TEXT: SPECIAL CH/AR/TTCTERS
  The Special Characters section represents a number of the more famous and
  infamous individuafs of the Underhive. Speciaf characters fighting in gangs are
  assumed to drift in and out of the gang's territory guite freguently, helping out
  the gang in exchange for a cut of the spoils or to advance some scheme of
  their own.
  Special characters are different from Hired Guns because
  their skills and characteristics are pre-set. This gives you an
  opportunity to buy individuals into your gang who have
  known capabilities. This means you can either improve one
  of the gang's specialities, like close combat or long range
  shooting, or alternatively make up for their particular
  shortcomings.
  Like Hired Guns special characters don't count as part of
  the gang for purposes of collecting income or living
  expenses. A player can't buy extra weapons or equipment
  for a special characteq nor beg, borrow or steal any of the
  character's equipment for members of his own gang.
  Special characters don't eam Experience points and they
  won't gain any additional skills or characteristic increases.
  FINDING THEM
  During any trading session a leader can try to seek out a
  special character with a view to persuading them to help
  their gang. Roll 2D6, and pay out the number rolled in
  credits for free drinks, bribes and other backhanders in the
  search. If the number rolled was a double (same number on
  both dice) the character proves impossible to find during
  this trading session. On any other result the character hears
  of the gang's interest and checks them out before making
  contact - most of them are being sought by somebody for
  bounty or revenge at the very least. The character will then
  demand a down-payment before they fight alongside the
  gang for the first time, and then another payment after each
  game they fight in, including the first.
  PAYMENT
  Special characters require special payment. This varies a lot
  from one individual to another and is listed amongst their
  characteristics. Mostly they will demand a random number
  of credits after each game, D6xl0 or 4D6 or whatever. This
  amount must be paid before the character fights for the
  gang, and after each fight he or she pafiicipates in after the
  first. If the gang is unable to pay the amount demanded the
  character won't fight in the next game, but will still be
  available in the future. Some of the characters will also have
  special demands which are listed separately.
  MENTORS
  A special character will sometimes help a gang for free if
  they are going up against aparticularly tough opponent. For
  one reason or another the special character has been taking
  an interest in the gang's progress and every now and then he
  will lend them a helping hand without asking for payment
  in retum. Gangs don't have to find a Mentor first, the
  Mentor finds them.
  If you have a painted model of a special character you are
  allowed to roll at the staft of a scenario to see whether he
  will provide you with free help in the battle. You may only
  roll once per scenario to see whether a special character will
  help your gang out, not once for each painted special
  character model you have in your collection! However,
  special characters will not help anybody in this way; each
  special character has a list of gang types he has an affinity
  for and may be willing to help - if you're not on the list he
  (or she) won't help you even for money. In addition, a
  special character will only help a gang out if they are
  seriously in trouble and likely to get their heads kicked in
  during the coming battle, which in game terms means that
  they will only help gangs that are at least 500 point
  underdogs for a scenario.
  Refer to the table below to find the D6 roll required to gain
  free assistance from the special character. Note that you
  must be the underdog to ro11 on the table. If you fail to roll
  the required number or greater then the special character
  doesn't help your gang out (although you can pay him to
  fight in the normal way). If you ro11 equal to or greater than
  the required number then the special character will help you
  in this scenario for free.
  Difference In Gang Rating 
  D6 Roll
  0-499
  500-749
  750-999
  i,000 or more
  Wjll Not Help
  6 +
  5 +
  4 +
  
  THE ARCH ZF,ALoT
  OF THE REDEMPTION
  The Arch Zealot is one of the most famous and feared of all
  the Redemptor Priests in the Underhive. He is a mystic and
  a prophet for the Redemptionist cause, leading a solitary,
  hermit-like existence in the Underhive. He wanders
  constantly from place to place, preaching to Redemptionists
  and whipping them up into a state of intolerant fury which
  almost invariably ends at the very least in a lynching, and
  more often than not in wholesale slaughter and genocide.
  His views are considered to be rather - erm - extreme even
  by his fellow priests, and some say that he should be
  banished from the Redemption cause altogether. The Arch
  Zealot denounces all who voice such opinions as weak-
  willed traitors, and such is his following amongst the
  common mass of Redemptionists that those who argue
  against him either quickly recant or are lynched by an angry
  mob whipped into a frenzy of blood lust by one of the Arch
  Zealot's rabble-rousing speeches.
