Custom Gangs
“Gangs Sui Generis”
Custom Gangs are based on the Outcasts and Venators gangs in normal Necromunda, and encompass all the kinds of gangs which do not fit the prevailing paradigms and types of the underhive, hive city and wastes. While both rulesets provided options for players, this is a system that gives you more options to create personalised and individual gangs.
These range from the characterful assemblies of multiple bounty hunters in sanctioned Venator teams, Guilders’ own personal fighting forces, the nameless Outcasts ignored by the houses’ system, Noble Brats who ride to the hive city to cause havoc, bizarre Spyrers hunting the gangers below, minor clans trying to compete with the six major clans, Outlanders like Nomads, Ratskins, Scavvies, Redemptionists, and more – whatever you want to imagine.
Custom Gangs Navigation
- Page One – Introduction and Recruitment
- Special Rules
- Fighters List
- Maximum Characteristics
- Archetypes and Skills Access
- Page Two – Affiliation and Legacies
- Affiliation
- Delegation Gangs
- Fighter Legacies
- Scavvy Mutations
- Page Three – Equipment and Rare Trade
- Equipment Lists
- Common Equipment
- Optional Equipment
- Rare Trade Tables
- Page Four – Tactics
Custom Gang Special Rules
Follow the Leader: The player can create their own leader using the Custom Leader profile below. 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 hoices allow the player to create an Custom Leader suited to a particular miniature or background of their choosing. Once they choices have been made, they cannot be altered.
Alternatively, the player can choose an existing fighter profile and elevate them to Custom Leader status. This fighter can be chosen from any character type in the game, and is not limited to: Clan House and other gang leaders, Guild, Noble and Criminal fighters, Dramatis Personae and Hangers-On. Once a profile has been selected, the player then follows the steps below to elevate them to Leader status. Once a fighter has been elevated, they are then considered to be the Leader of the gang.
Death of the Leader: All Custom gangs must include a single fighter with the ‘Gang Leader’ special rule. This fighter is, naturally, the Leader of the gang.
If a Custom gang leader is killed, then the gang may fall apart. To represent this, follow these steps:
- A new leader is picked per the normal rules.
- They must make a Leadership test. If passed, they successfully keep the gang together.
- If they fail, but each point they fail, one randomly selected fighter from the gang with the <Gang Fighter> keyword leaves, taking all their equipment they were equipped with in the last battle.
- If more fighters leave the gang than there are fighters with the <Gang Fighter> keyword left, then the gang falls apart. Create a new gang following all the normal rules for founding an Underhive Custom 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 1000 credits, whichever is higher. The fighter who failed to keep the gang together may not be hired as an Elevated Leader, but any other fighter from the old gang can.
- Other 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 Battle Reputation (to a minimum of 1) the old gang had, but still has any territory or settlement structures previous held.
Affiliation: A Custom Gang allows players to create gangs representing Bounty Hunter Cabals, minor houses, Ratskins, Scavvies, mutants, redemptionists, guild enforcers, death cults, heretics, criminal allies, and even off-worlders and xenos. When founding the gang and picking the leader, the gang’s
Affiliation is determined.
There are six main Affiliations – Clanless; Clan House; Merchant Guild; Criminal Organisation; Noble House; Venator – and seven Sub-Affiliations – Chaotic Cabal; Delinquents; Escaped Pitslaves; Genestealer Cult; Ratskins; Redemptionists; Scavvies. You must pick one Affiliation and you may pick up to one Sub-Affiliation.
Even if the Leader changes, the gang’s Affiliation(s) may not change.
Archetype: All fighters in the gang pick an
Archetype when recruited, which determines that fighter’s skills access. See below.
Free Recruits: When the Gang obtains free fighters from a Territory, Favour or other event, you may pay the amount, if you are able, from the Stash to upgrade any free fighter with a Legacy. If you downgrade a fighter to a Scavvy, you do not gain any free credits.
Fighters List
A starting Custom gang is made up of the following fighters:
- 1 Leader
- Custom Leader
- Elevated Leader
- 0-2 Champion
- Custom Champion
- Elevated Champion (if allowed)
- 0-1 Specialist
- Custom Specialist
- Elevated Specialist (if allowed)
- Any Number of Gangers
- Custom Gangers
- Elevated Gangers (if allowed)
- Any Number of Juves
- Custom Juves
- Elevated Juves and Elevated Prospects (if allowed)
You have
1250 credits to spend and the gang must follow the
standard Gang Composition rules.
The Leader
The gang must pick an Custom Leader or an Elevated Leader when founded.
Custom Leader (Leader)
120 credits
Select one of the following profiles to use when recruiting your Leader (The profile 1s represent common human baselines, while 2, 3 and 4 better represent abhumans – if a fighter has either the <Squat>, <Ratling>, or <Beastman> keyword, then they must pick a particular profile.)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Will | Int |
Profile 1a | 6″ | 4+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 5+ | 5+ | 5+ | 5+ |
Profile 1b | 5″ | 3+ | 4+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ |
Profile 1c | 5″ | 4+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 5+ | 5+ | 5+ | 5+ |
Profile 2 i | 4’’ | 3+ | 3+ | 3 | 4 | 3 | 5+ | 2 | 5+ | 6+ | 6+ | 5+ |
Profile 3 ii | 5’’ | 3+ | 4+ | 4 | 4 | 2 | 4+ | 3 | 5+ | 6+ | 6+ | 6+ |
Profile 4 iii | 5’’ | 4+ | 2+ | 2 | 2 | 2 | 2+ | 1 | 5+ | 6+ | 6+ | 5+ |
i Required if <Squat>
ii Required if <Beastman> or <Scaly>
iii Required if <Ratling>
Gang Keywords | <Custom>, <MAJOR AFFILIATION>, <MINOR AFFILIATION>, <LEGALITY>, <CORRUPTIONS> |
Keywords | <Gang Hierarchy>, <Leader>, <Custom Leader>, <ARCHETYPE> |
EQUIPMENT
At gang recruitment, Custom Leaders may purchase any weapons or Wargear from the Equipment list related to their Affiliation.
After recruitment, they may use any Weapons or Wargear the gang owns.
SPECIAL RULES
Gang Leader: A Necromunda gang must always include a single fighter with the
<Leader> keyword:
- A fighter with the <Leader> keyword may not retire during Campaign play. For a gang leader, the only way out is death.
- Should the gang’s fighter with the <Leader> keyword die during the course of a campaign, or otherwise be removed (for example, if a captured Leader is sold to the Guilders), another fighter must be promoted to replace them.
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 Leadership check and does not flee the battlefield, any friendly
<Custom> <MAJOR AFFILIATION
> fighters that are within 12” of this fighter automatically pass their Leadership check and will not flee the battlefield.
Additionally, during Campaign play, this fighter may perform post-battle actions.
Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready
<Custom> <MAJOR AFFILIATION
> fighters equal to the number shown in brackets that are within 3” of this fighter as part of a ‘Group Activation’:
- The controlling player must nominate all the fighter who will be activated in this way before any of them is activated.
- Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually, groups do not activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.
Affiliation: The gang leader must pick an Affiliation when recruited.
SKILLS AND ADVANCEMENTS
Archetype: All fighters in the gang pick an
Archetype when recruited, which determines that fighter’s skills access. See below.
Skills: When recruited, a Custom Leader must choose one skill from their Primary or Secondary skill sets, as determined by their Archetype. This skill does not cost any XP and does not increase the fighter’s credit value.
Elevated Leader (Leader)
There are many kinds of Underhive Custom Leaders that can be created using the profiles, Archetypes and Affiliations in this gang list. It might be, however, that you wish to create a gang centred around an existing fighter, Hanger-On, Dramatis Personae and so on.
- The first step is to choose a fighter to become your Elevated <Custom Leader>. This can be literally any fighter with a profile, whether they could normally be part of a gang or not. Gang list members, Dramatis Personae, Hangers-On and Hired Guns are particularly suited; if you wish to select a <Brute>, please check with the Arbitrator, and any fighter with the <Beast> keyword may not normally be selected.
- If you select a fighter from any other gang, they may pick any weapons from their own Starting Equipment List rather than the Equipment Lists of their Affiliation.
- Note: If a fighter is Chaotic, the gang must have the Chaos-Corrupted Minor affiliation and similarly, if the fighter is Genecult-affiliated, the gang must have the Genestealer-Infected Minor Affiliation; if the fighter is a mutant, then the gang should be a Criminal Scum, Clanless Outcasts, or Clanless Outcasts Scavvy Clan Minor Affiliation.
- A fighter who has set skills, equipment and/or special rules keeps these, but may also pick from the options available to a <Custom Leader>.
- A fighter who does not have a set starting skill or required equipment instead picks from either their own Starting Equipment List & Skills, or from those of their Custom Affiliations and chosen Archetype.
- A fighter retains their special rules (except for Gang Hierarchy/Gang Fighter/Gang Auxiliary (X)/Hired Gun, Group Activation (X), Promotion (X) and Hot-Headed if they have these), but also gains the special rules of a <Custom Leader>.
- You need to choose an appropriate Affiliation (and sub-affiliation if appropriate) 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 and keywords an Underhive Custom leader has.
- Finally, the fighter must increase their Leadership so that they are the highest in the gang (they are the leader, afterall!) – usually this would be Ld 5. This increases their credit cost equivalent to the correct number of advances on the Advancement table. A fighter increasing from Ld 7 to Ld 5, for example, would increase in cost by 15 credits, and a fighter from Ld 10 to Ld 5 would increase by 30 credits:
Ld Increase | Cost Increase |
12 to 5 | 40 |
11 to 5 | 35 |
10 to 5 | 30 |
9 to 5 | 25 |
8 to 5 | 20 |
7 to 5 | 15 |
6 to 5 | 10 |
Gang Keywords | <Custom>, <MAJOR AFFILIATION>, <MINOR AFFILIATION>, <LEGALITY>, <CORRUPTIONS> |
Keywords | <Gang Hierarchy>, <Leader>, <Custom Leader>, <ARCHETYPE> + Original Keywords (other than Gang Hierarchy/Gang Fighter/Gang Auxiliary/Hired Gun and Leader/Champion/Ganger/Juve/Prospect/Hanger-On/Brute/Exotic Beast) |
Champions
Custom Champion (Champion)
70
credits
Select one of the following profiles to use when recruiting a Champion (Each Profile 1 represent common human baselines, while 2, 3 and 4 better represent abhumans – if a fighter has either the <Squat>, <Ratling>, <Scaly> or <Beastman> keyword, then they must pick a particular profile.)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Will | Int |
Profile 1a | 6’’ | 4+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 7+ | 6+ | 7+ |
Profile 1b | 5″ | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 7+ | 7+ | 7+ |
Profile 1c | 5″ | 4+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 6+ | 7+ | 7+ | 6+ |
Profile 2 i | 4’’ | 4+ | 4+ | 3 | 4 | 3 | 5+ | 2 | 6+ | 7+ | 7+ | 6+ |
Profile 3 ii | 5’’ | 3+ | 5+ | 4 | 3 | 2 | 4+ | 2 | 6+ | 6+ | 7+ | 8+ |
Profile 4 iii | 5’’ | 5+ | 3+ | 2 | 2 | 2 | 3+ | 2 | 6+ | 7+ | 7+ | 5+ |
i Required if <Squat>
ii Required if <Beastman> or <Scaly>
iii Required if <Ratling>
Gang Keywords | <Custom>, <MAJOR AFFILIATION>, <MINOR AFFILIATION>, <LEGALITY>, <CORRUPTIONS> |
Keywords | <Gang Hierarchy>, <Champion>, <Custom Champion>, <ARCHETYPE> |
EQUIPMENT
At gang recruitment, Custom Champions may purchase any weapons or Wargear from the Equipment list related to the gang’s Affiliation.
After recruitment, they may use any Weapons or Wargear the gang owns.
SPECIAL RULES
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 Leadership check and does not flee the battlefield, any friendly Venator fighters that are within 6” of this fighter automatically pass their Leadership 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 Custom 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.
SKILLS AND ADVANCEMENTS
Archetype: All fighters in the gang pick an
Archetype when recruited, which determines that fighter’s skills access. See below.
Skills: When recruited, a Custom Champion must choose one skill from their Primary or Secondary skill sets. This skill does not cost any XP and does not increase the fighter’s credit value.
Elevated Champion (Champion)
Depending on your gang’s Affiliation, you may have the ability to Elevate other fighters as Champions. These fighters:
- The fighter retains any skills, equipment or speical rules they might have, normally, or (if they do not have a set equipment set or set skills) may instead pick from the options available to a Custom Champion. You then need to choose an appropriate 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 Custom Champion has.
Gang Keywords | <Custom>, <MAJOR AFFILIATION>, <MINOR AFFILIATION>, <LEGALITY>, <CORRUPTIONS> |
Keywords | <Gang Hierarchy>, <Champion>, <Custom Champion>, <ARCHETYPE> + Original Keywords (other than Gang Hierarchy/Gang Fighter/Gang Auxiliary/Hired Gun and Leader/Champion/Ganger/Juve/Prospect/Hanger-On/Brute/Exotic Beast) |
Gangers
Custom Ganger (Ganger)
35 credits per fighter
Select one of the following profiles to use when recruiting a Ganger or Specialist (Each Profile 1 represents common human baselines, while 2, 3 and 4 better represent abhumans – if a fighter has either the <Squat>, <Ratling>, <Scaly> or <Beastman> keyword, then they must pick a particular profile.)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Will | Int |
Profile 1a | 5’’ | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 6+ | 7+ |
Profile 1b | 5″ | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 6+ | 7+ | 7+ |
Profile 1c | 5″ | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 6+ | 6+ |
Profile 2 i | 4’’ | 4+ | 4+ | 3 | 4 | 1 | 5+ | 1 | 7+ | 7+ | 7+ | 6+ |
Profile 3 ii | 5’’ | 4+ | 5+ | 4 | 3 | 1 | 4+ | 2 | 7+ | 7+ | 7+ | 8+ |
Profile 4 iii | 5’’ | 5+ | 4+ | 2 | 2 | 1 | 3+ | 1 | 7+ | 8+ | 6+ | 5+ |
i Required if <Squat>
ii Required if <Beastman> or <Scaly>
iii Required if <Ratling>
Gang Keywords | <Custom>, <MAJOR AFFILIATION>, <MINOR AFFILIATION>, <LEGALITY>, <CORRUPTIONS> |
Keywords (Custom Ganger) | <Gang Fighter>, <Ganger>, <Custom Ganger>, <ARCHETYPE> |
Keywords (Custom Specialist) | <Gang Fighter>, <Ganger>, <Specialist>, <Custom Specialist>, <ARCHETYPE> |
EQUIPMENT
A Custom Ganger has no equipment. At gang creation when hired they may choose equipment available to them from the Equipment lists you choose when picking your Affiliation and any Fighter Legacies they have allow.
At gang creation, a Custom Ganger may take Basic Weapons, Close Combat Weapons, Pistol and Wargear allowed to them on these lists; a Custom Specialist may also take Special Weapons allowed to them.
After gang creation, a Custom Ganger may use any Basic Weapons, Close Combat Weapons, Pistol and Wargear the gang owns, and a Specialist may also use any Special Weapons owned by the gang as well.
SPECIAL RULES
Gang Fighter: Fighters with this keyword form the backbone of Necromunda gangs. The total number of fighters with the
<Gang Fighter> keyword in the gang must always be equal to, or higher than, the total number of fighters without the
<Gang Hierarchy> keyword.
Promotion (Custom Specialist): When the gang is founded, a single Custom Ganger (including an Elevated Custom Ganger) can be promoted to become a Custom Specialist. During the Campaign, additional Gangers may become Specialists through Advancements. A Custom Specialist may purchase Special Weapons.
If a Custom Specialist obtains a promotion to Champion through an Advancement, they will from now on count as a Custom Champion for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change but they will lose their current special rules and gain all the Special Rules associated with a Custom Champion as appropriate.
SKILLS AND ADVANCEMENTS
Archetype: All fighters in the gang pick an
Archetype when recruited, which determines that fighter’s skills access. See below.
Elevated Ganger (Ganger)
Depending on your gang’s Affiliation, you may have the ability to Elevate other fighters as Gangers. These fighters:
- The fighter retains any skills, equipment or speical rules they might have, normally, or (if they do not have a set equipment set or set skills) may instead pick from the options available to a Custom Ganger. You then need to choose an appropriate 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 Custom Ganger has.
