Skip to main content

House Orlock

House Orlock Gang List

NecroRAW: Gang Composition

Additional Rules

Fighters

Orlock Road Captain (Leader)

MWSBSSTWIALdClWilInt
5"3+3+3334+24+5+5+5+

Skills: 1 Primary skill (chosen) Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2)

Special Rules

Gang Leader: A House Orlock Gang must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see Death of a Leader on ).

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':

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

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

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.

Skill Access

An Orlock Road Captain has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingBravado
-Secondary--PrimaryPrimaryPrimarySecondarySecondary
Equipment

An Orlock Road Captain may purchase weapons and Wargear from the Orlock Road Captain equipment list:

  • During the course of a campaign, an Orlock Road Captain may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • An Orlock Road Captain has no restrictions upon the types of weapon they can take; all weapon types are available.

Orlock Road Captain Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Boltgun55
- Master-crafted+15
Combat shotgun with salvo & shredder ammo55
Sawn-off shotgun with scatter shot15
- Solid shot+10
Shotgun with solid & scatter ammo30
- Executioner ammo+20
- Inferno ammo+15
PISTOLS
Autopistol10
Bolt pistol45
- Master-crafted+10
Hand flamer75
Plasma pistol50
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Combi-weapon (bolter/melta)165
Combi-weapon (bolter/grenade launcher with frag grenades)80
Flamer140
Grenade launcher with frag & krak grenades65
Meltagun135
Plasma gun100
HEAVY WEAPONS
Harpoon launcher*110
Heavy bolter*160
Heavy flamer*195
Heavy stubber*130
Mining laser*125
Seismic cannon*140
CLOSE COMBAT WEAPONS
Chainsword25
Fighting knife15
- Master-crafted+5
Flail20
Las cutter85
Maul (club)10
Power knife25
Power maul30
Power pick40
Servo claw30
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges30
Demo charges45
Frag grenades30
Krak grenades45
Melta bombs60
Photon flash grenades15
Scare gas grenades45
Smoke grenades15
ARMOUR
Carapace armour
- Light80
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
Servo harness – partial130
WEAPON ACCESSORIES
Suspensor (Heavy Weapons only)60
Telescopic sight† (Pistols, Basic and Special Weapons only)25
STATUS ITEMS: EXOTIC BEASTS
0-3 Cyber-mastiff100

RAW ✔️ House of Iron, p34

Orlock Road Sergeant (Champion)

MWSBSSTWIALdClWilInt
5"4+3+3324+25+6+6+6+

Skills: 1 Primary skill (chosen) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1)

Special Rules

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':

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

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

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.

Skill Access

An Orlock Road Sergeant has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingBravado
-Secondary--PrimarySecondarySecondary-Primary
Equipment

An Orlock Road Sergeant may purchase weapons and Wargear from the Orlock Road Sergeant equipment list:

  • During the course of a campaign, an Orlock Road Sergeant may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • An Orlock Road Sergeant has no restrictions upon the types of weapon they can take; all weapon types are available.

Orlock Road Sergeant Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Boltgun55
- Master-crafted+15
Combat shotgun with salvo & shredder ammo55
Sawn-off shotgun with scatter shot15
- Solid shot+10
Shotgun with solid & scatter ammo30
- Executioner ammo+20
- Inferno ammo+15
PISTOLS
Autopistol10
Bolt pistol45
- Master-crafted+10
Hand flamer75
Plasma pistol50
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Combi-weapon (bolter/melta)165
Combi-weapon (bolter/grenade launcher with frag grenades)80
Flamer140
Grenade launcher with frag & krak grenades65
Meltagun135
Plasma gun100
HEAVY WEAPONS
Harpoon launcher*110
Heavy bolter*160
Heavy flamer*195
Heavy stubber*130
Mining laser*125
Seismic cannon*140
CLOSE COMBAT WEAPONS
Chainsword25
Fighting knife15
- Master-crafted+5
Flail20
Las cutter85
Maul (club)10
Power maul30
Power pick40
Servo claw30
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges30
Demo charges45
Frag grenades30
Krak grenades45
Melta bombs60
Photon flash grenades15
Scare gas grenades45
Smoke grenades15
ARMOUR
Carapace armour
- Light80
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
WEAPON ACCESSORIES
Suspensor (Heavy Weapons only)60
Telescopic sight† (Pistols, Basic and Special Weapons only)25
STATUS ITEMS: EXOTIC BEASTS
0-2 Cyber-mastiff100

RAW ✔️ House of Iron, p36

Orlock Arms Master (Champion)

MWSBSSTWIALdClWilInt
5"3+3+3324+25+6+6+6+

Skills: 1 Primary skill (chosen) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Rule of Iron

Special Rules

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':

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

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

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.

Skill Access

An Orlock Arms Master has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingBravado
-Secondary--PrimarySecondarySecondary-Primary
Equipment

An Orlock Arms Master may purchase weapons and Wargear from the Orlock Arms Master equipment list:

  • During the course of a campaign, an Orlock Arms Master may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • An Orlock Arms Master may only be equipped with weapons chosen from this list, or from the Basic, Pistols and Close Combat Weapons sections of the Trading Post or the Black Market.

