Underhive Outcasts
Assembling the Outcasts: Creating Underhive Outcasts Gangs
RAW ✔️ Book of the Outcast, p14
An Underhive Outcasts gang follows all the usual restrictions and guidelines for creating a gang except for the below item(s):
Gang Composition
The first step is to choose and purchase the fighters that make up the gang. The Underhive Outcasts gang list details all of the fighters available to the gang. These fighters are purchased by paying the credits cost shown in their entry from the budget available. All Underhive Outcasts gangs must always follow these rules:
- There must be one fighter with the Leader special rule.
- When creating the gang, there can be no more than two fighters with the Gang Hierarchy (Champion) special rule in the gang.
- During Campaign play, there can be one fighter with the Gang Hierarchy (Champion) special rule for every three fighters with the Gang Fighter (X) special rule.
- 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.
- The Underhive Outcasts gang does not contain any Juves; whenever a rule refers to a Juve it instead affects an Underhive Outcasts Hive Scum.
Should it occur during the course of a campaign that the number of fighters without the Gang Fighter (X) special rule exceeds the total number of fighters with the Gang Fighter (X) special rule, the controlling player must either:
- Recruit fresh fighters with the Gang Fighter (X) special rule in order to correct the imbalance. Or:
- Retire a number of fighters without the Gang Fighter (X) special rule special rule during the post-battle sequence in order to correct the imbalance.
Death of an Underhive Outcasts Leader
All Underhive Outcasts gangs must include a single fighter with the 'Gang Leader' special rule. This fighter is, naturally, the leader of the gang.
If an Underhive Outcasts gang's leader is killed, the gang falls apart. When this happens, a new Underhive Outcasts gang will often form to fill the power vacuum. To represent this, follow these steps:
- Create a new gang following all the normal rules for founding an Underhive Outcasts Gang, with the exception that the starting credits for the new gang is equal to 75% of the previous gang's Wealth after fully resolving the post-battle sequence or 1,000 credits, whichever is higher.
- Fighters from the previous gang can be added to this new gang; just pay their credit cost and add them to the roster.
- If at least half of the fighters from the previous gang are included in the new gang, it starts with D6 less Reputation (to a minimum of 1) but still has any territory or settlement structures previously held. Otherwise, the new gang starts from scratch with nothing in the previous gang's Stash carried over.
Additional Rules
- Creating An Underhive Outcasts Leader & Elevating An Underhive Outcasts Leader
- Affiliation & Archetype
- Delegation Gangs
- Mutant Gangs
Fighters
Underhive Outcasts Leader (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 4+ | 2+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 4+ | 7+ | 5+ |
| 6" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 3 | 6+ | 7+ | 6+ | 4+ |
| 5" | 2+ | 4+ | 4 | 3 | 2 | 4+ | 3 | 6+ | 6+ | 4+ | 7+ |
| 4" | 3+ | 4+ | 3 | 4 | 3 | 5+ | 2 | 6+ | 4+ | 6+ | 5+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Groups Activation (2) Gang Leader: An Underhive Outcasts 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 Underhive Outcasts 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 Underhive Outcasts fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Skills: When recruited, an Underhive Outcasts Leader 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 Underhive Outcasts Leader's skill access is determined by their Archetype. Underhive Outcasts Leaders may purchase weapons and Wargear from the Trading Post, limited to items with Rarity ratings of 9 or less (note that the Underhive Outcasts Leader's Affiliation might open up additional weapon and Wargear options):Special Rules
Skill Access
Archetype Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wyrd Powers Brawler Secondary Primary Secondary - Primary Primary - - - Gunslinger Primary - - Secondary - Primary Secondary Primary - Survivor Secondary Secondary Primary - Primary Primary - - - Mastermind Secondary - - Primary - Primary Primary Secondary - Wyrd - - - Secondary - Primary - - Primary Equipment
Affiliation
RAW ✔️ Book of the Outcast, p18
Underhive Outcasts Champion (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 7+ | 8+ | 8+ |
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 Underhive Outcasts 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 Underhive Outcasts 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. Archetype: When recruited, an Underhive Outcasts Champion must select an Archetype; this will determine which skill sets they have access to. Skills: When recruited, an Underhive Outcasts Champion 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. Wyrd Powers: If the Underhive Outcasts Champion has the Wyrd Archetype then they can choose Wyrd Powers in place of skills and gains the Non-sanctioned Psyker special rule. An Underhive Outcasts Champion has access to skill sets based upon their Archetype: Underhive Outcasts Champions may purchase weapons and Wargear from the Trading Post, limited to items with a Rarity rating of 8 or lower (note that the Underhive Outcasts Leader's allegiance might open up additional weapon and Wargear options):Special Rules
Skill Access
Archetype Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Wyrd Powers Brawler - Primary - - Secondary Secondary - - - Gunslinger Secondary - - - - Secondary - Primary - Survivor - - Secondary - Primary Secondary - - - Mastermind - - - Primary - Secondary Secondary - - Wyrd - - - Secondary - Secondary - - Primary Equipment
RAW ✔️ Book of the Outcast, p28
Underhive Outcasts Hive Scum (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ |
Skills: Cunning (Primary) and Ferocity (Secondary)
Special Rules: Gang Fighter (Ganger), Promotion (Specialist), Tools of the Trade (Specialist only) Gang Fighter (Ganger): Fighters with this special rule form the backbone of Underhive Outcasts 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 (Underhive Outcasts Specialist): During Campaign play, an Underhive Outcasts Hive Scum may become an Underhive Outcasts Specialist. An Underhive Outcasts Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills (note, a gang may not start with an Underhive Outcasts Specialist). Tools of the Trade (Underhive Outcasts Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Underhive Outcasts Hive Scum and Underhive Outcasts Specialists may purchase weapons and Wargear from the Underhive Outcasts Hive Scum equipment list (note that the Underhive Outcasts Leader's allegiance might open up additional weapon and Wargear options):Special Rules
Equipment
Underhive Outcasts Hive Scum Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Reclaimed autogun 10 Lasgun 15 Sawn-off shotgun 15 Shotgun with solid & scatter ammo 30 Throwing knives 10 PISTOLS Autopistol 10 Reclaimed autopistol 5 Laspistol 10 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Axe 10 Chainsword 25 Fighting knife 10 Flail 20 Maul (club) 10 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Krak grenades 45 Smoke grenades 15 ARMOUR Flak armour 10 Hazard suit 10 Mesh armour 15 PERSONAL EQUIPMENT Armoured undersuit 25 Drop rig 10 Filter plugs 10 Photo-goggles 35 WEAPON ACCESSORIES Telescopic sight† (Pistols, Basic and Special Weapons only) 25
RAW ✔️ Book of the Outcast, p30
Wasteland Additional Rules
An Underhive Outcasts gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.