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Outlaw House Agents

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.

House Agents

Ash Waste Nomads only

A gang can recruit no more than one House Agent at a time. To represent the variety of renowned champions within the Ash Waste Nomads, the recruiting player chooses one of the following profiles to use:

MWSBSSTWIALdClWilInt
5"3+3+3333+25+5+6+6+
6"4+2+3423+26+6+7+7+
5"2+4+4323+36+6+7+7+

Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1), "You Get What You Pay For"

Special Rules

*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:

D6+RepResult
1-5The 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.
6-10The 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.
11-15The 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.

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 Ash Waste Nomads 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 Ash Waste Nomads 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 are 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.

“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.

Skills

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 Wastelands (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.

Spiritual Nexus

When rolling to Summon Spirits (see page 79), you roll two dice for this fighter instead of the usual one.

Equipment

A House Agent is equipped with an ash cloak and a sky mantle, and may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from the Ash Waste Nomads Chieftain 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.

RAW ✔️ Tribes of the Wastelands, p70


Asun'Ghar, the Lady of Ash

Ash Waste Nomads or Unaligned gangs (Fall of Helmawr Campaign) only

MWSBSSTWIALdClWilInt
6"3+4+3333+27+5+4+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Blast pistol8"12"+1-3-14+Sidearm, Shock
Stalking knife-E-+1S-11-Backstab, Melee
Spirit staveE3"--S+2-12-Melee, Shock, Versatile

Skills: Born to the Wastes, Infiltrate, Stormwalker Wargear: Ash cloak, mesh armour, sky mantle, Terror's Shadow Special Rules: *Petition, Great Wasteland Spirit, Selective Alliances

Special Rules

*Petition: 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:

D6+RepResult
1-8Asun'ghar heeds the gang's plea for aid. The gang may hire her for this battle for 120 credits.
9-15Asun'ghar reluctantly agrees to aid the gang, but it will cost them. The gang may hire her for this battle for 240 credits.
16+Asun'ghar feels the gang is capable of fighting its own battles. The gang may not hire her for this battle.

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.

Great Wasteland Spirit: Fighters must pass a Willpower test before they can make a Fight (Basic) or Charge (Double) action targeting Asun'ghar. If this test is failed then the fighter can choose a different action instead. Exotic Beasts cannot make any attacks that would target Asun'ghar.

Selective Alliances: Asun'ghar, the Lady of Ash can only be hired by an Ash Waste Nomads gang or an Unaligned gang during the Fall of Helmawr Campaign.


Terror's Shadow (Exotic Beast)

MWSBSSTWIALdClWilInt
8"3+-4423+39+7+9+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Rending talons-E--5-22-Disarm, Entangle, Knockback, Melee

Skills: Infiltrate Wargear: - Special Rules: Flight, Grapple, Swoop

Special Rules

Flight: Terror's Shadow 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.

Grapple: If Terror's Shadow successfully hits a fighter with its rending talons, it does not need to roll to hit that fighter again in subsequent activations or with Reaction attacks. Furthermore, these subsequent attacks count as having rolled a 6 to hit for the purposes of the Disarm, Entangle and Knockback traits.

Swoop: Terror's Shadow can range further from Asun'ghar than most Exotic Beasts. Terror's Shadow must remain within 9" of Asun'ghar rather than 3".

RAW ✔️ Tribes of the Wastelands, p72; The Aranthian Succession – Ruins of Jardlan, p60

Axon Hammer, Scourge of the Spider Points

Outlaw Goliath only

MWSBSSTWIALdClWilInt
4"3+3+4434+35+4+7+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Combi-weapon (bolter/plasma gun)
- Bolter12"24"+1-4-126+Combi, Rapid Fire (1)
- Plasma gun12"24"+2-5-125+Combi, Rapid Fire (1), Scarce
Frag grenades-Sx3--3-14+Blast (3"), Grenade, Knockback

Skills: Fists of Steel, Hip Shooting Wargear: Frag grenades, furnace plates, refractor field Special Rules: Fists of Steel, Wastes' Most Wanted, *Petition, "You Get What You Pay For", Outlaw

Special Rules

Fists of Steel: Unarmed attacks made by Axon count as having +2 Strength, have no AP and have a Damage of 2.

Wastes' Most Wanted: Axon Hammer has one of the highest bounties on his head of any raider in the wastes. If a gang gets either a Memorable Death result when taking Axon Out of Action (66 on the Lasting Injury table) or captures him, they add 200 credits to their Stash during the battle's End phase as they collect the bounty.

*Petition

A Goliath gang does not simply hire Axon. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Axon, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence:

D6+RepResult
1-8Axon heeds the gang's plea for aid. The gang may hire him for this battle for 100 credits.
9-15Axon reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits.
16+Axon feels the gang is capable of fighting its own battles. The gang may not hire him for this battle.

