TEXT: ®
  
  On Necromunda, truth spills from the mouth of
  Lord Helmawr, and all other voices only whisper
  lies, rumours and falsehoods, fleeting as the
  passing of cycles.
  A cog in a machine need not know its purpose
  to function, only that it must turn and bite its
  fellows with its teeth, so speaks the voice of
  the Imperial House. Look down upon your tasks,
  never raise your gaze to the spire lest it blind
  you with its light. You are needed, you are vital,
  your toils are key to the wellbeing of your
  world and the walls that keep the horrors of
  the wastes at bay. You are disposable, you are
  meaningless, your efforts are as the death
  rattle of the dying – pointless and wasted.
  Embrace the lie that gives you purpose and cast
  off the truth that screams you are a captive ape
  rotting on a dead world in an ancient cage of
  plasteel and ferrocrete.
  Gangs are those who reject these lies, the
  dispossessed who rage against their fate
  and strain against their fetters, unaware
  that they too keep the wheel turning with
  their disobedience.
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  CONTENTS
  Wars of the Underhive ..........................................4
  Gangs of the Underhive......................................10
  House Gangs .......................................................11
  Gangs of House Cawdor.....................................13
  Gangs of House Delaque....................................21
  Gangs of House Escher......................................29
  Gangs of House Goliath......................................37
  Gangs of House Orlock.......................................45
  Gangs of House Van Saar...................................53
  Hired Guns ...........................................................60
  - Bounty Hunters and Hive Scum....................61
  - Hangers-on and Brutes..................................83
  - Exotic Beasts................................................104
  CONTENTS
  The Trading Post ...............................................116
  Weapon Reference Chart..................................124
  - Armour...........................................................130
  - Field Armour .................................................131
  - Bionics...........................................................132
  - Equipment .....................................................134
  - Weapon Accessories....................................137
  - Status Items ..................................................138
  Weapon Traits....................................................140
  Skills ...................................................................145
  - Agility.............................................................146
  - Brawn.............................................................146
  - Combat ..........................................................147
  - Cunning .........................................................147
  - Ferocity..........................................................148
  - Leadership ....................................................148
  - Shooting ........................................................149
  - Savant............................................................149
  Quick Reference ................................................150
  Necromunda © Copyright Games Workshop Limited 2018. Necromunda, GW, Games Workshop,
  Citadel and all associated logos, illustrations, images, names, creatures, races, vehicles, locations,
  weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or
  © Games Workshop Limited, variably registered around the world. All Rights Reserved.
  No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by
  any means electronic, mechanical, photocopying, recording or otherwise, without the prior permission of
  the publishers.
  This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to
  real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this
  book is available from the British Library.
  ISBN: 978 1 78581 461 7
  Games Workshop Web site: www.games-workshop.com
  Forge World Web site: www.forgeworld.co.uk
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  >>>
  Subject: Event log shift 885 of the year of Him of Terra 996.M41.
  >>>
  Conduit Necro-vox LYE232.
  >>>
  Thought for the Day: False is the truth wrung from the heretic, true is the lie
  told in the Emperor’s name.
  Subjects of Lord Helmawr heed now the voice of Necromunda!
  ++
  The Lord of Necromunda commends the Advocates of the Imperial Truth
  for their bounty of words. The Imperial House advises all workers to heed
  the Advocates, for they are the source of all that is true within the hive.
  ++
  Slander against the Imperial House will not be tolerated. The hourly
  Two- Minute Beneficence of Lord Helmawr will focus on correct
  pronunciations until further notice – lip service will be severely punished.
  ++
  House Delaque agents have rooted out interlopers and criminals within
  our midst, praise be to their valiant efforts to keep us safe.
  ++
  House Delaque renegades will not be tolerated by the people of
  Necromunda, beware the false members of the House in our midst and
  do not believe their lies!
  ++
  Average authorised gang violence quotient +11.2%. A laudable increase
  but more conflict is required (cf. House Hostility Accords).
  ++
  Average corpse guild production quotient -14.5%.
  (cf. Starvation/Murder Equilibrium)
  >>>
  All Clan Houses rejoice in the light of Lord Helmawr’s grace that they might
  toil and sacrifice for the noble houses, content in the betterment they grant
  their masters. Work is the currency of progress within the hive, and Houses
  that pay their way are Houses worthy to bask in the light of the Imperial
  House – for all others, our world offers a banquet of ash and darkness.
  >>>
  All Houses are reminded that contribution to the House Hostility Accords is
  mandatory and a substantial level of conflict is expected. The noble houses
  recognise only that which is taken by force, for upon Necromunda there can
  be no law but that which is enforced by the spilling of blood and built upon
  the remains of the weak. For the Imperial House and Him of Terra!
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  WARS OF THE UNDERHIVE
  The underhive lies beneath the hive cities, beyond the
  laws of House and hive. Its depth varies from a few
  hundred metres to several kilometres, and its extent is
  neither constant nor strictly delineated, the crumbling
  margins of the hive above simply melting into the
  upper zones of the underhive. It is a no-man’s land:
  the Badzones… downhive. Here an individual can
  make a new beginning or come to a sudden end, and
  everyone knows there are fortunes to be won in the
  depths for those willing to take the chance.
  The physical structure of the underhive is the same
  as the rest of the hive. It is speculated that most
  hives began as a single hab dome of plascrete or
  some other highly durable material. Over the years,
  more domes were added together with tunnels and
  shafts to connect them. Eventually, new domes
  were built on top of the old, and further domes were
  raised on top of these, producing a honeycomb of
  large enclosed spaces. The thick outer walls were
  added later to protect the towering structure and it
  is the foundations of these man-made caverns that
  give the hives their structural integrity.
  Like the manufactory zones far above, the interior
  spaces of the underhive often take the form of
  unimaginably vast, industrial-scaled cathedrals of
  ferrous-decay. Long abandoned and sometimes
  fallen unto rust, the ancient machines of these
  zones are far beyond functioning and often merge
  into the structure of the hive itself. Mechanisms
  the size of battleships slowly rust into mountains
  of slag, their original function long forgotten. Some
  may bear a spark of machine life yet however,
  occasionally powering up into spontaneous un-
  life to crush the unwary in cyclopean pistons. It is
  said that gangs of particularly debased underhive
  mutants worship these machines as hungry gods,
  sacrificing captives upon their iron altars.
  A dome provides a broad open space which is further
  divided into zones of factories, houses, commercial
  buildings and myriad other structures. Each dome
  sits upon a deep foundation layer which incorporates
  a sub-level maze of power lines and supply pipes.
  Larger domes also have tall reinforcing pillars which
  support the roof. The geography of the hive is
  therefore one of a series of interconnected domes or
  caverns linked by major tunnelways or shafts, and
  divided internally into built-up areas.
  Between each dome is to be found a labyrinth of
  tunnels, some used as accessways to vital hive
  infrastructure, others decayed and long forgotten.
  It is amongst this maze that the most bitter of wars
  are often fought, far from the gaze of the enforcers,
  the gangs using them to infiltrate far into enemy
  territory in order to launch daring and bloody raids.
  WARS OF THE UNDERHIVE
  SELENE VEGA
  HELL’S OWN
  HOUSE ESCHER
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  Many hundreds of metres below ground level, the
  depths of the underhive give way to the collapsed
  and compacted ruins of the hive bottom, the ancient
  foundation layer long since abandoned and forgotten
  by its inhabitants. This is a domain of stagnant
  darkness, where poisoned fumes rise from the putrid
  sump lake at the hive’s bottom and choke the labyrinth
  of crude crawl holes and ruinous caverns. Here in
  the darkness dwell things spawned in the toxic waste
  of millennia, creatures that hide from even the pallid
  lights of the underhive. Sometimes they crawl from their
  holes, slithering up from the blackness, driven by their
  hunger, perhaps, for human flesh and blood. Their
  eyes can be seen glimmering amongst the ruins as
  they study the progress of a slave train, watching for
  stragglers and the wounded.
  Throughout the underhive they can be heard howling
  and snarling in the dark hours of lights-out, always
  close by yet always unseen, a sound to haunt the
  sleep. Occasionally, a hunter or an ore prospector
  might bring in a pelt of some strange bestial thing.
  Some of them are men, or once were, with scabrous
  rotting skin and talon-like nails, eyes vestigial and
  covered with white membranes, or black and staring
  without visible iris. Others have only the sham of
  human form, scaly and vile things with dripping maws
  of pointed teeth and long red tongues. Over the far
  wall of the Down Town trade hole, there are nailed the
  skins of many such beasts, hundreds upon hundreds
  of them, some rotten and eaten away by time or
  infestation, others gleaming with green and golden
  scales, a few of the skins of savages and outlaws
  brought in for bounty.
  BATTLES IN THE BADZONES
  It is with good reason that hivers often refer to the
  underhives of Necromunda as the Badzones. The
  hab and manufactory areas of the hives are dark,
  polluted and decaying, but the underhive is a
  hundred times worse. Its domed caverns are dark
  and ruinous. Collapsed floors and fallen buildings
  have reduced many areas to waste zones of rubble
  and debris, and poisonous effluvia, toxic dust
  and the filth of the hive seep downwards and bury
  everything in a thick layer of detritus.
  The underhive has a geography all of its own and
  fighting through it is a battle in itself, regardless of the
  intentions of a gang’s rivals. Amongst the tangle of
  ruins there are isolated pockets which can be made
  habitable with a little effort and these are therefore
  worth fighting over. In places the rubble conceals
  remnants of previous occupation – machinery or
  artefacts which can be reclaimed or traded, and these
  are fought over especially hard by gangs. Scattered
  across the underhive are outcrops of naturally formed
  ores or ancient refuse which can yield rare and
  valuable minerals. Entire regions remain unexplored,
  and much of the hive is unreachable because of
  blocked and flooded tunnels. Plenty of domes are
  simply waste zones, neither habitable nor containing
  anything of obvious worth.
  Tunnels and vertical shafts link the domed chambers
  together and these are the sites of constant battles
  to control passage. The tunnel structures are
  weaker than the domes they serve, so they are often
  destroyed or partially blocked even if the dome
  itself is intact. Sometimes a narrow crawl hole in the
  debris may allow a person to squeeze through, but
  these tunnels are dangerous and often lead nowhere
  or end in flooded sumps or sudden drops. The
  entire underhive is thus a complex maze where it is
  only too easy to become disorientated and lost, and
  gangs will pay richly for the services of a scout able
  to guide them into the heart of a rival group’s territory
  using such hidden ways.
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  THE STRUGGLE
  FOR SURVIVAL
  Despite the appalling conditions, there is no
  shortage of people seeking to make their home
  in the underhive. The discontented, the poor,
  the disinherited and outcasts naturally gravitate
  downhive, away from the power of the Guild
  and family patriarchs, and these refugees from
  uphive are sometimes called ‘green hivers’ by
  established downsiders.
  The Badzones are a place of opportunity for
  impoverished hivers who are unable or unwilling
  to endure hive life. With hard work, tunnels can
  be opened up, generators and air pumps can
  be installed, effluent flows can be diverted and
  water stills erected. Slurry pits and hive dust can
  be coaxed to yield crops of algae, mutant fungus
  and nutritious slime. Over the years order can
  be restored and eventually an area may even be
  reclaimed and re-integrated into the hive itself.
  Underhive communities tend to be small affairs, a
  few simple holes and dens rather than entire towns.
  There are also some fair sized and well-established
  settlements such as Dust Falls and Dead End
  Pass far beneath Hive Primus. Larger downhive
  settlements are often protected by tall stockades
  which the inhabitants raise out of the surrounding
  debris. Shelters and other buildings are converted
  from the ruins, and materials scavenged from the
  refuse. It is possible to survive by cultivating edible
  fungi, algae, slime or the parasitic lichen that grows
  upon them, and in some places, settlers raise
  animals native to the Badzones such as rats, blood
  beetles, giant slugs, blind snakes and mutant dogs.
  The bigger settlements have a kind of order, albeit
  utterly unlike the strict social codes of the hive
  cities themselves. There are places to trade, small
  workshops where equipment can be made or
  repaired, and people offering services to travellers.
  A bed for the night, a room, an annual bath, or
  just food and drink, all can be readily bought or
  bartered. The most valuable commodity of all
  though is often information. News of ore strikes and
  tunnel openings are typical of the rumours that can
  make a man rich if he’s quick enough!
  TRADE WARS
  Most settlements have trade posts where Guilders
  sell their wares or buy things that have been found,
  made or stolen in the underhive, and sometimes
  they hire gang fighters to protect themselves
  or their cargoes. The Guilders’ heavily guarded
  slave trains carry goods within the underhive, and
  between the underhive and the hive city above. In
  larger communities it is the Guilders that really run
  things. Anyone trying to cheat or harm a Guilder
  soon meets with rough justice as Guilders are
  notoriously protective of their own kind, and will
  hunt down anyone who kills or robs from them.
  Nonetheless, Guilders are not immune from attack
  and their cargoes are a favourite target for outlaw
  gangs. Poorer Guilders sometimes strike out
  alone, chasing rumours of ore strikes or finds of
  archaeotech. For every lone explorer that makes
  their way back to a settlement like Dust Falls, likely
  as not mad-eyed with their clothes in tatters and
  babbling of untold riches, a hundred are never seen
  again. The underhive simply swallows them up.
  ORES AND MINERALS
  Some hivers come to the Badzones to make their
  fortune from the vast natural wealth of the underhive.
  Pollutants transmute over the millennia, gradually
  losing their toxic properties and forming new
  stable compounds, including sparstone, adonite
  crystals, carnotite gems and dark nuggets of
  igneous adamantorite. These precious substances
  are found in the deeper parts of the underhive at
  the hive bottom. Rich deposits are very rare and
  searching for them amongst the poisonous wastes is
  hazardous. Mineral ore deposits are more common
  and these often originate from liquid discharges
  from the hive above. Working their way downwards,
  ore-laden wastes reach open spaces and form
  stalagmites and stalactites of ferrous haematite
  or ‘iron slag’. Some pollutant liquids filter through
  porous wastes which act as sieves, depositing solid
  ore in the form of a crust or pan. These substances
  are bulky and not tremendously valuable, but their
  exploitation is relatively easy.
  Ore diggers work either on their own or in groups.
  They often build temporary shelters round the
  site of a strike, and may well have to defend their
  workings from marauding outlaw gangs. The richer
  the find, the more attention it draws from jealous
  eyes, such that years of bitter gang warfare might
  be fought in order to protect an ore site from its
  owner’s rivals, drawing in mercenary gangs and
  hired guns from all around the region.
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  HIVE FUNGUS
  Great wealth can be gleaned from the mutant
  fungoid life forms which grow in the dark
  underhive. The detritus of the downhive
  provides the ideal medium for fungi to grow
  in and, as a result, the underhive supports a
  substantial ecology of parasites and mutant
  creatures. There are tens of thousands of
  varieties of fungi and moulds, some of them
  are edible or otherwise useful, others highly
  toxic and downright dangerous.
  Rare fungi are much sought after. The slow
  growing pearl spore forms tiny lustrous
  pearls within its flesh; the colour and quality
  of individual ‘pearls’ depending upon which
  pollutants the fungus grows upon as well
  as its age. The most valuable of all is the
  Necromundan black pearl, a single large
  example of which is sufficient to keep a
  person in life-long luxury. Iron mould is not
  valuable in itself, but grows on rust piles and
  detritus saturated with sequestered iron and
  other metals. The mould extracts water and
  bound oxygen from the substrate, leaving
  nodules of metal underneath.
  Other fungi have medical or intoxicant
  properties. Examples include the dangerous
  and costly icrotic slime. The possession of
  living icrotic slime is one of the most serious
  crimes in many hive cities and its export from
  Necromunda is forbidden by Imperial decree.
  Ghast is the most notorious fungal form, a
  psychic stimulant formed from fungal spoor
  growing on ancient caches of corpse-starch.
  More useful is the curative stinger mould,
  which has powerful recuperative abilities as
  well as strong antibiotic properties.
  THE HUNT FOR ARCHAEOTECH
  Much of the underhive is unexplored or
  inaccessible and amongst the ruins lie factories,
  machines, stockpiles of raw materials and stores of
  artefacts buried millennia ago. Sudden structural
  catastrophes are not uncommon in the lower parts
  of the hive, so it is easy to imagine how a collapsed
  dome could be buried along with its inhabitants.
  Over time the dome will be forgotten, waste leaks
  in from above, and layers of hive dust pile on top
  of the ruins. All this can remain untouched for
  centuries, perhaps for millennia, until erosion or
  a hive quake opens up a small crawl hole into
  the ancient dome. When a tunnel into a new area
  is discovered, it becomes a magnet for fortune
  hunters, as well as those who would forcibly take
  what others have earned. Any attempt at secrecy
  can only succeed for a short while, and soon the
  dome will be teeming with rivals. Inevitably, there
  will be battles over the spoils, and the victors will
  carry away the choicest items for themselves.
  Archaeotech is the term given to ancient
  technological artefacts. The richest source of
  archaeotech is lost domes, but it is possible to
  find old machines or components at the bottom
  of any deep layer of hive debris. The value of an
  item depends very much on what it is. Old rusted
  machinery is only good for scrap and will have
  to be sold for the value of the metal it contains.
  Isotropic crystal fuel rods, on the other hand,
  remain viable so long as they are unused, and can
  be traded for a good price.
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  ULZCHA THE KNIFE
  SILKEN GLOOM
  HOUSE DELAQUE
  FLOTSAM AND JETSAM
  The underhive exists beyond the
  laws of House and hive. The Great
  Houses have little influence and clan
  patriarchs care little about life beyond
  their borders. Even the Imperial House
  would think twice about trying to
  impose its will in the anarchic bowels
  of the hive. The underhive provides
  a natural refuge for those seeking
  to escape retribution or revenge, for
  criminals and dissidents can melt into
  society without fear. Larger groups of
  outcasts can find a secluded place
  to make their home, amongst them
  crazed religious zealots, mutant-
  hating Redemptionists, Utopionists,
  cannibals, head-hunters and any
  number of misfits and madmen.
  Amongst those who have taken refuge
  in the underhive are members of the
  ruling line itself. When Lord Marius
  Helmawr was murdered centuries ago,
  his surviving son, Caetrus, fled into the
  depths beneath Hive Primus where he
  became a celebrated outlaw leader
  and popular hero. Although his uncle
  Lord Tiberius Helmawr tried to capture
  or kill Caetrus for many years, he never
  succeeded. The Delaque agents sent
  to root out Caetrus and his followers
  were finally forced to admit defeat and
  Caetrus lived to reclaim his birthright
  after Tiberius’ death, but never forgot
  his underhive years and rewarded
  his supporters generously. Though
  Tiberius is long dead, rumour persists
  of lost branches of the Helmawr
  bloodline living in the underhive, biding
  their time until they unite the masses,
  rise up and reclaim their birthright.
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  RATSKIN RAIDS
  The Ratskin people are said to have lived in the
  ruins of the underhive for as long as time itself, and
  they regard the place as their ancestral home. They
  know almost nothing about the world that lies above
  their heads or beyond the hive shell, and have lived
  apart for so long that they have developed their
  own language, and only the few of their kind who
  visit the underhive settlements to trade bother to
  learn the common tongue of the hive.
  Ratskins possess senses uniquely adapted to the
  conditions of the underhive. Their sight is incredibly
  keen and it is commonly supposed they can see
  in pitch darkness. A Ratskin can smell out tiny
  differences in air quality and can track other hivers
  or hive creatures by scent. Their hearing is also
  finely attuned to the hive and the slightest sounds
  tell them where others might be, whether a tunnel is
  safe, or if dangerous creatures lurk nearby.
  Ratskins care nothing for the spires or the hivers
  that come from above. They do not understand the
  hivers’ insane lust for scrap metals and glittering
  stones. Most of all they are baffled by the foolish
  manner in which settlers eat toxic fungus, fall down
  holes, blunder into roof falls, and generally act
  in a senseless and dangerous fashion. Although
  the outsiders puzzle and often anger them, they
  are content to leave hivers alone so long as they
  leave the Ratskins in peace. Adventurous Ratskins
  will trade with the hivers and sometimes hire
  themselves out as guides or trackers, but they are
  generally a self-sufficient and proud people who
  neither need nor want much from the outsiders.
  Ratskins know their way around the underhive
  better than anyone else. They know about the main
  tunnels, the small crawl holes, and the shifting
  drains and sumps of the effluvial flows. They know
  ways into and through the underhive, ways which
  the hivers are utterly ignorant of, and can find paths
  into domes which remain undiscovered and buried
  to ordinary people. Ratskins move through the hives
  effortlessly and mysteriously, disappearing almost
  magically and then reappearing as if from nowhere.
  Some Ratskins hire themselves out as guides or
  trackers, and a few become semi-civilised as a
  result of contact with hivers and can be found and
  hired in the larger settlements such as Dead End
  Pass of Hive Primus. There are few expeditions that
  would venture into unknown waste zones without
  the expert aid of a Ratskin tracker. Sadly, some
  Ratskins are attracted to the strange ways of the
  hivers, and acquire a taste for intoxicants, gambling
  and riotous living. These troublesome individuals
  hang around the settlements until their inhabitants
  lose patience and throw them out into the wastes.
  When these outcasts do occasionally form into
  bands of Ratskin renegades, they are a nuisance to
  settlers and their own kin, and have a well-deserved
  reputation for savagery.
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  GANGS OF THE UNDERHIVE
  GANGS OF THE UNDERHIVE
  But more than that, the past year has seen hobbyists
  the world over playing an uncountable number
  of games. This has generated a huge amount of
  feedback and some very good questions. In attempting
  to answer these, and by paying careful heed to this
  invaluable feedback, this book has evolved.
  Gangs of the Underhive contains updated rosters
  for Houses Cawdor, Escher, Goliath, Orlock and
  Van Saar. Debuting here is the all-new House
  Delaque gang roster, extensively playtested
  alongside these other rosters. Beside this are
  updated rules for Hired Guns, Hangers-on, Brutes
  and Exotic Beasts, as well as an even larger
  Trading Post and the most complete equipment
  reference section to date. Combined with updated
  Weapon Traits, skills and Wargear rules, and many
  adjusted credits values, Gangs of the Underhive
  contains everything a player could need to found
  their own gang and take to the underhive.
  At every opportunity, the rules contained within this
  book have been edited and clarified in order to
  maintain balance and ease of use, all of it informed
  by the valuable feedback we have received from
  you, the players. The rules here will work equally as
  well with the Necromunda: Underhive rulebook, as
  they will with the all-new, fully updated Necromunda
  Rulebook released alongside, the intent of which
  is to give an even richer gaming experience for
  Necromunda players.
  This book represents the culmination of a lot of hard
  work. It has only been a year since the release of
  Necromunda: Underhive, and in that time, the game
  has grown immeasurably. With five of the noble
  houses already represented on the battlefields of
  the underhive, and the sixth debuting here, players
  now have the ability to represent the House of their
  choosing. Each gang has been expanded with the
  addition of Hangers-on, Exotic Beasts and mighty
  Brutes, not to mention Hired Guns in the form of
  Bounty Hunters and Underhive Scum. The game
  itself has grown beyond recognition as well, with
  the addition of many new scenarios, Arbitrator
  tools, and a vastly expanded set of rules for playing
  stand-alone Skirmish games that easily enable
  organised events to take place, be they competitive
  or narrative. Alongside a whole new campaign
  system, players have tremendous choice in how
  they explore the darkness of the underhive.
  Gangs have enjoyed gaining access to a huge array
  of equipment through the ever-growing Trading
  Post, along with the introduction of many new types
  of weaponry, Wargear and a host of new special
  rules and Weapon Traits. Be it fluttering servo-skulls
  or access to Exotic Goods, up-and-coming gang
  leaders can now show their power with ostentatious
  displays of wealth.
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  HOUSE GANGS
  HOUSE GANGS
  When founding a Necromunda gang, the first step
  is to decide which House the gang is drawn from.
  The rules which follow cover the six Clan Houses of
  Necromunda: Cawdor, Delaque, Escher, Goliath,
  Orlock and Van Saar.
  When founding a gang, players will have a
  maximum budget of credits to spend. How much
  this is will depend upon whether they are founding
  a gang for Skirmish or Campaign play. In either
  case, this budget may not be exceeded. Any
  unspent credits will be added to the gang’s Stash
  if the gang has been founded for Campaign play.
  However, if a gang has been founded for Skirmish
  play, any unspent credits are simply lost.
  The next step is to choose the fighters that make
  up the gang. The following House lists show the
  fighters available to each gang. A fighter’s entry
  in their House list will detail the weapon types they
  may be armed with, as well as listing any Wargear
  they have when added to the gang. Whenever a
  fighter is added to a gang, weapons and Wargear
  are purchased for them. If the gang is being
  founded for a campaign, fighters will be limited to
  equipment selected from their House Equipment
  List, whereas fighters in a gang founded for a
  Skirmish may also have access to some items of
  equipment from the Trading Post. In either case,
  a fighter may discard any Wargear they have in
  favour of something else purchased from the House
  Equipment list (most commonly this will be armour).
  Wargear discarded when a gang is founded is
  placed in the gang’s Stash and may be given to
  other fighters.
  Finally, a blank Fighter card is completed for each
  fighter when they are added to the gang; the
  characteristics of the fighter and any equipment
  they now have should be noted down in the
  appropriate sections of the Fighter card. A gang
  roster sheet is also completed for the gang as a
  whole, following the guidelines given for campaign
  play (see page 81) or skirmish play (see page 109)
  within the Necromunda Rulebook.
  GANG COMPOSITION
  All gangs follow these rules when they are founded:
  • There must be one Leader.
  • The total number of Gangers in the gang
  must always be equal to, or higher than, the
  total number of other fighters (Leaders, Juves
  and Champions) in the gang, not counting
  Hangers-on.
  • A fighter can be equipped with a maximum of
  three weapons. Weapons marked with an asterisk
  (*) take up the space of two weapons.
  • Any fighter may take Wargear.
  • Weapon accessories marked with a dagger (†)
  may not be combined together on the same
  weapon. If one such accessory is purchased for
  a weapon, another may not be added.
  During a campaign, all gangs continue to follow the
  above rules as new fighters are added to the gang.
  Additionally, the following rules apply:
  • A gang founded for a campaign can contain no
  more than two Champions. Additional Champions
  may be added to the gang during the course of
  the campaign.
  • During the course of a campaign, any fresh
  recruits added to the gang may be equipped with
  items currently held in the gang’s Stash, rather
  than purchasing new equipment.
  • During the course of the campaign, gangs may
  gain new equipment, either by purchasing it from
  the Trading Post or as a result of Territory Boons.
  These items are added to the gang’s Stash and
  may be distributed among fighters during any
  Post-battle sequence:
  - A fighter cannot be given a new weapon of a type
  not allowed by their entry within their House list.
  - Juves and Gangers cannot be given a new
  weapon if it would take them above the limit of
  three weapons carried.
  - A Leader or Champion can be given more
  than three weapons as they can have multiple
  Fighter cards, each representing a different
  ‘set’ of equipment, as described on page 95 of
  the Necromunda Rulebook.
  - A fighter may discard any Wargear carried
  when given new Wargear. Discarded Wargear
  is placed in the gang’s Stash.
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  COTTLE SCRUTTOR
  THE HANGED
  HOUSE CAWDOR
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  GANGS OF HOUSE CAWDOR
  GANGS OF HOUSE CAWDOR
  The men and women of House Cawdor are the
  bonepickers, scrap herders and midden-thieves
  of Necromunda, their vast empire built upon
  the discarded scraps of the other clans and
  bound together by an unshakeable faith. The
  House owes much of its existence to the Cult of
  the Redemption – a splinter sect of the Imperial
  Cult that emerged on Necromunda centuries
  ago, its preachers proclaiming the doom of
  the Imperium and the unworthiness of Mankind
  to all who would listen. Of all of the Houses to
  entertain the Redemption’s demagogues, only the
  rubbish-peddlers of Cawdor took their message
  so utterly to heart – embracing their own inferiority
  and pledging their worthless lives to the spreading
  of the faith. Though faith has done little for the
  House’s wealth, its people have endured where
  other Houses have failed and fallen to the march
  of time. Now the clan is equal in size, though not
  in wealth or status, to several of the other Clan
  Houses combined – not least of all because
  Cawdor has a long history of gathering up
  outcasts and, many claim, kidnapping the children
  of other clans.
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  Devotion to the Cult of the Redemption guides the
  actions of all members of House Cawdor. From their
  first days in the orphanarium-fanes, the snatchlings
  of the House are taught that the doom of the universe
  hangs eternal over their heads. Only by giving
  themselves utterly to the Emperor can their otherwise
  worthless lives have meaning, and only by serving
  the clan’s word-keepers will the Master of Mankind
  hear their faint prayers. Cawdor men and women live
  segregated lives, ruled over by the Emperor’s word
  and existing in a state of poverty extreme even by
  the standards of Necromunda. Its people make their
  meagre wealth by scavenging through the refuse of
  the hive, unearthing ‘blessed’ relics from amongst the
  rubbish. The Cult teaches that material belongings
  are fleeting, as is the importance of the individual –
  thus do Cawdor workers keep only those possessions
  deemed to be of spiritual significance, while they hide
  their faces behind masks so that the Emperor might
  not think them too proud of their individuality.
  Given the poverty that grips House Cawdor, most
  of the House’s allied gangs favour simple and
  effective weaponry; the battered autogun, the trusty
  stub gun and the rusty knife are all good enough
  for a Cawdor ganger. In fact, Cawdor gangs have
  a special talent for restoring discarded guns and
  blades, scraping together a working weapon
  from the parts of several others or making a new
  weapon onto which they can painstakingly carve
  the scriptures of their faith. Fire is a favoured tool of
  the gangs, for it is simple to use and, like the doom
  that devours the galaxy, consumes all in its path.
  Creating incendiary grenades, flamers and other
  fire-based weapons is a simple task within a hive,
  for the flammable fuel and waste lines that run
  through the great city’s walls are easily syphoned
  off. In combat, killing a foe in the white-hot furnace
  of a well-placed flamer burst, or in the blinding halo
  of a fire bomb, is an almost holy act for a Cawdor
  ganger, the piteous screams of the heretic as they
  burn a benediction to the Emperor, proclaiming for
  all to hear the true majesty of the Redemption.
  The ideals of the Cult of the Redemption thrive in
  places where the word of the Imperial Creed is but a
  distant, half-heard echo. Cawdor gangs are usually
  tasked to bring the word of the Cult to the shadowy
  depths of the underhive, the wilderness between the
  hives or the abandoned ruins of places left behind
  by the relentless march of millennia. Here, many
  despair that the Emperor and the Imperium have
  forsaken them, and so are easy converts to the
  portents of doom and darkness offered up by the
  Redemption. Each gang then becomes a church
  unto itself, servicing a flock of followers, and when
  they fight back against the interests of other clans
  or the indifference of the hive lords, they further
  cement their position as saviours. Most gangs are
  ruled by a powerful patriarch, with women forbidden
  to take up arms for the House. And yet, just as the
  men of Cawdor are driven by their faith, so too are
  there all-women Cawdor gangs. These have their
  own word-keepers and traditions that teach that all
  in His eyes are warriors for the cause. Some of these
  female gangs are formed as distorted reflections
  of the militant orders of the Adepta Sororitas – with
  names like the Ash Rose Covenant or the Sisters
  of the Ragged Shroud, and they can be even more
  ferocious than their male counterparts.
  The history of House Cawdor is littered with the
  tales of scrap-saints and ash-martyrs. Among these
  stories the most common is that of Caul the Fallen,
  the first pilgrim of the Red Redemption. So it goes,
  Caul left the shelter of his hive in search of relics in
  the wilds of Necromunda. Across the wastelands
  he wandered, and where he went cults sprung
  up from the dust in his wake. He won countless
  battles against heretics, monsters and mutants
  alike, his righteous soldiers vanquishing the Ember
  Lords of the Yearning Deeps, and murdering the
  Dark Arbitrators that once ruled the lost hives of
  Spoilshadow to a man. Even now, centuries later,
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  Caul’s masked visage stares down
  from tumbled spires and broken
  wrecks, a reminder that the glory of
  the Redemption lives eternal.
  Then there are the gangs that have
  found their own faith among the
  splinters of the Redemption. Hauberk
  Halfhand is the pitiless master of the
  Broken Ones. After having his spine
  shattered by an Orlock bullet and
  lying dying for days in the stygian
  depths of Hive Primus, Hauberk
  gazed into the abyss of hive bottom
  and the abyss gazed back at him. In
  the depths of his despair, Hauberk
  came to see that only the truly broken
  can fully understand the faith, and
  so, once he had crawled back to a
  settlement, he drew to himself the
  mangled cast-offs from other Cawdor
  gangs – he himself stitched back
  together to be born anew. The Broken
  Ones are now a scourge upon Hive
  Primus, destroying everything in their
  path so it might be welcomed into
  the faith. Their foes are all given the
  same choice; to have their bones and
  bodies smashed by Hauberk so they
  might join his gang – or if they reject
  the faith, the finality of the void.
  Perhaps the greatest living warrior
  of the Redemption is the Thane of
  Cawdor, Lord Mormaer. Legend has
  it that he rose up from among the
  bonepickers of Hive Primus, making
  a name for himself in the depths of
  the underhive by building blazing
  heretic pyres and unearthing ancient
  Ministorum relics. When the old Thane
  was close to death, he sought out
  Mormaer as his replacement, for, as
  the story goes, it is each Thane’s right
  to choose a successor from among
  the most faithful of their servants. It is
  this promise of faith rewarded with
  rulership that drives many Cawdor
  gang leaders. However, proving
  worthy of ascension is an elusive
  task, if it is even possible at all – there
  being just as many that believe the
  whole tale is one created by Mormaer
  himself to keep the faithful true.
  BARBET ‘THE BRUTE’
  THE HANGED
  HOUSE CAWDOR
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  FIGHTERS
  A starting Cawdor gang is made up of the following fighters:
  LEADER .................................................................................... 105 CREDITS
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  3+
  4+
  3
  3
  2
  4+
  2
  4+
  6+
  5+
  6+
  EQUIPMENT
  A Cawdor Leader is equipped with flak armour. They have no weapon restrictions.
  STARTING SKILL
  Cawdor Leaders start with one free skill chosen from their Primary skill sets.
  CHAMPIONS ................................................................... 95 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  3+
  3
  3
  2
  4+
  2
  5+
  6+
  7+
  6+
  EQUIPMENT
  A Cawdor Champion is equipped with flak armour. They have no
  weapon restrictions.
  STARTING SKILL
  Cawdor Champions start with one free skill chosen from their Primary skill sets.
  JUVES............................................................................... 20 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  6"
  5+
  5+
  3
  3
  1
  3+
  1
  8+
  8+
  8+
  9+
  EQUIPMENT
  A Cawdor Juve starts with no equipment. They can be armed with Pistols and
  Close Combat Weapons, but cannot be given any item that is worth more than
  20 credits when they are added to the gang. During a campaign, once a Juve
  has gained their first Advancement, this limit no longer applies.
  GANGERS........................................................................ 45 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  4+
  3
  3
  1
  4+
  1
  7+
  7+
  7+
  7+
  EQUIPMENT
  A Cawdor Ganger is equipped with flak armour. They can be armed with Basic
  Weapons, Close Combat Weapons and Pistols. When the gang is created, one
  Ganger can be armed with a Special Weapon. During a campaign, additional
  Gangers can also take Special Weapons as they are added.
  NAMING YOUR
  OWN CAWDOR
  Cawdor names are
  handed down from
  parent to child, often
  scrawled on a special
  naming bone that is
  jealously guarded by its
  owner. What the names
  mean or where they
  come from not even
  the Cawdor know, but
  many believe they were
  chosen by the God-
  Emperor Himself. Below
  are some names that
  can be used, adapted or
  combined when creating
  your own Cawdor gang.
  - Beluque
  - Shyrth
  - Caban
  - Hoyke
  - Hennin
  - Wardecors
  - Hauberk
  - Cowl
  - Dagged
  - Epitoga
  - Cottus
  - Gambeson
  - Phrygian
  - Houve
  - Touret
  - Barbet
  - Moufles
  - Snood
  - Cainsil
  - Tippet
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  SKILL ACCESS
  Cawdor fighters have access to the following skills.
  Agility
  Brawn
  Combat
  Cunning
  Ferocity
  Leadership
  Shooting
  Savant
  Leader
  -
  Primary
  Primary
  -
  Secondary
  Primary
  -
  Secondary
  Champion
  Secondary
  Primary
  Primary
  -
  Secondary
  Secondary
  -
  -
  Juve
  Secondary
  -
  Secondary
  -
  Primary
  -
  -
  -
  Specialist
  Secondary
  Secondary
  Primary
  -
  Primary
  -
  -
  -
  HOUSE CAWDOR EQUIPMENT LIST
  WEAPONS
  BASIC WEAPONS
  • Cawdor polearm/autogun* ................... 20 credits
  • Cawdor polearm/blunderbuss*
  (with grape & purgation shot) .............. 40 credits
  • Reclaimed autogun ...............................10 credits
  • Sawn-off shotgun...................................15 credits
  CLOSE COMBAT WEAPONS
  • Axe.........................................................10 credits
  • Chain glaive* .........................................60 credits
  • Maul (club).............................................10 credits
  • Fighting knife .........................................15 credits
  • Flail ........................................................20 credits
  • Two-handed axe* ..................................25 credits
  • Two-handed hammer*...........................35 credits
  PISTOLS
  • Hand flamer...........................................75 credits
  • Reclaimed autopistol...............................5 credits
  • Stub gun ..................................................5 credits
  SPECIAL WEAPONS
  • Combi weapon (autogun/flamer).........110 credits
  • Flamer..................................................130 credits
  • Long rifle................................................30 credits
  HEAVY WEAPONS
  • Cawdor heavy crossbow*
  (with frag & krak shells).......................125 credits
  • Heavy flamer* ......................................195 credits
  • Heavy stubber*....................................130 credits
  WARGEAR
  GRENADES
  • Blasting charges....................................35 credits
  • Choke gas grenades.............................50 credits
  • Frag grenades.......................................30 credits
  • Incendiary charges................................40 credits
  • Krak grenades.......................................45 credits
  • Smoke grenades ...................................15 credits
  ARMOUR
  • Flak armour............................................10 credits
  • Mesh armour..........................................15 credits
  PERSONAL EQUIPMENT
  • Bomb delivery rats.................................30 credits
  • Cult icon.................................................40 credits
  • Drop rig..................................................10 credits
  • Dumdum rounds (for stub gun)...............5 credits
  • Emperor’s Wrath rounds (for blunderbuss) .......35 credits
  • Filter plugs.............................................10 credits
  • Mono-sight†............................................35 credits
  • Photo-goggles .......................................35 credits
  • Respirator ..............................................15 credits
  • Skinblade...............................................10 credits
  • Strip kit...................................................15 credits
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  HOUSE CAWDOR WEAPONRY
  RECLAIMED AUTOPISTOL
  FIGHTING KNIFE
  RECLAIMED AUTOPISTOL
  STUB GUN
  TWO-HANDED HAMMER
  MAUL (CLUB)
  RECLAIMED AUTOPISTOL
  MAUL (CLUB)
  FLAIL
  FLAMER
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  CHAIN GLAIVE
  CAWDOR POLEARM WITH BLUNDERBUSS
  HEAVY CROSSBOW
  CAWDOR POLEARM WITH AUTOGUN
  CAWDOR POLEARM WITH AUTOGUN
  CAWDOR POLEARM WITH BLUNDERBUSS
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  HORATH THE SOULLESS
  SUMPTOWN WRAITHS
  HOUSE DELAQUE
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  GANGS OF HOUSE DELAQUE
  GANGS OF HOUSE DELAQUE
  There is something very unsettling about the
  Delaque, something that makes the skin of honest
  (and even dishonest) citizens crawl. While other
  Clan Houses proudly proclaim their strengths,
  screaming their dominance to all who will listen,
  Delaque silently waits and watches, leaving
  others to wonder what dark thoughts the House of
  Secrets harbours.
  Many myths surround the Delaque, though it is
  widely known that long ago the House sold its soul
  to Lord Helmawr in exchange for a special place
  among his servants. Acting as Lord Helmawr’s eyes
  and ears below the Wall, they syphon information
  from those places and peoples beyond the reach of
  his more conventional agents. For a steady supply
  of information, the House enjoys trade contracts,
  desirable hive districts and off-world technologies.
  It is said that while the other clans struggle for the
  spoils of their world, House Delaque plays a larger
  game – its sights firmly set upon joining the ranks
  of the Noble Houses. Of course, all of this is a story
  told by the Delaque themselves, and so is more
  than likely a lie.
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  The truth is that the stream of secrets flows not
  upwards, towards the Imperial House, but in the other
  direction. Long ago, the House uncovered a great and
  terrible truth of the Helmawr line, something buried by
  centuries of revisionist histories and the shifting ash
  of Necromunda. Wise and cunning even then, the
  masters of Delaque secured this secret before showing
  their hand to the Imperial House, shattering its truths
  into fragments and hiding them across the face of
  Necromunda. Unable to extinguish the upstarts without
  bringing this terrible secret to light, Helmawr instead
  struck a deal to bestow his favour upon the Delaque,
  even as he continued to wage a shadow war against
  them. And yet, for all of the grains of truth found within
  these tales, they are mined from a well of falsehoods,
  and so this too is likely a lie.
  In reality, the Delaque hold their position not through
  their skill as spies, nor because of ancient debts
  unpaid, but because they are something far stranger
  than any might imagine. Though indigenous life on
  Necromunda is all but extinguished, some say that
  there are things buried deep beneath the hives that
  have endured the destructive millennia of Mankind’s
  occupation. It is whispered that the Delaque are in
  league with some of these creatures, or perhaps they
  are their descendants, having found a way to hide in
  plain sight among the interlopers to their world. It is a
  notion so outlandish that only the truly insane believe
  it, but of course, this does not mean that it is not true –
  which is just as the Delaque intend it, for if everything
  is possible, then everything is a lie.
  The House and its gangs thrive upon these dark
  rumours and tales, using falsehoods as a blade with
  which to carve up their enemies. Everything about
  them reinforces the use of obfuscation as both shield
  and sword, from the lenses that hide their eyes to
  the long cloaks that conceal an assassin’s armoury
  of tools. Lined with holsters and hides, these long
  cloaks ensure a ganger is seldom without a blade or
  other weapon close to hand. A ganger’s coat is also
  a mark of their status within the gang, and as they
  rise in rank and skill they will add more layers and
  linings to it. The oldest and most powerful among the
  Delaque are veritable magicians of war, the folds of
  their stormcoats hiding a murderous trinket for every
  occasion, each one available at the flick of a wrist.
  The hideouts of a Delaque gang are as mysterious
  and evasive as the gangers themselves. Often locals
  won’t even know that the silent strangers lurk in their
  midst. In the walls between domes, in the hidden and
  forgotten ducts that link hive levels, or beneath the
  creaking grated floors of hab markets, sometimes
  the signs of nomadic Delaque camps can be found.
  Always on the move, the gangs mark out their
  territories with obscure symbols, recognisable only
  to others of their house, each scrawled sign letting
  the Delaque know what to expect from locals, where
  goods might be scavenged or if secure boltholes
  are nearby. To a Delaque gang, their territory is often
  everywhere and nowhere, the men and women that
  support them doing so unwittingly, thinking their
  goods are going to their masters when in fact they
  end up in the gang’s deep pockets.
  Understandably, the stories surrounding the most
  notorious Delaque gangs are often contradictory.
  Names change in the telling or are purposefully altered,
  and the gangs do much to spread rumours, claim
  responsibility for the deeds of others or discredit truthful
  accounts with layers upon layers of lies. Even among
  this tapestry of falsehood, some Delaque gangs and
  their leaders are infamous enough to shine through,
  like pinpricks of light piercing the hive gloom. Eos
  ‘Three-Nails’, and the bloody left-handed palm print left
  upon Eos’ victims, is a trademark recognised from the
  mercantile domes of Hive Primus to the corpse halls
  of Hive Mortis. Missing two of its five fingers, the gory
  WYRD ROULETTE –
  A COMMON GAME OF CHANCE IN DELAQUE
  OWNED GAMBLING DENS
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  mark, with its distinctive overgrown nails
  and scarred palm print, is often the only
  evidence of the assassin’s work. That
  the Great Houses, clans and gangs
  believe Eos is a Delaque is often taken
  as a compliment by the house, though
  none among the Star Chamber have
  ever uttered the killer’s name. Some
  believe Eos is not just one ganger and
  their gang but many, and that there is a
  secret Delaque cult of killers that carry
  around the severed hand of their founder
  – the real Eos having died long ago.
  Information, misdirection and
  manipulation are as important to
  Delaque gangs as killing. In fact, those
  such as Nycthos and the Children of
  the Augur deal as much in secrets as
  they do in death. Of all of the info-
  brokers of Hive Arcopolis, Nycthos has
  cultivated a reputation for knowing just
  what needs to be known, and is always
  ready to trade if the price is right. It
  is said that the Hall of Lies, where
  truth will cost you, is run by Nycthos’
  gang. Certainly, those that cross the
  tale-peddlers or bring violence into
  the hall can find that their information
  turns bad – dark rumours leading them
  into danger or trusted allies turning on
  them because of mistruths.
  The strangest of all the Delaque gangs
  to stalk the hive depths is without doubt
  the Covenant of Shadows. A collection
  of dead names and ancient deeds,
  the Covenant keeps alive the memory
  and infamy of the heroes of the House.
  Yeomag the Eyeless, the Ghost of
  Gothrul, and the Shiver Twins are just
  some of the personas donned by the
  gangs sworn to keep the Covenant.
  No matter where upon Necromunda
  the gang resides, or which masters
  it nominally pays tribute to, when the
  Covenant calls, they become the great
  gang leaders and warriors of old.
  So complete is this transformation,
  the gang members changing their
  personalities and even their faces, it
  is whispered that they are a cabal of
  psykers who literally channel the dead.
  PHANTOM
  THE ASH WALKERS
  HOUSE DELAQUE
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  FIGHTERS
  A starting Delaque gang is made up of the following fighters:
  LEADER .................................................................................... 110 CREDITS
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  3+
  3+
  3
  3
  2
  3+
  2
  6+
  6+
  5+
  6+
  EQUIPMENT
  A Delaque Leader is equipped with flak armour. They have no
  weapon restrictions.
  STARTING SKILL
  Delaque Leaders start with one free skill chosen from their Primary skill sets.
  CHAMPIONS ................................................................... 95 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  3+
  3+
  3
  3
  2
  4+
  2
  7+
  6+
  6+
  6+
  EQUIPMENT
  A Delaque Champion is equipped with flak armour. They have no
  weapon restrictions.
  STARTING SKILL
  Delaque Champions start with one free skill chosen from their Primary skill sets.
  JUVES............................................................................... 25 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  6"
  5+
  5+
  3
  3
  1
  3+
  1
  9+
  7+
  8+
  8+
  EQUIPMENT
  A Delaque Juve starts with no equipment. They can be armed with Pistols and
  Close Combat Weapons, but cannot be given any item that is worth more than
  20 credits when they are added to the gang. During a campaign, once a Juve
  has gained their first Advancement, this limit no longer applies.
  GANGERS........................................................................ 50 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  4+
  3
  3
  1
  4+
  1
  7+
  6+
  7+
  7+
  EQUIPMENT
  A Delaque Ganger is equipped with flak armour. They can be armed with Basic
  Weapons, Close Combat Weapons and Pistols. When the gang is created, one
  Ganger can be armed with a Special Weapon. During a campaign, additional
  Gangers can also take Special Weapons as they are added.
  NAMING YOUR
  OWN DELAQUE
  Delaque names are
  unusual and alien,
  much like the fighters
  themselves. Often,
  other hivers use
  nicknames to describe
  Delaque gangers,
  perhaps fearful of
  speaking their real
  names aloud, or simply
  because they can’t
  pronounce them!
  Below are some names
  that can be used,
  adapted or combined
  when creating your
  own Delaque gang.
  True Names:
  - Abnoth
  - Kthula
  - Mithrha
  - Altheia
  - Azoth
  - Horrath
  - Cthepa
  - Cyclelos
  - Ulzcha
  - Xexoth
  Nicknames:
  - Shadow
  - Spectre
  - Umbra
  - Whisper
  - Tenebrous
  - Phantom
  - Ghost
  - Dusk
  - Gloom
  - Wraith
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  SKILL ACCESS
  Delaque fighters have access to the following skills.
  HOUSE DELAQUE EQUIPMENT LIST
  Agility
  Brawn
  Combat
  Cunning
  Ferocity
  Leadership
  Shooting
  Savant
  Leader
  Primary
  -
  -
  Primary
  -
  Primary
  Secondary
  Secondary
  Champion
  Secondary
  -
  -
  Primary
  -
  Secondary
  Primary
  Secondary
  Juve
  Secondary
  -
  -
  Primary
  -
  -
  Secondary
  -
  Specialist
  Secondary
  -
  Secondary
  Primary
  -
  -
  Primary
  -
  WEAPONS
  BASIC WEAPONS
  • Autogun .................................................15 credits
  • Shotgun (with solid and scatter ammo). 30 credits
  • Lasgun...................................................15 credits
  • Throwing knives.....................................10 credits
  CLOSE COMBAT WEAPONS
  • Digi lasers..............................................25 credits
  • Shock stave ...........................................25 credits
  • Stiletto knife ...........................................20 credits
  • Web gauntlet .........................................35 credits
  PISTOLS
  • Autopistol.................................................5 credits
  • Flechette pistol
  (with solid and fleshbane ammo)..........30 credits
  • Hand flamer...........................................75 credits
  • Laspistol ................................................10 credits
  • Plasma pistol .........................................50 credits
  • Stub gun .................................................5 credits
  • Web pistol..............................................80 credits
  SPECIAL WEAPONS
  • Flamer..................................................140 credits
  • Grav gun..............................................120 credits
  • Long rifle............................................... 30 credits
  • Meltagun..............................................135 credits
  • Plasma gun..........................................100 credits
  • Web gun ..............................................115 credits
  HEAVY WEAPONS
  • Heavy flamer* ......................................195 credits
  WARGEAR
  GRENADES
  • Choke gas grenades.............................50 credits
  • Photon flash grenades...........................15 credits
  • Scare gas grenades..............................40 credits
  • Smoke grenades ...................................15 credits
  • Stun grenades .......................................10 credits
  ARMOUR
  • Flak armour............................................10 credits
  • Mesh armour..........................................15 credits
  PERSONAL EQUIPMENT
  • Bio-scanner ...........................................30 credits
  • Filter plugs.............................................10 credits
  • Grapnel launcher...................................25 credits
  • Gunshroud.............................................10 credits
  • Infra sight†..............................................35 credits
  • Mono-sight†............................................35 credits
  • Photo-goggles .......................................20 credits
  • Respirator ..............................................15 credits
  • Skinblade...............................................10 credits
  • Web solvent...........................................25 credits
  HOUSE DELAQUE ‘OUROBOROS’
  PATTERN DATA-THIEF
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  MIST STALKER
  CHEAPSIDE SPEKTRES
  HOUSE DELAQUE
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  HOUSE DELAQUE WEAPONRY
  GRAV GUN
  STUB GUN
  LASPISTOL
  AUTOPISTOL
  SHOTGUN
  FLECHETTE PISTOL
  LONG RIFLE
  AUTOGUN
  WEB GAUNTLET
  HAND FLAMER
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  JERRA THE STALKER
  WYRD SISTERS
  HOUSE ESCHER
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  GANGS OF HOUSE ESCHER
  GANGS OF HOUSE ESCHER
  House Escher is unique among the great Houses
  of Necromunda for its gangs are entirely made
  up of women. Masters of pharmaceuticals and
  chemical manipulation, millennia of dabbling
  in potent alchemical technologies has left their
  men-folk as withered and imbecilic weaklings,
  good only for artificial breeding programs and
  gene-harvesting. The House regards this as
  no great deficiency and Escher gangers are
  among the most lethal to stalk the hives of
  Necromunda. What an Escher might lack in raw
  physical strength compared to a Goliath, she
  more than makes up for in speed, skill and sheer
  psychotic flare.
  Escher gang leaders rise from the ranks of the
  House by virtue of their destructive attitudes
  and furious intelligence. Many of these hive war-
  maidens were once narco-terrorists, riot-girls or
  combat-chem test subjects. Too unhinged or
  aggressive for the House labs or trade clans, their
  skills have been turned to wreaking havoc on
  Escher’s rivals amongst the other Clan Houses.
  Like-minded Escher gangers will flock to the side
  of a powerful leader when she emerges, mirroring
  the politicking of the House’s Matriarchal Council,
  as they yearn to be close to the most powerful of
  their kin. This can extend beyond a taste for shared
  Another Custodes Libris share. Buy the stuff if you like it!
  
