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Mutant Gangs

RAW ✔️ Apocrypha Necromunda: Devils of Gunk Deep, p6

Designer's Commentary: New Outcast Archetype

Presented below is a new Underhive Outcasts Archetype, the Mutant. This Archetype can be used alongside the rules found in Necromunda: Book of the Outcast to create mutant gangs. In addition to this new Archetype, you will find a collection of Outcast Mutations, allowing you to recreate the mutant gangs that attacked Dust Falls during the Great Darkness. If the Arbitrator wishes, these new rules may be included in their Necromunda campaigns as options for Underhive Outcasts gangs.

Mutant

Mutants are misshapen outcasts who have fled a life of slavery or abuse to eke out an existence in the deepest parts of the underhive. Mutants who rise to lead gangs of Outcasts are often the toughest of their kind, 'blessed' with a variety of advantageous and terrifying mutations.

A Mutant has access to the following skills:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-Primary--SecondaryPrimary--

In addition, Mutants can also choose Outcast Mutations in place of skills (see Outcast Mutations on page 7). Furthermore, if the Leader of an Underhive Outcasts gang has the Mutant Archetype, then Outcast Mutations will also be available to Underhive Outcasts Hive Scum in their gang.

Mutant Affiliations

Mutants are trusted even less than most underhive scum, being somewhere below outlaws but slightly above Chaos worshippers in the eyes of the Clan and Noble Houses. For this reason, an Underhive Outcasts Leader that takes the Mutant Archetype can only have the Clanless Affiliation.

Outcast Mutations

Exposure to the toxic depths of the underhive, or the radioactive badlands of the ash wastes, often warps the bodies of those that call them home.

Outcast Mutations can be acquired in one of two ways:

  • When adding an Underhive Outcasts Hive Scum to a gang led by a Mutant, they may have a single Outcast Mutation purchased at the credit cost indicated on the table below. An Underhive Outcasts Hive Scum may never have more than one Outcast Mutation.
  • Underhive Outcasts Leaders and Underhive Outcasts Champions with the Mutant Archetype treat Outcast Mutations as a Primary skill set, this means they can purchase them with XP and can choose one for free when added to the Gang Roster.

Outcast Mutations

  D66  Outcast MutationCredits
11-13Void Soul: The Mutant is immune to the effects of psychic powers – though the arbitrator may still rule that indirect damage from psychic powers, like a telekinetically thrown object, can still hurt them.15
14-16Eye Stalks: When the Mutant is in cover, ranged attacks against them suffer an additional -1 penalty. In addition, their vision arc is increased to 180°.20
21-23Extra Appendages: The Mutant increases their Attacks characteristic by 1. In addition, they may use up to three weapons with the Sidearm or Melee trait at the same time.20
24-26Horrific Appearance: This fighter gains the Fearsome skill. Furthermore, enemy fighters that start their activation within 3" of the Mutant must make a Nerve test.15
31-33Massive Claws: The Mutant's unarmed attacks are resolved at +1 Strength with an Armour Penetration of -1 and the Rending trait.10
34-36Needle Spines: Melee attacks against the Mutant are made at -1 to hit. In addition, once per battle, the Mutant may perform the Fire Spines (Basic) action:
Fire Spines (Basic): All other fighters, both friend and foe, within 3" of this fighter suffer a S -, AP -, D1 hit with the Toxin trait.
15
41-43Scaly Skin: The Mutant has a natural 4+ armour save, which cannot be improved by armour.25
44-46Tentacles: The Mutant may re-roll failed Initiative tests to see if they fall from ledges and other heights. In addition, their unarmed attacks gain the Parry trait.10
51-53Toxic Blood: When the Mutant suffers a Wound, immediately make an Initiative test for all other fighters within 1". Those that fail this test suffer a S -, AP -, D1 hit with the Toxin trait.15
54-56Two Heads: The Mutant does not suffer a penalty to hit when using the Twin Guns Blazing rule. In addition, their vision arc is increased to 180°.10
61-63Vast Bulk: The Mutant increases their Wounds characteristic by 1.10
64-66Wing Membranes: The Mutant can leap distances up to their Movement characteristic without making an Initiative test and never takes damage or becomes prone as a result of falling.15
note

Modelling Mutations

Mutations, and mutant gangs, will require players to convert their models to represent the wide and bizarre range of options available. This can represent a fun hobby project in and of itself, as players delve into the extensive range of Citadel models and components in the construction of their gang.