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Brutes

Unlike other Hangers-on, Brutes 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. Unlike Hangers-on, Brutes will not leave the gang should they suffer a Lasting Injury that makes a change to their Fighter card.

Brute costs and restrictions

Some brutes are only available to particular gangs, and some have gang discounts.

Universal Brutes

QuantityHanger-onRestrictionCost
0-2Luther Pattern Excavation Automata (‘Ambot’)Any215 (Cawdor, Orlock: 185)
0-1Iron AutomataAny220
0-2'Jotunn' H-Grade Servitor OgrynAny210 (Goliath: 180)
0-2Outland BeastmasterAny100
0-3- Wasteland Giant RatOutland Beastmaster30
0-3- MillisaurOutland Beastmaster60
0-3- RipperjackOutland Beastmaster70

Gang-specific Brutes

QuantityHanger-onRestrictionCost
0-2Arthromite DuneskuttlerAsh Wastes Nomads210
0-2Enforcer ‘Sanctioner’ Pattern AutomataPalanite Enforcers205
0-1KhimerixEscher220
0-2Piscean SpektorDelaque205
0-1ServitorOrlock230
0-1Stig-ShamblerCawdor280
0-1Van Saar ‘Arachni-Rig’ Servo-SuitVan Saar240
0-2Van Saar Ash Wastes ‘Arachni-Rig’Van Saar360
0-2Vartijan Exo-DrillerIronhead Squat Prospectors250
0-1ZerkerGoliath210

Outlaw Brutes

QuantityHanger-onRestrictionCost
0-1Scrapcode-corrupted AmbotAny220
0-1Mutated OgrynAny210
0-1Sump BeastAny200
0-1Warp HorrorAny210
0-1Awakened OgrynAny gang except Ash Wastes Nomads220

Universal Brutes

215 credits

0-2 Luther Pattern Excavation Automata (‘Ambot’)

Cawdor & Orlock: 185 credits

MWSBSSTWIALdClWilInt
4”3+5+5535+28+6+8+9+

Skills: Infiltrate.
Weapons: 2 x Tunnelling claw.
Wargear: Light carapace armour.
Special Rules: Cranial Governors, Excavation Automata, Valuable.

Options
OptionCredits
An Ambot may replace one of its tunnelling claws with a grav-fist+90
Special Rules

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 of 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 fighters it is in base to base contact with, including friendly fighters. Once Safe Mode is off, it cannot be reinitiated until the Wrap-up.

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.

Skill Access

An Ambot has access to the following skill sets:

| Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | --- | | - | Secondary | Secondary | - | Primary | - | - | - | - |

Source: Published in all House of X books

220 credits

0-1 Iron Automata

Rarity: Illegal (14)

MWSBSSTWIALdClWilInt
5”4+4+5535+28+4+8+9+

Skills: Fearsome, Nerves of Steel.
Weapons: Assault cannon, Power Claw.
Wargear: Man of Iron (3+ Save).

Really Glitchy

In each activation, roll a 2+ or gain Insanity. When taken Out of Action, before rolling for any Lasting Injuries, roll a 2+ or it is removed from the gang’s roster (breaks down completely or wander off into the badzones mumbling in a grating monotone about overthrowing humanity!).

Automated Repairs

Recovers on a 6+ in the Recovery phase. May also roll an extra Injury dice when making Recovery tests, then pick one of the results and discard the other.

210 credits

0-2 'Jotunn' H-Grade Servitor Ogryn

Goliath: 180 credits

MWSBSSTWIALdClWilInt
5”4+5+5534+27+6+8+9+

Skills: Headbutt.
Weapons: 2 x Augmetic fist.
Special Rules: Loyal, Slow Witted.

Options
OptionCredits
A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with an arc welder+70
A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with a storm-welder+75
A ‘Jotunn’ H-Grade Servitor Ogryn may replace one of its augmetic fists with a spud-jacker-20
A ‘Jotunn’ H-Grade Servitor Ogryn may be upgraded with furnace plates+15
Special Rules

Loyal: Ogryns are very loyal creatures and form strong bonds with those 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.

Skill Access

A ‘Jotunn’ H-Grade Servitor Ogryn has access to the following skill sets:

| Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Savant | Shooting | | :---------------------------------------------------------------: | :-----------------------------------------------------------: | :-------------------------------------------------------------: | :---------------------------------------------------------------: | :-----------------------------------------------------------------: | :---------------------------------------------------------------------: | :-------------------------------------------------------------: | :-----------------------------------------------------------------: | --- | | - | Primary | Secondary | - | Secondary | - | - | - | - |

Source: Published in all House of X books

100 credits

0-2 Outland Beastmaster

MWSBSSTWIALdClWilInt
6” (5")4+4+3323+ (4+)17+6+7+8+

Skills: One of the following:

Weapons: Sawn-off shotgun (solid & scatter), Shock stave.
Wargear: Mesh armour.