  homicide and mayhem, as Escher gangers mimic
  the style and fashions of their leader, though being
  careful never to overshadow her. Bedecked in
  cutting edge accoutrements and with distinctive
  and striking hair styles, an Escher gang could
  almost be mistaken for hive socialites, if it wasn’t for
  the cold glares, manic grins and all of the guns.
  Murder is a lifestyle choice for most Escher
  gangers and they gain little satisfaction from simply
  dispatching their enemies – though they are not
  adverse to a bullet in the skull or knife to the throat
  if it is called for. Speed, style and displays of
  merciless violence are the hallmarks of the Escher
  gang. Enemies are not merely killed; they are toyed
  with, crippled by blinding blade strikes, sent insane
  by hallucinogenic drugs or driven to their knees
  vomiting blood by vicious toxins. The showmanship
  of death is a prized trait among Eschers and the
  greatest of their gang leaders have hundreds of
  trophies to show for their killing sprees. Escher
  gangs often compete for the most callous or stylish
  murder, whether it is committed close in with blades
  and boots, delivered by bespoke venoms or with an
  expert shot placed for the most visceral effect.
  As befits the character of their parent Clan House,
  Escher gangs make extensive use of especially
  tailored chemicals and elixirs, both on themselves
  and their enemies. On weapons this can include
  envenomed blades, concealed drug-injectors and
  the much-feared chem-throwers. In combat, these
  can swiftly dispatch foes with a slightest cut or
  exploit a gap in their defences, reaching targets
  who foolishly considered themselves safe. On
  a macro level, Escher gangs have been known
  to flood entire hab zones with psychotropic gas,
  turning the battlefield into a madhouse for their
  debilitated foes as Escher fighters run and dance
  among them, gifting slaughter with every gesture.
  Escher gangs have a well-deserved reputation
  for cruelty, even by the callous standards of
  Necromunda. Fallen foes can expect no mercy,
  and putting an extra round or two into a corpse
  is considered standard practise for most of their
  gangers – and woe to any that find themselves
  taken prisoner. The lucky ones might hope to be
  bartered back to their brethren quickly and with
  a minimum of permanent damage done. The less
  fortunate become test subjects for the gang’s
  pharmaceutical experimentation or target practise
  on their training range.
  Escher gangs do not make their hideouts in
  the shadows like many other hive gangs. Even
  those with dark reputations and hefty bounties
  on their heads often flaunt the protection of their
  House by moving about among their ‘betters’.
  Many upscale establishments such as spire-
  ward hallucinatoriums, chemfactor bordellos or
  companion-haunts are thinly veiled fronts for
  Escher activities. Here, among the decadent upper
  underclass and gaudy faux-nobility the gang
  holds court, spreading its influence out into the
  surrounding domes and hab zones. Many a hab-
  praefect or enforcer captain is the unwitting pawn
  of an Escher gang, manipulated by a dependence
  on bespoke elixirs and the promise of forbidden
  things only the gang can provide.
  ESCHER HOOKAH
  PHARMACEUTICAL UNIT
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Legends of powerful and influential
  Escher gangs abound among the
  hives of Necromunda. Such tales
  are often spoken with a tone of awe
  and fear, as if the recounting of such
  deeds might infect the teller, or their
  listeners, with some measure of the
  Escher’s criminal insanity. Perhaps
  the most feared leader to rise from
  the Escher of Hive Temenos was
  Aryn Shivergloom. Clad in impossibly
  expensive off-world feathers and
  gaudy leathers she was the terror
  of the Red Thorn uprising and
  the architect of the Hab 23 dome
  collapse – an event that slew one of
  her rivals at the cost of ten thousand
  hapless workers. It is said none dared
  bar her way, for she killed without
  conscience, mercy or hesitation,
  especially those who annoyed her by
  doing unforgivable things – such as
  interrupting her incessant mumbling,
  walking on the wrong side of the
  street or stepping on her shadow.
  Other leaders have also made
  their mark and left behind a dark
  legacy, such as Yolanda Vor who is
  attributed with perhaps the single
  most impressive kill of any Escher.
  After reading a proclamation made
  by the Arbiter General of Hive Trazior
  – that condemned her personally
  for various crimes – she strode into
  a high council meeting and drove a
  dagger through his eye. The resulting
  firefight and Yolanda’s running gun
  battle to escape left scars throughout
  the council dome that have yet to be
  fully repaired. Then there are those
  Eschers that are truly myths – such
  as Gabriella Aves. After dominating
  the western wards of Hive Primus and
  piling high the heads of her enemies,
  she announced she craved a new and
  worthy challenge. Gathering up her
  gang she set off across the wastes for
  Hive Secundus. To this day tales filter
  back from those Ash Wasters bold
  enough to pass through the cursed
  hive, tales of a mighty warrior queen
  and her amazonian army.
  UNRULY SIOUX
  WYRD SISTERS
  HOUSE ESCHER
  Another Custodes Libris share. Buy the stuff if you like it!
  
  FIGHTERS
  A starting Escher gang is made up of the following fighters:
  LEADER .................................................................................... 120 CREDITS
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  3+
  3+
  3
  3
  2
  2+
  3
  5+
  6+
  6+
  7+
  EQUIPMENT
  An Escher Leader is equipped with flak armour. They have no
  weapon restrictions.
  STARTING SKILL
  Escher Leaders start with one free skill chosen from their Primary skill sets.
  CHAMPIONS ................................................................... 95 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  3+
  3+
  3
  3
  2
  2+
  2
  6+
  7+
  6+
  6+
  EQUIPMENT
  An Escher Champion is equipped with flak armour. They have no
  weapon restrictions.
  STARTING SKILL
  Escher Champions start with one free skill chosen from their Primary skill sets.
  JUVES............................................................................... 20 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  6"
  4+
  5+
  2
  3
  1
  2+
  1
  8+
  9+
  8+
  8+
  EQUIPMENT
  An Escher Juve starts with no equipment. They can be armed with Pistols and
  Close Combat Weapons, but cannot be given any item that is worth more than
  20 credits when they are added to the gang. During a campaign, once a Juve
  has gained their first Advancement, this limit no longer applies.
  GANGERS........................................................................ 50 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  4+
  3
  3
  1
  3+
  1
  7+
  8+
  7+
  7+
  EQUIPMENT
  An Escher Ganger is equipped with flak armour. They can be armed with Basic
  Weapons, Close Combat Weapons and Pistols. When the gang is created, one
  Ganger can be armed with a Special Weapon. During a campaign, additional
  Gangers can also take Special Weapons as they are added.
  NAMING YOUR
  OWN ESCHERS
  Escher names often
  come from great
  heroes and hell
  raisers of the clan,
  carried by their new
  owners with pride and
  no small amount of
  swagger. Below are
  some names that can
  be used, adapted
  or combined when
  creating your own
  Escher gang.
  - Jeliki
  - Sakura
  - Trix
  - Elle
  - Viata
  - Nenrietta
  - Anya
  - Exene
  - Lydial
  - Niko
  - Sioux
  - Ava
  - Gielle
  - Candela
  - Cyberna
  - Alexa
  - Iris
  - Io
  - Exa
  - Ami
  - Swan
  - Morta
  - Raven
  - Violet
  - Ophelia
  - Lace
  - Selene
  - Fable
  - Vega
  - Rain
  - Silver
  - Poly
  - Ramona
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  SKILL ACCESS
  Escher fighters have access to the following skills.
  HOUSE ESCHER EQUIPMENT LIST
  Agility
  Brawn
  Combat
  Cunning
  Ferocity
  Leadership
  Shooting
  Savant
  Leader
  Primary
  -
  Primary
  Secondary
  Secondary
  Primary
  -
  -
  Champion
  Primary
  -
  Primary
  Secondary
  Secondary
  Secondary
  -
  -
  Juve
  Primary
  -
  Secondary
  Secondary
  -
  -
  -
  -
  Specialist
  Primary
  -
  Primary
  Secondary
  Secondary
  -
  -
  -
  WARGEAR
  GRENADES
  • Choke gas grenades.............................45 credits
  • Frag grenades.......................................30 credits
  • Krak grenades.......................................45 credits
  • Photon flash grenades...........................15 credits
  • Scare gas grenades..............................40 credits
  • Smoke grenades ...................................15 credits
  ARMOUR
  • Flak armour............................................10 credits
  • Mesh armour..........................................15 credits
  PERSONAL EQUIPMENT
  • Acid rounds (for shotgun)......................15 credits
  • Chem-synth ...........................................15 credits
  • Drop rig..................................................10 credits
  • Dumdum rounds (for stub gun)...............5 credits
  • Filter plugs.............................................10 credits
  • Las-projector .........................................35 credits
  • Photo goggles .......................................35 credits
  • Respirator ..............................................15 credits
  WEAPONS
  BASIC WEAPONS
  • Autogun .................................................15 credits
  • Lasgun.....................................................5 credits
  • Shotgun
  (with solid and scatter ammo)...............30 credits
  CLOSE COMBAT WEAPONS
  • Chainsword............................................25 credits
  • Fighting knife .........................................15 credits
  • Power knife ............................................25 credits
  • Power sword..........................................45 credits
  • Shock whip ............................................25 credits
  • Stiletto knife ...........................................20 credits
  • Stiletto sword .........................................30 credits
  PISTOLS
  • Autopistol...............................................10 credits
  • Hand flamer...........................................75 credits
  • Laspistol ................................................10 credits
  • Needle pistol..........................................25 credits
  • Plasma pistol .........................................50 credits
  • Stub gun ..................................................5 credits
  SPECIAL WEAPONS
  • Combi-weapon (bolter/needler) ............80 credits
  • Flamer..................................................140 credits
  • Meltagun..............................................135 credits
  • Needle rifle ............................................35 credits
  • ‘Nightshade’ chem-thrower .................135 credits
  • Plasma gun..........................................100 credits
  HEAVY WEAPONS
  • Heavy stubber ....................................130 credits*
  ‘CUT-UP’ RYNNE
  HELL’S OWN
  HOUSE ESCHER
  Another Custodes Libris share. Buy the stuff if you like it!
  
  HOUSE ESCHER WEAPONRY
  STILETTO SWORD
  PLASMA GUN
  MELTAGUN
  CHAINSWORD
  STILETTO KNIFE
  CHOKE GAS GRENADE
  STUB GUN
  AUTOPISTOL
  LASPISTOL
  COMBI-BOLTER/NEEDLER
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  NEEDLE RIFLE
  FLAMER
  LASGUN
  PLASMA PISTOL
  HAND FLAMER
  AUTOGUN
  SHOTGUN
  HEAVY STUBBER
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  BROK THE STIMMER
  SHIV’S CRUSHERS
  HOUSE GOLIATH
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  GANGS OF HOUSE GOLIATH
  GANGS OF HOUSE GOLIATH
  The gangers that fight in the name of House Goliath
  are hulking brutes, each a pillar of muscle and pent-
  up violence ready to be unleashed. These massive
  warriors are the product of House Goliath work-
  clans, each of them gene-smithed using stim-elixirs
  traded from House Escher for a life of punishing
  labour and hardship in the depths of the house’s
  foundries and refineries. Far larger and stronger
  than an ordinary human, they flaunt their strength
  wherever they go, and it is difficult to ignore the air of
  brutality Goliaths wear like a mantle. However, their
  genetic gifts come with a price, for the forge that
  burns twice as hot only burns half as long, resulting
  in a drastically shortened lifespan – even by the
  dismal standards of Necromunda.
  Membership in a gang offers a Goliath a life
  beyond the foundry and a chance for greatness
  – not to mention the opportunity to crack some
  skulls. When a charismatic and cunning leader
  emerges from among the work crews the House
  masters are quick to make their offer. Intelligence
  and initiative – traits that are of little value in the
  foundries are then put to good use against rival
  Houses. Such leaders are provided weapons and
  armour – often adapted from factory tools and
  protective gear – and allowed the pick of their
  crew. The new gang is then turned out, its battle-
  hungry leader needing little prompting to go forth
  and find trouble.
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  House Goliath retains a measure of control over the
  gang through the chem-leash each ganger wears
  about their neck. All Goliaths need a steady supply
  of chems and stims to keep their massive bodies
  functioning and to provide them with their impressive
  strength. It is a rare cocktail controlled by the House
  masters, and one they use to keep the gangs and
  work clans in line. Each ganger wears about their
  person one or more auto-rigs that regulate the
  delivery of these stims into their bloodstream, and
  while a ganger can go some time between hits –
  provided they conserve their strength – eventually
  they will exhaust their supply and will need what
  only the House can provide lest their short lives
  become even shorter or worse, their bodies erupt
  in sudden and uncontrolled growth. Despite this,
  rumours persist of Goliath gangs gone rogue, having
  replaced their dependence with black-market
  remedies, xenos drugs or even the flesh of the dead.
  Goliath gangs are about as subtle as a fist to the
  face when it comes to fighting. Fancy tactics and
  sneaky ambushes are the tools of the weak, and
  a Goliath will seldom stoop to such lows. Goliath
  gangers favour closing with the enemy as quickly as
  possible, grabbing them by the throat and not letting
  go until either the ganger or the foe is lying on the
  ground screaming out their last breath. For fighters
  lacking the strength and resilience of a Goliath, such
  tactics would doubtless be suicide, their puny bodies
  broken by gunfire or grenades as soon as they left
  cover. A Goliath however has the stamina to see it
  through, and the stoicism – perhaps the result of their
  shortened lifespan – to accept death should they fail.
  Goliath leaders embody these shock and awe
  techniques and are often the first into the fray, roaring
  like a bull-grox and waving for their gang to follow. It
  is a matter of pride for a Goliath leader to personally
  break the opposing gang leader, or at very least
  perpetrate some act of extreme violence, such as
  ripping off an enemy’s head or punching their teeth
  out of the back of their skull in full view of their gang.
  The weapons favoured by Goliath gangs reflect their
  up-close-and-personal tactics, generally focusing on
  short range firepower, guns with large magazines and
  high rates of fire or hefty melee weapons selected as
  much for their fearsome appearance as the damage
  they can inflict. In fact, most Goliath ranged weapons
  and gear can be pressed into service for close up
  combat. Lasguns and autoguns are constructed to be
  heavy and blunt, while pistols have weighted handles,
  all the better for breaking bones. Armour plates and
  studs on armour and clothing serve a similar purpose,
  turning every bit of a Goliath’s body into a crude but
  lethal weapon when propelled by their mighty thews.
  The domain of a Goliath gang is often deep in
  the heart of an abandoned slagheap, rad-cursed
  abandoned manufactory or sump forge.
  These forsaken places are toxic to those without
  the Goliath’s gene-smithed gifts and the harsh
  environment seems to remind them of home.
  Goliaths gladly endure these hardships for they
  reinforce the cherished belief that the other Clan
  Houses are populated with weaklings. These hideouts
  are also often filled with a wealth of cast-off scrap
  that can be used to support the gang’s growing
  arsenal. Over time they might grow into settlements
  in their own right as the gang puts their industrial
  skills to work creating heavy equipment, homemade
  weaponry and makeshift armour.
  MEAT SNAPPER
  SUMPKROC
  HOUSE GOLIATH
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Goliaths will trade with other gangs
  for what they need, most notably
  technological items or drugs they
  cannot manufacture themselves, but
  playing merchant is not what they
  are best at – they tend to make deals
  based on the threat of sudden and
  brutal violence rather than any kind of
  trader’s acumen. More likely, the gang
  will simply take what it needs, as this
  fits better with their belief that strength
  is all. Wise hive traders know that if
  you intend to treat with a Goliath gang
  you had best be ready to prove your
  willingness to fight, at least if you want
  to strike a good deal.
  The hives of Necromunda are filled
  with countless notorious Goliath
  gangs and some of the greatest
  acts of inter-House warfare can be
  attributed to them. Durgan Kill-Fist
  and his ‘Knuckle Boys’ once turned
  an entire hab-dome into their own
  personal pit fight. Welding the blast
  doors and conveyors shut, they
  trapped three rival gangs before
  sparking a brawl that dragged on
  for three days, painting the tunnels
  red with blood. Gurnark the Bootking
  held the great West Ashgate of
  Hive Acropolis for a whole month.
  His gangers terrorized the local
  merchants, demanding tribute for
  passage and turning their stubber
  turrets on anyone not quick enough
  to bend the knee to the Bootking.
  Though few live long enough, it is the
  dream of many Goliaths to ascend
  the hive and join the ranks of the
  House masters. One who did so is
  Hectork Scrak, whose dark deeds
  are only whispered of, even if his
  massive girth makes his genetic
  history unmistakable.
  ‘PROMETHIUM’ VINN
  STEEL BRUTES
  HOUSE GOLIATH
  Another Custodes Libris share. Buy the stuff if you like it!
  
