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Brutes

NecroRAW

For Brutes recruitment rules, whether for Law Abiding or Outlaw gangs, see the Hangers-on and Brutes section of the Necromunda Core Rulebook.

Law Abiding Brutes

Ordinary Brutes

QuantityNameGang AvailabilityCost
0-1Iron AutomataAny220
0-2'Jotunn' H-Grade Servitor OgrynAny210 (Goliath: 180)
0-2Luther Pattern Excavation Automata ('Ambot')Any215 (Cawdor, Orlock: 185)
0-2Outland BeastmasterAny100

Gang-specific Brutes

NecroRAW

Those Brutes are not presented on this page; instead, they are featured within their respective gang's list.

QuantityNameGang AvailabilityCost
0-2Arthromite DuneskuttlerAsh Waste Nomads210
0-1Cawdor Stig-ShamblerCawdor280
0-2Enforcer 'Sanctioner' Pattern AutomataPalanite Enforcers205
0-1Goliath 'ZerkerGoliath210
0-1KhimerixEscher220
0-2Piscean SpektorDelaque205
0-1'Lugger' Cargo ServitorOrlock230
0-1Van Saar 'Arachni-Rig' Servo-SuitVan Saar240
0-2Van Saar Ash Wastes 'Arachni-Rig'Van Saar360
0-2Vartijan Exo-DrillerIronhead Squat Prospectors250

Outlaw Brutes

QuantityNameGang AvailabilityCost
0-1Awakened OgrynAny gang except Ash Waste Nomads220
0-1Mutated OgrynAny210
0-1Scrapcode-corrupted AmbotAny220
0-1Sump BeastAny200
0-1Warp HorrorAny210

Law Abiding Brutes

0-1 Iron Automata

Illegal (14)

MWSBSSTWIALdClWilInt
5"4+4+5535+28+4+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Power claw-E--S-12-Melee, Power, Pulverise
Assault cannon12"24"+1-5-116+Rapid Fire (2), Scarce

Skills: Fearsome, Nerves of Steel Special Rules: Really Glitchy, Man of Iron, Automated Repairs

Special Rules

Really Glitchy: When an Iron Automata activates, roll a D6. If the result is a 1, the automata gains the Insane condition. In addition, if an Iron Automata is taken Out of Action, there is a chance it will break down completely or wander off into the badzones mumbling in a grating monotone about overthrowing humanity! When an Iron Automata is taken Out of Action, before rolling for any Lasting Injuries, roll a D6. On a 1, the Iron Automata is lost and must be removed from the gang's roster.

Man of Iron: An Iron Automata has a 3+ save, and the Nerves of Steel and Fearsome skills.

Automated Repairs: Iron Automata have limited self-repair capabilities. In the Recovery phase the Iron Automata recovers a wound on a D6 roll of 6+. Iron Automata may also roll an extra Injury dice when making Recovery tests and then pick one of the Injury dice to resolve and discard the other.

Skill Access

Iron Automata have access to the following skill sets:

AgilityBrawnCombatCunningFerocity
-PrimarySecondary--

RAW ✔️ The Book of Judgement, p119

0-2 'Jotunn' H-Grade Servitor Ogryn

Goliath: 180 credits

MWSBSSTWIALdClWilInt
5"4+5+5534+27+6+8+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Augmetic fist (x2)-E--S+1-12-Knockback, Melee
In options:
Arc welder-E--S+2-33-Blaze, Melee
Storm-welder8"16"+1-5-13+Rapid Fire (3), Reckless, Shock, Unstable
Spud-jackerE---S+1-1-Knockback, Melee

Skills: Headbutt Special Rules: Loyal, Slow Witted

Options
OptionCredits
A 'Jotunn' H-Grade Servitor Ogryn may replace one of its augmetic fists with an arc welder+70
A 'Jotunn' H-Grade Servitor Ogryn may replace one of its augmetic fists with a storm-welder+75
A 'Jotunn' H-Grade Servitor Ogryn may replace one of its augmetic fists with a spud-jacker-20
A 'Jotunn' H-Grade Servitor Ogryn may be upgraded with furnace plates+15
Special Rules

Loyal: Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, this fighter adds 2 to the result of any hit rolls rather than the usual 1.

Slow Witted: Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation.

