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Law Abiding Bounty Hunters

NecroRAW

For Hired Guns recruitment rules, whether for Law Abiding or Outlaw gangs, see the Bounty Hunters, House Agents and Hive scum section of the Necromunda Core Rulebook.

NameRestrictionCost
Apollus Kage-305
Arbelesta & Aramista, Shadows of Catallus-250, 250
Ashwood Stranger-170
Attilus the Axe, Pit TyrantGoliath275
Baertrum Arturos III-290
Belladonna-275
Betti BansheeEscher170
Calthyxis, the Ghost of PrimusDelaque195
The Deserter-225
Djangar 'Gunfists', Over-tyrantGoliath290
Eyros Slagmyst-270
Freikstorn Strix-290
Gor Half-horn-235
Gorshiv Hammerfist-260
Grendl Grendlsen-280
Hagar Freelord, Master of the Mercator Umbrus-180
The Headsman, Thane's ExecutionerCawdor210
Kal Jericho-340
Kria 'the Huntress' Kytoro, Escher Death MaidenEscher240
Krotos Hark-220
Lisbeth the Iron AngelVan Saar315
Mortanna Shroud, Sanctioned Psyker-330
Ortruum 8-8-250
Rex Spires-315
Scrutinator Primus Servalen-240
Slate Merdena, Orlock Road BossOrlock360
Thaetos 23-2, Psykanarium Wyrdlock-285
Urson GrimjarlIronhead Squat Prospectors160
Vespa 'Minx' Merdena, Orlock Wild ChildOrlock (Vehicle)245
Von Buren the Rogue ArcheotekVan Saar285
Vorgen 'Gunner' Mortz-305
Wilcox 'Wild Snake' CinderjackOrlock190
Yageloth, Master of WhispersDelaque120
Yar Umbra, Void-born-230
Yolanda Skorn-230

Apollus Kage

MWSBSSTWIALdClWilInt
5"4+3+3332+27+7+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Boltgun12"24"+1-4-124+Rapid Fire (1)
Shotgun
- solid ammo8"16"+1-4-24+Knockback
- scatter ammo4"8"+2-2-14+Scattershot
- executioner ammo4"16"-1+14-226+Knockback, Limited
Fighting knife-E--S-11-Backstab, Melee

Skills: Hip Shooting, True Grit Wargear: Frag grenades, mesh armour, photo-goggles, respirator Special Rules: Bounty Hunter

Special Rules

Bounty Hunter: As a Bounty Hunter, Apollus is subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

RAW ✔️ The Book of Peril, p49

Aramista & Arbelesta, Shadows of Catallus

Aramista Dae Catallus

MWSBSSTWIALdClWilInt
5"2+6+3333+37+7+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Stiletto sword-E----1--Melee, Parry, Toxin
Stiletto knife-E-+1----Melee, Toxin

Skills: Counter-attack, Impetuous, Rain of Blows Wargear: Chem-synth, mesh, displacer field, mesh armour, photo-goggles, respirator Special Rules: Unique Partnership, Bounty Hunter, Bodyguard

Special Rules

Unique Partnership: Aramista Dae Catallus may be hired alongside Arbelesta Raen Catallus, allowing a gang to field two Bounty Hunters rather than the usual one.

Bounty Hunter: As a Bounty Hunter, Aramista is subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

Bodyguard: If Arbelesta Raen Catallus is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto Aramista Dae Catallus if he is within 2" of Arbelesta.

RAW ✔️ The Book of Peril, p41

Arbelesta Raen Catallus

MWSBSSTWIALdClWilInt
5"6+2+3323+17+7+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Needle long rifle24"45"-+1--2-6+Scarce, Silent, Toxin
Needle pistol4"9"+2---1-6+Scarce, Sidearm, Silent, Toxin

Skills: Infiltrate, Precision Shot, Trick Shot Wargear: Chem-synth, mesh armour, photo-goggles, respirator, infra-sight (needle long rifle) Special Rules: Unique Partnership, Bounty Hunter, Slotted

Special Rules

Unique Partnership: Arbelesta Raen Catallus may be hired alongside Aramista Dae Catallus, allowing a gang to field two Bounty Hunters rather than the usual one.

Bounty Hunter: As a Bounty Hunter, Arbelesta is subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

Slotted: If Aramista Dae Catallus is hit and wounded as the result of a Fight (Basic) action made by an enemy fighter that is within Arbelesta Raen Catallus' vision arc and line of sight, and if she is not Prone, Arbelesta may immediately make a single Shoot (Basic) action targeting the fighter that inflicted the hit. Arbelesta does not need to be Ready to make this action and making this action will not cause her to lose her Ready marker.

