House Orlock
House Orlock Gang List
A House Orlock gang follows all the usual restrictions and guidelines for creating a gang.
Additional Rules
Fighters
Orlock Road Captain (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 4+ | 5+ | 5+ | 5+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2) Gang Leader: A House Orlock Gang must always include a single fighter with this special rule: Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Orlock fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (2): 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. Skills: When recruited, an Orlock Road Captain may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. An Orlock Road Captain may purchase weapons and Wargear from the Orlock Road Captain equipment list:Special Rules
Skill Access
Equipment
Orlock Road Captain Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Boltgun 55 - Master-crafted +15 Combat shotgun with salvo & shredder ammo 55 Sawn-off shotgun with scatter shot 15 - Solid shot +10 Shotgun with solid & scatter ammo 30 - Executioner ammo +20 - Inferno ammo +15 PISTOLS Autopistol 10 Bolt pistol 45 - Master-crafted +10 Hand flamer 75 Plasma pistol 50 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (bolter/melta) 165 Combi-weapon (bolter/grenade launcher with frag grenades) 80 Flamer 140 Grenade launcher with frag & krak grenades 65 Meltagun 135 Plasma gun 100 HEAVY WEAPONS Harpoon launcher* 110 Heavy bolter* 160 Heavy flamer* 195 Heavy stubber* 130 Mining laser* 125 Seismic cannon* 140 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 - Master-crafted +5 Flail 20 Las cutter 85 Maul (club) 10 Power knife 25 Power maul 30 Power pick 40 Servo claw 30 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 30 Demo charges 45 Frag grenades 30 Krak grenades 45 Melta bombs 60 Photon flash grenades 15 Scare gas grenades 45 Smoke grenades 15 ARMOUR Carapace armour - Light 80 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 Servo harness – partial 130 WEAPON ACCESSORIES Suspensor (Heavy Weapons only) 60 Telescopic sight† (Pistols, Basic and Special Weapons only) 25 STATUS ITEMS: EXOTIC BEASTS 0-3 Cyber-mastiff 100
RAW ✔️ House of Iron, p34
Orlock Road Sergeant (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1) Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Orlock fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. 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. Skills: When recruited, an Orlock Road Sergeant may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. An Orlock Road Sergeant may purchase weapons and Wargear from the Orlock Road Sergeant equipment list:Special Rules
Skill Access
Equipment
Orlock Road Sergeant Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Boltgun 55 - Master-crafted +15 Combat shotgun with salvo & shredder ammo 55 Sawn-off shotgun with scatter shot 15 - Solid shot +10 Shotgun with solid & scatter ammo 30 - Executioner ammo +20 - Inferno ammo +15 PISTOLS Autopistol 10 Bolt pistol 45 - Master-crafted +10 Hand flamer 75 Plasma pistol 50 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (bolter/melta) 165 Combi-weapon (bolter/grenade launcher with frag grenades) 80 Flamer 140 Grenade launcher with frag & krak grenades 65 Meltagun 135 Plasma gun 100 HEAVY WEAPONS Harpoon launcher* 110 Heavy bolter* 160 Heavy flamer* 195 Heavy stubber* 130 Mining laser* 125 Seismic cannon* 140 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 - Master-crafted +5 Flail 20 Las cutter 85 Maul (club) 10 Power maul 30 Power pick 40 Servo claw 30 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 30 Demo charges 45 Frag grenades 30 Krak grenades 45 Melta bombs 60 Photon flash grenades 15 Scare gas grenades 45 Smoke grenades 15 ARMOUR Carapace armour - Light 80 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 WEAPON ACCESSORIES Suspensor (Heavy Weapons only) 60 Telescopic sight† (Pistols, Basic and Special Weapons only) 25 STATUS ITEMS: EXOTIC BEASTS 0-2 Cyber-mastiff 100
RAW ✔️ House of Iron, p36
