N18 Thoughts on the Auxiliaries

Beebopalulla

Gang Champion
Jul 1, 2023
306
188
68
France
Thoughts on Auxiliaries

I define auxiliaries as elements added to a gang that is not part of the gang normal rooster. I put there brutes, exotic beast, servo skull, house agents, alliances of all kind, hired scum and bounty hunter.

Part One: Pets and Servo-Skulls

This is about animal and creatures that are recruited by a fighter in a gang as opposed to a brute that is recruited by a gang. Also they can become specialist wich may allow some gang to go beyond their limit of specialist.

We all have criteria that we are looking for when we recruit. Here are mines:

I use the Hacked cyber-mastiff as standard to which I can measure the other. Actually I found this pet to be crap. So the measurement is basically better, same or worst than this pet. This is purely personal and subjective.

My main criteria is this, unless a pet bring you something you can’t have elsewhere within your gang and it cost more than 100 credits with only toughness 3 and one wound don’t recruit it.

X: means pet that doesn’t follow the usual range reach.

Y: means a pet that specifically say unharmed attack

W: Means a pet that is specifically prevented to buy wargear or weapon.

Other criteria:

  • How many can you have per fighter? It can become important if the pet alone is not great but works fine with other pets. If you activate a gang fighter with pets it’s like having a sub-group.
  • If it’s available to all rather than a specific group like a house. Some House doesn’t have great choice and pet accessible to all is better than nothing in some case.
  • If they are legal or not because it has some impact depending on whether or not your gang is illegal
  • Does it has armor?
  • Can he dodge?
  • Can he survives a fight or you will have to buy another one.
If you focused heavily on pet please consider your first and possibly second and third hanger on to be :

0-3 UNDERHIVE TRADERS... 50 CREDITS (AVAILABLE TO ANY GANG) ( Book of the Outcast)

Beastwrangler: A procurer and tamer of Exotic Beasts, a Beastwrangler can traina gang’s exotic pets while they rest in the gang’s hideout. At the start of each campaign week, add 1 XP to each Exotic Beast in the gang.

Free xp for pets !

Y W 0-1 CARYATID (EXOTIC BEAST) .......................................0 CREDITS* (AVAILABLE TO ANY GANG LEADER) – RARE (15)

M WS B S T W I A Ld Cl Wil Int
6" 5+ - 2 2 1 2+ 1 7+ 7+ 8+ 8+

OMEN OF EYES, CARYATID, ORIGIN UNKNOWN

On the criteria of Thougness and Wound it’s crap. That said it’s free with full of good stuff.

SPECIAL RULES
Omen of Fortune:
A Caryatid is able to sense bad fortune and forewarn its chosen companion, giving them a flash of precognition.
Whilst the Caryatid is within 3" of its companion, that fighter may avoid one successful hit per turn by making
a successful Willpower test. Make the test immediately after a successful roll to hit has been made against the
fighter. If the test is failed, the attack hits as normal. If the test is passed, the attack counts as having missed and the dice roll is discarded.

Templates and Blast markers are placed as normal for the purposes of determining hits against other models, but the Caryatid’s companion is assumed to have somehow dodged clear.

This is pretty strong as it’s basically a free dodge. Possibly can be used with other dodge like ability.

Precognition: The gift of foresight possessed by the Caryatid enables it to dodge and evade all but the most nexpected of attacks. This tremendous precognition grants the Caryatid a 3+ save roll, which cannot be
modified by Armour Piercing.

Additionally, a Caryatid may avoid being caught by a Blast marker or Flame template. If a Caryatid is caught
under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Caryatid is hit by the
attack. On a 1-3, the Caryatid is able to fly clear of the area of the attack. Leave the model where it is and
assume that it has fluttered around to avoid the attack and returned to where it was.

He is able to protect itself mean you don’t have to worry about it too much.

Symbol of Renown:
So long as a gang Leader is accompanied by a Caryatid, that gang’s Reputation is increased by +1. However, should the Caryatid ever be killed, or should it ever abandon its companion, the gang’s Reputation will be reduced by -2.

That can be crucial when you need an edge and everyone has the same reputation score or to gain acess

Abandonment: Should the gang reduce its Reputation for any reason, roll a D6 and subtract the number of
Reputation lost from the result. If the total is 1 or less, the Caryatid will abandon its companion. A natural roll
of a 6 is always a success, regardless of modifiers.

This drawback hurt but not to the point as making it a reason to not take it.

Flight: A Caryatid ignores all terrain, may move freely between levels without restriction, and can never fall.
It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an
obstacle or another fighter’s base.

It’s a classic for creature with flight. Nothing to write home about.

*Lucky Find: A Caryatid is not purchased like other items of Wargear, instead one may decide of its own volition to make a companion of a gang leader or not.

Should the gang roll 15 or higher after modifiers for the Availability level as part of a Trade post-battle action,
there is a chance that a Caryatid will attach itself to the gang Leader. Roll 2D6 and add the gang’s current Reputation. If the result is 20 or higher, a Caryatid has decided to form a bond with the gang Leader.

RAW, I don’t see anything that prevents anything that reduce rarity to get one. But I think that the background make it necessary for the arbitrator or club or players to talk about it in advance to decide how one choose you.

SKILL ACCESS
Should a Caryatid become a Specialist, it has access to the following skill sets:
Agility Primary and Cunning Secondary

Not great but it survives better with those skill trees.

EQUIPMENT
A Caryatid may not purchase weapons or Wargear.

A Caryatid carries no weapons and will always make unarmed attacks.
I was not a great fan at first but while studying it for this survey I found it worth it to be recruited or should I say it choose your leader ( not available to champion).
x 0-2 GRAPPLEHAWK (EXOTIC BEAST)...........................90 CREDITS (AVAILABLE TO ANY GANG LEADER OR CHAMPION) – RARE (11)

M WS BS S T W I A Ld Cl Wil Int
8 4+ - 2 3 1 3+ 2 9+ 7+ 9+ 9+

You can have two of them making the owner a small death star.

SPECIAL RULES
Flight: A Grapplehawk ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base.

Flight in this case is more interesting Than for other pets. Also grapple, disarm and entangle make this pet a true nuisance for your opponents but also a great help for you fighter. Your victim lose a weapon and you can entangle use if even you would not be able to access entangle either trough skill or weapon.

Grapple: If a Grapplehawk successfully hits a fighter with its Talons, it does not need to roll to hit that fighter again in subsequent activations or with Reaction attacks. Furthermore, these subsequent attacks count as having rolled a 6 to hit for the purposes of the Disarm and Entangle Traits.

Long reach is always useful in my opinion.

Swoop: Grapplehawks can range further from their owners than most Exotic Beasts. A Grapplehawk must remain within 9" of its owner rather than 3".

Also it’s 9 away from it’s owner and not 3. So you can entangle and disarm him closer to another character of yours that you need to have experienced like a juve who then be able to fight an easier target. Al this make this pet extremely interesting.

SKILL ACCESS
Should a Grapplehawk become a Specialist, it has access to the following skill sets:

Agility Primary Combat Secondary

This choice of skill trees reinforce the usefulness of the Grapplehawks.

