Hangers-on
For Hangers-on recruitment rules, whether for Law Abiding or Outlaw gangs, see the Hangers-on and Brutes section of the Necromunda Core Rulebook.
Law Abiding Hangers-on
| Quantity | Name | Gang Availability | Cost |
|---|---|---|---|
| 0-3 | Ammo Jack | Any | 50 |
| 0-1 | — Ragnir Gunnstein | Any | 100 |
| 0-1 | Apprentice Clan Chymist | Escher | 75 |
| 0-1 | Brute Handler | Any | 110 (Goliath: 55) |
| 0-1 | Bullet Merchant | Any | 75 (Orlock: 25) |
| 0-1 | Chem Dealer | Any | 50 (Goliath: 25) |
| 0-1 | Claim Jumper | Ironhead Squat Prospectors | 60 |
| 0-1 | Cogitator Core Servitor | Van Saar | 100 |
| 0-1 | Data-scrivener | Any | 20 |
| 0-1 | Dome Runner | Any | 20 |
| 0-1 | Fixer | Any | 50 |
| 0-1 | Gang Lookout | Any | 20 |
| 0-1 | Grease Monkey | Orlock | 40 |
| 0-2 | 'Narker | Any | 30 |
| 0-2 | Palanite Enforcer Haunt | Palanite Enforcers | 85 |
| 0-1 | Pit Trainer | Goliath | 75 |
| 0-1 | Prize Fighter | Orlock | 40 |
| 0-1 | Propagandist | Any | 30 |
| 0-1 | Psychoteric Thrall | Delaque | 90 |
| 0-2 | Rogue Docs | Any | 50 |
| 0-1 | — Doctor Arachnos | Any | 100 |
| 0-1 | Shivver | Escher | 100 |
| 0-1 | Slopper | Any | 20 |
| 0-1 | — Bigby Crumb, Ratling Slopper | Any | 50 |
| 0-2 | Spyker | Delaque | 90 |
| 0-1 | Tech-merchant | Any | 80 (Van Saar: 40) |
| 0-3 | Underhive Traders | Any | 50 |
| 0-1 | Whisper Merchant | Any | 60 (Delaque: 30) |
| 0-1 | — Silberlant Sevos, Whisper Merchant | Any | 80 |
Outlaw Hangers-on
| Quantity | Name | Gang Availability | Cost |
|---|---|---|---|
| 0-1 | Agitator | Any | 30 |
| 0-1 | Cadaver Merchant | Any | 20 |
| 0-1 | Flagellator | Cawdor | 30 |
| 0-1 | Heretek | Any | 40 |
| 0-1 | Hive Preacher | Cawdor | 70 |
| 0-2 | Nomad Arthromite Herder | Ash Waste Nomads | 40 |
| 0-1 | Proxy | Any | 25 |
| 0-1 | Scabber | Any | 40 |
Law Abiding Hangers-on
0-3 Ammo Jack
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 7+ | 6+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Boltgun | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ | Rapid Fire (1) |
| or | |||||||||
| Combat shotgun | |||||||||
| - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | Knockback, Rapid Fire (1) |
| - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | Scattershot |
| and either | |||||||||
| Power hammer | - | E | - | - | S+1 | -1 | 2 | - | Melee, Power |
| or | |||||||||
| Power sword | - | E | - | - | S+1 | -2 | 1 | - | Melee, Parry, Power |
Skills: Munitioneer
Wargear: Mesh armour
Special Rules: Gun-smith Gun-smith: If a gang has an Ammo-jack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any failed Ammo checks that roll a natural 1. The Ammo-jack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for the battle, for example, if they are In Recovery or have been Captured, the bonus does not apply. If a gang has more than one Ammo-jack, the bonus increases. A gang with two Ammo-jacks can re-roll failed Ammo checks that roll a natural 1 or 2. A gang with three can re-roll failed Ammo checks that roll a natural 1, 2 or 3. An Ammo-jack may be armed with either a boltgun or combat shotgun with salvo and shredder ammo, and with either a power hammer or power sword. All Ammo-jacks are equipped with mesh armour.Special Rules
Equipment
RAW ✔️ Published in all House of ... books
0-1 Ragnir Gunnstein, Squat Ammo-jack
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 3" | 4+ | 3+ | 3 | 4 | 1 | 5+ | 1 | 9+ | 7+ | 6+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Shotgun | |||||||||
| - solid | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | Knockback |
| - scatter | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | Scattershot |
| Wrench (club) | - | E | - | - | S | +1 | 2 | - | Melee |
Skills: Munitioneer
Wargear: Frag & krak grenades, respirator, light carapace
Special Rules: Ammo-jack, Gang Fighter, Surplus Ammo Ammo-jack: Ragnir is an Ammo-jack Hanger-on. If hired, he counts as one of the three Ammo-jacks a gang may include. Gang Fighter: Unlike other Hangers-on, Ragnir is always ready for a fight. As long as he is part of the gang roster, Ragnir is treated just like a regular Ganger for the purposes of selecting a crew. Therefore, he may be chosen or randomly selected as part of his gang's starting crew just like any other Ganger. However, just like any other Hanger-on, Ragnir cannot gain any Experience or Advancements and, should he suffer a Lasting Injury that would make a change to his Fighter card, he is removed from the gang roster just like any other Hanger-on. Surplus Ammo: Ragnir will always provide a surplus of ammunition before heading into action. Should he be deployed as part of a starting crew, Ragnir's controlling player may deploy D3 ammo caches.Special Rules
RAW ✔️ Book of the Outcast, p60
0-1 Apprentice Clan Chymist