  FIGHTERS
  A starting Goliath gang is made up of the following fighters:
  LEADER .................................................................................... 145 CREDITS
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  4"
  3+
  3+
  4
  4
  2
  3+
  3
  5+
  4+
  8+
  7+
  EQUIPMENT
  A Goliath Leader is equipped with furnace plate armour. They have no
  weapon restrictions.
  STARTING SKILL
  Goliath Leaders start with one free skill chosen from their Primary skill sets.
  CHAMPIONS ................................................................ 110 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  4"
  3+
  4+
  4
  4
  2
  4+
  2
  6+
  5+
  8+
  8+
  EQUIPMENT
  A Goliath Champion is equipped with furnace plate armour. They have no
  weapon restrictions.
  STARTING SKILL
  Goliath Champions start with one free skill chosen from their Primary skill sets.
  JUVES............................................................................... 25 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  5+
  3
  3
  1
  3+
  1
  9+
  5+
  10+
  9+
  EQUIPMENT
  A Goliath Juve starts with no equipment. They can be armed with Pistols and
  Close Combat Weapons, but cannot be given any item that is worth more than
  20 credits when they are added to the gang. During a campaign, once a Juve
  has gained their first Advancement, this limit no longer applies.
  GANGERS........................................................................ 60 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  4"
  4+
  4+
  4
  4
  1
  4+
  1
  8+
  5+
  9+
  8+
  EQUIPMENT
  A Goliath Ganger is equipped with furnace plate armour. They can be
  armed with Basic Weapons, Close Combat Weapons and Pistols. When the
  gang is created, one Ganger can be armed with a Special Weapon. During
  a campaign, additional Gangers can also take Special Weapons as they
  are added.
  NAMING
  YOUR OWN
  GOLIATHS
  Goliath names are
  simple and brutal,
  just like the gangers
  themselves, and are
  also easy to yell out in
  the midst of a firefight
  or when charging
  down enemies. Below
  are some names that
  can be used, adapted
  or combined when
  creating your own
  Goliath gang.
  - King
  - Orman
  - Gund
  - Hagen
  - Logan
  - Spike
  - Gunk
  - Stubber
  - Punker
  - Ghork
  - Ukak
  - Vorg
  - Blitz
  - Grand Dog
  - Skullsmasher
  - Dead’ead
  - Bonesnapper
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  SKILL ACCESS
  Goliath fighters have access to the following skills.
  Agility
  Brawn
  Combat
  Cunning
  Ferocity
  Leadership
  Shooting
  Savant
  Leader
  -
  Primary
  Secondary
  -
  Primary
  Primary
  Secondary
  -
  Champion
  -
  Primary
  Secondary
  -
  Primary
  Secondary
  Secondary
  -
  Juve
  Secondary
  Secondary
  -
  -
  Primary
  -
  -
  -
  Specialist
  -
  Primary
  Secondary
  -
  Primary
  -
  Secondary
  -
  HOUSE GOLIATH EQUIPMENT LIST
  WEAPONS
  BASIC WEAPONS
  • Boltgun ..................................................55 credits
  • Combat shotgun
  (with salvo & shredder ammo) ..............60 credits
  • Shotgun (with solid & scatter ammo).....30 credits
  • Stub cannon ..........................................20 credits
  CLOSE COMBAT WEAPONS
  • Axe.........................................................10 credits
  • Brute cleaver .........................................20 credits
  • Chainsword............................................25 credits
  • Fighting knife .........................................10 credits
  • Maul (club).............................................10 credits
  • Power axe..............................................35 credits
  • Power hammer.......................................45 credits
  • ‘Renderizer’ serrated axe*.....................40 credits
  • Spud-jacker ...........................................15 credits
  • Two-handed axe* ..................................25 credits
  • Two-handed hammer*...........................35 credits
  PISTOLS
  • Combi-pistol (stub gun/plasma pistol) ..40 credits
  • Bolt pistol...............................................45 credits
  • Hand flamer...........................................75 credits
  • Stub gun ..................................................5 credits
  SPECIAL WEAPONS
  • Combi-weapon (bolter/flamer).............175 credits
  • Combi-weapon (bolter/melta)..............165 credits
  • Flamer..................................................140 credits
  • Grenade launcher
  (with frag & krak grenades)...................55 credits
  • Meltagun..............................................135 credits
  HEAVY WEAPONS
  • Heavy bolter*.......................................160 credits
  • Heavy flamer* ......................................195 credits
  • Heavy stubber*....................................130 credits
  • ‘Krumper’ rivet cannon*.........................70 credits
  WARGEAR
  GRENADES
  • Blasting charges....................................35 credits
  • Frag grenades.......................................30 credits
  • Krak grenades.......................................45 credits
  • Smoke grenades ...................................15 credits
  ARMOUR
  • Furnace plates.......................................10 credits
  PERSONAL EQUIPMENT
  • Bio-booster ............................................35 credits
  • Drop rig..................................................10 credits
  • Dumdum rounds (for stub gun)...............5 credits
  • Photo-goggles .......................................35 credits
  • Respirator ..............................................15 credits
  • Stimm-slug stash ...................................25 credits
  ‘SPIKE’ BORGON
  DOG SOLDIERS
  HOUSE GOLIATH
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  HAND FLAMER
  STUB GUN
  COMBAT SHOTGUN
  COMBI-BOLTER/MELTA
  BOLTGUN
  COMBI-BOLTER/FLAMER
  SHOTGUN
  HEAVY STUBBER
  STUB CANNON
  COMBI-PISTOL
  (STUB GUN/PLASMA PISTOL)
  BOLT PISTOL
  HOUSE GOLIATH WEAPONRY
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  HEAVY FLAMER
  ‘KRUMPER’ RIVET CANNON
  SPUD JACKER
  BRUTE CLEAVER
  POWER HAMMER
  ‘RENDERIZER’ SERRATED AXE
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  SHOTGUN JACK
  SUMP DOGS
  HOUSE ORLOCK
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  GANGS OF HOUSE ORLOCK
  GANGS OF HOUSE ORLOCK
  wealth. All thought of rebellion among the masses is
  purged from the herd by stony-faced overseers at
  the cracking tip of electro-goad and psi-whip, until
  nought but unthinking obedience remains. Compared
  to these bent-backed serfs, the men and women
  of Orlock’s gangs walk proud and tall through the
  smoke-clogged hallways of the House of Iron. To be
  an Orlock ganger is to have risen above the brutal
  drudgery of serfdom and claimed a life of violence
  and personal freedom in its stead. These are warriors
  born out of the fires of a vicious internal war, spoken
  of by the Orlocks as the ‘Crucible Schism’.
  House Orlock is known throughout Necromunda as
  the ‘House of Iron’, an industrial superpower fuelled
  by countless ore mines and a stranglehold monopoly
  of the convoys serving the ferrous slagheaps that
  lie out in the Ash Wastes. To the other Houses
  of Necromunda, Orlock seems as unified as a
  clenched fist, its gangers well-organised, equipped
  and utterly united in purpose. Life for the average
  serf of House Orlock is one of unending servitude,
  with each man and woman doomed to endless toil
  within the cramped confines of the ore pits and
  mines from which their masters derive their vast
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  More than a millennium ago, the crushing weight
  of House Orlock’s oppressive regime caused its
  wretched serf-caste to rise up in open insurrection.
  Though appearing outwardly strong, the House
  had grown weak through complacency, and the
  soldiers of its levied militia were ill-prepared for the
  wrathful hordes of raging foundry and mine-workers.
  Thousands died in the flames of rebellion and the
  outward facade of House Orlock’s composure began
  to slip. Administratum-tithe enquiries were made
  and whispers of Adeptus Arbites investigations
  (and worse) began to circulate. Desperate, but
  cunning, the House masters worked a masterstroke
  that put down the rebellion by turning it upon itself.
  Propagandists went into overdrive, fomenting hatred
  of rival Houses in every shine-soaked drinking hole,
  while House militia units pulled back from their
  brutal riot control exercises and recruiters called on
  loyal Orlocks to unite for the good of all… and most
  importantly against the imaginary agents of the other
  Houses. One by one, bands of raging revolutionaries
  fell into line – and as they did so, they were armed
  and turned against those still in open rebellion. Now,
  between the nobility of the House’s great families
  and the malcontent masses stood a core of fighters
  – hundreds of nascent gangs eager to carve out a
  chunk of Necromunda for themselves. The rebellion
  that had torn the underbelly from Orlock’s industry in
  mere weeks was halted. It was the refiner’s fire that
  produced the Iron House’s greatest asset.
  LANDER FOXX
  IRON SPIKES
  HOUSE ORLOCK
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  The relationship formed in the aftermath of the Crucible
  Schism remains in place centuries later. Every Orlock,
  no matter how lowly, looks to the gangers who saunter
  arrogantly among them with a mixture of envy, longing
  and fear. The gangs keep the masses in check, not
  merely by threat of violence, but through the hope of
  a better future – the ‘nod’ from a gang leader is the
  promise of a new life, away from electro-flails and
  endless toil. The role of the gangs stretches far beyond
  this basic perk, however, for they are the mailed fist of
  House Orlock in the constant skirmishes between the
  great Houses of Necromunda. They protect the vast
  ore convoys that ply the Ash Wastes as guards and
  outriders, ward off prying eyes from the monstrous slag
  deposits at hive-bottom, and patrol the dark tunnels
  that lead into rival territory.
  Life in an Orlock gang is tough, for their warriors have
  none of the stimm-grown muscle of Goliath gangers,
  the murder-tech of House Van Saar or the poisons
  of the Escher. Instead, they rely on sturdy weapons
  stamped and pressed in the Orlock foundries, and a
  fighting spirit born from the House’s us-against-them
  philosophy. In the drinking dens and gang houses
  of Orlock, every ganger is instilled with the warrior
  creed known as ‘The Iron Brotherhood’. Put simply:
  my gang before my House, my House before the rest.
  This code is the way of life for every Orlock ganger,
  from the greenest Juve scalped from an ore-scraping
  line to the oldest Iron-touched shot-caller ready to
  head up-hive. Forget the code and a ganger ends up
  gutted, facedown in a sump-flow. Honour it, and their
  brothers and sisters will fight and die by their side.
  This close-knit bond lends itself well to the Orlock
  methods of gang war. Orlocks pass openly through
  society, confident that their gang-kin have their backs
  at every turn. They carry sturdy autoguns, shotguns
  and stubbers, House-made and true-stamped.
  Reliability is sought after before all other factors, and
  it’s said among the Orlocks that if a weapon doesn’t
  spit lead stoppage-free, there’s no place for it in
  the House of Iron – not that an Orlock won’t take a
  trophy from a dead enemy, however. The irony of
  slaughtering a rival ganger with a weapon scavenged
  from the fallen has a poetry not lost on an Orlock’s
  soul. With a ready supply of House-wrought weapons
  and munitions churned out by the House serfs, Orlock
  gangs are well-equipped to guard their territory. To
  do this, gangs typically form a network of ‘friends’ and
  accomplices who will warn them of encroachments
  onto their territories. This creates a loyalty among the
  local House serfs, who know that the loot plundered
  by the gangs will filter down to them, and they can
  expect first pickings after the gangers themselves.
  Every Orlock gang has its own idiosyncrasies and
  traditions, but many style themselves after the
  notorious Iron Skulls, a sprawling gang who rose
  up in the wake of the Crucible Schism. The founder
  of the Iron Skulls was once a down-hive slag miner
  known as Cheros Jal. Jal’s warriors carved out
  territory bordering with the Delaques in Hive Trazior
  over the course of several years and their actions
  helped foment the bitter rivalry with House Delaque
  that remains to this day.
  Jal’s greatest fame stems from the ‘Ashline Heist’,
  during which he and his outriders captured a Delaque
  armoured train and used it to smash apart the clan’s
  grand pipeline nexus. The Delaque power in Trazior
  faded and House Orlock was able to wrest the
  much-coveted Ulanti contract from them. For three
  decades thereafter, Jal and his Iron Skulls ruled a
  swathe of Trazior that was the envy of all around
  them. Hounded at every turn by the murder-squads
  of House Delaque, the Iron Skulls became masters
  of ambush, maintaining a constant state of readiness
  that leaves them credited with the ‘full fist’ principle
  – no Orlock ganger travels alone, or without a gun in
  their hand. Jal’s final fate is unknown. Some say he
  died outnumbered, fighting beside his crew, others
  that he wandered grey-haired and old into the Ash
  Wastes to seek their fate. Regardless, even now,
  Orlock gangers still speak of him in awed tones and
  many look to the Iron Skulls as the exemplars of what
  it means to be a ganger in the House of Iron.
  ‘GUNNER’ SKI
  SUMP DOGS
  HOUSE ORLOCK
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  FIGHTERS
  A starting Orlock gang is made up of the following fighters:
  LEADER............................................................................................. 120 CREDITS
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  3+
  3+
  3
  3
  3
  4+
  2
  4+
  5+
  5+
  5+
  EQUIPMENT
  An Orlock Leader is equipped with mesh armour. They have no weapon restrictions.
  STARTING SKILL
  Orlock Leaders start with one free skill chosen from their Primary skill sets.
  CHAMPIONS.......................................................................... 95 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  3+
  3
  3
  2
  4+
  2
  5+
  6+
  6+
  6+
  EQUIPMENT
  An Orlock Champion is equipped with mesh armour. They have no
  weapon restrictions.
  STARTING SKILL
  Orlock Champions start with one free skill chosen from their Primary skill sets.
  JUVES...................................................................................... 30 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  6"
  5+
  5+
  3
  3
  1
  3+
  1
  7+
  8+
  8+
  8+
  EQUIPMENT
  An Orlock Juve starts with no equipment. They can be armed with Pistols and
  Close Combat Weapons, but cannot be given any item that is worth more than
  20 credits when they are added to the gang. During a campaign, once a Juve
  has gained their first Advancement, this limit no longer applies.
  GANGERS............................................................................... 55 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  4+
  3
  3
  1
  4+
  1
  6+
  7+
  7+
  7+
  EQUIPMENT
  An Orlock Ganger is equipped with mesh armour. They can be armed with Basic
  Weapons, Close Combat Weapons and Pistols. When the gang is created, one
  Ganger can be armed with a Special Weapon. During a campaign, additional
  Gangers can also take Special Weapons as they are added.
  NAMING YOUR
  OWN ORLOCKS
  The names most
  Orlocks go by are
  simple nicknames
  given to them by their
  crew – the practice of
  naming a new recruit
  is as old as the clan
  itself. Below are some
  elements that can be
  used individually or
  combined to name
  gangers aligned to the
  House of Iron.
  - Grimm
  - Ironhead
  - Nark
  - Groff
  - Fast
  - Don
  - Rock
  - Thorson
  - Jo
  - Silent
  - Sour
  - Fist
  - Gann
  - Red
  - Zeke
  - Lander
  - Mo
  - Radder
  - Crow
  - Duster
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  SKILL ACCESS
  Orlock fighters have access to the following skills.
  HOUSE ORLOCK EQUIPMENT LIST
  Agility
  Brawn
  Combat
  Cunning
  Ferocity
  Leadership
  Shooting
  Savant
  Leader
  -
  Secondary
  -
  -
  Primary
  Primary
  Secondary
  Primary
  Champion
  -
  Secondary
  -
  -
  Primary
  Secondary
  Secondary
  Primary
  Juve
  -
  -
  -
  -
  Primary
  -
  Secondary
  Secondary
  Specialist
  -
  Secondary
  -
  -
  Primary
  -
  Secondary
  Primary
  WEAPONS
  BASIC WEAPONS
  • Autogun .................................................15 credits
  • Boltgun ..................................................55 credits
  • Combat shotgun
  (with salvo & shredder ammo) ..............55 credits
  • Sawn-off shotgun...................................15 credits
  • Shotgun (with solid & scatter ammo).....25 credits
  CLOSE COMBAT WEAPONS
  • Chainsword............................................25 credits
  • Fighting knife .........................................15 credits
  • Flail ........................................................20 credits
  • Maul (club).............................................10 credits
  • Power knife ............................................25 credits
  • Servo claw .............................................30 credits
  • Two-handed hammer*...........................35 credits
  PISTOLS
  • Autopistol...............................................10 credits
  • Bolt pistol...............................................45 credits
  • Hand flamer...........................................75 credits
  • Plasma pistol .........................................50 credits
  • Stub gun ..................................................5 credits
  SPECIAL WEAPONS
  • Combi-weapon (bolter/melta)..............165 credits
  • Flamer..................................................140 credits
  • Grenade launcher
  (with frag & krak grenades)...................65 credits
  • Plasma gun..........................................100 credits
  • Meltagun..............................................135 credits
  HEAVY WEAPONS
  • Harpoon launcher* ..............................110 credits
  • Heavy bolter*.......................................160 credits
  • Heavy flamer* ......................................195 credits
  • Heavy stubber*....................................130 credits
  WARGEAR
  GRENADES
  • Blasting charges....................................30 credits
  • Demo charges.......................................45 credits
  • Frag grenades.......................................30 credits
  • Krak grenades.......................................45 credits
  ARMOUR
  • Flak armour............................................10 credits
  • Mesh armour..........................................15 credits
  PERSONAL EQUIPMENT
  • Bio-booster ............................................35 credits
  • Drop rig..................................................10 credits
  • Dumdum rounds (for stub gun)...............5 credits
  • Filter plugs.............................................10 credits
  • Photo-goggles .......................................35 credits
  • Respirator ..............................................15 credits
  • Telescopic sight† ...................................25 credits
  OLD JON GREYSON
  ASH RUNNERS
  HOUSE ORLOCK
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  HOUSE ORLOCK WEAPONRY
  COMBAT SHOTGUN
  AUTOPISTOL
  HARPOON LAUNCHER
  FIGHTING KNIFE
  STUB GUN
  AUTOGUN
  HEAVY STUBBER
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  BRYN BAILER
  THE FIRSTBORN LOSERS
  HOUSE ORLOCK
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  HANNAK SEVEN
  COLDFIRE CABAL
  HOUSE VANSAAR
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  GANGS OF HOUSE VAN SAAR
  GANGS OF HOUSE VAN SAAR
  The STC bled exotic energies into all of those who
  used it, and the upper cabals of the House were soon
  hopelessly irradiated – a price they gladly paid for the
  technological wonders that the STC produced. While
  it is the oldest and most powerful Van Saar that drink
  deepest from the STC’s poisoned chalice, and so
  are the most wizened and withered of their kind – all
  within the House are affected by it in one fashion or
  another. By the time a Van Saar comes of age, their
  body has already been exposed to radiation far in
  excess of the norm – even for a toxic world such as
  Necromunda – and they must spend most of their
  time encased in specially crafted suits to regulate
  their ravaged organs and polluted blood.
  House Van Saar is the technological powerhouse
  of Necromunda, its artisans and armourers creating
  the finest weapons and wargear of all of the clans.
  Their power, however, is built around a dark secret
  unknown to outsiders and even many within the
  House. Generations ago, the forefathers of the House
  toiled in the depths of the hives, seeking the lost
  knowledge of ages past. What they uncovered was a
  fragment of an ancient Standard Template Construct
  system, and it was upon this device that the clan’s
  fortunes were built. Even for the augmented techno-
  scriveners of the Van Saar, such a thing as an STC
  is difficult to understand, and, though potent, the
  artefact was incomplete – and worse, it was flawed.
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  Unlike other Houses, which often seek out dissidents
  and hyper-violent misfits to fight their endless inter-
  House wars, House Van Saar chooses its gang
  Leaders from master crafters, tech-scriveners, and
  cognus-scholars. These learned men and women are
  more than mere weapons to be used against their
  rivals, but also innovators and salvagers, creating
  and recovering technologies for the House’s masters.
  Well-versed in the catechisms of tech and the prayers
  to the machine, they have an understanding of the
  Imperium’s ancient machines second only to the
  servants of the Mechanicum. Often, their mission is
  to recover lost tech from the depths of a hive or the
  vaults of their rivals – each find adding to the clan’s
  arsenal of advancements. The greatest of these gang
  masters might be honoured for their work with unique
  tech gifts from their House, or if they have done Van
  Saar a truly exceptional service may even have a
  weapon variant or device named after them – like the
  Gantic pattern plasma gun or the Haex scrambler.
  The true grail for a Van Saar gang is to find the
  missing pieces of their STC, and perhaps reverse or
  stall its degenerative effects upon their people. For
  this prize, they will delve deep into the underhive or
  trek out into the Ash Wastes and beyond. So far little
  progress has been made, and the gangs still rely
  upon cocktails of chemicals from their injector rigs or
  blood purification implants to prolong their lives.
  As befits the fighters of a House rich in mechanical
  resources, Van Saar gangs favour technological
  solutions to battlefield challenges. Like the chambers
  of a well-greased stub gun, the gang enters the fray
  with each warrior knowing their role. An overseer of
  combat, the gang leader directs their followers, luring
  the foe into killing grounds, feinting with skirmishers
  and probing with speculative fire. Enemies are often
  detected in halos of green light on bio-scanner
  screens or upon pict thieves long before they are
  aware of the Van Saar fighters’ presence, while
  meticulously machined and maintained plasma
  pistols, las carbines and rad guns track their advance.
  To a Van Saar fighter, a weapon is more than merely a
  tool with which to bring down rivals, but a gift from the
  great work conclaves of the House. Like a child, it is
  theirs to care for and maintain, the weapon’s life given
  purpose in their willing hands. For this reason, the
  gangers rarely use scavenged weaponry or anything
  that has not been crafted by the gang itself. Even
  seemingly crude weaponry, such as clubs or knives,
  are works of art – handles perfectly weighted against
  heads, the hafts fitted with pneumatic compellers to
  enhance swing, or edges tipped with monofilament
  strands to make them impossibly sharp.
  Van Saar gangs thrust into the war between the
  Houses must forsake ties to their former masters.
  While they remain as cogs in the great House Van
  Saar machine, the gangs are now part of its farthest
  extremities. As the inner workings of the House see
  to its continuation, so do the gangs bring about
  favourable outcomes beyond its auspices. Where a
  Van Saar gang takes root, its Leader will build their
  own machine temple. These shadow forges are a
  pale reflection of the fabricator vaults of the House
  itself, but compared to the bases of other gangs
  they sufficiently provide the Van Saar gangers with a
  ready-made place to fashion weapons, charge power
  packs or craft armour. In the centre of such a hideout,
  the leader’s own weapons and armour stand sentinel,
  almost a blessed relic to the gang, whose machine
  spirit, like the leader, watches over their endeavours.
  Van Saar gangs and their leaders pursue the purity
  of technology just as they chase the advancement
  of their House. Often, a leader will choose one
  of the mysterious disciplines of the machine to
  master, and in turn shape the kind of gang they
  lead. Arch-mechakin Luthrek, for example, seeks
  out the ancient wonders of the hives, his gang
  of plunderers well known among the shadow
  realms beneath Gothrul’s Needle. Festooned
  with trinkets of power, Luthrek has amassed a
  wealth of knowledge about the founders of the
  Needle, and often turns his environment against
  his enemies by manipulating forgotten systems
  to do his bidding. During the three-way firefight
  to break open Gothrul’s Founder’s Vault, Luthrek
  reawakened the spirits of the hive diggers – mighty
  engines quiescent since the hive’s construction
  – the resulting quakes crushing his rivals under a
  cascade of ancient steel and scrap.
  54
  Another Custodes Libris share. Buy the stuff if you like it!
  
  In the quest to cure the curse of the
  STC, some Van Saar leaders have
  even taken to adapting their own
  bodies. Through mechanical and
  chemical means, Mareke of the Urdo
  Vitaegineers is the most accomplished
  of her kind, as evidenced by the
  complex subdermal filters that whirr
  and hiss beneath her flesh. Mareke
  seeks out not blessed cybernetics or
  techno-scrap like many of her kin, but
  the perfect combinations of human
  chemicals for her anti-rad elixirs and
  enhancement potions. For years,
  Mareke and her gang have plagued the
  barrens of the Quinspirus Cluster, often
  raiding the vaults of the Mortuarium for
  their stores of dead. Her greatest prize
  though remains elusive; the Escher
  gang leader Xenrian. The two warrior
  women play out their private war, as
  Xenrian seeks to slay Mareke with
  exotic poisons and the Van Saar covets
  the Escher’s unique genetic make-up
  for her dark experiments.
  No tale of the great gangs of Van Saar
  would be complete without mentioning
  the legend of Razor’s Abomination.
  Razor was one of the clan’s most
  talented cyber-chirurgeons, who
  ironically met a messy end on the edge
  of a Delaque whisper-blade. Before his
  demise, it is said that Razor had found
  a cure to the exotic radiation exposure
  that affects all Van Saar to some
  degree, and the Abomination is his
  only surviving test subject. Stories of
  this mythical warrior and the gang he
  leads have led many Van Saar gangs
  – not to mention countless others
  seeking profit and fame – to their doom
  in the hive depths. Yet the tales persist,
  and from time to time there will be a
  sighting of a Van Saar fighter, hail and
  proud, striding into battle wearing the
  tattered remnants of a survival suit like
  a badge of honour.
  JEAN SARGEN
  THE NEXUS NINES
  HOUSE VANSAAR
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  NAMING
  YOUR OWN
  VANSAARS
  Van Saar names are
  distinctive, harkening
  back to the ancient
  family line that
  spawned the clan, and
  still used as a means
  of binding the close
  and secretive House
  together. Below are
  some names that can
  be used, adapted
  or combined when
  creating your own Van
  Saar gang.
  - Lisbet
  - Schylaar
  - Otto
  - Onia
  - Engael
  - Anbrecht
  - Larz
  - Espen
  - Dael
  - Basteaan
  - Schae
  - Aldona
  - Hanselt
  - Marteeus
  - Jeroen
  - Koen
  - Rutgeer
  - Lucien
  - Sargen
  - Maex
  FIGHTERS
  A starting Van Saar gang is made up of the following fighters:
  LEADER............................................................................................. 130 CREDITS
  M
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  I
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  Ld
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  Int
  4"
  4+
  2+
  3
  3
  2
  5+
  2
  4+
  5+
  5+
  4+
  EQUIPMENT
  A Van Saar Leader is equipped with an armoured bodyglove. They have no
  weapon restrictions.
  STARTING SKILL
  Van Saar Leaders start with one free skill chosen from their Primary skill sets.
  CHAMPIONS........................................................................ 110 CREDITS EACH
  M
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  W
  I
  A
  Ld
  Cl
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  Int
  4"
  4+
  2+
  3
  3
  2
  4+
  1
  5+
  6+
  6+
  5+
  EQUIPMENT
  A Van Saar Champion is equipped with an armoured bodyglove. They have no
  weapon restrictions.
  STARTING SKILL
  Van Saar Champions start with one free skill chosen from their Primary skill sets.
  JUVES...................................................................................... 35 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  5+
  4+
  3
  3
  1
  4+
  1
  9+
  8+
  9+
  7+
  EQUIPMENT
  A Van Saar Juve is equipped with an armoured bodyglove. They can be
  armed with Pistols and Close Combat Weapons, but cannot be given any item
  that is worth more than 20 credits when they are added to the gang. During
  a campaign, once a Juve has gained their first Advancement, this limit no
  longer applies.
  GANGERS............................................................................... 65 CREDITS EACH
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  4"
  4+
  3+
  3
  3
  1
  5+
  1
  6+
  7+
  7+
  6+
  EQUIPMENT
  A Van Saar Ganger is equipped with an armoured bodyglove. They can be
  armed with Basic Weapons, Close Combat Weapons and Pistols. When the
  gang is created, one Ganger can be armed with a Special Weapon. During
  a campaign, additional Gangers can also take Special Weapons as they
  are added.
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  SKILL ACCESS
  Van Saar fighters have access to the following skills.
  HOUSE VANSAAR EQUIPMENT LIST
  Agility
  Brawn
  Combat
  Cunning
  Ferocity
  Leadership
  Shooting
  Savant
  Leader
  Secondary
  -
  -
  Secondary
  -
  Primary
  Primary
  Primary
  Champion
  -
  -
  Secondary
  Secondary
  -
  Secondary
  Primary
  Primary
  Juve
  Primary
  -
  -
  -
  -
  -
  Secondary
  Secondary
  Specialist
  -
  -
  Secondary
  Secondary
  -
  -
  Primary
  Primary
  WEAPONS
  BASIC WEAPONS
  • Lasgun...................................................10 credits
  • Las carbine............................................20 credits
  • Suppression laser..................................40 credits
  CLOSE COMBAT WEAPONS
  • ‘Hystrar’ pattern energy shield ..............50 credits
  • Power knife ............................................25 credits
  • Servo claw .............................................30 credits
  • Shock baton...........................................30 credits
  • Shock stave ...........................................25 credits
  PISTOLS
  • Hand flamer...........................................75 credits
  • Las pistol .................................................5 credits
  • Las sub-carbine.....................................15 credits
  • Plasma pistol .........................................50 credits
  SPECIAL WEAPONS
  • Combi-weapon (lasgun/melta) ............120 credits
  • Combi-weapon (lasgun/plasma gun)....75 credits
  • Flamer..................................................140 credits
  • Grav gun..............................................120 credits
  • Meltagun..............................................135 credits
  • Plasma gun..........................................100 credits
  • Rad gun...............................................100 credits
  HEAVY WEAPONS
  • Plasma cannon*...................................130 credits
  • Multi-melta*..........................................180 credits
  • Rad cannon*........................................130 credits
  WARGEAR
  GRENADES
  • Frag grenades.......................................30 credits
  • Krak grenades...................................... 45 credits
  • Rad grenades........................................25 credits
  • Smoke grenades ...................................15 credits
  ARMOUR
  • Flak armour............................................10 credits
  • Mesh armour..........................................15 credits
  PERSONAL EQUIPMENT
  • Bio-booster ............................................35 credits
  • Drop rig..................................................10 credits
  • Filter plugs.............................................10 credits
  • Grav chute.............................................40 credits
  • Infra-sight† .............................................40 credits
  • Las-projector .........................................35 credits
  • Mono-sight†............................................35 credits
  • Photo-goggles .......................................35 credits
  • Respirator ..............................................15 credits
  • Suspensors............................................60 credits
  • Telescopic sight† ...................................25 credits
  MAX ALDONA
  BROKEN BROTHERHOOD
  HOUSE VANSAAR
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  HOUSE VAN SAAR WEAPONRY
  PLASMA GUN
  RAD CANNON
  LAS CARBINE
  PLASMA PISTOL
  LASPISTOL
  COMBI-LASGUN/MELTA
  LASGUN
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  ENERGY SHIELD
  FRAG, KRAK AND RAD GRENADES
  LARS LONGSHOT
  BROKEN BROTHERHOOD
  HOUSE VANSAAR
  SHOCK STAVE AND SHOCK BATON
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  HIRED GUNS
  The Imperium of Man is a dangerous place. Countless
  billions of wretched souls deal with the bleakness of
  their existence by cowering from the horrors of the
  galaxy, dedicating their lives to relentless toil and
  drudgery in the service of Him on Earth.
  Yet there are those who do not. Untold millions of
  brave or desperate souls take up arms, fighting
  for the fate of humanity in the Emperor’s glorious
  armies. Many others, in numbers beyond counting,
  take to a life of violence for their own amusement,
  violent souls drawn to violent work. Yet more come
  to their bloody work through desperation, simply
  HIRED GUNS
  hoping to put food in their bellies. Ruthless bounty
  hunters prowl the underhive, hoping to get rich from
  their bloody-handed trade. Lowlife scum eke out a
  meagre existence, hiring their services to uncaring
  gang leaders looking for some expendable muscle.
  Even those who would prefer not to raise arms in
  violence find themselves drawn into the endless
  cycle of gang warfare, their skills retained in service
  of the crew that runs their hab block.
  The hives of Necromunda are meat grinders for
  humanity. There is always someone willing to sell
  their services to keep the mechanism turning.
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  Bounty Hunters and Hive Scum
  BOUNTY HUNTERS AND HIVE SCUM
  In campaign play, gangs have the chance to recruit Hired Guns during the pre-
  battle sequence. This secures their services for that one battle. They are not added
  to the gang roster, but a Fighter card will need to be filled out for them. They can
  be hired again for subsequent battles – as such, players might find it useful to keep
  an appropriate Fighter card, already filled in, for each Hired Gun model they have.
  Hired Guns never gain Experience, they cannot purchase Advancements, and
  they do not suffer Lasting Injuries – if they go Out of Action, they simply play no
  further part in the battle. Also, no additional equipment can be added to their
  Fighter card, aside from what is listed in their entry below.
  In Skirmish battles, Hired Guns can be purchased in the same way as any
  other fighter.
  In either mode of play, a Hired Gun increases the gang’s Rating in the same
  way as any other fighter.
  HIVE SCUM.......................................................................................... 30 CREDITS
  Hive Scum, or Scummers, are masterless or itinerant hivers who will fight for
  anyone who offers them coin. Many are drunkards and down-and-outs, but even
  these have their uses and, despite appearances, are quite capable of holding their
  own in a fight. Others are mercenaries who travel from zone to zone, making few
  friends or commitments, earning whatever easy money is around before moving
  on. Scum are too wild and independent to submit to the leadership of anyone for
  very long, and they hire out their services as they feel like it. Despite their carefree
  lifestyle and happy-go-lucky attitude, Scummers are good fighters, so their
  services are always in demand. Many end up working for the Guilders, but there
  are always a few willing to tag along with a gang for a share of the spoils.
  Hive Scum are especially valuable to a newly-founded gang, especially one
  whose fighters may be neither numerous nor especially experienced. In
  general, more established gangs eschew their services, preferring to rely on
  their own in the heat of battle. Nonetheless, Hive Scum are considered of great
  value as cannon fodder…
  A gang may recruit up to five Hive Scum at a time.
  M
  WS
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  S
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  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  4+
  3
  3
  1
  4+
  1
  8+
  8+
  8+
  8+
  EQUIPMENT
  Hive Scum may purchase up to 60 credits’ worth of weapons and Wargear from
  the Trading Post. They may take any Common item and may take any item with
  a Rarity value of 7 or below. The only weapons they may take are Pistols, Close
  Combat Weapons and Basic Weapons. They may be armed with up to three
  weapons, only one of which may have the Unwieldy Weapon Trait, and this
  counts as two weapons choices.
  “Listen, stop struggling
  – your life’s over… if
  they don’t just stretch
  your neck, they’re
  gonna ship you off to the
  slave-gangs. If you think
  downhive is hell, you
  ain’t seen nothing yet.”
  Lodian Kreel,
  Sanctioned
  Bounty Hunter
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  BOUNTY HUNTERS.......................................................................... 80 CREDITS
  Bounty Hunters are amongst the toughest and most dangerous of all Necromunda
  underhivers. They survive in perilous conditions, living out in the wastes, pursuing
  outlaws and mutants through the tunnels and ruins. Bounty Hunters are loners who
  neither need, nor want, to be associated with a gang. They will hire their services to
  a gang leader, though, if there are no decent bounties to be had or if their interests
  are aligned, but such allegiances tend to be temporary.
  Bounties are displayed at all Trading Posts, offering rewards to anyone who brings
  in outlaw leaders, gangs, mutants and other criminal types. Sometimes, general
  bounties are declared on Ratskin renegades or on underhive monsters. The
  rewards offered are good, but the job is a perilous one and many Bounty Hunters
  die out in the wastes, slain by the outlaws and mutants they set out to hunt.
  Bounty Hunters are drawn from a wide range of backgrounds. Some are
  erstwhile gangers and might still bear some of the distinctive trappings of
  their former Clan House. Many Abhumans also find the life of a Bounty Hunter
  suits them well, for the Blood Warrant that serves as license and writ allows
  them to go where others of their kind might ordinarily be barred. Thus it is
  not uncommon to see Beastmen, Squats and other stable Abhuman strains
  operating as Bounty Hunters far from those areas set aside for their kind.
  A gang can recruit no more than one Bounty Hunter at a time. To represent the
  great variety of Bounty Hunters active on Necromunda, the recruiting player
  picks one of the following profiles to use.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  3+
  3+
  3
  3
  2
  3+
  1
  7+
  5+
  6+
  6+
  3"
  3+
  4+
  3
  4
  2
  5+
  1
  5+
  7+
  5+
  5+
  4"
  3+
  4+
  3
  4
  1
  4+
  2
  7+
  6+
  7+
  8+
  EQUIPMENT
  A Bounty Hunter is equipped with either mesh or flak armour. In addition,
  Bounty Hunters may purchase up to 150 credits’ worth of weapons and
  Wargear from the Trading Post. They may take any Common item and may take
  any item with a Rarity value of 10 or below. They have no weapon restrictions.
  They may be armed with up to five weapons, only one of which may have the
  Unwieldy Weapon Trait, and this counts as two weapons choices.
  SKILLS
  A Bounty Hunter may take either three skills determined at random, or one
  skill determined at random and one skill chosen by the recruiting player. Each
  skill is chosen from the following skill sets: Agility, Brawn, Combat, Cunning,
  Ferocity, or Shooting. To determine a random skill, the player declares which
  skill set they are generating the skill from, and rolls a D6, re-rolling if the Bounty
  Hunter already has that skill. Choosing a skill is a simple matter of picking the
  desired skill from the sets available.
  “I don’t trust righteous
  men and glory hounds,
  and all their high
  ideals. Those spouting
  tales of revenge or
  murder, don’t trust
  them neither. Give me
  men that fight for good
  hard coin any day,
  those groat-lickers
  I understand!”
  Jax Hammer,
  Broke-knee Boys,
  House Goliath
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  SPECIAL RULES
  All Bounty Hunters, including named Dramatis Personae Bounty Hunters,
  benefit from the following special rules:
  Dead, Not Alive: Any gang that employs a Bounty Hunter may be awarded
  extra bonuses for enemy fighters they help to bring down, due to the Bounty
  Hunter claiming extra fees from the authorities for troublesome gangers they
  bring in dead. In the post-battle sequence, when an opponent deletes a
  dead fighter from their roster during the Update Roster step of the post-battle
  sequence, the gang immediately claims half of that fighter’s value, rounded up
  to the nearest 5 credits, as bounty.
  Claiming Bounties: If the recruiting gang Captures an enemy fighter, roll a D6
  in the Receive Rewards step of the post-battle sequence. On the roll of a 3 or
  higher, the Bounty Hunter recognises the Captive as a wanted outlaw. Mark this
  on the capturing gang’s roster. If the Captive is later sold to the guilders, the
  Bounty Hunter receives an additional D6x10 credits.
  “We’ll Get Our Bit…”: If a Bounty Hunter does not generate additional income
  during a campaign battle via the Dead, Not Alive or Claiming Bounties special
  rules above, there is a strong chance they will stick around until they do,
  whether the gang wants them to or not!
  If, at the end of the Update Roster step of the post-battle sequence, only one of
  the Dead, Not Alive or Claiming Bounties special rules has been used, roll a D6.
  If the result is a 4 or higher, the Bounty Hunter is dissatisfied with their earnings
  and is available for the recruiting gang’s next battle for free. If the result is a
  1-3, they take their credits and leave.
  If neither the Dead, Not Alive or Claiming Bounties special rules are used,
  there is no need to roll and the Bounty Hunter is automatically available for the
  recruiting gang’s next battle for free.
  If, however, both the Dead, Not Alive and Claiming Bounties special rules are
  used during the post-battle sequence, the Bounty Hunter, happy with their
  payment, automatically leaves.
  If a Bounty Hunter that is available for the next battle for free in this way is not
  used, they will automatically leave. In other words, they must be used in the
  next battle, or be lost.
  If a Bounty Hunter is taken Out of Action during a Campaign battle, they are
  considered to have automatically rolled a result of 12-26 – Out Cold on the
  Lasting Injuries table.
  “To the victor the scrap-
  spoils – don’t leave
  anything behind boys,
  I don’t care if it looks
  like trash, you throw it
  in the loot bags. If it’s
  nailed down you prise it
  up, if it’s in there good,
  you rip it out, and if
  it moans, squirms or
  complains, you give it a
  good knock, and rip it
  out anyway!”
  Hurn Hardfist,
  Scraphammer Warriors,
  House Goliath
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  BAERTRUM ARTUROS III, GUILDER BOUNTY HUNTER
  Not all Bounty Hunters are desperados, loners or venators. Baertrum Arturos the Third is a member
  of the Adjurators, the Guilds’ own private Order of hunters, concerned with the recovery of their own
  property and the reprimand of those responsible for taking it. Arturos and his kind operate primarily
  in the mid-hive regions, seeing to the interests of the mercantile lords and working to bring debtors
  and contract-breakers to justice. Sometimes, though, Adjurators might be required to venture into the
  underhive in search of their mark, bringing with them the special privileges and exceptional wargear
  afforded to a servant of the Guilds.
  After running down a clan tithe-breaker, Arturos has remained in the underhive, having developed a
  taste for the fringe realm. He likes the way its denizens look to him with a mixture of fear and disgust
  reserved for their betters, while the rancid air and filthy surroundings reminds him that he was born of
  better stock than these bottom-feeders. While Arturos could make more scrip in the mid-hive domes,
  he couldn’t throw his authority around quite as much. Despite his distaste for the denizens of the hive’s
  lower reaches, he is not above allying himself with them when his interests and theirs are co-aligned. For
  the gangs’ part, they hire Arturos because he is always cool-headed, quick with his needler and shrewd
  enough to avoid enemies getting the drop on him. That they have to put up with his perpetual scowls
  and condescending sneers, as well as his long, self-aggrandising diatribes, is a relatively small price to
  pay for such talents and the veneer of Guilder authority that comes with them.
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  ‘All Gelt for the Guilders,
  and all Debts Paid
  in Full.’
  Motto of the
  Adjurators Primus
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  ORTRUUM 8-8,
  PSYKANARIUM PSI-HOUND
  BOUNTY HUNTER
  Ortruum 8-8 is the product of one of Lord
  Helmawr’s Psykanariums; inbred from the
  fractured genus of dozens of Psyker bloodlines
  to create a horrifying, yet potent psychic
  weapon. Unable to stand or even feed itself,
  and of indeterminable gender, Ortruum 8-8’s
  mutated form is augmented with suspensor
  implants to facilitate movement, inducer rigs
  to keep its organs functioning and a neural-
  crown that both enhances its psychic powers
  and keeps it in a docile and pliable state
  when required. Like most Psykanarium Bounty
  Hunters, Ortruum 8-8 is controlled by coded
  auditory and olfactory triggers, allowing its
  masters to direct it with a word or set it upon
  the scent of its prey.
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  HELMAWR’S
  PSYKERS
  Psyker strains are
  carefully controlled
  on Necromunda;
  regulated by the
  Imperial House and
  tithed to the Black
  Ships in accordance
  with the Emperor’s
  laws. While the
  most powerful or
  dangerous psykers
  are contained and
  either disposed
  of immediately or
  shipped off-world to
  serve the Imperium,
  Lord Helmawr
  maintains a stock
  of gifted individuals
  for his own personal
  needs, and those of
  his favoured servants.
  WYRD POWERS
  TELEPATHY
  PREMONITION (SIMPLE), CONTINUOUS EFFECT: The ability to read the
  thoughts of others possessed by this Psyker enables it to dodge and evade
  all but the most unexpected of attacks. This Wyrd Power grants the Psyker
  a 4+ save roll, which cannot be modified by a weapon’s Armour Piercing
  characteristic.
  MIND LOCK (BASIC): Nominate an enemy fighter anywhere within 18" of
  this Psyker that has not already activated this round. For the remainder of this
  round, that fighter cannot activate and may not take part in a group activation.
  TELEKINESIS
  FORCE BLAST (BASIC): Any enemy fighters within 3" of this Psyker are
  immediately pushed D3+1" directly away. If this movement would push a fighter
  from a platform or into a pitfall, stop at the edge and take an Initiative test for
  them. If the test is passed, they are placed Prone at the edge. If the test is
  failed, they will fall. If this movement is interrupted by a wall or other impassable
  terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to
  the number of inches rolled for the push distance.
  SPECIAL RULES
  FLIGHT: Ortruum 8-8 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.
  SOUL HOUND: A unique ability possessed by Ortruum 8-8, and one that
  makes its services particularly valuable to Bounty Hunters, Enforcers and
  Guilders, is the ability to hunt down individuals based on their psychic spoor.
  Before a game begins, nominate one fighter (Leader, Champion, Juve,
  Specialist or equivalent) from your opponent’s gang. This fighter is the one
  that Ortruum 8-8 has been sent to track down. This fighter must be deployed
  on the table at the start of the game, and must therefore be included in your
  opponent’s crew, however that is selected.
  For the duration of this game, the nominated fighter is haloed by ghostly
  illumination, marking them out to their enemies as Ortruum 8-8 constantly
  focuses upon their location. All shooting attacks made against the nominated
  fighter gain a +1 modifier on hit rolls. Additionally, the nominated fighter may
  not use the Infiltrate or Lie Low skills for the duration of this game.
  TEAM WORK: Ortruum 8-8 may be hired alongside other Bounty Hunters,
  allowing a gang to field two Bounty Hunters rather than the usual one.
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  BELLADONNA,
  NOBLE BOUNTY HUNTRESS
  As the ancient saying goes ‘don’t mess
  with a woman wronged’, and Belladonna
  has been oh so wronged! The noble
  bounty huntress is one of the seven
  daughters of Orlena Escher – matriarch
  of the Seven Spire Killer Cult – and once
  one of the most feared assassins in
  the Palatine Cluster. In a rare example
  of direct cooperation between a Clan
  House and a Noble House, Orlena
  compacted Belladonna to wed Tzakwon
  Ran Lo, heir to the Ran Lo Stratoplane
  Empire. Unusually for a marriage
  arranged solely for strategic gain, the
  two fell madly in love and everything
  went perfectly – that is, until the wedding
  day. In the midst of the betrothal
  banquet, with thousands of high-
  ranking guests in attendance, one of
  the wedding gifts began to growl. No
  sooner had Tzakwon looked within the
  ornate box than a starved Crotalid burst
  forth, tearing him apart in an explosion
  of gore. Anarchy erupted as the rabid
  beast ripped, snapped and clawed its
  way along the top table, until Belladonna
  leapt upon its back, brandishing in one
  hand a stiletto-heeled marriage shoe
  worth more than a House industrial helot
  would earn in a decade. Maintaining a
  curiously angelic visage, she drove the
  shoe’s heel through one of the creature’s
  eyes, impaling its brain and killing it in
  an instant. The struggle lasted mere
  seconds, but it cost the bride her left arm
  and leg, one eye, and left her lying in a
  pile of scattered food, broken furniture
  and mangled wedding guests.
  Her House being expert in arcane
  medicae processes, Belladonna’s injuries,
  which might otherwise have proved fatal,
  were quickly healed. She set out to exact
  her revenge within days, the scars around
  her new bionics still fresh, her wedding
  ribbons still stained with blood. Now she
  stalks the underhive as a Bounty Hunter
  for hire, seeking her husband’s killers and
  the identity of the mysterious faction that
  sundered the alliance of Escher and Ran
  Lo before the ink was even dry on the
  marriage compact.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  THE DESERTER,
  HUMAN BOUNTY HUNTER
  No one knows the real name of the Deserter, only
  that by his tattoos he once served in the legendary
  Necromundan 8th. The crazy old soldier lives
  downhive in a booby-trapped warren, with every
  approach a deadly killing ground. Leaders often
  need to send at least a few Juves when contracting
  the Deserter, as he can be a little trigger happy
  when it comes to those who knock on his door.
  The skills he brings to a fight, however, are always
  worth it, and there are few individuals as talented
  when it comes to laying traps or setting ambushes.
  Why the authorities tolerate the Deserter is a
  mystery to underhive gangs. Some believe he was
  a disgraced general that lost his entire regiment in
  some off-world war, and was given the choice of
  execution or exile to hive bottom. Others reckon he
  was a war hero, grievously wounded (as his skull
  plate seems to attest), who wandered down from
  the spire after losing his memory. Then there are
  those who say he is called the Deserter because
  that is just what he is, and Helmawr’s cronies
  simply stopped trying to bring him in after their
  enforcers kept failing to come back. Whatever the
  truth, the Deserter is a cantankerous old fighter that
  gang fighters underestimate at their peril!
  Another Custodes Libris share. Buy the stuff if you like it!
  