EQUIPMENT
A Grapplehawk is armed with talons:
Range Accuracy
Weapon S L S L S AP D Am Traits
Talons - E - - 3 -1 1 - Disarm,Entangle, Melee

Thanks Goodness its weapon his strength three otherwise his strength 2 would have been too detrimental.

All in all this is very good pet and it’s under 100 credits. Buy it !

0-1 GYRINX CAT (EXOTIC BEAST) ................................120 CREDITS (AVAILABLE TO ANY GANG LEADER OR CHAMPION) – ILLEGAL (14)

M WS BS S T W I A Ld Cl Wil Int
7" 4+ 4+ 2 2 1 2+ 1 9+ 6+ 6+ 7+

First thing first, it’s fast and has good will power stat. Other than that it’s crap. T2 S2 W1 and no armor make it unlikely to survive a blast attack or direct hit if the conditions are met.

SPECIAL RULES
Small Target: Gyrinx Cats are small, nimble and hard to target. Ranged attacks against Gyrinx Cats are made at -1 to hit. In addition, a Gyrinx Cat is never a potential target when working out the effects of a Stray Shot.

Can’t be targeted by a range attack unless it’s the closest does make it more survivable.

Charmed: Gyrinx Cats live charmed lives and cannot be targeted by ranged attacks unless they are the closest target. In addition, Gyrinx Cats can only be the target of melee attacks if there are no other enemies engaged with the attacker.

Another tool that help that pet to survive.

Psyker: Gyrinx Cats are psykers and follow all the rules for psykers. At the start of each game, randomly determine a psychic power for the Gyrinx Cat from the table on page 156 of the core rule book (2023):

I never been a fan of random power. You have a need than you provide the tool. You do not carry a tool hoping it will be useful. Same goes for that “random power”

SKILL ACCESS
Should a Gyrinx Cat become a Specialist, it has access to the following skill sets:

Agility Primary Cunning Secondary

Not great but it survives better with those skill trees.

EQUIPMENT
A Gyrinx Cat is armed with claws:
Range Accuracy

Weapon S L S L S AP D Am Traits
Claws - E - - 3 - 1 - Melee, Backstab

Thanks Goodness its weapon his strength three otherwise his strength 2 would have been too detrimental.

You don’t choose the psychic powers… all those drawbacks and it cost 120 credits! Don’t recruit one. Yes they are cute and if it’s all you want well… at least they have some useful tool for surviving a fight.

0-1 HACKED CYBER-MASTIFF (EXOTIC BEAST)...............................................................100 CREDITS (AVAILABLE TO ANY GANG LEADER OR CHAMPION) – ILLEGAL (10)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ - 3 3 1 4+ 1 8+ 6+ 8+ 8+

A meh Iniative of 4+ and one attack. It wont’ do any miracle in a fight.

SPECIAL RULES
Glitchy: Hacked Cyber-mastiffs are somewhat more unpredictable than their standard counterparts. When a Hacked Cyber-mastiff activates, roll a D6. If the result is a 1, the Hacked Cyber-mastiff gains the Insane condition.

Here is the issue with this pet “glitch”. I don’t see why you can choose this pet considering its also illegal although the bad zones enforcer have no issue with it

Tenacious: Cyber-mastiffs are renowned for their tenacity. If the Hacked Cybermastiff is taken Out of Action, do not remove it from the board if it has not yet activated this round. Once the Hacked Cyber-mastiff has completed its activation, remove it from the board.

This could potentially beneficial if only it has better characteristic.

SKILL ACCESS
Should a Hacked Cyber-mastiff become a Specialist, it has access to the following skill sets:

Combat primary Ferocity Secondary

At least his skill trees is coherent and useful.

EQUIPMENT
A Hacked Cyber-mastiff is armed with canine jaws:

Range Accuracy
Weapon S L S L S AP D Am Traits
Canine jaws - E - - S -1 1 - Melee, Rending
Can you have a mini death star? Nope because it’s one per character Anything from a juve to hive scum is potentially more interesting. No armor and no dodge

At least it’s available to all with good skill trees but with illegal 10 is it worth it? No, don’t recruit it.

0-3 NECROMUNDAN GIANT RAT (EXOTIC BEAST).................................................................50 CREDITS (AVAILABLE TO ANY GANG LEADER OR CHAMPION)

M WS BS S T W I A Ld Cl Wil Int
6" 4+ - 3 3 1 3+ 1 10+ 8+ 10+ 9+

Excellent stats of movement and imitative. The rest S, T and W are average but it costs only 50 credits or two for one hacked cyber mastiff or five hive scum !

SPECIAL RULES
Small Target: Necromundan Giant Rats are quick, making them difficult to target in the perpetual gloom of the underhive. Ranged attacks against Necromundan Giant Rats are made at -1 to hit.
In addition, a Necromundan Giant Rat is never a potential target when working out the effects of a Stray Shot.

All ranged attack are at -1 wich is awesome and also no stray shot can target a giant rat

Nimble: Necromundan Giant Rats have almost preternatural reflexes, seemingly sensing danger before they strike. A Necromundan Giant Rat has a save of 4+, which is never modified by Armour Penetration.

This is one of the best feature of that pet. No matter what they are the target of being ranged or closed the giant rat has an invulnerability save of 4+ this is better than most unmodifiable save like Kal Jericho has or whatever a field armor provide. Why because there is no condition for it to stay like the one of the Refractor Field. It’s always there.

Rat Cunning: Rats are among the most resilient organisms on Necromunda, and they have a sixth sense when it comes to their environment. A canny fighter learns how to read the mood of their rats and react to danger accordingly.
A fighter with at least one Necromundan Giant Rat gains a special 5+ save against damage from environmental effects. Take this save before any other kind of save.

Bonus, it give an unmodifiable save to his handler. It’s not cumulative though.

Alternatively, a fighter may sacrifice one of their rats to completely ignore damage from an environmental effect. The Necromundan Giant Rat is then removed from the gang’s roster.

Ok if you really need to save your fighter from an environmental effect do it you can always buy another one. Just don’t do it with an experience rat as it will be more useful.

SKILL ACCESS
Should a Necromundan Giant Rat become a Specialist, it has access to the following skill sets:

Cunning Primary Agility Secondary

Excellent skill trees for that pet because it give him access to backstab wich synergise well with and handler and potentially other rats. And…

EQUIPMENT

A Necromundan Giant Rat is armed with jaws:

Range Accuracy

Weapon S L S L S AP D Am Traits
Jaws E 3 1 Melee, Backstab

The skill backstab from the cunning tree skills can be use with their weapon traits of backstab for a +2 S attack.

Marvelous isn’t it? Well, Yes a bit too much. It’s clearly the Roll Royce of Pets. You can have three of them . It cost 50 credits for a lot of special rules. It’s clearly underpriced. Recruit as many as possible !

SERVO-SKULLS

Servo-skulls are only available to fighters with the Gang Hierarchy (X) special rule, to Gang Leaders or to champions.

