Status Items - Exotic Beasts
This page has been reworded to comply with copyright. Refer to the Necromunda Core Rulebook (2023) for its original text.
Exotic Beasts
0-1 Caryatid
AL: Rare (15)
Available to any Gang Leader.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6" | 5+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 8+ |
Weapons: None (always make unarmed attacks).
Special Rules
Omen of Fortune: When within 3" of its companion, the companion can avoid one successful hit per turn by making a willpower test (directly after the successful hit). If failed, the attack hits as normal. Applies to blast/template attacks, but the template still effects other models.
Precognition:
- 3+ save roll, can't be modified by AP.
- If caught under blast/template, attacker needs to role a 4+ to hit, otherwise the Caryatid is missed by the attack.
Symbol of Renown: Gang’s Reputation is increased by +1 while attached to the gang leader. If the Caryatid is killed or abandons, the gang’s Reputation will be reduced by -2.
Abandonment: If the gang's repuation is reduced at all, 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.
Flight: Ignores all terrain, may move freely between levels and can never fall.
*Lucky Find: A Caryatid is not purchased. If the gang rolls an Availability level of 15 or higher when trading, a Caryatid may join you. 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.
0-2 Grapplehawk
AL: Rare (11)
Available to any Gang Leader or Champion.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
8" | 4+ | - | 2 | 3 | 1 | 3+ | 2 | 9+ | 7+ | 9+ | 9+ |
Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
---|---|---|---|---|---|---|---|---|---|
Talons | - | E | - | - | 3 | -1 | 1 | - | Disarm, Entangle, Melee |
Special Rules
Flight: Ignores all terrain, may move freely between levels and can never fall.
Grapple: If a Grapplehawk successfully hits a fighter with its Talons, it is attached to the enemy and doesn't need to roll to hit in future attacks. They count as rolling a 6 for the purposes of the Disarm and Entangle Traits.
Swoop: Must remain within 9" of its owner rather than 3".
0-1 Gyrinx Cat
AL: Illegal (14)
Available to any Gang Leader or Champion.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
7" | 4+ | 4+ | 2 | 2 | 1 | 2+ | 1 | 9+ | 6+ | 6+ | 7+ |
Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
---|---|---|---|---|---|---|---|---|---|
Claws | - | E | - | - | 3 | - | 1 | - | Backstab, Melee |
Special Rules
Small Target: Ranged attacks against Gyrinx Cats are made at -1 to hit. Never a potential target when working a Stray Shot.
Charmed: Cannot be targeted by ranged attacks unless they are the closest target. Can only be the target of melee attacks if there are no other enemies engaged with the attacker.
Psyker: Gyrinx Cats are psykers and follow all the rules for psykers and using psychic powers. At the start of each game, randomly determine a psychic power for the Gyrinx Cat from the universal Wyrd Powers table.
0-1 Hacked Cyber-mastiff
AL: Illegal (10)
Available to any Gang Leader or Champion.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 6+ | 8+ |
Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
---|---|---|---|---|---|---|---|---|---|
Canine Jaws | - | E | - | - | 3 | -1 | 1 | - | Melee, Rending |
Special Rules
Glitchy: When a Hacked Cyber-mastiff activates, roll a D6. If the result is a 1, the Hacked Cyber-mastiff gains the Insane condition.
Tenacious: If the Hacked Cyber-mastiff is taken Out of Action, do not remove it from the board if it has not yet activated this round. Once the Hacked Cyber-mastiff has completed its activation, remove it from the board.
0-3 Necromundan Giant Rat
AL: Common
Available to any Gang Leader or Champion.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6" | 4+ | - | 3 | 3 | 1 | 3+ | 1 | 10+ | 8+ | 10+ | 9+ |
Weapon | S | L | S | L | S | AP | D | Am | Traits |
---|---|---|---|---|---|---|---|---|---|
Jaws | - | E | - | - | 3 | - | 1 | - | Melee, Backstab |
Special Rules
Small Target: Ranged attacks against the rat are made at -1 to hit. Never a potential target when working out a Stray Shot.
Nimble: 4+ save, never modified by AP.
Rat Cunning: A fighter with a rat gains a special 5+ save against damage from environmental effects. Take this save before any other kind of save.
Alternatively, you can sacrifice one rat to completely ignore damage from an environmental effect. The rat is then removed from the gang’s roster.