  EYROS SLAGMYST,
  ENHANCED BOUNTY HUNTER
  Eyros was once an underhive dome-rigger from
  Cogtown, one of the sweating, emaciated souls
  responsible for repairing the rusting pipe networks
  that fed the dismal settlement. When the Eye-Blight
  came to Cogtown, and its population began to die,
  Eyros and a group of dome-riggers set off into the
  underhive to find the scrap-tech to save their town.
  Deep down in the sump wells, close to hive bottom,
  the scavenging party found a vault of hidden
  treasures, among them a wondrous contraption that
  could extract life-giving water from almost anything.
  It was Eyros who donned the strange archaeo-rig,
  its syringes and bone-flutes burrowing into his flesh
  until all his organs pulsed in time with the machine.
  Unfortunately for Eyros, though it gave him strength
  and life, it also gave him a burning thirst.
  As it turned out, while water can be found in many
  things, few things in Necromunda have quite as
  much as humans. After Eyros had drained his
  companions, he returned to Cogtown and left only
  dust and scrap in his wake. He soon discovered that
  the potent fluids concocted in the harness could also
  be dispensed to his allies, and it was not long before
  Eyros began selling his services and ‘water’ to gangs
  in exchange for fresh subjects to drink from. These
  days it is hard to tell how much of Eyros is left under
  the archaeo-cybernetics that have taken root within
  him, his features hidden under writhing wires and
  pitted armour. There is also no telling what Eyros will
  become once the archaeotech is done with him.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  GOR HALF-HORN,
  BEASTMAN BOUNTY
  HUNTER
  Gor Half-horn is a Beastman
  – a mutant of the strain
  Homo Sapiens Variatus –
  and as such is possessed of
  horribly animalistic features
  and an unpredictable and
  violent temperament. These
  characteristics serve to
  make Gor a figure of dread
  in the underhive, but equally,
  they make him a target
  for every raving zealot he
  encounters. As a sanctioned
  Bounty Hunter, Gor is
  entitled, in theory at least, to
  go wherever he will in pursuit
  of his targets; in reality, he
  has often found himself the
  quarry, though so far none
  have bested him.
  Because it is so rare for a
  Beastman to be sanctioned
  as a Bounty Hunter, Gor
  has become the subject
  of numerous legends
  throughout the underhive.
  Some say he was once a
  member of an Abhuman
  Auxilia attached to an Astra
  Militarum regiment, and the
  sole survivor of a battle of
  apocalyptic proportions.
  Others whisper that he was
  once in the employ of an
  Inquisitor, whose service
  he fled for a life among
  the damned. Some have
  even claimed that he was
  not born an Abhuman at
  all, but a noble scion who
  developed hideous mutations
  in his adolescence and fled
  downhive lest he be put to
  death by his own kin. None
  dares to enquire of Gor
  himself what the truth might
  be, for all know his response
  would be swift and fatal.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  GRENDL GRENDLSEN,
  SQUAT BOUNTY HUNTER
  As a banner-jarl in the famed Vega Rams
  mercenary company, Grendl came to
  Necromunda with the Rogue Trader Lord
  Constant Gerrit of the Arcadius dynasty’s guard
  of honour. But while his liege was entertained
  in the undreamed-of luxury of Lord Helmawr’s
  spire-palace, the Abhuman members of his
  household, including the entire complement
  of the Vega Rams, were required to remain in
  the Stranger’s Tower, as they were forbidden
  to set foot in the hive proper. In some ways, it
  is fortunate for Grendl that he was not present
  when the wing of the Helmawr Palace-spire in
  which Constant Gerrit was being housed was
  destroyed by a low-yield atomic charge planted
  by a rival House; yet in others it was unfortunate,
  for in the subsequent household purge, Grendl
  was forced to flee, seeking sanctuary in the
  anonymous squalor of the underhive.
  Despite the dire circumstances of his coming
  to Hive Primus, Grendl Grendlsen quickly
  established a new life, finding gainful employ
  as a bodyguard to various underhive figures.
  At length, he earned the right to practice as a
  sanctioned Bounty Hunter, and now serves any
  master who will pay his fee. Grendl is famed
  for protecting his charges from their rivals and
  subsequently claiming the bounty on the would-
  be assassins’ heads, and so far there has been
  no shortage of foolhardy rivals eager to test his
  skills, and his infamous hammer.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  GRUB TARGESON
  (AKA LUMPY NOX) –
  HIVE SCUM
  Not so long ago, Grub was
  an upstanding member of the
  Merchant Guild in Hive Primus.
  Every day, thousands of creds
  ran through his thick fingers
  and the fates of thousands of
  workers rested on his every
  nod or sneer. Then, one day,
  he woke up to find an odd lump
  growing out of his shoulder. At
  first Grub paid it no mind, as
  minor mutations and strange
  diseases are a common sight
  throughout the hive, and he
  simply asked his stitch-master to
  loosen the seams on his coats.
  As the cycles ground by, the
  lump grew, with Grub finding it
  harder and harder to hide his
  growing deformity. Then one
  day it spoke to him – which was
  when Grub fled to the underhive.
  Now Grub wanders the
  underhive, whispering
  conversations with his hump
  and hiring himself out to gangs
  that need extra firepower. Most
  pass off his ramblings as the
  results of one too many bottles
  of Second Best, though some
  swear they have heard the
  hump talking back to Grub.
  Perhaps most disturbing of all
  is that Grub seems to know
  things he shouldn’t – such as
  where stashes are hidden or
  when a hive quake might be
  coming – each time stroking
  his hump affectionately
  when one of his predictions
  comes true…
  Another Custodes Libris share. Buy the stuff if you like it!
  
  KRIA ‘THE HUNTRESS’
  KYTORO, HOUSE ESCHER
  DEATH-MAIDEN
  BOUNTY HUNTER
  Kria Kytoro died with a sneer on her
  lips and her blade buried in her rival’s
  throat. Single-minded in her pursuit of
  her enemies, Kria earned the moniker of
  ‘Huntress’ because none prey-marked
  by her crew, the Bittersweet Blades, ever
  escaped for long. When Kria tangled
  with Gorgon, boss of the Irontree Lords,
  she met her match in ferocity and
  cunning, the Goliath leader emptying
  his shotgun into Kria’s chest even
  as her knife opened up his throat.
  Kria’s story might have ended there,
  had the alchymyst fleshteks of House
  Escher not already had their eye on
  her. Hauling her body from the Sump,
  the fleshteks began the process to turn
  Kria into a death-maiden, a resurrected
  warrior of House Escher. Kria proved an
  excellent subject, and within the cycle,
  she was hauling herself from an amniotic
  tank, her veins pulsing with chems.
  Death-maidens are assassins, fixers
  and enforcers for the House – bringing
  the will of the matriarchy into the
  depths of the underhive. Brought back
  from the edge of oblivion by alchemical
  means; their blood is transfused
  with a cocktail of chems and their
  minds stripped of whatever shreds
  of humanity they once had. Usually,
  death-maidens run alone, joining
  Escher crews to enforce the interests
  of the House, though it is not unheard
  of for entire gangs of death-maidens to
  gather when the matriarch council calls
  – such as in the War for Hive Mortis.
  For Kria, the mantle of death-maiden
  rests well upon her shoulders, and
  dying and coming back from the
  beyond has done little to diminish her
  skills as a tracker and hunter. Her toxic
  blood also means that she can always
  wet her weapons with poison before
  the kill, and she savours the look in
  her prey’s eyes as she draws a knife
  across her own flesh.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  SPECIAL RULES:
  Death-maiden: Kria the Huntress is a Bounty Hunter that can only be taken by
  Escher gangs.
  ‘One hundred cycles
  to the day she walks
  through that door,
  bullet holes in her skull
  looking just as they did
  the day old Five-Cards
  Clint put them there. I
  swear we all just stared
  like Grox on the killing
  floor waiting for the
  hammer to drop – not
  Clint though he was
  going for his gun.
  Of course if he was
  quicker I wouldn’t be
  telling you this tale,
  and there wouldn’t be
  a stain on my floor that
  won’t come out. Damn
  Death Maiden’s… bad
  for business.’
  Abe Albernath, Owner
  of the Twice-Shy
  Saloon, Cogcity
  Another Custodes Libris share. Buy the stuff if you like it!
  
  KROTOS HARK,
  GOLIATH BOUNTY HUNTER
  Not all Goliaths emerge from the flesh
  vats disciplined and subservient. Once in
  a thousand cycles, something goes awry
  and an aberration is born. Usually these
  failed gestations are quickly purged, but
  sometimes the mutation is more subtle.
  Krotos Hark was born with that most
  dangerous of gifts; intelligence. He was
  clever enough to hide his keen mind, and
  managed to survive long enough to make
  his way into one of the House gangs.
  Rather than fight his way up to leadership,
  something he could certainly have done,
  he set his sights on a grander destiny.
  Hark is a skilled armourer, and valued
  among gangs for his ability to improve the
  weapons and gear of those willing to pay.
  His own furnace plate armour has been
  hardened against all manner of weapons,
  while his mask not only hides his identity
  from his former masters, but can turn
  aside rounds. Though Hark remains
  tight-lipped about his ultimate ambitions,
  it has not gone unnoticed that he seems
  to be gathering allies and contacts every
  time he works a contract or fills a bounty.
  He also seems to take a special interest in
  jobs that oppose House Goliath. All of this
  makes some speculate that perhaps Hark
  is looking to make a permanent change of
  management among his old bosses.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  MAD DOG MONO – HIVE SCUM
  Mono works the great Ash Gates of Port Mad
  Dog when he is not hiring out his services as a
  mercenary to gangs, Ash Wasters and outlaws
  alike. Born into the Longshore clans, he grew up
  on the edges of the Palatine Cluster, the great
  hives visible only as shadows against the toxic
  horizon, their spires taunting him with the promise
  of safety and wealth. Life for a Longshore clanner
  is usually short and brutal – if the poisonous winds
  don’t get them, then a faulty cargo lifter, angry
  Ash Waster or wandering wasteland creature
  probably will. Mono’s fate was changed, however,
  when a scavvy trader sold him a strange one-
  eyed hood. It turned out to be an ancient strato-
  pilot helmet, and as Mono discovered, its oculus-
  augur gave him a unique view of the world, and
  amazing reactions as a result.
  After carving up a bar full of drunken mag-line
  dusters with his grab-hook, Mono realised
  that he had a talent for mayhem and put the
  word out he was looking for ‘extra work’. It
  wasn’t long before Mono had made a name for
  himself bringing down Three-toes Jack during
  the Rustfalls uprising and running with the
  Sump City Sirens during their takeover of the
  Delta Zone Dust Wells. Despite his success,
  Mono always returns to Port Mad Dog, for as
  the Longshore clanners always say – ‘blood is
  thicker than ash’.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  SLATE MERDENA,
  ORLOCK ROAD BOSS
  BOUNTY HUNTER
  The Sump Dogs are one of the hardest gangs
  to ever ride the ash roads of the Spider Points,
  and their success can be attributed to one man:
  Slate Merdena. As a juve out of Sumptown, Slate
  built his first runner out of scrap, and took down
  his first Waster caravan before he could shave.
  It wasn’t long before he had his own crew, and
  not long after that a gang of riders he called the
  Sump Dogs, in memory of his hometown. Soon,
  the Sump Dogs boasted gangs from one end of
  the Palatine Cluster to the other and Slate was
  infamous for giving beaten Orlock leaders a
  choice between donning his colours or taking a
  short ride on the end of chain behind his war-
  rig! Despite his successes, when the masters of
  House Orlock called Slate to court for his well-
  earned place among them, he refused – unwilling
  to give up the road. Not wanting to lose such a
  talented fighter, or perhaps concerned what Slate
  might do if they trifled with him, they instead made
  him a Road Boss – a master of multiple gangs
  and an agent for the House masters themselves.
  Slate controls a dozen Hive Primus Ash Gates
  in the name of House Orlock, and a dozen more
  have made deals with his fighters for protection.
  Over the years countless other gangs have
  tried to take him out, and Slate has earned a
  reputation for being nigh unkillable – having
  survived bullets to the chest, blades between
  his shoulders and even being hurled under the
  wheels of his own rig. Though time has taken
  its toll on Slate, evidenced by the dust visor
  he wears to hide his ash-burned eyes, he still
  radiates power. Often the mere sight of Slate and
  his faithful Cyber-mastiff, Macula, are enough to
  send his enemies running – lest they end their
  days as a mile marker on the Spider Points like
  so many before them.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  ‘Slate doesn’t win
  fights, he just allows
  you to lose.’
  Sump Dogs saying
  SPECIAL RULES
  Orlock Road Boss: Slate Merdena is a Bounty Hunter that can only be
  taken by Orlock gangs.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  YARUMBRA,
  VOID-BORN BOUNTY HUNTER
  Vast quantities of off-world trade comes to
  Necromunda via the Eye of Selene. Carrying these
  cargoes are all manner of ships, their crews often
  made up of void-born spacers who spend their
  lives traversing the inky galactic wilds. Yar Umbra
  came to Hive Primus on the chartist vessel the
  Halcyon Dawn. Unfortunately for Yar, when his
  ship left he was not on it, for he was intentionally
  marooned by the deck master for some unknown
  infraction, which, some say, was centred around
  what it is that he hides beneath his hood.
  Embittered by his abandonment, Yar yearns to return
  to the stars, and has turned his talents to claiming
  bounties, in the hopes of one day obtaining passage
  on a vessel and hunting down the Halcyon Dawn.
  In the interim, Yar has found that though he despises
  his planet-bound existence, he is very much at home
  in the confined tunnels of Necromunda. The stinking
  depths of a hive are much the same as those of a void
  ship (if even a bit more forgiving), and equipped with
  enviro-filters and gas-plugs, Yar is well-protected from
  local hazards. Darkness is also an environment Yar
  knows well, and with his custom maw-pattern long las
  even a flicker of movement is enough for the
  void-born sniper to bring down his prey.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  YOLANDA SKORN, BOUNTY HUNTER
  There is usually little mercy for gangers who challenge
  their leaders and fail, and most end their days rotting
  at the bottom of the Sump. Sometimes, though, a
  rival is so impressive, simple execution seems like a
  waste. This was the case for the Escher Bounty Hunter
  Yolanda Skorn. The leader of her former gang, the
  Bloodmaidens, looked into her crazed eyes, even as
  she grinned through sheets of blood from her freshly
  carved exile scars and decided nothing so cruel and
  beautiful could be taken from the world.
  Skorn’s missing hand, lost in the duel, was replaced
  with a whirring cybernetic, and she adopted a veil to
  hide her facial scars (mostly so they didn’t unsettle her
  allies), before setting off on a journey of murder and
  mayhem. As anyone who has met her will attest, Skorn
  is quite insane. She constantly talks to her weapons,
  doors, the walls and anything else that crosses her
  path. She also enjoys close-in kills, sometimes pulling
  aside her veil so her enemies can see her scars ‘smile’
  before they die. Understandably, Yolanda Skorn’s
  reputation precedes her most places she goes, and the
  mere sight of her can send some enemies running. It
  also means she seldom stays with the one employer for
  long, as there is only so many times a gang leader can
  wake up with Skorn’s staring eyes an inch from their
  face before deciding that enough is enough.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  MR CHOMPER
  CARRION QUEENS
  HOUSE ESCHER ‘AMBOT’
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Hangers-on and Brutes
  HANGERS-ON AND BRUTES
  Once a gang establishes itself, its hideout can become as well known as any
  other local landmark. Some gangs’ hideouts become centres of activity, with
  loyal hivers granted the freedom to come and go as they please, while others
  are more like fortresses. In either case, they are sought-after destinations for
  merchants and tradesmen seeking a reliable base of operations and offering
  their services to the gang.
  Hangers-on are primarily used in Campaign play, although some will prove
  particularly useful in Skirmish games. Brutes are purchased specifically to add
  some extra muscle and prowess on the battlefield and can be fielded alongside
  the rest of the gang normally. In the Update Roster step of the post-battle
  sequence, players can recruit Hangers-on and Brutes. These are purchased
  with credits from the gang’s Stash in the same way as new fighters. A Fighter
  card is filled out for them and they are added to the gang roster. Most Hangers-
  on and Brutes have various options for their equipment – these must be
  decided when they are recruited.
  The maximum number of Hangers-on and Brutes a gang can have is limited by
  their Reputation, as shown by the table below. If a gang’s Reputation drops to the
  point they do not have enough for their Hangers-on or Brutes, they must remove
  one or more of them from their roster until they are back within their limit. Also,
  note that there is a limit on each type of Hanger-on and Brute – a gang can have
  up to two Rogue Docs, but only one Dome Runner, for example. Hangers-on and
  Brutes do not count towards the number of fighters in the gang; for example, they
  are not counted when determining how many Gangers the gang must contain.
  Reputation
  Maximum Hangers-on
  Less than 5
  1
  5-9
  2
  10-14
  3
  15-19
  4
  20-24
  5
  Each additional 5
  +1
  Each of the types of Hangers-on gives a gang a special rule, but they do not
  normally take part in battles. However, whenever a battle happens on the gang’s
  turf (i.e., they have the Home Turf Advantage in a scenario), roll a D6 for each of
  their Hangers-on before choosing a crew. On a result of 1, 2 or 3, the Hanger-on is
  unfortunate enough to be around when the fighting starts, and must be included as
  a part of the crew. Hangers-on cannot gain Experience or Advancements; if they
  suffer a Lasting Injury that would make a change to their Fighter card, they decide
  that the hideout is no longer safe and move on – they are removed from the gang
  roster. They cannot be given any equipment other than what is listed.
  ‘Ain’t no one messes
  with an Ambot. Heck,
  I remember the Twice
  Shy drinking hole in
  Last Hope had one in
  the corner. People used
  to throw their drinks at
  it and use it to light their
  lho sticks. Then one
  night a bunch of scum
  came in shooting up
  the place and the
  thing painted the walls
  with them.’
  Rudlin Rattler,
  Last Hope Chem
  ‘Merchant’
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Brutes, however, are purchased with the express intention that they be fielded in battle and are treated
  like any other fighter when selecting a crew. Unlike other Hangers-on, Brutes will gain Experience and
  Advancements in the same manner as a Specialist Ganger, and their skill set access is detailed below.
  Unlike other Hangers-on, Brutes will not leave the gang should they suffer a Lasting Injury that makes a
  change to their Fighter card. They also cannot be given any equipment other than what is listed.
  Both Hangers-on and Brutes can be taken Captive, in which case the gang can attempt to rescue them
  and the capturing gang may sell them as if they were a normal fighter.
  Agility
  Brawn
  Combat
  Cunning
  Ferocity Leadership Shooting
  Savant
  Luther Pattern
  Excavation
  Automata
  -
  Secondary Secondary
  -
  Primary
  -
  -
  -
  ‘Jotunn’
  Servitor Ogryn
  -
  Primary
  Secondary
  -
  Secondary
  -
  -
  -
  Stig-shambler
  -
  Primary
  Secondary Secondary
  -
  -
  -
  Primary
  Delaque
  Spyker
  Secondary
  -
  -
  Secondary
  -
  -
  -
  Primary
  Escher
  Khimerix
  Secondary
  -
  Secondary
  -
  Primary
  -
  -
  -
  Goliath
  ‘Zerker
  -
  Primary
  Secondary
  -
  Secondary
  -
  -
  -
  Orlock
  ‘Lugger’
  -
  Secondary Secondary
  -
  -
  -
  Primary
  -
  Van Saar
  ‘Arachni-rig’
  -
  Secondary
  -
  -
  Secondary
  -
  Primary
  -
  Another Custodes Libris share. Buy the stuff if you like it!
  
  HANGERS-ON
  0-2 ROGUE DOCS.............................................................................. 50 CREDITS
  Medical expertise is much sought-after in the underhive, and most of those
  who have such training sell their services at a not insignificant price. However,
  should tragedy befall one of these ‘docs’ – perhaps an influential gang leader
  dies under their scalpel, or they are blamed for an outbreak of sickness – they
  will throw in their lot with a friendly gang, trading their expertise for protection.
  If a gang has a Rogue Doc, it can make an additional Medical Escort action
  in the post-battle sequence (see page 92 in the Necromunda Rulebook) in
  addition to any other actions made by the gang’s Leader or Champions. This
  visit does not cost any credits – however, a result of 6 on the table is treated as
  Stabilised rather than a Full Recovery, thanks to the Doc’s comparatively limited
  supplies and the lack of proper medical technology. If a gang has more than
  one Rogue Doc, it can make this additional action once for each of them.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  5+
  5+
  2
  3
  1
  4+
  1
  9+
  8+
  7+
  5+
  EQUIPMENT
  Laspistol or stub gun; medicae kit
  SKILLS
  Medicae
  0-3 AMMO-JACKS.............................................................................. 50 CREDITS
  As gangs become more experienced, they discover the importance of regular
  weapon checks. Running out of ammunition or suffering a gun jam in the middle
  of a firefight is just not acceptable for a gang that wishes to be taken seriously.
  As such, many take on full-time armourers, setting up a workshop within their
  hideout to ensure that such mishaps are far less likely.
  If a gang has an Ammo-jack, its weapons are regularly serviced and their
  ammo stocks are carefully maintained. As such, fighters from the gang can
  re-roll any failed Ammo checks that roll a natural 1. The Ammo-jack does not
  have to take part in the battle for the gang to receive this bonus, but if they are
  not available for the battle – for example, if they are In Recovery or have been
  Captured, the bonus does not apply.
  If a gang has more than one Ammo-jack, the bonus increases. A gang with two
  Ammo-jacks can re-roll failed Ammo checks that roll a natural 1 or 2. A gang
  with three can re-roll failed Ammo checks that roll a natural 1, 2 or 3.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  3+
  3
  3
  1
  5+
  1
  9+
  7+
  6+
  7+
  EQUIPMENT
  Boltgun or combat shotgun with salvo and shredder ammo; power hammer or
  power sword; mesh armour
  SKILLS
  Munitioneer
  “I’ve seen Orlock
  gangers drag their
  crew into my cuttin’
  room shot full of holes
  and slashed half-to-
  death. Never heard one
  scream or complain
  under my knife though.
  Same ain’t true of the
  ones what wait for their
  gang-mates though…
  they worry an’ fret so
  bad, it makes your
  hand shake.”
  Jaspeh ‘Meat’ Krasp,
  downhive saw-bones
  Another Custodes Libris share. Buy the stuff if you like it!
  
  0-1 DOME RUNNER........................................................................... 20 CREDITS
  A gang’s Turf is its primary source of income, but as it expands outwards,
  the gangers might find themselves in areas they’ve never even visited. Local
  guides, referred to as ‘Dome Runners’, are a regular sight among gangs
  wishing to root out this new turf’s hidden treasures. Runners come from a
  variety of backgrounds, generally unfortunate, but they all have one thing in
  common: an exhaustive knowledge of the local area and a distinct lack of other
  marketable skills. From stick-thin waifs to gnarled ex-gangers, these vagabonds
  gladly settle down with a gang in exchange for reliable shelter.
  Whenever a fighter from a gang with a Dome Runner opens a loot casket, they
  may choose to re-roll the D6 to determine what the contents are. However, they
  must accept the result of the re-roll, even if it is worse.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  5+
  5+
  3
  3
  1
  3+
  1
  10+
  9+
  7+
  8+
  EQUIPMENT
  Laspistol or stub gun; fighting knife or axe
  SKILLS
  Lie Low
  0-1 SLOPPER....................................................................................... 20 CREDITS
  Food in the underhive rarely holds any joy. Most meals consist of corpse-starch or
  nutri-slime, supplemented with synth-fats and vitamin shots. As such, anyone who
  can produce ‘real’ food from the local flora and fauna can expect a steady stream
  of credits. They are usually keen to set up a kitchen in a gang’s headquarters; they
  get somewhere secure to store their wares, and the gang gets its share of leftovers.
  At the end of the Spend Experience step of the pre-battle sequence, roll a D6
  for each of the gang’s fighters that is In Recovery. On a roll of 6, a constant
  supply of good food has helped them recover more quickly – their In Recovery
  box on the gang roster is cleared, and are now available for this battle.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  4"
  4+
  4+
  2
  3
  1
  3+
  1
  9+
  9+
  5+
  7+
  EQUIPMENT
  Fighting knife
  SKILLS
  None
  “What, you’re too good
  for a bowl of vent-
  scrapings? Just wait
  ‘til the old belly-flukes
  hatch, then you’ll soon
  get it down you –
  wriggly bits and all!”
  Oblat Three-tooth,
  Scrapfalls Slopper
  Another Custodes Libris share. Buy the stuff if you like it!
  
  0-1 GANG LOOK-OUT: ...................................................................... 20 CREDITS
  Young supplicants hoping to impress the gang or loyal locals who know that
  the status quo is better than the arrival of a new gang in their hab block, there
  are many hivers willing to keep watch on a gang’s borders and pass warnings
  of unwanted visitors along. Together with gang fighters and close associates
  prowling their territories, such a network of local inhabitants, workers and
  businesses, enables a gang to be very safe within their hideout.
  In a Skirmish game, a gang with a Look-out may add 1 to the dice roll to
  determine which gang is the attacker or defender. Additionally, if a gang with a
  Look-out is the defender in a scenario that uses the Sneak Attack rules, add 1
  to all rolls to determine if a sentry spots an attacker.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  5+
  4+
  2
  3
  1
  3+
  1
  9+
  7+
  5+
  7+
  EQUIPMENT
  Laspistol or stub gun; fighting knife or axe
  SKILLS
  Evade
  ‘Little grox-lovers hide
  in the shadows – keep
  your ears open for
  that spine scraping
  over girders, ‘cause
  the next thing you
  know the laser dot’s
  got you, and then it’s
  all over but for the
  blood and screams.’
  Watch Sergeant Nargo,
  Enforcer Precinct 118,
  Farholm Holesteads
  Another Custodes Libris share. Buy the stuff if you like it!
  
  BRUTES
  0-2 LUTHER PATTERN EXCAVATION AUTOMATA
  (‘AMBOT’) .......................................................................................... 215 CREDITS
  The Luther pattern Excavation Automata is a heavy construct built in imitation
  of the Ambull, a huge, roughly humanoid xenos creature common to hot, arid
  worlds. Thought to have evolved in the endless deserts of Luther McIntyre IX
  in the Segmentum Solar, the Ambull is now common across the Imperium,
  Humanity having attempted to domesticate the brutes to make use of their traits.
  Ambulls are natural tunnellers, their powerful limbs ending in diamond-hard claws
  that enable them to dig through soft rock at a surprising speed. Their eyes see
  into the infrared spectrum, making impeccable use of even the faintest levels of
  light, and they are even able to detect heat signatures as a visual stimulus.
  The transport and trade in Ambulls is extremely heavily controlled throughout
  the Imperium, due to how dangerous they are as hunters and how unsuitable
  to domestication they have proven, escaping from any form of captivity and
  wreaking havoc upon human populations in mining colonies the galaxy over.
  The greatest successes in domesticating the Ambull lie in using the creatures
  as the organic component of a heavy mining construct. Specially crafted
  instrumentalities are fused with the brain and nervous system of the Ambull, in a
  process perfected by the Adeptus Mechanicus, to circumvent the most ancient of
  laws proscribing the ‘machina malifica’, the dreaded ‘machine that thinks’. When
  the creature awakens in its new robotic shell, it retains the natural tunnelling
  instinct it had when it was flesh, whilst its aggression and hunting impulses are
  suppressed by cranial governors. Consequently, Luther pattern Excavation
  Automata, or 'Ambots', as they are commonly called in the underhive vernacular,
  are not uncommon on Necromunda, where they are utilised for slag mining and
  ash excavation. A common danger of using such constructs, however, is that
  there is always an underhive gang waiting for the opportunity to liberate such a
  prized commodity, and utilise it as a weapon against their rivals!
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  4"
  3+
  5+
  5
  5
  3
  5+
  2
  8+
  6+
  8+
  9+
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Tunnelling claw
  - melee
  -
  E
  -
  -
  S
  -1
  2
  -
  Melee
  - ranged
  4"
  8"
  -
  -
  6
  -2
  2
  5+
  Melta, Scarce,
  Sidearm
  Grav-fist
  - melee
  -
  E
  -
  -
  S
  -1
  2
  -
  Melee,
  Pulverise
  - ranged
  6"
  12" +1
  -
  *
  -1
  2
  5+
  Blast (3"),
  Graviton Pulse,
  Concussion
  WEAPONS
  An Ambot is armed with two tunnelling claws.
  OPTIONS
  • An Ambot may replace one of its tunnelling claws with a grav-fist..+70 credits
  ‘The Luther
  Pattern Excavation
  Automata continues
  to outperform all
  previous models. Its
  instinctive behaviour
  inhibitors have
  proven efficacious in
  keeping it on task and
  minimising production
  stoppages due to
  worker ‘accidents’. I
  must, however, again
  include in my report
  the fact that we have
  not yet received
  our full complement
  of automata and
  shipments continue to
  go missing, leading
  me to believe these
  are either going to our
  rivals, or someone is
  building an army of
  these things…’
  Primus Mining
  Outpost 163,
  Log Report
  6422891.M41
  Another Custodes Libris share. Buy the stuff if you like it!
  
  SPECIAL RULES
  Infiltrate: If this fighter should be set up at the start of the battle, they are instead placed to one side.
  Then, immediately before the first round, their controlling player sets them up anywhere on the battlefield
  that is not visible to any enemy fighters, and not within 6" of any of them. If both players have fighters with
  this skill, take turns to set one up, starting with the winner of a roll-off.
  Cranial Governors: In normal circumstances, an Ambot’s behaviour will be heavily governed to protect
  other workers from the aggressive instincts of the Ambull. Gangers, however, have no such safety
  concerns and will frequently switch off the inhibitors on an Ambot in their possession. When an Ambot is
  operating in Safe Mode it follows the rules and profile described previously. Should the controlling player
  wish, Safe Mode can be switched off at the beginning of any round. Whilst Safe Mode is off, the Ambot
  gains the Berserker (Ferocity) skill and its Attacks characteristic becomes D3+1. However, when Standing
  and Engaged, the Ambot must divide its attacks amongst all models it is in base-to-base contact with,
  including friendly fighters. Once Safe Mode is off, it cannot be reinitiated until the Wrap Up.
  Mechanical Construction: An Ambot is equipped with light carapace armour.
  Excavation Automata: If the gang that owns the Ambot also controls a Mine Workings territory, roll an
  additional D6 to generate income to represent the Ambot being put to work.
  Valuable: Should an Ambot be Captured by a rival gang and not be rescued, the gang holding it Captive
  may choose to either sell it to the Guilders as a normal Captive, or to keep it and add it to their gang roster
  for free, assuming they have sufficient Reputation to take on an extra Hanger-on.
  SCRAP-HACKED ‘AMBOT’
  HOUSE ORLOCK
  Another Custodes Libris share. Buy the stuff if you like it!
  
  0-2 ‘JOTUNN’ H-GRADE SERVITOR OGRYN:..........................210 CREDITS
  Homo sapiens gigantus, commonly called ‘Ogryns’, are one of the most
  frequently seen strains of abhuman within the Imperium. Their origin is
  believed to be a chain of high gravity prison worlds, populated by Mankind
  many millennia ago and lost during the Age of Strife. In isolation from Terra,
  the humans stranded upon these worlds bred and adapted to their hostile
  environments, becoming progressively larger and hardier with each passing
  generation. Unfortunately, intelligence, probably not that prominent a trait
  amongst the denizens of these prison worlds to begin with, deteriorated over
  the generations, so that by the time the Ogryn had become a distinct and
  stable sub-species of humanity, it was hopelessly dull and unintelligent.
  Ogryns are incredibly strong, durable, and remarkably loyal, traits which make
  up for their lack of intellect in their usefulness to the Imperium. They are slow
  to learn, but once a lesson has been learned, it stays in their simple minds
  forever. These factors make Ogryns the ideal soldier for the Astra Militarum and
  their presence is prized amongst many regiments the galaxy over, where they
  are often employed as elite shock troops. They are equally well-suited to menial
  work, their strength and endurance enabling them to match the workload of
  several baseline humans in any given hard labour role, and even more when
  cybernetic enhancements are added into the equation.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  5+
  5
  5
  3
  4+
  2
  7+
  6+
  8+
  9+
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Augmetic fist
  -
  E
  -
  -
  S+1 -1
  2
  -
  Melee,
  Knockback
  Arc welder
  -
  E
  -
  -
  S+2 -3
  3
  -
  Melee, Blaze
  WEAPONS
  A ‘Jotunn’ H-Grade Servitor-Ogryn is armed with two augmetic fists.
  OPTIONS
  • A Servitor-Ogryn may replace one of its augmetic fists with
  an arc welder ...................................................................................+70 credits
  • A Servitor-Ogryn may be upgraded with furnace plate armour.......+15 credits
  ‘Now that’s no way to
  talk to a lady – let me
  introduce you to my
  big brother, he might
  not say much but
  he’s very handy with
  his fists.’
  House Escher
  War-maiden Lindi
  Synn,
  Ref. Six Points
  Massacre
  Another Custodes Libris share. Buy the stuff if you like it!
  
  SPECIAL RULES
  Headbutt: If this fighter is Engaged, they can make the following action:
  Headbutt (Basic) – Pick an Engaged enemy fighter and roll two D6. If either result is equal to or higher
  than their Toughness, they suffer a hit with a Strength equal to this fighter’s Strength +2, resolved as
  Damage 2. However, if both dice score lower than the enemy fighter’s Toughness, this fighter instead
  suffers a hit equal to their own Strength.
  Loyal: Ogryns are very loyal creatures and form strong bonds with those that they live and fight with.
  Whenever a friendly fighter making a close combat attack claims an assist from this fighter, this fighter
  adds 2 to the result of any hit rolls, rather than the usual 1.
  Slow-witted: Ogryns are not especially bright or quick on the uptake. This fighter may never be activated
  as part of a group activation.
  T.H.R.U.G. 12 ‘SPARKY’
  DAEYGLOW DRAGONS
  HOUSE VANSAAR
  Another Custodes Libris share. Buy the stuff if you like it!
  
