Law Abiding House Agents
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.
House Agents
A gang can recruit no more than one House Agent at a time. To represent the variety of renowned champions within each House, the recruiting player chooses one of the following profiles to use:
- House Cawdor
- House Delaque
- House Escher
- House Goliath
- House Orlock
- House Van Saar
- Ironhead Squat Prospectors
- Palanite Enforcers
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ |
| 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ |
| 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1), "You Get What You Pay For" *Petition: A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent or it may roll on the House Favours table. It may not do both. Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Cawdor fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. 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 Cawdor fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. "You Get What You Pay For": Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents 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. A House Agent 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: Brawn, Combat, Ferocity, Leadership, Piety or Shooting (as described in the Necromunda 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 House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. A House Agent may be either a true member of House Cawdor or a fanatical Redemptionist, depending upon the gang that makes the Petition. If the Gang is Law Abiding, the House Agent will be a Cawdor and will have the Pious special rule. If the gang is Outlaw, the House Agent will be a Redemptionist and will have the Fanatical special rule. A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from either the Cawdor Word-Keeper equipment list if they are Pious, or from the Redemptor Priest equipment list if they are Fanatical. They may be armed with up to three weapons, only one of which may have the Unwieldy trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.Special Rules
D6+Rep Result 1-5 The House heeds the gang's plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for 40 credits. 6-10 The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for 80 credits. 11-15 The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. 16+ The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions.
Skills
Pious or Fanatical
Equipment
RAW ✔️ House of Faith, p74
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 4+ | 6+ | 5+ | 6+ |
| 5" | 3+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 4+ | 7+ |
| 4" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1), "You Get What You Pay For" *Petition: A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent or it may roll on the House Favours table. It may not do both. Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Delaque fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. 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 Delaque fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. "You Get What You Pay For": Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents 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. A House Agent 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: Brawn, Combat, Ferocity, Leadership, Piety [sic] or Shooting (as described in the Necromunda 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 House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. A Delaque House Agent may be upgraded to have both the Psychoteric Mastery and Non-sanctioned Psyker special rules, for +30 credits (note that this is paid in addition to whatever hiring fee they charge the gang and must be paid even if the House agent does not charge a hiring fee and is included for free). A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from the Delaque Master of Shadow equipment list. They may be armed with up to three weapons, only one of which may have the Unwieldy weapon trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.Special Rules
D6+Rep Result 1-5 The House heeds the gang's plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for 40 credits. 6-10 The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for 80 credits. 11-15 The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. 16+ The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions.
Skills
Psychoteric Whispers
Equipment
RAW ✔️ House of Shadow, p74
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ |
| 5" | 2+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 7+ | 6+ | 8+ | 8+ |
| 5" | 2+ | 4+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 5+ | 8+ | 8+ |
Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1), "You Get What You Pay For" *Petition: A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent or it may roll on the House Favours table. It may not do both. Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Escher fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. 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 Escher fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. "You Get What You Pay For": Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents 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. A House Agent 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: Brawn, Combat, Ferocity, Leadership, Finesse or Shooting (as described in the Necromunda 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 House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from the Escher Gang Queen Equipment List. They may be armed with up to three weapons, only one of which may have the Unwieldy weapon trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.Special Rules
D6+Rep Result 1-5 The House heeds the gang's plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for 40 credits. 6-10 The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for 80 credits. 11-15 The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. 16+ The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions.
Skills
Equipment
RAW ✔️ House of Blades, p70
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 3+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ |
| 4" | 2+ | 5+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 5+ | 9+ | 9+ |
| 4" | 5+ | 2+ | 4 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 9+ | 9+ |
Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1), "You Get What You Pay For" *Petition: A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent or it may roll on the House Favours table. It may not do both. Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Goliath fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. 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 Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. "You Get What You Pay For": Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents 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. A House Agent 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: Brawn, Combat, Ferocity, Leadership, Muscle or Shooting (as described in the Necromunda 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 House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from the Goliath Forge Tyrant Equipment List. They may be armed with up to three weapons, only one of which may have the Unwieldy weapon trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.Special Rules
D6+Rep Result 1-5 The House heeds the gang's plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for 40 credits. 6-10 The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for 80 credits. 11-15 The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. 16+ The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions.