RAW ✔️ The Book of Peril, p40

Ashwood Stranger

MWSBSSTWIALdClWilInt
5"4+2+3333+28+3+5+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Custom stub gun6"16"+2-3-14+Plentiful, Sidearm
- with dum dum rounds5"10"+1-4-14+Limited, Sidearm
Custom autopistol4"16"+1-3-14+Rapid Fire (1), Sidearm
Nomad blade-E-+1S-21-Melee, Parry

Skills: Gunfighter, Fast Shot, Hip Shooting Wargear: Flak armour Special Rules: Quick Draw, Where He Needs To Be, Outcasts Leader

Special Rules

Quick Draw: It's very hard to get the drop on Ashwood. If Ashwood is targeted by a shooting attack while he has a Ready marker, he may make an immediate ranged attack against the attacking enemy fighter with any one of his weapons. This does not remove his Ready marker.

Where He Needs To Be: Ashwood has a habit of turning up just when and where he needs to be. In scenarios that use Random Crew Selection, Ashwood may always be included in the player's crew – though he still counts against the maximum number of fighters allowed.

Outcasts Leader: This fighter may either be selected as an Outcasts Leader when making an Outcasts gang (see Elevating an Underhive Outcasts Leader), replacing the normal option for an Outcasts Leader, or may be hired as a Bounty Hunter, following all the normal rules for Hired Guns.

RAW ✔️ Book of the Outcast, p130

Attilus the Axe, Pit Tyrant

Goliath only

MWSBSSTWIALdClWilInt
5"2+4+5423+48+5+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
God Cleaver-E--S+2-22-Melee, Pulverise, Unwieldy
Stub gun6"12"+2-3-14+Plentiful, Sidearm

Skills: Bull Charge, Iron Man, Unleash the Beast Weapons: Stub gun, god cleaver Wargear: Furnace plates Special Rules: Undefeated, Goliath Pit Tyrant

Special Rules

Undefeated: Attilus has no concept of defeat, as he's never be bested in close combat. Attilus can ignore the first Out of Action result he suffers on the Injury dice.

Goliath Pit Tyrant: Attilus the Axe is a Bounty Hunter that can only be hired by House Goliath gangs. He is subject to the "You Get What You Pay For", Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

RAW ✔️ House of Chains, p112

Baertrum Arturos III

MWSBSSTWIALdClWilInt
5"3+3+3323+26+5+6+5+
WeaponRg SRg LAc SAc LSAPDAmTraits
Artisan needle pistol with auto loader4"9"+2---1-4+Sidearm, Silent, Toxin
Stiletto knife-E------Melee, Toxin

Skills: Disarm, Escape Artist, Nerves of Steel Wargear: Infra-sight, light carapace armour

RAW ✔️ Gangs of the Underhive, p65

Belladonna

MWSBSSTWIALdClWilInt
6"2+5+3323+27+7+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Power axe-E--S+2-21-Disarm, Melee, Power
Stiletto knife-E------Melee, Toxin
Fighting knife-E--S-11-Backstab, Melee
Plasma pistol
- low6"12"+2-5-125+Scarce, Sidearm
- maximal6"12"+1-7-235+Scarce, Sidearm, Unstable

Skills: Berserker, Combat Master, True Grit Wargear: Light carapace armour

RAW ✔️ Gangs of the Underhive, p68

Betti Banshee

Escher only

MWSBSSTWIALdClWilInt
7"3+4+4322+38+7+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Custom power blade (x2)-E--S+2-21-Melee, Parry, Power

Skills: Parry Wargear: Mesh armour Special Rules: Banshee Wail, House Escher Bounty Hunter

Special Rules

Banshee Wail: When a fighter activates within 6" of Betti Banshee, they must make a Willpower check. If this check is failed, they may only take a single action during their activation. In addition, fighters may not make Reaction attacks against Betti Banshee if she made a Charge (Double) action during her activation.

House Escher Bounty Hunter: Betti Banshee is a Bounty Hunter that can only be hired by House Escher gangs. She is subject to the "You Get What You Pay For", Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

RAW ✔️ House of Blades, p44

Calthyxis, the Ghost of Primus

Delaque only

MWSBSSTWIALdClWilInt
6"2+3+3322+37+5+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Auto-needler6"12"+2---1-4+Rapid Fire (2), Toxin
Whisperblade-E-+1--1--Melee, Toxin

Skills: Faceless, Infiltrate, Overwatch Wargear: Armoured undersuit, mesh armour, respirator Special Rules: Ghost of Primus, Face of a Killer

Special Rules

Ghost of Primus: Calthyxis counts as a Bounty Hunter that can only be hired by House Delaque gangs. It is subject to the "You Get What You Pay For", Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

Face of a Killer: Calthyxis has centuries of memories and talents to draw upon and can dredge up the right skill for the job when needed. At the start of the battle, during the Choose Crew step of the pre-battle sequence, Calthyxis can choose any two skills to know for the battle. These skills may be chosen from the Agility, Brawn, Combat, Cunning, Ferocity, Shooting and Obfuscation skill sets.