  0-1 CAWDOR STIG-SHAMBLER................................................. 240 CREDITS
  The preachers and rabble-rousers of the devout of House Cawdor have little
  tolerance for the mutant and the abhuman. Such deformities of the body are
  clear evidence, so their leaders tell them, of the corruption that lurks within
  the soul. How can anyone who lives their life in loyalty to the Emperor, anyone
  who dedicates their every action to His glory, their every moment of toil to the
  betterment of His Imperium, ever become so corrupt and debased of form?
  Physical abnormalities are clear evidence, then, that those afflicted have turned
  their gaze away from His light and shunned Him as their one true master, and so
  the devout of House Cawdor will hunt them down and exterminate such affronts
  to Him on Earth with great prejudice, wherever they attempt to hide from His light.
  And yet… exceptions not only exist within the teeming ranks of House Cawdor,
  but could even be called common. Many denizens of Cawdor are lame of body
  or weak of wit. Many are abnormally large or strangely proportioned and peculiar
  to behold. How it is that such variation from the accepted baseline norm of
  humanity can be tolerated within a House that claims to despise such variations
  is something of a mystery, but to the Cawdor themselves the answer is simply
  one of faith. If their leaders choose to allow these souls to live, then live they will,
  just like any other Cawdor, dedicating their lives to the holy cause. A common
  sight amongst the peoples of House Cawdor is that of the physically frail and the
  weak of mind coexisting, working together to do for one another that which they
  cannot do alone. Sometimes regarded as bearers of stigma, sometimes called
  ‘stigs’ amongst the gangs of House Cawdor, but never ‘mutants’, lest the speaker
  wish to provoke a violent reaction, these combinations of shambling, slack-jawed
  behemoth and shrewd-yet-wizened rider can be a great asset to any Cawdor
  gang seeking to establish dominance in the underhive.
  Truly, House Cawdor is home to some strange sights indeed!
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  4"
  4+
  4+
  5
  4
  4
  4+
  2
  9+
  8+
  9+
  8+
  Rng
  Acc
  Weapons
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Heavy club
  -
  E
  -
  -
  S
  -
  2
  -
  Melee
  Polearm
  E
  2"
  -
  -
  S+1
  -
  1
  -
  Melee,
  Unwieldy,
  Versatile
  Heavy stubber
  20" 40"
  -
  -1
  4
  -1
  1
  4+
  Rapid Fire (2),
  Unwieldy
  Twin-linked
  heavy stubber
  20" 40"
  -
  -1
  4
  -1
  2
  4+
  Rapid Fire (3),
  Unwieldy
  Heavy flamer
  -
  T
  -
  -
  5
  -2
  1
  5+
  Blaze,
  Template,
  Unwieldy
  ‘Aww that’s cute,
  it’s got a little baby on
  its back…’
  Last words of Two-
  Talon Mae, Dustroad
  Runner
  Another Custodes Libris share. Buy the stuff if you like it!
  
  WEAPONS
  A Cawdor Stig-shambler is armed with a heavy club and a heavy stubber.
  OPTIONS
  • A Cawdor Stig-shambler may upgrade its heavy club with a polearm...................................................Free
  • A Cawdor Stig-shambler may upgrade its heavy stubber to
  a twin-linked heavy stubber .........................................................................................................+40 credits
  • A Cawdor Stig-shambler may upgrade its heavy stubber to
  a heavy flamer..............................................................................................................................+70 credits
  • A Cawdor Stig-shambler may take flak armour............................................................................+10 credits
  SPECIAL RULES
  Intelligent Control: This fighter may immediately re-roll any failed Leadership, Cool, Willpower or
  Intelligence check.
  Move and Shoot: This fighter may fire an Unwieldy weapon as a Basic action rather than a Double action.
  However, doing so confers an additional -1 to hit modifier.
  Twin-linked Heavy Stubber: When this fighter makes a ranged attack, they may re-roll any number of the
  Ammo dice rolled. However, they must accept the result of the re-roll, even if it is worse.
  GRUNT AND SNIVELS
  THE CANDLEKIN
  HOUSE CAWDOR
  Another Custodes Libris share. Buy the stuff if you like it!
  
  HOUSE DELAQUE SPYKER......................................................... 190 CREDITS
  Psykers are a precious and perilous resource on Necromunda, heavily controlled
  by the Imperial House, with unsanctioned psykers or wyrds culled or hunted
  mercilessly. Of the Clan Houses, Delaque is unique in that it has special
  dispensation to cultivate its own psychic individuals without the oversight of Lord
  Helmawr. Or so the story goes – what arrangement allows House Delaque this
  privilege, or its exact details, remain a closely guarded secret. Even with the
  blessing of the Imperial House, true-born psykers remain incredibly rare within
  humanity, and so the Delaque have resorted to other means for their creation.
  The result is the Spyker. Dosed up with concentrated ghast solutions, an individual
  with a glimmer of psychic potential is subjected to a forced evolution. It is a
  process that can take months or years to produce results, the prospective Spyker
  strapped into a medicae harness as their body atrophies and their cranium
  expands. Those who don’t suffer catastrophic biological collapse or spontaneous
  (and fatal) cerebellum expansion, are conditioned by House Delaque to serve
  gang leaders. Utterly insane, a Spyker is a psychic sponge, soaking up thoughts
  for hundreds of metres in all directions. In the hellish confines of a hive, this can
  mean thousands of minds all babbling in the Spyker’s ear. When the Spyker’s gang
  wish to learn what it has gathered, its mouth-valves are opened and the Spyker’s
  secrets spill forth in a long unbroken stream of consciousness.
  Spykers, potent as they are, are more than just psychic spies, their talents
  are equally useful for quelling and crushing the minds of others. With the right
  commands, a Spyker can snatch away an enemy’s consciousness, sending them
  crashing catatonic to the ground,or, should the gang choose, drive them mad by
  giving a fighter a terrifying glimpse into the Spyker’s own crowded mind.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  6"
  6+
  6+
  3
  4
  4
  3+
  1
  5+
  5+
  4+
  6+
  WEAPONS
  A Delaque Spyker is unarmed. It may make unarmed attacks when Engaged,
  but usually relies upon its psychic powers.
  OPTIONS
  • A Delaque Spyker may be equipped with a displacer field:.............+50 points
  SKILLS
  Unsanctioned Psyker.
  “…Floatin’ up the
  stairs, ragged clothes
  all blowing in a gale
  that none of us could
  feel, and with a strange
  light forming around its
  lumpy head! You better
  believe I ran! Truth
  is, I never stopped
  running…”
  Trembling Mo,
  Underhive Indigent
  Another Custodes Libris share. Buy the stuff if you like it!
  
  SPECIAL RULES
  Flight: A Spyker 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.
  WYRD POWERS
  TELEPATHY
  Psychic Scream (Basic): Any enemy fighters within 3" of this Psyker must immediately pass a Nerve test,
  subtracting 1 from the result. Any enemy fighter that fails this test is immediately Broken and runs for cover.
  Psychic Assault (Basic): Nominate an enemy fighter anywhere within 18" of this Psyker. The nominated
  fighter must immediately take a Willpower check. If the check is passed, the fighter is Pinned. If the test is
  failed, the fighter loses 1 Wound and is Pinned. If this reduces the fighter to 0 Wounds, roll one Injury dice
  and apply the result.
  TELEKINESIS
  Force Blast (Basic): Any enemy fighters within 3" of this Psyker are immediately pushed D3+1" directly
  away. If this movement would push a fighter from a platform or into a pitfall, stop at the edge and take an
  Initiative test for them. If the test is passed, they are placed prone at the edge. If the test is failed, they will
  fall. If this movement is interrupted by a wall, or other impassable terrain, the fighter is immediately Pinned
  and takes a hit with a Strength equal to the number of inches rolled for the push distance.
  VEXX THE ZEVITE
  COVEN OF LIES
  HOUSE DELAQUE SPYKER
  Another Custodes Libris share. Buy the stuff if you like it!
  
  0-1 HOUSE ESCHER KHIMERIX ................................................. 220 CREDITS
  House Escher has a long and somewhat shadowy history in dealing in off-world
  life forms. It is well-known that they make extensive use of strange and exotic
  creatures to fuel their pharmaceutical production, and the fact that it provides the
  raw materials for their outlandish costumes appears to be a fortuitous by-product.
  Most of this alien life comes the House’s way legally, through sanctioned trade with
  the noble houses of the upper spires, and long standing contracts and permits
  allow House Escher ready access to the segmentum’s most illustrious pedigree
  beast breeders. For every legally obtained shipment of alien fauna the House
  takes delivery of however, there is another, clandestine shipment inbound to their
  laboratories as well. House Escher has long been suspected of importing creatures
  through more illicit means, and of coming into frequent possession of lifeforms
  prohibited throughout the Imperium for all manner of reasons, ranging from ferocity
  to uncontrollable reproductive rates. The laboratories of House Escher do not shy
  from such dangers, however, and strive ceaselessly to create new and ever more
  potent drugs and elixirs from whatever biological source they can procure.
  More disturbingly perhaps is the fact that House Escher runs a dark and hidden
  trade in the creation of new life from the creatures they deal in. Gene-spliced
  hybrids, flesh-fused chimerae and other, darker fusions of different species
  are commonly created. Provided that House Escher continues to avoid the use
  of intelligent xenos life in their experimentation, the Imperial House continues
  to turn a blind eye, and so these dumb monstrosities are produced and sold
  to the gladiatoriums to entertain the crowds, kept as attack beasts to guard
  and protect Escher holdings, and quite often make their way into the ranks of
  particularly well-renowned Escher gangs, where they add considerably to the
  status of Leaders and Champions.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  6"
  4+
  4+
  4
  5
  3
  3+
  3
  8+
  7+
  7+
  8+
  ‘Now what the hell do
  they need ripper bio-
  samples for… no, wait,
  I don’t want to know,
  just give me the creds
  and I’ll sign it.’
  Elba Hess,
  Guild Fleshwarden
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Chemical cloud
  breath weapon
  6"
  12" +1
  -
  3
  -1
  1
  -
  Blast (3")
  Gaseous eruption
  breath weapon
  -
  T
  -
  -
  -
  -
  -
  -
  Gas, Template
  Talons
  -
  E
  -
  -
  S
  -1
  2
  -
  Melee, Pulverise
  Razor-sharp talons
  -
  E
  -
  -
  S+1 -2
  3
  -
  Melee, Rending
  WEAPONS
  An Escher Khimerix is armed with a chemical cloud breath weapon and talons.
  OPTIONS
  • An Escher Khimerix may replace its chemical cloud breath weapon with
  a gaseous eruption breath weapon .............................................................................................+80 credits
  • An Escher Khimerix may upgrade its talons to razor-sharp talons ..............................................+30 credits
  • An Escher Khimerix may have a toughened or scaly hide which counts
  as flak armour...............................................................................................................................+10 credits
  SPECIAL RULES
  Regeneration: Unless this fighter has a Blaze marker on it, an Escher Khimerix may perform the
  following action:
  Regeneration (Simple) – Roll a D6. On a 4+, this fighter immediately heals one lost wound.
  Crushing Blow: Before rolling to hit for this fighter’s close combat attacks, the controlling player can
  nominate one dice to make a Crushing Blow. If that dice hits, the attack’s Strength and Damage are each
  increased by one.
  77-ALPHA ‘CLAWS-FOR-EYES’
  BITTERSWEET BLADES
  HOUSE ESCHER
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  0-1 GOLIATH ’ZERKER .................................................................. 210 CREDITS
  The members of House Goliath are notorious for their gene-hancing and bio-
  manipulation of their physical forms to monstrous levels. Many Goliath infants
  are vat-grown, the better to ensure a healthy specimen, whilst others are born
  of Goliath parents deemed suitable to reproduce if they adhere to the Goliath
  physical ideal. Whatever the infant’s origin, from an early age House Goliath
  utilises all manner of artificial assistance to boost its members’ abilities to
  superhuman levels, be it through the use of combat stimms or other, more
  esoteric drugs brokered through dealings with House Escher, or the genetic
  manipulation of their young, up to and including the surgical grafting on of huge
  volumes of extra muscle mass. There are almost no limits to which the members
  of House Goliath will not go in their pursuit of what they deem to be the physical
  ideal. Indeed, this manipulation of their form has gone on for so many centuries
  that there are those within the Administratum and the Adeptus Mechanicus that
  believe many of House Goliath have evolved to become a distinct sub-set of
  abhuman unique to Necromunda. This is quite alarming, considering that gen-
  hancement and vat-grown muscle grafting is common across the Imperium, and
  speaks volumes about the levels to which Goliath has taken these practices.
  Such abuse of growth stimms, surgeries and other methods is not without risks,
  however, as even the most baseline of Goliaths will show noticeable reductions
  in cognitive function. For Goliaths that push the limits of their physical form to
  the extreme, the risks are even greater. Rampant and uncontrollable muscle
  growth, spontaneous bone spur mutations, metabolisms that rage out of control
  and total loss of all higher brain functions are common. Such post-human flesh
  hulks are frequently seen in the gangs of the underhive, where in the crude
  parlance of the gangs they are called ‘Zerkers’, bringing rampant destruction to
  the foes of their House.
  M
  WS
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  S
  T
  W
  I
  A
  Ld
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  Wil
  Int
  4"
  3+
  6+
  6
  5
  3
  5+
  3
  7+
  6+
  8+
  10+
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Open fist (unarmed)
  -
  E
  -
  -
  S
  -1
  1
  -
  Knockback,
  Melee
  Mutated fists
  & bone spurs
  E
  2"
  -
  -
  S+1 -2
  2
  -
  Knockback,
  Melee,
  Pulverise,
  Versatile
  WEAPONS
  A Goliath ’Zerker is armed with two open fists.
  ‘HENCH CRUSH!’
  Hench,
  Broke-Tooth Boys
  ’Zerker,
  House Goliath
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  OPTIONS
  • A Goliath ’Zerker may take mutated fists & bone spurs...............................................................+70 credits
  • A Goliath ’Zerker may take furnace plate armour.........................................................................+10 credits
  • A Goliath ’Zerker may take a stimm slug stash ............................................................................+20 credits
  SPECIAL RULES
  Combat Drug Stash: Whenever this fighter is chosen to make an action, it may choose to use Combat
  Drugs. Until the end of the turn, this fighter gains an additional +D3 Attacks. However, if the dice roll is a
  natural 1, the fighter instead suffers a bad reaction and its Attacks characteristic is reduced to 1 until the
  End phase of this round.
  Impetuous: When this fighter Consolidates at the end of a close combat, they can move up to 4" instead
  of up to 2".
  MUNGO MEATFIST
  KNUCKLE BOYS
  HOUSE GOLIATH
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  0-1 ORLOCK ‘LUGGER’ CARGO SERVITOR............................ 230 CREDITS
  Common across all of the worlds of the Imperium, servitors are melds of flesh and
  machine, most often human flesh, but sometimes, as in the case of the Ambot,
  alien life forms slaved to a servitor engine. Most often, the human component
  of a servitor is harvested from a convicted criminal, one whose crimes are
  deemed too great to allow them to carry on as a part of Imperial society but who
  may continue to serve in another form rather than be wasted in incarceration or
  execution. Servitors possess the most rudimentary of human intelligence, their
  minds scrubbed of past memories and all but the most essential knowledge,
  artificial memory engrams grafted in their place so that they will know their
  designated role and function and little else. Servitors are put to work in all manner
  of industry and for any menial task with which an unmodified human cannot be
  trusted. They work in hostile environments, their living flesh variously blasted by
  extremes of heat and cold, eroded by extreme elements, or withered and wasted
  by toxic surroundings, performing their tasks until they fail, at which point their
  mechanics are reclaimed and a new human donor grafted into place.
  House Orlock has ready access to mining and heavy industry servitors of all
  makes and manner, but those repurposed for gang warfare often take the form
  referred to by the gangers as ‘Luggers’ – heavy tracked units able to lift, move
  and carry bulky cargos. Be they liberated from mine workings or cargo depots,
  such constructs are well-suited to a combat role with minimal reprogramming.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
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  Wil
  Int
  4"
  5+
  4+
  5
  5
  3
  5+
  2
  7+
  5+
  9+
  8+
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Harpoon launcher
  6"
  18" +2
  -
  5
  -3
  1
  5+
  Drag, Impale,
  Scarce
  Heavy bolter
  18" 36" +1
  -
  5
  -2
  2
  6+
  Rapid Fire (2),
  Unwieldy
  Heavy flamer
  -
  T
  -
  -
  5
  -2
  1
  5+
  Blaze,
  Template,
  Unwieldy
  Heavy stubber
  20" 40"
  -
  -1
  4
  -1
  1
  4+
  Rapid Fire (2),
  Unwieldy
  Servitor combat weapon -
  E
  -
  -
  S
  -1
  1
  -
  Knockback,
  Melee
  WEAPONS
  A Lugger is armed with a harpoon launcher.
  ‘Those Orlocks are true
  to the end – when ’Arry
  ’Ardcase got done for
  grid syphoning and
  ‘servo-bilitated’ his
  crew came to get him
  back. ’Arry doesn’t say
  much anymore, but
  his boys sure do like
  the heavy stubber the
  guilders welded onto
  his arm!’
  Ax Doggit,
  Cross-duct Ragman
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  OPTIONS
  • A Lugger may replace its harpoon launcher with a:
  - Heavy bolter...............................................................................................................................+50 credits
  - Heavy flamer..............................................................................................................................+85 credits
  - Heavy stubber ...........................................................................................................................+20 credits
  • A Lugger may upgrade its light carapace armour to heavy carapace armour............................+20 credits
  • A Lugger may take a mono-sight†................................................................................................+25 credits
  SPECIAL RULES
  Mechanical Construction: A Lugger is equipped with light carapace armour.
  Weapons Platform: An unwieldy ranged weapon mounted on a servitor is far more manoeuvrable. When
  a Lugger fires an Unwieldy ranged weapon, it becomes a Basic action rather than a Double action.
  Ammo Hoppers: A Lugger can re-roll any failed Ammo checks that roll a natural 1.
  THE MAJOR
  ASHTOWN ANGELS
  HOUSE ORLOCK
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  0-1 VANSAAR ‘ARACHNI-RIG’ SERVO-SUIT ...........................240 CREDITS
  Servo-rigs are effectively a mechanical exoskeleton, most commonly seen in
  heavy industry, where workers may be equipped with them to aid with lifting and
  moving heavy materials or operating large tools or machinery – anywhere where
  weights not normally manageable by baseline humans must be handled, but
  where duties cannot readily be entrusted to abhumans or servitors. Where most
  servo-rigs are worn over the body and limbs, controlled by the wearer’s physical
  movements and granting them extra strength, servo-rigs are often also utilised
  to give a worker extra limbs, greatly increasing their dexterity and the range of
  tasks that can be performed, making what may otherwise be the work of many,
  the work of a few. Such a rig may be plugged directly into the wearer’s nervous
  system and controlled directly, or may be automated, forcing a worker to keep up
  with the pre-programmed movements of the rig into which they are strapped.
  Van Saar makes particular use of such things, in no small part due to the
  physical deficiencies common within their House. Very advanced forms of
  servo harness, controlled by the wearer’s nervous system or via a direct MIU
  are common, advanced artisan pieces that put to shame the simple utilitarian
  forms mass produced and seen in wide use. In battle, it is not uncommon to
  see Van Saar fighters wearing massive rigs that grant them a huge, spider-like
  appearance, with many mechanical limbs that greatly increase the combat
  efficiency of the gang as a whole.
  M
  WS
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  T
  W
  I
  A
  Ld
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  Int
  5"
  4+
  4+
  5
  4
  3
  4+
  4
  5+
  5+
  8+
  6+
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Twin-linked
  heavy las carbine
  15" 30" +1
  -
  4
  -
  1
  4+
  Plentiful,
  Rapid Fire (3)
  Rad gun
  -
  T
  -
  -
  2
  -2
  1
  4+
  Rad-phage,
  Template
  Plasma gun
  - low
  12" 24" +2
  -
  5
  -1
  2
  5+
  Rapid Fire (1),
  Scarce
  - maximal
  12" 24" +1
  -
  7
  -2
  3
  5+
  Scarce,
  Unstable
  Servo-arm
  E
  3
  -
  +1
  S
  -
  1
  -
  Melee,
  Versatile
  WEAPONS
  A Van Saar Arachni-rig Servo-suit is armed with a twin-linked heavy las carbine
  and four servo-arms.
  ‘Creepiest thing I ever
  saw, like some cross
  between a spider and
  a man, running across
  the ceiling like it was
  nothing. I swear it even
  hissed at me!’
  Avalon Ace,
  Oragos Deeps
  Prospector
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  OPTIONS
  • A Van Saar Arachni-rig Servo-suit may replace one servo-arm with a rad gun. Doing so will reduce its
  Attacks characteristic by 1...........................................................................................................+60 credits
  • A Van Saar Arachni-rig Servo-suit may replace one servo-arm with a plasma gun. Doing so will reduce its
  Attacks characteristic by 1...........................................................................................................+60 credits
  • A Van Saar Arachni-rig Servo-suit may upgrade its light carapace armour to
  heavy carapace armour...............................................................................................................+20 credits
  SPECIAL RULES
  Twin-linked Las Carbines: When this fighter makes a ranged attack, they may re-roll any number of the
  Ammo dice rolled. However, they must accept the result of the re-roll, even if it is worse.
  Mechanical Construction: A Van Saar Arachni-rig Servo-suit is equipped with light carapace armour.
  Van Saar Protective Gear: Van Saar fighters are somewhat protected from the effects of their own rad
  weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they
  will not suffer the additional Flesh Wound).
  Superior Weapons Array: Rather than making a single Shoot (Basic) action each turn, this fighter
  may make two Shoot (Simple) actions per turn. Each action may be made with a different weapon, and
  each action may target a different enemy fighter, provided that all of the normal rules for Target Priority
  are followed.
  HEISEN ‘OCTAVIUM’
  THE NEXUS NINES
  HOUSE VANSAAR
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  Exotic Beasts
  EXOTIC BEASTS
  The worlds of the Imperium are host to many strange and wonderful creatures,
  and Necromunda is no exception. It is well documented throughout the ages
  that humans have a strange propensity for keeping all manner of creatures as
  pets, fascinated by their behaviour and comforted by their loyalty, and in this
  the denizens of the underhive are no different to humans anywhere else in the
  galaxy. What is unique to Necromunda, though, is the type and variety of pets
  that people choose to keep…
  Exotic Beasts are only available to gang Leaders and Champions. They are
  purchased as Wargear and should be recorded on their owner’s Fighter
  card accordingly. However, where Exotic Beasts differ to normal Wargear
  is that they will have their own Fighter card, which details their unique stats,
  skills, and weaponry. They follow all of the normal rules for a fighter, with the
  following exceptions:
  • Whenever the fighter that owns the Exotic Beast is selected for a scenario, the
  Exotic Beast may also be deployed. This may take the number of fighters in a
  starting crew above the number specified by the scenario.
  • Whenever the owner of an Exotic Beast activates, the Exotic Beast will
  activate at the same time if it has been taken.
  • Exotic Beasts must always end their activation within 3" of their owner. If the
  Exotic Beast is more than 3" away at the end of its activation, it must pass a
  Nerve test or become Broken.
  • Should an Exotic Beast become Broken, it will run towards its owner when
  activated rather than for cover. When an Exotic Beast makes a Running for
  Cover (Double) action, it runs towards its owner. It is only concerned with
  getting back within 3" of its owner.
  • An Exotic Beast that has become Broken automatically rallies if it ends an
  activation within 3" of its owner.
  • If the owner is removed from the battlefield for any reason, the Exotic Beast is
  also removed from play.
  • If an Exotic Beast is removed from the battlefield for any reason, it is not
  counted for the purposes of Bottle tests.
  • Exotic Beasts gain Experience and suffer Lasting Injuries as a normal Ganger
  and may become a Specialist. However, due to their nature, the variety of
  skills available to them as a Specialist is much reduced compared to any
  other gang fighter. Therefore, Exotic Beasts have their own Skill table on the
  following page.
  • Exotic Beasts may not take any additional equipment. They may not
  use weapons other than those detailed on their profile. They may never
  use Wargear.
  • Exotic Beasts can be taken Captive, in which case the owning fighter’s gang
  can attempt to rescue them and the capturing gang may sell them as if they
  were a normal fighter. Exotic Beasts taken Captive cannot be put to work in
  any Territories.
  ‘As if Hive Primus
  didn’t have enough
  dangerous wildlife,
  I’ve got House nobles
  and Guilder bosses
  paying outrageous
  scrip for these off-
  world horrors. The
  only thing that scares
  me more than the
  critters they have me
  bringing in through
  the Eye, is all the ones
  that go missing…’
  Privisor Eugor
  Hetratera,
  Adept of the Eye
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  EXOTIC BEAST SKILLS
  By their very nature, Exotic Beasts are unable to utilise many of the skills detailed in the complete skill lists.
  Therefore, when an Exotic Beast gains a new skill, roll a D3 and consult the table below:
  D3
  Agility
  Brawn
  Combat
  Cunning
  Ferocity
  1
  Catfall
  Bull Charge
  Counter-attack
  Backstab
  Berserker
  2
  Dodge
  Crushing Blow
  Disarm
  Evade
  Fearsome
  3
  Sprint
  Iron Jaw
  Step Aside
  Lie Low
  Nerves of Steel
  Agility
  Brawn
  Combat
  Cunning
  Ferocity
  Sheen bird
  Secondary
  -
  -
  -
  Primary
  Cephalopod Spekter
  Secondary
  -
  -
  Primary
  -
  Phyrr Cat
  Primary
  -
  -
  Secondary
  -
  Sumpkroc
  -
  Primary
  -
  -
  Secondary
  Cyber-mastiff
  -
  -
  Primary
  -
  Secondary
  Cyberachnid
  Secondary
  -
  -
  Primary
  -
  Caryatid
  Primary
  -
  -
  Secondary
  -
  SKILL ACCESS
  Exotic Beasts have access to the following skills sets:
  OLD SCARTOOTH
  CYBER-MASTIFF
  HOUSE ORLOCK
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  0-2 SHEEN BIRDS:
  CAWDOR ONLY ........................................................... 90 CREDITS, RARE (12)
  Ancient biomechanical constructs, commissioned long ago by the ruling
  Helmawr family to evoke an illusory sense of the long-lost splendour of the
  natural world within the artificial confines of Hive Primus, Sheen birds were once
  wonders of the art of the Adeptus Mechanicus, combining the finest mechanical
  constructions of the Cult Cybernetica with the most elegant clone craft of the
  Cult Biologus. They were possessed of a rudimentary suite of pre-programmed
  behaviours, causing them to mimic that of real birds; flocking together, roosting,
  feeding, even nesting and tending broods of faux youngsters, themselves
  created to mimic the sight of hatchlings within a nest.
  Over the millennia, the Sheen birds of Hive Primus have fallen into decay.
  Their maintenance not seen as a priority within the administratum of the hive,
  their numbers have gradually dwindled through lack of preservation, with the
  surviving examples having corrupted beyond recognition. Where once their
  metal frames and clone-flesh knitted together seamlessly to create mirrored
  and feathered wonders; today they are corrupted and decayed. Their flesh
  is diseased and their plumage is scarce. The surviving Sheen birds therefore
  are foul things, infested with parasites and filthy with pollution. Even their
  imprinted behavioural coding has corrupted, causing them to act as parodies
  of their former glory, the most disturbing being those that remember the act of
  parenting their artificial broods and who still tend monstrously debased nests,
  populated by hideous things that no longer resemble young birds in any way.
  Occasionally, Sheen birds will make their way into the lower levels of the
  underhive, where they are rarely seen, but when they are, they are often
  greeted with awe by the devoted of House Cawdor, who view them as avatars
  of the Emperor’s grace. For high ranking Cawdor gangers, to possess a Sheen
  bird is akin to possessing the direct blessing of the Emperor Himself.
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  Int
  6"
  4+
  6+
  3
  2
  1
  3+
  2
  8+
  7+
  8+
  9+
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Beak & talons
  -
  E
  -
  -
  S
  -1
  2
  -
  Melee,
  Rending
  ‘Go for the eyes Sook,
  go for the eyes!’
  Codic Cripplefingers
  ordering his Sheen
  bird to attack
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  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.
  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 test is failed, the Sheen bird must
  attempt to charge the closest enemy fighter. If the check is passed, the Sheen
  bird activates as normal.
  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.
  ‘Is there anything
  as dismal in all of
  Hive Primus as the
  Sheen birds? Another
  failed experiment
  by our much lauded
  ancestors that we are
  forced to live with.
  Of all of the hive’s
  populace it seems
  only the unfortunates
  of House Cawdor take
  any real notice of them
  – perhaps because all
  that faded finery and
  failed promise reminds
  them of their own
  warped belief system.’
  Vivver Ran Lo,
  Lord of the
  Menageries,
  Hive Primus
  MARROWPICKER
  HOUSE CAWDOR SHEEN BIRD
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  0-1 CEPHALOPOD SPEKTER:
  DELAQUE ONLY......................................................... 100 CREDITS, RARE (11)
  House Delaque utilises numerous tools to gather secrets and pry knowledge from
  their surroundings, from scuttling whisper-thieves to burrowing data serpents.
  Among these, the Cephalopod Spekter is perhaps the most sinister, and the
  most effective. Each Spekter is a writhing mass of mechanical tentacles and
  gleaming oculi, its whirring lenses constantly tracking the shadows for movement.
  Via a complex array of auspexes, the Spekter drinks in its surroundings and
  communicates them to its owner, granting them a multi-spectral view of the
  battlefield. When roused to action, a Spekter can uncoil itself from around its
  master’s neck or legs, darting forward through the air on whispering suspensors,
  its limbs sprouting weapons ready to stun, capture or exterminate the threat.
  The obedient nature of each Spekter is carefully cultivated by House Delaque,
  allowing a level of bond between master and machine no mere servo-skull or
  trained beast could match. The secret of this link comes from the fact that each
  Spekter’s cogitator is built around a fragment of synaptic tissue, grown from its
  owner’s genetic material. Extracted from a cloned brain gestated to the edge of
  adulthood, the fragment is interred into the mechanical cranium of the Spekter,
  and then raised to consciousness by its master. This cognitive bonding also
  has its drawbacks, however, a Spekter might anticipate its master’s needs, but
  it also often shares their hatreds or fears, making it act erratically if their owner
  gives in to rage or panic.
  M
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  S
  T
  W
  I
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  Ld
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  Wil
  Int
  5"
  4+
  5+
  3
  3
  1
  3+
  1
  7+
  5+
  6+
  4+
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Shock tendrils
  E
  2"
  -
  -
  S+1
  -
  1
  -
  Melee, Shock,
  Versatile
  “Hush! Stop talkin’! We
  aren’t alone, there’s
  something down there,
  behind those crates, I
  heard it slitherin’. I’ve
  told you before, you
  have to be careful what
  you say, even over a
  secure channel. There
  are eyes and ears
  everywhere down here,
  some of them
  not natural.”
  Scrip-Warden Kael,
  Sumptown Watchmen
  Another Custodes Libris share. Buy the stuff if you like it!
  
  SPECIAL RULES
  Flight: A Cephalopod Spekter 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.
  Sensor Array: If a Cephalopod Spekter is within 3" of its owner when the owner
  is required to make an Intelligence check for any reason, roll an extra D6, then
  pick one of the dice to discard.
  Threat Response: If the Cephalopod Spekter’s owner is taken Out of Action
  whilst within 3" of the Cephalopod Spekter, immediately before the Cephalopod
  Spekter itself is removed from play, all enemy fighters within D6" of the
  Cephalopod Spekter suffer a Strength 1 automatic hit, as if from a weapon with
  the Seismic trait.
  Watchdog: If the Cephalopod Spekter’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).
  “…And Whoomph! The
  moment Jo’s knife cut
  the tall guy, the sensor
  array that had been
  shadowing him gives
  off this almighty pulse
  of energy! Knocks Jo,
  Dax and Radder to the
  ground, stunned and
  groggy. They were
  easy pickings for the
  tall guy’s friends then.
  The rest of us, well, we
  fell back. Those guys
  belonged to House
  Delaque and we didn’t
  want to join ‘em!”
  Jack Strong,
  Sump Dogs,
  House Orlock
  SPEKTOR-34 ‘H4RV3Y’
  COVEN OF LIES
  HOUSE DELAQUE
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  0-2 PHYRR CAT:
  ESCHER ONLY ........................................................... 120 CREDITS, RARE (12)
  House Escher has a long tradition of dealing in many strange and exotic off-world
  creatures. At its most basic, this trade in xenos fauna helps to fuel many of their
  unique elixirs and forms no small part of the basis for their trade and expertise
  in alchemical technology. A side effect of this prodigious, and often elicit, trade
  in alien life, is that House Escher has access to the pelts and plumage of many
  wonderful beasts, and this is clearly evidenced in the Escher style of dress. It is
  also not uncommon for House Escher to bring onto Necromunda the creatures
  that feature in the fighting pits and gladiatoriums, a trade which in turn enables
  the House to set up ever more contacts amongst the many big game hunters and
  Rogue Traders that specialise in such commodities.
  However, not all off-world beasts are destined for the Escher laboratoriums or
  the fighting pits of Necromunda, some creatures are prized as companions,
  especially the various felids that originate on many different worlds. Eschers
  are attracted to the big cats of Phyrr in particular for their exotic looks and killer
  instincts. Such beasts are rare in the extreme and smuggling them planetside
  to Hive Primus is no mean feat, so they are an incredibly rare sight as pets
  even amongst the hierarchy of House Escher. Yet seen they are, and when
  the opportunity to acquire such a beast, or even better, a mating pair, arises,
  Escher gang chiefs will go to any lengths to secure them.
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  3+
  -
  3
  3
  1
  2+
  2
  7+
  8+
  7+
  8+
  Range
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Talons
  -
  E
  -
  -
  S
  -1
  2
  -
  Melee,
  Pulverise
  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".
  Lands on her Feet: If a Phyrr Cat falls for any reason, it will always reduce the
  Strength of the impact by -2.
  ‘Don’t let their size fool
  you, or the lazy way
  they slink about most of
  the time, when a Phyrr
  cat wants to move, it
  really moves – and if
  it decides you’re its
  dinner, well then it was
  nice knowing you…’
  Harlon Hammerstein,
  Ash Warriors,
  House Orlock
  FLUFFY
  PHYRR CAT
  HOUSE ESCHER
  Another Custodes Libris share. Buy the stuff if you like it!
  
  0-1 SUMPKROC:
  GOLIATH ONLY .......................................................... 130 CREDITS, RARE (11)
  Hive legend has it that many thousands of years ago, during a different age of
  Necromunda, a now long-extinct type of reptile became the fashion accessory
  of choice for uphive nobility. Imported as eggs, once hatched, these snappy
  little creatures were seen everywhere for a period of several seasons, kept in
  fine artificial habitats or carried around in specially-made hand luggage. They
  became almost common, rapidly…
  But as they became common, so too did they become big, and with size came
  increased aggression. Many were culled after accidents led to lost digits, even
  lost limbs, and in some cases, so the legends go, loss of life. Many more were
  hurriedly discarded down waste shutes and heat sinks. And so, in the fullness
  of time, many were found by the denizens of the underhive.
  Over time, these strange creatures were captured as a new food source, but
  that practice ended as they were more likely to make food of their human
  hunters. And there their story might have ended in extinction, but for the
  intervention of House Goliath. For some inexplicable reason, the Goliaths were
  attracted to these creatures as pets, taking pride in their size and strength, and
  revelling in their ferocity.
  Today, the Sumpkrocs that House Goliath keep are somewhat different to the
  original creature, with centuries of genetic cloning causing a few changes and
  they no longer wholly resemble the creature first imported…
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  3+
  -
  4
  4
  2
  6+
  2
  8+
  6+
  7+
  11+
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Ferocious jaws
  -
  E
  -
  -
  S
  -1
  1
  -
  Melee,
  Rending
  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.
  Scaly Hide: The Sumpkroc has a naturally scaly and resilient hide, granting it a
  5+ save roll.
  ‘A sumpkroc will eat
  anything if it’s starving
  enough – that’s why I
  like to keep my krocs
  good and hungry…’
  Grinder Jax,
  Scrap Lords,
  House Goliath
  Another Custodes Libris share. Buy the stuff if you like it!
  
  0-3 CYBER-MASTIFF:
  ORLOCK ONLY........................................................... 100 CREDITS, RARE (10)
  Mankind has utilised canines for many millennia. From the earliest proto-
  humans living a primitive existence on Ancient Terra, throughout the great
  expansion and colonisation of the stars during the Dark Age of Technology and
  beyond, wherever humanity has gone, it has taken its trusty hound.
  Over the millennia, canines have continually evolved. From careful breeding
  programmes to enhance certain beneficial traits and reduce undesirable
  qualities, to genhancing and cloning, dogs have in no way been excluded from
  practices Mankind has proven ready and willing to try upon itself.
  On Necromunda, dogs are no less common than anywhere else in the Imperium,
  though it must be said that they often provide a food source more readily than
  they provide their traditional roles of companion, guard or hunter. However, they
  do still have loyal friends amongst the people. Guilders breed and keep large
  hounds to protect their caravans and holdings, and House Orlock in particular
  takes great pride in the breeding of dogs as guards and fighters. The dogs of
  House Orlock show great diversity of type. From the sleek, alert watch dogs they
  breed to guard their mine workings and store houses, to the stocky, bull-like
  fighting dogs they breed for sport, Orlock Gangers are frequently accompanied
  by hounds. What’s more, to the outsider there is a strange sentimentality shown
  by Orlocks towards their dogs, and it is not uncommon to see hounds sporting
  expensive cybernetics to compensate for past injuries or illness.
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  5"
  3+
  -
  3
  3
  1
  4+
  1
  7+
  6+
  8+
  8+
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Savage bite
  -
  E
  -
  -
  S
  -2
  1
  -
  Disarm, Melee
  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).
  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 action against the owner.
  ‘Loyalty is a sadly
  lacking trait these
  days – every Juve and
  their pet rat thinks they
  can shoot you in the
  back if it means a few
  more scrip to line their
  pockets. This is why
  I trust old Faceripper
  here with my life, you
  can’t ask for a better
  friend than a Cyber-
  mastiff. He’s certainly
  more reliable than you
  bunch of misfits, and
  given the chance he’ll
  rip your face right off
  for me – you remember
  that.’
  Maeder Jones,
  Sons of Iron,
  House Orlock
  Another Custodes Libris share. Buy the stuff if you like it!
  