  M W S B S
  KING RED\VART THE
  MAGNIFICENT
  King Redwart is a Scawy king who is slowly but surely
  building a fearsome reputation in the Underhive. He is
  called 'the magnificent' not because of the way he dresses
  but because of the size of his paunch and his impressive
  collection of scars and missing extremities, such things
  being considered extremely prestigious by Scavvies. This
  aside, Redwarl has proved himself to be a resourceful,
  cunning and quite exceptionally brutal leader, all of which
  have helped to enhance and increase his reputation.
  At present the number of Scawy bands that King Redwart
  commands are limited to only a dozen or so, but new gangs
  are joining his entourage all the time. In Girder Falls, the
  settlement that has suffered most heavily from raids by
  Redwart's growing army, there is a growing sense of fear
  and unease, and a feeling that something really needs to be
  done about Redwart before he gets powerful enough to
  cause maior trouble.
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  M W S B S
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  WEAPONS
  ARMOUR:
  SKILLS:
  RAIING:
  Flamer, stub gun, massive sword.
  Mesh armour (worn under his robes).
  Parry (Combat skill), Jump Back
  (Agility skill), Nerues of Steel
  (Ferocity skill).
  WARGEAR: 
  Fuel canister (see special rules below).
  PSYCHOLOGY 
  The Arch Zealot is immune to all
  psychology tests except for hatred, as
  the Arch Zealot hates everybody!
  ALLEGIANCE: 
  ihe Arch Zealot will only work for
  House Cawdor gangs or
  Redemptionist crusades.
  The Arch Zealot increases the gang
  rating by +325 points.
  WEAPONS:
  ARMOUR:
  SKILLS:
  WARGEAR:
  PSYCHOLOGY:
  Autopistol, staff (treat as club).
  None.
  Iron Will (Ferocity skill).
  None.
  None.
  PAYMENT: 
  D6xl0
  BOUNTY
  There is a bounty of 325 credits on the
  Arch Zealot's head.
  SPECIAL RULES
  Fuel Canister. The Arch Zealot's flamer is extremely well-
  maintained and benefits from the huge canister of fuel on
  his back. Therefore it never runs out of ammunition and will
  never malfunction.
  Rabble-Rouser. Any gang that includes the Arch Zealot
  will have been worked into a foaming blood lust before the
  battle by one of his famous speeches. The fighters will
  never give up and won't stop fighting unless the Arch Zealot
  tells them to. This means that the gang never has to make
  any Bottle rolls and can only bottle out voluntarily.
  ALLEGIANCE: 
  King Redwart will only work for
  Scavvy gangs.
  RATING:
  King Redwart increases the gang
  rating by +195 points.
  PAYMENT: 
  D6x5
  BOUNTY
  There is a bounty of 195 credits on
  Kins Redwart's head.
  SPECIAL RULES
  Scavvy King. If King Redwart is part of a gang then he
  effectively takes over as the gang leader for the scenario.
  This means that any gang fighters within 6" of King
  Redwart can use his Leadership when they take Leadership-
  based tests, and that any Bottle rolls are taken using
  Redwart's Leadership instead of the normal gang leader's.
  If Redwart goes down or out of action the original gang
  leader takes over once more.
  Owe Allegiance. Any Scawy gang that uses King Redwart
  in a scenario owes him their allegiance. The gang has
  effectively accepted Redwart as their king, and must obey
  his royal commands in future (or get into serious trouble if
  they don't... ). This only comes into play if you are
  pafticipating in a campaign run by an Arbitrator (see later).
  Cunning Arbitrators can use this rule to create special
  scenarios oftheir own devising, either to send Scavvy gangs
  off on interesting or dangerous missions, or to launch huge
  
  Scawy raids against settlements, or whatever else takes
  their fancy. Of course, a gang might choose not to obey one
  of Redwart's commands, in which case a Scavvy civil war
  would break out between Redwart's loyal supporters and
  the renegades.
  MAD DONNA
  "Mad" Donna was once D'onne Ulanti, twelfth daughter of
  o1d Sylvanus, patriarch of the Noble House Ulanti up in the
  Spire. Sylvanus wanted to keep her pure for a convenient
  political marriage sometime, so he kept her locked up in a
  needle-thin tower on the outside of the spire. Some say
  Sylvanus used to slip in there and torment heq others say
  that it was living amidst the unroofed skies that drove her
  crazy rn the end.