All servo-skulls are treated as ordinary Wargear and should be recorded on their owner’s Fighter card accordingly.

I know they are not pet but since they behave like pet who are also classified as Wargear I pu them in the same analysis.

Servo-skulls follow these rules:

• Servo-skulls must be represented by a separate model that must stay within 2" of the owning fighter. This is not a fighter; it is purely a marker representing the servo-skull and matters only for its own line of sight and targeting purposes. Nor will they give away their owner’s location, as they are assumed to be aware enough of stealthy movement to emulate it, and remain very low and close when needed.

This is a really important rule. Seeing a servo skull doesn’t mean you can see it’s owner.

• When the owner activates, the servo-skull will move with them. Servo-skulls ignore all terrain other than impassable terrain or walls, and can never fall.

Make sens considering they hover.

• Servo-skulls cannot be targeted by shooting or melee attacks, and can never be engaged in combat – they simply float away.

• Servo-skulls may be caught by a Blast marker or Flame template. If a servo-skull is caught under a Blast marker or Flame template, the attacker rolls a D6.

On a 4-6, it is hit by the attack.

On a 1-3, it is able to float clear of the area of the attack.

They can only be hit “accidently by a blast attack. It doesn’t say if environmental damage that use a blast count or not. I will say any templates, so yes.

Leave the model where it is and assume it has bobbed around to avoid the attack and returned to where it was. If a servo-skull is hit in this way, the owning player rolls a D6. On a 1, it is destroyed and should be removed from the owning fighter’sFighter card. On a 2-6, it is taken Out of Action and plays no further part in the
battle, but otherwise suffers no long-term effects.

• If the owning fighter leaves the battlefield for any reason, the servo-skull will accompany them and takes no further part in the battle.

So even with the worst damage it can be destroy only on one. This is great and absurd so excellent in my humble opinion.

SENSOR SKULL 60 CREDITS – RARE (12)

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

This bonus is in addition to any granted by any other Wargear or skills the fighter may have.

Ok so for 60 credits you have a bio scanner ( (BIO-SCANNER 30 CREDITS – RARE (8) If a fighter with a bio-scanner is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if the attackers are not within their vision arc. In addition, the D6 roll to see whether a fighter is spotted has a +1 modifier (a natural 1 still fails). ) plus +2 bonus when you aime. Snipper, I m looking at you. All this can be used in addition to other wargear like … a bio-scanner for example. Recruit !

MEDI SKULL 80 CREDITS – RARE (12)

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

It’s great because you can cumulate it with medicae kit, medicae skill and assistance. Freeing you the spot of an hanger on otherwise potentially occupied by a Rogue Doc.

Recruit !

GUN SKULL 65 CREDITS – RARE (12)

A gun skull is equipped with a compact autopistol and will target whatever or whoever the owning fighter does when they make a ranged attack. Simply roll one extra hit dice and one extra Ammo dice for the gun skull, ideally of a different colour to those being used for the fighter, to represent the gun skull making a ranged attack.

Note though that range, line of sight and cover must be worked out from the gun skull itself rather than that of the owning fighter.

If the owning fighter does not possess any ranged weapons, the gun skull may shoot at an enemy it can see, chosen by the owning fighter and following the normal target priority rules in relation to the owning fighter’s position.

This is rather confusing. The first paragraph seem to be a copy past from previous edition where the servo skull needed it’s owner to shoot but the third paragraph says that if your fighter doesn’t have range weapon the servo skull can still shoot.

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

Fortunately you can’t shoot yourself.

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

But you don’t risk much considering that you shoot with:

Compact autopistol (Gun Skull)

Weapon S L S L S AP D Am Traits
4" 12" +1 2 1 4+ Rapid Fire (1), Scarce

It’s scarce with strenght 2 can have ameliorations of any kind and shoot with 5+ BS.

In conclusion don’t bother buying one.

Pet by house and other group.

House Cawdor specific Exotic Pets

SHEEN BIRD (EXOTIC BEAST) ...................................90 CREDITS

M WS BS S T W I A Ld Cl Wil Int
6" 4+ 6+ 3 2 1 3+ 2 8+ 7+ 8+ 9+

The characteristics are meh but nothing too bad except for thougness. So it’s not a very durable pet. On the plus side it has two attack.

SPECIAL RULES
Flight: A Sheen Bird ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base.

It’s a classic for creature with flight. Nothing to write home about.

Bate: When the owning fighter activates, the Sheen Bird will attempt to charge an enemy fighter even if the owning fighter does not wish it to. Make a Willpower check for the owning fighter, if this check is failed, the Sheen Bird must perform a Charge (Double) action, during which it must move towards the closest enemy fighter. If the
check is passed, the Sheen Bird activates as normal.

That part is bad. If you can’t control a pet attacks because it has the reckless trait, it’s still manageable. Here you can choose when and who he attack.

Rake Away: At the end of the Sheen Bird’s activation, if the owner is Standing and Active or Prone and Pinned, they may choose to make a Willpower check. If this check is passed, the Sheen Bird will immediately make a free Move (Simple) action, or Retreat (Basic) action if Engaged, directly towards the owner. If the check is failed, the Sheen Bird does not make this free action and stays where it is.

Almost similar you have controle or not of your pet on a coin flip

SKILL ACCESS
Should a Sheen Bird become a Specialist, it has access to the following skill sets:

Agility Secondary Ferocity Primary

Most of the agility skill are useless for a flying unit. Ferocity could be could if this pet didn’t have a problem of attacking on sight.

EQUIPMENT
A Sheen Bird may not purchase weapons or Wargear. A Sheen Bird is armed with a Beak & Talons.

The epitome of average weapon.

In summary unless playing narrative this pet is not worth his cost. Don’t bother recruit it.

Y W CHERUB-SERVITOR (EXOTIC BEAST) ......................55 CREDITS

M WS BS S T W I A Ld Cl Wil Int
5" 5+ 6+ 2 2 1 3+ 1 7+ 5+ 5+ 9+

Yeah average characteristics at best but Strength and Toughness two hurts really bad.

SPECIAL RULES
Flight: A Cherub-servitor ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base.

It’s a classic for creature with flight. Nothing to write home about.

Bodyguard: If a Cherub-servitor’s owner is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Cherub-servitor within 2" of the owner.

It could be interesting with defense and better Toughness. It’s at least one invulnerable save per game.

Focus of Faith: When generating Faith dice, the gang may re-roll one D6 for each friendly Cherub-servitor that is on the battlefield and that is not Seriously Injured or Fleeing during that End phase.

That is what makes it interesting.

Small Target: Cherub-servitors are quick, making them difficult to target in the perpetual gloom of the underhive. Ranged attacks against Cherub-servitors suffer a -1 hit modifier. In addition, a Cherub-servitor is never a potential target when working out the effects of a Stray Shot.

It does help it to survive a bit better but do not count on it too much.

Nimble: Cherub-servitors have almost preternatural reflexes, seemingly sensing danger before they strike. A Cherub-servitor has a save of 4+, which is never modified by Armour Piercing.

