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Outlaw 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.

Alyce Shivver

Available to any Outlaw Gang

MWSBSSTWIALdClWilInt
5"3+4+3323+26+5+7+6+
WeaponRg SRg LAc SAc LSApDAmTraits
Stub gun6"12"+2-3-14+Plentiful, Sidearm
- dumdum rounds5"10"+1-4-14+Limited, Sidearm
Fighting knife-E--S-11-Backstab. Melee

Skills: Headbutt, Non-sanctioned Psyker, True Grit Wargear: Mesh armour, respirator, photo-goggles Wyrd Powers: Assail, Levitation, Maddening Visions Special Rules: Bounty Hunter, Outlaw

Wyrd Powers

Telekenesis

Assail (Basic): Alyce Shivver 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.

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

Telepathy

Maddening Visions (Basic): Nearby enemies find themselves struck by nightmarish apparitions as Alyce Shivver 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 Alyce Shivver. 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.

Special Rules

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

Outlaw: Alyce Shivver is an Outlaw Hired Gun.

RAW ✔️ The Book of Ruin, p78

Czarn the Cyberoth, Outlaw Outcasts Leader

Designer's Commentary: New Rules For Outcast Gangs

Presented below are the rules for a new Dramatis Personae that will allow you to recreate the events described in Daemons of Meridian. If the Arbitrator wishes, this Dramatis Personae may be used during a campaign.

Outcasts, Helot Chaos Cults or Chaos Corrupted gang only

MWSBSSTWIALdClWilInt
4"3+5+5534+27+5+6+7+
WeaponRg SRg LAc SAc LSApDAmTraits
Warp flamer claws
- melee-E--S-12-Melee. Paired
- ranged-T--4-125+Blaze. Cursed. Template

Skills: Bull Charge, Crushing Blow, Unstoppable Wargear: Light carapace armour Special Rules: Warp Corrupted Abomination, Automated Repair Systems, Outlaw Outcasts Leader, Outlaw

Special Rules

Warp Corrupted Abomination: Czarn may only be hired by an Outcasts, Helot Chaos Cults or Chaos Corrupted gang.

Automated Repair Systems: By tapping directly into a power source, Czarn is capable of repairing almost any level of damage that he has taken. He may attempt to repair himself as a Post-battle action – in order to do so, roll a D6. On a 3+ all Lasting Injuries are removed from this fighter.

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

Outlaw: Czarn is an Outlaw Hired Gun.

Designer's Note: Modelling Czarn The Cyberoth

When modelling Czarn for use in your games of Necromunda, you may use a standard Ambot to represent him shortly after his transformation. Alternatively, if wishing to show him later on when the Warp has twisted and altered his form, there is almost no limit to the possibilities for converting him – feel free to let your imagination run wild!

RAW ✔️ Apocrypha Necromunda: Daemons of Meridian, p5

Durgan Kill-Fist, Champion of the Brokebone

Available to any Outlaw Gang

MWSBSSTWIALdClWilInt
5"3+3+4523+34+4+8+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Kill-fist-E--S+1-12-Melee, Pulverise
CruncherE2"--S+2-1-Concussion, Knockback, Melee, Versatile
Frag grenade-Sx3--3-14+Blast (3"), Grenade, Knockback

Skills: Inspirational, Unstoppable Wargear: Frag Grenades, Furnace plates Special Rules: Outcast Leader, Outlaw

Special Rules

Outcasts Leader: This fighter may either be selected as an Outcasts Leader when making an Outcasts gang (see Necromunda: Book of the Outcast), replacing the normal option for an Outcasts Leader, or may be hired as a Bounty Hunter, in which case he is subject to the "You Get What You Pay For", Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.

Outlaw: Durgan Kill-Fist is an Outlaw Hired Gun.

RAW ✔️ The Aranthian Succession – Vaults of Temenos, p68

Eightfold Harvest Lord

Corpse Grinder Cult, Chaos Cult or Chaos Corrupted gangs only

MWSBSSTWIALdClWilInt
5"2+6+4433+37+5+8+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Paired heavy chain cleavers-E-+1S+2-22-Melee, Paired, Sever
Fighting Knife-E--S-11-Backstab. Melee

Skills: Avatar of Blood, Killing Blow, Slaughterborn Wargear: Butcher's mask, plate mail armour, Corpse Grinder Cult icon Special Rules: Bounty Hunter, Outlaw, Chaotic

Special Rules

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

Outlaw: The Eightfold Harvest Lord is an Outlaw Hired Gun.

Chaotic: The Eightfold Harvest Lord can only be hired by Corpse Grinder Cult, Chaos Cult or Chaos Corrupted gangs.

RAW ✔️ The Book of Ruin, p21

The Hermaphage Magos

Available to any Outlaw Gang

MWSBSSTWIALdClWilInt
5"3+4+4333+37+6+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Las pistol8"12"+1-3-12+Sidearm, Plentiful
Razor-sharp talons-E--S+1-23-Melee, Rending

Skills: Crushing Blow, Fearsome, Hurl, Spring Up Wargear: Hardened flak armour, respirator Wyrd Powers: Hypnosis (Basic), Mind Control (Basic), Force Blast (Basic) Special Rules: Bounty Hunter, Outlaw

Wyrd Powers

Telepathy

Hypnosis (Basic): With little more than a piercing stare, the Hermaphage Magos can dominate the minds of the weaker-willed. Select an enemy fighter that has not yet activated this round within 9" and line of sight of the Hermaphage Magos. If the Willpower check to perform this action is successful, that fighter may only perform a single Move (Simple) action when activated this round.

Mind Control (Basic): Twitching and spasming under the control of the Hermaphage Magos, an enemy fighter is forced to slowly raise their weapon and take aim upon one of their friends. Select an enemy fighter that is within 9" of the Hermaphage Magos. 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 the player controlling the Hermaphage Magos.