RAW ✔️ House of Shadow, p46

The Deserter

MWSBSSTWIALdClWilInt
4"3+4+3424+27+6+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shotgun
- solid ammo8"16"+1-4-24+Knockback
- scatter ammo4"8"+2-2-14+Scattershot
Frag grenades-Sx3--3-14+Blast (3"), Grenade, Knockback
Fighting knife-E--S-11-Backstab, Melee

Skills: Medicae, Mentor, Overseer Wargear: Armoured undersuit, flak armour

RAW ✔️ Gangs of the Underhive, p69

Djangar 'Gunfists', Over-tyrant

Goliath only

MWSBSSTWIALdClWilInt
4"3+3+4534+36+4+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Custom stub cannons (x2)9"18"--5-13+Knockback, Plentiful, Sidearm***

Skills: Gunfighter Wargear: Furnace Plates Special Rules: Storm of Fire, Goliath Over-tyrant

Special Rules

Storm of Fire: If Djangar doesn't move during his activation, his custom stub cannon gain the Rapid Fire (1) trait.

Goliath Over-tyrant: Djangar is a Bounty Hunter that can only be hired by House Goliath gangs. He is subject to the "You Get What You Pay For", Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

RAW ✔️ House of Chains, p129

Eyros Slagmyst

MWSBSSTWIALdClWilInt
4"3+4+3425+15+7+5+5+
WeaponRg SRg LAc SAc LSAPDAmTraits
Laspistol8"12"+1-3-12+Plentiful, Sidearm
Frag grenades-Sx3--3-14+Blast (3"), Grenade, Knockback
Fighting knife-E--S-11-Backstab, Melee

Skills: Iron Jaw, Nerves of Steel, True Grit Wargear: Armoured undersuit, bio-booster, furnace plates, medicae kit, photo-goggles

RAW ✔️ Gangs of the Underhive, p70

Freikstorn Strix

MWSBSSTWIALdClWilInt
6"5+4+3324+28+7+8+10+
WeaponRg SRg LAc SAc LSAPDAmTraits
Harpoon launcher6"18"+2-5-315+Drag, Impale, Scarce
Autopistol4"12"+1-3-14+Rapid Fire (1), Sidearm
Fighting knife-E--S-11-Backstab, Melee

Skills: Catfall, Clamber, Mighty Leap, Sprint Wargear: Armoured bodyglove, flak armour, S.H.O.C.K wing (combines the rules for a drop rig, a grapnel launcher and a grav-chute)

RAW ✔️ The Book of Peril, p31

Gor Half-horn

MWSBSSTWIALdClWilInt
4"3+4+4424+15+6+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Chainsword-E-+1S-11-Melee, Parry, Rending
Plasma pistol
- low6"12"+2-5-125+Scarce, Sidearm
- maximal6"12"+1-7-235+Scarce, Sidearm, Unstable
Shotgun
- solid ammo8"16"+1-4-24+Knockback
- scatter ammo4"8"+2-2-14+Scattershot

Skills: Berserker, Bull Charge, Fearsome Wargear: Flak armour

RAW ✔️ Gangs of the Underhive, p71

Gorshiv Hammerfist

MWSBSSTWIALdClWilInt
4"2+4+5433+46+4+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
'Wreck and Ruin'- paired power hammers-E--S+1-22-Melee, Paired, Power
Stub gun6"12"+2-3-14+Plentiful, Sidearm

Skills: Bull Charge, Walk It Off Wargear: Flak armour Special Rules: Combat Chems Stash, Implacable, Bounty Hunter

Special Rules

Combat Chems Stash: Whenever this fighter is activated, he may choose to use combat chems. Until the End phase of this round, this fighter gains an additional D3 Attacks. However, if the dice roll is a natural 1, he instead suffers a bad reaction and his Attack characteristic is reduced to 1 until the End phase of this round.

Implacable: Gorshiv Hammerfist is never Pinned as a result of being hit by a ranged attack. Additionally, he is never moved as a result of a skill or weapon trait.

Bounty Hunter: Gorshiv Hammerfist is a Bounty Hunter. He is subject to the "You Get What You Pay For", Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…'' special rules.

RAW ✔️ The Aranthian Succession – Cinderak Burning, p73

Grendl Grendlsen

MWSBSSTWIALdClWilInt
3"3+4+3435+15+7+5+5+
WeaponRg SRg LAc SAc LSAPDAmTraits
Boltgun12"24"+1-4-126+Rapid Fire (1)
Power hammer-E--S+1-12-Melee, Power
Frag grenades-Sx3--3-14+Blast (3"), Grenade, Knockback

Skills: Combat Master, Iron Jaw, Nerves of Steel Wargear: Armoured undersuit, flak armour

RAW ✔️ Gangs of the Underhive, p72

Hagar Freelord, Master of the Mercator Umbrus

MWSBSSTWIALdClWilInt
4"4+4+3324+26+6+7+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Two plasma pistols
- low6"12"+2-5-125+Scarce, Sidearm
- maximal6"12"+1-7-235+Scarce, Sidearm, Unstable

Skills: Overseer Wargear: Mesh armour, respirator Special Rules: Ex-Guilder Armouries, Well-connected, Outcasts Leader

Special Rules

Ex-Guilder Armouries: If Hagar is chosen to be the leader of an Outcasts gang then any fighter in his gang may buy items from the Trading Post up to a Rarity of 8 when added to the gang roster.