  Whatever it was, her character defects only became
  apparent when she first met her husband-to-be, Count
  Ko'Iron, over a dinner of exotic offworld foods, crystal
  goblets and gold-spun plates. They got as far as the fourth
  course alright before D'onne tenderly reached across and
  gouged the count's eye out with a silver fish fork. While the
  count lay screaming (and she gouged out his other eye) the
  guards burst in, but they didn't know who to shoot so sweet
  D'onne shot them both with the count's pistol.
  After that D'onne escaped Ulanti palace somehow in the
  confusion and just kept going down through the hive until
  she hit the bottom. An Escher gang down by Glory Hole
  took her in for a while and her career as a gang fighter
  began with them. She soon got a reputation fbr craziness
  and carved up a lot of people who got in her way, including
  skinning a Goliath she caught once and clawing her own
  eye out when she was drunk and a barkeep told her she was
  pretty.
  Eventually Mad Donna drifted away from the Eschers and
  ran with the Outlaws around the White Wastes for a while
  before leading a gang of Orlocks to Dead Man's Hole to
  scav for archeotech. Only Mad Donna came back and
  people started thinking she was either blessed or cursed
  after that. She disappeared again when a lot of Bounty
  Hunters showed up looking for her and was last heard ofin
  Two Tunnels with the Bountv Bovs still hot on her trail.
  M W S B S
  WEAPONS:
  Plasma pistol, laspistol and
  chainsword.
  ARMOUR: 
  None
  SKILLS:
  Impetuous and Killer Reputation
  (Ferocity skills), Dodge and Leap
  (Agility skills).
  WARGEAR: 
  Bionic eye.
  PSYCHOLOGY 
  Mad Donna is subject to the
  psychology rtles for frenzy and hates
  all Spyrers.
  ALLEGIANCE: 
  Mad Donna will join any gang except
  Goliaths, Spyrers, Scavvies or
  Redemptionists.
  Mad Donna increases the gang's rating
  by +225.
  D6x10. On a roll of 1 Mad Donna will
  not fight in the next game but will
  rejoin the gang after that.
  The bounty on Mad Donna is 225
  credits.
  SPECIAL RULES
  Psycho-Bitch. All the stories about Mad Donna dwell at
  great length on what a sadistic, homicidal maniac she was
  and the truly horrible things she did to her enemies. If Mad
  Donna takes an opposing model down or out in hand-to-
  hand combat and there is no-one else within her fo1low-up
  move distance (which is 4" because of her Impetuoas skill),
  leave the unfortunate victim down in base-to-base contact
  with her.
  In this and each subsequent hand-to-hand combat phase roll
  on the Serious Injury Chart for the victim and apply the
  result immediately, unless it's a 61 to 66. In the latter case
  Mad Donna loses interest and makes her follow-up move
  anyway. If Mad Donna starts her turn with an enemy model
  within charge distance or having been pinned she can make
  a Leadership test on 2D6. If she passes she will abandon her
  victim and continue fighting.
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  RATING:
  PAYMENT:
  BOUNTY:
  
  Hunted. Because of her activities uphive, Donna was
  always a hunted woman, and mostly kept out of sight by
  sticking with obscure and little known gangs. To represent
  this roll a D6 before any game in which Mad Donna is on
  one side. On a roll of 6 the opposing gang gets a free
  Bounty Hunter joining them for the duration of the game,
  even if they already have a Bounty Hunter in the gang. If the
  gang with Donna in it has a higher gang rating than their
  opponents by 500 points or more, add +1 to the dice roll; by
  1.000 or more add +2 to the dice ro11.
  BULL GORG
  Bull Gorg was a famous pit fighter who led the greatest
  slave revolt the Underhive has ever seen. At the head of an
  army of ex-slaves he captured the settlement of Dead End
  Pass and charged tolls on the traffic that passed through the
  town. Bull Gorg also outlawed slavery in the settlement,
  and freed the prisoners in any slave trains that passed
  through. This angered the powerful Guilders that ran the
  slave trains, and they sent an army of cut-throats and
  renegades to attack the town. A traitor opened the
  settlement's gate, and the Guilders' 'army' sacked Dead
  End Pass, leaving the streets running red with blood. Bull
  Gorg was captured and executed as a common criminal, his
  head stuck upon a spike and displayed as a warning against
  any that might challenge the Guilders'power.