Skill Access

A 'Jotunn' H-Grade Servitor Ogryn has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-PrimarySecondary-Secondary---

RAW ✔️ Published in all House of ... books

0-2 Luther Pattern Excavation Automata ('Ambot')

Cawdor & Orlock: 185 credits

MWSBSSTWIALdClWilInt
4"3+5+5535+28+6+8+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Tunnelling claw x2
- melee-E--S-12-Melee
- ranged4"8"--6-225+Melta, Scarce, Sidearm
In options:
Grav fist
- melee-E--S-12-Melee, Pulverise
- ranged6"12"+1-*-125+Blast (3"), Graviton Pulse, Concussion

Skills: Infiltrate Wargear: Light carapace armour Special Rules: Cranial Governors, Excavation Automata, Valuable

Options
OptionCredits
An Ambot may replace one of its tunnelling claws with a grav-fist+90
Special Rules

Cranial Governors: In normal circumstances an Ambot's behaviour will be heavily governed to protect other workers from the aggressive instincts of the Ambull. Gangers however have no such safety concerns and will frequently switch off the inhibitors of an Ambot in their possession. When an Ambot is operating in Safe Mode, it follows the rules and profile described previously. Should the controlling player wish, Safe Mode can be switched off at the beginning of any round. Whilst Safe Mode is off, the Ambot gains the Berserker (Ferocity) skill and its Attacks characteristic becomes D3+1. However, when Standing and Engaged, the Ambot must divide its attacks amongst all fighters it is in base to base contact with, including friendly fighters. Once Safe Mode is off, it cannot be reinitiated until the Wrap-up.

Excavation Automata: If the gang that owns the Ambot also controls a Mine Workings territory, roll an additional D6 to generate income to represent the Ambot being put to work.

Valuable: Should an Ambot be captured by a rival gang and not be rescued, the gang holding it Captive may choose to either sell it to the Guilders as a normal captive, or to keep it and add it to their gang roster for free, assuming they have sufficient Reputation to take on an extra Hanger-on.

Skill Access

An Ambot has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-SecondarySecondary-Primary---

RAW ✔️ Published in all House of ... books

0-2 Outland Beastmaster

MWSBSSTWIALdClWilInt
6"4+4+3323+17+6+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shock staveE2"--S+1-1-Melee, Shock, Versatile
Sawn-off shotgun
- solid ammo4"8"--24-26+Knockback, Plentiful
- scatter ammo4"8"+2-3-16+Plentiful, Scattershot

Skills: Fearsome and a skill based on the type of beast they specialise in as follows:

Wargear: Mesh armour Special Rules: Beast Trainer, One with the Beast

Options

When added to a gang or at the start of the Post-battle Actions step of the post-battle sequence, if a Beastmaster has fewer than three Exotic Beasts they may purchase additional Exotic Beasts at the costs shown below:

OptionCost
Wasteland giant rat*30
Millisaur*60
Ripperjack*70

*Note that a Beastmaster may only ever have one type of Exotic Beast (see One With the Beast, as follows).

Special Rules

Beast Trainer: Unlike other Exotic Beasts, any belonging to a Beastmaster must always try to remain within 6" of its owner rather than the usual 3".

One with the Beast: A Beastmaster specialises in the handling of one particular beast. When hired on to the gang, players must choose either wasteland giant rats, millisaurs or ripperjacks as this Beastmaster's speciality. A Beastmaster can only ever have Exotic Beasts of the chosen type.

Skill Access

A Beastmaster has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
PrimarySecondary-SecondaryPrimary---

RAW ✔️ Book of the Outlands, p50

Outlaw Brutes

0-1 Awakened Ogryn

Any Outlaw gang except Ash Waste Nomads

MWSBSSTWIALdClWilInt
5"4+5+5534+27+6+8+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Augmetic fist (x2)-E--S+1-12-Knockback, Melee

Skills: Headbutt, choose 1 Wyrd Power Special Rules: Loyal, Slow Witted, Awakended, Non-sanctioned Psyker, Outlaw

Wyrd Powers

An Awakened Ogryn may purchase additional Wyrd Powers. Additional powers can only be purchased in this way when the fighter is added to the gang. During Campaign play, the fighter must spend XP to learn new Wyrd Powers.

OptionCredits
Each additional Wyrd Power purchased in this way+30
Options
OptionCredits
An Awakened Ogryn may replace one of their augmetic fists with a spud-jacker-20
An Awakened Ogryn may be equipped with furnace plates+15
Special Rules

Loyal: Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, they add 2 to the result of any hit rolls rather than the usual 1.

Slow Witted: Ogryns are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation.

Awakened: A fighter with this special rule is a Psyker, as described in the Necromunda Rulebook, and is able to use the Wyrd Powers listed on the following page. When added to a gang roster, they must choose one of these Wyrd Powers to start with.

During Campaign play, this fighter may gain additional Wyrd Powers from the list in exactly the same way as they might gain a Primary Skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power).

Non-sanctioned Psyker: Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value.

Outlaw: An Awakened Ogryn may only be hired by Outlaw gangs.