Well-connected: Hagar can 'work' his contacts as a post-battle action. If he does so then add D6x10 credits to either his gang's Stash (if he has been chosen as an Outcasts Leader) or D3x10 credits to the gang's Stash he is working with (if he has been chosen as a Bounty Hunter).

Outcasts Leader: This fighter may either be selected as an Outcasts Leader when making an Outcasts gang (see Elevating an Underhive Outcasts Leader), replacing the normal option for an Outcasts Leader, or may be hired as a Bounty Hunter, following all the normal rules for Hired Guns.

RAW ✔️ Book of the Outcast, p87

The Headsman, House Cawdor Executioner

Cawdor only

MWSBSSTWIALdClWilInt
5"3+6+4333+37+7+6+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Two-handed axe-E--1S+2-2-Melee, Unwieldy

Skills: Counter-attack, Fearsome, Inspirational, Rain of Blows Wargear: Light carapace armour, stimm-slug stash Special Rules: Iconic Figure, Cawdor Bounty Hunter, Articles of Faith

Special Rules

Iconic Figure: The Headsman is an iconic figure that inspires fear and fervour in members of House Cawdor. As such, he has the Gang Hierarchy (Champion) and Group Activation (1) special rules.

Cawdor Bounty Hunter: The Headsman is a Bounty Hunter that can only be hired by House Cawdor gangs. He is subject to the "You Get What You Pay For", Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

Articles of Faith: The Headsman generates Faith dice as normal for a House Cawdor fighter. Additionally, he may perform Articles of Faith. He follows the Path of the Fanatic.

RAW ✔️ House of Faith, p76

Kal Jericho

MWSBSSTWIALdClWilInt
5"3+2+3332+37+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
2x Master-crafted hotshot laspistols8"12"+1-4-112+Plentiful, Sidearm
Duelling sabre-E-+1S-21-Melee, Parry

Skills: Counter-attack, Gunfighter, Inspirational, Spring Up, Step Aside Wargear: Filter plugs, flak armour, strip kit Special Rules: A Charmed Life, Bounty Hunter, "Come Along Scabs!"

Special Rules

A Charmed Life: The incredible luck and good fortune of Kal Jericho enables him to somehow avoid all but the most deadly of attacks. This tremendous luck grants Kal a 3+ save roll, which cannot be modified by Armour Piercing. Additionally, Kal may avoid being caught by a Blast marker or Flame template. If Kal is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, Kal is hit by the attack. On a 1-3, Kal is somehow not troubled by the attack and it misses him completely.

Bounty Hunter: As a Bounty Hunter, Kal is subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

"Come Along Scabs!": As Kal's loyal sidekick, Scabs may be hired alongside him for 100 credits rather than the usual 200 credits. Additionally, due to the notoriety Scabs has earned through his association with Kal, he follows the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules as if he were a Bounty Hunter, rather than Hive Scum. If a gang has hired both Dramatis Personae together, roll a single D6 for both together if "We'll Get Our Bit…" requires a D6 to be rolled.

RAW ✔️ The Book of Peril, p18

Kria 'the Huntress' Kytoro, Escher Death Maiden

Escher only

MWSBSSTWIALdClWilInt
5"3+3+3333+26+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Long las18"36"-+14-12+Plentiful
Autopistol4"12"+1-3-14+Rapid Fire (1), Sidearm
Throwing knivesSx2Sx4--1S-1-5+Scarce, Toxin
Stiletto knife-E------Melee, Toxin

Skills: Infiltrate, Precision Shot, Step Aside Wargear: Chem-synth, infra-sight (long las), mesh armour Special Rules: Death-maiden

Special Rules

Death-maiden: Kria the Huntress is a Bounty Hunter that can only be taken by Escher gangs.

RAW ✔️ Gangs of the Underhive, p75

Krotos Hark

MWSBSSTWIALdClWilInt
4"3+4+3424+27+4+7+4+
WeaponRg SRg LAc SAc LSAPDAmTraits
Stub cannon9"18"--5-13+Knockback
Fighting knife-E--S-11-Backstab, Melee

Skills: Headbutt, Inspirational, Munitioneer Wargear: Armoured undersuit, furnace plates

RAW ✔️ Gangs of the Underhive, p76

Lisbeth the Iron Angel

Van Saar only

MWSBSSTWIALdClWilInt
5"4+4+5434+35+5+7+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Twin-linked heavy las carbine (Arachni-rig servo-suit)15"30"+1-4-14+Plentiful, Rapid Fire (3)
Rad gun-T--2-214+Rad-phage, Template
Servo arm (x3)E3"-+1S-1-Melee, Versatile

Skills: Bull Charge, Nerves of Steel Wargear: Van Saar arachni-rig servo-suit Special Rules: Arachno-Cyberteknika Savant, House Van Saar Bounty Hunter, "You Get What You Pay For", Dead, Not Alive, Claiming Bounties, "We'll Get Our Bit…"

Special Rules

Arachno-Cyberteknika Savant: Lisbeth ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to her Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). In addition, she may re-roll failed Initiative checks to see if she falls when she goes from Standing to Prone within 1/2" of the edge of a level or platform. Should Lisbeth ever fall, half the distance (rounding fractions up) for the purposes of determining the Strength, AP and Damage of the hit she suffers.

