Secundan Incursion Gang
RAW ✔️ Necromunda: Hive Secundus Rulebook, p139
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.
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)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 4 | 3 | 3+ | 2 | 7+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Orrus power talons | - | E | - | - | S+1 | -3 | 1 | - | Melee, Paired |
| or | |||||||||
| Orrus power fists | - | E | - | - | S+2 | -1 | 2 | - | Melee, Paired, Power |
| Bolt launcher (x2) | 8" | 20" | +1 | - | 4 | -1 | 1 | 4+ | Rapid Fire (1), Sidearm |
| or either of the following | |||||||||
| Volkite discharger (x2) | 5" | 10" | - | - | 5 | - | 1 | 6+ | Deflagrate, Sidearm |
| Disintegration matrix (x2) | 3" | 12" | - | -1 | 5 | -2 | 2 | 6+ | 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 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: 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. 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:Special Rules
Skill Access
Equipment
Orrus Spyre Hunter Wargear Options
Weapons
Options Credits 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 dischargers Free - 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)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 6+ | 7+ | 7+ | 6+ |
Special Rules: Gang Fighter (Specialist), Tools of the Trade, Expert in their Field 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: 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:Special Rules
Skill Access
Equipment
Van Saar Tek-hunter Equipment List
Weapons
Item Credits BASIC WEAPONS Las carbine 20 Lasgun 10 PISTOLS Laspistol 5 Las sub-carbine 15 SPECIAL WEAPONS Combi-weapon (flamer/man-catcher) (Teknomat only) 160 Long las (Gunntek only) 20 Rad gun (Teknomat only) 100 CLOSE COMBAT WEAPONS Fighting knife 15 Power knife 25 Wargear
Item Credits GRENADES Frag grenades 30 Krak grenades 45 ARMOUR Carapace armour - Light (Teknomat only) 80 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Augurspex (Augurtek only) 20 Bio-booster 35 Medicae kit (Bioteknist only) 30 Photo lumens 15 Photo-goggles 35 Refraction cloak (Gunntek only) 35 Respirator 15 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)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 6+ | 7+ | 8+ |
| Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | |
|---|---|---|---|---|---|---|---|---|---|
| Unarmed attack | - | E | - | - | S | - | 1 | - | - |
Special Rules: Charmed Companion, Precognition, Flight 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. A Caryatid Prime may not purchase weapons or Wargear. A Caryatid Prime carries no weapons and will always make unarmed attacks.Special Rules
Skill Access
Equipment
RAW ✔️ Necromunda: Hive Secundus Rulebook, p146