"You Get What You Pay For": Unlike other fighters, Axon Hammer is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, he 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.

Outlaw: Axon Hammer is an Outlaw Hired Gun.

RAW ✔️ The Aranthian Succession – Vaults of Temenos, p56

Hermiatus, the Second Son

Malstrain or Malstrain Corrupted gangs only

MWSBSSTWIALdClWilInt
5"3+4+4333+37+6+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Laspistol8"12"+1-3-12+Plentiful, Sidearm
Razor-sharp talons-E--S+1-23-Melee, Rending

Skills: Crushing Blow, Fearsome, Hurl, Spring Up Wargear: Hardened flak armour, respirator Special Rules: *Petition, Unsanctioned Psyker, Outlaw

Special Rules

*Petition: A Malstrain or Malstrain Corrupted gang does not simply hire Hermiatus, the Second Son. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Hermiatus, the Second Son, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence:

D6+RepResult
1-8Hermiatus, the Second Son heeds the gang's plea for aid. The gang may hire him for this battle for 100 credits.
9-15Hermiatus, the Second Son reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits.
16+Hermiatus, the Second Son feels the gang is capable of fighting its own battles. The gang may not hire him for this battle.

Note that a Malstrain or Malstrain Corrupted gang may make a petition to hire Hermiatus, the Second Son, or it may roll on the House Favours table. It may not do both. Only Malstrain or Malstrain Corrupted gangs may petition Hermiatus, the Second Son.

Unsanctioned Psyker: Hermiatus, the Second Son is an Unsanctioned Psyker who knows all of the Malstrain Wyrd Powers.

Outlaw: Hermiatus, the Second Son is an Outlaw House Agent.

RAW ✔️ The Book of Desolation, p98

Klovis the Redeemer

Outlaw Cawdor only

MWSBSSTWIALdClWilInt
5"3+6+3333+37+5+6+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Master-crafted eviscerator
- Melee
E1"--S+1-11-Master-crafted, Melee, Sever, Shred, Unwieldy, Versatile
- Ranged-T--3-115+Blaze, Scarce, Template

Skills: Devotional Frenzy, Fearsome, Restless Faith***, True Grit Wargear: Book of the Redemption, flak armour, incombustible hauberk, pyromantic mantle Special Rules: *Petition, Fearsome Reputation, Articles of Faith, Outlaw

Special Rules

*Petition: A House Cawdor gang does not simply hire the Redeemer. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire the Redeemer, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence:

D6+RepResult
1-8The Redeemer heeds the gang's plea for aid. The gang may hire him for this battle for 100 credits.
9-15The Redeemer reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits.
16+The Redeemer feels the gang is capable of fighting its own battles. The gang may not hire him for this battle.

Note that a House Cawdor gang may make a petition to hire the Redeemer, or it may roll on the House Favours table. It may not do both. Only House Cawdor gangs may petition the Redeemer.

Fearsome Reputation: If an enemy fighter wishes to make a Fight (Basic) or Shoot (Basic) action that targets this fighter, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately.

Articles of Faith: The Redeemer generates Faith dice as normal for a House Cawdor fighter. However, his faith is such that in each End phase his controlling player rolls three D6 for him, rather than the usual one. He follows the Path of the Redeemer.

Outlaw: The Redeemer is an Outlaw Hired Gun.


Deacon Malakev

MWSBSSTWIALdClWilInt
4"5+6+2425+17+6+7+8+

Weapons: None Skills: Evade, Lie Low Wargear: Light carapace armour Special Rules: Bodyguard, Dedicated Follower, Scribe, The Liber Excruciatus

Special Rules

Bodyguard: If the Redeemer is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto Deacon Malakev if he is within 2" of the Redeemer.

Dedicated Follower: Deacon Malakev is a dedicated servant and follower of the Redeemer. When a gang hires the Redeemer, he is accompanied by Deacon Malakev. Deacon Malakev cannot be hired on his own. During the Deployment step of the pre-battle sequence, Deacon Malakev must be deployed within 3" of the Redeemer.

Scribe: Deacon Malakev records all the great deeds of the Redeemer's crusade through the underhive. Part of his record lists the names of the faithful that fought alongside his master. If Deacon Malakev is on the battlefield and not Seriously Injured during the Wrap-up, the gang he and the Redeemer fought beside gains D3 Reputation.