Escher only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 2 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | Scarce, Sidearm, Silent, Toxin |
Skills: Fixer
Special Rules: Experimental Elixirs, Last Rites Experimental Elixirs: A gang with an Apprentice Clan Chymist reduces the cost of Chem-Alchemy Elixirs by D6x10 to a minimum of 10 credits. Roll each time a Chem-Alchemy Elixir is purchased. Last Rites: If one of the gang's Escher Gang Matriarchs or Escher Gang Queens is killed (i.e., rolls a Memorable Death result or a Critical Injury result and is not saved by the doc) then the player may roll a D6. If the result is equal to or lower than the number of advances the fighter has, the player may add a Death-maiden to their gang. The newly added Death-maiden retains none of the dead fighter's equipment, injuries or advances and is, for all intents and purposes, a new fighter.Special Rules
RAW ✔️ House of Blades, p50
0-1 Brute Handler
Goliath: 55 credits
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 7+ | 6+ | 8+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Shock whip | E | 3" | -1 | - | S+1 | - | 1 | - | Melee, Shock, Versatile |
Skills: Iron Jaw
Special Rules: Training, Part of the Crew Training: A gang with a Brute Handler can train their Brutes between games. Provided the Brute is not In Recovery, the controlling player can make a Willpower check for any of their Brutes, using the Brute's unmodified Willpower. If the check is failed, the Brute gains D3 Experience. If the check is passed, the Brute proves too wilful and the training doesn't work. A Brute Handler can only train one Brute at a time. In addition, if a Standing and Active Brute Handler is on the battlefield, and within 3" of a friendly Brute, the Brute gains the Nerves of Steel skill and can re-roll any Leadership, Cool, Willpower or Intelligence checks it is required to make. Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang's starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.Special Rules
RAW ✔️ House of Chains, p64
0-1 Bullet Merchant
Orlock: 25 credits
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | Rapid Fire (1), Sidearm |
| or | |||||||||
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Fast Shot Equipment: Autopistol or Stub Gun, and a single additional ammo for that weapon Special Rules: High Calibre Hook-up
RAW ✔️ House of Iron, p52
0-1 Chem Dealer
Goliath: 25 credits
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 8+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Fixer
Equipment: A Chem Dealer is armed with a stub gun. All Chem Dealers are equipped with a single dose of any Chem, chosen from the Black Market.
Special Rules: Steady Supply Steady Supply: A gang with a Chem Dealer counts all Chems as Common availability when buying them from the Trading Post or Black Market. Chem Dealers can also, in a pinch, acquire Chems 'on consignment' during the pre-battle sequence of a game. This allows the gang to buy a single dose or any Chem, or items containing Chems, such as a single stimm-slug stash or medicae kit, without expending any credits. However, during the post-battle actions step of the post-battle sequence, the gang must pay for these items. If the gang cannot or will not pay for any item, the Chem Dealer is removed from the gang's roster. Should this happen, news of the bad deal gets around, and the gang cannot hire another Chem Dealer Hanger-on for the remainder of the current campaign.Special Rules
RAW ✔️ House of Chains, p65
0-1 Claim Jumper
Ironhead Squat Prospector gangs only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 6+ | 5+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Gem extractor | - | E | - | - | S+1 | -1 | 2 | - | Melee, Power Pack |
| Ironhead autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | Rapid Fire (2), Sidearm |
| Power fist | - | E | - | - | S+2 | -2 | 2 | - | Melee, Power, Pulverise |
| Power maul | - | E | - | - | S+2 | -1 | 1 | - | Melee, Power |
| Frag grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | Blast (3"), Grenade, Knockback |
| Smoke grenades | - | Sx3 | - | - | - | - | - | 4+ | Blast (*), Grenade, Smoke |
Skills: Fearsome, Iron Jaw
Wargear: Mesh armour, Techmite Autoveyor
Special Rules: Seize the Prize, Part of the Crew Seize the Prize: During the Post-battle sequence this fighter may perform the Claim Jump Post-battle action. Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang's starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.Special Rules
Techmite Autoveyor (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Drill | - | E | - | - | 3 | -1 | 1 | - | Melee |
Skills: There's Always Another Secret
Wargear: Flak armour
Special Rules: Tech Bypass, Mono-arm Tech Bypass: A Techmite Autoveyor may perform the Bypass Loot Casket (Basic) action and when rolling to determine the contents, the dice may be re-rolled. Mono-arm: A Techmite Autoveyor may only be equipped with a single weapon.Special Rules