Telekenesis

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

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

Outlaw: The Hermaphage Magos is an Outlaw Hired Gun.

RAW ✔️ The Book of Ruin, p50

Nomad Harrier

Ash Waste Nomads only

Nomad Harriers And Bounty Hunters

In many places the rules may tell you to add a Bounty Hunter to your gang. If running an Ash Waste Nomads gang, whenever instructed to add a Bounty Hunter instead add a Nomad Harrier.

A gang can recruit no more than one Nomad Harrier at a time.

MWSBSSTWIALdClWilInt
5"3+3+3323+17+5+6+6+
3"3+4+4325+15+7+5+5+
4"3+4+3414+27+6+7+8+

Special Rules: Outlaw, “You Get What You Pay For”, Dead, Not Alive, Claiming Salvage, “We'll Get Our Bit…”

Special Rules

Outlaw: A Nomad Harrier is an Outlaw.

“You Get What You Pay For”: Unlike other fighters, Nomad Harriers are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any Nomad Harriers available to the gang may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.

Dead, Not Alive: Any gang that employs a Nomad Harrier may claim a reward from the nomad tribes for enemies they eliminate. During the post-battle sequence, when an opponent deletes a dead fighter from their roster, the gang that hired the Nomad Harrier immediately claims half of that fighter's value, rounded up to the nearest 5 credits, as a reward.

Claiming Salvage: Any gang that employs a Nomad Harrier may claim a reward from the tribes for enemy vehicles they help to Wreck. If during the battle the recruiting gang Wrecks an enemy vehicle, roll a D6 in the Receive Rewards step of the post-battle sequence. On the roll of a 3 or higher, the Nomad Harrier recognises the vehicle's remains as containing particularly valuable salvage. The gang is given their cut of the salvage, immediately receiving D6x10 credits.

“We'll Get Our Bit…”: If a Nomad Harrier does not generate additional income during a campaign battle via the Dead, Not Alive or Claiming Salvage special rules, there is a strong chance they will stick around until they do, whether the gang wants them to or not:

  • If, at the end of the Update Roster step of the post-battle sequence, only one of the Dead, Not Alive or Claiming Salvage special rules has been used, roll a D6. If the result is a 4 or higher, the Nomad Harrier is dissatisfied with their earnings and is available for the recruiting gang's next battle for free. If the result is a 1-3, they take their credits and leave.
  • If neither the Dead, Not Alive or Claiming Salvage special rules are used, there is no need to roll and the Nomad Harrier is automatically available for the recruiting gang's next battle for free.
  • If, however, both the Dead, Not Alive and Claiming Salvage special rules are used during the post-battle sequence, the Nomad Harrier, happy with their payment, automatically leaves.
  • If a Nomad Harrier that is available for the next battle for free in this way is not used, they will automatically leave. In other words, they must be used in the next battle, or be lost.
  • If a Nomad Harrier is taken Out of Action during a Campaign battle, they are considered to have automatically rolled a result of 15-26 Out Cold on the Lasting Injuries table.
Skills

A Nomad Harrier may take either three skills determined at random, or one skill determined at random and one skill chosen by the recruiting player. Each skill is chosen from the following skill sets: Agility, Brawn, Combat, Cunning, Ferocity, or Shooting (as described in the Necromunda Core Rulebook). To determine a random skill, the player declares which skill set they are generating the skill from, and rolls a D6, re-rolling if the Nomad Harrier already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available.

Equipment

In addition to their hiring fee, a Nomad Harrier may purchase up to 150 credits worth of weapons and Wargear from the Ash Waste Nomads Chieftain equipment list on page 45 and from the Nomad Trading Post. They may be armed with up to five weapons, only one of which may have the Unwieldy trait. A weapon with the Unwieldy trait counts as two weapons choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.

RAW ✔️ Tribes of the Wastelands, p68

T.H.R.U.G. 12 'Sparky'

Outlaw Goliath and Slave Ogryn gangs only

MWSBSSTWIALdClWilInt
5"2+5+5533+37+5+7+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Las CutterE2"+1-9-326+Melee, Scarce, Versatile
Augmetic fistE---S+1-12-Knockback, Melee
Maul (club)-E--S+12-Melee

Skills: Headbutt, Inspirational, True Grit Wargear: Light carapace armour, photo-goggles, stimm-slug stash Special Rules: Group Activation (1), Runaway, Freed Slave Ogryn, Outlaw

Special Rules

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Slave Ogryn fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Runaway: Should a fighter with this special rule ever be taken Captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Freed Slave Ogryn: T.H.R.U.G. 12 is a Bounty Hunter that can only be hired by Slave Ogryn and 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.

Outlaw: T.H.R.U.G.12 'Sparky' is an Outlaw Hired Gun.

RAW ✔️ House of Chains, p142

Vandoth the Fallen


Available to any Outlaw Gang but Helot Chaos Cults, Corpse Grinder Cult or Chaos Corrupted gangs

MWSBSSTWIALdClWilInt
5"3+3+4433+37+5+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Boltgun12"24"+1-4-124+Rapid Fire (1)
Fighting knife-E--S-11-Backstab. Melee

Skills: Crushing Blow, Fearsome, Hurl, Spring Up Wargear: Heavy carapace armour, respirator, stimm-slug stash Special Rules: Bounty Hunter, Outlaw, Agent of Order

Special Rules

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

Outlaw: Vandoth the Fallen is an Outlaw Hired Gun.

Agent of Order: Vandoth the Fallen may not be hired by Helot Chaos Cults, Corpse Grinder Cult or Chaos Corrupted gangs.

RAW ✔️ The Book of Ruin, p117