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Status Items

RAW ✔️ Necromunda Core Rulebook (2023), p300

Exotic Beasts, stolen relics or flamboyant opulence, when the money starts rolling in, underhive gangers are notorious for their tendency to flash their cash, spending it on all manner of extravagances that leave others in no doubt as to their success and importance, not only within their own gang, but within their House and the wider underhive. Unfortunately, such gaudy displays of wealth often leave others questioning the ganger's sense of style, and in extreme cases, their gullibility!

Extravagant Goods

Representing the fruits of a successful career, Extravagant Goods are only available to fighters with the Gang Hierarchy (X) special rule, to Gang Leaders or to Champions.

Exotic furs

RAW ✔️ Necromunda Core Rulebook (2023), p300
50 Credits – Rare (12)

Many gangers excel at the hunt for rare and exotic goods, building up a network of trusted suppliers and contacts. They often have ready personal access to a wealth of rare off-world trade and they delight in flaunting their status through the wearing of many strange items. Should this fighter make a Trade action in the post-battle sequence, they add an additional +1 modifier to the dice roll to determine the Availability Level.

Gold-plated gun

RAW ✔️ Necromunda Core Rulebook (2023), p300
40 Credits – Rare (10)

Gang fighters take tremendous pride in their weapons, they are the tools of their trade and a clear badge of office, and a finely crafted piece is a possession to treasure. Over time, successful members of a gang's hierarchy are likely to expend considerable sums on upgrading and improving their weapons, and for those gangers who want a clear and public statement that such craftsmanship has been undertaken, nothing beats the gaudiness of having the entire weapon plated in gold. Any ranged weapon can be gold-plated. A fighter with a gold-plated gun improves their Leadership characteristic by 1. Additionally, once per battle, the fighter may re-roll a failed Ammo test.

Master-crafted weapon

RAW ✔️ Necromunda Core Rulebook (2023), p301
* Credits – Rare (10)
*25% of the cost of the weapon, rounded up to the nearest 5 credits

The fighter purchases a new weapon of exceptional craftsmanship. Any weapon may be master-crafted (note that grenades are Wargear, not weapons). The cost of a master-crafted weapon is that of the weapon plus 25%, with fractions rounded up to the nearest 5 credits. For example, a master-crafted bolter/ plasma combi-weapon would cost 145 credits (115 credits plus 25% equals 143.75 credits. Rounded up to the nearest 5 credits, this weapon costs 145 credits).

Note that the fighter may replace a weapon with which they are already equipped with a master-crafted version of that weapon, and that the original may be discarded and added to the gang's Stash. This is an exception to the norm.

A master-crafted weapon is a normal weapon of its type that gains the Master-crafted trait.

Opulent jewellery

RAW ✔️ Necromunda Core Rulebook (2023), p301
80 Credits – Rare (11)

As wealth increases, gangers find themselves able to attain items that other dwellers of the underhive could never afford. They are attracted to the glitter and glimmer of fine jewellery like sheen birds to a heat sink. Many Guilders make a pretty profit selling gaudy, low quality junk to gangers eager to prove that they too have the wealth of the uphive gentry, and it is interesting to note that many gangers believe the purest gold turns the skin green. If this fighter makes a Medical Escort action in the post-battle sequence, they will attempt to impress the Doc with their visible wealth. Sometimes this works, sometimes it does not…

The player may re-roll the dice when determining the fee the Doc charges, but must accept the second result, even if it is worse.

Uphive raiments

RAW ✔️ Necromunda Core Rulebook (2023), p301
50 Credits – Rare (10)

The styles and fashions of uphive folk are rarely seen first-hand in the underhive and yet they still have a huge influence on the denizens of the lower hab levels, those who toil in the manufactoria and grease the gears of Imperial industry with their blood and sweat, for they will see flashes of how the uphivers dress on news reels on their pict viewers. Gang leaders, however, often possess the wealth to acquire such fabulous goods, and they have no hesitation in flaunting their new-found chic. If this fighter is not In Recovery during the post-battle sequence, their gang gains an extra D3x10 credits during the Collect Income step.