RAW ✔️ Halls of the Ancients, p62, p59
0-1 Cogitator Core Servitor
Van Saar Only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 3" | 6+ | - | 3 | 4 | 1 | 6+ | 1 | 12+ | 3+ | 5+ | 3+ |
Special Rules: Mind in the Machine, Hostile Environment, Security Measures Mind in the Machine: In any scenario in which a gang that has a Cogitator Core Servitor is the defender, the gang is able to exert tremendous control over the battlefield. At the end of any End phase, the gang may turn the lights on or off at will. If the gang chooses to turn the lights off, the Pitch Black rules immediately come into effect. If the gang chooses to turn the lights on, the Pitch Black rules immediately cease to apply. Hostile Environment: In any scenario in which a gang that has a Cogitator Core Servitor is the defender, after both sides have deployed but before the first round, the gang may place D3 booby traps (frag, krak or melta) anywhere on the battlefield that is not within 6" of an enemy fighter. Security Measures: In any scenario in which a gang that has a Cogitator Core Servitor is the defender, any fighter belonging to the enemy gang must apply an additional -1 modifier to their Intelligence check when making an Access Terminal (Basic) action or a Bypass Loot Casket Lock (Basic) action. A Cogitator Core Servitor has no skills. A Cogitator Core Servitor has no equipment.Special Rules
Skill Access
Equipment
RAW ✔️ House of Artifice, p52
0-1 Data-scrivener
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Plentiful, Sidearm |
| or | |||||||||
| Las sub-carbine | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | Plentiful, Rapid Fire (1) |
Skills: Gadgeteer
Equipment: A Data-scrivener may be armed with either a laspistol or a las sub-carbine.
Special Rules: Data-hacked Data-hacked: Should any fighter belonging to a gang that has a Data-scrivener be required to make an Intelligence check whilst the Data-scrivener is present upon the battlefield, they may roll an additional D6 and discard the lowest roll.Special Rules
RAW ✔️ House of Artifice, p53
0-1 Dome Runner
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 10+ | 9+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Plentiful, Sidearm |
| or | |||||||||
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
| and either | |||||||||
| Fighting knife | - | E | - | - | S | -1 | 1 | - | Backstab, Melee |
| or | |||||||||
| Axe | - | E | - | - | S+1 | - | 1 | - | Disarm, Melee |
Skills: Lie Low
Special Rules: Scout Ahead Scout Ahead: Whenever a fighter from a gang with a Dome Runner opens a Loot casket, they may choose to re-roll the D6 to determine what the contents are. However, they must accept the result of the re-roll, even if it is worse. A Dome Runner may be armed with either a laspistol or stub gun, and with either a fighting knife or axe.Special Rules
Equipment
RAW ✔️ Published in all House of ... books
0-1 Fixer
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 8+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | Sidearm |
Skills: Fixer
Wargear: Mesh armour A gang allied to an organisation, such as the Merchants Guild or the Recidivists, can subtract 2 from the dice roll when they Test the Alliance if they have a Fixer in their gang. In addition, if the gang is ever outlawed as a result of their actions, they can remove the Fixer from the gang roster to avoid becoming an Outlaw gang.Special Rules
RAW ✔️ The Book of Judgement, p88
0-1 Gang Lookout
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 5+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Plentiful, Sidearm |
| or | |||||||||
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
| and either | |||||||||
| Fighting knife | - | E | - | - | S | -1 | 1 | - | Backstab, Melee |
| or | |||||||||
| Axe | - | E | - | - | S+1 | - | 1 | - | Disarm, Melee |
Skills: Evade
Equipment: A Gang Lookout may be armed with either a laspistol or stub gun, and with either a fighting knife or axe.
Special Rules: Heads Up Heads Up: During Skirmish play, a gang with a look-out may add 1 to the dice roll to determine which gang is the Attacker or Defender. Additionally, if a gang with a lookout is the Defender in a scenario that uses the Sneak Attack rules, add 1 to all rolls to determine if a Sentry spots an Attacker.Special Rules
RAW ✔️ Published in all House of ... books
0-1 Grease Monkey
Orlock only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 5+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Wrench (maul) | - | E | - | - | S | +1 | 2 | - | Melee |
| Blowtorch (hand flamer) | T | - | - | - | 3 | - | 1 | 5+ | Blaze |
Skills: Munitioneer
Equipment: A Grease Monkey is armed with a wrench and blowtorch (counts as a maul and hand flamer).