Orlock Arms Master Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Combat shotgun with salvo & shredder ammo60
Shotgun with salvo & shredder ammo25
- Executioner ammo+20
- Inferno ammo+15
PISTOLS
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Fighting knife10
- Master-crafted+5
Power knife25
Arc hammer*70
- Master-crafted+15
Two-handed hammer*35
- Master-crafted+10
Wargear
ItemCredits
GRENADES
Blasting charges30
Demo charges45
Frag grenades30
Krak grenades45
Melta bombs60
Photon flash grenades15
Scare gas grenades45
Smoke grenades15
ARMOUR
Carapace armour
- Light80
- Heavy100
Flak armour10
Mesh armour15
FIELD ARMOUR
Conversion field60
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
Servo harness – partial130
Servo harness – full160
WEAPON ACCESSORIES
Telescopic sight† (Pistols, Basic and Special Weapons only)25
STATUS ITEMS: EXOTIC BEASTS
0-2 Cyber-mastiff100

RAW ✔️ House of Iron, p38

Orlock Wrecker (Prospect)

MWSBSSTWIALdClWilInt
6"5+4+3313+19+8+8+8+

Special Rules: Tools of the Trade, Gang Fighter (Prospect), Promotion (Orlock Road Sergeant and Arms Master), Hot-headed, Fast Learner

Special Rules

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.

Skill Access

An Orlock Wrecker has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingBravado
-Secondary----SecondaryPrimary-
Equipment

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:

  • During the course of a campaign, an Orlock Wrecker may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • An Orlock Wrecker may only be equipped with weapons chosen from this list, or from the Close Combat Weapons sections of the Trading Post or the Black Market.

Orlock Wrecker Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Sawn-off shotgun with scatter shot15
- Solid shot+10
PISTOLS
Autopistol10
Bolt pistol45
Hand flamer75
Plasma pistol50
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Chainsword25
Fighting knife10
Flail20
Maul (club)10
Servo claw30
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Demo charges45
Frag grenades30
Krak grenades45
Melta bombs60
ARMOUR
Flak armour10
Hazard suit10
PERSONAL EQUIPMENT
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15

RAW ✔️ House of Iron, p40

Orlock Gunner (Ganger)

MWSBSSTWIALdClWilInt
5"4+4+3314+16+7+7+7+

Special Rules: Gang Fighter (Ganger), Promotion (Orlock Specialist), Tools of the Trade (Orlock Specialist)

Special Rules

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.

Skill Access

An Orlock Specialist has access to the following skill sets (note, however, that an Orlock Gunner may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingBravado
-PrimarySecondary-Primary--Secondary-
Equipment

Orlock Gunners and Orlock Specialists may purchase weapons and Wargear from the Orlock Gunner equipment list:

  • During the course of a campaign, both Orlock Gunners and Orlock Specialists may be given additional weapons purchased from this list.
  • In addition, during a campaign both Orlock Gunners and Orlock Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.
  • An Orlock Gunner may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list.
  • Once promoted, an Orlock Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.

Orlock Gunner Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Boltgun55
Combat shotgun with salvo & shredder ammo55
Sawn-off shotgun with scatter shot15
- Solid shot+10
Shotgun with solid & scatter ammo30
PISTOLS
Autopistol10
Bolt pistol45
Hand flamer75
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Flamer140
Grenade launcher with frag & krak grenades65
Plasma gun100
Meltagun135
HEAVY WEAPONS
Harpoon launcher*110
Heavy bolter*160
Heavy flamer*195
Heavy stubber*130
CLOSE COMBAT WEAPONS
Chainsword25
Fighting knife15
Flail20
Maul (club)10
Power knife25
Servo claw30
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges30
Demo charges45
Frag grenades30
Krak grenades45
ARMOUR
Flak armour10
Hazard suit10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
WEAPON ACCESSORIES
Suspensor (Heavy Weapons only)60
Telescopic sight† (Pistols, Basic and Special Weapons only)25

RAW ✔️ House of Iron, p42

Orlock Greenhorn (Juve)

MWSBSSTWIALdClWilInt
6"5+5+3313+17+8+8+8+

Special Rules: Gang Fighter (Juve), Promotion (Orlock Specialist), Fast Learner

Special Rules

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.

Skill Access

An Orlock Greenhorn has access to the following skill sets (note, however, that an Orlock Greenhorn may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingBravado
SecondarySecondary--Primary----
Equipment

An Orlock Greenhorn may purchase weapons and Wargear from the Orlock Greenhorn equipment list:

  • During the course of a campaign, Orlock Greenhorns may be given additional weapons purchased from this list.
  • In addition, during a campaign Orlock Greenhorns may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.

