Slave Ogryns
Slave Ogryn Gang List
RAW ✔️ House of Chains, p132
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)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 5+ | 5 | 5 | 3 | 3+ | 3 | 8+ | 5+ | 9+ | 8+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Leader, Gang Hierarchy (Leader), Group Activation (1), Runaway Gang Leader: A Slave Ogryn 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 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': 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). An Ogryn Overboss may purchase weapons and Wargear from the Ogryn Overboss equipment list:Special Rules
Skill Access
Equipment
Ogryn Overboss Equipment List
Weapons
Item Credits AUGMETIC WEAPONS Augmetic fist 40 Arc welder 50 Heavy rock cutter* 120 Heavy rock saw* 110 Las cutter 60 Paired augmetic fists* 70 Storm-welder* 75 HAND WEAPONS Axe 10 Brute cleaver 20 Maul (club) 10 Spud-jacker 15 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 35 Demo charges 50 Frag grenades 30 Incendiary charges 40 Krak grenades 45 ARMOUR Carapace armour - Light 80 Furnace plates 5 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Drop rig 10 Servo harness – partial 100 Stimm-slug stash 25 WEAPON ACCESSORIES Suspensors (weapons with Unwieldy trait only) 40
RAW ✔️ House of Chains, p134
Ogryn Underboss (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 8+ | 7+ | 9+ | 9+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Runaway 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). An Ogryn Underboss may purchase weapons and Wargear from the Ogryn Underboss equipment list:Special Rules
Skill Access
Equipment
Ogryn Underboss Equipment List
Weapons
Item Credits AUGMETIC WEAPONS Augmetic fist 40 Arc welder 50 Heavy rock cutter* 120 Heavy rock saw* 110 Las cutter 60 Paired augmetic fists* 70 Storm-welder* 75 HAND WEAPONS Axe 10 Brute cleaver 20 Maul (club) 10 Spud-jacker 15 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 35 Demo charges 50 Frag grenades 30 Incendiary charges 40 Krak grenades 45 ARMOUR Carapace armour - Light 80 Furnace plates 5 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Drop rig 10 Servo harness – partial 100 Stimm-slug stash 25 WEAPON ACCESSORIES Suspensors (weapons with Unwieldy trait only) 40
RAW ✔️ House of Chains, p136
Slave Ogryn (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 5 | 5 | 2 | 4+ | 2 | 8+ | 7+ | 9+ | 9+ |
Skills: Headbutt
Special Rules: Gang Fighter (Ganger), Loyal, Limited Learning Capacity, Runaway 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. A Slave Ogryn may purchase weapons and Wargear from the Slave Ogryn equipment list:Special Rules
Skill Access
Equipment
Slave Ogryn Equipment List
Weapons
Item Credits AUGMETIC WEAPONS Augmetic fist 40 Arc welder 50 Heavy rock cutter* 120 Heavy rock saw* 110 Las cutter 60 Paired augmetic fists* 70 Storm-welder* 75 HAND WEAPONS Axe 10 Brute cleaver 20 Maul (club) 10 Spud-jacker 15 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 35 Demo charges 50 Krak grenades 45 ARMOUR Carapace armour - Light 80 Furnace plates 5 Hazard suit 10 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Drop rig 10 Servo harness – partial 100 Stimm-slug stash 25 WEAPON ACCESSORIES Suspensors (weapons with Unwieldy trait only) 40
RAW ✔️ House of Chains, p138
Lobo-slave (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 6+ | 5 | 5 | 2 | 5+ | 2 | 5+ | 5+ | 10+ | 10+ |
Special Rules: Gang Fighter (Ganger), Lobotomised, Limited Learning Capacity, Slow-witted, Runaway 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. A Lobo-slave may purchase weapons and Wargear from the Lobo-slave equipment list:Special Rules
Skill Access
Equipment
Lobo-Slave Equipment List
Weapons
Item Credits AUGMETIC WEAPONS Augmetic fist 40 Arc welder 50 Heavy rock cutter* 120 Heavy rock saw* 110 Las cutter 60 Paired augmetic fists* 70 Storm-welder* 75 HAND WEAPONS Axe 10 Brute cleaver 20 Maul (club) 10 Spud-jacker 15 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits ARMOUR Carapace armour - Light 80 Furnace plates 5 Hazard suit 10 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Drop rig 10 Servo harness – partial 100 Stimm-slug stash 25 WEAPON ACCESSORIES Suspensors (weapons with Unwieldy trait only) 40
RAW ✔️ House of Chains, p140
Wasteland Additional Rules
A Slave Ogryn gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.