Orlock Arms Master (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Rule of Iron Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Orlock fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. 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. Rule of Iron: Arms Masters are some of the most respected, and feared, individuals in House Orlock and few are foolish enough to back down from a fight when an Arms Master is watching. Whenever this fighter is activated, choose a visible friendly Orlock fighter within 6" of this fighter – until the end of the round that fighter gains the Nerves of Steel skill if it does not already have it. In addition, subtract 2 from the result of any Bottle test this fighter's gang has to make while one or more friendly Arms Masters are on the battlefield. Skills: When recruited, an Orlock Arms Master may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. An Orlock Arms Master may purchase weapons and Wargear from the Orlock Arms Master equipment list:Special Rules
Skill Access
Equipment
Orlock Arms Master Equipment List
Weapons
Item Credits BASIC WEAPONS Combat shotgun with salvo & shredder ammo 60 Shotgun with salvo & shredder ammo 25 - Executioner ammo +20 - Inferno ammo +15 PISTOLS Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Fighting knife 10 - Master-crafted +5 Power knife 25 Arc hammer* 70 - Master-crafted +15 Two-handed hammer* 35 - Master-crafted +10 Wargear
Item Credits GRENADES Blasting charges 30 Demo charges 45 Frag grenades 30 Krak grenades 45 Melta bombs 60 Photon flash grenades 15 Scare gas grenades 45 Smoke grenades 15 ARMOUR Carapace armour - Light 80 - Heavy 100 Flak armour 10 Mesh armour 15 FIELD ARMOUR Conversion field 60 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 Servo harness – partial 130 Servo harness – full 160 WEAPON ACCESSORIES Telescopic sight† (Pistols, Basic and Special Weapons only) 25 STATUS ITEMS: EXOTIC BEASTS 0-2 Cyber-mastiff 100
RAW ✔️ House of Iron, p38
Orlock Wrecker (Prospect)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 8+ | 8+ | 8+ |
Special Rules: Tools of the Trade, Gang Fighter (Prospect), Promotion (Orlock Road Sergeant and Arms Master), Hot-headed, Fast Learner Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Gang Fighter (Prospect): Fighters with this special rule form the backbone of House Orlock gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Orlock Road Sergeant and Arms Master): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either an Orlock Road Sergeant or Arms Master. When a fighter is promoted in this way, they will from now on count as an Orlock Road Sergeant or Arms Master for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Orlock Road Sergeant and Arms Master), Hot-headed and Fast Learner special rules and gain all the special rules associated with an Orlock Road Sergeant or Arms Master. Note that, when a fighter is promoted in this way, an appropriate model should be used to represent their new category and type. Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. An Orlock Wrecker is equipped with a jump booster (included in their starting cost) and may purchase weapons and Wargear from the Orlock Wrecker equipment list:Special Rules
Skill Access
Equipment
Orlock Wrecker Equipment List
Weapons
Item Credits BASIC WEAPONS Sawn-off shotgun with scatter shot 15 - Solid shot +10 PISTOLS Autopistol 10 Bolt pistol 45 Hand flamer 75 Plasma pistol 50 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 10 Flail 20 Maul (club) 10 Servo claw 30 Two-handed hammer* 35 Wargear
Item Credits GRENADES Demo charges 45 Frag grenades 30 Krak grenades 45 Melta bombs 60 ARMOUR Flak armour 10 Hazard suit 10 PERSONAL EQUIPMENT Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ House of Iron, p40
Orlock Gunner (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ |
Special Rules: Gang Fighter (Ganger), Promotion (Orlock Specialist), Tools of the Trade (Orlock Specialist) Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Orlock gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Orlock Specialist): When the gang is founded, a single Orlock Gunner can be promoted to become an Orlock Specialist. During Campaign play, additional Orlock Gunners may become Orlock Specialists by spending Experience (XP), as described in the campaign rules. An Orlock Specialist gains the Tools of the Trade special rule, may purchase Special weapons and Heavy weapons, and may spend XP to gain additional skills. Tools of the Trade (Orlock Specialist): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Orlock Gunners and Orlock Specialists may purchase weapons and Wargear from the Orlock Gunner equipment list:Special Rules
Skill Access
Equipment