  0-3 CYBERACHNID:
  VANSAAR ONLY.......................................................... 75 CREDITS, RARE (10)
  Spiders are common to every human-colonised world of the galaxy. Perhaps
  millennia ago, when Mankind set out to populate the stars, those first ships
  had onboard stowaways in the form of insects and arachnids accidentally
  introduced to new ecosystems. Perhaps they were deliberately introduced to
  control dangerous insect life on many worlds. Or perhaps they were always
  there. No one knows for sure, but that spiders can be found almost everywhere
  humanity thrives is beyond doubt.
  The hives of Necromunda are infamous for their mutant spiders, and many
  millions of subspecies exist in the dark corners and dusty cracks of the great
  hives. Some varieties can grow to several feet across, and their presence can
  make whole domes uninhabitable.
  The spiders of Necromunda mean much to the planet, not least featuring
  heavily in the heraldry of many clans and ruling families. Yet possibly the most
  readily made association is to the House of Van Saar, whose sigil is the likeness
  of a spider. Van Saar play on this, capturing and breeding large Necromundan
  arachnids and modifying them cybernetically for many purposes. Van Saar
  gangs are often accompanied by several such slaved servitor spiders, and
  their gruesome appearance is often enough to make the faint-hearted maintain
  what they feel is a safe distance, but in truth is right in the crosshairs, where the
  Van Saar want them…
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  6"
  4+
  5+
  2
  2
  1
  2+
  1
  7+
  8+
  8+
  8+
  Rng
  Acc
  Weapon
  S
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  S
  L
  S
  AP
  D
  Am
  Traits
  Venomous bite
  -
  E
  -
  -
  -
  -
  -
  -
  Melee, Toxin
  Web projector
  -
  T
  -
  -
  2
  -
  -
  6+
  Scarce,
  Template,
  Web
  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.
  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 action ends immediately.
  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.
  ‘A Cyberachnid is a
  finely crafted piece of
  tech – auspex bafflers
  and vox casters, venom
  injectors in pneumatic
  piston fangs, along with
  cyclic web throwers
  and a scuttler rig that
  can handle dozens of
  terrain configurations.
  Also, it looks scary as
  all hell.’
  Elesk Icearch,
  Code Wardens,
  House Van Saar
  Another Custodes Libris share. Buy the stuff if you like it!
  
  0-1 CARYATID:
  AVAILABLE TO ANY GANG LEADER......................0 CREDITS*, RARE (15)
  Caryatids are small, winged, blue humanoid creatures which infest the many air-
  ducts and vents throughout Necromunda’s many hives. They are seen as good
  luck charms by the majority of hivers for their tendency to attach themselves to
  charismatic, powerful and successful individuals: for example, very successful
  and memorable House leaders throughout history have often been attended
  by Caryatids, and Necromunda’s Planetary Governor Lord Helmawr himself is
  known to have at least one which chooses to keep him constant company.
  Mildly psychic, they are particularly attracted to the soon-to-become-powerful
  and can penetrate human minds, usefully recognising malicious intentions
  against their companions, further fuelling their reputations as bringers of good
  luck. However, an individual whose ‘pet’ Caryatid leaves them is regarded as
  waiting for death, for as their arrival is considered a good omen, their departure
  is seen as an omen of doom.
  Caryatids’ blue skin is generally covered by an intricate, tattoo-like pattern, and
  some are known to paint their faces, or wear bracelets, bangles, anklets and
  earrings. It is unknown whether these strange creatures are some manner of
  mutant, vat-grown organic creatures long ago gone feral, aliens or something
  altogether more inexplicable, all that is known is that to be selected as the
  companion of a Caryatid is a great, if fleeting, boon.
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  5+
  -
  2
  2
  1
  2+
  1
  7+
  7+
  8+
  8+
  A Caryatid carries no weapons and will always make unarmed attacks.
  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 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 models,
  but the Caryatid’s owner is assumed to have somehow dodged clear.
  Precognition: The gift of foresight possessed by the Caryatid enables it to
  dodge and evade all but the most unexpected 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.
  ‘Creepy little things,
  crawling about the
  place like rats with
  wings. I don’t care what
  they say about how
  they’re good luck or
  something, you’d never
  catch me with one on
  my shoulder. Why am I
  whispering? Have you
  seen the ears on
  those things?’
  Nightside Jo,
  Proprietor of the Seven
  Veils Obscura House,
  talking about Caryatids
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Symbol of Renown: So long as your gang Leader is accompanied by a
  Caryatid, the 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.
  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.
  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.
  *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 modification when making a Seek Rare
  Equipment check during the post-battle sequence, 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.
  ‘Caryatids aren’t what
  they seem!’
  Popular Hive Primus
  Graffiti
  OMEN OF EYES
  CARYATID
  ORIGIN UNKNOWN
  Another Custodes Libris share. Buy the stuff if you like it!
  
  THE TRADING POST
  THE TRADING POST
  The Trading Post represents the various markets, traders and caravans where
  gangs can barter for weapons and equipment. Where the House Equipment
  Lists provide commonly-used equipment for each House’s gangs, the type of
  arms and armament that gangs will readily be able to lay their hands on, the
  Trading Post lets them expand their arsenal beyond the norm.
  Note that some weapons and Wargear that are found on House Equipment
  Lists do not appear here; these items are preciously guarded by each House,
  and are not available on the open market. Furthermore, some items are so
  intrinsically linked to a certain House that gangers of other Houses would be
  unwilling or even ashamed to use them even if they could get their hands on
  them. For example, some of the other Houses view House Van Saar’s reliance
  upon energy-based weapons as a symptom of their inherent weakness, and so
  they shun las carbines in favour of more robust autoguns.
  Also, note that some items are cheaper in the House Equipment Lists, and that
  some items listed as Rare here are available in the House Equipment Lists; this
  is intentional, representing the increased availability of those items to specific
  Houses. Where this is the case, the entry in the House Equipment List takes
  precedence over the entry shown here for that gang.
  Weapons marked with an asterisk (*) take up the space of two weapons. If,
  for example, a fighter can carry three weapons, any weapon marked with an
  asterisk counts as two weapons of those three.
  Weapon accessories marked with a dagger (†) may not be combined together
  on the same weapon. If one such accessory is purchased for a weapon,
  another may not be added.
  ‘These shadow-
  markets spring up
  like rust-weeds; for
  each one we stamp
  on, another three
  appear, peddling
  everything from
  knock-off helix
  pattern laspistols to
  distilled wild-eyes
  stim. It’s getting so
  guilder merchants
  can’t price-gouge the
  locals anymore.’
  Scrip-Warden Kael,
  Sumptown Watchmen
  STASHED WEAPONS AND WARGEAR
  Should a fighter die, their weapons and Wargear might not be lost (see
  page 92 of the Necromunda Rulebook). Such useful equipment and
  expensive or Rare items that can be looted will be and are kept by the
  gang and added to its Stash on the gang roster. These items may be
  redistributed amongst other fighters in the post-battle sequence, or a new
  fighter may be equipped for free with any weapons or Wargear held in the
  gang’s Stash when recruited (see page 81 of the Necromunda Rulebook).
  It is important to note that this is not limited to items contained in the House
  Equipment List, items purchased through the Trading Post as detailed here
  may also be kept in the Stash and redistributed in this way. Should any
  fighter purchase new weapons or Wargear, old weapons or Wargear may
  be added to the Stash.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  WEAPONS
  BASIC WEAPONS
  Item
  Price
  Rarity
  Autogun
  15 credits
  Common
  Reclaimed autogun
  10 credits
  Common
  Boltgun
  55 credits
  Rare (8)
  Combat shotgun
  - salvo & shredder ammo
  70 credits
  Rare (7)
  - firestorm ammo
  30 credits
  Rare (8)
  Lasgun
  15 credits
  Common
  Sawn-off shotgun
  15 credits
  Common
  Shotgun
  - solid & scatter ammo
  30 credits
  Common
  - executioner ammo
  20 credits
  Rare (9)
  - inferno ammo
  15 credits
  Rare (8)
  Throwing knives
  10 credits
  Common
  PISTOLS
  Item
  Price
  Rarity
  Autopistol
  10 credits
  Common
  Reclaimed autopistol
  5 credits
  Common
  Bolt pistol
  45 credits
  Rare (8)
  Combi-pistol
  - autopistol/hand flamer
  65 credits
  Rare (10)
  - autopistol/plasma pistol
  50 credits
  Rare (10)
  - bolt pistol/hand flamer
  110 credits
  Rare (11)
  - bolt pistol/plasma pistol
  80 credits
  Rare (11)
  - stub gun/plasma pistol
  40 credits
  Rare (8)
  Hand flamer
  75 credits
  Rare (8)
  Laspistol
  10 credits
  Common
  Needle pistol
  30 credits
  Rare (9)
  Plasma pistol
  50 credits
  Rare (9)
  Stub gun
  5 credits
  Common
  - dumdum rounds
  5 credits
  Rare (7)
  Web pistol
  90 credits
  Rare (9)
  ‘You wanna know why
  your gang needs a
  lascannon? Ask me
  again after you run
  into a jacked Ambot or
  one of those Ogryn-
  Servitors with fists the
  size of your head. Are
  you gonna hope a few
  stub rounds puts it
  down? Or do you want
  to be sure, I mean
  really, really sure..?’
  Honest Cabas,
  Cabas’ Quality Arms,
  Girdercity
  Another Custodes Libris share. Buy the stuff if you like it!
  
  SPECIAL WEAPONS
  Item
  Price
  Rarity
  Combi-weapon
  - autogun/flamer
  110 credits
  Rare (10)
  - autogun/
  grenade launcher (frag)
  30 credits
  Rare (7)
  - bolter/flamer
  180 credits
  Rare (8)
  - bolter/grenade launcher (frag)60 credits
  Rare (8)
  - bolter/melta
  170 credits
  Rare (12)
  - bolter/needler
  90 credits
  Rare (10)
  - bolter/plasma
  115 credits
  Rare (10)
  Flamer
  140 credits
  Rare (7)
  Grav-gun
  120 credits
  Rare (11)
  Grenade launcher
  - frag & krak grenades
  65 credits
  Rare (8)
  - choke gas grenades
  35 credits
  Rare (9)
  - photon flash grenades
  15 credits
  Rare (9)
  - scare gas grenades
  45 credits
  Rare (10)
  - smoke gas grenades
  15 credits
  Common
  Long las
  20 credits
  Common
  Long rifle
  30 credits
  Rare (7)
  Meltagun
  135 credits
  Rare (11)
  Needle rifle
  40 credits
  Rare (9)
  Plasma gun
  100 credits
  Rare (9)
  Web gun
  125 credits
  Rare (9)
  HEAVY WEAPONS
  Item
  Price
  Rarity
  Harpoon launcher*
  110 credits
  Rare (9)
  Heavy bolter*
  160 credits
  Rare (10)
  Heavy flamer*
  195 credits
  Rare (10)
  Heavy stubber*
  130 credits
  Rare (7)
  Lascannon*
  155 credits
  Rare (10)
  Mining laser*
  125 credits
  Rare (9)
  Rare (8 Orlock)
  Missile launcher
  (with frag & krak missiles)*
  165 credits
  Rare (10)
  Multi-melta*
  180 credits
  Rare (11)
  Plasma cannon*
  130 credits
  Rare (11)
  Seismic cannon*
  140 credits
  Rare (10)
  ‘In the Guard there’s all
  these rules and regs
  about using hardware
  like this – say your
  benedictions to the
  machine, make sure
  it’s secured on the
  tripod, always stay next
  to your loader… truth
  is, if you’ve got the
  muscle you don’t need
  any of that. I’ve seen a
  ganger hauling about
  a stripped down heavy
  bolter, with one hand on
  the trigger and the other
  wrapped in ammo belts.
  And as for prayers to
  the machine – heck,
  keep firing until it jams
  then hit them with the
  damn thing!’
  Kray Vog,
  Dust Wall Veteran
  Another Custodes Libris share. Buy the stuff if you like it!
  
  CLOSE COMBAT WEAPONS
  Item
  Price
  Rarity
  Knives
  Fighting knife
  15 credits
  Common
  Power knife
  25 credits
  Rare (9)
  Stiletto knife
  20 credits
  Rare (9)
  Mundane Combat Weapons
  Axe
  10 credits
  Common
  Chainaxe
  30 credits
  Rare (9)
  Chainsword
  25 credits
  Rare (8)
  Digi laser
  25 credits
  Rare (10)
  Flail
  20 credits
  Common
  Maul (club)
  10 credits
  Common
  Servo claw
  35 credits
  Rare (10)
  Sword
  20 credits
  Rare (6)
  Stiletto sword
  35 credits
  Rare (9)
  Power/Shock Weapons
  Las cutter
  85 credits
  Rare (10)
  Power sword
  50 credits
  Rare (9)
  Power axe
  35 credits
  Rare (8)
  Power hammer
  45 credits
  Rare (8)
  Power pick
  40 credits
  Rare (8)
  Power maul
  30 credits
  Rare (8)
  Shock baton
  30 credits
  Rare (8)
  Shock stave
  25 credits
  Rare (9)
  Thunder hammer
  70 credits
  Rare (11)
  Two-handed Weapons
  Chain glaive*
  60 credits
  Rare (7)
  Heavy rock cutter*
  135 credits
  Rare (9)
  Rare (8 Goliath & Orlock)
  Heavy rock drill*
  90 credits
  Rare (9)
  Heavy rock saw*
  120 credits
  Rare (9)
  Two-handed axe*
  25 credits
  Common
  Two-handed hammer*
  35 credits
  Common
  ‘Ain’t nothing like the
  sound of a chainsword
  starting up – I swear
  to the Spire when that
  throaty roar kicks in,
  every ganger in earshot
  just soiled themselves.’
  Haks ‘Blood
  and Gore’ Torlor,
  Slaughterfists,
  House Goliath
  Another Custodes Libris share. Buy the stuff if you like it!
  
  WARGEAR
  GRENADES
  Item
  Price
  Rarity
  Blasting charges
  35 credits
  Rare (8)
  Choke gas grenades
  50 credits
  Rare (9)
  Demo charges
  50 credits
  Rare (12)
  Frag grenades
  30 credits
  Common
  Incendiary charges
  40 credits
  Rare (7)
  Krak grenades
  45 credits
  Rare (8)
  Melta bombs
  60 credits
  Rare (11)
  Photon flash grenades
  15 credits
  Rare (9)
  Scare gas grenades
  45 credits
  Rare (10)
  Smoke grenades
  15 credits
  Common
  Stun grenades
  15 credits
  Rare (8)
  ARMOUR
  Item
  Price
  Rarity
  Carapace armour
  - light
  80 credits
  Rare (10)
  - heavy
  100 credits
  Rare (11)
  Flak armour
  10 credits
  Common
  Hazard suit
  10 credits
  Rare (10)
  Mesh armour
  15 credits
  Common
  FIELD ARMOUR
  Item
  Price
  Rarity
  Conversion field
  60 credits
  Rare (11)
  Displacer field
  70 credits
  Rare (12)
  Refractor field
  50 credits
  Rare (10)
  ‘Right, listen up you
  scuts, this here is
  a frag grenade, or
  a bang-bang stone
  for the girder-lickers
  among you. Now, this
  little ring at the top,
  you gotta pull this out
  BEFORE you throw it –
  or no boom-boom. But
  don’t forget, and this
  is very important, once
  you pull out the ring
  you gotta throw it! Ask
  Gunta Half-Face what
  happens if you don’t.’
  Brun the Fist,
  Twisted Girders,
  House Goliath,
  initiating Juves on the
  proper use of grenades
  Another Custodes Libris share. Buy the stuff if you like it!
  
  ‘WHERE THE METAL
  MEETS THE MEAT!’
  - Slogan for The
  Cyberbazar ‘Odds and
  Arms’, Sump Town
  BIONICS
  Item
  Price
  Rarity
  Aortic superchargers – Mundane 65 credits
  Rare (13)
  Bionic eye – Mundane
  45 credits
  Rare (13)
  Bionic arm – Mundane
  45 credits
  Rare (13)
  Bionic leg – Mundane
  25 credits
  Rare (12)
  Cortex cogitator – Mundane
  15 credits
  Rare (11)
  Cortex cogitator – Improved
  30 credits
  Rare (12)
  Lobo chip – Mundane
  20 credits
  Rare (11)
  Lobo chip – Improved
  45 credits
  Rare (12)
  Skeletal enhancers – Mundane70 credits
  Rare (13)
  GANG EQUIPMENT
  Item
  Price
  Rarity
  Ammo cache
  60 credits
  Rare (8)
  Booby traps
  - frag trap
  20 credits
  Common
  - gas trap
  40 credits
  Rare (8)
  - melta trap
  50 credits
  Rare (10)
  MITHRA THE SIBILANT
  CHEAPSIDE SPEKTRES
  HOUSE DELAQUE
  Another Custodes Libris share. Buy the stuff if you like it!
  
  PERSONAL EQUIPMENT
  Item
  Price
  Rarity
  Armoured undersuit
  25 credits
  Rare (7)
  Bio-booster
  35 credits
  Rare (8)
  Bio scanner
  30 credits
  Rare (8)
  Chem-synth
  15 credits
  Rare (12)
  Drop rig
  10 credits
  Common
  Filter plugs
  10 credits
  Common
  Grapnel launcher
  25 credits
  Common
  Grav-chute
  50 credits
  Rare (10)
  Medicae kit
  30 credits
  Rare (9)
  Photo goggles
  35 credits
  Rare (9)
  Respirator
  15 credits
  Common
  Servo harness – partial
  130 credits
  Rare (12)
  Rare (11 Goliath & Orlock)
  Rare (10 Van Saar)
  Servo harness – full
  160 credits
  Rare (12)
  Rare (11 Goliath & Orlock)
  Rare (10 Van Saar)
  Skinblade
  10 credits
  Common
  Stimm-slug stash
  30 credits
  Rare (7)
  Strip kit
  15 credits
  Common
  Web solvent
  25 credits
  Rare (8)
  WEAPON ACCESSORIES
  Item
  Price
  Rarity
  Gunshroud
  (Basic Weapons & Pistols)
  20 credits
  Rare (8)
  Hotshot las pack
  (lasgun & laspistol only)
  20 credits
  Common
  Infra-sight†
  (any ranged weapon)
  40 credits
  Rare (8)
  Las-projector
  (Pistols, Basic and
  Special Weapons only)
  35 credits
  Rare (9)
  Mono-sight†
  (Basic, Special &
  Heavy Weapons only)
  35 credits
  Rare (9)
  Suspensor
  (Heavy Weapons only)
  60 credits
  Rare (10)
  Telescopic sight†
  (Pistols, Basic and
  Special Weapons only)
  25 credits
  Common
  ‘Sadie ‘Original’ Sinn
  was a legend in her
  own time and everyone
  knew who she was,
  from Dust Falls to
  Bighole. These days
  only we old timers
  remember Sadie
  and her crew – but
  everyone remembers
  that gold-plated bolter
  she used to carry, and
  every few years some
  Escher upstart gets
  their hands on it and
  thinks they’re queen o’
  the hive… ’
  Old Man Dunwich,
  Pitfalls Holesteader
  Another Custodes Libris share. Buy the stuff if you like it!
  
  STATUS ITEMS
  Item
  Price
  Rarity
  Extravagant Goods
  Exotic furs
  50 credits
  Rare (12)
  Gold-plated gun
  40 credits
  Rare (10)
  Master-crafted weapon Cost of weapon +25%,
  Rare (10)
  rounded up to the
  nearest 5 credits
  Opulent jewellery
  80 credits
  Rare (11)
  Uphive raiments
  50 credits
  Rare (10)
  Servo-skulls
  Gun skull
  65 credits
  Rare (12)
  Medi skull
  80 credits
  Rare (12)
  Sensor skull
  60 credits
  Rare (12)
  EXOTIC BEASTS
  Item
  Price
  Rarity
  Caryatid
  *(see entry, page 114)
  Rare (15)
  Cephalopod Spekter
  100 credits
  Rare (11 Delaque only)
  Cyberachnid
  75 credits
  Rare (10 Van Saar only)
  Cyber-mastiff
  100 credits
  Rare (10 Orlock only)
  Phyrr Cat
  120 credits
  Rare (12 Escher only)
  Sheen bird
  90 credits
  Rare (12 Cawdor only)
  Sumpkroc
  130 credits
  Rare (11 Goliath only)
  'Gather round, gather
  round! That’s it, come
  in nice and close,
  get a good look-see
  and save my voice.
  Well, sir, you have a
  fine eye. Just got that
  in, fresh from above
  the wall. Finest gold
  that is, mined on a
  frontier world out on
  the eastern rim and
  couriered directly
  back here to the
  artisans of Primus.
  Discoloured, sir? Oh
  no. That’s how you
  can tell it’s authentic,
  can’t replicate that
  green sheen onto fake
  gold sir!'
  Dirk Canter,
  Underhive Peddlar
  Another Custodes Libris share. Buy the stuff if you like it!
  
  WEAPON REFERENCE CHART
  WEAPON REFERENCE CHART
  This reference section contains rules for all of the weapons and Wargear available to gangs and fighters
  through the Trading Post and House Equipment Lists.
  This section also includes a full list of Wargear rules and Weapon Traits.
  BASIC WEAPONS
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Autogun
  8"
  24" +1
  -
  3
  -
  1
  4+
  Rapid Fire (1)
  Reclaimed autogun
  8"
  24" +1
  -
  3
  -
  1
  5+
  Rapid Fire (1)
  Boltgun
  12" 24" +1
  -
  4
  -1
  2
  6+
  Rapid Fire (1)
  Combat shotgun
  - salvo
  4"
  12" +1
  -
  4
  -
  2
  4+
  Knockback, Rapid Fire (1)
  - shredder ammo
  -
  T
  -
  -
  2
  -
  1
  4+
  Scattershot, Template
  - firestorm ammo
  -
  T
  -
  -
  5
  -1
  1
  6+
  Blaze, Limited, Template
  Lasgun
  18" 24" +1
  -
  3
  -
  1
  2+
  Plentiful
  Las carbine
  10" 24" +1
  -
  3
  -
  1
  4+
  Plentiful, Rapid Fire (1)
  Cawdor Polearm with autogun
  Polearm
  E
  2"
  -1
  -
  S+1
  -
  1
  -
  Melee, Unwieldy, Versatile
  Autogun
  8"
  24" +1
  -
  3
  -
  1
  5+
  Rapid Fire (1)
  Cawdor Polearm with blunderbuss
  Polearm
  E
  2"
  -1
  -
  S+1
  -
  1
  -
  Melee, Unwieldy, Versatile
  Blunderbuss
  - grape shot
  -
  T
  -
  -
  2
  -
  1
  6+
  Plentiful, Scattershot
  - purgation shot
  -
  T
  -
  -
  3
  -
  1
  6+
  Blaze, Scarce
  - Emperor’s Wrath rounds8"
  12"
  -
  -1
  4
  -1
  2
  4+
  Knockback, Pulverise
  Sawn-off shotgun
  4"
  8"
  +2
  -
  3
  -
  1
  6+
  Plentiful, Scattershot
  Shotgun
  - acid rounds
  4"
  8"
  +1
  -
  3
  -1
  1
  5+
  Blaze, Scattershot
  - solid ammo
  8"
  16" +1
  -
  4
  -
  2
  4+
  Knockback
  - scatter ammo
  4"
  8"
  +2
  -
  2
  -
  1
  4+
  Scattershot
  - executioner ammo
  4"
  16"
  -1
  +1
  4
  -2
  2
  6+
  Knockback, Limited
  - inferno ammo
  4"
  16" +1
  -
  4
  -
  2
  5+
  Blaze, Limited
  Stub cannon
  9"
  18"
  -
  -
  5
  -
  1
  3+
  Knockback
  Suppression laser
  - broad burst
  4"
  8"
  +2
  -
  2
  -
  1
  4+
  Plentiful, Scattershot
  - short burst
  8"
  16" +1
  -
  4
  -
  2
  4+
  Knockback, Plentiful
  Throwing knives
  Sx2 Sx4
  -
  -1
  -
  -1
  -
  5+
  Scarce, Silent, Toxin
  Another Custodes Libris share. Buy the stuff if you like it!
  
  PISTOLS
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Autopistol
  4"
  12" +1
  -
  3
  -
  1
  4+
  Rapid Fire (1), Sidearm
  Compact autopistol
  (gun skull)
  4"
  12" +1
  -
  2
  -
  1
  4+
  Rapid Fire (1), Scarce
  Reclaimed autopistol
  4"
  12" +1
  -
  3
  -
  1
  5+
  Rapid Fire (1), Sidearm
  Bolt pistol
  6"
  12" +1
  -
  4
  -1
  2
  6+
  Sidearm
  Combi-pistol
  Primary component:
  - autopistol
  4"
  12" +1
  -
  3
  -
  1
  4+
  Combi, Rapid Fire (1), Sidearm
  - bolt pistol
  6"
  12" +1
  -
  4
  -1
  2
  6+
  Combi, Sidearm
  - stub gun
  6"
  12" +2
  -
  3
  -
  1
  4+
  Combi, Plentiful, Sidearm
  Secondary component:
  - hand flamer
  -
  T
  -
  -
  3
  -
  1
  5+
  Blaze, Combi, Template, Unstable
  - plasma pistol
  6"
  12" +2
  -
  5
  -1
  2
  5+
  Combi, Scarce, Sidearm
  Flechette pistol
  - solid ammo
  4"
  12" +1
  -
  3
  -
  1
  4+
  Rapid Fire (1), Sidearm, Silent
  - fleshbane ammo
  4"
  12"
  -
  -
  -
  -
  -
  6+
  Rapid Fire (1), Scarce, Sidearm, Silent, Toxin
  Hand flamer
  -
  T
  -
  -
  3
  -
  1
  5+
  Blaze, Template
  Laspistol
  8"
  12" +1
  -
  3
  -
  1
  2+
  Plentiful, Sidearm
  Las sub-carbine
  4"
  12" +1
  -
  3
  -
  1
  4+
  Plentiful, Rapid Fire (1), Sidearm
  Needle pistol
  4"
  9"
  +2
  -
  -
  -1
  -
  6+
  Scarce, Sidearm, Silent, Toxin
  Plasma pistol
  - low
  6"
  12" +2
  -
  5
  -1
  2
  5+
  Scarce, Sidearm
  - maximal
  6"
  12" +1
  -
  7
  -2
  3
  5+
  Scarce, Sidearm, Unstable
  Stub gun
  6"
  12" +2
  -
  3
  -
  1
  4+
  Plentiful, Sidearm
  - with dumdum rounds
  5"
  10" +1
  -
  4
  -
  1
  4+
  Limited, Sidearm
  Web pistol
  -
  T
  -
  -
  4
  -
  -
  6+
  Silent, Template, Web
  Web projector
  (Van Saar Cyberachnid) -
  T
  -
  -
  2
  -
  -
  6+
  Scarce, Template, Web
  ‘STUD’ BORKER
  STEEL BRUTES
  HOUSE GOLIATH
  Another Custodes Libris share. Buy the stuff if you like it!
  
  SPECIAL WEAPONS
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Chemical cloud
  breath weapon
  (Escher Khimerix)
  6"
  12" +1
  -
  3
  -1
  1
  -
  Blast (3")
  Combi-weapon
  Primary component:
  - bolter
  12" 24" +1
  -
  4
  -1
  2
  6+
  Combi, Rapid Fire (1)
  - lasgun
  18" 24" +1
  -
  3
  -
  1
  2+
  Combi, Plentiful
  - autogun
  8"
  24" +1
  -
  3
  -
  1
  4+
  Combi, Rapid Fire (1)
  Secondary component:
  - flamer
  -
  T
  -
  -
  4
  -1
  1
  5+
  Blaze, Combi, Template, Unstable
  - grenade launcher (frag)6"
  24"
  -1
  -
  3
  -
  1
  *
  Blast (3"), Knockback, Single Shot
  - melta
  6"
  12" +1
  -
  8
  -4
  3
  4+
  Combi, Melta, Scarce
  - needler
  9"
  18" +1
  -
  -
  -1
  -
  6+
  Combi, Scarce, Silent, Toxin
  - plasma gun
  12" 24" +2
  -
  5
  -1
  2
  5+
  Combi, Rapid Fire (1), Scarce
  Flamer
  -
  T
  -
  -
  4
  -1
  1
  5+
  Blaze, Template
  Gaseous eruption
  breath weapon
  (Escher Khimerix)
  -
  T
  -
  -
  -
  -
  -
  -
  Gas, Template
  Grav gun
  9"
  18" +1
  -
  *
  -1
  2
  5+
  Blast (3"), Concussion, Graviton Pulse
  Grenade launcher
  - frag grenades
  6"
  24"
  -1
  -
  3
  -
  1
  6+
  Blast (3"), Knockback
  - krak grenades
  6"
  24"
  -1
  -
  6
  -2
  2
  6+
  -
  - choke gas grenades
  6"
  24"
  -1
  -
  -
  -
  -
  5+
  Blast (3"), Gas, Limited
  - photon flash grenades 6"
  24"
  -
  -
  -
  -
  -
  5+
  Blast (5"), Flash
  - scare gas grenades
  6"
  24"
  -1
  -
  -
  -
  -
  6+
  Blast (3"), Fear, Gas, Limited
  - smoke grenades
  6"
  24"
  -1
  -
  -
  -
  -
  4+
  Smoke
  Long las
  18" 36"
  -
  +1
  4
  -
  1
  2+
  Plentiful
  Long rifle
  24" 48"
  -
  +1
  4
  -1
  1
  4+
  Knockback
  Meltagun
  6"
  12" +1
  -
  8
  -4
  3
  4+
  Melta, Scarce
  Needle rifle
  9"
  18" +2
  -
  -
  -2
  -
  6+
  Scarce, Silent, Toxin
  ‘Nightshade’
  chem-thrower
  -
  T
  -
  -
  -
  -
  -
  5+
  Gas, Silent, Template
  Plasma gun
  - low
  12" 24" +2
  -
  5
  -1
  2
  5+
  Rapid Fire (1), Scarce
  - maximal
  12" 24" +1
  -
  7
  -2
  3
  5+
  Scarce, Unstable
  Rad gun
  -
  T
  -
  -
  2
  -2
  1
  4+
  Rad-phage, Template
  Web gun
  -
  T
  -
  -
  5
  -
  -
  5+
  Silent, Template, Web
  Another Custodes Libris share. Buy the stuff if you like it!
  