Gang Keywords | <Custom>, <MAJOR AFFILIATION>, <MINOR AFFILIATION>, <LEGALITY>, <CORRUPTIONS> |
Keywords (Elevated Ganger) | <Gang Fighter>, <Ganger>, <Custom Ganger>, <ARCHETYPE>
+ Original Keywords (other than Gang Hierarchy/Gang Fighter/Gang Auxiliary/Hired Gun and Leader/Champion/Ganger/Juve/Prospect/Hanger-On/Brute/Exotic Beast) |
Keywords (Elevated Specialist) | <Gang Fighter>, <Ganger>, <Specialist>, <Custom Specialist>, <ARCHETYPE>
+ Original Keywords (other than Gang Hierarchy/Gang Fighter/Gang Auxiliary/Hired Gun and Leader/Champion/Ganger/Juve/Prospect/Hanger-On/Brute/Exotic Beast) |
Juves
Custom Juve (Juve)
15 credits per fighter
Select one of the following profiles to use when recruiting a Ganger or Specialist (Profile 1 represent the common human baseline, while 2, 3 and 4 better represent abhumans – if a fighter has either the <Squat>, <Ratling>, or <Beastman> keyword, then they must pick a particular profile.)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Will | Int |
Profile 1 | 6’’ | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 7+ | 8+ |
Profile 2 i | 5’’ | 5+ | 5+ | 2 | 4 | 1 | 4+ | 1 | 8+ | 8+ | 7+ | 7+ |
Profile 3 ii | 6’’ | 5+ | 5+ | 4 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 8+ | 9+ |
Profile 4 iii | 6’’ | 5+ | 4+ | 2 | 2 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 6+ |
i Required if <Squat>
ii Required if <Beastman>
iii Required if <Ratling>
Gang Keywords | <Custom>, <MAJOR AFFILIATION>, <MINOR AFFILIATION>, <LEGALITY>, <CORRUPTIONS> |
Keywords | <Gang Fighter>, <Juve>, <Custom Juve>, <ARCHETYPE> |
EQUIPMENT
A Custom Juve starts with no equipment. At gang creation when hired they may choose Pistols, CLose Combat Weapons or Wargear available to them from the Equipment lists you choose when picking your Affiliation and any Fighter Legacies they have allow.
After gang creation, a Custom Juve may be equipped with any Close Combat Weapons, Pistols or Wargear the gang owns.
SPECIAL RULES
Gang Fighter: Fighters with this keyword form the backbone of Necromunda gangs. The total number of fighters with the
<Gang Fighter> keyword in the gang must always be equal to, or higher than, the total number of fighters without the
<Gang Hierarchy> keyword.
Promotion (Custom Ganger): If this fighter has gained five or more Advancements, this fighter must be promoted to become a Custom Ganger (Ganger). When a fighter is promoted in this way, they will from now on count as a Custom Ganger (Ganger) for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change but they will lose the Gang Fighter (Juve), Promotion (Custom Ganger), Hot-headed and Fast Learner special rules and gain all the Special Rules associated with a Custom Ganger (Ganger)
Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters (other than fighters with the Gang Fighter (Prospect) and Gang Fighter (Juve) special rule) that are within 3” of them do not have to take a Nerve test, unless they also have this special rule
Fast Learner: During campaign play, when this fighter rolls a D3 or D6 to determine Experience earned, they may reroll the result. They must accept the result of the second dice roll.
SKILLS AND ADVANCEMENTS
Archetype: All fighters in the gang pick an
Archetype when recruited, which determines that fighter’s skills access. See below.
Elevated Juve or Prospect (Juve)
Depending on your gang’s Affiliations, you may have the ability to Elevate fighters from other gangs as Juves.
- The fighter retains any skills, equipment or speical rules they might have, normally, or (if they do not have a set equipment set or set skills) may instead pick from the options available to a Custom Juve. You then need to choose an appropriate Archetype for the fighter, which replaces their original skill sets.
- 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 Custom Juve has.
- A prospect in effect stops being a prospect, and instead becomes a Custom Juve.
Gang Keywords | <Custom>, <MAJOR AFFILIATION>, <MINOR AFFILIATION>, <LEGALITY>, <CORRUPTIONS> |
Keywords (Elevated Juve) | <Gang Fighter>, <Juve>, <Custom Juve>, <ARCHETYPE>
+ Original Keywords (other than Gang Hierarchy/Gang Fighter/Gang Auxiliary/Hired Gun and Leader/Champion/Ganger/Juve/Prospect/Hanger-On/Brute/Exotic Beast) |
Keywords (Elevated Prospect) | <Gang Fighter>, <Juve>, <Custom Juve>, <ARCHETYPE>
+ Original Keywords (other than Gang Hierarchy/Gang Fighter/Gang Auxiliary/Hired Gun and Leader/Champion/Ganger/Juve/Prospect/Hanger-On/Brute/Exotic Beast) |
MAXIMUM CHARACTERISTICS
Each type of profile has a different maximum characteristic as follows, which may be affected by the Gang and Fighter legacies chosen:
Profile | M | WS | BS | S | T | W | I | A | Ld | Cl | Will | Int |
1 | 7’’ | 2+ | 2+ | 4 | 4 | 4 | 2+ | 4 | 4+ | 4+ | 4+ | 4+ |
2 | 6” | 2+ | 2+ | 4 | 5 | 5 | 2+ | 4 | 4+ | 4+ | 4+ | 4+ |
3 | 7’’ | 2+ | 2+ | 5 | 5 | 4 | 2+ | 4 | 4+ | 4+ | 4+ | 4+ |
4 | 7’’ | 2+ | 2+ | 3 | 3 | 4 | 2+ | 4 | 4+ | 4+ | 4+ | 4+ |
Archetypes and Skill Access
Every Underhiver 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.
When a fighter is recruited to the gang, irrespective of whether they are chosen from the profiles above or are an Elevated or Delegate fighter, you must pick for the fighter their
Archetype. These determine the skill sets available to the fighter. If the fighter is elevated, these replace the skill sets available to the original fighter type.
There are five:
- Brawler
- Gunslinger
- Survivor
- Mastermind
- Wyrd
Once picked, a fighter’s Archetype 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
Fighter | Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Hive Ken |
<Custom Leader> | Secondary | Primary | Secondary | – | Primary | Primary | – | – | N/A |
<Custom Champion> | | Primary | Secondary | – | Primary | Secondary | – | – | N/A |
<Custom Specialist> | | Primary | Secondary | | Secondary | | | | Special |
<Custom Ganger> | | Primary | Secondary | | Secondary | | | | N/A |
<Custom Juve> | Secondary | Primary | | | | | | | N/A |
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
Fighter | Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Hive Ken |
<Custom Leader> | Primary | – | – | Secondary | – | Primary | Secondary | Primary | N/A |
<Custom Champion> | Primary | | | Secondary | | Secondary | | Primary | N/A |
<Custom Specialist> | Secondary | | | Secondary | | | | Primary | N/A |
<Custom Ganger> | Secondary | | | Secondary | | | | Primary | Special |
<Custom Juve> | Primary | | | | | | | Secondary | N/A |
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
Fighter | Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Hive Ken |
<Custom Leader> | Secondary | Secondary | Primary | – | Primary | Primary | – | – | N/A |
<Custom Champion> | Secondary | | Primary | | Primary | Secondary | | | N/A |
<Custom Specialist> | Secondary | | Secondary | | Primary | | | | N/A |
<Custom Ganger> | Secondary | | Secondary | | Primary | | | | Special |
<Custom Juve> | Primary | | | | Secondary | | | | N/A |
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
Fighter | Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Hive Ken |
<Custom Leader> | Secondary | – | – | Primary | – | Primary | Primary | Secondary | N/A |
<Custom Champion> | Secondary | | | Primary | | Secondary | Primary | | N/A |
<Custom Specialist> | Secondary | | | Primary | | | Secondary | | N/A |
<Custom Ganger> | Secondary | | | Primary | | | Secondary | | Special |
<Custom Juve> | Primary | | | Secondary | | | | | N/A |
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
Fighter | Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | Hive Ken | Wyrd |
<Custom Leader> | – | – | – | Primary | Secondary | Primary | – | – | N/A | Primary |
<Custom Champion> | | | | Primary | Secondary | Secondary | | | N/A | Primary |
<Custom Specialist> | | | | Secondary | Secondary | | | | N/A | Primary |
<Custom Ganger> | | | | Secondary | Secondary | | | | Special | Primary |
<Custom Juve> | Primary | | | | | | | | N/A | Secondary |
A fighter with the Wyrd Archetype costs an additional +25 credits, and gains the
<Psyker> and either the
<Sanctioned Psyker> or
<Unsanctioned Psyker> keyword. In addition, when recruited they pick a Psychic Power in addition to any other starting skill they may have, following the rules for psykers and wyrd powers.
Custom Gangs – Affiliations and Fighter Legacies
Affiliation
Contents
- Picking your Affiliation
- Major Affiliations
- Minor Affiliations
Picking Your Affiliations
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.
When a Custom gang is created, you choose an Affiliation. An Affiliation is a glimpse into the origins of the Leader and their crew, or speaks to the contacts they maintain with those more mainstream members of society.
There are six <MAJOR AFFILIATIONS>; you must pick one:
- Clanless Outcasts
- Clan House Underhivers
- Merchant Guild
- Recidivist
- Noble House
- Venator
In addition, gangs may choose one <MINOR AFFILIATIONS>, representing hidden agendas and additional origins for the gang. These have more dramatic benefits and drawbacks.
- Chaos-Corrupted
- Delinquents
- Escaped Pitslaves
- Genestealer-Infected
- Ratskin Rebellion
- Redemptionist Converts
- Scavvy Clan
Major Affiliations
One the Affiliation is chosen, when referring to rules for your gang, <Custom> is effectively replaced with the name of the Major Affiliation.
Clanless Outcasts
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 Custom Leader and their gang gains the following Benefits and Drawbacks:
Rule | Effect |
Gang Keyword | <Clanless Outcast> |
Clanless | <Clanless Outcast> gangs do not suffer any ill effects from being either Law-Abiding or Outlaw; in effect, these states have no meaning for them, and during the Campaign they can freely choose options available to either, such as hiring Outlaw or Law-Abiding Hired Guns and Hangers-On, while rival gangs gain no extra credits for selling them to Guilders. |
Recruitment | The gang may elevate any fighter to be the Leader, if you wish. If the fighter is Chaotic or Genestealer-aligned, the gang must pick the relevant Minor Affiliation. |
Equipment Access & Restrictions | In addition to the Common Equipment List, <Clanless Outcast> gangs gangs may pick either the Primitive or Gang War equipment list, and may roll on the corresponding rare trade table during the campaign instead of those at the Marketplace. |
Alliances | Clanless Underhive Outcasts are universally distrusted by the hierarchy of the hive, and as such can only form Criminal Alliances. |
Fighter Legacies | Any are allowed, but unless the gang has the Ratskin or Scavvy Minor Affiliation, no more than two of any Legacy may be chosen. Scalies may only be chosen by a Scavvy gang. |
Clan House Underhivers
Many underhive 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 Custom Leader and their gang gains the following Benefits and Drawbacks:
Rule | Effect |
Gang Keyword | <[CLAN]* Underhiver>, <CLAN> |
Clan Outcasts | When a <[CLAN] Underhiver> gang is founded, you must choose one <CLAN> for them to affiliate with: <Cawdor>, <Delaque>, <Escher>, <Goliath>, <Orlock> or <Van Saar>, or alternatively pick the <MINOR CLAN> Minor Affiliation. This replaces <CLAN> in the Gang Keyword
All members of the gang gain the relevant Gang Keywords, and the gang is considered to be a gang of the chosen <CLAN> for any scenario or campaign purposes, including special rules such as Gene-Smithing, etc. |
Recruitment | The Leader of the gang may either be a Custom Leader or an appropriate Elevated Leader, who must either be a <Leader> chosen from the <CLAN> gang list, a Dramatis Personae or Hired Gun with the chosen <CLAN> keyword, or any Hanger-On or Hired Gun who can be hired by the chosen <CLAN> gang.
In addition, when the gang is founded, the gang may recruit 0-1 fighter with the <Champion> keyword and 0-2 fighters with the <Prospect> keyword from the chosen <CLAN> gang list, as Elevated Champions and Elevated Juves.
Any fighter elevated in this way have the chosen <CLAN> Fighter Legacy for free. |
Equipment Access & Restrictions | Fighters in a <[CLAN] Underhiver> gangs may access the Equipment Lists and Rare Trade Charts of the chosen <CLAN> they belong to, as well as the Common equipment list. |
Alliances | A <[CLAN] Underhiver> gang can only enter into Alliance with factions their Clan House would normally form a Strong Alliance with. However, they do not gain the benefits of the Strong Alliance special rule with them. |
Fighter Legacies | At least half of the fighters of the gang, including the Leader, must choose the Fighter Legacy of the chosen <CLAN>. If the number of fighters with the Legacy ever drops below half, the gang must upgrade its next recruit to have the Fighter Legacy.
Remaining fighters in the gang may pick any legacies, with the exception of the <Scaly> legacy. |
Skills | Any fighter with the <Leader> and <Champion> keyword gains access to their chosen <CLAN>’s special skill set (Bravado, Piety, etc.) as an additional Secondary skill set. Other fighters in the gang do not. |
*<CLAN> is replaced by either Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar or Minor Clan
Merchant Guild Gangs
Each Hive is a manufacturing powerhouse. Goods move constantly throughout the Hive. Imports and some raw materials go downwards, other raw material come upwards from Underhive, and manufactured goods travel up into the Spire and off planet. The Merchant Guild controls all traffic between the Houses, and consequently is as populous, wealthy and as important as any of the Noble Houses themselves. The families that comprise the Merchant Guild are called Guilders. Guilders are closely bound people, intensely loyal to their own kind and insular in tradition. They are secretive about many aspects of their dealings and way of life. To other Hivers their style of dress and habits are strange and incomprehensible, Amongst themselves they speak a secret language quite unlike the common tongue of the Hive.
Not all Guilders are equally wealthy and important. The more prosperous families live in the Spire and control trading empires that shift vast cargoes between Hive City and the Noble Houses. At the other end of the spectrum are the lone speculators who trade in the Underhive, ever hopeful of discovering some new load of iron slag or a hoard of archeotech. These adventurous individuals are often encountered deep in the Hive accompanied by hired guides and mercenaries to protect them from outlaws and mutants. It is these same Guilders that provide Underhivers with the only secure way of storing large quantities of money. This they do by keeping money secure as Guild credit, a form of deposit account that all Guilders honour. Guilders also supply physical currency in the form of Guild bonds and Guild tokens.
Guilders often have cadres of mercenaries and loyal guns in their employ – sometimes these are local gangs, but others might have more esoteric or non-conventional origins as suits the guild faction itself.
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 Leader and their gang gains the following Benefits and Drawbacks:
Rule | Effect |
Gang Keywords | <Merchant Guild>, <GUILD FACTION>, |
Guild Agents | When a <Merchant Guild> gang is founded, you must choose one <GUILD FACTION> for them to affiliate with: <Guild of Coin>, <Corpse Guild>, <Iron Guild>, <Promethium Guild>, <Slave Guild> or <Water Guild>.
All members of the gang gain the relevant Gang Keywords, and the gang is considered to be gang of the chosen <GUILD FACTION> for any scenario or campaign purposes. |
Recruitment | When a <Merchant Guild> gang is founded you may choose to recruit fighters from the Delegation of the chosen <GUILD FACTION>, up to the delegation’s limits, as stated below, as Elevated Leaders, Champions and Gangers. If you do so, the Leader of the gang must be elevated from the Delegation. |
Equipment | When a Merchant Guild is founded, in addition to the Common Equipment List, the gang may pick either the Gang War, Industrial or Advanced Equipment List, and roll on the corresponding rare trade table.
The gang may also buy Cult Icons for 40 credits, which may be wielded by fighters with the <Gang Hierarchy> keyword. |
Alliances | A <Merchant Guild> gang can only enter into an Alliance with its <GUILD FACTION>; if the gang includes members of the Delegation, it may enter into alliance but whenever an Allied Representative party can fight with the gang, the gang is instead joined by D3+2 Hive Scum. |
Fighter Legacies: | Any are allowed, with the exception of Scavvy and Scaly legacies, but no more than two of each Legacy may be chosen. |
Recidivist Gang
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 Recidivist Gang Leader and their gang gains the following Benefits and Drawbacks:
Rule | Effect |
Gang Keyword | <Recidivist>; <RECIDIVIST FACTION> |
Outlaw Agents | When a <Recidivist> gang is founded, you must choose one <RECIDIVIST FACTION> for them to affiliate with. Choose from: <Cold Traders>, <Fallen Houses>, <Imperial Imposters>, <Narco Lords>, <Psi-syndica> or <Rogue Factoria>.