  And yet... Rumours persist that Bull Gorg's execution was
  staged by the Guilders, and that Bul1 Gorg himself escaped
  and stalks the Underhive to this day. Such stories are told
  only in whispers, for those that repeat them too loudly
  quickly draw the attention of the Guilders and either
  disappear or suffer a fatal accident. Still, the stories
  continue, and now most Underhivers believe that Bull Gorg
  is not only still alive, but that one day he will return to Dead
  End Pass at the head of another armv.
  M W S B S
  ALLEGIANCE: 
  Bull Gorg will join any gang except
  Spyrers and Redemptionists, as long
  as they are not working for the
  Merchant Guild at the time (eg, he will
  not join a gang if their next scenario is
  Caravan and they will be defending
  the Guilders).
  RAIING: 
  Bull Gorg increases the gang rating by
  +375 points.
  PAYMENT: 
  D6x15, but will work for free when
  attacking inthe Caravan scenario.
  BOUNTY: 
  There is no bounty on Bull Gorg (after
  all, the Guilders have already executed
  h i m . . .  ) .
  SPECIAL RULES
  Freedom Fighter. Bull Gorg hates slavery. If any prisoners
  are taken by the gang he is fighting for he will not allow
  them to be sold into slavery. Any captured gang fighters that
  are neither ransomed or exchanged will be exiled to another
  hive. They will not be able to rejoin their gang, but as they
  were not sold into slavery their captors do not get any
  credits for them either!
  Pit Slave Hero. Pit slaves regard Bull Gorg as a hero and
  the man who will eventually lead them to freedom. They
  will not attack him in any way, and he will not attack them
  either. This does not stop Bull Gorg and opposing pit slaves
  from attacking other members of the other gang, they will
  just not harm each other. In addition, any pit slaves on the
  same side as Bull Gorg can use his Leadership
  characteristic when they take any Leadership tests as long
  as he is not down or out of action.
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  WEAPONS:
  ARMOUR:
  SKILLS:
  WARGEAR:
  Two turbo chainswords.
  Bull Gorg is protected by a refractor
  field which provides an unmodified
  saving throw of 5 or 6 on a D6.
  Body Slam and. Iron.Iaw (Muscle
  Skills), Klller Reputation (Ferocity
  Skill) and Combat Master (Combat
  skill).
  Bull Gorg is armed with a pair of
  specially built turbo chainswords.
  These are treated exactly like
  chainswords, but have their Strength
  and save modifier increased by I point
  each (ie, to 55 and a -2 save modifier).
  Note that because Bull Gorg has two
  swords he gets two parries.
  Bull Gorg hates all Guilders and
  anybody working for them.
  PSYCHOLOGY:
  
  BRAI(AR - THE AVENGER.
  HE THAT RAINS DEATH
  Where Brakar came from and how he ended up near to
  death in an isolated, misbegotten tunnel in the Underhive,
  nobody knows, least of all Brakar himself. If he had not
  been found by the members of a Ratskin tribe he would
  certainly have died from the horrendous head injuries he
  had suffered. The Ratskins took the injured man in and
  nursed him slowly back to health. Brakar made a full
  physical recovery, but it was as if all the memories of his
  previous life had been wiped clean. He could speak, and he
  could operate the massive heavy stubber that had been
  found at his side with a deadly, practised ease, but he could
  not remember where he came from or who he was.
  The Ratskins that had taken Brakar in were attacked by a
  well-armed Van Saar gang soon after he had recovered.
  Brakar was away when the Van Saar attacked, and he
  retumed to frnd them picking over the bodies of the
  Ratskins. Brakar drove the Van Saar off single-handed,
  killing over half their number with short, efficient bursts of
  fire from his heavy stubber. He now stalks the wilderness
  areas of the Underhive like a ghost, helping Ratskin bands
  that need his assistance, and bringing retribution to any that
  attack the Ratskins without good cause. The Ratskins have
  named him Brakar after their god of war and revenge,
  because of his extraordinary skill in combat, and because of
  the uncanny way he appears in times of need.