Skill Access

An Awakened Ogryn has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-Primary--Secondary---
Awakened Ogryn Wyrd Powers

1. Iron Arm (Basic), Continuous Effect: With a thought, the wyrd turns the flesh of their arm to unyielding iron, allowing them to block any blow directed at them.
While this Wyrd Power is maintained, the fighter gains a special 5+ save against attacks made against them in close combat. This save may be made after any save rolls for armour, and is not modified by AP.

2. Body of Flame (Basic), Continuous Effect: The wyrd's body bursts into flames!
While this Wyrd Power is maintained, this fighter ignores hits from weapons with the Blaze or Melta traits. In addition, if a fighter ends their activation within 1" of this fighter they must test to see if they are set on fire, as if they had been hit by a weapon with the Blaze trait.

3. Weapon Jinx (Simple): With a snap of their fingers, the wyrd causes an enemy's weapon to malfunction.
Choose an enemy fighter that is within 18" of this fighter. That enemy fighter must immediately make an Ammo check for one of their weapons, chosen by this fighter.

4. Overcharge (Basic), Continuous Effect: Directing their power into their weapon, the wyrd greatly increases its effectiveness.
While this Wyrd Power is maintained, one ranged weapon carried by this fighter improves its Strength by 2 and its Damage by 1, but gains the Unstable trait.

5. Crush (Basic): Closing their fist in the air, the wyrd crushes an object or person in their eyeline.
Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter's BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an Injury dice and immediately apply the result against the fighter.

6. Terrify (Double): Planting a horrific image in an enemy's mind, the wyrd tries to break their spirit.
Choose a single enemy fighter that is both within 18" and line of sight of this fighter. That fighter must immediately take a Nerve test with a -3 modifier applied to the roll or become subject to the Broken condition.

note

Awakened Ogryn Equipment

The profiles and rules for the Awakened Ogryn's weapons and Wargear can be found in either Book of the Outcast or any of the House of … books.

RAW ✔️ Source: Apocrypha Necromunda: The Lost Charter

0-1 Iron Automata

See its entry here.

0-1 Mutated Ogryn

Available to any Outlaw Gang

MWSBSSTWIALdClWilInt
5"3+5+5534+37+6+8+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Open fist x2-E--S-11-Knockback, Melee
In options:
Horrific appendage-E--S-12-Melee, Pulverise, Rending
Power maul-E--S+2-11-Melee, Power

Skills: True Grit, and a random Ferocity or Savagery skill (see Special Rule: Murderous Brute) Special Rules: Murderous Brute, Slow-witted, (In option: Furnace Plates)

Options
OptionCredits
A Mutated Ogryn may replace one of its open fists with a power maul+30
A Mutated Ogryn may replace one of its open fists with a horrific appendage+20
A Mutated Ogryn may be upgraded with furnace plates+15
Special Rules

Murderous Brute: In addition to the True Grit skill (see below), when recruited, a Mutated Ogryn may be given a single randomly determined skill from either the Ferocity or the Savagery (see Necromunda: The Book of Ruin) Skill Sets. This skill does not cost any XP and does not increase the fighter's value.

Slow-witted: Mutated Ogryns, like their sanctioned counterparts, are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation.

Furnace Plates: Furnace plates grant a 6+ save roll. This is increased to a 5+ save roll against attacks originating within the fighter's vision arc (the 90° arc to their front); check this before the fighter is placed Prone and is Pinned. If it is not clear if the attacker is within the fighter's Front arc, use a Vision Arc template to check – if the centre of the attacker's base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are Prone), use the 6+ save roll.

Skill Access

A Mutated Ogryn has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-PrimarySecondary-Secondary---

RAW ✔️ Necromunda: Apocrypha Necromunda (2024), p114

0-1 Scrapcode-corrupted Ambot

Available to any Outlaw Gang

MWSBSSTWIALdClWilInt
4"3+5+5535+38+6+9+10+
WeaponRg SRg LAc SAc LSAPDAmTraits
Tunnelling claw x2
- melee-E--S-12-Melee
- ranged4"8"--6-225+Melta, Scarce, Sidearm
In options:
Grav-fist
- melee-E--S-12-Melee, Pulverise
- ranged6"12"+1-*-125+Blast (3"), Concussion, Graviton Pulse

Skills: Berserker, Nerves of Steel Wargear: Light carapace armour Special Rules: Machine Madness, Valuable, (In option: Armour Spikes)

Options
OptionCredits
A Scrapcode-corrupted Ambot may replace one of its tunnelling claws with a grav-fist+90
A Scrapcode-corrupted Ambot can upgrade its light carapace armour to heavy carapace armour+55
A Scrapcode-corrupted Ambot may be given armour spikes+15
Special Rules

Machine Madness: Scrapcode-corrupted Ambots are hopelessly insane, often as dangerous to their handlers as their enemies. All attacks made by a Scrapcode-corrupted Ambot have the Reckless trait. In addition, after a Scrapcode-corrupted Ambot Seriously Injures a fighter, or takes them Out of Action, roll a D6. On a 1, the Scrapcode-corrupted Ambot immediately gains the Insane condition.