All members of the gang gain the relevant Gang Keywords, and the gang is considered to be gang of the chosen <RECIDIVIST FACTION> for any scenario or campaign purposes. |
Recruitment | When a <Recidivist> gang is founded you may choose to recruit fighters from the Delegation of the chosen <RECIDIVIST FACTION>, up to the delegation’s limits, as stated below, as Elevated Leaders, Champions and Gangers. If you do so, the Leader of the gang must be elevated from the Delegation. |
Equipment | When a <Recidivist> gang is founded, in addition to the Common Equipment List, the gang may pick the Gang War or Industrial Equipment List, and may roll on the corresponding rare trade table during the campaign instead of those at the Marketplace.
During the campaign, a a a <Recidivist> gang fighter may instead of rolling on any other Rare Trade Table, if they pass a Leadership test, roll on the Exotic Rare Trade Table instead. |
Alliances | A <Recidivist> gang can only enter into an Alliance with its <RECIDIVIST FACTION>; if the gang includes members of the Delegation, it may enter into alliance but whenever an Allied Representative party can fight with the gang, the gang is instead joined by D3+2 Hive Scum. |
Fighter Legacies: | Any are allowed, but no more than two of each Legacy may be chosen. |
Noble Gangs
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 Leader and their gang gains the following Benefits and Drawbacks:
Rule | Effect |
Gang Keyword | <Noble>, <NOBLE HOUSE>, <Loyalist>/<Renegade> |
Scions of the Spire | When a <Noble> gang is founded, you must choose one <NOBLE HOUSE> for them to affiliate with. Choose from: <Catallus>, <Greim>, <Ko’Iron>, <Ran Lo>, <Ty> or <Ulanti>.
All members of the gang gain the relevant Gang Keywords, and the gang is considered to be gang of the chosen <NOBLE HOUSE> for any scenario or campaign purposes. |
Noble Extravagance | All Status Items (including House-specific Exotic Beasts), Chems and Bionics are treated as Common for a gang with this Trait – they may purchase any of these in each post-battle sequence without needing to make a Rare Trade Roll, and if these are found via a Rare Trade Roll, you may reroll the result.
In addition, unless they are an Elevated fighter, any fighter with the <Leader> or <Champion> must purchase Uphive Raiments, either when recruited or when promoted to this position for 30 credits per fighter. |
Recruitment | When a <Noble> gang is founded you may choose to recruit fighters from the Delegation of the chosen <NOBLE HOUSE>, up to the delegation’s limits, as stated below, as Elevated Leaders, Champions and Gangers. If you do so, the Leader of the gang must be elevated from the Delegation. |
Equipment | When the gang is founded, in addition to the Common Equipment List, the gang must pick either the Advanced or Exotic Equipment List, and may roll on the corresponding rare trade table during the campaign instead of those at the Marketplace. |
Alliances | If the gang is a <Loyalist> gang, it can only enter into Alliance with its own Noble House, as well as Outlaw and Guild factions depending on their legal status.
If the gang is a <Renegade> gang, it can only enter into an Alliance with any Noble House except for their chosen House, as well as any Outlaw and Guild factions depending on their legal status. |
Fighter Legacies: | If they can choose a legacy, the Leader must choose the Noble Legacy, and any other members of the gang may pick this Legacy. No more than two of any other Legacy may be chosen by fighters in the gang. |
Venator Bounty Hunter Cabal
All across Necromunda, from the drudging halls of manufactorums and precinct blockhouse walls, to the rusting gates of downhive settlements and cross-tunnel gibbets, images of the faces of wanted individuals flutter in the stale breeze of the carbon scrubbers. A group of talented murderers can make a healthy living collecting the bounties of these criminals, killers and deviants. The motley bands of hired guns who go after these bounties are commonly known as Venators, after the ancient High Gothic name for a hunting party; a temporary coalition of Bounty Hunters out for blood and coin. With the promise of shared rewards and extra firepower, Venators form into gangs and pursue Merchants Guild patronage and the stability that comes from regular contracts. Drawn from every Clan or House on Necromunda, Venators come in all shapes and sizes – mixing ex-Goliath heavies and nimble Escher assassins, alongside disgraced watchmen or embittered outcast nobles. Most of them are sanctioned by the Guilders or the Imperial House itself, and carry a hunter’s oath-token as proof of their patronage. However, many are not, though the Guilders often pay for the gang’s captives and kills all the same. In the underhive, lawmen don’t ask too many questions if a masked killer dumps the corpse of a wanted ganger at their feet – they hand over the scrip and sleep a little sounder with one less criminal at large. Venator bands are not limited to Necromundans, some even come from off-world. Mutants, abhumans and xenos are all believed to make a living on the hive world by taking on the guise of the Venator. Infamous Bounty Hunters such as Gor Halfhorn, Yar Umbra and Grendl Grendlsen, among others, have at one time or another led their own gangs or taken up employment as part of a Venator crew, finding a home among their peers even on a world that might not be their own. Guild and Imperial sanctioning for Venator gangs can come in many forms. In addition to the oathtokens which are bought, sold and traded between Merchants Guilds and hunters, the Guilders maintain their own cadres of Venators. Adjurators, such as Baertrum Arturos III hunt down oathbreakers, including other Bounty Hunters, while shacklemen track escaped slaves for the Guild’s pit bosses. Sometimes Guilders might turn to ex-members of their caste or talented individuals who share their qualities for specialised tasks. For instance, the Water Harvesters of Hive Primus have long called upon the abilities of Eyros Slagmyst. The not-quite-human hunter has led bands of Water Harvesters in missions to bring water thieves to justice or liquidate settlements in the name of the Merchants Guild. Venator Witch Hunters – those who specialise in taking down rogue psykers – are among the most feared warriors of the hive cities. Some of these gangs put their faith in anti-psy tech such as psyk-out grenades and neural inhibitors to make their own minds more defensible, then there are those who turn to belief to steel their souls. Venators dedicated to the Cult of the Redemption are not unknown, such as the Red Brothers or the Hammer of Psykers, whose singular purpose is the killing of witches and mutants. Rumours even hint at actual members of the Ministorum and the Adepta Sororitas leading Venator bands, bringing their own special set of skills to the underhive. Clan and noble house Venators are perhaps the most ‘common’ kind of Venators – if any Venator gangs could ever truly bear that moniker. Belladonna Familus Umathurn De’Escher, daughter of Matriarch Majoris Orlena Deytheros Escher, is perhaps one of the Palatine Cluster’s most well-known noble Bounty Hunters. While she mostly works alone, or hitches on to gangs that might know something about the assassin she is pursuing, more than once she has fallen in with a group of Venators. It was Belladonna and the Broken Blades, a group of outcast nobles, second sons and disgraced daughters, that held the tide-lock beneath Dust Falls when a neurone plague outbreak unleashed a horde of living dead against the settlement. Famously, Belladonna negotiated a better price from the Guilders even as the zombies battered at the gates, threatening to walk away and leave Dustfalls to its fate, saying “If I’m getting zombie guts on my armour, you can be damn sure I’m getting paid extra!”
A Venator Leader and their gang gains the following Benefits and Drawbacks:
Rule | Effect |
Gang Keywords | <Venator> |
Captured Fighters | When a Law-Abiding <Venator> gang sells Captives to the Guilders, they earn the full value of each fighter in credits rather than the usual half. This is added to the gang’s income for that battle. When Law-Abiding Venators sell Outlaws to the Guilders they claim the full value of each fighter plus an amount equal to the total XP of the fighter, in credits rounded up to the nearest 5.
When an Outlaw <Venator> gang sells a fighter to the slavers, Outlaw Venators double the amount they earn for each captured fighter sold. |
Confirmed Kills | A <Venator> gang earns income from every enemy they kill.
When, after a battle with a Venator gang, an opponent (who is not an Enforcer or a deputised Watchmen gang) deletes a dead fighter from their roster during the Update Roster step of the post-battle sequence, the Venators immediately claim half of that fighter’s value rounded up to the nearest 5 credits as bounty. This is added to the gang’s income for that battle.
If the gang is Law-Abiding, and the deleted fighter is an Outlaw, they gain the full value of the fighter, plus an amount equal to the total XP of the fighter, in credits rounded up to the nearest 5. |
Renowned | A gang with this trait may only hire Hired Guns with the <Dramatis Personae> keyword |
Recruitment | When a <Venator> gang is founded your Leader may be a Custom Leader or an Elevated Leader (ideally using a suitable Dramatis Personae).
In addition, when founded, the gang may elevate 0-2 other fighters with the <Bounty Hunter> or <Dramatis Personae> keyword as Elevated Champions, and you may elevate fighters with the <Hive Scum> keyword (excluding Dramatis Personae) as Elevated Gangers.
<Outlaw> Dramatis Personae may only be recruited by an Outlaw Venator gang; <Law-Abiding> Dramatis Personae may only be recruited by a Law-Abiding Venator gang (although of course they may later be made outlaw!)
Please note the fighter chosen as Leader must have the highest Leadership; if you elevate a fighter to Champion who would have the same Ld as the Leader, the Leader must pay for additional advancements to ensure they have the highest Ld. |
Gang of Characters | A fighter with the <Venator> keyword may not swap Weapons and Wargear once equipped, as each item is the fighter’s unique property. Once they are equipped with a weapon or item of wargear, they may not remove it. If a fighter dies and equipment is kept, it may only then be given to another fighter in the gang. |
Equipment | When a <Venator> gang is founded, in addition to the Common Equipment List, a gang with the Venator Affiliation must pick either the Primitive, Gang War, Industrial or Advanced Equipment List, and may roll on the corresponding rare trade table during the campaign instead of those at the Marketplace. |
Alliances | A <Venator> gang has no special rules regarding Alliances – they may enter into Alliance with any faction allowed to them by their <LEGALITY>. |
Fighter Legacies: | Any are allowed, but no more than three of each Legacy may be chosen in a <Venator> gang. |
Minor Affiliations
The gang may pick one of the following Minor Affiliations, if allowed by their chosen Affiliation:
Chaos-Corrupted
Outside what might be termed the two great cults of the Imperium—the Ministorum Creed and the Adeptus Mechanicus—many other cults exist. The most common take the form of sects of the Imperial faith who devote themselves to a particular aspect of doctrine or the veneration of a particular saint or miraculous event. Second to these are warrior societies of various forms, which are especially prevalent on feral or feudal worlds, followed closely by the numerous cult-like groups, most often preferring the term “guild,” who cater to a particular specialised craft or trade. Beyond these, most worlds often boast scores of other local cults whose exact nature often baffles outside scrutiny, tied to some idiosyncrasy of culture, planet, clan, or historical event. Heresy, however, can be a contagious thing in itself, and when it spreads, a cult is often formed from those that subscribe to it. In other cases, a powerful or charismatic leader will often draw a coterie of devoted disciples and followers into forming a heretical cult, and by the same token, deviants and likeminded individuals often join together for mutual support and protection. Cults exist in the main for very good reasons, the most obvious being secrecy—the protection and greater resources of the larger group allows it to better organise and conceal itself from prying eyes, rivals, and outside threats. The second is power, as the strength of a cult’s membership united is often far greater than what an individual would possess. This is a truth that remains constant on many levels, from pooled finances to sustaining and reinforcing the loyalty and adherence of its members. Isolation, after all, promotes cohesion in-and-of-itself, whilst division will destroy a cult as easily as any Witch Hunter’s purge. Heretical cults often share several common attributes despite their many differences. Most seek to conceal themselves behind the disguise of a more benign (or at least accepted) front organisation, or remain completely hidden from the authorities in order to avoid discovery. Cults also often favour a particular milieu in which to operate and recruit fresh members, which is often determined by the cult’s own nature. For example, a cult centred on fermenting rebellion amongst mutant labourers will confine itself to the shatters and barrens where the mutants dwell, recruiting from the disaffected and outcasts among their numbers. Meanwhile a malefic conspiracy of daemon worship among the depraved nobility will often limit itself to the salons and private estates of the elite for its haunts and recruiting grounds. Many cults also share similar organisational structures despite their differing goals and natures, the most common of which are detailed in this chapter. Each has its own strengths and weaknesses, and in many cases, the structure may involve many minor differences in practice and effect. While a particular cult may favour one structure over another, it will often include other structural elements as well. Chaos Cults can arise from any class of society on the planet, be it impoverished, noble, hive-gang, helots, abhumans, soldiers, or mutants – and this true on Necromunda..
A gang may also be upgraded to a Chaos Cult. If so,the Leader and their gang gains the following Benefits and Drawbacks:
Rule | Effect |
Gang Keywords | <Chaos-Corrupted> |
Availability | Any <MAJOR AFFILIATION> gang may take this Minor Affiliation |
Recruitment | When a <Chaos-Corrupted> Custom gang is founded your Leader may be a Custom Leader or an Elevated Leader (perhaps using a suitable Dramatis Personae).
In addition, when founded, the gang may elevate 0-1 fighter with the <Champion> keyword from either the Chaos Helot Gang or Corpse Grinder Cult (if dedicated to the Blood God) gang lists as Elevated Champions.
Please note the fighter chosen as Leader must have the highest Leadership, and if they do not, they must pay for additional advancements to ensure they have the highest Ld. |
Corrupted | The gang must be Chaos-Corrupted, and gains access to the benefits and drawbacks therein. |
Heretics | If ever outlawed, a gang with this Trait may not change alignment again. |
Equipment | During the campaign, the Leader and Champions in <Chaos-Corrupted> Custom gang may roll on either the Chaos Helot Rare Trade table or, if dedicated to the Blood God, the Corpse Grinder Cult Rare Trade table in the post-battle sequence. |
Delinquents
Although the noble households are above the clan structure of Necromunda, they are not immune to the influence of the pervading culture of the hive world. Like clans, noble households have their own ancient and bitter rivalries which sometimes explode into violence. The root causes are often more to do with honour, traditional enmity, and dynastic disputes than the mainly economic and territorial causes of gang warfare in the lower levels of the hive. The idle and decadent youth of the nobility emulate the young clan warriors by forming their own Brat gangs, which make it their business to look after the honour of their household. Many young nobles run with the Brats for a time before they succeed to holding office and can then continue to further the interests of their own household by more subtle means. The Brats are always in the forefront of any new fashion or cult that sweeps through the upper levels of the hive. Young nobles are privileged, wealthy, inquisitive, rebellious and open to wider influences than are available in the lower levels of the hive. Brat gangs sport fantastic, elaborate costumes and hairstyles, and flout the conventions of hive life as openly as possible.
In the upper hive layers Brats run together in packs but they do not limit their predations to their home territories. They frequently drop down the spires into the lower habs, where their wealth can be used to obtain any drug or weapon. Once in the lower habs, the Brat gangs terrorise the hivers and underhivers,, safe in the knowledge that they can return to the upper habs whenever they want to. Brat gangs are mainly concerned with upholding the honour of their households. They also assume responsibility for ‘protecting’ their territory from uncouth lower hive dwellers. Brat gangs like to create a reputation for themselves by raiding other gangs. They also get up to various rebellious, subversive and anarchic activities including involvement with cultists and psykers. An alternative to the Brats are the Spyrer hunt teams some promising young nobles are sent on – teams of exotically-equipped fighters who delve into the Underhive to hunt and kill gang champions and monsters. You may use this Trait to represent Spyrers too.
Rule | Effect |
Gang Keywords | <Delinquents> |
Availability | Any <MAJOR AFFILIATION> gang may take this Minor Affiliation |
Brats | A <Delinquents> gang represents gangs of youths and inexperienced fighters; to represent this, all fighters in the gang (including the Leader) must use a Juve or Prospect profile.
You then apply the following changes to make these fighters the Leaders, Champions and Gangers of your gang at gang foundation:
Promotion (Leader): One fighter must be promoted to the Leader when recruited; they increase their Ld by +3, to a maximum of 5 (rather than just to 5 as normal for a Custom Leader). The Leader gains the special rules, equipment access and starting skill of a Custom Leader. Their cost increase is +25 credits.
Promotion (Champion): As many fighters as are allowed at gang creation may be promoted to Champion for +20 credits each. These fighters gain the special rules, equipment access and starting skill of a Custom Champion; they also gain +2 Leadership.
Promotion (Ganger and Ganger Specialist): Any number of fighters may be promoted for +5 credits each to Ganger, and one may be promoted to Ganger Specialist. These fighters gain the special rules and equipment access of a Custom Ganger or Custom Specialist, respectively; they also gain +1 Leadership.
All of the above lose the Hot-Headed special rule, but otherwise gain Advances like a Juve – at every 5XP for five advances.
In addition, at least half of all fighters in the gang must have the <Juve> keyword. If less than half of the fighters in the gang have this rule, then the gang must recruit additional Juves or retire more senior fighters to restore the balance.
