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Slave Ogryns

Slave Ogryn Gang List

RAW ✔️ House of Chains, p132

NecroRAW: Gang Composition

A Slave Ogryn gang follows all the usual restrictions and guidelines for creating a gang except for the below item(s):

Equipment Sets

In most gangs, senior gang members are able to maintain a cache of weapons that allows them to equip themselves appropriately for each battle. This is not the case for Slave Ogryn gangs; most of the fighters are simple creatures that become attached to one or two favoured weapons. This is especially the case with Augmetic Weapons, which are literally attached to the fighter and cannot be set aside, even for a single battle. No fighter in a Slave Ogryn gang can have more than one equipment set.

Outlaw

During a campaign in which the rules for Outlaw and Law Abiding gangs are in use, a Slave Ogryn gang is automatically an Outlaw gang. In addition, a Slave Ogryn gang cannot change its Alignment.

Fighters

Ogryn Overboss (Leader)

MWSBSSTWIALdClWilInt
5"3+5+5533+38+5+9+8+

Skills: 1 Primary skill (chosen) Special Rules: Gang Leader, Gang Hierarchy (Leader), Group Activation (1), Runaway

Special Rules

Gang Leader: A Slave Ogryn 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, another fighter must be promoted to replace them (see Death of a Leader on page 133).

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 Slave Ogryn 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.

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

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them 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.

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

Starting Skill: When recruited, an Ogryn Overboss may choose one free skill from their Primary skill sets (as described in the Necromunda Rulebook).

Skill Access

An Ogryn Overboss has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingMuscle
-PrimarySecondary-SecondaryPrimary--Primary
Equipment

An Ogryn Overboss may purchase weapons and Wargear from the Ogryn Overboss equipment list:

  • An Ogryn Overboss may purchase Augmetic Weapons when recruited. During the course of a campaign, an Ogryn Overboss may not be given additional Augmetic Weapons.
  • During the course of a campaign, an Ogryn Overboss may be given additional weapons purchased from the Hand Weapons section of this list.
  • During the course of a campaign, an Ogryn Overboss may be given new Wargear purchased from this list or from the Trading Post and the Black Market.

Ogryn Overboss Equipment List

Weapons
ItemCredits
AUGMETIC WEAPONS
Augmetic fist40
Arc welder50
Heavy rock cutter*120
Heavy rock saw*110
Las cutter60
Paired augmetic fists*70
Storm-welder*75
HAND WEAPONS
Axe10
Brute cleaver20
Maul (club)10
Spud-jacker15
Two-handed axe*25
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges35
Demo charges50
Frag grenades30
Incendiary charges40
Krak grenades45
ARMOUR
Carapace armour
- Light80
Furnace plates5
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Drop rig10
Servo harness – partial100
Stimm-slug stash25
WEAPON ACCESSORIES
Suspensors (weapons with Unwieldy trait only)40

RAW ✔️ House of Chains, p134

Ogryn Underboss (Champion)

MWSBSSTWIALdClWilInt
5"3+5+5534+28+7+9+9+

Skills: 1 Primary skill (chosen) Special Rules: Gang Hierarchy (Champion), Runaway

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 Slave Ogryn 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.

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

Starting Skill: When recruited, an Ogryn Underboss may choose one free skill from their Primary skill sets (as described in the Necromunda Rulebook).

Skill Access

An Ogryn Underboss has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingMuscle
-PrimarySecondary-SecondarySecondary--Primary
Equipment

An Ogryn Underboss may purchase weapons and Wargear from the Ogryn Underboss equipment list:

  • An Ogryn Underboss may purchase Augmetic Weapons when recruited. During the course of a campaign, an Ogryn Underboss may not be given additional Augmetic Weapons.
  • During the course of a campaign, an Ogryn Underboss may be given additional weapons purchased from the Hand Weapons section of this list.
  • During the course of a campaign, an Ogryn Underboss may be given new Wargear purchased from this list or from the Trading Post and the Black Market.