House Van Saar Bounty Hunter: Lisbeth the Iron Angel is a Bounty Hunter that can only be hired by House Van Saar gangs. She is subject to the "You Get What You Pay For", Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

RAW ✔️ House of Artifice, p79

Mortanna Shroud, Sanctioned Psyker

MWSBSSTWIALdClWilInt
5"4+5+3313+27+7+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Laspistol8"12"+1-3-12+Plentiful, Sidearm

Skills: Escape Artist, Sanctioned Psyker Wargear: Flak armour, refractor field Wyrd Powers: Scouring, Assail, Hammerhand Special Rules: Bounty Hunter, Psychic Chains

Wyrd Powers

Pyromancy

Scouring (Basic): Coruscating balefire erupts from Mortanna's eyes or outstretched hands, engulfing the enemy. For as long as this Wyrd Power is maintained, Mortanna counts as being armed with the following weapon:

WeaponRg SRg LAc SAc LSAPDAmTraits
Scouring-T--2-1-Blaze, Template

Telekinesis

Assail (Basic): Mortanna uses the force of her will to push enemies and objects from their path. Immediately make a ranged attack against an enemy fighter within 12" and line of sight. If hit, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit, and becomes Prone and Pinned.

Biomancy

Hammerhand (Basic), Continuous Effect: Focussing the raw power of the Warp, Mortanna augments her strength to a point that a single blow can crush bone. For as long as this Wyrd Power is maintained, Mortanna counts as being armed with the following weapon:

WeaponRg SRg LAc SAc LSAPDAmTraits
Hammerhand-E--S+2-12-Melee, Pulverise
Special Rules

Bounty Hunter: As a Bounty Hunter, Mortanna is subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules (see page 63 of Necromunda: Gangs of the Underhive).

Psychic Chains: If Mortanna is taken Out of Action, immediately before her model is removed from play, all enemy fighters within D6" of her suffer a Strength 1 automatic hit, as if from a weapon with the Seismic trait.

RAW ✔️ The Book of Peril, p44

Ortruum 8-8

MWSBSSTWIALdClWilInt
4"5+5+3324+16+7+5+5+

Skills: Fearsome, Sanctioned Psyker Wyrd Powers: Mind Lock, Premonition, Force Blast Special Rules: Flight, Soul Hound, Team Work

Wyrd Powers

Telepathy

Premonition (Simple), Continuous Effect: The ability to read the thoughts of others possessed by this Psyker enables it to dodge and evade all but the most unexpected of attacks. This Wyrd Power grants the Psyker a 4+ save roll, which cannot be modified by a weapon's Armour Piercing characteristic.

Mind Lock (Basic): Nominate an enemy fighter anywhere within 18" of this Psyker that has not already activated this round. For the remainder of this round, that fighter cannot activate and may not take part in a group activation.

Telekinesis

Force Blast (Basic): Any enemy fighters within 3" of this Psyker are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop 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

Flight: Ortruum 8-8 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.

Soul Hound: A unique ability possessed by Ortruum 8-8, and one that makes its services particularly valuable to Bounty Hunters, Enforcers and Guilders, is the ability to hunt down individuals based on their psychic spoor. Before a game begins, nominate one fighter (Leader, Champion, Juve, Specialist or equivalent) from your opponent's gang. This fighter is the one that Ortruum 8-8 has been sent to track down. This fighter must be deployed on the table at the start of the game, and must therefore be included in your opponent's crew, however that is selected.

For the duration of this game, the nominated fighter is haloed by a ghostly illumination, marking them out to their enemies as Ortruum 8-8 constantly focuses upon their location. All shooting attacks made against the nominated fighter gain a +1 modifier on hit rolls. Additionally, the nominated fighter may not use the Infiltrate or Lie Low skills for the duration of this game.

Team Work: Ortruum 8-8 may be hired alongside other Bounty Hunters, allowing a gang to field two Bounty Hunters rather than the usual one.

RAW ✔️ Gangs of the Underhive, p66

Rex Spires

MWSBSSTWIALdClWilInt
5"4+5+3324+17+7+8+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Frag trap----3-1-Blast (5"), Knockback
Melta trap----8-43-Blast (5"), Melta
Blasting charge-Sx2--5-125+Blast (5"), Knockback, Grenade
Demo charge-Sx2--6-33*Blast (5"), Single Shot, Grenade
Fighting knife-E--S-11-Backstab, Melee

Skills: Evade, Lie Low Wargear: Flak armour

Special Rules

Unique Partnership: Rex Spires may be hired alongside Vorgen Mortz, allowing a gang to field two Bounty Hunters rather than the usual one.

Demolitions: During the pre-battle sequence, Rex may place up to three booby traps. The booby traps Rex can place may be any combination of those detailed on his Fighter card.