  HEAVY WEAPONS
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Cawdor heavy crossbow
  - frag
  15" 30"
  -
  -1
  4
  -
  1
  4+
  Blast (5"), Knockback, Unwieldy
  - krak
  15" 30"
  -
  -1
  6
  -2
  2
  6+
  Unwieldy
  Harpoon launcher
  6"
  18" +2
  -
  5
  -3
  1
  5+
  Drag, Impale, Scarce
  Heavy bolter
  18" 36" +1
  -
  5
  -2
  2
  6+
  Rapid Fire (2), Unwieldy
  Heavy flamer
  -
  T
  -
  -
  5
  -2
  1
  5+
  Blaze, Template, Unwieldy
  Heavy stubber
  20" 40"
  -
  -1
  4
  -1
  1
  4+
  Rapid Fire (2), Unwieldy
  ‘Krumper’ rivet cannon
  - rapid fire
  3"
  9"
  +2
  -
  4
  -1
  2
  3+
  Rapid Fire (1), Rending
  - super-heated
  3"
  9"
  +2
  -
  6
  -2
  2
  3+
  Blaze, Rending
  Lascannon
  24" 48"
  -
  +1
  10
  -3
  3
  4+
  Knockback, Unwieldy
  Mining laser
  18" 24"
  -
  -1
  9
  -3
  3
  3+
  Unwieldy
  Missile launcher
  - frag missile
  24" 48" +1
  -
  4
  -1
  1
  6+
  Blast (5"), Knockback, Unwieldy
  - krak missile
  24" 48" +1
  -
  6
  -2
  3
  6+
  Unwieldy
  Multi-melta
  12" 24" +1
  -
  8
  -4
  3
  4+
  Blast (3"), Melta, Scarce, Unwieldy
  Plasma cannon
  - low
  18" 36" +1
  -
  6
  -1
  2
  5+
  Rapid Fire (1), Scarce, Unwieldy
  - maximal
  18" 36" +1
  -
  8
  -2
  3
  5+
  Blast (3"), Scarce, Unstable, Unwieldy
  Rad cannon
  16" 32"
  -
  -1
  2
  -2
  1
  4+
  Blast (5"), Rad-phage, Unwieldy
  Seismic cannon
  - short wave
  12"
  24"
  -
  -1
  6
  -1
  2
  5+
  Knockback, Rapid Fire (1), Seismic, Unwieldy
  - long wave
  12"
  24"
  -1
  -
  3
  -
  1
  5+
  Knockback, Rapid Fire (2), Seismic, Unwieldy
  Twin-linked heavy las carbine
  (Van Saar Arachni-rig)
  15" 30" +1
  -
  4
  -
  1
  4+
  Plentiful, Rapid Fire (3)
  Twin-linked heavy stubber
  (Cawdor Stig-Shambler) 20" 40"
  -
  -1
  4
  -1
  2
  4+
  Rapid Fire (3), Unwieldy
  GRENADES
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Blasting charges
  -
  Sx2
  -
  -
  5
  -1
  2
  5+
  Blast (5"), Grenade, Knockback
  Choke gas grenades
  -
  Sx3
  -
  -
  -
  -
  -
  5+
  Blast (3"), Gas, Grenade
  Demo charges
  -
  Sx2
  -
  -
  6
  -3
  3
  *
  Blast (5"), Grenade, Single Shot
  Frag grenades
  -
  Sx3
  -
  -
  3
  -
  1
  4+
  Blast (3"), Grenade, Knockback
  Incendiary charges
  -
  Sx3
  -
  -
  3
  -
  1
  5+
  Blast (5"), Blaze, Grenade
  Krak grenades
  -
  Sx3
  -
  -1
  6
  -2
  2
  4+
  Demolitions, Grenade
  Melta bombs
  -
  Sx3
  -
  -1
  8
  -4
  3
  6+
  Demolitions, Grenade, Melta, Scarce
  Photon flash grenades
  -
  Sx3
  -
  -
  -
  -
  -
  5+
  Blast (5"), Flash, Grenade
  Rad grenades
  -
  Sx3
  -
  -
  2
  -2
  1
  4+
  Blast (3"), Grenade, Rad-phage
  Scare gas grenades
  -
  Sx3
  -
  -
  -
  -
  -
  6+
  Blast (3"), Fear, Gas, Grenade
  Smoke grenades
  -
  Sx3
  -
  -
  -
  -
  -
  4+
  Grenade, Smoke
  Stun grenades
  -
  Sx3
  -
  -
  2
  -1
  1
  4+
  Concussion, Grenade
  BOOBY TRAPS
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Frag trap
  -
  -
  -
  -
  3
  -
  1
  -
  Blast (5"), Knockback, Single Shot
  Gas trap
  -
  -
  -
  -
  -
  -
  -
  -
  Blast (5"), Gas, Single Shot
  Melta trap
  -
  -
  -
  -
  8
  -4
  3
  -
  Blast (5"), Melta, Single Shot
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  CLOSE COMBAT WEAPONS
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Knives
  Fighting knife
  -
  E
  -
  -
  S
  -1
  1
  -
  Backstab, Melee
  Power knife
  -
  E
  -
  -
  S+1 -2
  1
  -
  Backstab, Melee, Power
  Stiletto knife
  -
  E
  -
  -
  -
  -
  -
  -
  Melee, Toxin
  Close Combat Weapons
  Arc welder
  (‘Jotunn’ Servitor)
  -
  E
  -
  -
  S+2 -3
  3
  -
  Blaze, Melee
  Augmetic fist
  (‘Jotunn’ Servitor)
  -
  E
  -
  -
  S+1 -1
  2
  -
  Knockback, Melee
  Axe
  -
  E
  -
  -
  S+1
  -
  1
  -
  Disarm, Melee
  Beak & talons
  (Cawdor Sheen bird)
  -
  E
  -
  -
  S
  -1
  2
  -
  Melee, Rending
  Brute cleaver
  -
  E
  -
  -
  S
  -1
  1
  -
  Disarm, Melee
  Cawdor polearm
  (Cawdor Stig-shambler) E
  2"
  -1
  -
  S+1
  -
  1
  -
  Melee, Unwieldy, Versatile
  Chainaxe
  -
  E
  -
  +1 S+1 -1
  1
  -
  Disarm, Melee, Parry, Rending
  Chainsword
  -
  E
  -
  +1
  S
  -1
  1
  -
  Melee, Parry, Rending
  Digi laser
  E
  3"
  -
  -
  1
  -
  1
  6+
  Digi, Melee, Versatile
  Ferocious jaws
  (Goliath Sumpkroc)
  -
  E
  -
  -
  S
  -1
  1
  -
  Melee, Rending
  Flail
  -
  E
  -
  +1 S+1
  -
  1
  -
  Entangle, Melee
  Grav-fist (Ambot)
  - melee
  -
  E
  -
  -
  S
  -1
  2
  -
  Melee, Pulverise
  - ranged
  6"
  12" +1
  -
  *
  -1
  2
  5+
  Blast (3"), Graviton Pulse, Concussion
  Heavy club
  (Cawdor Stig-shambler)
  -
  E
  -
  -
  S
  -
  2
  -
  Melee
  Maul (club)
  -
  E
  -
  -
  S
  +1
  2
  -
  Melee
  Mutated fists & bone
  Spurs (Goliath ’Zerker)
  E
  2"
  -
  -
  S+1 -2
  2
  -
  Knockback, Melee, Pulverise, Versatile
  Open fists
  (Goliath ’Zerker)
  -
  E
  -
  -
  S
  -1
  1
  -
  Knockback, Melee
  Razor Sharp Talons
  (Escher Khimerix)
  -
  E
  -
  -
  S+1 -2
  3
  -
  Melee, Rending
  Savage Bite
  (Cyber-mastiff)
  -
  E
  -
  -
  S
  -2
  1
  -
  Disarm, Melee
  Servo arm
  (Van Saar Servo-suit)
  E
  3"
  -
  +1
  S
  -
  1
  -
  Melee, Versatile
  Servo claw
  -
  E
  -
  -
  S+2
  -
  2
  -
  Melee
  Servitor combat weapon
  (Orlock Lugger)
  -
  E
  -
  -
  S
  -1
  1
  -
  Knockback, Melee
  Spud-jacker
  -
  E
  -
  -
  S+1
  -
  1
  -
  Knockback, Melee
  Stiletto sword
  -
  E
  -
  -
  -
  -1
  -
  -
  Melee, Parry, Toxin
  Sword
  -
  E
  -
  +1
  S
  -1
  1
  -
  Melee, Parry
  Talons (Escher
  Khimerix and Phyrr Cat)
  -
  E
  -
  -
  S
  -1
  2
  -
  Melee, Pulverise
  Tunnelling claw (Ambot)
  - melee
  -
  E
  -
  -
  S
  -1
  2
  -
  Melee
  - ranged
  4"
  8"
  -
  -
  6
  -2
  2
  5+
  Melta, Scarce, Sidearm
  Venomous bite
  (Van Saar Cyberachnid) -
  E
  -
  -
  -
  -
  -
  -
  Melee, Toxin
  Web gauntlet
  -
  E
  -
  +1
  3
  -
  -
  -
  Backstab, Melee, Web
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  Rng
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Power/Shock weapons
  ‘Hystrar’ pattern
  energy shield
  -
  E
  -
  -
  S
  -
  1
  -
  Energy Shield, Knockback, Melee
  Las cutter
  E
  2"
  +1
  -
  9
  -3
  2
  6+
  Melee, Scarce, Versatile
  Power sword
  -
  E
  -
  -
  S+1 -2
  1
  -
  Melee, Parry, Power
  Power axe
  -
  E
  -
  -
  S+2 -2
  1
  -
  Disarm, Melee, Power
  Power hammer
  -
  E
  -
  -
  S+1 -1
  2
  -
  Melee, Power
  Power pick
  -
  E
  -
  -
  S+1 -3
  1
  -
  Melee, Power, Pulverise
  Power maul
  -
  E
  -
  -
  S+2 -1
  1
  -
  Melee, Power
  Shock baton
  -
  E
  -
  -
  S
  -
  1
  -
  Melee, Parry, Shock
  Shock stave
  E
  2"
  -
  -
  S+1
  -
  1
  -
  Melee, Shock, Versatile
  Shock tendrils (Delaque
  Cephalopod Spekter)
  E
  2"
  -
  -
  S+1
  -
  1
  -
  Melee, Shock, Versatile
  Shock whip
  E
  3"
  -1
  -
  S+1
  -
  1
  -
  Melee, Shock, Versatile
  Thunder hammer
  -
  E
  -
  -
  S+1 -1
  3
  -
  Melee, Power, Shock
  Two-Handed Weapons
  Chain glaive
  E
  2"
  -1
  -
  S+2 -2
  2
  -
  Melee, Unwieldy, Versatile
  Heavy rock cutter
  -
  E
  -
  -
  S+4 -4
  3
  -
  Melee, Unwieldy
  Heavy rock drill
  -
  E
  -
  -
  S+2 -3
  2
  -
  Melee, Pulverise, Unwieldy
  Heavy rock saw
  -
  E
  -
  +1 S+3 -3
  2
  -
  Melee, Rending, Unwieldy
  ‘Renderizer’ serrated axe -
  E
  -
  -
  S+2 -1
  2
  -
  Melee, Pulverise, Unwieldy
  Two-handed axe
  -
  E
  -
  -1 S+2
  -
  2
  -
  Melee, Unwieldy
  Two-handed hammer
  -
  E
  -
  -1 S+1
  -
  3
  -
  Knockback, Melee, Unwieldy
  ONIA LARZ
  COLDFIRE CABAL
  HOUSE VANSAAR
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  Armour
  ARMOUR
  A fighter may only be equipped with one type of
  armour at a time.
  ARMOURED BODYGLOVE
  Van Saar fighters are somewhat protected from the
  effects of their own rad weapons by their armour
  and are therefore immune to the effects of the Rad-
  phage Weapon Trait (i.e., they will not suffer the
  additional Flesh Wound) unless otherwise noted. If
  a fighter is wearing an armoured bodyglove, their
  save roll is improved by 1. For example, if they are
  wearing flak armour and an armoured bodyglove,
  they would have a 5+ save, which would be
  increased to 4+ against Blasts. If a fighter does not
  already have a save roll, an armoured bodyglove
  grants a 6+ save. An armoured bodyglove may be
  combined with other types of armour. It may not,
  however, be combined with an armoured undersuit.
  CARAPACE
  Light: Light carapace armour grants a 4+ save roll.
  Heavy: Heavy carapace armour grants a 4+
  save roll. This is increased to 3+ against attacks
  originating within the fighter’s vision arc (the 90° arc
  to their front); check this before the fighter model
  is placed Prone and is Pinned. If it is not clear if
  the attacker is within the fighter’s front arc, use a
  Vision Arc template to check – if the centre of the
  attacker’s base is within the arc, use the 3+ save
  roll. Against attacks with the Blast trait, use the
  centre of the Blast marker in place of the attacker.
  If the fighter does not have a facing (for example,
  if they are prone), use the 4+ save roll. However,
  due to the extra weight of this armour, the fighter’s
  Initiative is reduced by -1 and their movement by 1"
  when making a Charge action.
  FLAK
  Flak armour grants a 6+ save roll. Against weapons
  that use a Blast marker or Flame template, this is
  increased to a 5+ save roll.
  FURNACE PLATES
  Furnace plates grant a 6+ save roll. This is increased
  to a 5+ save roll against attacks originating within the
  fighter’s vision arc (the 90° arc to their front); check
  this before the fighter model is placed Prone and is
  Pinned. If it is not clear if the attacker is within the
  fighter’s front arc, use a Vision Arc template to check
  – if the centre of the attacker’s base is within the arc,
  use the 5+ save roll. Against attacks with the Blast
  trait, use the centre of the Blast marker in place of
  the attacker. If the fighter does not have a facing (for
  example, if they are Prone) use the 6+ save roll.
  HAZARD SUIT
  The Ash Wastes are a hostile place, their dunes
  are frequently toxic or corrosive, and strong winds
  whip up regular ash storms capable of blasting any
  exposed skin raw in minutes. Consequently, those
  such as ash crust miners and the poor wretches who
  maintain a hive’s outer armoured skin frequently wear
  heavy suits of rubberised canvas with vulcanised
  plates that protect them from the dangers of their
  working environment. A hazard suit grants a 6+ save
  roll. Additionally, when a hazard suit is combined with
  a respirator, the fighter’s Toughness is increased by
  3 against Gas attacks, rather than the usual 2. Finally,
  a fighter wearing a hazard suit is immune to the Blaze
  and Rad-phage traits.
  MESH
  Mesh armour grants a 5+ save roll.
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  Field Armour
  FIELD ARMOUR
  Any fighter may wear a force field. These provide
  an alternative to conventional armour and may be
  worn as well as conventional armour. The save they
  offer cannot be modified by a weapon’s Armour
  Piercing value. However, a fighter can only make
  one save attempt per attack, therefore you must
  choose to either make a save attempt using the
  fighter’s armour save, or using a field.
  CONVERSION FIELD
  A conversion field works by transforming the kinetic
  energy of an attack into light energy, absorbing the
  impact in a blinding flash. When a fighter wearing
  a conversion field is hit by an attack, roll a D6. On
  a 5+, the conversion field works and the attack has
  no further effect. However, any fighters, friend or
  foe, within 3" of the wearer count as being hit by a
  weapon with the Flash trait as the field reacts in a
  tremendous burst of light. Note that the wearer is
  unaffected by this flash of light as they are inside
  the field.
  DISPLACER FIELD
  A displacer field reacts to the energy of an impact
  by teleporting the wearer a safe distance away.
  The harder the impact, the further the wearer will be
  moved. If a fighter wearing a displacer field is hit,
  roll a D6. On a 4+, the fighter is moved a number
  of inches equal to the Strength of the attack in a
  random direction, determined by rolling a Scatter
  dice, and the hit is ignored (even if any part of the
  fighter is still under the Template – if the attack
  used one – after being displaced). A displacer field
  will not deposit its wearer inside a terrain feature –
  the fighter will move by the shortest route possible
  so that it can be placed clear of any impassable
  terrain features. Similarly, the fighter’s base cannot
  overlap another fighter’s base and the wearer must
  be moved by the shortest route possible until its
  base can be placed without overlapping. Note that
  the wearer may not end up within 1" of an enemy
  fighter as a result of being displaced and must be
  moved by the shortest possible route so that they
  can be placed 1" away.
  However, displacer fields are notoriously oblivious
  to safe footings. In a Zone Mortalis game, a fighter
  wearing a displacer field may be deposited above
  a pit fall or similar hazard. In a Sector Mechanicus
  game, a fighter above ground level may simply be
  flung into the open air. If any part of the fighter’s
  base ends overhanging a hazard or overhanging
  a platform edge, the fighter must pass an Initiative
  test or will fall, following all of the rules for falling as
  required by the terrain type being fought over. If the
  entirety of the fighter’s base is over a hazard or in
  the open air, they will simply fall.
  If a fighter wearing a displacer field is transported
  off the board, they immediately go Out of Action.
  If an attack does not have a Strength value, then a
  displacer field cannot work against it.
  REFRACTOR FIELD
  A refractor field bends the energy of an attack
  around the wearer, harmlessly distributing it over a
  large area and robbing the attack of its lethal force.
  When a fighter wearing a refractor field is hit by an
  attack, roll a D6. On a 5+, the hit is ignored.
  However, should the field work and the hit be
  ignored, roll another D6. If the result is a 1, then the
  field has been overburdened by the attack and its
  generator is burned out. Remove the refractor field
  from the fighter’s card, it no longer works.
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  Bionics
  BIONICS
  Bionics are a way to repair damage sustained by
  fighters as a result of violence and hardship. Not only
  can Lasting Injuries be negated through the vigorous
  application of bionics, but the chances of suffering
  similar injuries in the future can be greatly reduced.
  MUNDANE BIONICS
  Should a fighter suffer any Lasting Injury as a result
  of going Out of Action which permanently reduces
  one or more of their characteristics, the injured body
  part may be replaced with a bionic prosthesis, thus
  restoring some degree of lost function. The price of
  getting a Doc to install the bionic is included in its
  cost. All Mundane bionics will increase one of the
  characteristics listed in their description by +1, thus
  negating part or all of the effect of the Lasting Injury.
  MULTIPLE CHARACTERISTICS: Players should
  note that some Lasting Injuries only cause one
  characteristic to be decreased whilst other Lasting
  Injuries cause two characteristics to be decreased.
  Where a Lasting Injury causes two characteristics to
  be decreased, the bionic will give a choice of which
  characteristic is improved. If a fighter wishes to rectify
  two characteristic decreases caused by a Lasting Injury,
  they should look at purchasing an Improved bionic (as
  follows). They cannot purchase two Mundane bionics in
  order to rectify the effects of a single Lasting Injury.
  IMPROVED BIONICS
  As with Mundane bionics, any fighter that has
  suffered a Lasting Injury as a result of going Out
  of Action which permanently reduces two of their
  characteristics may replace the injured body part
  with Improved bionics. Improved bionics may be
  bought from the Trading Post in the same way as
  other items, provided that their Availability level
  has been met. The price of getting a Doc to install
  the bionic is included in its cost. All Improved
  bionics exist to allow a fighter that has suffered a
  Lasting Injury that decreases two characteristics to
  increase both at the same time, for a higher cost.
  Consequently, Lasting Injuries that only cause one
  characteristic to be decreased do not have the
  Improved bionics option.
  CHARACTERISTIC INCREASES AND
  BIONICS: If a characteristic has been increased
  since the injury was sustained as a result of any
  Advancements, any bionics purchased (Mundane
  and Improved), may still increase the characteristic
  by 1 but may not take any characteristics beyond
  the maximum characteristics.
  BIONICS AND RECOVERY: If a fighter is In
  Recovery when bionics are purchased, they will
  remain In Recovery as described in the campaign
  rules. Purchasing bionics does not negate the
  need to recover from an injury, even if the bionics
  mitigate the long-term effects.
  DAMAGED BIONICS
  When a fighter takes a fresh Lasting Injury to a
  location previously injured and subsequently replaced
  with bionics, there is a chance that their bionics
  will save them from further harm, taking only minor
  damage that can easily be repaired. Roll a D6. On a
  1-3, the Lasting Injury is applied as normal (perhaps
  a fighter with a bionic left leg has sustained a similar
  injury to their right leg, for example). On a 4+, the
  bionics are hit and the effects of the Lasting Injury
  are ignored. However, if hit, there is a chance that
  the bionics will be irreparably damaged. Roll a D6.
  On a 2+, the bionics are scratched and dented but
  suffer no long-term effects. On a 1, however, the
  bionics are damaged beyond repair, the effects of the
  Lasting Injury are applied and the previous benefits of
  the bionics are lost, meaning that any characteristic
  increases granted by the bionics are also lost.
  ‘GHAST’
  THE ASH WALKERS
  HOUSE DELAQUE
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  LOBO CHIP (HUMILIATED LASTING
  INJURY TABLE RESULT)
  The underhive is dangerous and more than
  enough to break the mind of a ganger. Some
  fighters choose to get a lobo chip hammered
  into their cranium, diminishing their emotions to a
  dull murmur.
  MUNDANE – Increase either the fighter’s
  Leadership or Cool by +1.
  IMPROVED – Increase both the fighter’s
  Leadership and Cool by +1.
  CORTEX-COGITATOR (HEAD INJURIES
  LASTING INJURY TABLE RESULT)
  A spinal thought-shunt, the cortex-cogitator
  enhances or repairs a fighter’s reasoning
  processes and mental fortitude.
  MUNDANE – Increase either the fighter’s
  Intelligence or Willpower by +1.
  IMPROVED – Increase both the fighter’s
  Intelligence and Willpower by +1.
  BIONIC EYE (EYE INJURIES LASTING
  INJURY TABLE RESULT)
  From bespoke models crafted to match a user’s
  own natural organs, to crude hatchet jobs prised
  from the ocular sockets of smashed servo-skulls,
  bionic eyes restore sight.
  MUNDANE – The fighter’s Ballistic Skill is
  increased by +1.
  BIONIC ARM (HAND INJURIES
  LASTING INJURY TABLE RESULT)
  A good bionic arm is another weapon in its user’s
  arsenal, able to both replace the function of an arm
  but also act as a handy club.
  MUNDANE – The fighter’s Weapon Skill is
  increased by +1.
  BIONIC LEG (HOBBLED LASTING
  INJURY TABLE RESULT)
  At its most basic, a bionic leg replaces the function
  of a flesh and blood limb, whether cobbled
  together from old servitor bits or crafted from
  advanced materials.
  MUNDANE – The fighter’s Movement is increased
  by +1".
  SKELETAL ENHANCERS
  (SPINAL INJURY LASTING INJURY
  TABLE RESULT)
  Skeletal enhancers repair damage and function to a
  fighter’s strength, hardening bone and muscle with
  servo-assisted overlays or hydraulic body-rigs.
  MUNDANE – The fighter’s Strength is increased
  by +1.
  AORTIC SUPERCHARGER
  (ENFEEBLED LASTING INJURY TABLE
  RESULT)
  An aortic supercharger increases heart and organ
  function, granting a fighter exceptional stamina and
  the ability to shrug off injury.
  MUNDANE – The fighter’s Toughness is increased
  by +1.
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  Equipment
  EQUIPMENT
  This section covers equipment carried by fighters
  and used by gangs to help them survive the rigours
  of battle and the harsh environment of the underhive.
  AMMO CACHE
  Ammo caches are added to the gang’s Stash, instead
  of being carried by a particular fighter. Immediately
  after the last of the fighters in the crew is set up at
  the start of a battle, the controlling player can choose
  to set up any ammo caches from their Stash. If the
  scenario has an attacker and a defender, and this
  gang is defending, roll a D6 for each of their ammo
  caches. On a 1-4, they were not expecting the
  attackers and the caches cannot be used. On a 5
  or 6, they are lucky enough to have them to hand.
  Each ammo cache must be set up within 1" of one of
  their fighters, and within their deployment zone if the
  scenario has one. It is then deleted from the gang’s
  Stash. During the battle, ammo caches follow the
  rules on page 122 of the Necromunda Rulebook.
  ARMOURED UNDERSUIT
  An armoured undersuit may be worn in addition to
  any armour type, with the exception of an armoured
  bodyglove. If a fighter is wearing an armoured
  undersuit, their save roll is improved by 1. For
  example, if they are wearing flak armour and an
  armoured undersuit, they would have a 5+ save,
  which would be increased to 4+ against Blasts.
  If a fighter does not already have a save roll, an
  armoured undersuit grants a 6+ save.
  BIO-BOOSTER
  The first time in each game that an Injury roll is
  made for a fighter with a bio-booster, one less Injury
  dice is rolled. If only one dice was being rolled, two
  dice are rolled and the player controlling the fighter
  with the bio-booster can discard one of them.
  BIO-SCANNER
  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 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).
  BOMB DELIVERY RATS
  A fighter equipped with bomb delivery rats may
  deploy one per turn to carry a single grenade of a type
  that fighter is equipped with by performing a Prime
  Bomb Rat (Basic) action. When a bomb delivery rat is
  deployed, make an Ammo roll for the grenade used as
  if it had been used normally. The fighter may run out of
  grenades before they run out of rats!
  When the bomb delivery rat is deployed, place it so
  that the edge of its base is touching that of the fighter
  and make an Intelligence check for the fighter. If the
  check is passed, the fighter may choose the direction
  in which the rat moves. If the check is failed, the rat
  will move in a direction determined by rolling a Scatter
  dice. In either case, the rat may move up to 6". Bomb
  delivery rats ignore all terrain when moving, except
  any that would normally be impassable, such as
  walls. They suffer no penalties for climbing, they will
  never fall, and they may freely leap any gap of 2" or
  less. Wider gaps are considered impassable.
  A bomb delivery rat is not a fighter and may pass
  within 1" of other models. Should the rat end its
  movement within 1" of, or in base to base contact
  with, a fighter, friend or enemy, or another bomb
  delivery rat, roll a D6. On a 2+, the grenade will go
  off. On a 1, the grenade proves to be a dud and the
  rat vanishes into the darkness to dwell upon its good
  fortune. In either case, the rat is removed from play.
  At the start of every subsequent round, after rolling
  for Priority but before activating any fighters, if the
  bomb delivery rat has not exploded then it will
  activate again. Check to see if it is within 9" of the
  fighter that deployed it. If it is, and if that fighter is
  Standing and Active or Prone and Pinned, make an
  Intelligence check for the fighter. If this is passed,
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  the rat will immediately move up to 6" in a direction
  of the controlling player’s choosing. If it is beyond
  9", the Intelligence check is failed, the fighter is
  Standing and Engaged or Prone and Seriously
  Injured or if the fighter has been taken Out of Action,
  then the rat will move 6" in a direction determined
  by rolling a Scatter dice. Should the rat end its
  movement within 1" of a fighter, friend or enemy, or
  another bomb delivery rat, roll a D6. On a 2+, the
  grenade will go off. On a 1, the grenade proves to be
  a dud. In either case, the rat is removed from play.
  Any fighter may attempt to shoot at a bomb delivery
  rat or make a melee attack against one as if it were
  an enemy fighter. However, there is always an
  additional -1 modifier on any hit roll made against a
  bomb delivery rat. If the rat is hit, roll a D6. On a 4+,
  the grenade goes off. On a 1-3, the grenade does
  not go off. In either case, once a bomb delivery
  rat has been hit by a shooting or melee attack, it is
  removed from play.
  BOOBY TRAPS –
  FRAG, GAS AND MELTA
  A booby trap is represented by a marker placed
  upon the battlefield at the start of the game, after
  the battlefield has been set up but before deploying
  any fighters. If both gangs possess and wish to use
  booby traps, the defender or the winner of a roll-off
  (if there is no defender) places theirs first.
  If any fighter, friendly or enemy, comes within 2" of
  a booby trap for any reason, they risk setting the
  booby trap off. Roll a D6. On a 1, the booby trap is
  a dud and is removed from the battlefield. On a 2 or
  3, the booby trap does not go off but is left in place.
  On a 4, 5 or 6, the booby trap is triggered and will
  explode. The profiles for booby traps can be found
  on page 127. The movement of a moving fighter is
  interrupted whilst this roll is resolved. If the booby
  trap does not go off, their movement continues
  after the roll is made. If the booby trap does go off,
  and the fighter is Pinned or Injured as a result, their
  movement ends.
  Any fighter can target a booby trap with ranged
  attacks. Doing so has a -1 modifier to the hit roll
  at Short range, or a -2 modifier at Long range.
  If the booby trap is hit, roll a D6. On a 1-2, it is
  unaffected. On a 3-4, it is immediately triggered.
  On a 5-6, it is disarmed and removed.
  CHEM-SYNTH
  At the start of their activation, a Standing and Active
  or Standing and Engaged fighter with a chem-synth
  can choose to make an Intelligence check. If the
  check is passed, any Gas or Toxin weapons they
  use until the end of their activation are enhanced
  and the target’s Toughness is reduced by 1 when
  resolving those attacks.
  CULT ICON
  Only one fighter in a gang may carry a cult icon,
  this must be either the gang Leader or a Champion.
  This symbol of dedication and devotion serves to
  inspire gang members to greater acts in battle.
  When the Leader or Champion carrying the icon
  makes a group activation, they may activate one
  additional Readied fighter within 3", meaning that the
  Leader may activate three additional fighters whilst a
  Champion may activate two additional fighters.
  DROP RIG
  An Active fighter with a drop rig can make the
  following action while they are within 1" of the
  edge of a platform: Descend (Basic) – The fighter
  makes a move of up to 3" horizontally and up to
  12" vertically. Any vertical movement must be
  downwards, i.e., towards the ground.
  FILTER PLUGS
  If a fighter with filter plugs is hit by a weapon with
  the Gas trait, their Toughness is increased by 1
  for the purposes of the roll to see whether they are
  affected. Filter plugs are one use; if a fighter uses
  them during a battle, they are deleted from their
  Fighter card when the battle ends.
  GRAPNEL LAUNCHER
  An Active fighter with a grapnel launcher can make
  the following action: Grapnel (Double) – The fighter
  can move up to 12" in a straight line, in any direction.
  This move can take them to a different level, as long
  as they do not move through any terrain.
  GRAV CHUTE
  If the fighter falls or jumps down to a lower level,
  they do not suffer any damage – they simply move
  down without any rolls being made.
  MEDICAE KIT
  When a fighter with a medicae kit assists a friendly
  fighter’s Recovery test, roll an extra Injury dice then
  choose one to discard.
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  PHOTO-GOGGLES
  A fighter with photo-goggles can attack through
  smoke clouds, can make ranged attacks against
  fighters 12" away under the Pitch Black rules (see
  page 120 of the Necromunda Rulebook) and
  may gain other benefits in low light conditions,
  depending upon the scenario. In addition, if they
  are hit by a Flash weapon, add 1 to the result of the
  Initiative test to see whether they become subject to
  the Blind condition.
  RESPIRATOR
  When a fighter with a respirator is hit by a weapon
  with the Gas trait, their Toughness is increased by
  2 for the purposes of the roll to see whether they
  are affected.
  SERVO HARNESS – PARTIAL
  A fighter wearing a partial servo harness gains a
  +2 modifier to their Strength characteristic and
  a +1 modifier to their Toughness characteristic.
  This may take them above their maximum
  characteristics but it is not a permanent increase
  and will be lost should the servo harness be lost
  or cease to function for any reason. Additionally,
  a fighter wearing a partial servo harness gains the
  benefits of suspensors on any Unwieldy ranged
  weapon they carry. However, a fighter wearing a
  partial servo harness reduces their Movement and
  Initiative by 1. This item cannot be combined with a
  servo claw or any other type of servo harness.
  SERVO HARNESS – FULL
  A fighter wearing a full servo harness gains all of
  the benefits of a partial servo harness, but without
  the negative modifiers to Movement and Initiative.
  This item cannot be combined with a servo claw or
  any other type of servo harness.
  SKINBLADE
  If the fighter is Captured at the end of a battle, they
  can attempt to escape. If they do, roll a D6. On a
  result of 1 or 2, they are unsuccessful. On a result
  of 3 or 4, they escape but are injured in the process
  – make a Lasting Injury roll for them. On a result of
  5 or 6, they escape. A fighter who escapes is no
  longer Captured; however, their skinblade is lost
  and removed from their Fighter card.
  STIMM-SLUG STASH
  Once per game, a fighter with a stimm-slug stash
  can use it at the start of their turn, when they are
  chosen to make an action. Immediately discard
  one Flesh Wound from the fighter’s card, if any are
  present. Until the end of the round, the fighter’s
  Move, Strength and Toughness characteristics are
  each increased by 2. At the start of the End phase,
  roll a D6. On a 1, the stimm overload is too much –
  roll an Injury dice and apply the result to the fighter.
  STRIP KIT
  When a fighter with a strip kit makes an Intelligence
  check to operate a door terminal or bypass the lock
  on a loot casket, add 2 to the result.
  WEB SOLVENT
  When a fighter equipped with web solvent makes
  a Recovery check due to the Webbed condition
  (see page 144), roll an extra Injury dice, picking
  one of the dice to resolve it and discarding the
  other. Additionally, when a fighter equipped with
  web solvent assists a fighter subject to the Webbed
  condition with a Recovery test, roll an extra two
  Injury dice and choose which one to apply.
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  Weapon Accessories
  WEAPON ACCESSORIES
  Weapon accessories marked with a dagger (†) may not be combined together
  on the same weapon. If one such accessory is purchased for a weapon,
  another may not be added.
  GUNSHROUD (BASIC WEAPONS AND PISTOLS)
  A weapon fitted with a gunshroud gains the Silent trait.
  HOTSHOT LAS PACK (LASGUN AND LASPISTOL ONLY)
  At the expense of reliability, a lasgun or laspistol (not including las carbines,
  las sub-carbines or suppression lasers) can be fitted with a hotshot las pack,
  increasing its Strength to 4 and Armour Piercing to -1. However, the weapon
  loses the Plentiful trait and its Ammo value is reduced to 4+.
  INFRA-SIGHT (PISTOLS, BASIC, SPECIAL
  AND HEAVY WEAPONS)†
  Weapons with the Rapid Fire (X) or Blast (3"/5") trait cannot be fitted with an
  infra-sight. A weapon with an infra-sight can be used to attack through smoke
  clouds (see page 144), and prove more effective in Pitch Black conditions (see
  page 120 of the Necromunda Rulebook). In addition, there is no hit modifier
  when the weapon targets a fighter in partial cover, and a -1 modifier (instead of
  -2) when it targets a fighter in full cover.
  LAS-PROJECTOR (PISTOLS, BASIC
  AND SPECIAL WEAPONS)
  The weapon’s Short range accuracy bonus is improved by 1 (for example, if it
  is +1, it becomes +2; if it is -, it becomes +1; if it is -1, it becomes -).
  MONO-SIGHT (BASIC, SPECIAL AND HEAVY WEAPONS)†
  If the fighter attacks with this weapon after making an Aim action, add 2 to the
  result of the hit roll instead of 1.
  SUSPENSORS (HEAVY WEAPONS)
  An Unwieldy ranged weapon fitted with suspensors is far more manoeuvrable.
  Firing it becomes a Basic action rather than a Double action.
  TELESCOPIC SIGHT (PISTOLS, BASIC
  AND SPECIAL WEAPONS)†
  If a fighter attacks with this weapon after making an Aim action, the weapon’s
  Short range accuracy modifier is used even if the target is within the weapon’s
  Long range.
  “That’s it, hold it still
  and breathe slowly.
  Let the scene come
  into focus and look
  carefully for the target.
  Don’t jerk around,
  a tiny movement
  here’ll have the scope
  looking at something
  200 yards in the
  wrong direction! And
  breathe slowly!”
  Arn Gunderson,
  Scrapfalls Shooting
  Range Proprietor
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  Status Items
  STATUS ITEMS
  Exotic Beasts, stolen relics or flamboyant opulence,
  when the money starts rolling in, underhive gangers
  are notorious for their tendency to flash their
  cash, spending it on all manner of extravagances
  that leave others in no doubt as to their success
  and importance, not only within their own gang,
  but within their House and the wider underhive.
  Unfortunately, such gaudy displays of wealth often
  leave others questioning the ganger’s sense of
  style, and in extreme cases, their gullibility!
  The following section covers the rules for Extravagant
  Goods and servo-skulls. The rules for Exotic Beasts
  can be found on page 104. These can be purchased
  for a Leader or Champions as normal when visiting
  the Trading Post in the post-battle sequence.
  EXTRAVAGANT GOODS
  Extravagant Goods are only available to Gang
  Leaders or Champions.
  GOLD-PLATED GUN
  Any weapon can be gold-plated. A fighter with
  a gold-plated gun adds +1 to their Leadership
  characteristic. Additionally, once per game, the
  fighter may re-roll a failed Ammo check.
  EXOTIC FURS
  Should this fighter make a Trade action in the post-
  battle sequence, they add an additional +1 modifier
  to the dice roll to determine the rarity of the items
  on offer.
  MASTER-CRAFTED WEAPON
  The fighter purchases a new weapon of exceptional
  craftsmanship. Any weapon may be master-crafted
  (note that grenades are Wargear, not weapons).
  The cost of a master-crafted weapon is that of
  the weapon plus 25%, with fractions rounded up
  to the nearest 5 credits. For example, a master-
  crafted bolter/plasma combi weapon would cost
  145 credits (115 credits plus 25% equals 143.75
  credits. Rounded up to the nearest 5 credits, this
  weapon costs 145 credits).
  Note that the fighter may replace a weapon with
  which they are already equipped with a master-
  crafted version of that weapon, and that the original
  may be discarded and added to the gang’s Stash.
  This is an exception to the norm.
  A fighter may re-roll a single failed hit roll for this
  weapon every round.
  OPULENT JEWELLERY
  If this fighter makes a Medical Escort action in the
  post-battle sequence, they will attempt to impress
  the Doc with their visible wealth. Sometimes this
  works, sometimes it does not…
  You may re-roll the dice when determining the fee
  the Doc charges, but you must accept the second
  result, even if it is worse.
  UPHIVE RAIMENTS
  If this fighter is not In Recovery during the post-
  battle sequence, their gang gains an extra D3x10
  credits during the Collect Income step.
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  SERVO-SKULLS
  Servo-skulls are only available to gang Leaders or
  Champions. All servo-skulls are treated as ordinary
  Wargear and should be recorded on their owner’s
  Fighter card accordingly. Servo-skulls follow
  these rules:
  • Servo-skulls must be represented by a separate
  model that must stay within 2" of the owning
  fighter. This is not a gang fighter or friendly model;
  it is purely a marker representing the servo-skull
  and matters only for its own line of sight and
  targeting purposes. Nor will they give away their
  owner’s location, as they are assumed to be aware
  enough of stealthy movement to emulate it, and
  remain very low and close when needed.
  • When the owner activates, the servo-skull will
  move with them. Servo-skulls ignore all terrain
  other than impassable terrain or walls, and can
  never fall.
  • Servo-skulls cannot be targeted by shooting or
  melee attacks, and can never be Engaged in
  combat – they simply float away.
  • Servo-skulls may be caught by a Blast marker or
  Flame template. If a servo-skull is caught under
  a Blast marker or Flame template, the attacker
  should roll a D6. On a 4-6, it is hit by the attack.
  On a 1-3, it is able to float clear of the area of the
  attack. Leave the model where it is and assume
  it has bobbed around to avoid the attack and
  returned to where it was. If a servo-skull is hit in
  this way, the owning player rolls a D6. On a 1,
  it is destroyed and should be removed from the
  owning fighter’s Fighter card. On a 2-6, it is taken
  Out of Action and plays no further part in the
  game, but otherwise suffers no long-term effects.
  • If the owning fighter leaves the table for any
  reason, the servo-skull will accompany them and
  takes no further part in the game.
  SENSOR SKULL
  A sensor skull grants the owning fighter the same
  benefits as a bio-scanner (see page 134). In
  addition, when the fighter takes an Aim action, they
  may add 2 to the result of any hit rolls they make
  for subsequent shots taken in the same activation
  rather than the usual 1. This bonus is in addition
  to any granted by any other wargear or skills the
  fighter may have.
  MEDI SKULL
  When making a Recovery test for the owning
  fighter, roll an extra Injury dice, then pick one of
  the dice to resolve and discard the other. This is
  in addition to any friendly fighters assisting the
  recovery and any other items such as medicae
  kits, so it is possible that the owning fighter may be
  rolling several Injury dice to choose from.
  GUN SKULL
  A gun skull is equipped with a compact autopistol
  (see page 125) and will target whatever or whoever
  the owning fighter does when they make a ranged
  attack. Simply roll one extra hit dice and one extra
  Ammo dice for the gun skull, ideally of a different
  colour to those being used for the fighter, to
  represent the gun skull making a ranged attack.
  Note though that range, line of sight and cover must
  be worked out from the gun skull itself rather than
  that of the owning fighter. If the owning fighter does
  not possess any ranged weapons, the gun skull may
  shoot at an enemy it can see, chosen by the owning
  fighter and following the normal target priority rules
  in relation to the owning fighter’s position.
  The owning fighter is never considered to be in the
  way of a gun skull’s shooting attacks and cannot be
  hit by stray shots.
  A gun skull has a BS of 5+, and may never benefit
  from aiming or any Wargear or skills that modify the
  owning fighter’s to hit rolls.
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  WEAPON TRAITS
  WEAPON TRAITS
  The following list contains all of the Weapon Traits
  in full.
  BACKSTAB
  If the attacker is not within the target’s vision arc,
  add 1 to the attack’s Strength.
  BLAST (3"/5")
  The weapon utilises a Blast marker, as described
  on page 65 of the Necromunda Rulebook.
  BLAZE
  After an attack with the Blaze trait has been resolved,
  roll a D6 if the target was hit but not taken Out Of
  Action. On a 4, 5 or 6, they become subject to the
  Blaze condition. When activated, a fighter subject to
  the Blaze condition suffers an immediate Strength 3,
  AP -1, Damage 1 hit before acting as follows:
  • If Prone and Pinned the fighter immediately
  becomes Standing and Active and acts as
  described below.
  • If Standing and Active the fighter moves 2D6" in
  a random direction, determined by the Scatter
  dice. The fighter will stop moving if this movement
  would bring them within 1" of an enemy fighter or
  into base contact with impassable terrain. If this
  movement brings them within ½" of the edge of
  a level or platform, they risk falling as described
  on page 63 of the Necromunda Rulebook. If this
  movement takes the fighter beyond the edge of
  a level or platform, they will simply fall. At the end
  of this move, the fighter may choose to become
  Prone and Pinned. The fighter may then attempt
  to put the fire out.
  • If Standing and Engaged or Prone and Seriously
  Injured, the fighter does not move and attempts
  to put the fire out.
  To attempt to put the fire out, roll a D6, adding 1 to
  the result for each other Active friendly fighter within
  1". On a result of 6 or more, the flames go out and
  the Blaze marker is removed. Pinned or Seriously
  Injured fighters add 2 to the result of the roll to see
  if the flames go out.
  COMBI
  A combi-weapon has two profiles. When it is fired,
  pick one of the two profiles and use it for the attack.
  Due to the compact nature of the weapons, they
  often have less capacity for ammunition, and are
  prone to jamming and other minor issues. When
  making an Ammo check for either of the weapons,
  roll twice and apply the worst result. However,
  unlike most weapons that have two profiles, ammo
  for the two parts of the combi-weapon are tracked