Ogryn Underboss Equipment List

Weapons
ItemCredits
AUGMETIC WEAPONS
Augmetic fist40
Arc welder50
Heavy rock cutter*120
Heavy rock saw*110
Las cutter60
Paired augmetic fists*70
Storm-welder*75
HAND WEAPONS
Axe10
Brute cleaver20
Maul (club)10
Spud-jacker15
Two-handed axe*25
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges35
Demo charges50
Frag grenades30
Incendiary charges40
Krak grenades45
ARMOUR
Carapace armour
- Light80
Furnace plates5
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Drop rig10
Servo harness – partial100
Stimm-slug stash25
WEAPON ACCESSORIES
Suspensors (weapons with Unwieldy trait only)40

RAW ✔️ House of Chains, p136

Slave Ogryn (Ganger)

MWSBSSTWIALdClWilInt
5"4+5+5524+28+7+9+9+

Skills: Headbutt Special Rules: Gang Fighter (Ganger), Loyal, Limited Learning Capacity, Runaway

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Slave Ogryn 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 Hangerson or Hired Guns.

Loyal: Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, that fighter adds 2 to the result of any hit rolls rather than the usual 1.

Limited Learning Capacity: A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll a 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

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

Skill Access

A Slave Ogryn has the Headbutt skill (as described in the Necromunda Rulebook).

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingMuscle
---------
Equipment

A Slave Ogryn may purchase weapons and Wargear from the Slave Ogryn equipment list:

  • A Slave Ogryn may purchase Augmetic Weapons when recruited. During the course of a campaign, a Slave Ogryn may not be given additional Augmetic Weapons.
  • During the course of a campaign, a Slave Ogryn may be given additional weapons purchased from the Hand Weapons section of this list.
  • During the course of a campaign, a Slave Ogryn may be given new Wargear purchased from this list or from the Trading Post and the Black Market.

Slave Ogryn Equipment List

Weapons
ItemCredits
AUGMETIC WEAPONS
Augmetic fist40
Arc welder50
Heavy rock cutter*120
Heavy rock saw*110
Las cutter60
Paired augmetic fists*70
Storm-welder*75
HAND WEAPONS
Axe10
Brute cleaver20
Maul (club)10
Spud-jacker15
Two-handed axe*25
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges35
Demo charges50
Krak grenades45
ARMOUR
Carapace armour
- Light80
Furnace plates5
Hazard suit10
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Drop rig10
Servo harness – partial100
Stimm-slug stash25
WEAPON ACCESSORIES
Suspensors (weapons with Unwieldy trait only)40

RAW ✔️ House of Chains, p138

Lobo-slave (Ganger)

MWSBSSTWIALdClWilInt
4"4+6+5525+25+5+10+10+

Special Rules: Gang Fighter (Ganger), Lobotomised, Limited Learning Capacity, Slow-witted, Runaway

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Slave Ogryn 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 Hangerson or Hired Guns.

Lobotomised: A Lobo-slave does not possess much in the way of personality, and almost nothing in the way of self-preservation instincts – such natural impulses having been sacrificed to increase their value as work units. When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Limited Learning Capacity: A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll a 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

Slow-witted: Ogryns are not especially bright or quick on the uptake, but monotask servitors are particularly dull-witted. This fighter may never be activated as part of a Group Activation.

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

Skill Access

A Lobo-slave has no skills and may never gain any.

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingMuscle
---------
Equipment

A Lobo-slave may purchase weapons and Wargear from the Lobo-slave equipment list:

  • A Lobo-slave may purchase Augmetic Weapons when recruited. During the course of a campaign, a Loboslave may not be given additional Augmetic Weapons.
  • During the course of a campaign, a Lobo-slave may be given additional weapons purchased from the Hand Weapons section of this list.
  • During the course of a campaign, a Lobo-slave may be given new Wargear purchased from this list or from the Trading Post and the Black Market.

Lobo-Slave Equipment List

Weapons
ItemCredits
AUGMETIC WEAPONS
Augmetic fist40
Arc welder50
Heavy rock cutter*120
Heavy rock saw*110
Las cutter60
Paired augmetic fists*70
Storm-welder*75
HAND WEAPONS
Axe10
Brute cleaver20
Maul (club)10
Spud-jacker15
Two-handed axe*25
Two-handed hammer*35
Wargear
ItemCredits
ARMOUR
Carapace armour
- Light80
Furnace plates5
Hazard suit10
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Drop rig10
Servo harness – partial100
Stimm-slug stash25
WEAPON ACCESSORIES
Suspensors (weapons with Unwieldy trait only)40

RAW ✔️ House of Chains, p140

Wasteland Additional Rules

Wasteland Gang Composition

A Slave Ogryn gang follows the standard rules for Wasteland Gang Composition.

All fighters (except crew) have access to the Wasteland Gang Equipment List.