMBAT WEAPONS
Fighting knife15
Power knife25
Wargear
ItemCredits
GRENADES
Frag grenades30
Krak grenades45
ARMOUR
Carapace armour
- Light (Teknomat only)80
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Augurspex (Augurtek only)20
Bio-booster35
Medicae kit (Bioteknist only)30
Photo lumens15
Photo-goggles35
Refraction cloak (Gunntek only)35
Respirator15
Servo-medicae (Bioteknist only)15
Vox array (Augurtek only)30
WEAPON ACCESSORIES
Hotshot las pack (lasgun & laspistol only)20
Las-projector (Pistols, Basic and Special Weapons only)35
Mono-sight† (Basic, Special and Heavy Weapons only)35
Telescopic sight† (Pistols, Basic and Special Weapons only)25

RAW ✔️ Necromunda: Hive Secundus Rulebook, p144

Caryatid Prime (Exotic Beast)

MWSBSSTWIALdClWilInt
6"5+-2212+17+6+7+8+
Rg SRg LAc SAc LSAPDAmTraits
Unarmed attack-E--S-1--

Special Rules: Charmed Companion, Precognition, Flight

Special Rules

Charmed Companion: A Caryatid Prime is able to help their chosen companion avoid damage.

Whilst the Caryatid Prime is within 3" of its companion, that fighter may re-roll one failed armour save and one failed Ammo test per round.

Precognition: The gift of foresight possessed by the Caryatid Prime enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Caryatid Prime a 3+ Save roll, which cannot be modified by Armour Piercing.

Additionally, if a Caryatid Prime is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Caryatid Prime is hit by the attack. On a 1-3, the Caryatid Prime is able to fly clear of the area of the attack. Leave the model where it is and assume that it has fluttered around to avoid the attack and returned to where it was.

Flight: A Caryatid Prime ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base.

Skill Access

Should a Caryatid Prime become a Specialist, it has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocity
Primary--Secondary-
Equipment

A Caryatid Prime may not purchase weapons or Wargear. A Caryatid Prime carries no weapons and will always make unarmed attacks.

RAW ✔️ Necromunda: Hive Secundus Rulebook, p146