Special Rules: Overcharge Overcharge: A gang with a Grease Monkey can overcharge one of their Brutes, or the jump boosters of their Wreckers, during the pre-battle sequence. An overcharged Brute increases both its Movement and Attacks characteristics by D3 when it activates (roll once and apply the results to both characteristics). However, if a natural 1 is rolled when rolling the D3, the Brute suffers a wound with no save possible. An overcharged jump booster adds D6" to the Movement of a Wrecker (roll each time the fighter is activated). If a natural 1 is rolled, then no extra Movement is gained and the Wrecker may only perform a single action during its activation, as they struggle to control their malfunctioning pack.Special Rules
RAW ✔️ House of Iron, p53
0-2 Narker
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 9+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Fighting knife | - | E | - | - | S | -1 | 1 | - | Backstab, Melee |
Skills: Lie Low
Special Rules: Narker During the Determine Scenario step of the pre-battle sequence, a gang with a 'Narker can modify the final dice roll by 1; either increase or decrease the result. If the gang has two 'Narkers, the gang can instead modify this dice roll by 2. If both gangs have 'Narkers, they cancel each other out (i.e., a gang with two 'Narkers facing a gang with one would only count as having one 'Narker while their opponent would count as having none).Special Rules
RAW ✔️ The Book of Judgement, p89
0-2 Palanite Enforcer Haunt
Palanite Enforcer gangs only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 3 | 2 | 3+ | 1 | 6+ | 6+ | 5+ | 7+ |
Skills: Fearsome
Wargear: hardened flak armour
Special Rules: Part of the Crew, Sanctioned Psyker, Hexagrammatic Dampers Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as the fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. Sanctioned Psyker: A psyker with this special rule may re-roll a failed Willpower test once per battle. Hexagrammatic Dampers: If this fighter suffers a Perils of the Warp there is no need to roll on the Perils of the Warp table, instead this fighter is immediately taken Out of Action with the result on the Lasting Injury table of 15-26 Out Cold. A Palanite Enforcer Haunt has no weapons and is equipped with hardened flak armour. A Palanite Enforcer Haunt has the Fearsome skill. All Haunts are specialised in an area of wyrd manifestation; when added to a gang roster each Palanite Enforcer Haunt must select one of the following types: Mind Control (Basic), Continuous Effect: The wyrd reaches into their foe's brain and takes control of their actions. Choose a single enemy fighter that is both within 9" and line of sight of this fighter. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by this fighter’s controlling player. 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. Hallucinations (Basic): Delving deep into the subconscious of their foe, the wyrd dredges up every dream and horror they can find, making the victim doubt their very reality. Choose an enemy fighter that is within 12" of this fighter. That fighter immediately becomes subject to the Insane condition. 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. Force Field (Basic), Continuous Effect: Casting their power around them, the wyrd shields themselves and those near them from attack. While this Wyrd Power is maintained, this fighter and any friendly fighters within 3" of them improve their Save rolls granted by armour by 1 or, if they do not have a save, gain a 6+ save roll. Force Blast (Basic): Telekinetic energy blasts away anything standing near the wyrd. Any enemy fighters that are within 3" of this fighter are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance.Special Rules
Equipment
Skills
Wyrd Specialisation
Psyrender Wyrd Powers
Bonecrusher Wyrd Powers
RAW ✔️ Bastions of Law, p52
0-1 Pit Trainer
Goliath only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 4+ | 3 | 3 | 1 | 3+ | 2 | 7+ | 5+ | 8+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Chainsword | - | E | +1 | - | S | -1 | 1 | - | Melee, Parry, Rending |
| Fighting knife | - | E | - | - | S | -1 | 1 | - | Backstab, Melee |
Skills: Mentor
Special Rules: Combat Ready Combat Ready: A gang containing a Pit Trainer can train fighters between battles. Up to three fighters, who are not In Recovery, can be trained at once. A fighter who undergoes training gains a random skill, generated from their Primary or Secondary skill lists, for the next battle the fighter takes part in. This is a temporary skill, and is removed from the fighter's card at the end of the battle. If the generated skill is one they already have, they may instead choose the temporary skill from their Primary or Secondary skill lists. However, when a fighter trains for the pit, there is a chance they will be injured. Roll a D6 for each fighter in training. On a roll of 1, the fighter must immediately make a roll on the Lasting Injury table and immediately apply the results. If a fighter suffers an injury that puts them Into Recovery, they must miss the next battle.Special Rules
RAW ✔️ House of Chains, p66
0-1 Prize Fighter
Orlock only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 5+ | 4 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 7+ | 8+ |
Skills: Iron Jaw
Equipment: A Prize Fighter has no equipment.