Servo-skulls

RAW ✔️ Necromunda Core Rulebook (2023), p302

The manufacture of servo-skulls is common across the Imperium, yet they remain incredibly rare artefacts normally only found in the company of nobility, priests, military or naval officers, or even in the service of Rogue Traders and Inquisitors. Most commonly they are made from the skulls of the most devout of the Emperor's servants, their duty continuing beyond death. Yet they do appear in the underhive, occasionally coming up for sale offered by a Guilder or trader unwilling to speak about their provenance, or, more rarely still, as antiques of certain houses, artefacts of a famous gang noble from history perhaps.

Servo-skulls are only available to fighters with the Gang Hierarchy (X) special rule, to Gang Leaders or to Champions. All servo-skulls are treated as ordinary Wargear and should be recorded on their owner's Fighter card accordingly. Servo-skulls follow these rules:

  • Servo-skulls must be represented by a separate model that must stay within 2" of the owning fighter. This is not a fighter; it is purely a marker representing the servo-skull and matters only for its own line of sight and targeting purposes. Nor will they give away their owner's location, as they are assumed to be aware enough of stealthy movement to emulate it, and remain very low and close when needed.
  • When the owner activates, the servo-skull will move with them. Servo-skulls ignore all terrain other than impassable terrain or walls, and can never fall.
  • Servo-skulls cannot be targeted by shooting or melee attacks, and can never be engaged in combat – they simply float away.
  • Servo-skulls may be caught by a Blast marker or Flame template. If a servo-skull is caught under a Blast marker or Flame template, the attacker rolls a D6. On a 4-6, it is hit by the attack. On a 1-3, it is able to float clear of the area of the attack. Leave the model where it is and assume it has bobbed around to avoid the attack and returned to where it was. If a servo-skull is hit in this way, the owning player rolls a D6. On a 1, it is destroyed and should be removed from the owning fighter's Fighter card. On a 2-6, it is taken Out of Action and plays no further part in the battle, but otherwise suffers no long-term effects.
  • If the owning fighter leaves the battlefield for any reason, the servo-skull will accompany them and takes no further part in the battle.

Sensor skull

RAW ✔️ Necromunda Core Rulebook (2023), p303
60 Credits – Rare (12)

A sensor skull grants the owning fighter the same benefits as a bio-scanner. In addition, when the fighter takes an Aim (Basic) action, they may add 2 to the result of any hit rolls they make for subsequent shots taken in the same activation rather than the usual 1. This bonus is in addition to any granted by any other Wargear or skills the fighter may have.

Medi skull

RAW ✔️ Necromunda Core Rulebook (2023), p303
80 Credits – Rare (12)

When making a Recovery test for the owning fighter, roll an extra Injury dice, then choose one of the dice to resolve and discard the other. This is in addition to any friendly fighters assisting the recovery and any other items such as medicae kits, so it is possible that the owning fighter may be rolling several Injury dice to choose from.

Gun skull

RAW ✔️ Necromunda Core Rulebook (2023), p303
65 Credits – Rare (12)

A gun skull is equipped with a compact autopistol and will target whatever or whoever the owning fighter does when they make a ranged attack. Simply roll one extra hit dice and one extra Ammo dice for the gun skull, ideally of a different colour to those being used for the fighter, to represent the gun skull making a ranged attack. Note though that range, line of sight and cover must be worked out from the gun skull itself rather than that of the owning fighter. If the owning fighter does not possess any ranged weapons, the gun skull may shoot at an enemy it can see, chosen by the owning fighter and following the normal target priority rules in relation to the owning fighter's position.

The owning fighter is never considered to be in the way of a gun skull's shooting attacks and cannot be hit by stray shots.

A gun skull has a BS of 5+, and may never benefit from aiming or any Wargear or skills that modify the owning fighter's hit rolls.

Exotic Beasts

NameRestrictionALCost
CaryatidAny Gang LeaderR15*
GrapplehawkAny Gang Leader or ChampionR1190
Gyrinx CatAny Gang Leader or ChampionI14120
Hacked Cyber-mastiffAny Gang Leader or ChampionI10100
Necromundan Giant RatAny Gang Leader or ChampionC50