Orlock Gunner Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Boltgun 55 Combat shotgun with salvo & shredder ammo 55 Sawn-off shotgun with scatter shot 15 - Solid shot +10 Shotgun with solid & scatter ammo 30 PISTOLS Autopistol 10 Bolt pistol 45 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Flamer 140 Grenade launcher with frag & krak grenades 65 Plasma gun 100 Meltagun 135 HEAVY WEAPONS Harpoon launcher* 110 Heavy bolter* 160 Heavy flamer* 195 Heavy stubber* 130 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Flail 20 Maul (club) 10 Power knife 25 Servo claw 30 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 30 Demo charges 45 Frag grenades 30 Krak grenades 45 ARMOUR Flak armour 10 Hazard suit 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 WEAPON ACCESSORIES Suspensor (Heavy Weapons only) 60 Telescopic sight† (Pistols, Basic and Special Weapons only) 25
RAW ✔️ House of Iron, p42
Orlock Greenhorn (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 8+ |
Special Rules: Gang Fighter (Juve), Promotion (Orlock Specialist), Fast Learner Gang Fighter (Juve): Fighters with this special rule form the backbone of House Orlock gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Orlock Specialist): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become an Orlock Specialist. When a fighter is promoted in this way, they will from now on count as an Orlock Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Orlock Specialist) and Fast Learner special rules and gain all the special rules associated with an Orlock Specialist. Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. An Orlock Greenhorn has access to the following skill sets An Orlock Greenhorn may purchase weapons and Wargear from the Orlock Greenhorn equipment list:Special Rules
Skill Access
(note, however, that an Orlock Greenhorn may not gain additional skills):Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Bravado Secondary Secondary - - Primary - - - - Equipment
Orlock Greenhorn Equipment List
Weapons
Item Credits BASIC WEAPONS Sawn-off shotgun with scatter shot 15 - Solid shot +10 PISTOLS Autopistol 10 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Flail 20 Maul (club) 10 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 30 Demo charges 45 Frag grenades 30 Krak grenades 45 ARMOUR Flak armour 10 Hazard suit 10 Mesh armour 15 PERSONAL EQUIPMENT Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ House of Iron, p44
Exotic Beasts
Cyber-Mastiff (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 7 + | 6+ | 8+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Savage bite | - | E | - | - | S | -2 | 1 | - | Disarm, Melee |
Special Rules: Watchdog, Loyal Protector 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 Standing and either Active or Engaged, and within 3" of its owner, enemy fighters may not make a Coup De Grace (Simple) action against the owner. A Cyber-mastiff may not purchase weapons or Wargear. A Cyber-mastiff is armed with a Savage Bite.Special Rules
Skill Access
Equipment
RAW ✔️ House of Iron, p47
Brutes
0-1 Orlock 'Lugger' Cargo Servitor (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 7+ | 5+ | 9+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Harpoon launcher* | 6" | 18" | +2 | - | 5 | -3 | 1 | 5+ | Drag, Impale, Scarce |
| In options: | |||||||||
| Heavy bolter* | 18" | 36" | +1 | - | 5 | -2 | 2 | 6+ | Rapid Fire (2), Unwieldy |
| Heavy flamer* | T | - | - | - | 5 | -2 | 1 | 5+ | Blaze, Template, Unwieldy |
| Heavy stubber* | 20" | 40" | - | -1 | 4 | -1 | 1 | 4+ | Rapid Fire (2), Unwieldy |
Wargear: Light carapace
Special Rules: Weapons Platform, Ammo Hoppers A 'Lugger' Cargo Servitor is armed with a harpoon launcher. All 'Lugger' Cargo
Servitors have light carapace armour. Weapons Platform: An unwieldy ranged weapon mounted on a servitor is far more manoeuvrable. When a 'Lugger' Cargo Servitor fires a weapon with the Unwieldy trait, it becomes a Basic action rather than a Double action. Ammo Hoppers: A 'Lugger' Cargo Servitor can re-roll any failed Ammo checks that roll a natural 1.Weapons
Options Cost A 'Lugger' Cargo Servitor may replace its harpoon launcher with a: - Heavy bolter +50 - Heavy flamer +85 - Heavy stubber +20 A 'Lugger' Cargo Servitor may upgrade its light carapace armour to heavy carapace armour +20 A 'Lugger' Cargo Servitor may take a mono-sight† +25 Special Rules
RAW ✔️ House of Iron, p58
Wasteland Additional Rules
A House Orlock gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.