  separately – if one profile runs Out of Ammo, the
  other can still fire unless it has also run Out of Ammo.
  CONCUSSION
  Any model hit by a Concussion weapon has their
  Initiative reduced by 2, to a minimum of 6+, until the
  end of the round.
  DEMOLITIONS
  Grenades with the Demolitions trait can be used
  when making close combat attacks against scenery
  targets (such as locked doors or scenario objectives).
  A fighter who uses a grenade in this way makes one
  attack (regardless of how many Attack dice they
  would normally roll), which hits automatically.
  DIGI
  A Digi weapon is worn mounted on a ring or hidden
  inside a glove. It can be used in addition to any
  other Melee weapon carried by the fighter, granting
  an additional close combat attack. A weapon with
  this trait does not count towards the maximum
  number of weapons a fighter can carry. However,
  the maximum number of weapons with this trait a
  fighter can carry is 10.
  DISARM
  If the hit roll for an attack made with a Disarm
  weapon is a natural 6, the target cannot use any
  weapons when making Reaction attacks for the
  remainder of that round – they make unarmed
  attacks instead.
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  DRAG
  If a fighter is hit by a Drag weapon but not taken
  Out of Action, the attacker can attempt to drag the
  target closer after the attack has been resolved. If
  they do, roll a D6. If the score is equal to or higher
  than the target’s Strength, the target is dragged D3"
  straight towards the attacker, stopping if they hit any
  terrain. If they move into another fighter (other than
  the attacker), both fighters are moved the remaining
  distance towards the attacker. If the weapon also
  has the Impale special rule and hits more than one
  fighter, only the last fighter to be hit can be dragged.
  ENERGY SHIELD
  An energy shield grants a +2 armour save modifier
  (to a maximum of 2+) against melee attacks that
  originate from within the fighter’s vision arc (the 90°
  arc to their front), and a +1 armour save modifier
  against ranged attacks that originate from within the
  fighter’s vision arc; check this before the fighter model
  is placed Prone and is Pinned. If it is not clear whether
  the attacker is within the target’s front arc, use a Vision
  Arc template to check – if the centre of the attacker’s
  base is within the arc, the energy shield can be used.
  Against attacks with the Blast trait, use the centre
  of the Blast marker in place of the attacker. If the
  target does not have a facing (for example, if they are
  Prone), the energy shield cannot be used.
  ENTANGLE
  Hits scored by weapons with the Entangle trait
  cannot be negated by the Parry trait. In addition,
  if the hit roll for an Entangle weapon is a natural 6,
  any Reaction attacks made by the target have an
  additional -2 hit modifier.
  FEAR
  If this attack would result in an Injury roll being made
  for any reason, no Injury roll is made and instead the
  opposing player makes a Nerve test for the target,
  subtracting 2 from the result. If the test fails, the
  target is immediately Broken and runs for cover.
  FLASH
  If a fighter is hit by a Flash weapon, no wound roll
  is made. Instead, make an Initiative check for the
  target. If it is failed, they become subject to the Blind
  condition. A Blind fighter loses their Ready marker; if
  they do not have a Ready marker, they do not gain a
  Ready marker at the start of the following round. Until
  the next time the fighter is activated, they cannot
  make any attacks other than Reaction attacks, for
  which any hit rolls will only succeed on a natural 6.
  GAS
  When a fighter is hit by an attack made by a Gas
  weapon, they are not Pinned and a wound roll is not
  made. Instead, roll a D6. If the result is equal to or
  higher than the target’s Toughness, or is a natural
  6, make an Injury roll for them (regardless of their
  Wounds characteristic). If the roll is lower than the
  target’s Toughness, they shrug off the effects of the
  gas – no save roll can be made.
  GRAVITON PULSE
  Instead of rolling to wound normally with this
  weapon, any model caught in the Blast must
  instead roll equal to or under their Strength on a
  D6 (a roll of 6 always counts as a fail), or suffer
  Damage with no armour save roll allowed. After
  the weapon has been fired, leave the Blast marker
  in place. For the remainder of the round, any
  model moving through this area will use 2" of their
  Movement for every 1" they move. Remove the
  Blast marker during the End phase.
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  GRENADE
  Despite being Wargear, grenades are treated as a
  special type of ranged weapon. A fighter equipped
  with grenades can throw one as a Shoot (Basic)
  action. Grenades do not have a Short range, and
  their Long range is determined by multiplying the
  fighter’s Strength by the amount shown.
  A fighter can only carry a limited number of grenades.
  The Firepower dice is not rolled when attacking with a
  grenade. Instead, after the attack has been resolved,
  an Ammo check is made automatically. If this is failed,
  grenades cannot be reloaded; the fighter has run out
  of that type of grenade and cannot use them for the
  remainder of the battle.
  IMPALE
  If an attack made by this weapon hits and wounds
  the target, and the save roll is unsuccessful (or no
  save roll is made), the projectile continues through
  them and might hit another fighter! Trace a straight
  line from the target, directly away from the attacker.
  If there are any fighters within 1" of this line, and
  within the weapon’s Long range, the one that is
  closest to the target is at risk of being hit. Roll a
  D6. On a 3 or more, resolve the weapon’s attack
  against that fighter, subtracting 1 from the Strength.
  The projectile can continue through multiple
  fighters in this way, but if the Strength is reduced to
  0, it cannot hit any more fighters.
  KNOCKBACK
  If the hit roll for a weapon with the Knockback trait
  is equal to or higher than the target’s Strength, they
  are immediately moved 1" directly away from the
  attacking fighter. If the fighter cannot be moved
  the full 1" because of impassable terrain or another
  fighter, they move as far as possible and the attack’s
  Damage is increased by 1. If a Blast weapon has the
  Knockback trait, roll a D6 for each fighter that is hit. If
  the result is equal to or higher than their Strength, they
  are knocked back as described above – however,
  they are moved directly away from the centre of the
  Blast marker instead. If the centre of the Blast marker
  was over the centre of their base, roll a Scatter dice
  to determine which way they are moved. If a Melee
  weapon has the Knockback trait, the attacking fighter
  can choose to follow the target up, moving directly
  towards them after they have been knocked back to
  remain in base contact. If the attack was made across
  a barricade, the attacker cannot do this. If any part of
  the knocked back fighter's base crosses the edge of
  a platform, make an Initiative check. If this is failed,
  they will fall. If this is passed, they stop moving at the
  edge of the platform.
  LIMITED
  This special rule is applied to some special ammo
  types which can be purchased for weapons. If a
  weapon fails an Ammo check while using Limited
  ammo, they have run out – that ammo type is
  deleted from their Fighter card, and cannot be used
  again until more of that special ammo is purchased
  from the Trading Post. This is in addition to the
  normal rules for the weapon running Out of Ammo.
  The weapon can still be reloaded as normal, using
  its remaining profile(s).
  MELEE
  This weapon can be used during close
  combat attacks.
  CYPHERED CTHEPA
  THE ASH WALKERS
  HOUSE DELAQUE
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  MELTA
  If a Short range attack from a weapon with this Trait
  reduces a fighter to 0 wounds, no Injury dice are
  rolled – instead, any Injury dice that would be rolled
  cause an automatic Out of Action result.
  PARRY
  After an enemy makes close combat attacks
  against a fighter armed with a Parry weapon, the
  fighter can force the attacking player to re-roll one
  successful hit. If the fighter is armed with two Parry
  weapons, they can force the attacking player to re-
  roll two successful hits instead.
  PLENTIFUL
  Ammunition for this weapon is incredibly common.
  When reloading it, no Ammo check is required – it
  is automatically reloaded.
  POWER
  The weapon is surrounded by a crackling power
  field. Attacks made by Power weapons cannot be
  Parried except by other weapons with the Power
  trait. In addition, if the hit roll for a Power weapon
  is a natural 6, no save roll can be made against
  the attack (except Field armour save rolls) and its
  Damage is increased by 1.
  PULVERISE
  After making an Injury roll for an attack made by
  this weapon, the attacking player can roll a D6.
  If the result is equal to or higher than the target’s
  Toughness, or is a natural 6, they can change one
  Injury dice from a Flesh Wound result to a Serious
  Injury result.
  RAD-PHAGE
  After fully resolving any successful hits a fighter
  suffers from a weapon with this Trait, roll an
  additional D6. If the roll is a 4 or higher, the fighter
  will suffer an additional Flesh Wound.
  RAPID-FIRE (X)
  When firing with a Rapid Fire weapon, a successful
  hit roll scores a number of hits equal to the number
  of bullet holes on the Firepower dice. In addition,
  the controlling player can roll more than one
  Firepower dice, up to the number shown in brackets
  (for example, when firing a Rapid Fire (2) weapon,
  up to two Firepower dice can be rolled). Make an
  Ammo check for each Ammo symbol that is rolled. If
  any of them fail, the gun runs Out of Ammo. If two or
  more of them fail, the gun has jammed and cannot
  be used for the rest of the battle.
  If a Rapid Fire weapon scores more than one hit,
  the hits can be split between multiple targets. The
  first must be allocated to the original target, but the
  remainder can be allocated to other fighters within 3"
  of the first who are also within range and line of sight.
  These must not be any harder to hit than the original
  target – if a target in the open is hit, an obscured
  target cannot have hits allocated to it. Allocate all of
  the hits before making any wound rolls.
  RENDING
  If the roll to wound with a Rending weapon is a 6,
  then the attack causes 1 extra point of Damage.
  SCARCE
  Ammunition is hard to come by for Scarce
  weapons, and as such they cannot be reloaded –
  once they run Out of Ammo, they cannot be used
  again during the battle.
  SCATTERSHOT
  When a target is hit by a Scattershot attack, make
  D6 wound rolls instead of 1.
  SEISMIC
  If the target of a Seismic attack is Active, they are
  always Pinned – even if they have an ability that
  would normally allow them to avoid being Pinned
  by ranged attacks. In addition, if the wound roll for
  a Seismic weapon is a natural 6, no save roll can
  be made against that attack.
  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).
  sidearm
  Weapons with this Trait can be used to make
  ranged attacks, and can also be used in close
  combat to make a single attack. Note that their
  Accuracy bonus only applies when making a
  ranged attack, not when used to make a close
  combat attack.
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  SILENT
  In scenarios that use the Sneak Attack special
  rules, there is no test to see whether the alarm is
  raised when this weapon is fired. Additionally, if
  using the Pitch Black rules, a fighter using this
  weapon that is Hidden does not become Revealed.
  SINGLE SHOT
  This weapon can only be used once per game. After
  use, it counts as having automatically failed an Ammo
  check. There is no need to roll the Firepower dice
  unless the weapon also has the Rapid Fire (X) trait.
  SMOKE
  Smoke weapons do not cause hits on fighters – they
  do not cause Pinning, and cannot inflict wounds.
  Instead, mark the location where they hit with a
  counter. They generate an area of dense smoke,
  which extends 2.5" out from the centre of the
  counter, vertically as well as horizontally. Fighters
  can move through the smoke, but it blocks line of
  sight, so attacks cannot be made into, out of or
  through it. In the End phase, roll a D6. On a 4 or less,
  the cloud dissipates and the counter is removed.
  TEMPLATE
  Template weapons use the Flame template to
  determine how many targets they hit, as described
  on page 66 of the Necromunda Rulebook.
  TOXIN
  Instead of making a wound roll for a Toxin attack,
  roll a D6. If the result is equal to or higher than
  the target’s Toughness, or is a natural 6, make
  an Injury roll for them (regardless of their Wounds
  characteristic). If the roll is lower than the target’s
  Toughness, they shrug off the toxin’s effects.
  UNSTABLE
  If the Ammo symbol is rolled on the Firepower
  dice when attacking with this weapon, there is a
  chance that the weapon will overheat in addition to
  needing an Ammo check. Roll a D6. On a 1, 2 or
  3, the weapon suffers a catastrophic overload and
  the attacker is taken Out of Action. The attack is still
  resolved against the target.
  UNWIELDY
  A Shoot action made with this weapon counts as
  a Double action as opposed to a Single action. In
  addition, a fighter who uses a weapon with both the
  Unwieldy and Melee traits in close combat cannot
  use a second weapon at the same time – this one
  requires both hands to use.
  VERSATILE
  The wielder of a Versatile weapon does not need to
  be in base contact with an enemy fighter in order
  to Engage them in melee during their activation.
  They may Engage and make close combat attacks
  against an enemy fighter during their activation, so
  long as the distance between their base and that
  of the enemy fighter is equal to or less than the
  distance shown for the Versatile weapon’s Long
  range characteristic. For example, a fighter armed
  with a Versatile weapon with a Long range of 2"
  may Engage an enemy fighter that is up to 2" away.
  The enemy fighter is considered to be Engaged,
  but may not in turn be Engaging the fighter armed
  with the Versatile weapon unless they too are
  armed with a Versatile weapon, and so may not be
  able to make Reaction attacks.
  At all other times other than during this fighter’s
  activation, Versatile has no effect.
  WEB
  If the wound roll for a Web attack is successful,
  no wound is inflicted, and no save roll or Injury
  roll is made. Instead, the target automatically
  becomes Webbed. Treat the fighter as if they were
  Seriously Injured and roll for Recovery for them
  during the End phase (Web contains a powerful
  sedative capable of rendering the strongest fighter
  unconscious). If a Flesh Wound result is rolled
  during Recovery, apply the result to the fighter
  as usual and remove the Webbed condition. If a
  Serious Injury is rolled, the fighter remains Webbed.
  If an Out of Action result is rolled, the fighter
  succumbs to the powerful sedative and is removed
  from play, automatically suffering a result of 12-26
  (Out Cold) on the Lasting Injuries table.
  A fighter that is Webbed at the end of the game does
  not succumb to their Injuries and will automatically
  recover. However, during the Wrap Up, when rolling
  to determine if any enemy fighters are Captured at
  the end of the game, add +1 to the dice roll for each
  enemy fighter currently Webbed and include them
  among any eligible to be Captured.
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  SKILLS
  CYCLELOS THREE EYE
  SUMPTOWN WRAITHS
  HOUSE DELAQUE
  SKILLS
  This section presents the full list of all of the skills available to fighters. This section is split into eight lists,
  one for each skill set. Each entry lists the skill by name, and then its rules.
  The following table summarises each of the skill sets, and can be used (by rolling a D6) to determine a
  random skill from one of the skill sets:
  D6
  Agility
  Brawn
  Combat
  Cunning
  Ferocity
  Leadership Shooting
  Savant
  1
  Catfall
  Bull Charge
  Combat
  Master
  Backstab
  Berserker
  Commanding
  Presence
  Fast Shot
  Ballistics
  Expert
  2
  Clamber
  Bulging Biceps Counter-attack Escape Artist
  Fearsome
  Inspirational
  Gunfighter
  Connected
  3
  Dodge
  Crushing
  Blow
  Disarm
  Evade
  Impetuous
  Iron Will
  Hip Shooting
  Fixer
  4
  Mighty Leap
  Headbutt
  Parry
  Infiltrate
  Nerves
  of Steel
  Mentor
  Marksman
  Medicae
  5
  Spring Up
  Hurl
  Rain of Blows
  Lie Low
  True Grit
  Overseer
  Precision Shot Munitioneer
  6
  Sprint
  Iron Jaw
  Step Aside
  Overwatch
  Unstoppable
  Regroup
  Trick Shot
  Savvy Trader
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  Brawn
  Agility
  AGILITY
  1. 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.
  2. 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.
  3. DODGE
  If this fighter suffers a wound from a ranged or
  close combat attack, roll a D6. On a 6, the attack
  is dodged and has no further effect; otherwise,
  continue to make a save or resolve the wound
  as normal.
  If the model dodges a weapon that uses a Blast
  marker or Flame template, a roll of 6 does not
  automatically cancel the attack – instead, it allows
  the fighter to move up to 2" before seeing if they are
  hit. They cannot move within 1" of an enemy fighter.
  4. MIGHTY LEAP
  When measuring the distance of a gap this fighter
  wishes to leap across, ignore the first 2" of the
  distance. This means that a fighter with this skill
  may leap over gaps of 2" or less without testing
  against their Initiative. All other rules for leaping
  over gaps still apply.
  5. SPRING UP
  If this fighter is Pinned when they are activated,
  make an Initiative check for them. If the check is
  passed, the fighter may make a Stand Up (Basic)
  action for free. If the check is failed, the fighter may
  still stand up, but it costs one action, as usual.
  6. SPRINT
  If this fighter makes two Move (Simple) actions
  when activated during a round, they can use the
  second to Sprint. This lets them move at double
  their Movement characteristic for the second Move
  (Simple) action.
  BRAWN
  1. BULL CHARGE
  When the fighter makes close combat attacks as
  part of a Charge (Double) action, any weapons with
  the Melee trait they use gain the Knockback trait
  and are resolved at +1 Strength.
  2. BULGING BICEPS
  This fighter may wield an Unwieldy weapon in one
  hand rather than the usual two. Note that Unwieldy
  weapons still take up the space of two weapons
  with regards to how many a fighter may carry.
  3. CRUSHING BLOW
  Before rolling to hit for the fighter’s close combat
  attacks, the controlling player can nominate one
  dice to make a Crushing Blow. This cannot be a
  dice that is rolling for a weapon with the Pistol trait.
  If that dice hits, the attack’s Strength and Damage
  are increased by one.
  4. HEADBUTT
  If the fighter is Standing and Engaged, they can
  make the following action:
  Headbutt (Basic) – Pick an Engaged enemy
  fighter and roll two D6. If either result is equal to or
  higher than their Toughness, they suffer a hit with a
  Strength equal to this fighter’s +2, resolved at Damage
  2. However, if both dice score lower than the enemy
  fighter’s Toughness, this fighter instead suffers a hit
  equal to their own Strength, resolved at Damage 1.
  5. HURL
  If the fighter is Standing and Engaged, they can
  make the following action:
  Hurl (Basic) – Pick an enemy fighter Engaged
  by, and in base contact with, this fighter or a Seriously
  Injured enemy fighter within 1" of this fighter. Make
  an Initiative check for the enemy fighter. If failed, the
  enemy fighter is hurled. Move the enemy fighter D3" in
  a direction of your choice – if they were Standing, they
  become Prone and Pinned after moving. If they come
  into base contact with a Standing fighter or any terrain,
  they stop moving and suffer a Strength 3, Damage 1
  hit. If they come into base contact with another fighter,
  that fighter also suffers a Strength 3, Damage 1 hit, and
  becomes Prone and Pinned.
  6. IRON JAW
  This fighter’s Toughness is treated as being two
  higher than normal when another fighter makes
  unarmed attacks against them in close combat.
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  Cunning
  Combat
  COMBAT
  1. COMBAT MASTER
  The fighter never suffers penalties to their hit rolls for
  interference, and can always grant assists, regardless
  of how many enemy fighters they are Engaged with.
  2. COUNTER-ATTACK
  When this fighter makes Reaction attacks in close
  combat, they roll one additional Attack dice for
  each of the attacker’s Attacks that failed to hit
  (whether they missed, were parried, etc).
  3. DISARM
  Any weapons with the Melee trait used by the fighter
  also gain the Disarm trait. If a weapon already has
  this Trait, then the target will be disarmed on a
  natural roll of a 5 or 6, rather than the usual 6.
  4. PARRY
  The fighter can parry attacks as though they were
  carrying a weapon with the Parry trait. If they
  already have one or more weapons with this Trait,
  they can parry one additional attack.
  5. RAIN OF BLOWS
  This fighter treats the Fight action as Fight (Simple)
  rather than Fight (Basic). In other words, this fighter
  may make two Fight (Simple) actions when activated.
  6. STEP ASIDE
  If the fighter is hit in close combat, the fighter can
  attempt to step aside. Make an Initiative check for
  them. If the check is passed, the attack misses.
  This skill can only be used once per enemy in each
  round of close combat – in other words, if an enemy
  makes more than one attack, the fighter can only
  attempt to step aside from one of them.
  CUNNING
  1. BACKSTAB
  Any weapons used by this fighter with the Melee
  trait also gain the Backstab trait. If they already
  have this Trait, add 2 to the attack’s Strength rather
  than the usual 1 when the Trait is used.
  2. ESCAPE ARTIST
  When this fighter makes a Retreat (Basic) action,
  add 2 to the result of their Initiative check (a natural
  1 still fails). Additionally, if this fighter is Captured at
  the end of a battle, and if they are equipped with a
  skin blade, they may add 1 to the result of the dice
  roll to see if they can escape.
  3. EVADE
  If an enemy targets this fighter with a ranged attack,
  and this fighter is Standing and Active and not in
  partial cover or full cover, there is an additional -1
  modifier to the hit roll, or a -2 modifier if the attack is
  at Long range.
  4. INFILTRATE
  If this fighter should be set up at the start of
  a battle, they may instead be placed to one side.
  Then, immediately before the start of the first round,
  their controlling player may set them up anywhere
  on the battlefield that is not visible to any enemy
  fighters, and not within 6" of any of them. If both
  players have fighters with this skill, take turns to set
  one up, starting with the winner of a roll-off.
  5. LIE LOW
  While this fighter is Prone, enemy fighters cannot
  target them with a ranged attack unless they
  are within the attacking weapon’s Short range.
  Weapons that do not have a Short range are
  unaffected by this rule.
  6. OVERWATCH
  If this fighter is Standing and Active, and has a
  Ready marker on them, they can interrupt a visible
  enemy fighter’s action as soon as it is declared
  but before it is carried out. This fighter loses their
  Ready marker, then immediately makes a Shoot
  (Basic) action, targeting the enemy fighter whose
  action they have interrupted. If the enemy is Pinned
  or Seriously Injured as a result, their activation ends
  immediately, and their action(s) are not made.
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  Leadership
  Ferocity
  FEROCITY
  1. BERSERKER
  When this fighter makes close combat attacks
  as part of a Charge (Double) action, they roll one
  additional Attack dice.
  2. FEARSOME
  If an enemy wishes to make a Charge (Double)
  action that would result in them making one or
  more close combat attacks against this fighter,
  they must make a Willpower check before moving.
  If the check is failed, they cannot move and their
  activation ends immediately.
  3. IMPETUOUS
  When this fighter consolidates at the end of a close
  combat, they may move up to 4", rather than the
  usual 2".
  4. NERVES OF STEEL
  When the fighter is hit by a ranged attack, make
  a Cool check for them. If it is passed, they may
  choose not to be Pinned.
  5. TRUE GRIT
  When making an Injury roll for this fighter, roll one
  less Injury dice (for example, a Damage 2 weapon
  would roll one dice). Against attacks with Damage
  1, roll two dice – the player controlling the fighter
  with True Grit can then choose one dice to discard
  before the effects of the other are resolved.
  6. UNSTOPPABLE
  Before making a Recovery check for this fighter in
  the End phase, roll a D6. If the result is 4 or more,
  one Flesh Wound they have suffered previously is
  discarded. If they do not have any Flesh Wounds,
  and the result is a 4 or more, roll one additional dice
  for the Recovery check and choose one to discard.
  LEADERSHIP
  1. COMMANDING PRESENCE
  When this fighter activates to make a group
  activation, they may include one more fighter than
  normal as part of the group (i.e., a Champion could
  activate two other fighters instead of one, and a
  Leader could activate three).
  2. INSPIRATIONAL
  If a friendly fighter within 6" of this fighter fails a
  Cool check, make a Leadership check for this
  fighter. If the Leadership check is passed, then the
  Cool check also counts as having been passed.
  3. IRON WILL
  Subtract 1 from the result of any Bottle rolls
  whilst this fighter is on the battlefield and is not
  Seriously Injured.
  4. MENTOR
  Make a Leadership check for this fighter each time
  another friendly fighter within 6" gains a point of
  Experience. If the check is passed, the other fighter
  gains two Experience points instead of one.
  5. OVERSEER
  If the fighter is Standing and Active, they can
  attempt to make the following action:
  Order (Double) – Pick a friendly fighter within
  6". That fighter can immediately make two actions
  as though it were their turn to activate, even if they
  are not Ready. If they are Ready, these actions do
  not remove their Ready marker.
  6. REGROUP
  If this fighter is Standing and Active at the end of
  their activation, the controlling player may make a
  Leadership check for them. If this check is passed,
  each friendly fighter that is currently subject to
  the Broken condition and is within 6" immediately
  recovers from being Broken.
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  Savant
  Shooting
  SHOOTING
  1. FAST SHOT
  This fighter treats the Shoot action as (Simple)
  rather than (Basic), as long as they do not attack
  with a weapon that has the Unwieldy trait (note that
  even if a skill or wargear item allows a fighter to
  ignore one aspect of the Unwieldy trait, Unwieldy
  weapons retain the Trait).
  2. GUNFIGHTER
  If this fighter uses the Twin Guns Blazing rule to
  attack with two weapons with the Sidearm trait, they
  do not suffer the -1 penalty to their hit rolls and can,
  if they wish, target a different enemy model with
  each weapon with the Sidearm trait.
  3. HIP SHOOTING
  If the fighter is Standing and Active, they can make
  the following action:
  Run and Gun (Double) – The fighter may
  move up to double their Movement characteristic
  and then make an attack with a ranged weapon.
  The hit roll suffers an additional -1 modifier,
  and Unwieldy weapons can never be used in
  conjunction with this skill.
  4. MARKSMAN
  The fighter is not affected by the rules for Target
  Priority. In addition, if the hit roll for an attack made
  by the fighter with a ranged weapon (that does
  not have the Blast trait) is a natural 6, they score a
  critical hit and the weapon’s Damage is doubled (if
  they are firing a weapon with the Rapid Fire trait,
  only the Damage of the first hit is doubled).
  5. PRECISION SHOT
  If the hit roll for a ranged attack made by this fighter
  is a natural 6 (when using a weapon that does not
  have the Blast trait), the shot hits an exposed area
  and no armour save can be made.
  6. TRICK SHOT
  When this fighter makes ranged attacks, they do
  not suffer a penalty for the target being Engaged
  or in partial cover. In addition, if the target is in full
  cover, they reduce the penalty to their hit roll to -1
  rather than -2.
  SAVANT
  1. BALLISTICS EXPERT
  When this fighter makes an Aim (Basic) action, make
  an Intelligence check for them. If the check is passed,
  they gain an additional +1 modifier to their hit roll.
  2. CONNECTED
  This fighter can make a Trade action during the
  post-battle sequence, in addition to any other actions
  they make (meaning they could even make two Trade
  actions). They cannot do this if they are unable to
  make actions during the post-battle sequence.
  3. FIXER
  In the Receive Rewards step of the post-battle
  sequence, as long as this fighter is not Captured or
  In Recovery, their gang earns an additional D3x10
  credits. Note that they do not need to have taken
  part in the battle to gain this bonus.
  4. MEDICAE
  When this fighter assists a friendly fighter who is
  making a Recovery test, re-roll any Out of Action
  results. If the result of a re-rolled dice is also Out of
  Action, the result stands.
  5. MUNITIONEER
  Whenever an Ammo check is failed for this fighter,
  or another fighter from their gang within 6", it can be
  re-rolled.
  6. SAVVY TRADER
  When this fighter makes a Trade action in the
  post-battle sequence, add 1 to the result of the dice
  roll to determine the availability of Rare items on offer
  at the Trading Post on this visit. Additionally, the cost
  of one item may be reduced by 20 credits on this
  visit. Note that this means one item, not one type of
  Item. A single power sword may be purchased for
  30 credits, but a second power sword will still cost
  50 credits.
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  QUICK REFERENCE
  ROUND SEQUENCE
  Each round is split into three phases, resolved one
  at a time:
  1. PRIORITY PHASE
  •
  ROLL FOR PRIORITY: Each player rolls a D6,
  the high roller takes priority. In the case of a tie,
  priority passes from the player that had priority
  in the previous round.
  •
  READY FIGHTERS: Both players place a
  Ready marker on all of their fighters. Ready
  markers are removed after a fighter has been
  activated in the Action phase.
  2. ACTION PHASE
  •
  FLEEING FIGHTERS: If either gang has
  failed a Bottle test, make a Cool check for all of
  its fighters immediately before the controlling
  player picks their first fighter to activate. If any
  fail, they flee and are removed from the board.
  They take no further part in the battle. For the
  purposes of the scenario, they are considered
  to have been taken Out of Action.
  •
  ACTIVATE FIGHTERS: Starting with the player
  with Priority, players take turns to pick one of their
  Ready fighters to activate. All fighters may perform
  two actions. Simple and Basic actions require
  one action to perform, Double actions require two
  actions to perform. Per activation, each Simple
  action may be performed twice, each Basic
  action may only be performed once. The actions
  available to a fighter may be limited depending
  upon their status (see Actions). Once a fighter has
  been activated, their Ready marker is removed.
  3. END PHASE
  •
  BOTTLE TESTS: If either or both player(s)
  has at least one fighter Seriously Injured or Out
  of Action, they roll a D6 and add the number of
  fighters in their crew that are Seriously Injured
  or Out of Action. If the result is higher than the
  total number of fighters in their starting crew,
  their remaining fighters bottle out. Once bottled
  out, fighters may flee the battlefield at the start
  of the Activation Phase.
  •
  RECOVERY TESTS: For each Seriously Injured
  fighter on the battlefield, the controlling player rolls
  one (or more) Injury dice and applies the result.
  •
  RALLY TESTS: Make a Cool check for each
  Broken fighter, adding 1 to the result for each
  friendly fighter that is not also Broken or Prone
  and Seriously Injured within 3". If the check is
  passed, the fighter is no longer Broken.
  SHOOTING SEQUENCE
  A fighter must target the closest eligible target when
  making a shooting attack. An enemy fighter is an
  eligible target if they are within the vision arc and line
  of sight of the attacker, even if they are Engaged by a
  friendly fighter. However, if the closest eligible target
  is Prone and Seriously Injured or harder to hit than one
  further away, the attacker may choose to ignore them.
  Otherwise, to attack an eligible target that is not the
  closest, the attacker must first pass a Cool check.
  If attacking with any weapon with the Blast (X) trait,
  a fighter may target a point on the tabletop instead
  of an eligible enemy fighter. Shooting modifiers may
  apply as normal to this.
  When any fighter makes an attack with a ranged
  weapon, this sequence is followed:
  1. DECLARE THE SHOT: Pick a ranged weapon
  carried by the fighter, and pick an eligible enemy.
  2. CHECK THE RANGE: Measure the range from
  the attacker to the target. If the target is outside
  the weapon’s Long range, the attack automatically
  misses. The Firepower dice must still be rolled.
  3. MAKE THE HIT ROLL: Make a BS check for
  the attacker, applying modifiers as listed below.
  4. TARGET IS PINNED: When an Active
  fighter is hit by a ranged attack, they are
  automatically Pinned.
  5. RESOLVE HITS: (See page 70 of the
  Necromunda Rulebook).
  SHOOTING MODIFIERS:
  • In partial cover (-1)
  • In full cover (-2)
  • Accuracy modifier (+/-?)
  • Target is Engaged (-1)
  • Target is Prone (-1, Long range only)
  STRAY SHOTS: If an attack with a ranged weapon
  misses, there is a chance that other fighters, friendly
  or enemy, that are Engaging the target, or that are
  within 1" of the line along which the range between the
  attacker and the target was measured, will be hit.
  If the attack misses, roll a D6 for each fighter that is
  at risk of being hit, starting with the fighter closest
  to the attacker. On a 1, 2 or 3, the fighter is hit by
  the attack. On a 4, 5 or 6, the shot misses them
  – move on to the next fighter at risk of being hit. If
  the attack would have caused more than one hit,
  follow this sequence for every hit.
  QUICK REFERENCE
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  CLOSE COMBAT SEQUENCE
  When any fighter makes an attack with a close
  combat weapon whilst Engaging an enemy, this
  sequence is followed:
  1. TURN TO FACE: The attacking fighter may
  turn to face any direction. Doing so reduces the
  result of any hit roll by 1.
  2. PICK WEAPONS: The controlling player
  declares which weapons the fighter will use.
  A fighter can use up to two weapons with the
  Melee or Sidearm trait, but only one if it also
  has the Unwieldy trait. Alternatively, the fighter
  may make unarmed attacks.
  3. DETERMINE ATTACK DICE: The number of
  Attack dice rolled is equal to the fighter’s Attacks
  characteristic, plus the following modifiers:
  - Dual Weapons (+1)
  - Charging (+1)
  If the fighter is attacking with more than one
  weapon, the Attack dice must be split as evenly
  as possible. However, a fighter may only make
  one attack with a weapon with the Sidearm trait.
  4. DECLARE TARGETS: Declare a target enemy
  fighter that is A) Engaged with the attacker and B)
  within their vision arc. Attacks can be split between
  eligible enemy fighters as the player wishes.
  5. MAKE HIT ROLL(S): Make a WS check for
  the attacking fighter with each Attack dice.
  Roll separately for different weapons and/
  or different targets. Hit rolls may be modified
  by +1 for an assist from a friendly fighter also
  Engaged with the target, or by -1 for an enemy
  fighter also Engaging the attacker.
  6. RESOLVE HITS: (As follows)
  7. REACTION ATTACKS: If there are still
  enemies Engaged with the attacker, they may
  make Reaction attacks, following steps 1-6.
  8. CONSOLIDATE: If all enemy fighters the
  attacker was Engaged with are now Prone and
  Seriously Injured or have gone Out of Action,
  they may move up to 2" in any direction.
  RESOLVE HITS
  When a fighter is hit by an attack, regardless of how
  it was inflicted, follow this sequence:
  1. MAKE WOUND ROLL: Cross reference the
  weapon’s Strength with the target’s Toughness and
  roll on the table below:
  Strength vs Toughness
  D6 Roll Required
  Is the Strength TWICE the
  Toughness or greater?
  2+
  Is the Strength GREATER
  than the Toughness?
  3+
  Is the Strength EQUAL to the
  Toughness?
  4+
  Is the Strength LOWER than
  the Toughness?
  5+
  Is the Strength HALF the
  Toughness or lower?
  6+
  2. OPPONENT MAKES A SAVE ROLL: If the
  attack causes a wound or leads to an Injury roll
  being made against the target the target, may be
  able to make an armour save.
  Armour saves are made either:
  • After the Wound roll is made but before the
  Wound is removed from the fighter, in which case
  the Wound is saved and not removed.
  • If the attack has a Damage ‘-’ characteristic and
  causes an Injury dice to be rolled against the
  fighter for any reason, a save roll is made before
  any Injury dice are rolled.
  3. INFLICT DAMAGE: The target’s Wounds
  characteristic is reduced by the weapon’s Damage
  characteristic. If this reduces the target’s Wounds
  to 0, roll Injury dice as described on page 71 of the
  Necromunda Rulebook.
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  FALLING: If a fighter falls 3" or more, they will take
  a hit as described previously based on how far they
  fell, rounded up to the nearest inch:
  Distance Fallen
  Strength
  AP
  Damage
  3"-5"
  3
  -
  1
  6"-7"
  5
  -1
  1
  8"-9"
  7
  -2
  2
  10"+
  9
  -3
  3
  A falling fighter is immediately Pinned and their
  activation ends. If they land on top of another
  fighter, they are also Pinned and suffer a hit
  identical to that taken by the falling fighter. Move
  the falling fighter the shortest possible distance so
  that the two are not overlapping.
  If a falling fighter lands within ½" of a platform edge,
  they must pass an Initiative check or will fall again.
  INJURY DICE
  AND LASTING INJURIES:
  Each point of Damage removes one Wound.
  When a fighter is reduced to 0 Wounds, roll one
  Injury dice. If the weapon has additional points of
  Damage to cause after the last Wound has been
  removed, roll an additional Injury dice for each.
  For example, if a fighter with two Wounds is hit by
  a weapon that causes three points of Damage, two
  Injury dice will be rolled. The first point of Damage
  removes a Wound, the second reduces the fighter
  to 0 Wounds and one Injury dice is rolled, and the
  third and final point of Damage will cause another
  Injury dice to be rolled.
  Apply all of the results:
  • OUT OF ACTION: The fighter is immediately
  removed from play.
  • SERIOUS INJURY: The fighter is placed Prone and
  laid face-down. They may successfully recover in a
  later End phase. If Engaged, they may be vulnerable
  to a Coup de Grace (see Actions).
  • FLESH WOUND: The fighter suffers a Flesh
  Wound, reducing their Toughness characteristic by
  1. If a fighter is reduced to T0, they go
  Out of Action.
  LASTING INJURIES:
  If a fighter goes Out of Action during a Campaign
  game, immediately roll on the table below and
  apply the result:
  D66
  Lasting Injury
  11
  Lesson Learned. Into Recovery,
  +D3 Experience.
  12-26
  Out Cold. No effect.
  31-45
  Grievous Injury. Into Recovery.
  46
  Humiliated. Into Recovery, -1 Ld and Cl.
  51
  Head Injury. Into Recover, -1 Int and Wil.
  52
  Eye Injury. Into Recovery, -1 BS.
  53
  Hand Injury. Into Recovery, -1 WS.
  54
  Hobbled. Into Recovery, -1 M.
  55
  Spinal Injury. Into Recovery, -1 S.
  56
  Enfeebled. Into Recovery, -1 T.
  61-65
  Critical Injury. Dead, unless saved
  by a Doc.
  66
  Memorable Death. Dead – attacker
  gains +1 Experience.
  NERVE TESTS
  Each Active fighter must take a Nerve test when a
  friendly fighter is Seriously Injured or taken Out of
  Action within 3" of them. Engaged and Prone (Pinned
  or Seriously Injured) fighters do not need to test.
  To make a Nerve test, make a Cool check for
  the fighter, adding 1 to the result for each Active
  friendly fighter within 3". If the check is passed,
  nothing happens. If the check is failed, the fighter
  becomes Broken and will immediately make a
  Running for Cover (Double) action. It the fighter
  is Standing and Active they move 2D6", if they
  are Prone and Pinned or Seriously Injured, they
  move half of their Movement characteristic. When
  a Broken fighter moves, they must attempt to end
  their move, in order of priority:
  • So that they are more than 3" away from
  enemy fighters.
  • So that they are out of line of sight of enemy fighters.
  • In partial or full cover.
  • As far away from any enemy fighters as possible.
  If a Broken fighter is Standing and Engaged when
  activated, they must make an Initiative check.
  If it is passed, they must move as described above.
  Each enemy fighter that is Engaged with them makes
  an Initiative check, and if this is passed can make
  Reaction attacks before the Broken fighter is moved.
  If the Broken fighter fails the Initiative check, they
  remain Engaged and can perform no further actions.
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  EPHEMIS GLOOM-STALKER
  UNDERWORLD SPECTERS
  HOUSE DELAQUE
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  Another Custodes Libris share. Buy the stuff if you like it!
  
  Another Custodes Libris share. Buy the stuff if you like it!
  
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  Another Custodes Libris share. Buy the stuff if you like it!
  
  Another Custodes Libris share. Buy the stuff if you like it!
  
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SOURCE: textdata/thevault/Warhammer/40k/Necromunda/05 Necromunda - Dark Uprising/02 - Necromunda - Gangs of the Underhive.pdf