In addition, after the gang is founded, this gang may not recruit additional Champions or Gangers – these can only be obtained by promotion from within the gang. |
Escaped Pitslaves
Pit Slaves are gang fighters or hivers who have strayed from the normal day-to-day life on Necromunda or have been captured and sold as slaves or have had the Enforcers deem them unfit t for citizenry and locked them away for their crimes. The Adeptus Mechanicus uses servitors to do all their hard labor and Pit Slaves are Necromunda’s own version of fighting servitors. Guilders tend to sort their slaves by usefulness and Pit Slaves are not only useful, but are also very pro_ table. Those that show an aptitude for combat will be allowed to absolve themselves as pit fighters in the various legitimate (and illegal) fighting arenas throughout Necromunda. Guilders tend to wave false hopes of riches and freedom to those that bring them the most credits. Guilders notoriously augment those pit fighters that show the best fighting skills or better yet, are the luckiest. Plugs and connectors mark their flesh. The more renowned pit fighters even show signs of metal plates that act like armor. A few are even augmented with extra arms to do more damage to their opponents. Almost all pit fighters are adorned with numerous fuel lines, linkage connectors, heavy machinery pieces, and a various assortment of other deadly weapons. Once a pit fighter has won his freedom he quickly learns that the only place that will accept him is the Underhive. No respectable house will take on a pit fighter so they gravitate to the shadows, back alleys, and dregs of the Underhive. Strong willed individual pit fighters hire themselves out for individual battles, but on occasion a charismatic pit fighter will band rag-tag fugitives together into Pit Slave Gangs. Pit Slave Gangs survive in the wastes raiding settlements and caravans.
Rule | Effect |
Gang Keyword | <Escaped Pitslaves> |
Availability | Only <Clanless Outcast> and <Recidivist> gangs may take this Minor Affiliation |
Augmetic Escapees | In the gang, at least half the fighters in the gang (including all members with the Gang Hierarchy special rule) must have at least one augmetic weapon, and/or augmetic fist and/or at least one bionic arm, chosen from the Industrial Equipment List, when recruited. This represents the brutal cybernetic replacements their enslavers installed on them before they managed to escape. |
Sparky | An <Escaped Pitslaves> gang may recruit Slave Ogryns (Ganger) from the Slave Ogryn list as Elevated Gangers, and Escaped Pitslaves Hired Guns as Elevated Champions. |
Strong | All fighters in an <Escaped Pitslaves> gang gain access to the Muscle skill set as an additional Secondary skill set. |
Bounty | All fighters in the gang gain the Runaway special rule:
Any gang which sells an <Escaped Pitslaves> fighter to the Guilders earns an extra D6x10 credits. |
Equipment | An <Escaped Pitslaves> gang ignores the equipment rules of its <MAJOR AFFILIATION> and picks instead from the Common and Industrial Equipment Lists, and may roll on the Industrial rare trade table during the campaign instead of those at the Marketplace. |
Alliances | This gang may only form Criminal Alliances. |
Genestealer-Infection
Not every strain of the Genestealer infection on Necromunda occurs in the mining clans, nor is it evident only in the Clan gangs’ most unfortunate elements. From guilders to nobles to scavvies and ratskins, no gang, group or cabal is safe from the potent seed of Secundus. Genestealer Cult activity can be supremely sophisticated, including merchants, industry, political manipulation, the imperial cults and even its law enforcement. While open revolt may be the insidious conclusion of the long journey taken by patriarchs, their brood and human victims, for scores and even hundreds of years, the disparate tendrils of their cult will infiltrate human civilisation from bottom to top to ensure their alien ends.
The gang may also be upgraded to a Genestealer Cult. If so,the Leader and their gang gains the following Benefits and Drawbacks:
Rule | Effect |
Keywords | <Genestealer-Infected> |
Availability | Any <MAJOR AFFILIATION> gang may take this Minor Affiliation |
Brood | The gang must be Genestealer-Infected, and gains access to the benefits and drawbacks therein. |
Recruitment | When the gang is founded your Leader may be a Custom Leader or an Elevated Leader (perhaps using a suitable Dramatis Personae or member of the Genestealer Cult Brood list).
In addition, when founded, the gang may elevate 0-1 champion and 0-2 gangers (including Aberrants) from the Genestealer Cult Brood list as Elevated Champions and Elevated Gangers.
Please note the fighter chosen as Leader must have the highest Leadership, , and if they do not, they must pay for additional advancements to ensure they have the highest Ld. |
Exposure | If ever outlawed, a gang with this Minor Affiliation may not change alignment again. |
The Cost of Silence | Taking a fighter to the Doc’s following a Critical Injury costs another D6x10 credits than normal. |
Equipment | The Leaders and Champions in a gang with this Trait may roll on the Genestealer Cult Rare Trade Table in the post-battle sequence instead of any other. |
Minor Clan
Beyond the six great Clan Houses of Necromunda, other smaller houses, clans, fraternities, sororities and communities exist. These minor clans – be it smaller Clan Houses, or even smaller groups, or sometimes communities of abhumans like squats or ratlings – work for their own goals, and compete in industry and war against the major houses. Eventually minor clans might succeed in supplanting the major Clan Houses as a House, as each current Clan House once did to their long-diminished or destroyed predecessors.
Rule | Effect |
Gang Keywords | <Minor Clan> |
Availability | Only <[CLAN]* Underhiver> gangs may select this Minor Affiliation |
House of ? | <Minor Clan> replaces the rules for <[CLAN]* Underhiver> with the following:
The gang creates a “Minor Clan skill table” by randomly selecting six skills from the six clan house’s special skill tables (Bravado, Finesse, Muscle, Obfuscation, Piety, Tech). Roll a D6 to determine which table (1=Bravado, 2=Finesse, 3=Muscle, 4=Obfuscation, 5=Piety, 6=Tech), then a D6 on that table, to determine one skill. Do this six times, rerolling any skills you have already obtained. Make a note of the skill set and six skills on your roster.
All fighters in the gang without a Fighter Legacy have access to this Skill Table as an additional Primary skill set. |
Equipment | When recruiting the gang, your fighters are not limited to one House Equipment list; instead you may pick items from any Clan House Gang’s Equipment List.
However, during the campaign, a Minor Clan cannot access any Clan House’s Rare Trade Chart, and can only use the general Rare Trade Charts. |
Minor Faction | A minor house does not have so many allies in the hive – when making a Rare Trade action at the Legal Trading Post, fighters in this gang roll twice and only the lower-costed item is offered to the them. Trade on the Black Market is unaffected. |
Fighter Legacies | Unlike with the Clan House Major Affiliation, at least half the fighters in the gang must have no legacy (as they come from the Minor Clan). If the number of fighters with no Legacy ever drops below half, the gang can only recruit Legacy-less fighters until the proportion is correct.
Remaining fighters in the gang may pick any legacies, with the exception of the Scaly legacy. |
Ratskin Renegades
Ratskins are normally a shy, peaceful people who are inclined to avoid the noisy, raucous downhivers and their settlements. They need nothing from the settlers and stay hidden in small communities far from the hivers and their guns. If hivers start working near the Ratskins’ settlements they will pack their gear and quietly slip away deeper into the wastes. Ratskins find the hivers strange and bewildering and would rather not have anything to do with them.
Sadly, the Ratskins’ peaceable ways make them vulnerable to exploitation by unscrupulous Guilders or gangs. Outlaws may run riot and murder a whole Ratskin settlement, leaving a few embittered survivors thirsting for vengeance on all hivers. These fierce Ratskins turn their backs on their own people and become renegades, hunting and killing the hivers wherever they can to cleanse the Underhive of intruders.
Other Ratskins go to the hivers’ settlements out of curiosity or to look for work as trappers or guides and become corrupted by contact with the hivers. The Ratskins themselves dispossess these individuals and call them Badskins. Badskins spend all their money drinking and gambling until they finally get in trouble with the Watchmen and are driven out of the settlement for good. There can be no return home for Ratskins tainted by their contact with ‘civilisation’ so they drift from place to place until they can join a renegade band and be with their own people again.
A gang with this sub-allegiance gains the following additional rules:
Rule | Effect |
Gang Keyword | <Ratskin Renegades> |
Availability | Only <Clanless Outcast> and <Recidivist> gangs may take this Minor Affiliation |
Ratskins | All <Ratskin Renegades> fighters must be upgraded to have the Ratskin legacy for +20 credits each. In addition, if a <Ratskin Renegades> fighter would gain an Agility skill, they main instead gain a Finesse skill. |
Underhive dwellers | A <Ratskin Renegades> gang can add or subtract up to 2 from their dice roll when rolling for scenario on either the Gang War, Gang Raids or Ash Wastes scenario tables. If the opposing gang has a Ratskin Scout in their employ this modifier is reduced to plus or minus 1 instead. If the Renegades can choose which scenario to play they can pick whichever they like from all scenarios (unless compelled by an alliance). In addition, if attacking, the Ratskin player can decide if the Badzone environment rules are in effect (see Escape the Badzone), irrespective of the scenario. |
Sacred Reverence | A <Ratskin Renegades> gang may never use Archaeotech (either a Device or Armour), or work an Archaeotech territory. If they ever come into possession of these, they may not be sold, traded, nor used by the gang – instead being protected in their Stash/Turf. |
Shamans | Fighters in a <Ratskin Renegades> gang do not have access to Wyrd powers*. Instead, the Wyrd Archetype is renamed Shaman, and only one fighter in the gang at a time may have the Shaman Archetype. Instead of having access to Wyrd powers, a Shaman may if they are not in Recovery after each battle consult the hive spirits – roll on the Shivver (Gang Auxiliary) table for the fighter. |
Equipment | An <Ratskin Renegades> gang ignores the equipment rules of its <MAJOR AFFILIATION> and picks instead from the Common and Primitive Equipment Lists, and may roll on the Primitive rare trade table during the campaign instead of those at the Marketplace. |
Alliance | This gang may only form Criminal Alliances and alliances with Noble Houses. |
* although you may hire psychic Hired Guns.
Redemptionist Converts
Redemption! Redemption! Through fire and through blood! The cries of the fiery priesthood of the Redemptionist movement resound through the hive in a hot pulse of anger. On street corners and boulevards Redemptionist preachers rally the masses with their clarion call of intolerance and hatred. In packed meeting halls and temples Redemptionist priests lead the populace in prayers of hatred and xenophobia, calling for the Emperor’s divine wrath to descend upon the galaxy. For Redemptionists the whole of creation is riven with vile corruption that can only be cleansed through fire, blood and faith. The creed of the Redemption derives from the mainstream Imperial cult of the Ecclesiarchy. They worship the Emperor as a divine being, the supreme Man whose very existence proves the manifest destiny of mankind to rule the galaxy. The Redemptionists believe that mankind has fallen from the path of righteousness and that the sins of mankind will drown the human race in filth and depravity. As long as mankind is unable to control its sinful nature it will not be able to unite and conquer the stars as the Emperor truly wishes them to. Sin must be purged by fire, blood and faith.
Sin comes in many forms: drinking, gambling, lying, cheating, profanity, lechery, fornication and shooting innocent, hardworking folk like Redemptionists. The worst sinners of all are mutants and witches, the spawn of evil, and the second worst are the heretics who tolerate sin and refuse to heed the word of Redemption. Redemptionists also believe the Spire and Guild are riddled with sinners as there they find little support; with the majority of followers coming from Hive City. The Redemption has active or covert followers in all of the Hive City Houses. House Cawdor has dedicated itself to the Redemption entirely and is effectively run by the Redemption. Unfortunately sinning is rife on Necromunda, especially in the Underhives. The Redemption councils wage a constant war to bring the word of righteousness to the benighted lower layers. Many devotees from Hive City go down into the Underhive to start a new life and set up holesteads far from the main settlements, which they see as being full of sin and damnation. These isolated communities have little to do with the outside world and only visit trading stations occasionally for supplies.
The Redemption also sends “crusades” of their most dedicated and fanatical brethren into the Underhive to purge it of sin with the holy fires of battle. A crusade is led by a Redemptive Priest who has the blessings of the council and is supplied with weapons and followers. A crusade moves constantly through the badzones, stopping off at Redemption settlements and holesteads from time to time in order to reprovision and rearm. The Priest will preach to the settlers and reaffirm their faith while the brethren take a tithe of their produce or make a collection. Then the crusade moves on to battle the forces of darkness, keeping the settlers safe from the mutant devils, witches and gangs of heretics wandering the wastes by shooting them on sight..
A gang with this sub-allegiance gains the following additional rules:
Rule | Effect |
Gang Keyword | <Redemptionist Converts> |
Availability | Only <Clanless Outcast>, <[CLAN]* Underhiver> and <Recidivist> gangs may take this Minor Affiliation.
If this gang is not a <Clanless Outcast> gang, then it must start Outlawed and may never become Law-Abiding. |
Charismatic Leader | The <Leader> of the gang gains the Devotion special rule; they may be a sophisticated priest or an uneducated primitive rabble rouser:
Devotion: While this fighter is standing, all other fighters from their gang who are within 9″ of them use this fighter’s Cool and Willpower characteristics instead of their own when making any checks with these characteristics. |
The Gathering of the Redeemed | The death of the faithful only serves to attract new Devotees to the cause. After a battle in which a <Redemptionist Converts> fighter dies, or if a fighter is not saved by the Doc, roll a D6 for each member who died. On a 4+, the gang gains a Custom Juve for free; the juve has no equipment. |
Burn the Witch | A <Redemptionist Converts> gang may never voluntarily bottle when fighting against crews that include fighters with the <psyker>, <chaos-corrupted>, <scavvy> or <mutant> keyword, unless these fighters are all Broken, Seriously Injured or Out of Action.
In addition, the gang may never hire or recruit a <shivver>, <abhuman>, <mutant> or <psyker>, nor may it ally with the Psi-Syndica. |
Pilgrimage | Redemptionist groups move around, so as to carry on preaching.
A <Redemptionist Converts> gang may own Territory as with any other gang; however, during a post-battle sequence, the gang may only work one of its Territories. Up to ten fighters with the Gang Fighter (X) rule work that territory. The territory may not be worked again, until all other Territories owned by the gang are worked (the gang travels in a circuit). If the gang obtains a Territory, then it must work the Territory that post-battle sequence rather than any they already possess.
Keep a note on your roster of which teritories were worked and in what order. |
Equipment | A <Redemptionist Converts> gang ignores the equipment rules of its <MAJOR AFFILIATION> and picks instead from the Common and Redemptionist Equipment Lists, and may roll on the Redemptionist rare trade table during the campaign instead of those at the Marketplace. |
Alliance | This gang may only form Criminal Alliances (but may never ally with the Psi-Syndica) |
Keywords | <Redemptionist> |
Scavvy Clan
Scavvies are the very dregs of humanity, though they are so devolved and twisted that they can be hardly considered human any more. They are severely deformed and often mutated by the toxic environment they live in. Scavvies dress in rags and are caked in the most indescribable foulness. Their skin is a yellow and disgusting mass of sores, warts, blisters and cracks. Their limbs are often so withered or shrivelled that crude hooks and peg legs are a common sight, though any Scavvy too crippled to defend himself is easy prey for his fellows. Scavvies scratch out an existence in the most foul and polluted wastelands of the Underhive, hungrily watching for an opportunity to murder, rob and pillage anyone and anything nearby. Scavvies have to band together to survive and a typical band will be made up of several extended and severely inbred families. The dominant member of the band rules through brute strength, low cunning and having as many siblings as possible to exert their will.
Though individual Scavvies pose little threat to a well-armed gang they are cunning enough to use traps, ambushes and weight of numbers to even the odds. Occasionally a Scavvy king will arise and unite several Scavvy band together into a ramshackle tribe. Such coalitions can create a ragged horde of Scavvies big enough to overrun settlements and trading holes. The excesses of King Blacknose the 81st are still remembered with a shudder in the Underhive and the settlement of Downtown has yet to recover from its period of rulership by the so-called Beggar King.Fortunately Scavvy kings are usually more concerned with avoiding the attention of the authorities than conquest. They are far more likely to use fear, intimidation and extortion to get what they want. Their scrofulous subjects move in to blockade vital resources and charge Underhive dwellers “tolls” and “taxes” whenever they have the numbers to get away with it. At times like these the honest, hard-working settlers will look to gangs and Bounty Hunters to run the Scavvies off until life gets back to normal again.
Among the Scavvies, there are often found mutants in great number. Mutants are feared by everyone on Necromunda, from the highest administrator in Helmawr’s court to the lowliest unskilled worker in the process vats. Most hive dwellers do not understand that mutation is an inevitable part of life on a planet as irredeemably polluted as Necromunda. Mutants are branded as evil, corrupted by their own wickedness and greed, and tainted by witchery of the foulest kind.
As a result mutants are persecuted and driven into the undercities. In the depths they fall victim to the undercity gangs and other threats. Most mutants do not survive for very long once they have been discovered. Those that manage to run and hide often band together in gangs of their own, usually in the most inaccessible and heavily polluted sections of the undercities. Other join, or are born within Scavvy clans. In particular, the Scaly genus is a recognisable abhuman class – sized like Goliaths and covered in thick reptilian skin – possibly some splicing of the house of chains and their favoured sump kroc pets…
A gang with this sub-allegiance gains the following additional rules:
Rule | Effect |
Gang Keywords | <Scavvy Clan> |
Availability | Only <Clanless Outcast> gangs may take this Minor Affiliation. |
Scavvy Horde | All fighters in a <Scavvy Clan> gang must be given the Scavvy fighter legacy – no other Legacy is allowed, with the exception of the Scaly legacy, which may be given to up to two Champions or Gangers of the third profile type.