  M W S B S
  I(ARLOTH VALOIS
  Karloth Valois is one of the many who fled into the
  Underhive to conceal some dark and terrible secret. In
  Karloth's case it was that he was a Wyrd, a human with
  latent psychic talents. Flashes of precognition gave him
  constant nightmares, the thoughts and feelings of others
  pounded against his consciousness like surf against the
  shore. Unable to endure the cacophony of Hive City, he fled
  into the dark fastness of the hive bottom and headed into the
  wastes, as far from others as he could get.
  Alone amidst the crawling horror of the badzones he soon
  weakened and almost died many times. At the last, as
  Karloth foraged for a few miserable morsels of food, he was
  pursued by relentless Plague Zombies, a pack of shambolic
  cadavers hungry for his flesh. Karloth ran until his feeble
  body could carry him no further and the foul creatures set
  upon him, worrying at his flesh like dogs. Karloth could
  sense the dim, sluggish minds of his devourers, their
  thoughts made jagged by instinct but stil1 simpler than a
  child's.
  Fired by the strength of desperation Karloth drove the
  monsters back with an effort of will, quelling their
  murderous instincts so that they stood passively by. He lay
  there, crippled and helpless with the Zombies all about him
  as the dreaded zombie plague they carried ate into his brain.
  Hours passed but somehow Karloth clung to the slender
  thread of his life force by draining what little will remained
  to the Zombies so that he could maintain his own existence.
  In time the plague abated and Karloth found that he still
  lived, after a fashion.
  Somehow Karloth's powers were strangely affected by the
  neurone plague. He was able to bend the Plague Zombies to
  his will within a limited distance, firing their hunger or
  sharpening their wariness as he desired. He could drain the
  life energy of others and absorb it into himself, and he knew
  that this was his only useful means of sustenance. Most of
  all Karloth had sensed the fate death would bring; endless
  ennui, horrible torments and incessant terror. He vowed that
  death would never take him.
  Karloth took to a wandering existence in the wastes,
  preying on the living where he could and using the Plague
  Zombies to protect himself from his enemies or to get what
  he wanted. His reputation grew and he became feared
  throughout the Underhive as a soul-thief and life taker.
  Gangs made unholy pacts with him to gain his help and his
  Zombre hordes became a real threat. It was whispered that
  the Gods of Darkness favoured Valois and people became
  afraid of his very name. But the brethren of the Redemption
  flocked to the Underhive to test their faith against such an
  arch-devil in human form, and their flamers drove him
  deeper into the pit.
  The hunt for Karloth Valois forms an epic in its own right.
  Everywhere he tumed he was betrayed or driven away, such
  was the fear others felt of him or the Redemption, or both.
  For a time he escaped into the poison pools and refuse of
  the Scavvies but the fanatics of the Redemption found him
  even there. The red-robed priests pursued Karloth to the
  very edge of the Abyss before he tumed at bay and fought
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  WEAPONS:
  ARMOUR:
  SKILLS:
  RAIING:
  PAYMENT:
  BOUNTY
  Heavy stubber, bolt pistol, knife.
  None.
  Armoure r We ap on s mith (Techno
  skills), -Rapid Fire - Bolt Pistol
  (Shooting Sktll), Ambush, Dive,
  Infiltration (Stealth skills).
  WARGEAR: 
  None.
  PSYCHOLOGY None.
  ALLEGIANCE: 
  Brakar will only work with Ratskin
  gangs.
  Brakar increases the gang rating by
  +330 points.
  Brakar does not work for money. He
  will only help a gang as a Mentor.
  There is a bounty of 330 credits on
  Brakar's head.
  SPECIAL RULES
  The Avenger. As noted above, Brakar does not work for
  money and can only be included in a Ratskin Renegade
  band as a Mentor. In addition, Brakar will not help Ratskin
  Renegades if they are fighting against other Ratskin
  Reneeades.
  
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  for his 1ife. The Zombies and brethren fought a great battle
  over the spider-haunted depths, the flames lighting the
  darkness as they cut through rank upon rank of the rotting
  dead. Karloth feasted on their lives and left them as
  shrivelled husks, but the priests came on with the zeal of
  madmen and no Zombie could stop them. To evade them
  and avoid a heretic's fate Karloth cast himself over the brink
  into the mile-deep abyss below, shrieking his defiance of
  death.