Bounty Hunter: As a Bounty Hunter, Rex is subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

RAW ✔️ The Book of Peril, p76

Scrutinator-Primus Servalen

MWSBSSTWIALdClWilInt
5"4+4+3324+16+7+6+4+
WeaponRg SRg LAc SAc LSAPDAmTraits
Scrutinator stub gun6"12"+2+13-14+Plentiful, Sidearm
- Excrutiator rounds6"12"+1-4-16+Shock, Sidearm

Skills: Got Your Six Wargear: Armoured undersuit, flak armour, Hardcase Cyber-mastiff, magnacles, respirator, infra-sight for Scrutinator stub gun Special Rules: Psychic Null, Pariah, Investigator, Law Abiding Bounty Hunter

Special Rules

Psychic Null: Servalen may Disrupt Wyrd Powers just as if she were a Psyker (see the Necromunda Core Rulebook). In addition, if a Psyker is within 6" of Servalen then they may not manifest any psychic powers.

Pariah: Servalen is unnerving to those around her. All fighters, friend or foe, within 6" of Servalen suffer -2 to the dice roll when making Cool tests.

Investigator: A Scrutinator is rarely caught flat-footed. Servalen can never be the target of gang tactics. Note that she may still be affected by gang tactics, provided they do not target her specifically.

Law Abiding Bounty Hunter: Servalen is a Bounty Hunter that can be hired by any Law Abiding gang. She is subject to the “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit...” special rules.


Hardcase Cyber-mastiff

MWSBSSTWIALdClWilInt
5"3+-3414+28+6+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shock bite-E--S-11-Melee, Rending, Shock

Weapons: Shock bite Wargear: Hardcase (counts as being equipped with light carapace armour and a respirator) Special Rules: Tenacious, Hardcase, Faithful Protector

Special Rules

Tenacious: Hardcase Cyber-mastiffs are renowned for their tenacity. If the Hardcase Cyber-mastiff is taken Out of Action, do not remove it from the battlefield if it has not yet activated this round. Once the Hardcase Cyber-mastiff has completed its activation, remove it from the battlefield.

Hardcase: Hardcase Cyber-mastiffs are completely cybernetic and thus very hard to kill. A Hardcase Cyber-mastiff counts as being equipped with light carapace armour and a respirator.

Faithful Protector: Whilst a Hardcase Cyber-mastiff is Standing and either Active or Engaged within 3" of its owner, enemy fighters may not make a Coup De Grace (Simple) action against the owner. In addition, if the owner is Standing and Engaged when activated, and the Hardcase Cyber-mastiff is within 6" of them, the Hardcase Cyber-mastiff may immediately be moved into base contact with one or more of the fighters Engaging the owner. This move counts as a free action.

Equipment

A Hardcase Cyber-mastiff may not purchase weapons or Wargear. A Hardcase Cyber-mastiff is armed with a shock bite.

RAW ✔️ Bastions of Law, p49 & p70

Slate Merdena, Orlock Road Boss

Orlock only

MWSBSSTWIALdClWilInt
5"2+3+3433+34+5+4+5+
WeaponRg SRg LAc SAc LSAPDAmTraits
Custom plasma pistol
- low12"24"+2-5-125+Scarce, Sidearm
- maximal12"24"+1-7-235+Scarce, Sidearm, Unstable
Power hammer-E--S+1-12-Melee, Power

Skills: Fearsome, Iron Will, Nerves of Steel Wargear: Cyber-mastiff, frag grenades, mesh armour, photo-goggles Special Rules: Orlock Road Boss

Special Rules

Orlock Road Boss: Slate Merdena is a Bounty Hunter that can only be taken by Orlock gangs.


Macula (Cyber-Mastiff)

MWSBSSTWIALdClWilInt
5"3+-3324+27+6+8+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Savage bite-E--S-21-Disarm, Melee

Skills: Combat Master Special Rules: Watchdog, Loyal Protector

Special Rules

Watchdog: If the Cyber-mastiff's owner is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if they are not within their vision arc. In addition, the D6 roll to see whether a fighter is spotted has a +1 modifier (a natural 1 still fails).

Loyal Protector: Whilst the Cyber-mastiff is Active and withing 3" of its owner, enemy fighter may not make a Coup de Grace action against the owner, even if the Cyber-mastiff is itself Engaged.

RAW ✔️ Gangs of the Underhive, p79; Gang War 4, p25

Thaetos 23-2, Psykanarium Wyrdlock

MWSBSSTWIALdClWilInt
5"5+5+3323+17+7+6+7+

Skills: Fearsome, Unsanctioned Psyker Wargear: respirator Wyrd Powers: Scouring, Maddening Visions, Levitation Special Rules: Bounty Hunter, Team Work

Wyrd Powers

Pyromancy

Scouring (Basic): Coruscating balefire erupts from the psyker's eyes or outstretched hands, engulfing the enemy. For as long as this Wyrd Power is maintained, the psyker counts as being armed with the following weapon:

Rg SRg LAc SAc LSAPDAmTraits
Scouring-T--2-1-Blaze, Template

Telepathy

Maddening Visions (Basic): Nearby enemies find themselves struck by nightmarish apparitions as Thaetos becomes a conduit for unfettered warp energy. Until the End phase of this round, make a Willpower check for any enemy fighter who ends their turn within 3" of Thaetos. If the check is failed, the fighter is driven temporarily insane and becomes subject to the Insane Condition. Whilst subject to the Insane Condition, fighters activate as described on the Insane page of the Necromunda Rulebook.