Skills
Equipment
RAW ✔️ House of Chains, p82
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ |
| 4" | 2+ | 5+ | 4 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 6+ | 7+ |
| 4" | 5+ | 2+ | 3 | 4 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ |
Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1), "You Get What You Pay For" *Petition: A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent or it may roll on the House Favours table. It may not do both. Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Orlock fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. 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 Orlock fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. "You Get What You Pay For": Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents 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. A House Agent 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: Brawn, Combat, Ferocity, Leadership, Bravado or Shooting (as described in the Necromunda 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 House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. A House Agent may take either two Legendary Names determined at random, or one Legendary Name chosen by the recruiting player (see ). To determine a random Legendary Name, the player declares which category they are generating the Legendary Name from and rolls a D6, re-rolling if the House Agent already has that Legendary Name. Choosing a Legendary Name is a simple matter of picking the desired name from one of the categories available. A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from the Orlock Road Captain Equipment List. They may be armed with up to three weapons, only one of which may have the Unwieldy weapon trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.Special Rules
D6+Rep Result 1-5 The House heeds the gang's plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for 40 credits. 6-10 The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for 80 credits. 11-15 The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. 16+ The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions.
Skills
Legendary Names
Equipment
RAW ✔️ House of Iron, p70
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 1 | 4+ | 5+ | 6+ | 6+ |
| 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 5+ |
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 5+ | 5+ | 4+ |
Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1), "You Get What You Pay For" *Petition: A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent or it may roll on the House Favours table. It may not do both. Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Van Saar fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. 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 Van Saar fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. "You Get What You Pay For": Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents 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. A House Agent 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: Brawn, Combat, Ferocity, Leadership, Tech or Shooting (as described in the Necromunda 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 House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from the Van Saar Prime Equipment List. They may be armed with up to three weapons, only one of which may have the Unwieldy weapon trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.Special Rules
D6+Rep Result 1-5 The House heeds the gang's plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for 40 credits. 6-10 The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for 80 credits. 11-15 The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. 16+ The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions.
Skills
Equipment
RAW ✔️ House of Artifice, p70
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 3+ | 4 | 4 | 2 | 5+ | 2 | 7+ | 5+ | 6+ | 6+ |
| 5" | 2+ | 4+ | 3 | 4 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 5+ |
| 4" | 4+ | 2+ | 3 | 4 | 2 | 4+ | 1 | 6+ | 6+ | 5+ | 4+ |
Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1), "You Get What You Pay For" *Petition: A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent, or it may roll on the House Favours table. It may not do both. Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Ironhead Squat fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield. 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 Ironhead Squat fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. "You Get What You Pay For": Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents 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. A House Agent 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: Brawn, Combat, Ferocity, Leadership, Shooting or Wisdom of the Ancients (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 House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from the Ironhead Squat Charter Master equipment list on page 45. They may be armed with up to three weapons, only one of which may have the Unwieldy trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.Special Rules
D6+Rep Result 1-5 The House heeds the gang's plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for 40 credits. 6-10 The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for 80 credits. 11-15 The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. 16+ The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions.
Skills
Equipment
RAW ✔️ Halls of the Ancients, p84
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 7+ |
| 4" | 2+ | 5+ | 4 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 6+ | 7+ |
| 4" | 5+ | 2+ | 3 | 4 | 2 | 3+ | 2 | 5+ | 6+ | 6+ | 7+ |
Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1), "You Get What You Pay For" *Petition: A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent, or it may roll on the House Favours table. It may not do both. Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Palanite Enforcer fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield. 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 Palanite Enforcer fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’: Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. "You Get What You Pay For": Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents 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. A House Agent 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: Brawn, Combat, Ferocity, Leadership, Shooting or Palanite Drill (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 House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available. A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from the Palanite Enforcer Captain equipment list on page 37. They may be armed with up to three weapons, only one of which may have the Unwieldy trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating. 38.Special Rules
D6+Rep Result 2-5 The Imperial House heeds the gang's plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for 40 credits. 6-10 The Imperial House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for 80 credits. 11-15 The Imperial House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle. 16+ The Imperial House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions.
Skills
Equipment
RAW ✔️ Bastions of Law, p70
Ajex Gorgoth
Goliath only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4"/3" | 2+ | 5+ | 5 | 4 | 3 | 3+/4+ | 4 | 8+ | 5+ | 6+ | 7+ |
*The second number represents the effects of wearing a Heavy Carapace armour.
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Powered servo claw | - | E | - | - | S+3 | - | 2 | - | Melee, Pulverise |
| Great chainsword | E | 1" | -1 | - | S | -1 | 1 | - | Melee, Parry, Rending, Versatile |
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Bull Charge, Immovable Stance, Naaargah!