That gain could have been great but any frag grenade blast that land will be enough to take it out.

SKILL ACCESS
Should a Cherub-servitor become a Specialist, it has access to the following skill sets:

Agility Secondary Cunning Primary

I failed to see what skill could be interesting for that pet from these skill trees.

EQUIPMENT
A Cherub-servitor may not purchase weapons or Wargear. A Cherub-servitor carries no weapons and will always
make unarmed attacks.

Well it self explanatory.

In summary unless playing narrative this pet is not worth his cost. Don’t recruit it.

House Delaque

CEPHALOPOD SPEKTOR (EXOTIC BEAST)....100 CREDITS

M WS BS S T W I A Ld Cl Wil Int
5" 4+ 5+ 3 3 1 3+ 1 7+ 5+ 6+ 4+

For an hundred credits the characteristic goes from average to very good. However, it won’t survive in a fight.

SPECIAL RULES
Flight: A Cephalopod Spektor ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base.

It’s a classic for creature with flight. Nothing to write home about.

Sensor Array: If a Cephalopod Spektor is within 3" of its owner when the owner is required to make an ntelligence check for any reason, roll an extra D6, then pick one of the dice to discard.

This is very helpful in any situation that requires intelligence.

Threat Response: If the Cephalopod Spektor’s owner is taken Out of Action whilst within 3" of the Cephalopod Spektor, immediately before the Cephalopod Spektor itself is removed from play, all enemy fighters within D6" of the Cephalopod Spektor suffer a Strength 1 automatic hit, as if from a weapon with the Seismic trait.

Yeah, possibly useful but don’ expect any damage dealt to you enemy. Only the seismic part is useful.

Watchdog: If the Cephalopod Spektor’s owner is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if they are not within their vision arc. In addition, the D6 roll to see whether a fighter is spotted has a +1 modifier (a natural 1 still fails).

This is a true boon to a gang. Any help in spotting an enemy is useful.

SKILL ACCESS
Should a Cephalopod Spektor become a Specialist, it has access to the following
skill sets:
Agility Secondary Cunning Ferocity Primary

I failed to see what skill could be interesting for that pet from these skill trees. Ferocity with true grit and fearsome is a bit more interesting.

EQUIPMENT
A Cephalopod Spektor may not purchase weapons or Wargear. A Cephalopod Spektor is armed with
Shock Tendrils.
It’s weapon is ok. Shock is always useful.

It’s a ok pet in the sense there is nothing wrong with it. It’s outshined by other like the PSYCHOTERIC WYRM. If you want one do it because you like it. If you really want to recruit one go for it.

x PSYCHOTERIC WYRM (EXOTIC BEAST) 70 CREDITS

M WS BS S T W I A Ld Cl Wil Int
6" 4+ 6+ 3 3 1 4+ 1 8+ 5+ 6+ 8+

It’s has good characteristic for only 70 credits. This is great!

SPECIAL RULES

Long Leash: Unlike other Exotic Pets, a Psychoteric Wyrm must always try to remain within 12" of its owner rather than the usual 3".

Long reach is always useful in my opinion.

Psychoteric Node: When the owner of a Psychoteric Wyrm uses a Wyrd Power, they may nominate one of their Psychoteric Wyrms that is within 12" of the fighter, not Engaged and not Seriously Injured through which to channel that power.

This is incredibly powerful. Delaque is the gang that can have the biggest number of Psy character and having a pet that can extend the range of a power introduce an hefty amount of flexibility.

The fighter makes a Willpower check as normal and, if a double 1 is rolled, it is the fighter that will suffer the effects of Perils of the Warp. However, the effect of the Wyrd Power is worked out from the model representing the Psychoteric Wyrm, rather than from the model representing the fighter. In other words, line of sight, distance,
range and so forth are all measured from the Psychoteric Wyrm, not from the fighter it belongs to.

A bit confusing but basically it refers to the “peril of the warp” table.

Burrowing: A Psychoteric Wyrm is able to burrow beneath and through the metal and rockcrete floors of the underhive, passing quickly through hidden crawl spaces and buried vents, before emerging elsewhere. A Psychoteric Wyrm may move freely under impassable terrain if it has sufficient movement to do so, but may not end its movement on or within impassable terrain.

In a way, it’s much more useful than flying. Funnily enough it’s say nothing is the burrowed path can be use by other pet or character.

SKILL ACCESS
Should a Psychoteric Wyrm become a Specialist, it has access to the following skill sets:

Agility Secondary Cunning Primary

Both skill Trees match very well with the pet.

EQUIPMENT
A Psychoteric Wyrm may not purchase weapons or Wargear. A Psychoteric Wyrm is armed with Ferocious Jaws
Ferocious jaws
Rng Acc

Weapon S L S L S AP D Am Traits
Jaws E 3 1 Melee, Rending


This pet is extremely useful for its cost. Buy as many as you can. You won’t even as to fear the “perils of the warp’ for your character as it will target a pet that you can replace easily. All those advantages for barely 70 credits. House Delaque has here a potential rival in usefulness to the giant rat.

Recruit as many as possible.

House Escher

X 0-2 PHYRR CAT (EXOTIC BEAST)...............................120 CREDITS

M WS BS S T W I A Ld Cl Wil Int
7 3+ - 3 3 1 2+ 2 7+ 8+ 7+ 8+

It has average to good stats with an impressive iniative of 2+ movement of 7 and 2 attacks. For 120 it could be interesting but it need to get access to the dodge skill from the Agility tree skills as it does not have it at the start and it has no protection. So interesting but fragile. Also you can have two per character and so you can make a mini death star.

SPECIAL RULES

Independent: Unlike other Exotic Pets, a Phyrr Cat must always try to remain within 9" of its owner rather than the usual 3".

Long reach is always useful in my opinion.

Lands on their Feet: If a Phyrr Cat falls for any reason, it will always reduce the Strength of the impact by -2.

That makes it an perfect ambusher in any setting where height is part of the layout.

SKILL ACCESS

Should a Phyrr Cat become a Specialist, it has access to the following skill sets:

Agility Primary Cunning Secondary

Both skill Trees match very well with the pet.

EQUIPMENT

A Phyrr Cat may not purchase weapons or Wargear. A Phyrr Cat is armed with Talons.

Rng Acc

Weapon S L S L S AP D Am Traits

Talons E S -1 2 Melee, Pulverise

Here is where this pet may justify the increase cost compare to an Hack Cyber Mastiff. Strenght can be improve along the course of an campaign Pulverise is a very strong weapons trait especially on a attack that has amor piercing – 1 and damage 2 .

Before this in depth study I had a pretty low opinion about that pet. Now I think it’s a very good pet. It also a pet that synergize well with a grapple hawk if you can mix pet.

Buy them definitely !

Y W 0-3 PHELYNX (EXOTIC BEAST).....................................50 CREDITS

M WS BS S T W I A Ld Cl Wil Int
6" 4+ - 3 3 1 3+ 2 10+ 7+ 9+ 11+

You can make a mini death star for your Wyld Runner but it cosy more per pet than it’s handler. As a prospect it’s not clear if a Wylde Runner can have a different pet or not. Some think so. In this case it’s still can be interesting but with Meh to average characteristic and only interesting one being attack 2 don’t count too much on it even as part of a mini death star.