The Liber Excruciatus: The Liber Excruciatus is the Redeemer's infamous book of tortures, carried and updated by Deacon Malakev. Over the years, it has grown through amendment and addition to become a mighty tome. Whilst the Redeemer is within 1" of Deacon Malakev, and if both fighters are Standing and Active, the Redeemer may perform the Know Your Fate (Basic) action:

  • Know Your Fate (Basic): The Redeemer fixes his gaze upon his enemies and reads aloud to them from the Liber Excruciatus, informing them of the tortures they can expect. D3 enemy fighters (chosen by the Redeemer's controlling player) that are within 9" of the Redeemer and that can draw a line of sight to the Redeemer must immediately make a Nerve test with a -1 modifier.

RAW ✔️ House of Faith, p53

Malstrain Alpha

Malstrain or Malstrain Corrupted gangs only

MWSBSSTWIALdClWilInt
6"2+6+5433+46+4+5+10+
WeaponRg SRg LAc SAc LSAPDAmTraits
Rending claws-E--S+1-22-Melee, Rending
Venemous bite-E----2--Melee, Toxin

Skills: Dodge, Evade, Infiltrate, Nerves of Steel Wargear: Bio-booster, mesh armour Special Rules: *Petition, Madness of the Malstrain, Ambush Predator, Prize Trophy, Outlaw

Special Rules

*Petition: A Malstrain or Malstrain Corrupted gang does not simply hire the Malstrain Alpha. Instead, it may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire the Malstrain Alpha, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence:

D6+RepResult
1-8The Malstrain Alpha heeds the gang's plea for aid. The gang may hire him for this battle for 100 credits.
9-15The Malstrain Alpha reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits.
16+The Malstrain Alpha feels the gang is capable of fighting its own battles. The gang may not hire him for this battle.

Note that a Malstrain or Malstrain Corrupted gang may make a petition to hire the Malstrain Alpha, or it may roll on the House Favours table. It may not do both. Only Malstrain or Malstrain Corrupted gangs may petition the Malstrain Alpha.

Madness of the Malstrain: Any enemy fighter who wishes to perform the Charge (Double) action targeting the Malstrain Alpha must first make a Willpower test. If the test is passed, they may perform the action as normal. If the test is failed they remain where they are, end their activation and gain the Insane condition.

Ambush Predator: The Malstrain Alpha may perform the Fade (Double) action during their activation:

  • Fade (Double): Remove the Malstrain Alpha from the battlefield. At the start of the next round, before rolling for Priority, the Malstrain Alpha is deployed on the battlefield as if using the Infiltrate skill.

Prize Trophy: If a Spyre Hunter takes the Malstrain Alpha Out of Action, they add two to their Kill Count rather than the usual one.

Outlaw: The Malstrain Alpha is an Outlaw House Agent.

RAW ✔️ The Book of Desolation, p59

The Prophet of the Redemption

Outlaw Cawdor, Crusading gang or gang allied to Lady Credo's Rebellion only

MWSBSSTWIALdClWilInt
8"4+4+5424+15+6+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
None---------

Skills: Iron Will, Overseer, Unstoppable Wargear: Servo harness (benefits already included in fighter profile) Special Rules: Petition, Blessed by the Lost Saint, Beacon of Redemption, Articles of Faith, Outlaw

Special Rules

Petition: A House Cawdor, Crusading gang or gang allied to Lady Credo's Rebellion does not simply hire the Prophet. Instead, he may come to the aid of a gang when a petition is made by a gang's Leader. If a gang wishes to hire the Prophet, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence:

D6+RepResult
1-8The Prophet heeds the gang's plea for aid. The gang may hire him for this battle for 80 credits.
9-15The Prophet reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 160 credits.
16+The Prophet feels the gang is capable of fighting its own battles. The gang may not hire him for this battle.

Note that a gang may make a petition to hire the Prophet, or it may roll on their House Favours table. They may not do both. Only House Cawdor gangs, Crusading gangs or gangs allied to Lady Credo's Rebellion may petition the Prophet.

Blessed by the Lost Saint: The Prophet seems to lead a blessed life; none can act against him, either looking upon him with awe or finding they purposefully miss. If an enemy model wishes to make a Fight (Basic) or Shoot (Basic) action that targets the Prophet, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately.

In addition, the Prophet has a 3+ save that cannot be modified or ignored by any rule.

Beacon of Redemption: Any friendly fighter that can draw a line of sight to the Prophet may apply a +2 modifier to Cool and Willpower checks.

Articles of Faith: If hired by a House Cawdor gang, the Prophet generates Faith dice as a normal House Cawdor fighter. However, his faith is such that in each End phase, his controlling player rolls four D6 for him, rather than the usual one. He follows the Path of the Fanatic.

Outlaw: The Prophet is an Outlaw Hired Gun.

RAW ✔️ The Aranthian Succession – Vaults of Temenos, p48