Wargear: Heavy carapace armour, respirator
Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1) *Petition: A Goliath gang does not simply hire Ajex Gorgoth. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Ajex Gorgoth, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a Goliath gang may make a petition to hire Ajex Gorgoth, or it may roll on the House Favours table. It may not do both. Only Goliath gangs may petition Ajex Gorgoth. Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Goliath fighters
without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter
will automatically pass their Bottle test for that round. 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 Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during
this activation. Naaargah!: Ajex Gorgoth has the Naaargah! Muscle skill.Special Rules
D6+Rep Result 1-8 Ajex Gorgoth heeds the gang's plea for aid. The gang may hire him for this battle for 100 credits. 9-15 Ajex reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. 16+ Ajex Gorgoth feels the gang is capable of fighting its own battles. The gang may not hire him for this battle.
RAW ✔️ House of Chains, p84
Arachnotek Golem
Van Saar only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 5 | 5 | 3 | 3+ | 3 | ? | ? | ? | ? |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| 'Hystrar' energy projector | 8" | 16" | +1 | - | 5 | -1 | 1 | 3+ | Rapid Fire (3), Reckless, Shock |
| Shock claw | - | E | - | - | S+1 | -1 | 2 | - | Melee, Power, Shock |
Skills: As host plus: Catfall, Clamber, Cold & Calculating, Mental Mastery, Rad-phaged
Wargear: Light carapace armour, bio-booster, respirator
Special Rules: *Petition, Combined Consciousness, Abominable Intelligence, Seemingly Invulnerable *Petition: A Van Saar gang does not simply hire the Arachnotek Golem. Instead, it may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire the Arachnotek Golem, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Combined Consciousness: The Arachnotek Golem does not have a consciousness of its own, as others might understand such things, and relies instead upon the thoughts and memories of others to give it a semblance of self-awareness. Therefore, when it joins a gang, the controlling player must choose a fighter to loan their consciousness to it. This can even be a fighter that is currently In Recovery. This donor fighter is effectively removed from the gang for the duration of the battle and replaced by the Arachnotek Golem. For the duration of the battle, all characteristics on the Arachnotek Golem's profile which are presented as a question mark (?) are replaced by the characteristics of the donor fighter. For the duration of the battle, the Arachnotek Golem gains the skills of the donor fighter. Abominable Intelligence: Should the gang the Arachnotek Golem has joined win the battle, the donor fighter is returned with their faculties intact. However, should the gang lose the battle, the Arachnotek Golem deems them worthless and leaves immediately, taking its new-found memories with it. The donor fighter is left a drooling imbecile – their Leadership, Cool, Willpower and Intelligence characteristics are all reduced to 12+. Seemingly Invulnerable: The Arachnotek Golem itself feels no pain. The Arachnotek Golem may make a 5+ save roll against any attack made against it. This save cannot be modified by a weapon's Armour Piercing value.Special Rules
D6+Rep Result 1-8 The Arachnotek Golem heeds the gang's plea for aid. The gang may hire it for this battle for 50 credits. 9-15 The Arachnotek Golem reluctantly agrees to aid the gang, but it will cost them. The gang may hire it for this battle for 100 credits. 16+ The Arachnotek Golem feels the gang is capable of fighting its own battles. The gang may not hire it for this battle.
RAW ✔️ House of Artifice, p72
Athera
Escher & Allies of Lady Credo's Rebellion only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 2+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 5+ | 6+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Master-crafted Chainaxe | - | E | - | +1 | S+1 | -1 | 1 | - | Disarm, Master-crafted, Melee, Parry, Rending |
| Plasma Pistol | |||||||||
| - low | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Scarce, Sidearm |
| - maximal | 6" | 12" | +1 | - | 7 | -2 | 3 | 5+ | Scarce, Sidearm, Unstable |
Skills: Acrobatic, Counter-attack
Wargear: Light carapace armour
Special Rules: Adina's Champion, Favoured of Stix, Petition Adina's Champion: At the start of the first round, after both gangs have deployed but before rolling for Initiative, Athera challenges a fighter belonging to the opposing gang. As long as Athera doesn't attack any model other than the one she challenged, she gains +1 Attack and the Spring Up skill. Favoured of Stix: When Athera is deployed on the battlefield, also deploy Stix within 3" as an Exotic Beast belonging to Athera. Petition: A gang does not simply hire Athera and Stix. Instead, an Escher gang or one allied with Lady Credo's Rebellion may petition to have them join them. If a gang wishes to hire Athera and Stix, the controlling player must roll on the Petition table for House Agents during the appropriate step of the pre-battle sequence.Special Rules
Stix, Caryatid (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| None | - | - | - | - | - | - | - | - | - |
Equipment: Stix carries no weapons or wargear and will always make unarmed attacks.
