Brutes
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
| Quantity | Name | Gang Availability | Cost |
|---|---|---|---|
| 0-1 | Iron Automata | Any | 220 |
| 0-2 | 'Jotunn' H-Grade Servitor Ogryn | Any | 210 (Goliath: 180) |
| 0-2 | Luther Pattern Excavation Automata ('Ambot') | Any | 215 (Cawdor, Orlock: 185) |
| 0-2 | Outland Beastmaster | Any | 100 |
Gang-specific Brutes
Those Brutes are not presented on this page; instead, they are featured within their respective gang's list.
| Quantity | Name | Gang Availability | Cost |
|---|---|---|---|
| 0-2 | Arthromite Duneskuttler | Ash Waste Nomads | 210 |
| 0-1 | Cawdor Stig-Shambler | Cawdor | 280 |
| 0-2 | Enforcer 'Sanctioner' Pattern Automata | Palanite Enforcers | 205 |
| 0-1 | Goliath 'Zerker | Goliath | 210 |
| 0-1 | Khimerix | Escher | 220 |
| 0-2 | Piscean Spektor | Delaque | 205 |
| 0-1 | 'Lugger' Cargo Servitor | Orlock | 230 |
| 0-1 | Van Saar 'Arachni-Rig' Servo-Suit | Van Saar | 240 |
| 0-2 | Van Saar Ash Wastes 'Arachni-Rig' | Van Saar | 360 |
| 0-2 | Vartijan Exo-Driller | Ironhead Squat Prospectors | 250 |
Outlaw Brutes
| Quantity | Name | Gang Availability | Cost |
|---|---|---|---|
| 0-1 | Awakened Ogryn | Any gang except Ash Waste Nomads | 220 |
| 0-1 | Mutated Ogryn | Any | 210 |
| 0-1 | Scrapcode-corrupted Ambot | Any | 220 |
| 0-1 | Sump Beast | Any | 200 |
| 0-1 | Warp Horror | Any | 210 |
Law Abiding Brutes
0-1 Iron Automata
Illegal (14)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 4+ | 8+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Power claw | - | E | - | - | S | -1 | 2 | - | Melee, Power, Pulverise |
| Assault cannon | 12" | 24" | +1 | - | 5 | -1 | 1 | 6+ | Rapid Fire (2), Scarce |
Skills: Fearsome, Nerves of Steel
Special Rules: Really Glitchy, Man of Iron, Automated Repairs 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.Special Rules
RAW ✔️ The Book of Judgement, p119
0-2 'Jotunn' H-Grade Servitor Ogryn
Goliath: 180 credits
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Augmetic fist (x2) | - | E | - | - | S+1 | -1 | 2 | - | Knockback, Melee |
| In options: | |||||||||
| Arc welder | - | E | - | - | S+2 | -3 | 3 | - | Blaze, Melee |
| Storm-welder | 8" | 16" | +1 | - | 5 | - | 1 | 3+ | Rapid Fire (3), Reckless, Shock, Unstable |
| Spud-jacker | E | - | - | - | S+1 | - | 1 | - | Knockback, Melee |
Skills: Headbutt
Special Rules: Loyal, Slow Witted 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.Options
Option Credits 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
RAW ✔️ Published in all House of ... books
0-2 Luther Pattern Excavation Automata ('Ambot')
Cawdor & Orlock: 185 credits
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 5+ | 5 | 5 | 3 | 5+ | 2 | 8+ | 6+ | 8+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Tunnelling claw x2 | |||||||||
| - melee | - | E | - | - | S | -1 | 2 | - | Melee |
| - ranged | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | Melta, Scarce, Sidearm |
| In options: | |||||||||
| Grav fist | |||||||||
| - melee | - | E | - | - | S | -1 | 2 | - | Melee, Pulverise |
| - ranged | 6" | 12" | +1 | - | * | -1 | 2 | 5+ | Blast (3"), Graviton Pulse, Concussion |
Skills: Infiltrate
Wargear: Light carapace armour
Special Rules: Cranial Governors, Excavation Automata, Valuable 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.Options
Option Credits An Ambot may replace one of its tunnelling claws with a grav-fist +90 Special Rules
RAW ✔️ Published in all House of ... books
0-2 Outland Beastmaster
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 6+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Shock stave | E | 2" | - | - | S+1 | - | 1 | - | Melee, Shock, Versatile |
| Sawn-off shotgun | |||||||||
| - solid ammo | 4" | 8" | - | -2 | 4 | - | 2 | 6+ | Knockback, Plentiful |
| - scatter ammo | 4" | 8" | +2 | - | 3 | - | 1 | 6+ | Plentiful, Scattershot |
Skills: Fearsome and a skill based on the type of beast they specialise in as follows:
- Wasteland giant rat - Dodge skill
- Millisaur - Infiltrate skill
- Ripperjacks - Catfall skill
Wargear: Mesh armour
Special Rules: Beast Trainer, One with the Beast 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: *Note that a Beastmaster may only ever have one type of Exotic Beast (see One With the Beast, as follows). 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.Options
Option Cost Wasteland giant rat* 30 Millisaur* 60 Ripperjack* 70 Special Rules
RAW ✔️ Book of the Outlands, p50
Outlaw Brutes
0-1 Awakened Ogryn
Any Outlaw gang except Ash Waste Nomads
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Augmetic fist (x2) | - | E | - | - | S+1 | -1 | 2 | - | Knockback, Melee |
Skills: Headbutt, choose 1 Wyrd Power
Special Rules: Loyal, Slow Witted, Awakended, Non-sanctioned Psyker, Outlaw 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. 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. 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. 2. Body of Flame (Basic), Continuous Effect: The wyrd's body bursts into flames! 3. Weapon Jinx (Simple): With a snap of their fingers, the wyrd causes an enemy's weapon to malfunction. 4. Overcharge (Basic), Continuous Effect: Directing their power into their weapon, the wyrd greatly increases its effectiveness. 5. Crush (Basic): Closing their fist in the air, the wyrd crushes an object or person in their eyeline. 6. Terrify (Double): Planting a horrific image in an enemy's mind, the wyrd tries to break their spirit.Wyrd Powers
Option Credits Each additional Wyrd Power purchased in this way +30 Options
Option Credits 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
Skill Access
Awakened Ogryn Wyrd Powers
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.