Special Rules: Bare Knuckle Fighter Bare Knuckle Fighter: In the Collect Income step of the post-battle sequence, a gang with a Prize Fighter may enter them in a fight. If they do, roll two D6 and choose the highest, then multiply the result by 10 to see how many credits the fighter earns for the gang. If, however, a 1 is rolled on either of the D6, no money is made, and if a double 1 is rolled, the Prize Fighter has been killed and must be removed from the gang's roster.Special Rules
RAW ✔️ House of Iron, p54
0-1 Propagandist
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Plentiful, Sidearm |
| or | |||||||||
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Inspirational
Special Rules: Propagandist A gang with a Propagandist can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers. In the pre-battle sequence a gang can declare they are using their Propagandist to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1. A Propagandist also improves recruitment for the gang. When the gang adds a Juve or similarly ranked fighter to their gang roll a D6. On a 6, the gang gains an additional Juve or similarly ranked fighter for free. Rally Allies (Basic): The Propagandist exalts the greatness of their gang and its leader. All friendly fighters within 12" of the Propagandist may add 1 to their Cool characteristic until the end of this round.Special Rules
Optional Rule from Apocrypha Necromunda: Twins of the Two Tunnels
War of Words
RAW ✔️ The Book of Judgement, p30; Apocrypha Necromunda: Twins of the Two Tunnels, p5
0-1 Psychoteric Thrall
Delaque only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Fighting Knife | - | E | - | - | S | -1 | 1 | - | Backstab, Melee |
| and either | |||||||||
| Autogun | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | Rapid Fire (1) |
| or | |||||||||
| Lasgun | 18" | 24" | +1 | - | 3 | - | 1 | 2+ | Plentiful |
| or | |||||||||
| Shotgun | |||||||||
| - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | Knockback |
| - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | Scattershot |
Skills: Evade
Equipment: A Psychoteric Thrall may be armed with either an autogun, a lasgun or a shotgun with solid and scatter ammo. All Psychoteric Thralls are also armed with a fighting knife.
Special Rules: Psychoteric Echo, Disturbingly Familiar, Part of the Crew Psychoteric Echo: A gang with a Psychoteric Thrall can use it as the focal point when a friendly Delaque fighter performs a Wyrd Power action. Whilst this fighter is not Engaged or Seriously Injured, a friendly Delaque fighter that is within 12" of this fighter may choose to channel a Wyrd Power through this fighter. That fighter makes a Willpower check as normal and, if a double 1 is rolled, it is that fighter that will suffer the effects of Perils of the Warp. However, the effect of the Wyrd Power is worked out from the model representing the Psychoteric Thrall, rather than from the model representing the fighter. In other words, line of sight, distance, range and so forth are all measured from the Psychoteric Thrall, not from the fighter using the Wyrd Power. Disturbingly Familiar: When a Psychoteric Thrall is added to the gang, make a note of its House of Origin. This may be either House Cawdor, Escher, Goliath, Orlock or Van Saar. This represents the origin of the unfortunate Thrall. Any enemy fighter that belongs to that House suffers a -2 modifier to Leadership and Willpower checks made whilst within 6" of this fighter. Any enemy fighter that does not belong to that House suffers only a -1 modifier to Leadership and Willpower checks made whilst within 6" of this fighter. Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang's starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.Special Rules
RAW ✔️ House of Shadow, p52
0-2 Rogue Docs
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 7+ | 5+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Plentiful, Sidearm |
| or | |||||||||
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Medicae
Wargear: Medicae kit
Special Rules: Patch Up Patch Up: If a gang has a Rogue Doc, it can make an additional Medical Escort action in the post-battle sequence in addition to any other post-battle actions performed by fighters with the Gang Hierarchy (X) special rule. This visit does not cost any credits – however, a result of 6 on the table is treated as Stabilised rather than a Full Recovery, due to the Rogue Doc's comparatively limited supplies and the lack of proper medicae technology. If a gang has more than one Rogue Doc, it can make this additional action once for each of them. A Rogue Doc may be armed with either a laspistol or stub gun. All Rogue Docs are equipped with a medicae kit.Special Rules
Equipment
RAW ✔️ Published in all House of ... books
0-1 Doctor Arachnos, Rogue Doc
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 7+ | 7+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Plentiful, Sidearm |
| Medical mechadendrites | E | 3" | +1 | - | - | -1 | - | - | Melee, Toxin, Versatile |
Skills: Medicae
Wargear: Bio-scanner, mesh armour, respirator
Special Rules: Medical Mechadendrites, Part of the Crew, Rogue Doc Medical Mechadendrites: Doctor Arachnos' medical mechadendrites allow him to turn any location into an impromptu operating theatre. During the Recovery phase, if Doctor Arachnos is within 3" of a Seriously Injured friendly fighter, instead of making a Recovery check for the fighter, you can make an Intelligence check for Doctor Arachnos. If the check is successful, the fighter immediately recovers from their Serious Injury just as if they had rolled a Flesh Wound on the Injury dice. If the check is failed, the fighter goes Out of Action instead. Doctor Arachnos can only aid one fighter in this way each round. Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang's starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. Rogue Doc: Doctor Arachnos is a Rogue Doc Hanger-on. If hired, he counts as one of the two Rogue Docs a gang may include.Special Rules
RAW ✔️ Book of the Outcast, p42
0-1 Shivver
Escher only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 9+ | 5+ | 6+ |
Skills: Fearsome
Equipment: A Shivver has no equipment.