Any number may have mutations – however no fighter may have the same mutation as another fighter in the gang (with the exception of up to two Scalies). |
Zombie Bait | A <Scavvy Clan> can ‘buy’ Plague Zombies for a game, the cost representing bits of food used to lure them. If the gang pays 10 credits after choosing crew, D6 <Plague Zombie> fighters come along to fight and are deployed following the normal rules (Note the gang cannot pay more than 10 credits otherwise they risk being overrun themselves!).
Each <Plague Zombie> is under the control of the Scavvy player for the entire game, but scatter back to their wandering existence after the fight. Zombies are deployed like regular gang models and count towards any scenario fighter limits. Zombies cannot interact with non-fighter scenario objectives – eg loot counters, doors, etc. They don’t contribute towards winning or losing conditions and are ignored for Bottle roll purposes.
For the rules for Zombies, see below. |
Scrofulous Wastes | Scavvies do not start with a Hab territory, but instead start with a Scrofulous Wastes. Scrofulous Wastes are foul-smelling and disease-ridden piles of refuse and decay that generate an income of D3x10 credits only. The same Recruit Boon rule for Habs applies to the Scrofulous Wastes, however. |
Bounty | Although they are outcasts, Scavvies have bounties on their heads; if a Law-Abiding gang captures or kills a fighter from a <Scavvy Clan> gang, they obtain a bounty of (only) D6x5 credits, or if that fighter is a Scaly or mutant, D6x10 credits. You must decide whether or not to turn them over before you roll to see what the bounty is. |
Equipment | A <Scavvy Clan> gang ignores the equipment rules of its <MAJOR AFFILIATION> and picks instead from the Common and Primitive Equipment Lists, and may roll on the Primitive rare trade table during the campaign instead of those at the Marketplace. |
Alliance | Scavvies are the lowest dregs of the hive, and hated or feared by all – they may never ally with any faction. |
Recruitment | Any Hanger-On or Hired Gun hired by the gang must buy a Scavvy Legacy, reducing their cost appropriately. The gang may only hired Dramatis Personae with the <mutant>, <scavvy> and/or <wyrd> keyword. |
Special Rule: Scaly Legacy
Scaly: +50 credits per fighter
If the Gang has the
<Scavvy Clan> Trait, then up to two Champions or Gangers of the third profile type may, instead of being downgraded to Scavvies, be upgraded to Scalies.
A fighter upgraded in this way gains the
<Scaly> keyword. They have the following Mutations:
Hideous,
Regeneration, and
Scales. Scalies also gain +1 Strength, but suffer -2 Intelligence and -1 Initiative (these increase and diminish respectively their Maximum Characteristics as well), and may never be promoted to be
<Leader> of the gang.
Special Rule: Plague Zombies
Zombie plague breaks out from time to time in the Underhive and packs of flesh eating plague zombies are yet another of the many dangers in the hive’s dark underbelly. These shambling neurone plague victims live in wild packs living off what carrion they can find or anything that’s stupid enough to let itself be caught. Scavvies often round up packs of zombies and send them against outposts, settlements and rival gangs that they are attacking. In sufficient numbers these contagious creatures are fearsome opponents
M | WS | BS | S | T | W | I | A | Ld | Cl | Wp | Int |
2D6 | 5+ | – | 3 | 4 | 1 | 6+ | 1 | 10+ | 6+ | 10+ | 12+ |
Gang Keywords | None |
Keywords | <Plague Zombie> |
Wargear: Plague Zombies don’t have wargear; they are armed with a variety of improvised weapons but lack the finesse to gain any real benefit from them. They may only make unarmed attacks, which all have the Reckless trait to any fighter with the
<Plague Zombie> keyword.
SPECIAL RULES
Expendable: A
<Plague Zombie> never count as friendly fighters for the purposes of Group Activation, Recovery tests, Nerve tests and morale tests.
Zombie: A
<Plague Zombie> cannot be pinned, ignores Flesh Wounds and automatically passes any Leadership, Cool or Willpower checks they are required to take. In addition, while weapons with the Blaze trait can set them on fire, while subject to the Blaze condition, a
<Plague Zombie> may act normally during their activation, rather than acting as described by the Blaze trait (although they continue to receive damage). Finally, Zombies are immune to the effects of Fearsome and Terrifying.
Shuffle: Plague Zombies usually stagger around with broken, faltering steps. Occasionally when they get the scent of blood in their decaying nostrils, they can break into a loping, shambling run.
To represent their unpredictable gait Plague Zombies may not make normal Move or Charge actions; instead they make a
Shuffle (Basic) action – declaring what direction they will move (including moving over obstacles or climbing structures), then rolling 2D6” to determine how far they move. If a Plague Zombie move into base contact with a fighter they become Engaged and may make a free Fight action as if they had completed a
Charge action.
Plague!: Naturally, Plague Zombies carry the dreaded neurone zombie plague. If a model is taken out of action by a Zombie they may contract the disease and (gulp!) turn into a Plague Zombie. In addition to checking what Lasting Injury they have, at the end of the game, each affected model must roll a D6 to see if they are infected:
- 1-2: Clear: After a few tense days no symptoms of zombie plague have emerged and the gang member is in the clear.
- 3-5: Recovery: The victim feels weak and ill for days. The fighter goes into Recovery.
- 6: Zombie Time! The gang member is infected and suffers brain death within hours. The new Zombie wanders off into the wastes to join his fellows. In either event all of the model’s equipment is infected and counts as destroyed.
Delegation Gangs
If a gang is a
<Guild>, <
Criminal> or
<Noble> gang, it may include fighters from those alliance’s Allied Representative parties:
- Choose the appropriate Delegation for the gang’s <specific> identity, and add all members of that party to your gang from your starting credits. You cannot hire them separately, you must hire each member of the Delegation.
- Add the fighters to your roster with the equipment, skills and special rules listed in the Delegation’s entry.
- During the campaign, they have the same equipment and wargear restrictions as a standard Custom fighter of their type (Leader, Champion, Ganger, etc).
- The Delegation Leader must be given the correct Affiliation to match their Delegation type.
- All Delegation fighters must be given Archetypes, determining their skills access; there are no restrictions on what Archetypes may be granted.
- The Delegation Leader and Champion can perform post-battle actions.
- The remainder of your Stash may be spent as normal on Custom Gang fighters chosen from the Custom Gang list; they all count as members of the Delegation for rules purposes – please note you may only have one Leader, and the limits on Champions apply.
- If a member of the Delegation dies, they cannot be replaced.
Guilds
Guild of Coin (Link)
Fighter | Rank | Number | Credits |
Master of Coin | Leader | 1 | 220 |
Skinflint | Champion | 1 | 190 |
Groveler | Ganger | 2 | 75 each |
| | TOTAL | 560 credits |
Corpse Guild (Link)
Fighter | Rank | Number | Credits |
Pale Consort | Leader | 1 | 195 credits |
Bone Scriviner | Champion | 1 | 145 credits |
Corpse Grinder | Ganger | 2 | 110 credits each |
| | TOTAL | 560 credits |
Iron Guild (Link)
Fighter | Rank | Number | Credits |
Iron Scum | Ganger | 5 | varies |
Promethium Guild (Link)
Fighter | Rank | Number | Credits |
Pyrocean Lord | Leader | 1 | 165 |
Pyromagr | Champion | 1 | 295 |
Cynder | Ganger | 2 | 60 |
| | TOTAL | 580 credits |
Slave Guild
Fighter | Rank | Number | Credits |
Chain Lord | Leader | 1 | 220 |
Shackleman | Champion | 1 | 215 |
Pit Slave | Ganger | 2 | 105 each |
| | TOTAL | 645 credits |
Water Guild
Fighter | Rank | Number | Credits |
Master Nautican | Leader | 1 | 210 |
Syphonite | Champion | 1 | 185 |
Subnautican | Ganger | 1 | 190 |
| | TOTAL | 585 credits |
Recidivists
Cold Traders
Fighter | Rank | Number | Credits |
Cold Trader | Leader | 1 | 240 |
Bosun | Champion | 1 | 120 |
Void-Born Scum
OR
Void-Born Brute | Ganger | 2
OR
1 | 75 each
OR
150 |
| | TOTAL | 510 credits |
Fallen Houses
Fighter | Rank | Number | Credits |
(i) Rebel Lord
or
(ii) Lady Credo | Leader | Pick 1 | (i) 220 credits (+equipment)
or
(ii) 340 credits |
| | TOTAL | 220 to 340 credits |
Imperial Imposters
Fighter | Rank | Number | Credits |
Master Charlatan | Leader | 1 | 355 |
| | TOTAL | 335 credits |
Narco Lords
Fighter | Rank | Number | Credits |
Narco Scum | Ganger | 5 | varies |
Psi-Syndica
Fighter | Rank | Number | Credits |
Mind-Locked Wyrd | Leader | 1 | 175 |
| | TOTAL | 175 credits |
Rogue Factoria
Fighter | Rank | Number | Credits |
Factoria Overseer | Leader | 1 | 180 |
Work Party Boss | Champion | 1 | 115 |
Factoria Worker | Ganger | 3 | 35 |
| | TOTAL | 400 Credits |
Noble Houses
House Catallus
Fighter | Rank | Number | Credits |
Masked Killer | Leader | 1 | 340 or 345 credits |
Mindfrayed | Ganger | 1 | 65 credits |
| | TOTAL | 325 or 330 credits |
House Greim
Fighter | Rank | Number | Credits |
Kreig Master | Leader | 1 | 235 credits |
Jaegerkin | Ganger | 1 | 150 or 190 credits |
| | TOTAL | 385 or 425 credits |
House Ko’Iron
Fighter | Rank | Number | Credits |
Prime Materis | Leader | 1 | 305 credits |
Frateris | Ganger | 2 | 135 or 165 credits each |
| | TOTAL | 575 to 635 credits |
House Ran Lo
Fighter | Rank | Number | Credits |
Ran Lo Auditor | Leader | 1 | 280 credits |
Gelt-scrivener | Ganger | 1 | 235 credits |
| | TOTAL | 515 credits |
House Ty
Fighter | Rank | Number | Credits |
Onmyodo Telepath | Leader | 1 | 190 |
Onmyodo Null | Champion | 1 | 265 |
| | TOTAL | 455 credits |
House Ulanti
Fighter | Rank | Number | Credits |
Ulanti Courtier | Leader | 1 | 220 |
Mirrormask | Champion | 1 | 195 |
| | TOTAL | 415 credits |
Fighter Legacies
Each fighter in a Custom gang, depending on the Affiliations selected by the player, may be upgraded to have a
Fighter Legacy from the following: Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar, as well as Noble, Guild, Enforcer, Ratskin or Scavvy. Depending on the gang’s affiliations, there will be limits on the legacies the gang can take.
Your affiliation determines what kind of Legacies you may purchase for your fighters and if there are limits on the numbers or combinations you may purchase. A fighter can have only have one Legacy.
- Gang Legacies
- Noble/Guilder Legacy
- Ratskin Legacies
- Abhuman Legacies
- Scavvy Legacies
Gang Legacies
Any fighter in the gang may be given a single Gang Legacy, choosing between Cawdor, Delaque, Escher, Goliath, Orlock, Enforcer, or Van Saar. A fighter with the legacy gains the specific Keyword of their legacy:
- Cawdor: +15 credits
- Delaque: +15 credits
- Escher: +15 credits
- Goliath: +15 credits
- Orlock: +15 credits
- Van Saar: +15 credits
- Palanite Enforcer: +10 Credits
When recruited, a fighter with a Gang or Palanite Legacy may always be bought with equipment from their Legacy’s respective House Equipment Lists for their class (Leader, Champion, Ganger and Juve).
In addition, models with each Legacy are subject to the special rules that affect fighters for each Clan gang:
Legacy | Cost | Keywords Gained | Special Rules |
Cawdor | 15 | <Cawdor>, <Pious>/<Fanatical> | A fighter with the <Cawdor> Legacy must also have the <Pious> or <Fanatical> keyword. They gain access to the Articles of Faith (pick a path for each Cawdor ganger in the gang; they may only roll for Acts of Faith of their table) and Relic Weapons special rules, and – if they have the <Pious> keyword – Reclaimed Weapons. |
Delaque | 15 | <Delaque> | A fighter with the <Delaque> Legacy gains access to Dark Sight and “Never Trust a Delaque” special rules. In addition, a <Leader> or <Champion> with the <Delaque> keyword has the option to upgrade to have Psychoteric Whispers. |
Escher | 10 | <Escher> | A fighter with the <Escher> Legacy access Chem-Alchemy either through use of a Chem-Synth, or buy buying Elixers as a Common item (although only fighters with the legacy may equip and use Chem Elixers); |
Goliath | 10 | <Goliath>, <Natborn>/<Vatborn>/<Unborn> | A fighter with the <Goliath> Legacy must pick a Gene-Smithing Legacy. They will either have the <Vatborn> keyword (+0 credits), the <Natborn> keyword (+20 credits) or the <Unborn> keyword (+10 credits).
In addition, when recruited they may buy Genesmithing Upgrades for their category – up to 1 for fighters with the Gang Fighter keyword, and 2 for those with the Gang Hierarchy keyword. |
Orlock | 15 (Gang Hierarchy) /10 (Gang Fighter) | <Orlock> | A fighter with the <Orlock> Legacy gains access to Road Warriors. In addition, they may obtain Legendary Names. A fighter with this legacy and the <Gang Hierarchy> keyword picks a Legendary Name when recruited, and during the campaign any <Orlock> fighter may gain when they Advance. |
Van Saar | 15 | <Van Saar> | A fighter with the <Van Saar> Legacy gains access to Bodyglove special rule. They may also purchase Archaeo-Cyberteknika, and when recruited, any fighter with the <Gang Hierarchy> keyword may be given Cyberteknika at the costs listed in the Van Saar Equipment List. During the campaign, they may obtain further items when they Advance or gain Lasting Injuries – please note, fighters with the <Gang Hierarchy> keyword are obliged to purchase Cyberteknika for every three advances they have. |
Palanite Enforcer | 10 | <Palanite> or <Subjugator>; <Palanite Enforcer> | A fighter with the <Palanite Enforcer> Legacy gains Palanite Drill as an additional Primary skill set. |
For each fighter with a Legacy in the gang, the player may pick one Tactics card from the respective deck of that gang for their own Tactics card deck instead of a Custom-specific Gang Tactic (a gang with two fighters with Van Saar legacies and one with the Enforcer legacy may include up to two Van Saar cards and one Enforcer card in their deck, for example).
Finally, during the campaign, if a Leader and Champion passes a Leadership test, they may roll on the Rare Trade Chart of their Legacy rather than the Rare Trade tables enabled by their Affiliation. If a <Palanite Enforcer> legacy character passes this test, they may instead may purchase one item from either the Palanite or Subjugator equipment list of their choice (as matches their keyword).
Noble or Guilder Legacy
Legacy | Cost | Keywords Gained | Special Rules |
Noble | 5 | <Noble> Optional: <NOBLE HOUSE> | When recruited, this fighter with this legacy may be equipped with uphive rainments for +30 credits, and, irrespective of the equipment list of the gang, at gang creation a fighter with the <Noble> Legacy may also buy equipment from the Exotic Equipment list when recruited.
Finally, they benefit from the Uphive Education special rule:
Uphive Education: When performing Narrative Actions, add +1 to their opposed dice roll. |
Guild | 5 | <Guild>
Optional: <GUILD FACTION> | When recruited, this fighter with this legacy may be equipped with uphive rainments for +30 credits, and, irrespective of the equipment list of the gang, and at gang creation a fighter with the <Guild> Legacy may also buy equipment from the Advanced Equipment list when recruited.
Finally, they benefit from the Uphive Education special rule:
Uphive Education: When performing Narrative Actions, add +1 to their opposed dice roll. |
Abhuman Legacies
Legacy | Cost | Keywords Gained | Special Rules |
Beastman | 10 | <Abhuman> and <Beastman> | A fighter with the <Abhuman> and <Beastman> legacy must use the third profile when recruited, and gains the Fearsome skill. |
Ratling | 5 | <Abhuman> and <Ratling> | A fighter with the <Abhuman> and <Ratling> legacy must use the fourth profile when recruited, and gains the Small Target special rule:
Small Target: Ranged attacks against this fighter are at -1 to hit. In addition, this fighter is never a potential target when working out the effects of a Stray Shot |
Squat | 0 | <Abhuman> and <Squat> | A fighter with the <Abhuman> and <Squat> legacy must use the second profile when recruited, and gains no further benefit. |
Ratskin Legacy
- <Ratskin> | +20 credits per fighter
Ratskins are wild outland underhivers who grew up amidst the Badzones of the hive, and are better adapted to the conditions in the Badzones. This fighter gains the
<Ratskin> keyword.