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.
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.
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.
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.
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.
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
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 3 | 7+ | 6+ | 8+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Open fist x2 | - | E | - | - | S | -1 | 1 | - | Knockback, Melee |
| In options: | |||||||||
| Horrific appendage | - | E | - | - | S | -1 | 2 | - | Melee, Pulverise, Rending |
| Power maul | - | E | - | - | S+2 | -1 | 1 | - | 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) 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.Options
Option Credits 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
RAW ✔️ Necromunda: Apocrypha Necromunda (2024), p114
0-1 Scrapcode-corrupted Ambot
Available to any Outlaw Gang
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 5+ | 5 | 5 | 3 | 5+ | 3 | 8+ | 6+ | 9+ | 10+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Tunnelling claw x2 | |||||||||
| - melee | - | E | - | - | S | -1 | 2 | - | Melee |
| - ranged | 4" | 8" | - | - | 6 | -2 | 2 | 5+ | Melta, Scarce, Sidearm |
| In options: | |||||||||
| Grav-fist | |||||||||
| - melee | - | E | - | - | S | -1 | 2 | - | Melee, Pulverise |
| - ranged | 6" | 12" | +1 | - | * | -1 | 2 | 5+ | Blast (3"), Concussion, Graviton Pulse |
Skills: Berserker, Nerves of Steel
Wargear: Light carapace armour
Special Rules: Machine Madness, Valuable, (In option: Armour Spikes) 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.Options
Option Credits 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
RAW ✔️ Source: Necromunda: Apocrypha Necromunda (2024)
0-1 Sump Beast
Available to any Outlaw Gang
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 3 | 7+ | 6+ | 8+ | 9+ |
| 5" | 4+ | 5+ | 4 | 5 | 4 | 4+ | 2 | 8+ | 5+ | 6+ | 10+ |
| 4" | 3+ | 4+ | 5 | 4 | 4 | 4+ | 2 | 9+ | 4+ | 5+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Ferocious jaws | - | E | - | - | S | -1 | 1 | - | Melee, Rending |
| In options: | |||||||||
| Crushing claws | - | E | - | - | S+3 | -1 | 2 | - | Knockback, Melee |
| Lashing tail | E | 6" | - | - | S | -1 | 1 | - | Impale, Melee, Versatile |
| Prehensile tongue | E | 2" | - | - | 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) A Sump Beast may take any of the following upgrades, in addition to its ferocious jaws: 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.Options
Option Credits Crushing claws +70 Lashing tail +50 Multiple legs +20 Prehensile tongue +60 Scaly hide +40 Venomous bite +35 Special Rules
RAW ✔️ Source: Necromunda: Apocrypha Necromunda (2024)
0-1 Warp Horror
Available to any Outlaw Gang
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3+ | 6+ | 6 | 4 | 3 | 4+ | 3 | 9+ | 6+ | 7+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Horrific appendage x2 | - | E | - | - | S | -1 | 2 | - | Melee, Pulverise, Rending |
| In options: | |||||||||
| Massive tentacles | E | 4" | - | - | S+1 | - | 1 | - | Drag, Entangle, Melee, Versatile |
| Warpfire breath | - | T | - | - | 3 | -1 | 1 | 4+ | Blaze, Template |
Skills: Nerves of Steel
Weapons: 2 horrific appendages
Special Rules: Terrifying, Warp Denizen, Undulating Skin 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: 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.Options
Option Credits Massive tentacles +50 Undulating skin +40 Warpfire breath +90 Special Rules
RAW ✔️ Source: Necromunda: Apocrypha Necromunda (2024)