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Underhive Outcasts Leader

RAW ✔️ Book of the Outcast, p17

Creating An Underhive Outcasts Leader

The player can create their own leader using the Underhive Outcasts Leader profile presented on page 18. When selecting a leader in this way the player must choose one of the multiple profiles presented to represent their leader, and choose an Affiliation and Archetype. These choices allow the player to create an Underhive Outcast Leader suited to a particular miniature or background of their choosing. Once these choices have been made, they cannot be altered.

Elevating An Underhive Outcasts Leader

Alternatively, the player can choose an existing fighter profile and elevate them to Underhive Outcasts Leader status. This fighter can come from any Necromunda publication and includes, but is not limited to: Clan House gang leaders, Guild, Noble and Criminal fighters, Dramatis Personae and Hangers-on. Once a profile has been selected, the player then follows the steps Designer's Note: Elevating A Fighter To Leader Status to elevate them to Leader status. Once a fighter has been elevated, they are then considered to be the Leader of the gang.

Affiliation

No one on Necromunda can escape the crushing social structure of the hives. Subjects of the Imperial House are born into servitude or obligation and live out their lives seldom rising or falling far beyond their station. Even so-called outcasts, who reject the notions of House and hive, cannot escape the circumstances of their heritage; they carry it with them into the badzones and beyond when they try to shake off the rule of Lord Helmawr.

To represent the huge variety of potential Underhive Outcasts Leaders, when an Underhive Outcasts gang is created its Leader must choose an Affiliation. An Affiliation is a glimpse into the origins of the Leader, or speaks to the contacts they still maintain with those more mainstream members of society. There are five different Affiliations an Underhive Outcasts Leader can choose from: Clanless, Clan House, Merchant Guild, Criminal Organisation or Noble House. Each comes with its own advantages and disadvantages, but most importantly will determine the equipment the Underhive Outcasts Leader and their gang have access to, as well as the kinds of Alliances they might be able to make. Once the choice of Affiliation has been made, it cannot be changed – not even an outcast can escape their past.

Clanless

This is the most common Affiliation for an outcast leader. It represents a leader without any strong ties to any of the great organisations of Necromunda, or a true outlander who was raised beyond the social structures of the hive. Clanless leaders are universally looked down upon by the rest of Necromunda and must work all the harder to prove themselves. Being clanless does come with some benefits, as those who have never been beholden to the rules of the Imperial House find breaking them all the easier.

A Clanless Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks:

  • Clanless Underhive Outcasts gangs do not suffer any ill effects from being either Law Abiding or Outlaw. In effect, these states have no meaning for them, and they can freely choose options available to either, such as hiring Outlaw or Law Abiding Hired Guns, while rival gangs gain no extra credits for selling them to Guilders.
  • Clanless Underhive Outcasts gangs gain no additional options for purchasing weapons or Wargear.
  • Clanless Underhive Outcasts gangs are universally distrusted, and as such can never form Alliances.

Clan House

Many outcast leaders were once members of a Clan House, but have since fallen out of favour with their old masters. Being a former member of a clan comes with many benefits, such as access to restricted House tech or specialised training. It also makes certain alliances easier, as even a fallen member of a clan is still considered trustworthy by many who hold the clan in high esteem. Of course, with clan affiliation comes drawbacks, the most notable of which is all the clan's enemies remain your enemies.

A Clan House Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks:

  • When a Clan House Underhive Outcasts gang is created, you must choose one of the six Clan Houses for them to affiliate with: Cawdor, Delaque, Escher, Goliath, Van Saar or Orlock. For any scenario selection or campaign territories purposes, the Underhive Outcasts gang is considered to be a Clan House gang of the chosen type.
  • Clan House Underhive Outcasts gangs may purchase weapons and Wargear normally restricted to their House Lists – including Exotic Beasts – during both gang creation and Campaign play.
  • Clan House Underhive Outcasts gangs can only enter into Alliances with factions their Clan House would normally form a Strong Alliance with. Note, they do not benefit from having a Strong Alliance with them.