Orlock Iron Rider (Crew)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| * | * | * | * | * | * | * | 4+ | 6+ | 6+ | 7+ | 7+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew, Skills & Equipment Gang Fighter (Crew): Fighters with this special rule form the backbone of House Orlock gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Vehicle Crew: An Orlock Iron Rider must always be equipped with a vehicle. Skills & Equipment: An Orlock Iron Rider has access to the Skills and Equipment of a vehicle crew (see page 43). A vehicle crew must be equipped with a vehicle and they may purchase Wargear and weapons from the Vehicle Crew equipment list.Special Rules
Skill Access
Equipment
Vehicle Crew Equipment List
Vehicles
Item Credits Custom Vehicle Variable Ridgerunner 95 Rockgrinder 145 Orlock Outrider Quad (Orlock Iron Rider only) 80 Wolfquad 70 Weapons
Item Credits PISTOLS Autopistol 10 Hand flamer 75 Laspistol 10 Stub gun 5 - Dumdum rounds +5 Wargear
Item Credits PERSONAL EQUIPMENT Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ Book of the Outlands, p42
Orlock Outrider Quad (Vehicle)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 9" | 4 | 3 | 3 | 2 | 4+ | 5+ | * | * | * | * | * |
Weapon Hardpoints: 1 Crew Operated - Arc (Front)
Upgrade Slots: 0 Body, 1 Drive, 2 Engine
Special Rules: Agile, Dedicated Gunner, Wheeled, Weapon Hardpoints, Upgrade Slots 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. Weapon Hardpoints: An Orlock Outrider Quad has one weapon hardpoint. Any weapon mounted on it gains the Crew Operated and Arc (Front) traits. Upgrade Slots: An Orlock Outrider Quad has the following Upgrade slots available: An Orlock Outrider Quad may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Orlock Outrider Quad equipment list.Special Rules
Body Drive Engine 0 1 2 Equipment
Orlock Outrider Quad Equipment List
Vehicle Upgrades
Item Credits DRIVE UPGRADES All-wheel steering 10 Redundant drive system 15 Tyre claws 10 ENGINE UPGRADES Easy turnover 5 Glys injector 20 Nitro burner 15 Weapons
Item Credits HEAVY Harpoon launcher 110 Heavy bolter 160 Vehicle Wargear
Item Credits Headlights 15 Smoke launchers 20
RAW ✔️ Book of the Outlands, p71
Orlock Vehicle Equipment
RAW ✔️ Necromunda: Apocrypha Necromunda (2024), p124
All vehicles in a Orlock gang add the following to their equipment lists:
Orlock Vehicle Equipment List
Weapons
| Item | Credits |
|---|---|
| BASIC WEAPONS | |
| Combat shotgun with salvo & shredder ammo | 55 |
| Shotgun with solid & scatter ammo | 30 |
| - Executioner ammo | +20 |
| - Inferno ammo | +15 |
| SPECIAL WEAPONS | |
| Flamer | 140 |
| Meltagun | 135 |
| Plasma gun | 100 |
| HEAVY WEAPONS | |
| Harpoon launcher | 110 |
| Heavy bolter | 160 |
| Mining laser | 125 |
| Seismic cannon | 140 |
Wargear
| Item | Credits |
|---|---|
| WEAPON ACCESSORIES | |
| Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
Guild of Coin Ridgehauler New Cargo Load: Wild Snake Vat
45 Credits - Orlock only
RAW ✔️ Source: Apocrypha Necromunda: Blood, Ash and Gunshine
Transport Area: The walkway along the top of the Wild Snake Vat is a Transport area. The Good Stuff: Any fighter within 1" of the Wild Snake Vat may perform the Take a Swig (Basic) action:
- Take a Swig (Basic): Every time a fighter performs this action remove a Flesh Wound (if they have any) and place an Intoxicated marker on them.
High-pressure Vapours: If a Guild of Coin Ridgehauler or trailer with a Wild Snake Vat is hit by a ranged or melee attack, roll a D6 and add the attacking weapon's Strength. On a 9+, the machine's iron casing has been pierced and unleashed a jet of Wild Snake vapour. Centre the 5" Blast marker on the point on the Vat closest to the attacker. Any fighter touched by the marker must pass an Initiative test or gain an Intoxicated marker. If the weapon that hit the vehicle has the Blaze trait, any fighter touched by the marker must pass an Initiative test or suffer a S4, AP-1, D1 hit with the Blaze trait instead.
Wild Snake Intoxication: Intoxicated markers remain until the end of the battle. The effects of the booze are dependant upon how many markers they have on their card:
Intoxicated
| Markers | Effect |
|---|---|
| 1 | A Good Buzz: -1 to ranged attack hit rolls, +2 to the result of Cool tests. |
| 2 | Seeing Double: -1 to ranged attack hit rolls, +3 to the result of Cool tests. When making ranged attack hit rolls after choosing a target, randomise the actual target of the attack between the intended target and any model (friend or foe) within 6" of them. |
| 3+ | Snake Courage!: -2 to ranged attack hit rolls, automatically pass any Cool tests. |