When recruited, a fighter with the
<Ratskin> keyword may not be armed with any of the following weapons types:
arc, bolt, grav, melta, needle, plasma, power, seismic, shock and
web. After the gang’s recruitment, a
<Ratskin> fighter with the
<Gang Hierarchy> keyword may be equipped with them.
In addition, when recruited, a fighter with the
<Ratskin> keyword may always be bought with any of the following items from the Primitive Equipment List, irrespective of their fighter type, for the appropriate credit amount: Bow, Crossbow, Hand Bow, Blunderbuss, Blindsnake Pouch, Musket, Blackpowder Pistol, Stiletto Knife. (
i.e. a juve may wield a bow, crossbow or musket even though these are basic weapons.)
During the campaign, any fighter with the
<Ratskin> keyword benefits from the
Ratskin special rule:
Ratskin: A fighter with the
<Ratskin> keyword has the following benefits
- Ratskins are remarkably resilient to injury and have a natural ability to survive in the Underhive. To represent their resilience to injury, a <Ratskin> who suffers a Lasting Injury may reroll the result – however the result of the second roll must be accepted, even if worse.
- A fighter with the <Ratskin> keyword has a 6+ Special Save against damage resulting from Underhive Perils, as well as fighters with the <Beast> or <Underhive Horror> keyword, and environmental effects.
- Finally, a fighter with the <Ratskin> keyword can always see at least 12” in Pitch Black conditions.
Scavvy Legacy
-10 credits per fighter
Scavvies are physically degenerated Necromundans, having suffered through countless generations from the ill effects of radiation, chemical poisoning and environmental adaptation.
A fighter may be upgraded to a Scavvy for -10 credits for Leaders, Champions and Gangers, and -5 credits for Juves. Reduce their BS and Leadership by 1, and they gain the
<Scavvy> keyword.
A fighter with the
<Scavvy> keyword benefits arom the following rules:
Cannibals: Scavvies live lives of deprivation in the wilds of Necromunda. A fighter with the
<Scavvy> keyword gains the ability to perform
Cannibalise (Basic) actions against a downed foe:
Cannibalise (Basic): The fighter feeds on the flesh of a wounded adversary. The action can be performed in place of a Fight or Coup de Grace action. It can only be made against fighters who are Seriously Injured. Immediately roll on the Lasting Injuries table for the fighter and apply the result, counting results of Lesson Learned (11) as Out Cold (14-26). Note, the Seriously Injured fighter remains on the battlefield, and may be fed on again, unless they roll a Critical Injury (61-63) Death (64-65) or Memorable Death (66) result, in which case, they are removed from the battlefield and considered to have been taken Out of Action (whether dead or close to dead). A fighter who successfully fed using the Cannibalise action may remove one Flesh Wound from their fighter card.
Unreliable Weapons: A fighter with the
<Scavvy> keyword always suffers a -1 penalty to their Ammo Rolls (a roll of 5 becomes a 6, etc). In addition, they may
never be armed with any weapon with the following types – Arc, Bolt, Grav, Melta, Plasma, Power, Seismic, Shock or Web. They lack the skill or tenacity to maintain such items.
Outland Habitants: Scavvies are immune to Brain-Leaf Outbreaks carried by Brain-Leaf Zombies and the Plague virus carried by Plague Zombies.
Mutant: Any fighter with the
<Scavvy> keyword may also have the
<Mutant> keyword, and purchase Mutations when recruited.
Mutants and Mutations
Some fighters have the
<Mutant> keyword. Any fighter with a Mutation is a
mutant, and has the following special rule:
Mutant: Should this fighter be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle which is added to their Scenario rewards. In addition, any time a mutant rolls twice on the Rare Trade Chart at the Trading Post or Black Market, pass an Intelligence test – if the fighter fails, roll twice each time with the fighter offered only the lower-costed item
In addition, any
<Mutant> can purchase Mutations. A
<Mutant> with the
<Gang Hierarchy> keyword may purchase two mutation while a
<Mutant> with the
<Gang Fighter> keyword may purchase one mutation (unless stated otherwise).
Mutations are highly unstable, and it is unusual for the same mutations to be present in the same community. As such, each mutation may only be purchased once by a gang, unless stated otherwise (for example, Genestealer-Infected Gangs tend to have multiple fighters with Third and even Fourth arms).
Mutations must be modelled appropriately.
Mutations Available
Eyestalks (+20 credits): The mutant gains a 180º fire and vision arc and can squeeze behind cover better. Count an extra -1 to hit modifier when the mutant is benefiting from full cover or partial cover.. In addition, the fighter adds +1 to hit when making Blind Fire actions.
Extra Arm (+30 credits): Any fighter with an extra arm may use it to better handle ranged Unwieldy weapons, or to gain an extra attack in combat. A fighter with this trait adds +1 to their Capacity for each additional arm they have – a fighter may have up to four arms in total.
In addition,
- if the fighter is armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double action.
- if the fighter is not armed with an Unwieldy ranged weapon, when making a Fight action, they may use up to three weapons with the Sidearm and/or Melee traits rather than the usual two, or use one weapon with the Melee trait with two hands (either an Unwieldy weapon or the 2-handed profile of a Bimanual weapon) as well as a single-handed weapon with either the Sidearm and/or Melee trait. If the fighter uses more than one weapon, they will gain +1 A per extra weapon, and their totals attacks must be split equally among the weapons.
If a fighter is able to have a second mutation, they may select a fourth arm. A fighter with 4 arms will be able to use two double-handed weapons, or use one double-handed weapon alongside up to two single-handed weapons.
Giant Claw (+20 credits): One of the mutant’s hand is a huge claw, which can never be removed and which has a Size of 1. They may attack with the claw, using the following profile:
| S Rng | L Rng | S Acc | L Acc | Str | Ap | D | Ammo | Traits |
Giant claw | – | E | – | – | S+1 | -1 | 1 | – | Melee, Rending |
Hideous (+10 credits):
The mutant is frightening to behold, it gains the
Fearsome skill – if they ever roll this skill subsequently, or already have Fearsome, they gain the Terrifying special rule:
Terrifying: If an enemy fighter wishes to make a Fight (X) or Shoot (X) action that targets this fighter, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately. Note that, as the action has not been performed, and if the fighter’s still is able to make more actions, they may attempt to make the same action again.
Enemy fighters with the Terrifying special rule may ignore this.
Irradiated (+10 credits): When this fighter is hit by a weapon with the Gas or Toxin traits, the opposing player must roll two D6 and discard the highest roll when rolling to see if this fighter is affected. In addition, when this fighter suffers a hit from a weapon with the Rad-phage trait, roll an additional D6 as normal; however they will never suffer the negative effect of Rad-phage. Instead, on a 4+, they may discard one Flesh Wound they have already suffered, or regain one Wound they have lost this battle. Finally, in any scenario that uses the Pitch Black rules, this fighter always counts as being Revealed.
Long Legs (+10 credits): The mutant gains a +1 bonus to their Movement characteristic (this applies to their Maximum characteristic too).
Regeneration (+20 credits): The fighter may perform the following action:
Regeneration (Basic) – A fighter who is seriously injured or suffering flesh wounds may perform this action. If they are seriously injured, roll a D6. On a 4+, they recover as though they rolled a Flesh Wound in the Recovery phase. If they are not seriously injured, but have flesh wounds, roll a D6. On a 4+, their flesh wounds are removed and they recover their full toughness.
Scales/Chitin (+25 credits): The model counts being armed with an Armoured Undersuit (layer) which can never be removed, and which cannot be combined with other (layers).
Spines and Growths (+20 credits): The mutant has extensive bones and spikes that emerge from them:
| S | L | S | L | S | Ap | Dam | Ammo | Traits | Size |
Spines and Growths | E | 2” | – | – | S+1 | – | 2 | – | Melee, Versatile | 0 |
Suckers (+10 credits): The mutant has suckers on its limbs, giving it the
Clamber skill.
Two Heads (+20 credits): Increases model’s vision and fire arc to 180º, and they gain either the Gunfighter or Combat Master skill.
Wings (+50 credits): The mutant counts as having a grav-chute, grapnel launcher and drop rig.
Custom Gangs – Equipment
Custom Gang Equipment Lists
All Custom gangs have access to the Common Equipment List below – weapons and wargear found across Necromunda. In addition, you may pick one additional category, depending on your Affiliation: Primitive, Gang War, Industrial, Advanced, Exotic, and Redemptionist.
When the gang is founded, Custom fighters may pick options available to them from the lists available to their Affiliation. While some items are Common throughout the Campaign, some items may only be later obtained through Rare Trade during the campaign. In addition, a gang leader or champion with a Fighter Legacy may have additional access to specific Gang Equipment Lists when recruited, or obtain Common items from that List during the Campaign.
Gang Equipment Lists
- Common Equipment List
- Primitive Equipment List
- Gang War Equipment List
- Industrial Equipment List
- Advanced Equipment List
- Exotic Equipment List
- Ash Wastes Equipment List
- Redeptionist Equipment List
Common Custom Equipment List
All Custom Gangs and fighters have access to the following equipment, irrespective of trait, when recruited or in any post-battle sequence:
WEAPONS | Cost | Size | |
Close Combat Weapons | | | |
Axe | 5 | 1 | |
Fighting Knife | 5 | 1 | |
Flail | 10 | 1 | |
Polearm | 10 | 2 | |
Sword | 15 | 1 | |
Two-Handed Axe | 15 | 2 | |
Two-Handed Club | 15 | | |
Two-Handed Hammer | 20 | 2 | |
Two-Handed Sword | 30 | | |
Whip | 5 | 1 | |
Pistols | | | |
Autopistol | 15 | 1 | |
Laspistol | 15 | 1 | |
Stubgun | 10 | 1 | |
Basic Weapons | | | |
Autogun | 20 | 2 | |
Lasgun | 20 | 2 | |
Sawn-Off Shotgun
– Solid shot | 20
10 | 2 | |
Shotgun | 40 | 2 | |
Throwing Knives | 15 | 1 | |
Special Weapons | | | |
Autoslugger | 45 | 2 | |
Long Rifle | 40 | 2 | |
Heavy Weapons | | | |
Heavy Stubber | 120 | 3 | |
WARGEAR | Cost | | |
Armour | | | |
Suits | | | |
Flak Armour | 5 | | |
Furnace Plates | 5 | | |
Plate Mail | 15 | | |
Layers | | | |
Gutterforged Cloak | 10 | | |
Shields | | | |
Scrap Shield | 10 | | |
Chems | | | |
Detox | 10 | | |
Kalma | 5 | | |
Grenades | | | |
Flares | 5 | | |
Frag Grenades | 10 | | |
Smoke Grenades | 10 | | |
Personal Equipment | | | |
Drop Rig | 5 | | |
Filter Plugs | 10 | | |
Lho Sticks | 5 | | |
Lock Punch | 5 | | |
Photo Lumens | 10 | | |
Respirator | 15 | | |
Second Best (1 bottle) | 10 | | |
Skinblade | 5 | | |
Strip Kit | 10 | | |
Wild Snake (1 bottle) | 20 | | |
Weapon Accessory | | | |
Telescopic Sight | 20 | | |
| | | |
Optional Custom Gang Equipment Lists
In addition to the Common Equipment List, depending on what their Affiliation allows them, a Custom gang must picks one of the following additional equipment lists when founded.
AFFILIATION | Primitive | Gang War | Industrial | Advanced | Exotic | Redemptionist | Other |
<Clanless Outcast> | Pick One | Pick One | | | | | |
<[CLAN]* Underhiver> | | | | | | | [CLAN] |
<Merchant Guild> | | Pick One | Pick One | Pick One | | | |
<Criminal Scum> | | Pick One | Pick One | | | | |
<Noble> | | | | Pick One | Pick One | | |
<Venator> | Pick One | Pick One | Pick One | Pick One | | | |
<Chaos-Corrupted> | | | | | | | |
<Delinquents> | | | | | | | |
<Escaped Pitslaves> | | | Required [Takes precedent] | | | | |
<Genestealer-Infected> | | | | | | | |
<Minor Clan> | | | | | | | SPECIAL [Takes Precedent] |
<Ratskins> | Required [Takes precedent] | | | | | | |
<Redemptionist Converts> | | | | | | Required [Takes precedent] | |
<Scavvy Clan> | Required [Takes precedent] | | | | | | |
Primitive Equipment List
The Primitive Equipment List reflects the equipment found amongst either the poorest or technologically least advanced elements of Necromunda society. For these groups, the Lasgun will be the height of technological prowess, while more fighters might use crude bows or various flintlock weapons.
WEAPONS | Availability | Cost | Size |
Close Combat Weapons | | | |
Boning Sword | Com. | 30 | 1 |
Cleaver | Com. | 10 | 1 |
Flensing Knife | Com. | 5 | 1 |
Stiletto Knife | Rare | 15 | 1 |
Stiletto Sword | Rare | 25 | 1 |
Pistols | | | |
Flintlock Pistol | Com. | 5 | 1 |
Hand Bow | Com. | 5 | 1 |
Basic Weapons | | | |
Blunderbuss | Com. | 20 | 2 |
Bow | Com. | 5 | 2 |
Crossbow | Com. | 10 | 2 |
Musket | Com. | 5 | 2 |
Stubcannon (Scaly fighters only) | Com. | 30 | 2 |
Special Weapons | | | |
Scrap Flamer | Com. | 40 | 2 |
Heavy Weapons | | | |
Harpoon Launcher | Com. | 95 | 3 |
Heavy Crossbow (shells extra) | Com | 50 | 3 |
WEAPONS | Availability | Cost | |
Additional Ammunition | | | |
Bows
– Explosive
– Fire
– Hunting
– Poisoned |
Com.
Com.
Rare
Rare |
15
15
10
10 | |
Stubweapons
– Dum Dums |
Rare |
5 | |
Armour | | | |
Suits | | | |
Primitive Arm
our | Com. | 5 | |
Layers | | | |
Ablative Overlay | Rare | 20 | |
Armoured Undersuit | Rare | 25 | |
Grenades | | | |
Demolitions Charges | Rare | 50 | |
Fire Bombs | Com. | 10 | |
Tox Bombs | Rare | 40 | |
Personal Equipment | | | |
Blindsnake Pouch (Ratskins only) | Com for Ratskins | 30 | |
Hexagrammic Fetish | Rare | 25 | |
Status Items | | | |
Exotic Beasts | | | |
Critter | Rare | 15 + options | |
Giant Rat | Rare | 20 | |
Gang War Equipment List
The Gang War Equipment List reflects the equipment found in most underhive gangs, including the rare items favoured or seen more often in use by gang bosses and heavies, as well as private security groups and many cabals.