Merchant Guild

It is rare for members of the Merchant Guild to go rogue and become underhive outcasts, though it does still happen more often than the Imperial House would like to admit. A former member of one of the infamous Mercators of Necromunda can make for a formidable gang leader, and they often have a host of specialised equipment and weaponry at their disposal. Furthermore, the ties that bind the Merchant Guild are strong, and even an outcast Guilder can call upon considerable aid should they ask for it.

A Merchant Guild Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks:

  • When creating a Merchant Guild Underhive Outcasts gang, you must choose one of the following Guilds to affiliate with: Guild of Coin, Iron Guild, Corpse Guild, Water Guild, Promethium Guild or Slave Guild. For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Guild of the chosen type.
  • Merchant Guild Underhive Outcasts gangs may purchase any weapons and Wargear that members of their chosen Guild Delegation are equipped with from the Trading Post during gang creation and Campaign play regardless of Rarity or Legality.
  • Merchant Guild Underhive Outcasts gangs can buy Cult Icons for 40 credits.
  • Merchant Guild Underhive Outcasts gangs can only enter into an Alliance with their chosen Guild.

Criminal Organisation

Criminals are a natural fit for underhive outcasts gangs, their nefarious tendencies lending themselves to rejecting the constraints of Necromundan society. Hive scum will flock to the banner of a powerful criminal underhive outcast leader, the lure of easy creds a potent one, while the criminal's connections mean they can expect greater access to illegal firepower. As with the Guilds, some criminal organisations on Necromunda stick together, and a criminal underhive outcast leader can expect help from their former partners in crime.

A Criminal Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks:

  • When creating a Criminal Underhive Outcasts gang, you must choose one Criminal Organisation to affiliate with: Cold Traders, Imperial Imposters, Rogue Factoria, Narco Lords, Fallen Houses or Psi-Syndica.
  • For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Criminal Organisation of the chosen type.
  • Criminal Underhive Outcasts gangs may purchase any weapons and Wargear that members from their chosen Criminal Organisation Delegation are equipped with from the Trading Post during gang creation and Campaign play, regardless of Rarity or Legality.
  • Criminal Underhive Outcasts gangs can only enter into an Alliance with their chosen Criminal Organisation.

Noble House

When a noble rejects a pampered life in the spire, there is usually a very good reason behind it. As rare as outcast Guilders are, noble outcasts are even rarer, though almost without exception they are talented and determined men and women who share a universal hatred of their own kind. Outcast nobles often take their resources with them when they fall and their gangs are well-funded and equipped. Other organisations on Necromunda are rightly wary of their motivations, however, and their alliances can be erratic at best.

A Noble House Underhive Outcasts Leader and their gang gains the following Benefits and Drawbacks:

  • When creating a Noble House Underhive Outcasts gang you must choose one Noble House to affiliate with: Catallus, Ty, Ulanti, Greim, Ran Lo or Ko'Iron. For any scenario or campaign purposes, the Underhive Outcasts gang is considered to be a Noble House of the chosen type.
  • Noble House Underhive Outcasts gangs may purchase weapons and Wargear that members from their chosen Noble House Delegation are equipped with from the Trading Post during gang creation and Campaign play, regardless of Rarity or Legality.
  • Noble House Underhive Outcasts gangs can enter into an Alliance with any Noble House except for their chosen House.

Archetypes

NecroRAW

The following information applies specifically to Underhive Outcasts Leaders. Underhive Outcasts Champions have limited access to skill sets.

See the Underhive Outcasts Champion > Skill Access for more details.

Every Underhive Outcasts Leader has different strengths and weaknesses. Some are brutal overlords who rule through physical strength and crush all in their path; others are more cunning, manipulating those around them to do their bidding; others still can call upon the powers of the Warp to keep their gang in line. Archetypes allow you to further customise your Underhive Outcasts Leader by giving them access to different skill sets. In addition to influencing the kind of Leader the Underhive Outcast is, an Archetype will also influence the Leader's gang, passing on their favoured tactics to those who follow them.