SPECIAL RULES Venomous Bite: If the Hit roll for any of the Phelynx’s attacks is a natural 6, that attack gains the Toxin trait.

Untamed: All of a Phelynx’s attacks have the Reckless trait.

This is odd. All the damage have strength three unharmed attack so it won’t do much against most opponent and on 6 it does not matter because it become a toxin weapon.

SKILL ACCESS Should a Phelynx become a Specialist, it has access to the following skill sets:

Brawn Primary Ferocity Secondary

Both Skill trees are potentially useful but I think ferocity has the most potential.

EQUIPMENT

A Phelynx may not purchase weapons or Wargear. A Phelynx makes unarmed attacks.

Rng Acc

Weapon S L S L S AP D Am Traits ?

It self explanatory.

All in all, this pet is potentially useful but it doesn’t stand the comparisons with a giant rat. That being said, a prospect can have them witch is really interesting.

Those pets makes me see the Escher as more beastmaster than chemical master. Recruit them if you have a solid plan if not don’t bother or don’t recruit too much.

House Goliath

W SUMPKROC (EXOTIC BEAST) .130 CREDITS

M WS BS S T W I A Ld Cl Wil Int
4" 3+ - 4 4 2 6 + 2 8+ 6+ 7+ 11+

It could be an interesting pet but with movement of 4 and iniative of 6+ it brings absolutely nothing compare to a ganger from the Goliath house.

SPECIAL RULES

Counter-charge: If the Sumpkroc’s owner is Engaged by an enemy fighter as the result of the enemy fighter making a Charge (Double) action, and if the Sumpkroc is Standing and Active, it may immediately activate and make a Charge (Double) action, moving towards the charging enemy fighter. If, at the end of this movement,
the Sumpkroc has Engaged the enemy fighter, it may immediately attack, as normal for a fighter performing a Charge (Double) action.

This activation interrupts the enemy fighter’s action, being performed after movement but before attacks.
The Sumpkroc may only make one Counter-charge per round.

Counter-charge is always interesting if you want to protect someone. The question is who need to be protected there? Probably not the owner.

Scaly Hide: The Sumpkroc has a naturally scaly and resilient hide, granting it a 5+ save roll.

A natural mesh armor is always welcomed.

SKILL ACCESS
Should a Sumpkroc become a Specialist, it has access to the following skill sets:

Brawn Primary Ferocity Secondary

The Skill Trees are coherent with the beast but that’s about it.

EQUIPMENT
A Sumpkroc may not purchase weapons or Wargear. A Sumpkroc is armed with Ferocious Jaws.

Ferocious jaws

Rng Acc

Weapon S L S L Str AP D Am Traits
- E - - S -1 1 - Melee, Rending


Despite the miniature showing an contraption on the back of the pet it’s not able to buy wargear.

I don’t think it’s worth spending 130 credits on that pet. It will bring literraly nothing to the gang. The mini is cool and that’s it.

Don’t recruit one.

House Orlock

W CYBER-MASTIFF (EXOTIC BEAST) 100 CREDITS

M WS BS S T W I A Ld Cl Wil Int
5 3+ - 3 3 1 4+ 1 7+ 6+ 8+ 8+

Thouroughly meh characteristic across the board. At least nothing wrong. It just beg the question is worth the price compare to more ganger? Can you make a mini death star? No you can have only one…

SPECIAL RULES
Watchdog: If the Cyber-mastiff’s owner is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if they are not within their vision arc. In addition, the D6 roll to see whether a fighter is spotted has a +1 modifier (a natural 1 still fails).

This is the reason why you may have at least one as it’s greatly help to detect infiltrator.

Loyal Protector: Whilst the Cyber-mastiff is Standing and either Active or Engaged, and within 3" of its owner, enemy fighters may not make a Coup De Grace (Simple) action against the owner.

This is another good reason to use one. The owner can’t be targeted by a coup de grace.

SKILL ACCESS
Should a Cyber-mastiff become a Specialist, it has access to the following skill sets:

Combat Primary Ferocity Secondary

The Skill Trees are coherent with the beast but that’s about it.

EQUIPMENT
A Cyber-mastiff may not purchase weapons or Wargear. A Cyber-mastiff is armed with
a Savage Bite.

Savage bite (Cyber-mastiff)

Rng Acc

Weapon S L S L S AP D Am Traits

- E - - S -2 1 - Disarm, Melee

It’s not a bad pet but it pale in comparison to the hard case cybermastiff for example. You can’t go wrong with it if you want a bodyguard for your champions and leader.

Recuit it if it catch your fancy but not for efficienty.

House Van Saar

W CYBERACHNID (EXOTIC BEAST) .75 CREDITS

M WS BS S T W I A Ld Cl Wil Int
6 4+ 5+ 2 2 1 2+ 1 7+ 8+ 8+ 8+

Below to meh characteristic at best with strength and toughness being the worst. Good initiative and good movement won’t change much his survivability.

SPECIAL RULES
Clamber: When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder.

This is particulary useful to do task that doesn’t involve fight.

Fear Inducing: Cyberachnids have the Fearsome (Ferocity) skill and may confer this onto their owner. The owner only gains this skill provided they have an Active Cyberachnid within 3", otherwise the skill is lost.
Fearsome (Ferocity) – If an enemy makes a Charge action that targets this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and their activation ends immediately.

This is the reason why you may want to have one. Van Saar are not great at close combat so any opponent that want to charge a Van Saar and have a low willpower like an ogryn they may have a chance to avoid the charge in the first place.

Horrific: A Cyberachnid is a horrifying meld of machine and spider that gangers of other Houses would just as soon not have in their hide-out. A Cyberachnid can never be Captured.


That’s a good thing.

SKILL ACCESS
Should a Cyberachnid become a Specialist, it has access to the following skill sets:

Agility Secondary Cunning Primary

These Skill trees match perfectly with this pet and his duty.

EQUIPMENT
A Cyberachnid may not purchase weapons or Wargear. A Cyberachnid is armed with a Venomous Bite and a Web Projector.

Web projector

Rng Acc

Weapon S L S L S AP D Am Traits

(Cyberachnid) - T - - 2 - - 6+ Scarce, Silent, Template, Web

Venomous bite
(Cyberachnid) - E - - - - - - Melee, Toxin

The venomous bite is ok but the real asset here is the web projector even with is poor am and scarce.

All in all it’s a good pet for it’s price despite it’s mediocre stats and weaponry. What matter is the fear it project. Recruit them if you plan to use them to dissuade the opponent to charge your fragile men.

IRONHEAD SQUAT PROSPECTORS

All the Ironhead squat prospectors pet have the same issue they are attached to a special character or an hanger on. There is no way to had one to your gang without them. They also have no cost of their own. It makes them and the ashes wastes the two gangs without their own pets. They are very inconsistent from one to another in the sens that some have skills one have none and one have skill trees. GW have been very casual when writing them. Maybe a bunch of oversight in the book of Outland? It make it also impossible to know if they are worth it by themselves.