Special Rules: Omen of Fortune, Precognition, Flight Omen of Fortune: A Caryatid is able to sense bad fortune and forewarn its chosen companion, giving them a flash of precognition. Whilst the Caryatid is within 3" of its owner, that fighter may avoid one successful hit per turn by making a successful Willpower check. Make the check immediately after a successful roll to hit has been made against the fighter. If the check is failed, the attack hits as normal. If the check is passed, the attack counts as having missed and the dice roll is discarded. Templates and Blast markers are placed as normal for the purposes of determining hits against other models, but the Caryatid's owner is assumed to have somehow dodged clear. Precognition: The gift of foresight possessed by the Caryatid enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Caryatid a 3+ save roll, which cannot be modified by Armour Piercing. Additionally, a Caryatid may avoid being caught by a Blast marker or Flame template. If a Caryatid is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Caryatid is hit by the attack. On a 1-3, the Caryatid is able to fly clear of the area of the attack. Leave the model where it is and assume that it has fluttered around to avoid the attack and returned to where it was. Flight: A Caryatid 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.Special Rules
RAW ✔️ The Aranthian Succession – Cinderak Burning, p74
Cyniss, the Mother of Poisons
Escher only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 1 | 6+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Wrist-mounted needler | Melee, Parry, Phase | ||||||||
| - spray fire | 3" | 6" | +1 | - | - | - | - | 4+ | Scattershot, Toxin |
| - burst fire | 6" | 12" | +1 | - | - | - | - | 5+ | Rapid Fire (1), Toxin |
Skills: Medicae
Wargear: Mesh armour, respirator
Special Rules: *Petition, Master Clan Chymist *Petition: A gang does not simply hire Cyniss. Instead, she may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Cyniss, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent, or it may roll on the House Favours table. It may not do both. Only Escher gangs may petition Cyniss, the Mother of Poisons. Master Clan Chymist: When Cyniss activates, she can choose to have one Chem-alchemy Toxin effect apply to her wrist-mounted needler. This Toxin applies for the remainder of the round.Special Rules
D6+Rep Result 1-8 Cyniss heeds the gang's plea for aid. The gang may hire her for this battle for 100 credits. 9-15 Cyniss reluctantly agrees to aid the gang, but it will cost them. The gang may hire her for this battle for 200 credits. 16+ Cyniss feels the gang is capable of fighting its own battles. The gang may not hire her for this battle.
RAW ✔️ House of Blades, p72
Lady Haera, 13th Daughter of Lord Helmawr
Allies of the Imperial House only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 2+ | 3+ | 3 | 3 | 2 | 3+ | 3 | 5+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Phase sword | - | E | - | - | S+1 | - | 2 | - | Melee, Parry, Phase |
| Power spear | |||||||||
| - melee | E | 2" | - | - | S | -2 | 1 | - | Melee, Power, Versatile |
| - ranged | 4" | 8" | +1 | - | 4 | -2 | 2 | * | Knockback |
Skills: Backstab, Dodge
Wargear: Light carapace armour, refractor field Homing Teleport: Each time Lady Haera uses her power spear to make a ranged attack, roll a D6. On a 3+ nothing happens, on a 1-2 the homing teleport built into the power spear runs out of charge after returning it to Lady Haera's hand. Once it has run out of charge, if she uses the power spear to make a ranged attack again then the power spear cannot be used again for the remainder of the battle. Watch-skulls: Lady Haera is considered to have a 360° vision arc. Petition: A gang does not simply hire Lady Haera. Instead, a gang allied with the Imperial House may petition to have her join them. If a gang wishes to hire Lady Haera, the controlling player must roll on the Petition table for House Agents during the appropriate step of the pre-battle sequence.Special Rules
RAW ✔️ The Aranthian Succession – Cinderak Burning, p54
Lady Haera in Sthenian Hunting Rig
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2+ | 3+ | 4 | 3 | 3 | 2+ | 4 | 7+ | 6+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Phase sword | - | E | - | - | S+1 | - | 2 | - | Melee, Parry, Phase |
| Power spear | |||||||||
| - melee | E | 2" | - | - | S | -2 | 1 | - | Melee, Power, Versatile |
| - ranged | 4" | 8" | +1 | - | 4 | -2 | 2 | * | Knockback |
| 2x Sthenian claw | - | E | - | - | 4 | -1 | 2 | - | Melee, Power Pack, Pulverise |
| Medusian projectors | 4" | 8" | - | -1 | - | - | - | 4+ | Flash |
Skills: Backstab, Dodge, Hurl
Wargear: Sthenian hunting rig