Special Rules: Psyniscience, Visit Shivver Psyniscience: During the post-battle sequence, a single fighter with the Gang Hierarchy (X) special rule that is able to perform a post-battle action may perform the following post-battle action: Visit Shivver: The Shivver looks into the fighter's future, divining what lies ahead for them and their sisters. Roll 2D6 and consult the table below:Special Rules
Result 2 Doom!: The fighter performing this Visit Shivver post-battle action is so disheartened by their reading, they immediately go Into Recovery. 3-4 The Fates are Unclear: Choose one of the following characteristics: Leadership, Willpower or Intelligence. For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any failed checks made against the chosen characteristic. 5-7 Favourable Portents: For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any hit rolls of a natural 1 when making ranged attacks, and may ignore the rules for Stray Shots against friendly fighters. 8-9 A Great Victory: If the gang of the fighter performing this Visit Shivver post-battle action wins their next battle, the fighter performing this Visit Shivver post-battle action earns an extra D6 XP. 10-11 A Mysterious Stranger: The gang of the fighter performing this Visit Shivver post-battle action can hire a Bounty Hunter Hired Gun for free during the pre-battle sequence of their next battle. However, at the end of that battle, the Bounty Hunter automatically departs. 12 Fortune and Glory: During the post-battle sequence of their next battle, the fighter performing this Visit Shivver post-battle action may double the amount of Experience they earn, and may double the amount of credits and Reputation their gang earns.
RAW ✔️ House of Blades, p51
0-1 Slopper
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 9+ | 5+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Fighting knife | - | E | - | - | S | -1 | 1 | - | Backstab, Melee |
Special Rules: Grub's Up Grub's Up: At the end of the Spend Experience step of the pre-battle sequence, roll a D6 for each of the gang's fighters that is In Recovery. On a roll of 6, a constant supply of good food has helped them recover more quickly – the fighter's In Recovery box on the gang roster is cleared, and they are now available for this battle. A Slopper is armed with a fighting knife.Special Rules
Equipment
RAW ✔️ Published in all House of ... books
0-1 Bigby Crumb, Ratling Slopper
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 4+ | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 5+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Slop pot ladle (club) | - | E | - | - | S | +1 | 2 | - | Melee |
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Lie Low
Special Rules: Slop Pot, Grub's Up, Part of the Crew Slop Pot: When Bigby Crumb is hired, he brings along his Slop Pot. The Slop Pot is represented by its own model and is placed within 2" of Bigby when he is deployed on the battlefield. The Slop Pot may be moved in the same way as a Loot casket (see the Necromunda Rulebook) and counts as cover. While within 2" of the Slop Pot, Bigby may perform the Add Ingredients (Basic) action. When he performs this action, choose one of the following effects: Slopper: Bigby Crumb is a Slopper Hanger-on and follows the Grub's Up rule for aiding fighters In Recovery. If hired, he counts as the one Slopper a gang may include. Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang's starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.Special Rules
RAW ✔️ Book of the Outcast, p32
0-2 Spyker
Delaque Only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 6+ | 6+ | 3 | 3 | 2 | 3+ | 1 | 5+ | 5+ | 4+ | 6+ |
Skills: A Spyker has no skills.
Equipment: A Spyker carries no equipment.
Special Rules: Flight, Part of the Crew, Non-sanctioned Psyker Flight: A Spyker 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. Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang's starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. 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. A Spyker is a Psyker and knows the following Wyrd Powers: Presented below are special rules that will allow you to recreate the events described in Sump City Sinking. If the Arbitrator wishes, these rules can be used by any Delaque gang during a campaign. During the Choose Crews step of the Pre-battle Sequence, any Spykers may choose to use the following wyrd powers instead of those presented in Necromunda: House of Shadow. Crush (Basic): 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. Witchfire (Double): All enemy models within 3" of this fighter suffer a S5, D2, AP -1 hit as if from a weapon with the Blaze trait. Mind Maze (Basic, Continuous): Target a single Standing and Active enemy fighter that is both within 6" and line of sig ~t of this fighter. The target must make an Initiative test, if the test is failed they change their status to Prone and Pinned. Additionally, while this power is maintained, each time the target activates they must make an Intelligence test, if the test is failed then any ranged or melee attack they perform during their activation suffers a -1 penalty to hit. One additional enemy fighter may be chosen as the target of this power for each friendly Delaque fighter within 3" of the Wyrd that is Standing and Active. RAW ✔️ Apocrypha Necromunda: Sump City Sinking, p5Special Rules
Wyrd Powers
Optional Rules: The Confluence of Shadows
RAW ✔️ House of Shadow, p54
0-1 Tech-merchant
Van Saar: 40 credits
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Master-crafted laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Master-crafted, Plentiful, Sidearm |
| or | |||||||||
| Master-crafted las sub-carbine | 10" | 24" | +1 | - | 3 | - | 1 | 4+ | Master-crafted, Plentiful, Rapid Fire (1) |
Skills: Munitioneer
Equipment: A Tech-merchant may be armed with either a master-crafted laspistol or a master-crafted las sub-carbine.