TECHMITE AUTOVEYOR (EXOTIC BEAST) – CREDITS

M WS BS S T W I A Ld Cl Wil Int
4 4+ 4+ 3 3 1 4+ 1 8+ 5+ 6+ 6+

Meh to good characteristic with notably 5 in cool and 6 in will and int.

Rng Acc

Weapon S L S L S AP D Am Traits

Drill - E - - 3 -1 1 - Melee

Not great not bad either average.

SPECIAL RULES
Tech Bypass: A Techmite Autoveyor may perform the Bypass Loot Casket (Basic) action and when rolling to determine the contents, the dice may be re-rolled.

This another good reason to have that hanger on with your gang

SKILLS
A Techmite Autoveyor has the There’s Always Another Secret skill.

It’s a good skill.

SKILL ACCESS
Should a Techmite Autoveyor become a Specialist, it has access to the following skill sets:

Agility Secondary Cunning Primary

These Skill trees synergize perfectly with this pet and his duty.

WARGEAR: Flak armour

It’s some protection at least.

x TECHMITE OCULI SPECIAL RULES Exotic Beast

M WS BS S T W I A LD CL WIL INT

7 5+ 5+ 2 3 1 4+ 1 8+ 5+ 6+ 6+

Meh to good characteristic with notably 5 in cool and 6 in will and int.

Flight: A Techmite Oculi ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base.

It’s a classic for creature with flight. Nothing to write home about.

Target Paint: Whilst a Techmite Oculi is within 6" of an enemy model, Urson Grimjarl reduces any negative
to hit modifiers due to cover by 1.

Very useful especially in the outland where visibility is poor.

Scout Drone: Techmite Oculi can range further from Urson Grimjarl than most Exotic Beasts. Techmite
Oculi must remain within 18" of Urson Grimjarl rather than 3".

That’s the longest reach of any pets in the game. In theory it could be very useful.

Rng Acc

Weapon S L S L S AP D Am Traits

2 pincer - E - - 2 - 1 – Melee

Don’t expect much from it.

SKILLS: Escape Artist, Evade

These Skills match perfectly with this pet and his duty. But there is no skill trees mentioned.

WARGEAR: Flak armour

It’s some protection at least.

Techmite Exovator RULES Exotic Beast

M WS BS S T W I A LD CL WIL INT

4 4+ 4+ 3 3 1 4+ 1 8+ 5+ 6+ 6+

Meh to good characteristic with notably 5 in cool and 6 in will and int.

Rng Acc

Weapon S L S L S Str AP D Am Traits

Fusion Cutter 3 6 +1 5 -2 1 5+ scarce

Drill E 3 -1 1 Melee

Both weapons are good and even with am and scarce the fusion cutter can still be useful.

Skill :

none and no skill trees are listed either

Wargear: Flak Armor

It’s some protection at least.

w 0-2 HARDCASE CYBER-MASTIFF (EXOTIC BEAST) ..................................... 130 CREDITS

M WS BS S T W I A Ld Cl Wil Int

5 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+

Meh to average characteristic but attack 2 and cool 6 are always good. Also you can have plenty of mini death star since every enforcer can have two of them.

NEW WARGEAR — HARDCASE CYBER-MASTIFF

Add the following item of Personal Equipment to the Wargear section of the Enforcer Squad Equipment list:

This is what make it important RAW it’s not limited to a type of fighter but is available to any enforcer. It’s an expensive piece of wargear in the background. Even Kal Jericho got one after going on a mission with his mother and his half sister. That make it unlikely in my opinon to make it as readily available for Badzone Enforcer as it is for standard enforcer.

SPECIAL RULES

Tenacious: Hardcase Cyber-mastiffs are renowned for their tenacity. If the Hardcase Cyber-mastiff is taken Out of Action, do not remove it from the battlefield if it has not yet activated this round. Once the Hardcase Cyber-mastiff has completed its activation, remove it from the battlefield.

Tenacious is always a good addtition to any fighter pets or not.

Hardcase: Hardcase Cyber-mastiffs are completely cybernetic and thus very hard to kill. A Hardcase Cyber-mastiff counts as being equipped with light carapace armour and a respirator.

A light carapace is great but I m a bit confuse about the respirator as I thought that this pet was a full machine and not a cyborg. But maybe it’s to protect him against corrosive gas?

Faithful Protector: Whilst a Hardcase Cyber-mastiff is Standing and either Active or Engaged within 3" of its
owner, enemy f
A Hardcase Cyber-mastiff may not purchase weapons or Wargear. A Hardcase Cyber-mastiff is armed with a
shock bite.

Rng Acc

Weapon S L S S Str AP D Am Traits
- E - - S -1 1 - Melee, Rending, Shock
RENDING : If the roll to wound with a Rending weapon is a 6, then the attack causes 1 extra point of Damage if the target is a fighter; or rolls an extra Damage dice if the target is a vehicle.
SHOCK: If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made).

Both rending and shock make the roll of a 6 very dangerous. However, it’s still a strength 3 attack so you really need to roll 6 to be useful.

All in all it’s a very good pet that anyone in your enforcer rooster. At 70 points it was too cheap. At 130 it’s too expensive. Not by much but I think that for that price it should start with 2 wounds.

I like both the model and it’s rule.

Recruit as many as you can !

From the outland
I don’t know if you can buy them specifically for the outland setting or you can have them in the hive as some used to be found in the 1995 and 2003 editions. I also don’t know if you can have them only throught an outland beast master or you can have them separately.

W WASTELAND GIANT RAT (EXOTIC BEAST) . 30 CREDITS

M WS BS S T W I A Ld Cl Wil Int
5 4+ 5+ 3 3 1 3+ 1 8+ 7+ 8+ 7+

Similar characteristic to the hive giant rat but cheaper and with ballistic skill. Why the ballistic skill? It has no range attack! Another casual writing of rules maybe? It has better leadership, cool, willpower and intelligence than it’s hive counterpart.

SPECIAL RULES
Expendable: Fighters with this rule are easily replaced and expected to die. Should a fighter with this special rule
be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test,
unless they also have this special rule.

Never more than One Metre from a Rat: During the Update Roster step of the post-battle sequence if any
Wasteland Giant Rats are removed from a Fighter card, they are replaced with new ones for no cost.

Here is the main appeal and difference with this version of the rat you can always replace one for free. But it has none of the other advantage of the hive rats like stealthy, small target, nimble and rat cunning.

Instinct for Survival: Wasteland Giant Rats have the Dodge skill.

This is a skill that is always welcome.

SKILL ACCESS
Should a Wasteland Giant Rat become a Specialist, it has access to the following skill sets:

Agility Primary Cunning secondary

Agility and cunning are two skill trees that work very well with this pet.

EQUIPMENT
A Wasteland Giant Rat may not purchase weapons or Wargear. A Wasteland Giant Rat is armed with fangs.