Valuable: Should a Scrapcode-corrupted Ambot be captured by a rival gang and not be rescued, it may be sold to the Guilders as normal. However, if another Outlaw gang captures it, and the Ambot is not rescued, they may choose to either sell it on the Black Market for its cost in credits, or to keep it and add it to their gang roster for free, assuming they have sufficient Reputation to take on an extra Hanger-on or Brute.

Armour Spikes: When any fighter moves into base contact with a Scrapcode-corrupted Ambot with this upgrade, or an Ambot with this upgrade moves into base contact with any fighter, that fighter suffers an automatic S1, AP -, D1 hit before any other attacks are made.

Skill Access

A Scrapcode-corrupted Ambot has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-SecondarySecondary-Primary---

RAW ✔️ Source: Necromunda: Apocrypha Necromunda (2024)

0-1 Sump Beast

Available to any Outlaw Gang

MWSBSSTWIALdClWilInt
5"3+5+5534+37+6+8+9+
5"4+5+4544+28+5+6+10+
4"3+4+5444+29+4+5+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Ferocious jaws-E--S-11-Melee, Rending
In options:
Crushing claws-E--S+3-12-Knockback, Melee
Lashing tailE6"--S-11-Impale, Melee, Versatile
Prehensile tongueE2"--S-1-Drag, Melee, Versatile

Skills: Unstoppable, Fearsome, True Grit Special Rules: Many-shaped Horror, Underhive Monster, (In options: Scaly Hide, Venomous Bite, Multiple Legs)

Options

A Sump Beast may take any of the following upgrades, in addition to its ferocious jaws:

OptionCredits
Crushing claws+70
Lashing tail+50
Multiple legs+20
Prehensile tongue+60
Scaly hide+40
Venomous bite+35
Special Rules

Many-shaped Horror: When a Sump Beast is recruited, the recruiting player chooses one of the profiles from those listed previously. In this way, the profile can be matched to the model being used to represent the creature, whether it is a lumbering brute, a rapidly moving predator, or a scuttling horror of many legs and eyes.

Underhive Monster: When a Sump Beast is activated, if there is a Seriously Injured fighter within 6" (friend or foe) it must make an Intelligence test. If this test is failed, the Sump Beast must make a Charge (Double) action or a Coup de Grace (Simple) action against the Seriously Injured fighter.

In addition, a Sump Beast must always make a Coup de Grace (Simple) action if able, rather than choosing to consolidate.

Scaly Hide: A Sump Beast with this upgrade has a 4+ Save.

Venomous Bite: The ferocious jaws of a Sump Beast with this upgrade gain the Toxin trait and change their Strength characteristic to '-'.

Multiple Legs: The Movement characteristic of a Sump Beast with this upgrade is increased by 2" and it gains the Clamber skill.

Skill Access

A Sump Beast has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
---PrimarySecondary---

RAW ✔️ Source: Necromunda: Apocrypha Necromunda (2024)

0-1 Warp Horror

Available to any Outlaw Gang

MWSBSSTWIALdClWilInt
6"3+6+6434+39+6+7+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Horrific appendage x2-E--S-12-Melee, Pulverise, Rending
In options:
Massive tentaclesE4"--S+1-1-Drag, Entangle, Melee, Versatile
Warpfire breath-T--3-114+Blaze, Template

Skills: Nerves of Steel Weapons: 2 horrific appendages Special Rules: Terrifying, Warp Denizen, Undulating Skin

Options

A Warp Horror may take any of the following upgrades, in addition to its horrific appendages. Note, during a campaign, a Warp Horror can also do this in the post-battle sequence to represent it mutating:

OptionCredits
Massive tentacles+50
Undulating skin+40
Warpfire breath+90
Special Rules

Terrifying: If an enemy fighter wishes to make a Fight (Basic) action or Shoot (Basic) action that targets a Warp Horror, they must make a Willpower test. If the test is failed, they cannot perform the action and their activation ends immediately.

Warp Denizen: In the End phase of each round, roll 2D6. If the result is equal to or lower than the current game round, the Warp Horror suffers a Flesh Wound. As a creature of the Immaterium, a Warp Horror ignores all Lasting Injury results, with the exception of Memorable Death.

Undulating Skin: A Warp Horror with this upgrade reduces the damage of all hits it suffers by 1, to a minimum of 1.

Skill Access

A Warp Horror has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-SecondarySecondary-Primary---

RAW ✔️ Source: Necromunda: Apocrypha Necromunda (2024)