WAPONS | Rarity | Credit Cost | Size | |
Close Combat Weapons | | | | |
Assault Shield | R | 35 | 1 | |
Chainaxe | R | 20 | 1 | |
Chainglaive | R | 40 | 2 | |
Chainsword | R | 20 | 1 | |
Lightning Claw | R | 50 | 1 | |
PowerAxe | R | 25 | 1 | |
Power Knife | R | 20 | 1 | |
Power Sword | R | 35 | 1 | |
Servo Claw | R | 20 | 1 | |
Pistols | | | | |
Boltpistol | R | 60 | 1 | |
Hand Flamer | R | 60 | 1 | |
Special Weapons | | | | |
Boltgun | R | 110 | 2 | |
Grenade Launcher
(grenades extra) | R | 40 | 2 | |
Long las | C | 50 | 2 | |
Heavy Weapons | | | | |
Autocannon | R | 215 | 3 | |
Harpoon launcher | C | 95 | 3 | |
Heavy flamer | R | 140 | 3 | |
Missile launcher
(Missiles Extra) | R | 135 | 3 | |
Multi-laser | R | 185 | 3 | |
WARGEAR | Availability after Recruitment | Cost | | |
Additional Ammunition | | | | |
Arrows, Bolts, Bullets and Shells | | | | |
Dum Dum Rounds (Stub) | Rare | 5 | | |
Fragmentation Rounds (Auto, Stub) | Rare | 10 | | |
Gunk Bolts (Auto, Bolt, Shotgun (Solid Shot), Stub) | Common | 10 | | |
Manstopper Rounds (Auto, Shotgun (Solid), Stub) | Rare | 10 | | |
Phospher Rounds (Auto, Bolt, Shotgun, Stub) | Rare | 5 | | |
Grenade Launcher Ammo | | | | |
Flares | Common | 5 | | |
Frag Grenades | Common | 10 | | |
Krak Grenades | Rare | 25 | | |
Smoke Grenades | Common | 10 | | |
Armour | | | | |
Suits | | | | |
Carapace Armour (Light) | Rare | 60 | | |
Hardened Flak Armour | Rare | 15 | | |
Mesh armour | Rare | 15 | | |
Layers | | | | |
Armoured Undersuit | Rare | 25 | | |
Grenades | | | | |
Krak Grenades | Rare | 25 | | |
Personal Equipment | | | | |
Grapnel Launcher | Common | 25 | | |
Photo Goggles | Rare | 30 | | |
Status Items: Exotic Beasts | | | | |
Hacked Cyber-Mastiff | Illegal | 30 | | |
Weapon Accessories | | | | |
Enhancements & Mods | | | | |
Gunshroud | Rare | 10 | | |
Las-projector | Rare | 25 | | |
Macro-Magazine | Rare | 50% | | |
Sights | | | | |
Infra-sight † | Rare | 25 | | |
Mono-sight † | Rare | 25 | | |
| | | | |
Industrial Equipment List
The Industrial Equipment List reflects the equipment found amongst factions aligned with the heavy industries of Necromunda, and includes augmetic options suitable to these
WEAPONS | Availability | Cost | Size |
Close Combat Weapons | | | |
Arc Hammer | R | 35 | 3 |
Chain Cleaver | R | 30 | 1 |
Flensing Knife | R | 5 | 1 |
Heavy Chain Cleaver | R | 50 | 1 |
Heavy Rock Cutter | R | 80 | 2 |
Heavy Rock Drill | R | 60 | 2 |
Heavy Rock Saw | R | 70 | 2 |
Lascutter | R | 60 | 2 |
Power hammer | R | 35 | 1 |
Power Pick | R | 30 | 1 |
Rotary Flensing Saw | R | 35 | 2 |
Servo Claw | R | 20 | 1 |
Shock Maul | R | 25 | 1 |
Shock Whip | R | 30 | 1 |
Spud Jacker | C | 10 | 1 |
Pistols | | | |
Combi Autopistol / Hand Flamer | R | 50 | 1 |
Combi Autopistol / Plasma Pistol | R | 65 | 1 |
Combi Stubgun / Hand Flamer | R | 45 | 1 |
Combi Stubgun / Plasma Pistol | R | 60 | 1 |
Hand Flamer | R | 60 | 1 |
Basic Weapons | | | |
Shotgun (Solid and Scatter) | C | 40 | 2 |
Special Weapons | | | |
Combi-Autogun/Flamer | R | 70 | 2 |
Combi-Autogun/Plasmagun | R | 85 | 2 |
Flamer | R | 90 | 2 |
Krumper Rivet Gun | C | 60 | 2 |
Heavy Weapons | | | |
Harpoon Launcher | C | 95 | 3 |
Heavy Flamer | R | 140 | 3 |
Mining Laser | R | 170 | 3 |
Seismic Cannon | R | 185 | 3 |
WARGEAR | Availability | Cost | |
Additional Ammunition | | | |
Arrows, Bolts, Bullets and Shells | | | |
Dum Dum Rounds (Stub) | Rare | 5 | |
Inferno Ammo (Shotgun (Solid Shot)) | Rare | 15 | |
Phospher Rounds (Auto, Bolt, Shotgun, Stub) | Rare | 5 | |
Armour | | | |
Suits | | | |
Carapace Armour – Light | R | 60 | |
Hazard suit | R | 10 | |
Layers | | | |
Armoured Undersuit | R | 25 | |
Servo Harness
– Full
– Partial |
R
R |
120
80 | |
Shields | | | |
Ceramite Shield | R | 40 | |
Bionics | | | |
Audio Bionics | | | |
Heuristic Auris – Mundane | R | 20 | |
Cranial Bionics | | | |
Bionic Skull – Mundane | R | 10 | |
Brain Bionincs | | | |
Cortex-Cogitator – Mundane | R | 10 | |
Lobo Chip – Mundane | R | 20 | |
Pain Suppressor – Mundane | R | 15 | |
Stimulamygdala – Mundane | R | 10 | |
Motive Bionics | | | |
Bionic Leg – Mundane | R | 20 | |
Ocular Bionics | | | |
Bionic Eye – Mundane | R | 30 | |
Syndextrous Bionics | | | |
Augmetic Fist | r | 40 | |
Augmetic Weapon* | R | At recruitment: Wpn
After fighter recruitment:
25 + Wpn | |
Bionic Arm – Mundane | R | 20 | |
Torsonic Bionics | | | |
Skeletal Enhancers – Mundane | R | 30 | |
Vascular Bionics | | | |
Aortic Supercharger – Mundane | R | 30 | |
Chems | | | |
Frenzon | R | 15 | |
‘Slaught | R | 10 | |
Spur | R | 15 | |
Grenades | | | |
Blasting Charges | R | 20 | |
Demolitions Charges | R | 50 | |
Incendiary Grenades | R | 5 | |
Phospher Canister | R | 25 | |
Personal Equipment | | | |
Bio-Booster | R | 25 | |
Chem Collar | R | 20 | |
Industrial Respirator | R | 30 | |
Photo goggles | R | 30 | |
Radcounter) | R | 50 | |
Stimm-slug Stash | R | 25 | |
Suspensor Harness | R | 20 | |
Status Items | | | |
Exotic Beasts | | | |
0-3 Trained Cyber-Mastiff | R | 30 | |
Weapon Accessory | | | |
Sights | | | |
Infra-sight † | R | 25 | |
*A fighter with one Augmetic weapon (other than Augmetic Servo Claws, Augmetic Fists, Augmetic Power Fists and Audmetic Venon Claws) may not also be equipped with any two-handed close combat weapon or any ranged weapon without the Sidearm trait, and a fighter with two augmetic weapons (other than Claws or Fists) may not wield any other weapon..
Advanced Equipment List
The Advanced Equipment List reflects the equipment found among either the more wealthy of Necromundan factions.
WEAPONS | Availability | Cost | Size | | |
Close Combat Weapons | | | | | |
Power Axe | R | 25 | 1 | | |
Power Knife | R | 20 | 1 | | |
Power Maul | R | 25 | 1 | | |
Power Sword | R | 35 | 1 | | |
Shock Maul | R | 25 | 1 | | |
Shock Stave | R | 30 | 1 | | |
Shock Whip | R | 30 | 1 | | |
Pistols | | | | | |
Boltpistol | R | 60 | 1 | | |
Combi-Pistol (Bolt/Hand Flamer) | R | 95 | 1 | | |
Combi-Pistol (Bolt/Plasma) | R | 110 | 1 | | |
Combi-Pistol (Las/Hand Flamer) | R | 50 | 1 | | |
Combi-Pistol (Las/Plasma) | R | 65 | 1 | | |
Hand Flamer | R | 60 | 1 | | |
Las Sub-Carbine | R | 20 | 1 | | |
Plasma Pistol | R | 80 | 1 | | |
Basic Weapons | | | | | |
Combat Shotgun | R | 70 | 1 | | |
Lascarbine | R | 25 | 1 | | |
Special Weapons | | | | | |
Boltgun | R | 110 | 2 | | |
Combi-Boltgun/Flamer | R | 135 | 2 | | |
Combi-Boltgun/Plasmagun | R | 150 | 2 | | |
Combi-Lasgun/Flamer | R | 70 | 2 | | |
Combi-Lasgun/Plasmagun | R | 85 | 2 | | |
Flamer | R | 90 | 2 | | |
Grenade Launcher (Grenades Extra) | R | 40 | 2 | | |
Long Las | C | 50 | 2 | | |
Plasmagun | R | 140 | 2 | | |
Heavy Weapons | | | | | |
Heavy Bolter | R | 215 | 2 | | |
Heavy flamer | R | 150 | 2 | | |
Lascannon | R | 240 | 2 | | |
Multi-Laser | R | 185 | 2 | | |
Plasma Cannon | R | 215 | 2 | | |
WARGEAR | Availability | Cost | | | |
Additional Ammunition | | | | | |
Arrows, Bolts, Bullets and Shells | | | | | |
Dum Dum Rounds (Stub) | R | 5 | | | |
Firestorm Ammo (Combat Shotgun (Shredder)) | R | 15 | | | |
Phospher Rounds (Auto, Bolt, Shotgun, Stub) | R | 5 | | | |
Shatter (Auto, Blackpowder, Bolt, Shotgun, Stub) | R | 10 | | | |
Grenade Launcher Ammo | | | | | |
Plasma Grenades |
R |
30 | | | |
Smoke Grenades | C | 10 | | | |
Stun Rounds | R | 5 | | | |
Armour | | | | | |
Suits | | | | | |
Carapace Armour – Light | R | 60 | | | |
Layered Flak Armour | R | 15 | | | |
Mesh Armour | R | 15 | | | |
Field Armour | | | | | |
Conversion Field | R | 40 | | | |
Refractor Field | R | 35 | | | |
Layers | | | | | |
Armoured Undersuit | R | 25 | | | |
Servo harness (Full) | R | 120 | | | |
Servo Harness (Partial) | R | 80 | | | |
Bionics | | | | | |
Audio Bionics | | | | | |
Heuristic Auris – Superior | R | 50 | | | |
Cranial Bionics | | | | | |
Bionic Skull – Superior | R | 30 | | | |
Brain Bionincs | | | | | |
Cortex-Cogitator
– Improved
– Superior |
R
R |
20
40 | | | |
Lobo Chip
– Improved
– Superior |
R
R |
45
70 | | | |
Pain Suppressor – Superior | R | 60 | | | |
Stimulamygdala – Superior | R | 30 | | | |
Motive Bionics | | | | | |
Bionic Leg – Superior | R | 20 | | | |
Ocular Bionics | | | | | |
Bionic Eye – Superior | R | 30 | | | |
Syndextrous Bionics | | | | | |
Augmetic Weapon* | R | 25 + Wpn | | | |
Bionic Arm – Superior | R | 60 | | | |
Torsonic Bionics | | | | | |
Skeletal Enhancers – Superior | R | 70 | | | |
Vascular Bionics | | | | | |
Aortic Supercharger – Superior | R | 80 | | | |
Grenades | | | | | |
Melta Bombs | R | 30 | | | |
Photon Flash Grenades | R | 10 | | | |
Plasma Grenades | R | 30 | | | |
Stun Grenades | R | 10 | | | |
Personal Equipment | | | | | |
Bio-Booster | R | 25 | | | |
Bio-Scanner | R | 20 | | | |
Data Thief | R | 35 | | | |
Grapnel Launcher | C | 25 | | | |
Medicae Kit | R | 20 | | | |
Photo goggles | R | 30 | | | |
Stimm-slug Stash | R | 25 | | | |
Status Items | | | | | |
Cyber Skulls | | | | | |
Gun skull | R | 40 | | | |
Harrier-skull | R | 30 | | | |
Medi skull | R | 55 | | | |
Sensor skull | R | 60 | | | |
Weapon Accessory | | | | | |
Enhancements & Mods | | | | | |
Gunshroud | R | 10 | | | |
Hot Shot Power Pack | R | 15 | | | |
Las-projector | R | 25 | | | |
Sights | | | | | |
Mono-sight † | R | 25 | | | |
| | | | | |
Exotic Equipment List
The Exotic Equipment List reflects the most unusual and rare of items on the planet used by elite gangs.
WEAPONS | Availability | Cost | Size |
Close Combat Weapons | | | |
Digi-Weapon (max 10) | R | 15 | 0 |
Energy Shield | R | 35 | 1 |
Mono Blade | R | 15 | 1 |
Mono Sword | R | 25 | 1 |
Power Fist | R | 75 | 1 |
Stiletto Knife | R | 15 | 1 |
Stiletto Sword | R | 25 | 1 |
Thunder Hammer | R | 55 | 1 |
Pistols | | | |
Arc Pistol | R | 110 | 1 |
Blackpowder Pistol | R | 5 | 1 |
Combi-Autopistol/Needler | R | 40 | 1 |
Combi-Boltpistol/Needler | R | 85 | 1 |
Combi-Laspistol/Needler | R | 40 | 1 |
Combi-Stubgun/Needler | R | 35 | 1 |
Flechette Pistol (Solid and Fleshbane) | R | 40 | 1 |
Hand Bow | R | 5 | 1 |
Inferno Pistol | R | 135 | 1 |
Needle Pistol | R | 40 | 1 |
Pulse Pistol | R | 40 | 1 |
Sling Pistol | R | 40 | 1 |
Web Pistol | R | 120 | 1 |
Basic Weapons | | | |
Bow | R | 5 | 2 |
Crossbow | R | 10 | 2 |
Musket | R | 5 | 2 |
Special Weapons | | | |
Arc Rifle | R | 185 | 2 |
Combi-Autogun/Grav gun | R | 115 | 2 |
Combi-Autogun/Needler | R | 55 | 2 |
Combi-Boltgun/Grav Gun | R | 180 | 2 |
Combi-Boltgun/Needler | R | 120 | 2 |
Combi-Lasgun/Grav gun | R | 115 | 2 |
Combi-Lasgun/Needler | R | 55 | 2 |
Galvanic Rifle | R | 135 | 2 |
Grav Gun | R | 135 | 2 |
Meltagun | R | 140 | 2 |
Needle Rifle | R | 55 | 2 |
Pulse Rifle | Illg | 80 | 2 |
Radium Carbine | R | 70 | 2 |
Sling Gun | R | 75 | 2 |
Stake Crossbow | R | 60 | 2 |
Storm Bolter | R | 160 | 2 |
Web Gun | R | 170 | 2 |
Heavy Weapons | | | |
Grav Cannon | R | 240 | 3 |
Mole Launcher | R | 135 | 3 |
Multi-Melta | R | 240 | 3 |
WARGEAR | Availiability | Cost | |
Additional Ammunition | | | |
Arrows, Bolts, Bullets and Shells | | | |
Executioner Ammo | R | 20 | |
Gas Ammo | R | 10 | |
Plantbuster Rounds | R | 10 | |
Poisoned Arrows | R | 10 | |
Rad Rounds | R | 5 | |
Static Rounds | Illg | 10 | |
Terror | Illg | 10 | |
Grenade Launcher Ammo | | | |
Anti-Plant Grenades | R | 10 | |
Choke Gas Grenades | R | 20 | |
Scare Gas Grenades | R | 20 | |
Armour | | | |
Suits | | | |
Armourweave (Suit) | Illg | 20 | |
Reflec shroud (Suit) | R | 30 | |
Field Armour | | | |
Displacer Field | R | 50 | |
Holochromatic Field | Illg | 50 | |
Layers | | | |
Armoured Undersuit | R | 25 | |
Chems | | | |
Ghast | Illg | 15 | |
Obscura | Illg | 20 | |
Grenades | | | |
Anti-Plant Grenades | R | 10 | |
Choke gas grenades | R | 20 | |
Phosphor canister | R | 25 | |
Psyk-Out Grenades | R | 40 | |
Scare Gas Grenades | R | 20 | |
Personal Equipment | | | |
Blindsnake Pouch | R | 30 | |
Chem Synth | R | 15 | |
Cred sniffer | Illg | 40 | |
Falsehood | Illg | 30 | |
Grav Chute | R | 40 | |
Hexagrammic fetish | R | 25 | |
Psi-grub | Illg | 30 | |
Suspensor Harness | R | 20 | |
Threadneedle worms | Illg | 30 | |
Web Solvent | R | 20 | |
Status Items | | | |
Exotic Beasts | | | |
Critter | R | 15 + options | |
Grapplehawk | Illg | 40 | |
Gyrinx cat | Illg | 40 | |
Weapon Accessory | | | |
Focusing Crystal | R | 15 | |
Suspensor | R | 60 | |
Redemptionist Converts Equipment List
WEAPONS | Availability | Cost | Size | |
Close Combat Weapons | | | | |
Chainaxe | R | 20 | 1 | |
Chainglaive | R | 40 | 2 | |
Chainsword | R | 20 | 1 | |
Cleaver | C | 10 | 1 | |
Eviscerator | R | 50 | 2 | |
Pistols | | | | |
Hand Flamer | R | 60 | 1 | |
Special Weapons | | | | |
Firepike | R | 120 | 2 | |
Flamer | R | 90 | 2 | |
Grenade Launcher | R | 40 | 2 | |
Meltagun | R | 140 | 2 | |
Scrap Flamer | C | 40 | 2 | |
Stake-Crossbow | R | 60 | 2 | |
Heavy Weapons | | | | |
Heavy Crossbow | R | 50 | 3 | |
Heavy Flamer | R | 150 | 3 | |
WARGEAR | Availability | Cost | | |
Additional Ammunition | | | | |
Arrows, Bolts, Bullets and Shells | | | | |
Inferno Ammo | R | 15 | | |
Purgation Ammo | R | 15 | | |
Grenade Launchers | | | | |
Frag Grenade | C | 10 | | |
Incendiary Grenade | R | 25 | | |
Krak Grenade | R | 25 | | |
Missile Launchers – | | | | |
Frag Shell | C | 25 | | |
Incendiary Shell | R | 40 | | |
Krak Shell | R | 40 | | |
Armour | | | | |
Layers | | | | |
Incombustible Hauberk | R | 20 | | |
Gang Equipment | | | | |
Booby Traps – Incendiary Trap | R | 45 | | |
Caged Heretic | R | 40 | | |
Divine Brazier | C | 80 | | |
Hive Incense | R | 40 | | |
Holy Gang Relic | R | 30 | | |
Grenades | | | | |
Fire Bombs | C | 10 | | |
Incendiary Charges | R | 25 | | |
Personal Equipment | | | | |
Book of the Redemption (Status Item) | C | 50 | | |
Cult Icon | C | 40 | | |
Hexagrammic Fetish | R | 25 | | |
Pyromantic Mantle | R | 45 | | |
Status Items: Exotic Beasts | | | | |
Cherub-Servitor | R | 40 | | |
Weapon Accessory | | | | |
Exterminator Cartridge | R | 20 | | |
| | | | |
Custom Gang Rare Trade Tables
Depending on the Equipment List chosen for the gang, it gains access to a special Rare Trade Table, reflecting the trading milieu in which the gang is situated. When a Leader or Champion may roll for Rare Trade or Black Market Trade, they may instead roll on the appropriate Stable below.