Special Rules: Homing Teleport, Watch-skulls, Sthenian Hunting Rig, *Petition, Sibling Rivalry, The Lord Helmawr Homing Teleport: Each time Lady Haera in Sthenianpattern hunting rig uses her power spear to make a ranged attack, roll a D6. On a 3+, nothing happens. On a 1-2, the homing teleport built into the power spear runs out of charge after returning it to Lady Haera's hand. Once it has run out of charge, if she uses the power spear to make a ranged attack again then the power spear cannot be used again for the remainder of the battle. Watch-skulls: Lady Haera in Sthenian-pattern hunting rig is considered to have a 360° vision arc. Sthenian Hunting Rig: A rare suit of Spyrer armour, the Sthenian hunting rig grants the Reflex Enhancers and Master of the Hunt special rules. Additionally, it grants a 4+ armour save and 5+ field armour save. *Petition: A Law Abiding gang does not simply hire Lady Haera in Sthenian-pattern hunting rig. Instead, she may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Lady Haera in Sthenian-pattern hunting rig, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a Law Abiding gang may make a petition to hire Lady Haera in Sthenian-pattern hunting rig, or it may roll on the House Favours table. It may not do both. Only Law Abiding gangs may petition Lady Haera in Sthenian-pattern hunting rig. Sibling Rivalry: If Lady Haera in Sthenian-pattern hunting rig begins her activation within 9" of another Spyre Hunter, all of her weapons gain the Reckless trait for the duration of her activation. The Lord Helmawr: A gang may not include both Lady Haera in Sthenian-pattern hunting rig and Lady Haera, 13th Daughter of Lord Helmawr at the same time.Special Rules
D6+Rep Result 1-8 Lady Haera in Sthenian-pattern hunting heeds the gang's plea for aid. The gang may hire her for this battle for 100 credits. 9-15 Lady Haera in Sthenian-pattern hunting reluctantly agrees to aid the gang, but it will cost them. The gang may hire her for this battle for 200 credits. 16+ Lady Haera in Sthenian-pattern hunting feels the gang is capable of fighting its own battles. The gang may not hire her for this battle.
RAW ✔️ The Book of Desolation, p79
Margo Merdena
Orlock only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2+ | 3+ | 3 | 3 | 3 | 2+ | 3 | 5+ | 6+ | 6+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Leg blades | E | - | - | - | - | -2 | - | - | Entangle, Toxin |
| Harpoon fist | 4" | 9" | +2 | - | - | -1 | - | 6+ | Scarce, Sidearm, Silent, Toxin |
Skills: Bring It On!, Clamber, Spring Up, Sprint
Wargear: Flak armour, respirator
Special Rules: *Petition, Queen of the Road *Petition: A gang does not simply hire Margo. Instead, she may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Margo, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that an Orlock gang may make a petition to hire Margo, or it may roll on the House Favours table. It may not do both. Only House Orlock gangs may petition Margo Merdena. Queen of the Road: If Margo Merdena is included as part of a crew, then all Orlock fighters on the battlefield may use her Cool characteristic instead of their own.Special Rules
D6+Rep Result 1-8 Margo heeds the gang's plea for aid. The gang may hire her for this battle for 100 credits. 9-15 Margo reluctantly agrees to aid the gang, but it will cost them. The gang may hire her for this battle for 200 credits. 16+ Margo feels the gang is capable of fighting its own battles. The gang may not hire her for this battle.
RAW ✔️ House of Iron, p73
Necrana, the Revenant of Ceres
Escher only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2+ | 4+ | 3 | 4 | 3 | 4+ | 3 | 8+ | 4+ | 7+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Venom claw | E | - | - | - | - | -2 | - | - | Entangle, Toxin |
| Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | Scarce, Sidearm, Silent, Toxin |
Skills: Hit & Run, Rain of Blows
Wargear: Mesh armour, respirator
Special Rules: *Petition, Immortal Death-maiden *Petition: A gang does not simply hire Necrana. Instead, she may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Necrana, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent, or it may roll on the House Favours table. It may not do both. Only Escher gangs may petition Necrana, the Revenant of Ceres. Immortal Death-maiden: Necrana is unaffected by the Coup de Grace (Simple) action and treats any Out of Action results on the Injury dice as a Serious Injury instead. While Seriously Injured Necrana does not roll Injury dice in the Recovery phase, instead, she will recover (suffering a Flesh Wound as normal) if she can roll equal to or less than her Toughness characteristic. Once Necrana's Toughness is reduced to 0, as a result of Flesh Wounds, she is removed as a casualty as normal.Special Rules
D6+Rep Result 1-8 Necrana heeds the gang's plea for aid. The gang may hire her for this battle for 100 credits. 9-15 Necrana reluctantly agrees to aid the gang, but it will cost them. The gang may hire her for this battle for 200 credits. 16+ Necrana feels the gang is capable of fighting its own battles. The gang may not hire her for this battle.