Fangs
Rng Acc

Weapon S L S L Str AP D Am Traits
- E - - S -1 1 - Melee

Nothing extraordinary but it gives dodge to it’s owner and the replacement is free. Wich make it my favorite outland pet of the three.

Buy some !

W MILLISAUR (EXOTIC BEAST) .60 CREDITS

M WS BS S T W I A Ld Cl Wil Int
6" 4+ 5+ 3 3 2 4+ 2 8+ 7+ 7+ 8+

Meh to average characteristic except two who are crucial 2 Wound and 2 attack.

SPECIAL RULES
Burrowing: A Millisaur is able to burrow beneath and through the metal and rockcrete floors of the underhive,
passing quickly through hidden crawl spaces and buried vents before emerging elsewhere. A Millisaur may move
freely under impassable terrain if it has sufficient movement to do so, but may not end its movement on or within
impassable terrain.

In a way, it’s much more useful than flying. Funnily enough it’s say nothing is the burrowed path can be use by other pet or character

Ambush Predator: Millisaurs have the Infiltrate skill.

Infiltrate is one of the most powerful skill. Combine that with burrowing and you have a dangerous combo.

Armoured Hide: Millisaurs have a 5+ armour save.

It’s a mesh armour and so it’s good.

SKILL ACCESS
Should a Millisaur become a Specialist, it has access to the following skill sets:

Agility Secondary Combat Primary

Agility is not the best skill stree with that so it’s good it’s secondary. Combat synergies better with that so it’s good it’s primary.

EQUIPMENT
A Millisaur may not purchase weapons or Wargear. A Millisaur is armed with a fanged maw.

Fanged maw

Rng Acc

Weapon S L S L Str AP D Am Traits

- - - - x - - - Melee, Toxin

Not great but gangs who are used to toxin will be the ones who are the best qualified to use this pet efficiently.

Recruit them only if you like them.

w RIPPERJACK (EXOTIC BEAST) 70 CREDITS

M WS BS S T W I A Ld Cl Wil Int
7 4+ 6+ 3 3 2 3+ 2 8+ 7+ 8+ 8+

This pet has excellent Characteristics such as movement 7; 2 wound initiative 3 and 2 attacks.

SPECIAL RULES
Flight: A Ripperjack ignores all terrain, may move freely between levels without restriction, and can never fall. It
may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle
or another fighter’s base.

It’s a classic for creature with flight. Nothing to write home about.

Solitary Hunter: A Ripperjack never gains the benefit of an assist or grants an assist to other fighters.

That is a big drawback as normaly the main appeal of a pet is to assist it’s owner.

Enveloping Attack: An enemy fighter Engaged by a Ripperjack suffers a -2 modifier to any Initiative checks made
to take the Retreat (Basic) action. In addition, any reaction attacks made against a Ripperjack suffer an additional
-1 modifier to hit.

Could be cumulated with other attack that reduce initiative. It will make sure to remove the smile of any gang with high initiative and guarantee that you will have initiative over gang with low initiative.

SKILL ACCESS
Should a Ripperjack become a Specialist, it has access to the following skill sets:

Combat Secondary Ferocity Primary

Combat is not the best skill stree for that pet so it’s good it’s secondary. ferocity synergies better with that pet so it’s good it’s primary.

EQUIPMENT
A Ripperjack may not purchase weapons or Wargear. A Ripperjack is armed with teeth.

Rng Acc

Weapon S L S L Str AP D Am Traits

Teeth - E - - S - 2 - Melee

Not bad not great either. Damage 2 is always appreciated. I don’t recommend to recruit them as I don’t think a pet that can’t assist it’s owner is more like a brute without what define a brute.

0-2 CHAOS FAMILIAR CHAOS CULT ONLY 25 CREDITS, COMMON

The fighter is accompanied by a Chaos Familiar – a psychic manifestation of the
favour of their dark patrons.

M WS BS S T W I A Ld Cl Wil Int
5 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+

Meh to good with willpower at 6 and initiative at 2+ but strength and toughness 2 make it difficult to survive. Up to two of them allow you to make a mini deathstar.

EQUIPMENT
A Chaos Familiar carries no weapons and will always make unarmed attacks.

So it short don’t expect anything in a fight.

SPECIAL RULES
Omen of Fortune: A Familiar is able to sense bad fortune and forewarn its companion, giving them a flash of precognition.

Whilst the Familiar is within 3" of its owner, that fighter may avoid one successful hit per turn by making a successful Willpower check. Make the check immediately after a successful roll to hit has been made against the fighter.

If the check is failed, the attack hits as normal. If the check is passed, the attack counts as having missed and the dice roll is discarded. Templates and Blast markers are placed as normal for the purposes of determining hits against other fighters, but the Familiar’s owner is assumed to have somehow dodged clear.

This I way you want one or two they are perfect to protect their owner.

Precognition: The gift of foresight possessed by the Familiar enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Familiar a 3+ save roll, which cannot be modified by Armour Piercing.

Dodge is always a plus to help the pet survive.

Additionally, a Familiar may avoid being caught by a Blast marker or Flame template. If a Familiar is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Familiar is hit by the attack. On a 1-3, the Familiar is able to dodge clear of the area of the attack. Leave the model where it is and assume that it has scuttled around to avoid the attack and returned to where it was.

This is great being able to avoid a blast 50 % of the time greatly improve its chance of survival.

Psychic Manifestation: A Familiar is an extension of the owner’s will and a clear indication of the favour the Dark Gods of Chaos have bestowed upon them. If the owning fighter is a Psyker, once per round they may re-roll a failed Willpower check to perform a Wyrd Power (X) action.

Another nice bonus.

Clamber: When this fighter climbs, the distance they move is not halved. In other words, they always count as climbing up or down a ladder.

This is a bit odd, I would have expected flight but clamber is not a bad skill

SKILL ACCESS
A Chaos Psychic Familiar has access to the following skill sets:

Combat Secondary and Cunning Primary.

The first skill tree is and odd choice for that pet. Cunning is much more compatible. All in all It’s a excellent pet. Buy as many as you can.


0-3 PSYCHIC FAMILIAR: GENESTEALER CULTS ONLY.25 CREDITS, COMMON

The fighter is accompanied by a Psychic Familiar – a psychic manifestation of the distant cult patriarch’s will. The Familiar is an Exotic Beast and has the following profile:

M WS BS S T W I A Ld Cl Wil Int
5 4+ - 2 2 1 2+ 1 7+ 7 + 6+ 7+

Meh to good with willpower at 6 and initiative at 2+ but strength and toughness 2 make it difficult to survive. Up to three of them allow you to make a mini deathstar.

EQUIPMENT

A Psychic Familiar carries no weapons and will always make unarmed attacks.

So it short don’t expect anything in a fight.

SPECIAL RULES

Omen of Fortune: A Familiar is able to sense bad fortune and forewarn its companion, giving them a flash of precognition.

Whilst the Familiar is within 3" of its owner, that fighter may avoid one successful hit per turn by making a successful Willpower check. Make the check immediately after a successful roll to hit has been made against the fighter.