Telekinesis

Levitation (Basic), Continuous Effect: Thaetos rises upon invisible aetheric updrafts, floating just above ground level as they are held aloft by a writhing curtain of warp energy. For as long as this Wyrd Power is maintained, Thaetos' Movement is increased by 3" and they ignore all terrain, may move freely between levels without restriction, and can never fall. They may not however ignore impassable terrain or walls, and may not end their movement with their base overlapping an obstacle or another fighter's base. Furthermore, they cannot be Pinned. As Thaetos is only levitated a few inches above the ground, this ability does not affect lines of sight or the use of cover.

Special Rules

Bounty Hunter: As a Bounty Hunter, Thaetos 23-2 is subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

Team Work: Thaetos 23-2 may be hired alongside other Bounty Hunters, allowing a gang to field two Bounty Hunters rather than the usual one.

RAW ✔️ The Book of Peril, p62

Urson Grimjarl, Jardlan Nomad Hunter

MWSBSSTWIALdClWilInt
5"4+3+3424+16+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Jardlan 'longshot' hunting rifle18"48"-+15-224+Rapid Fire (1), Rending
Ironhead stub gun6"12"+2-3-14+Plentiful, Rapid Fire (1), Sidearm
Frag grenades-Sx3--3-14+Blast (3"), Grenade, Knockback
Krak grenades-Sx3--16-224+Demolitions, Grenade

Skills: Clamber, Overwatch, Precision Shot Wargear: Mesh armour, respirator, Techmite Oculi, proximity auspex Special Rules: Hunter for Hire, Oculi Command

Special Rules

Hunter for Hire: Urson Grimjarl is a Bounty Hunter that may be hired by any Law-abiding gang. As such, he is subject to the “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties and “We'll Get Our Bit…” special rules.

Oculi Command: When Urson Grimjarl is deployed on the battlefield, a Techmite Oculi is also deployed within 3" of him. If, during his activation, there are no Techmite Oculi on the battlefield, Urson Grimjarl may perform the Deploy Oculi (Double) action:

  • Deploy Oculi (Double): Place a Techmite Oculi in base contact of Urson Grimjarl.

Techmite Oculi (Exotic Beast)

MWSBSSTWIALdClWilInt
7"5+5+2314+18+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
2x pincer-E--2-1-Melee

Skills: Escape Artist, Evade Wargear: Flak armour Special Rules: Flight, Target Paint, Scout Drone

Special Rules

Flight: A Techmite Oculi 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.

Target Paint: Whilst a Techmite Oculi is within 6" of an enemy model, Urson Grimjarl reduces any negative to hit modifiers due to cover by 1.

Scout Drone: Techmite Oculi can range further from Urson Grimjarl than most Exotic Beasts. Techmite Oculi must remain within 18" of Urson Grimjarl rather than 3".

RAW ✔️ Halls of the Ancients, p100

Vespa 'Minx' Merdena

Orlock only. Vehicle

MFrontSideRearHPHndSvBSLdClWilInt
9"43333+5+3+6+7+5+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Mischief
- frag rockets24"48"+1-4-116+Arc (front), Blast (5"), Crew Operated, Knockback, Rapid Fire (1)
- krak rockets24"48"+1-6-236+Arc (front), Crew Operated, Rapid Fire (1)
Custom stub gun12"24"+2-3-14+Plentiful, Sidearm

Skills: Jink, Trick Shot Special Rules: Agile, Dedicated Gunner, Wheeled, Orlock Wild Child

Special Rules

Agile: When performing a Move (Simple) action, this vehicle may make two turns of up to 90° at any point before, during or after its move, rather than the usual one.

Dedicated Gunner: When performing a Move & Shoot (Basic) action, this vehicle may move up to its full Movement characteristic instead of half.

Wheeled: This vehicle uses wheels as its primary form of locomotion; this impacts how it interacts with difficult terrain.

Orlock Wild Child: Vespa Merdena is a Bounty Hunter that can only be taken by House Orlock gangs.

RAW ✔️ The Aranthian Succession – Cinderak Burning, p76

Von Buren the Rogue Archeotek

Van Saar only

MWSBSSTWIALdClWilInt
4"4+2+3235+26+5+7+3+
WeaponRg SRg LAc SAc LSAPDAmTraits
Rad gun-T--2-214+Rad-phage, Template
Rad blade-E--S-11-Backstab, Melee, Rad-phage

Skills: Cold & Calculating, Fast Shot, Gadgeteer Wargear: Armoured bodyglove, bio-booster, filter plugs, Light carapace armour, medicae kit, photo-goggles, respirator Special Rules: Master of Cyberteknika, Heart of Iron, Van Saar Archeotek

Special Rules

Master of Cyberteknika: When hired, Von Buren may choose any three items of Cyberteknika worth up to 200 credits in total to be equipped with. This does not cost any credits and does not increase the fighter's value.