Gang Traits List
- Primitive Rare Table
- Gang War Rare Table
- Industrial Rare Table
- Advanced Rare Table
- Exotic Rare Table
- Redeptionist Rare Table
Primitive Rare Table
D36 | Primitive Item |
11-16 | Close Combat Weapon Roll a D6:
1-3: Stiletto Knife, 4-6: Stiletto Sword |
21-23 | Additional Ammunition: Roll a D6:
1-2: Hunting Arrows, 3-4: Poisoned Arrows, 5-6: Dum Dum Rounds |
24-26 | Armour, Roll a D6
1-3: Ablative Overlay, 4-6: Armoured Undersuit |
31-33 | Grenade, Roll a D6:
1-3: Demolition Charges, 4-6: Tox Bombs |
33-36 | Personal Equipment, Roll a D6:
1-3: Hexagrammic Fetish,
4-6: Exotic Beast, Roll a D6: 1-3: Critter (choose options), 4-6: Giant Rat |
Gang War Rare Table
D36 | Gang War Item |
11-13 | Close Combat Weapon, Roll a D6:
1-2: Blunt Weapon, Roll a D6:
1-3: Assault Shield, 4-6: Servo Claw
3-4: Chain Weapon, Roll a D6:
1-2: Chain Axe, 3-4: Chainglaive, 5-6: Chain Sword
5-6: Power Weapon, Roll a D6:
1-2: Lightning Claw, 3: Power Axe, 4: Power Sword, 5-6: Power Knife |
15-16 | Ranged Weapon, Roll a D6:
1-2: Pistol, Roll a D6:
1-3: Bolt Pistol, 4-6: Hand Flamer
3-4: Special Weapon, Roll a D6:
1-2: Boltgun, 3: Combi Boltgun/Grenade Launcher; 4: Grenade launcher
5-6: Heavy Weapon, Roll a D6:
1: Autocannon, 2-3: Heavy Flamer, 4-5: Missile Launcher, 6: Multi-Laser |
21-23 | Additional Ammunition and Grenades, Roll a D6:
1: Fragmentation Rounds; 2: Manstopper Rounds; 3: Phospher Rounds; 4: Dum Dum Rounds; 5-6: Krak Grenades or Krak Grenades for Grenade Launcher |
24-26 | Armour, roll a D6:
1: Armoured Undersuit, 2: Light Carapace Armour, 3: Hardened Flak Armour, 4-6: Mesh Armour |
31-33 | Personal Equipment and Status Items, roll a D6:
1-4: Photo Goggles; 5-6: Hacked Cyber-Mastiff |
34-36 | Weapon Accessory, roll a D6:
1-2: Gunshroud, 3: Infra-sight †, 4: Las-projector, 5: Macro-Magazine, 6: Mono-sight † |
Industrial Rare Table
D36 | Industrial Item |
11-13 | Close Combat Weapon, Roll a D6:
1-2: Blunt Weapon, Roll a D6:
1: Arc Hammer, 2-3: Flensing Knife, 4-6: Servo Claw
3-4: Chain Weapon, Roll a D6:
1: Chain Cleaver, 2: Heavy Chain Cleaver, 3: Heavy Rock Cutter, 4: Heavy Rock Drill, 5: Heavy Rock Saw, 6: Rotary Flensing Saw
5-6: Powered Weapon, Roll a D6:
1-2: Lascutter, 3: Power Hammer, 4: Power Pick, 5 Shock Maul, 6: Shock Whip |
15-16 | Ranged Weapon, Roll a D6:
1-2: Pistol, Roll a D6:
1-2: Combi-Autopistol (D6, 1-3: Hand Flamer, 4-6: Plasma Pistol); 3-4: Combi-Stubgun (D6, 1-3: Hand Flamer, 4-6: Plasma Pistol); 5-6: Hand Flamer
3-4: Special Weapon, Roll a D6:
1-3: Combi-Autogun (D6, 1-2: Flamer, 3-4: Grenade Launcher with Frag, 5-6: Plasmagun), 4-6: Flamer.
5-6: Heavy Weapon, Roll a D6:
1-2: Heavy Flamer, 3-4: Mining Laser, 5-6: Seismic Cannon |
21-23 | Additional Ammunition and Grenades, Roll a D6:
1-3: Ammo: Roll a D6:
1-2: Inferno Ammo; 3-4: Phospher Rounds, 5-6 Dum Dum Rounds
4-6: Grenades, Roll a D6:
1-3: Blasting Charges, 4: Demolition Charges, 5: Incendiary Charges, 6: Phospher Canister |
24-26 | Armour, roll a D6: 1: Armoured Undersuit, 2: Light Carapace Armour, 3: Hazard Suit, 4: Full Servo Harness, 5: Partial Servo Harness, 6: Ceramite Shield |
31-33 | Bionics, Roll a D3:
1: Head Bionic, Roll a D6:
1: Mundane Heuristic Auris, 2: Mundane Bionic Eye, 3: Mundane Bionic Skull, 4-6: Brain Bionic, Roll a D6 (1-2: Mundane Lobo Chip, 3: Mundane Cortex-Cogitator, 4-5: Mundane Pain Suppressor, 6: Mundane Stimulamygdala)
2: Limb Bionic, Roll a D3:
1: Bionic Leg, 2: Augmetic Weapon (either Fist or other weapon in Stash), 3: Mundane Bionic Arm
3: Chest Bionic, Roll a D6:
1-3: Mundane Aortic Supercharger, 4-6: Mundane Skeletal Enhancer |
34-36 | Personal Equipment, roll a D6:
1-3: Chems, Roll a D6:
1-2: Frenzon, 3-4: ‘Slaught, 5-6: Spur
4-6: Personal Equipment, Roll a D6:
1-3: Industrial Item, roll a D6:
1: Bio-Booster, 2: Chem Collar, 3: Industrial Respirator, 4: Rad Counter, 5: Stimm-Slug Stash, 6: Suspensor Harness
4-5: Sighting, roll a D6:
1-3: Photo-Goggles, 4-6: Infra-Sight
6: Cyber-Mastiff |
Advanced Rare Table
D36 | Advanced Item |
11-13 | Close Combat Weapon, Roll a D6:
1-3: Power Weapon:
1-3: Power Knife, 4: Power Axe, 5: Power Maul, 6: Power Sword
4-6: Shock Weapon:
1-2: Shock Maul, 3-4: Shock Stave, 5-6: Shock Whip |
15-16 | Ranged Weapon, Roll a D6:
1-2: Pistol, Roll a D6:
1-2: Las Sub-Carbine, 3: Boltpistol, 4, Hand Flamer, 5: Plasma Pistol,
6: Combi-Pistol, Roll a D6:
1-3: Boltpistol (Roll a D6, 1-3: Hand Flamer, 4-6: Plasma Pistol),
4-6: Laspistol (Roll a D6, 1-3: Hand Flamer, 4-6: Plasma Pistol)
3-4: Basic and Special Weapon, Roll a D6:
1-3: Basic Weapon, Roll a D6:
1-3: Combat Shotgun, 4-6: Lascarbine,
4-6: Special Weapon, Roll a D6:
1-2: Boltgun, 3, Flamer, 4: Grenade Launcher, 5: Plasma Gun,
6: Combi-Rifle, Roll a D6:
1-3: Boltgun (Roll a D6, 1-3: Flamer, 4-6: Plasmagun),
4-6: Lasgun (Roll a D6: 1-3: Flamer, 4-6: Plasmagun)
5-6: Heavy Weapon, Roll a D6:
1-2: Heavy Flamer, 3: Heavy Bolter, 4: Lascannon, 5: Multi-Laser, 6: Plasma Cannon |
21-23 | Additional Ammunition and Grenades, Roll a D6:
1-3: Ammo, Roll a D6:
1: Shatter Ammo, 2-3: Dum Dum Rounds, 4-6: Grenade Launcher Ammo (Roll a D6: 1-3: Plasma Grenades, 4-6: Stun Rounds.)
4-6: Grenades, Roll a D6:
1-2: Stun Grenades, 3: Melta Bombs, 4: Plasma Grenades, 5-6: Photon Flash Grenades. |
24-26 | Armour, roll a D6:
1: Armoured Undersuit, 2: Light Carapace Armour, 3: Layered Flak Armour, 4: Mesh Armour, 5: Servo Harness (Roll a D6: 1-3: Partial, 4-6: Full), 6: Field Armour (Roll a D6: 1-3: Conversion Field, 4-6: Refractor Field) |
31-33 | Bionics, Roll a D3:
1: Head Bionic, Roll a D6:
1: Superior Heuristic Auris, 2: Superior Bionic Skull, 3: Superior Bionic Eye,
4-6: Brain Bionic, [Roll a D6: 1: Lobo Chip (Roll a D6: 1-3: Improved, 4-6: Superior), 2-3: Cortex-Cogitator (Roll a D6: 1-3: Improved, 4-6: Superior), 4: Superior Pain Suppressor, 5-6: Superior Stimulamygdala]
2: Limb Bionic, Roll a D3:
1: Superior Bionic Leg, 2: Augmetic Weapon (use a weapon in the Stash or also purchased this post-battle sequence), 3: Superior Bionic Arm
3: Chest Bionic, Roll a D6:
1-3: Superior Aortic Supercharger, 4-6: Superior Skeletal Enhancer |
34-36 | Personal Equipment, roll a D6:
1-3: Equipment, Roll a D6:
1: Bio-Booster, 2: Bio-Scanner, 3: Data Thief,
4: Medicae Kit, 5: Photo Goggles, 6: Stimm Slug Stash;
4-5: Weapon Enhancement, Roll a D6:
1-2: Gunshroud, 3: Hot Shot Power Pack, 4: Las-Projector, 5: Mono-Sight
6: Cyber-Skull (Roll D26: 11-13: Gun Skull, 14-16: Harrier Skull, 21-23: Medi Skull, 24-26: Sensor Skull) |
Exotic Rare Table
D36 | Exotic Item |
11-13 | Close Combat Weapon, Roll a D6:
1-2: Accessory, Roll a D6:
1-4: Digi-Weapon, 5-6: Energy Shield
3-4: Monomolecular and Power Weapons, Roll a D6:
1-2: Mono Blade, 3-4: Mono Sword, 5: Power Fist, 6: Thunder Hammer
5-6: Stiletto Weapon, Roll a D6:
1-3: Stiletto Knife, 4-6: Stiletto Sword |
15-16 | Ranged Weapon, Roll a D6:
1-2: Low-Tech, Roll a D6:
1: Blackpowder Pistol, 2: Bow, 3: Crossbow, 4: Hand Bow, 5: Musket, 6: Stake Crossbow
3-4: High-Tech, Roll a D6:
1: Boltweapon (Roll a D6: 1-3: Boltpistol, 4-5: Boltgun, 6: Storm Bolter),
2: Grav Weapon (Roll a D6: 1-4: Grav Gun, 5-6: Grav Cannon),
3: Melta Weapon (Roll a D6: 1: Inferno Pistol, 2-5: Meltagun, 6: Multi Melta),
4: Mole Launcher,
5: Needle Weapon ( Roll a D6: 1: FLechette Pistol, 2-3: Needle Pistol, 2-5: Needle Rifle, 6: Combi-Needler [Roll a D6: 1-3: Pistol, Roll a D6: Combi-Autopistol/Needler, Combi-Boltpistol/Needler, Combi-LAspistol/Needler, Combi-Stubgun/Needler; 4-6: Rifle, Roll a D6: Combi-Autogun/Needler, Combi-Boltgun/Needler, Combi-Lasgun/Needler]),
6: Web Weapon (Roll a D6, 1-3: Web Pistol, 4-6: Web Gun)
5-6: Off-World, Roll a D6:
1-2: Mechanicus Weapon
Roll a D6: 1, Arc Pistol, 2: Arc Rifle, 3-4: Galvanic Rifle, 5-6: Radium Carbine
3-4: Tau Weapon
Roll a D6, 1-3: Pulse Pistol, 4-6: Pulse Rifle
5-6: Eldar Weapon
Roll a D6: 1-3: Sling Pistol, 4-6: Sling Gun |
21-23 | Additional Ammunition and Grenades, Roll a D6:
1-3: Ammo, Pick a Category:
– Arrows, Roll a D6: 1-3: Hunting Arrows, 4-6: Poisoned Arrows
– Ammo, Roll a D6: 1: Executioner Ammo, 2: Gas Ammo, 3: Plantbuster Ammo, 4: Rad Rounds, 5: Static Rounds, 6: Terror Darts
– Grenade Launcher Rounds, Roll a D3: 1: Anti-Plant Grenades, 2: Choke Gas Grenades, 3: Scare Gas Grenades
4-6: Grenades, Roll a D6:
1: Anti-Plant Grenades, 2: Choke Gas Grenades, 3: Phospher Canister, 4: Psyk-Out Grenades, 5: Scare Gas Grenades, 6: Stun Grenades |
24-26 | Armour, roll a D6:
1: Armoured Undersuit, 2: Armourweave, 3: Reflec Shroud, 4-6: Field Armour (Roll a D6: 1-3: Displacer Field, 4-6: Holochromatic Field) |
31-33 | Personal Equipment, roll a D6:
1-2: Esoteric, Roll a D3: 1: Blind Snake Pouch, 2: Critter, 3: Hexagrammic Fetish
3-4: High Tech, Roll a D6:: 1: Chem-Synth, 2: Cred Sniffer, 3: Falsehood, 4: Grav Chute, 5-6: Suspensor Harness
5-6: Off-World, Roll a D3: 1, Eoxtic Beast (Roll a D6: 1-3: Grapplehawk, 4-6: Gyrinx Cat), 2: Psi-Grub, 3: Threadneedle Worms |
34-36 | Weapon Accessory, Roll a D6:
1-3: Focusing Crystal, 4-6: Suspensor |
Redemptionists Rare Table
D36 | Redemptionist Item |
11-13 | Close Combat Weapon, Roll a D6:
1-2: Chainglaive; 3: Chainaxe, 4: Chainsword, 5-6: Eviscerator |
14-16 | Flamers, Roll a D6:
1-2: Hand Flamer, 3-4: Flamer, 5: Firepike, 6: Heavy Flamer |
21-23 | Other Ranged Weapons, Roll a D6:
1-3: Grenade Launcher, 4: Meltagun, 5: Stake-Crossbow, 6: Heavy Crossbow |
24-26 | Additional Ammunition, Roll a D6:
1-2: Inferno Ammo, 3-4: Retributor Ammo, 5-6: Incendiary Grenade Launcher Ammunition, |
31-33 | Gang Equipment, Traps and Grenades, Roll a D6:
1-3: Gang Equipment, Roll a D6: (1-3: Hive Incense, 4-5: Holy Gang-Relic, 6: Caged Heretic)
4-6: Traps and Grenades, Roll a D6: (1-3: Incendiary Trap, 4-6: Incendiary Charges) |
34-36 | Personal Equipment and Weapon Accessories, roll a D6:
1-4: Common Items, Roll a D6: (1: Hexagrammic Fetish, 2: Incombustible Hauberk, 3: Pyromantic Mantle, 4-6: Exterminator Cartridge)
5-6: Status Items, Roll a D6: (1-2: Book of the Redemption, 3-4: Cherub-Servitor, 5-6: Sheen Bird) |