Special Rules: Techno-Baubles, Friends in the Trade Techno-baubles: If a gang has a Tech-merchant, it may reduce the Rare and/or Illegal value of any item in the Trading Post or the Black Market by 2, to a minimum of 7+. If this reduction would cause the Rare or Illegal value to fall below 7+, the item instead becomes Common. Friends in the Trade: During every post-battle sequence, the cost of one item found in the Trading Post or Black Market may be reduced by D3x10 credits, to a minimum of 20 credits.Special Rules
RAW ✔️ House of Artifice, p53
0-3 Underhive Traders
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 7+ |
Skills: Lie Low
Special Rules: The Finest Merchandise, Specialist Product The Finest Merchandise: Having an Underhive Trader around means the gang has access to all manner of goods. More importantly, they can use the Trader's connections to find rare goods. An Underhive Trader can make the Trade action during the post-battle sequence just as if they were a Leader. Specialist Product: Most Underhive Traders have their own specialities and when hired on to the gang players must choose one of the following Trader types, gaining the additional benefits listed here:Special Rules
Equipment
Skills
Necromunda is a hugely diverse world with hundreds of hive cities and countless thousands of smaller settlements, all with their own people and Traders. While the four Traders represented here offer a taste of what might be available, Arbitrators and players are welcome to come up with their own, assigning them a special small benefit, equipment and skill appropriate to their profession. For instance, a Trader could deal in armour, offering repairs to a gang and access to better protection, or perhaps the Trader deals in archeotech, carrying a few of the strange devices themselves and able to furnish a gang with a few more.
RAW ✔️ Book of the Outcast, p36
0-1 Whisper Merchant
Delaque: 30 credits
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 8+ | 5+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Lie Low
Special Rules: Useful Lies Useful Lies: During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews (when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee again or remove the Whisper Merchant from their gang roster.Special Rules
RAW ✔️ House of Shadow, p56
0-1 Silberlant Sevos, Whisper Merchant
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 8+ | 5+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Cold and Calculating (see below Skill section), Lie Low
Wargear: -
Special Rules: Vox Hack, Whisper Merchant, Useful Lies, Part of the Crew Vox Hack: Silberlant Sevos can perform the Gather Intelligence (Double) action: Whisper Merchant: Silberlant Sevos is a Whisper Merchant. If hired he counts as the one Whisper Merchant a gang may include. Useful Lies: During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews (when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee again or remove the Whisper Merchant from their gang roster. Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang's starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. Cold and Calculating: Once per round, when making a Cool or Willpower test, this fighter may make the test against their Intelligence characteristic instead.Special Rules
Skills
RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p111
Outlaw Hangers-on
0-1 Agitator
Available to any Outlaw Gang
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
| Or | |||||||||
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Plentiful, Sidearm |
Skills: Inspirational
Special Rules: Agitator, Outlaw A gang with an Agitator can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers. In the pre-battle sequence a gang can declare they are using their Agitator to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1. An Agitator also improves recruitment for the gang. When the gang rolls to see if they get a free fighter from a Territory, such as those provided by a Settlement, they may roll twice and choose the result they want. Outlaw: An Agitator can only be hired by Outlaw gangs. Rile 'em Up (Basic): The Agitator fires up their allies, extolling the glory that awaits them. All friendly fighters within 12" of the Agitator may add 1" to their Movement characteristic until the end of this round.Special Rules
Optional Rule from Apocrypha Necromunda: Twins of the Two Tunnels
War of Words
RAW ✔️ The Book of Ruin, p53; Apocrypha Necromunda: Twins of the Two Tunnels, p5
0-1 Cadaver Merchant
Available to any Outlaw Gang
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Chainaxe | - | E | - | +1 | S+1 | -1 | 1 | - | Disarm, Melee, Parry, Rending |
Skills: Fearsome
Special Rules: Cadaver Merchant, Outlaw A gang with a Cadaver Merchant can sell their dead for profit. If a member of the gang dies (not including Hired Guns, Hangers-on, Brutes or Exotic Beasts), either by rolling a Memorable Death result on the Lasting Injury table, or Critical Injury that is not healed by the doc, then they can be sold to the Cadaver Merchant for D3x10 credits. A Cadaver Merchant can also acquire bodies for the gang. In an Uprising Campaign a gang with a Cadaver Merchant gains an additional portion of Meat in the post-battle sequence. Outlaw: A Cadaver Merchant can only be hired by Outlaw gangs.Special Rules
RAW ✔️ The Book of Ruin, p52
0-1 Flagellator
Outlaw Cawdor only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 6+ | 3 | 3 | 1 | 5+ | 1 | 9+ | 6+ | 7+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Flail | - | E | - | +1 | S+1 | - | 1 | - | Entangle, Melee |