Heart of Iron: Should Von Buren suffer a hit from a weapon with the Rad-phage trait, roll an additional D6 as normal. However, on a roll of 3 or higher, he does not suffer an additional Flesh Wound. Instead, Von Buren may discard a Flesh Wound he has already suffered.

In addition, the Heart of Iron grants any ranged weapon carried by Von Buren that has the Rad-phage trait the Plentiful trait as well.

Van Saar Archeotek: Von Buren is a Bounty Hunter that can only be hired by House Van Saar gangs. He is subject to the "You Get What You Pay For", Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

RAW ✔️ House of Artifice, p84

Vorgen 'Gunner' Mortz

MWSBSSTWIALdClWilInt
5" (4"*)5+3+3 (5*)3 (4*)23+ (4+*)27+7+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Assault stubber
- standard ammo20"40"--14-114+Rapid Fire (2), Unwieldy
- tracer ammo20"40"--24-225+Rapid Fire (2), Unstable, Unwieldy
Fighting knife-E--S-11-Backstab, Melee

Skills: Marksman, Regroup Wargear: Flak armour, servo harness - partial (* modified by servo harness) Special Rules: Unique Partnership, Bounty Hunter

Special Rules

Unique Partnership: Vorgen Mortz may be hired alongside Rex Spires, allowing a gang to field two Bounty Hunters rather than the usual one.

Bounty Hunter: As a Bounty Hunter, Vorgen is subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

RAW ✔️ The Book of Peril, p88

Wilcox 'Wild Snake' Cinderjack

Orlock only

MWSBSSTWIALdClWilInt
D6+1"4+4+3324+27+6+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Mono-blade-E-+1S-21-Melee
Snake-thrower-T-----4+Blaze, Template, Toxin

Skills: Unstoppable Wargear: Lho sticks, mesh armour Special Rules: Heavy Drinker, Potent Fumes, Orlock Bounty Hunter

Special Rules

Heavy Drinker: Wilcox ignores the Intoxicated and the Insane conditions.

Potent Fumes: All fighters who activate within 3" of Wilcox gain the Intoxicated condition. Intoxicated fighters change their movement to D6" – roll reach time they take a Move (Simple) action or Charge (Double) action – and suffer a -1 to all attack rolls with weapons that do not have the Versatile or Melee traits.

Orlock Bounty Hunter: Wilcox 'Wild Snake' Cinderjack is a Bounty Hunter that can only be hired by House Orlock gangs. He is subject to the "You Get What You Pay For", Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

RAW ✔️ House of Iron, p48

Yageloth, the Master of Whispers

Delaque only

MWSBSSTWIALdClWilInt
5"3+4+3324+27+4+4+5+
WeaponRg SRg LAc SAc LSAPDAmTraits
Psychoteric blade-E-+1--2--Melee, Parry, Phase, Toxin

Skills: Infiltrate Wargear: Mesh armour, respirator Special Rules: Envoy of the Silent Ones, Creature of Shadows, Master of Whispers, Non-sanctioned Psyker

Special Rules

Envoy of the Silent Ones: Yageloth counts as a Bounty Hunter that can only be hired by House Delaque gangs. Note that, unlike a regular Bounty Hunter it is not subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

Creature of Shadows: Yageloth is not wholly human anymore and perhaps not even corporeal. Attacks without a Strength characteristic (such as those with the Toxin trait) have no effect on Yageloth. In addition, if Yageloth suffers a Serious Injury result on the Injury dice, remove the fighter from the battlefield. In the End phase then place Yageloth anywhere on the battlefield within 5" of a friendly fighter and at least 1" from enemy fighters, as if the Serious Injury had not occurred.

Master of Whispers: Yageloth is a Psyker who knows five Wyrd Powers chosen from the Madness, Delusion and Darkness disciplines.

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. Note that when a Hired Gun is captured, they can be sold immediately without the need to attempt a Rescue mission.

RAW ✔️ House of Shadow, p61

Yar Umbra, Void-born

MWSBSSTWIALdClWilInt
4"4+2+3423+17+5+7+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Long las18"36"-+14-12+Plentiful
Fighting knife-E--S-11-Backstab, Melee

Skills: Infiltrate, Marksman, Overwatch Wargear: Flak armour, infra-sight, photo-goggles, respirator

RAW ✔️ Gangs of the Underhive, p80

Yolanda Skorn

MWSBSSTWIALdClWilInt
5"3+3+3323+27+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Stiletto knife-E------Melee, Toxin
Stub gun6"12"+2-3-14+Plentiful, Sidearm
Frag grenades-Sx3--3-14+Blast (3"), Grenade, Knockback

Skills: Counter-attack, Fearsome, Parry Wargear: Flak armour, photo-goggles, respirator

RAW ✔️ Gangs of the Underhive, p81