If the check is failed, the attack hits as normal. If the check is passed, the attack counts as having missed and the dice roll is discarded. Templates and Blast markers are placed as normal for the purposes of determining hits against other fighters, but the Familiar’s owner is assumed to have somehow dodged clear.

This I way you want one or three they are perfect to protect their owner.

Precognition: The gift of foresight possessed by the Familiar enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Familiar a 3+ save roll, which cannot be modified by Armour Piercing.

Dodge is always a plus to help the pet survive.

Additionally, a Familiar may avoid being caught by a Blast marker or Flame template. If a Familiar is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Familiar is hit by the attack. On a 1-3, the Familiar is able to dodge clear of the area of the attack. Leave the model where it is and assume that it has scuttled around to avoid the attack and returned to where it was.

This is great being able to avoid a blast 50 % of the time greatly improve its chance of survival.

Catfall: When this fighter falls or jumps down from a ledge, they count the vertical distance moved as being half of what it actually is, rounded up. In addition, if they are not Seriously Injured or taken Out of Action by a fall, make an Initiative test for them – if it is passed, they remain Standing rather than being Prone and Pinned.


That makes it an perfect ambusher in any setting where height is part of the layout. It’s even better than the similar ability of the Escher pet the Phyrr Cat.

Clamber: When this fighter climbs, the distance they move is not halved. In other words, they always count as climbing up or down a ladder.

This is particulary useful to do task that doesn’t involve fight.

SKILL ACCESS
A Genestealer Psychic Familiar has access to the following skill sets:

Agility Secondary and Cunning Primary.

Both skill tree are good for that pet. All in all It’s a excellent pet. Buy as many as you can.
 
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From the outland
I don’t know if you can buy them specifically for the outland setting or you can have them in the hive as some used to be found in the 1995 and 2003 editions. I also don’t know if you can have them only throught an outland beast master or you can have them separately.
Outland Beastmaster is a Brute. It can buy 0-3 of a single type of pet (chosen permanently, cannot change to another pet later). The pets available are (wasteland) Giant Rat, Millisaur and Ripperjack. Nobody else can have these pets. This brutes (and by extension, the pets that come with it) are not restricted to any setting. It's a brute with pets that can play on any battlefield in any campaign (that allows brutes and pets, which I think is all, or at least almost all).

All the Ironhead squat prospectors pet have the same issue they are attached to a special character or an hanger on. There is no way to had one to your gang without them. They also have no cost of their own. It makes them and the ashes wastes the two gangs without their own pets. They are very inconsistent from one to another in the sens that some have skills one have none and one have skill trees. GW have been very casual when writing them. Maybe a bunch of oversight in the book of Outland? It make it also impossible to know if they are worth it by themselves.
Correct. All techmites are locked to specific Squat characters. Just like all other hangers-on and hired guns (scum, bounty hunters & agents), some come with skills, others don't. Which one has skill tree? It should be useless because normally these kinds of characters aren't affected by campaign mechanics (can't suffer permanent injury or permanent upgrades from XP).
 
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Outland Beastmaster is a Brute. It can buy 0-3 of a single type of pet (chosen permanently, cannot change to another pet later). The pets available are (wasteland) Giant Rat, Millisaur and Ripperjack. Nobody else can have these pets. This brutes (and by extension, the pets that come with it) are not restricted to any setting. It's a brute with pets that can play on any battlefield in any campaign (that allows brutes and pets, which I think is all, or at least almost all).

Thanks for the clarification. I couldn't find it.
 
Furthermore, you add a wall of text, listing all rules for these models, but not much in terms of content and what to discuss specifically. It looks weird and will probably not invite alot of activity for others? Happy to be proven wrong. Having rules posted for reference is good, but only in small doses.
 
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Furthermore, you add a wall of text, listing all rules for these models, but not much in terms of content and what to discuss specifically. It looks weird and will probably not invite alot of activity for others? Happy to be proven wrong. Having rules posted for reference is good, but only in small doses.

Thanks for your comments i will try to do better.
 
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wow. Cherub is one of, if not The best dmg mitigation in the game. The ability to move any hit from leader and then ignoring them on 4+ is incredibly strong.
True, that's more powerful in many ways than the (25 credit rather than 55 credit) psychic familiar for GSC and Helot Cults. Add in flight 5", and it is significantly more mobile, too. So a guaranteed pull of a hit from the owner, and then a 4+ unmodifiable save (also not a field save, so not affected by Shield Breaker), and if the Cherub survives, the guaranteed pull of a next hit as well. Against Web. Against Toxin. Against Grav-Guns. Against heavy weapons. And it is also a 0-3 exotic beast pet. Now, three of them is 165 credits. But a pretty impressive 165 credits.
 
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How is it better than Caryatid/Familiars? They got better save 3+, additional 4+ save against template/blast. And their owner gets a willpower test save, which in most cases is much better than 4+, can be improved further with advancements.
 
The cherub doesn't give the owner a 4+ save. They give the owner a guaranteed avoidance - it misses the owner entirely, and hits the cherub instead. No roll, no chance, no risk. And it is a choice whether to use it or not, so does not need to be wasted on a laspistol hit, but can be saved for that multi-melta or plasma gun blast.

100% chance of avoiding a selected hit is better than an 85% chance of avoiding each hit as it comes in.

EDIT: Though this does bring up the question for me, separately: say a GSC Cult Adept has two familiars (they are 0-3), a hit comes in.

What I think happens is that a familiar triggers, make a roll, fail, the shot goes through despite having a second familiar. The first time that round a shot is stopped, THAT familiar is done until the next round, and a second shot can be stopped by the second familiar. But the wording is awkward, and could be interpreted that a second familiar would give a second chance on that first shot to avoid it, instead (until one is successful, and then only one chance to prevent the next incoming shot that round). Thoughts?

Edit again: Chances to avoid a hit with a Psychic Familiar, by owner's Willpower.
Willpower - chance to avoid the hit. (Range of WP for HC and GSC owners.)
4+ - 91.66
5+ - 83.33
6+ - 72.22
7+ - 58.33
 
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Good point, however I think it will be very situational depending on amount and power of hits.

RAW it would be once per "turn", not round, but probably should be round. Also should be max 1 familiar per attack, but could probably argue both ways.
 
Ouch. That's a Necrovox-level amount of copyright-infringing text.
IMHO OP should edit it down, preferably to page number references.

Good point, however I think it will be very situational depending on amount and power of hits.

RAW it would be once per "turn", not round, but probably should be round. Also should be max 1 familiar per attack, but could probably argue both ways.
The newer variant of Omen of Fortune (now Charmed Companion) found on the Caryatid Prime in Secundus [Page 146] and Desolation [Page 39] is now per round, and re-rolls one failed armour and one failed Ammo check per round.

It'd be nice if they standardised these things to per-round - compared to Cherubs they're absolute units.

Maybe the Book of Rot after the Ancients and (probable) Nomads book could update Chaos Familiars and their psychic cousins to reflect the general move to less a overpowered OoF.