  Though the Redemption searched for weeks no trace was
  ever found of Karloth Valois' body. Underhivers knew they
  were mad to try, for nothing can ever be found in the Abyss
  unless it wants to be.
  Wyrd Power: Sense Thoughts. Karloth can spot any
  hidden models within 18" if he can roll equal to or under his
  Leadership on2D6. Karloth will be unaffected by the Perils
  of the Warp even if he rolls a 2 or a 12.
  No Pain. Since the plague Karloth feels no pain
  whatsoever. Because of this Karloth is never pinned and
  ignores the effects of flesh wounds.
  No Fear. Karloth ignores all Psychology rules and never
  has to make Leadership tests to see whether he loses his
  nerve. If the gang with Karloth in it bottles out he heaves a
  long-suffering sigh, mutters about mortal frailties and goes
  with them.
  Black Crown. Karloth made the Black Crown himself to
  augment his vampiric powers. Draining life essence could
  be a slow and delicate process for Karloth, but with the
  Black Crown he could drain the life force from a man in
  moments with a blast of dark energy.
  Karloth can use the Black Crown instead of firing his pistol
  in the shooting phase. It works like firing a shot so Karloth
  may not use it if he has run, charged or is in close combat
  and he must have a line of sight to the target in order to
  attack. The Crown will affect one model within 9". Both
  players roll 2D6 and add their respective Leadership
  characteristics to the scores. If the scores are drawn or
  Karloth loses the attack has no effect. the victim is not even
  pinned.
  If Karloth beats the victim's score he can drain 1 point from
  one of the victim's characteristics and add it to his own
  characteristic. Any characteristic can be chosen, but Karloth
  may not increase his characteristics by more than a single
  point each. This power may be used to restore lost wounds.
  A victim reduced to 0 wounds by the Black Crown is
  automatically 'down', do not make a separate Injury roll.
  Once the battle is over any characteristic points stolen are
  recovered by the victim through resting and Karloth's
  characteristics return to normal. Victims who go out of
  action must still roll on the Serious Injuries Table. The
  Black Crown will affect models that are already down, but
  it will not work on Plague Zombies.
  Witch Staff. The Witch Staff was a curious weapon used by
  Karloth, who claimed to have discovered it in a deep
  labyrinth. The staff is used in two hands and allows Karloth
  to make a parry. If Karloth wins in close combat with the
  staff he rolls towound adding +2 to his Strength.
  In addition to its function as a weapon the staff is a potent
  protection against the Wyrd powers of others. If a Wyrd
  power affects a model within
  18" of Karloth he can
  nullify its effect by
  rolling equal to or
  under his Leadership
  on 3D6.
  WARGEAR: 
  Black Crown (see below).
  ALLEGIANCE: 
  Karloth Valois will join any gang
  except Cawdoq Spyrers or
  Redemotionists.
  WEAPONS:
  ARMOUR:
  SKILLS:
  RATING:
  PAYMENT:
  BOUNTY:
  Autopistol with red-dot laser sight,
  Witch Staff (see below), knife.
  Flak armour (6+ save, 5+ vs blast
  marker weapons).
  Sneak Up and Infiltrate (Stealth skills).
  Karloth Valois increases the gang's
  rating by +250.
  Karloth will demand D6x10 credits
  payment, plus any fighters captured in
  the fight. The opposing gang may still
  attempt a Rescue mission to save their
  captured comrades, otherwise they're
  Zombie bait.
  If Karloth is present in a gang he can
  summon Plague Zombies at a cost of
  10 credits for each D6+1 Zombies.
  This cost is in addition to his payment.
  The bounty on Karloth Valois is 250
  credits. Fighting alongside Karloth
  Valois gives a -3 penalty to the roll on
  the Outlaw Table if the gang is
  reDorted.
  SPECIAL RULES:
  Wyrd Power: Zombie Master. Karloth can influence
  Plague Zombies with his powers, both by summoning them
  and motivating them. If Karloth is present, add +1 to each
  dice roll for the number of Zombies summoned.
  All Zombies within 9" of Karloth may roll an exffa dice for
  their movement, for a total of 3D6, and then pick two dice
  for their move distance. Zombies in hand-to-hand combat
  within 9" of Valois also gain +1 to their Weapon Skill and
  +2 to thefu Initiative. This power works all of the time and
  doesn't need a Leadership test.
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Hired guns/special_characters2.pdf