Skills: Fearsome
Special Rules: Purification through Pain, Outlaw Purification through Pain: During the pre-battle sequence, after setting up the battlefield but before choosing crews, a gang with a Flagellator may attempt to bring one of its fighters out of Recovery. The chosen fighter immediately makes a Toughness check. If this check is passed, the fighter leaves Recovery and may be included in the crew for this battle. However, this fighter begins the battle with one Flesh Wound. Outlaw: A Flagellator can only be hired by Outlaw gangs.Special Rules
RAW ✔️ House of Faith, p57
0-1 Heretek
Available to any Outlaw Gang
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 7+ | 5+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Grav gun | 9" | 18" | +1 | - | * | -1 | 2 | 5+ | Blast (3"), Concussion, Graviton Pulse |
| Or | |||||||||
| Plasma gun | |||||||||
| - low | 12" | 24" | +2 | - | 5 | -1 | 2 | 5+ | Rapid Fire (1), Scarce |
| - maximal | 12" | 24" | +1 | - | 7 | -2 | 3 | 5+ | Scarce, Unstable |
Skills: Munitioneer
Wargear: Mesh armour
Special Rules: Heretek, Outlaw If a gang includes a Heretek then it can have them enhance one of the gang's weapons before a game. At the end of Step 5 of the pre-battle sequence, select one fighter from your crew. One of the weapons carried by the fighter gains either the Blaze, Concussion, Power, Rad-phage or Shock trait, as chosen by the controlling player. The weapon also gains the Unstable trait, or the Reckless trait if it has the Melee trait as well. These traits last until the end of the battle. Outlaw: A Heretek can only be hired by Outlaw gangs.Special Rules
RAW ✔️ The Book of Ruin, p53
0-1 Hive Preacher
Outlaw Cawdor only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 6+ | 3 | 3 | 1 | 3+ | 1 | 5+ | 6+ | 5+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Two-handed hammer | - | E | - | -1 | S+1 | - | 3 | - | Knockback, Melee, Unwieldy |
Skills: Inspirational
Special Rules: Sermon, Part of the Crew, Outlaw Sermon: A gang with a Hive Preacher may roll a D6 at the end of any pre-battle sequence and add this many Faith dice to their Faith dice pool. In addition, if a Hive Preacher is on the battlefield and not Seriously Injured or broken, then they count as three fighters when determining the number of Cawdor fighters generating Faith dice in the End phase. Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang's starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on. Outlaw: A Hive Preacher can only be hired by Outlaw gangs.Special Rules
RAW ✔️ House of Faith, p56
0-2 Nomad Arthromite Herder
Ash Waste Nomads only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Hunters polearm | - | E | - | - | S+1 | -1 | 1 | - | Melee |
Skills: Ghost of the Wastes
Wargear: Mesh armour, ash cloak
Special Rules: Arthromite Whisperer, Training Program Arthromite Whisperer: During the post-battle sequence, a Nomad Arthromite Herder may tend to the wounds of an Arthromite Duneskuttler. If the Arthromite Duneskuttler is Critically Injured, it goes into Recovery. Otherwise roll a D6, on a 3+ the Arthromite Duneskuttler heals any lasting injuries it has and goes into Recovery. This cannot be performed in the same post-battle sequence as the Training Program ability. Training Program: During the post-battle sequence, a Nomad Arthromite Herder may attempt to train an Arthromite Duneskuttler. Make an Intelligence test for the Nomad Arthromite Herder, if successful, the Arthromite Duneskuttler earns D3 XP. This cannot be performed in the same post-battle sequence as the Arthromite Whisperer ability.Special Rules
RAW ✔️ Tribes of the Wastelands, p64
0-1 Proxy
Available to any Outlaw Gang
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 8+ | 7+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
| Or | |||||||||
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Plentiful, Sidearm |
Skills: Evade
Special Rules: Proxy, Outlaw An Outlaw gang with a Proxy can sell captives to the Guilders and may use the Trading Post. However, each time they do so they must roll a D6, and on a result of 5+ the action fails. The gang can also attempt to make an Alliance with the Merchants Guild or the Imperial House. If it does, before the Alliance is formed roll a D6. On a 6, the Alliance fails and the Proxy is removed from the gang's roster, otherwise the Alliance is formed as normal. If an Outlaw gang is ever required to Test the Alliance with the Merchants Guild or the Imperial House then the Alliance is automatically ended without the need to roll. Outlaw: A Proxy can only be hired by Outlaw gangs.Special Rules
RAW ✔️ The Book of Judgement, p89
0-1 Scabber
Available to any Outlaw Gang
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 4+ | 3 | 3 | 1 | 5+ | 1 | 7+ | 8+ | 8+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Shotgun | |||||||||
| - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | Knockback |
| - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | Scattershot |
Skills: Savvy Trader
Weapons: Shotgun (solid & scatter)
Special Rules: Scabber, Outlaw When a gang with a Scabber sells a piece of Illegal equipment in the post-battle sequence, it gains the item's value less D3x10 credits (to a minimum of 5). A Scabber, provided they are not in Recovery, can make a Trade action in the post-battle sequence provided the gang is visiting the Black Market. Outlaw: A Scabber can only be hired by Outlaw gangs.Special Rules
RAW ✔️ The Book of Judgement, p88