RAW ✔️ House of Blades, p68
Orrin Grimjarl, Last Charter Lord of Jardlan
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 3+ | 3 | 4 | 3 | 4+ | 2 | 5+ | 5+ | 5+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Fractal pulse beamer | 4" | 8" | - | -1 | 9 | -4 | 3 | 5+ | Melta, Scarce |
| Rock drill | - | E | - | - | 3 | -2 | 1 | - | Melee, Power Pack |
| Ironhead autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | Rapid Fire (2), Sidearm |
| Frag grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | Blast (3"), Grenade, Knockback |
| Krak grenades | - | Sx3 | - | -1 | 6 | -2 | 2 | 4+ | Demolitions, Grenade |
| Smoke grenades | - | Sx3 | - | - | - | - | - | 4+ | Blast (*"), Grenade, Smoke |
Skills: Stubborn to the Last
Wargear: Mesh armour, respirator, Techmite Exovator
Special Rules: *Petition, Last Charter Lord of the Jardlan *Petition: A gang does not simply hire Orrin Grimjarl. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Orrin Grimjarl, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a gang may make a petition to hire a House Agent, or it may roll on the House Favours table. It may not do both. Last Charter Lord of the Jardlan: Any friendly fighter within 9" of Orrin Grimjarl may use his Cool characteristic when making a Cool test.Special Rules
D6+Rep Result 1-8 Orrin Grimjarl heeds the gang's plea for aid. The gang may hire him for this battle for 100 credits. 9-15 Orrin Grimjarl reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. 16+ Orrin Grimjarl feels the gang is capable of fighting its own battles. The gang may not hire him for this battle.
Techmite Exovator (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 |
|---|---|---|---|---|---|---|---|---|---|
| Fusion cutter | 3" | 6" | +1 | - | 5 | -2 | 1 | 5+ | Scarce |
| Drill | - | E | - | - | 3 | -1 | 1 | - | Melee |
Skills: - Wargear: Flak armour
RAW ✔️ Halls of the Ancients, p86
Servant of the Silent Ones
Delaque only
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 4+ | 4+ | 4 | 5 | 3 | 4+ | 5 | 7+ | 4+ | 5+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Electro-tendril | E | 4" | - | - | S+1 | - | 1 | - | Melee, Parry, Shock, Versatile |
| Subsonic wail | - | T | - | - | 2 | -3 | 1 | - | Seismic, Template |
Skills: Clamber, Infiltrate, Sprint
Wargear: Bio-scanner, heavy carapace armour, respirator
Special Rules: Psychoteric Echo Chamber. *Petition, Gang Hierarchy (Champion), Group Activation (1) Psychoteric Echo Chamber: Once per round, a friendly Delaque fighter can use the Servant to boost the effects of their psychic powers. When a friendly Delaque fighter within 12" of the Servant performs a Wyrd Power action (see the Necromunda Rulebook), the Servant may perform the same action. Work out the effects of both Wyrd Power actions one after the other, starting with the active fighter. Note that, whilst performing this action, the Servant does not count as being active and does not lose its Ready marker. *Petition: A Delaque gang does not simply hire the Servant. Instead, it may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire the Servant, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence: Note that a Delaque gang may make a petition to hire the Servant, or it may roll on the House Favours table. It may not do both. Only Delaque gangs may petition the Servant. Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Delaque fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. 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 Delaque fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not use this special rule themselves.Special Rules
D6+Rep Result 1-8 The Servant heeds the gang's plea for aid. The gang may hire it for this battle for 100 credits. 9-15 The Servant reluctantly agrees to aid the gang, but it will cost them. The gang may hire it for this battle for 200 credits. 16+ The Servant feels the gang is capable of fighting its own battles. The gang may not hire it for this battle.
RAW ✔️ House of Shadow, p76