Orlock Greenhorn Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Sawn-off shotgun with scatter shot15
- Solid shot+10
PISTOLS
Autopistol10
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Chainsword25
Fighting knife15
Flail20
Maul (club)10
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges30
Demo charges45
Frag grenades30
Krak grenades45
ARMOUR
Flak armour10
Hazard suit10
Mesh armour15
PERSONAL EQUIPMENT
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15

RAW ✔️ House of Iron, p44

Exotic Beasts

Cyber-Mastiff (Exotic Beast)

MWSBSSTWIALdClWilInt
5"3+-3314+17 +6+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Savage bite-E--S-21-Disarm, Melee

Special Rules: Watchdog, Loyal Protector

Special Rules

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

Loyal Protector: Whilst the Cyber-mastiff is 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.

Skill Access

Should a Cyber-mastiff become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingBravado
--Primary-Secondary----
Equipment

A Cyber-mastiff may not purchase weapons or Wargear. A Cyber-mastiff is armed with a Savage Bite.

RAW ✔️ House of Iron, p47

Brutes

0-1 Orlock 'Lugger' Cargo Servitor (Brute)

MWSBSSTWIALdClWilInt
4"5+4+5535+27+5+9+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Harpoon launcher*6"18"+2-5-315+Drag, Impale, Scarce
In options:
Heavy bolter*18"36"+1-5-226+Rapid Fire (2), Unwieldy
Heavy flamer*T---5-215+Blaze, Template, Unwieldy
Heavy stubber*20"40"--14-114+Rapid Fire (2), Unwieldy

Wargear: Light carapace Special Rules: Weapons Platform, Ammo Hoppers

Weapons

A 'Lugger' Cargo Servitor is armed with a harpoon launcher. All 'Lugger' Cargo Servitors have light carapace armour.

OptionsCost
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

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.

Skill Access

A 'Lugger' Cargo Servitor has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingBravado
-SecondarySecondary----Primary-

RAW ✔️ House of Iron, p58

Wasteland Additional Rules

Wasteland Gang Composition

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)

MFrontSideRearHPHndSvBSLdClWilInt
*******4+6+6+7+7+

Special Rules: Gang Fighter (Crew), Vehicle Crew, Skills & Equipment

Special Rules

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).

Skill Access

An Orlock Iron Rider has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingDriving
------SecondaryPrimaryPrimary
Equipment

A vehicle crew must be equipped with a vehicle and they may purchase Wargear and weapons from the Vehicle Crew equipment list.

  • During the course of a campaign, a vehicle crew may be given additional weapons and Wargear from the Trading Post and from the Black Market.
  • A vehicle crew can only be equipped with weapons from this list or the Pistols section of the Trading Post or Black Market.
  • A vehicle crew may be given a replacement vehicle from either this list or the Trading Post or Black Market, in which case their existing vehicle (if any) is placed into the gang's Stash.

Vehicle Crew Equipment List

Vehicles
ItemCredits
Custom VehicleVariable
Ridgerunner95
Rockgrinder145
Orlock Outrider Quad (Orlock Iron Rider only)80
Wolfquad70
Weapons
ItemCredits
PISTOLS
Autopistol10
Hand flamer75
Laspistol10
Stub gun5
- Dumdum rounds+5
Wargear
ItemCredits
PERSONAL EQUIPMENT
Filter plugs10
Photo-goggles35
Respirator15

RAW ✔️ Book of the Outlands, p42

Orlock Outrider Quad (Vehicle)

MFrontSideRearHPHndSvBSLdClWilInt
9"43324+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

Special Rules

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

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

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

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:

BodyDriveEngine
012
Equipment

An Orlock Outrider Quad may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Orlock Outrider Quad equipment list.

  • During the course of a campaign, an Orlock Outrider Quad may be fitted with additional vehicle Wargear from the Orlock Outrider Quad equipment list, the Trading Post and the Black Market.
  • During the course of a campaign, an Orlock Outrider Quad may be fitted with additional vehicle Upgrades from the Orlock Outrider Quad equipment list.
  • During the course of a campaign, an Orlock Outrider Quad can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post or Black Market.

Orlock Outrider Quad Equipment List

Vehicle Upgrades
ItemCredits
DRIVE UPGRADES
All-wheel steering10
Redundant drive system15
Tyre claws10
ENGINE UPGRADES
Easy turnover5
Glys injector20
Nitro burner15
Weapons
ItemCredits
HEAVY
Harpoon launcher110
Heavy bolter160
Vehicle Wargear
ItemCredits
Headlights15
Smoke launchers20

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
ItemCredits
BASIC WEAPONS
Combat shotgun with salvo & shredder ammo55
Shotgun with solid & scatter ammo30
- Executioner ammo+20
- Inferno ammo+15
SPECIAL WEAPONS
Flamer140
Meltagun135
Plasma gun100
HEAVY WEAPONS
Harpoon launcher110
Heavy bolter160
Mining laser125
Seismic cannon140
Wargear
ItemCredits
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

MarkersEffect
1A Good Buzz: -1 to ranged attack hit rolls, +2 to the result of Cool tests.
2Seeing 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.