There are five different kinds of Archetypes: Brawler, Gunslinger, Survivor, Mastermind and Wyrd. When an Underhive Outcasts Leader is recruited to an Underhive Outcasts gang they must choose one of these Archetypes, and it may not be changed later on.

Brawler

Brawlers are brutes who rule through physical violence and being bigger than anyone else around. While a brawler can still be smart – after all, it takes more than brawn alone to survive in the underhive – they like to settle their problems personally, usually with the sharp end of a melee weapon, or better yet their fists.

A Brawler has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
SecondaryPrimarySecondary-PrimaryPrimary--

Gunslinger

In the underhive, there are as many gunslingers as there are guns, but only the truly talented live long enough to make a name for themselves. Much like a brawler, a gunslinger is a leader by virtue of their combat prowess. Whereas the brawler uses their brawn, the gunslinger relies on more sophisticated means of dishing out violence.

A Gunslinger has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
Primary--Secondary-PrimarySecondaryPrimary

Survivor

A survivor is a leader who has, against the odds, risen to power. They might have once been a humble ganger or champion, perhaps they have even run with multiple underhive outcasts gangs in their time. The true talent of the survivor is not their skill with a blade or pistol, but knowing when it's time to cut their losses and head for the badzones.

A Survivor has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
SecondarySecondaryPrimary-PrimaryPrimary--

Mastermind

The mastermind is a cunning manipulator of men and women, and has risen to power through the careful use of alliances and patsies. A mastermind seldom does their own dirty work, preferring to hang back and let their minions sell their lives to advance their agendas; it is a measure of their talent that there always seems to be more scum willing to follow them.

A Mastermind has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
Secondary--Primary-PrimaryPrimarySecondary

Wyrd

Mutants and psykers are reviled on Necromunda and often cast to the fringes of society. The wyrd leader is one such dispossessed individual, and their gang is often filled with similar kinds of outcasts. An underhive outcasts gang led by a wyrd can be a truly terrible thing, and whole levels of a hive have burned to root these dangerous individuals out.

A Wyrd has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
---Secondary-Primary--

In addition, Wyrds can also choose Wyrd Powers in place of skills and gains the Non-sanctioned Psyker special rule.

note

Designer's Note: Elevating A Fighter To Leader Status

There are many kinds of Underhive Outcasts Leaders that can be created using the profiles, Archetypes and Affiliations presented in this section. It might be, however, that you want to create an Underhive Outcasts gang centred around an existing fighter from another gang list or Necromunda publication. This is entirely appropriate, as Bounty Hunters, Hangers-on and even Dramatis Personae might all rise up to lead a gang at some point or another in their careers.

  • The first step is to choose a fighter to become your Underhive Outcasts Leader. This can be literally any fighter with a profile, whether they could normally be part of a gang or not. Dramatis Personae, Hangers-on and Hired Guns are particularly suited to becoming gang leaders and should prove easy to convert. Other kinds of fighters might need more work, and some should probably only be allowed with the agreement of the campaign Arbitrator (as fun as it would be to have a gang of Underhive Outcasts led by a sentient Scrapcode Ambot!).
  • The fighter retains any skills, equipment or special rules they might have. Alternatively, you can replace their skills and equipment with those available to an Underhive Outcasts Leader. Whichever option is taken, you need to choose an appropriate Affiliation and Archetype for the fighter.
  • The fighter retains their cost in credits, and throughout a campaign gains Experience and can be equipped with Wargear like a normal fighter.
  • The fighter gains all the special rules an Underhive Outcasts Leader has. Note that due to the incredibly wide variety of fighters available to be elevated to an Underhive Outcasts Leader, this method may lead to some unbalanced gangs. The campaign Arbitrator always has the final say on whether these rules can be used and how they are applied.