One With the Beast (Options)

When recruited, choose a type of pet (this is permanent). Can purchase pets of the chosen type when recruited and after each battle.

OptionCost
0-3 Wasteland giant rat30
0-3 Millisaur60
0-3 Ripperjack70

Beast Trainer

Pets must try to remain within 6" of this fighter (instead of 3").

30 credits

0-3 Wasteland Giant Rat

Beastmaster only
AL: Common

MWSBSSTWIALdClWilInt
5"4+5+3313+18+7+8+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Fangs-E--S-1--

Skills: Instinct for Survival (same as Dodge).

Expendable

Does not trigger Nerve tests to friendly fighters without this special rule within 3" (when Seriously Injured or taken Out of Action).

Never More Than a Metre From a Rat

If this fighter is removed (for example killed), it can be replaced for free (after the battle).

60 credits

0-3 Millisaur

Beastmaster only
AL: Common

Probably brought to Necromunda long ago to help with mining or underground vermin, millisaurs have spread across much of the planet. Rock-skinned worms, they burrow into everything, and are almost impossible to shift once they lay claim to an area.

MWSBSSTWIALdClWilInt
6"4+5+3324+28+7+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Fanged Maw-E------Melee, Toxin

Skills: Ambush Predator (same as Infiltrate).
Wargear: Armoured Hide (same as mesh armour).

Burrowing

Move freely under impassable terrain (if having enough movement to do so).

70 credits

0-3 Ripperjack

Beastmaster only
AL: Common

Numerous Helmawrs have tried to purge Necromunda of the abominable alien ripperjacks – though they are now probably as much a part of the world as gangs and corpse-starch. Flying, fanged horrors, they are the reason smart gangers scan the ceiling before entering an abandoned dome.

MWSBSSTWIALdClWilInt
7"4+6+3323+28+7+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Teeth-E--S-2-Concussion, Melee

Skills: Ambush Predator (same as Infiltrate).
Wargear: Armoured Hide (same as mesh armour).

Flight

Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter.

Solitary Hunter

Cannot benefit from or grant assists.

Enveloping Attack

Enemies engaged by this fighter suffer the following:

  • -2 to Retreat.
  • -1 to reaction attacks.

Outlaw Brutes

The underhive is filled with all manner of horrors, monsters and abominations, each one more than happy to eviscerate any ganger or hiver unlucky enough to get in their way. However, where most underhivers see only terrifying denizens of the badzones, some gang leaders see potential allies. Mutated Ogryns, underhive creatures that are bundles of glistening eyes and rubbery tentacles, scrapcode-infected cyberautomata and even otherworldly denizens are all potential additions to gangs who are unwilling, or perhaps unable, to acquire more ‘mainstream’ brutes.

With the right amount of bribery or training, even the worst of these dangerous creatures might be made to fight alongside a gang – provided of course they don’t mind losing a few of their own from time to time to its ‘appetites’. Outlaw gangs especially have far fewer scruples when it comes to hiring on unusual heavyhitters, not limiting themselves to Servitor Ogryns or pilfered mining automata. Cut off from their Clan House armouries, these gangs are more than willing to recruit fighters most sane Necromundans wouldn’t touch with the business end of a renderizer.

220 credits

0-1 Scrapcode-corrupted Ambot

MWSBSSTWIALdClWilInt
4"3+5+5535+38+6+9+10+

Skills: Berserker, Nerves of Steel.
Weapons: 2 x Tunnelling claw.
Wargear: Light carapace armour.
Special Rules: Machine Madness, Valuable, Armour Spikes.

Weapon Profiles
WeaponRg SRg LAc SAc LSAPDAmTraits
Grav-fist
- melee-E--S-12-Melee, Pulverise
- ranged6"12"+1-*-125+Blast (3"), Concussion, Graviton Pulse
Tunnelling claw
- melee-E--S-12-Melee
- ranged4"8"--6-225+Melta, Scarce, Sidearm
Options
OptionCredits
A Scrapcode-corrupted Ambot may replace one of its tunnelling claws with a grav-fist+90
A Scrapcode-corrupted Ambot can upgrade its light carapace armour to heavy carapace armour+55
A Scrapcode-corrupted Ambot may be given armour spikes+15
Special Rules

Machine Madness: Scrapcode-corrupted Ambots are hopelessly insane, often as dangerous to their handlers as their enemies. All attacks made by a Scrapcode-corrupted Ambot have the Reckless trait. In addition, after a Scrapcode-corrupted Ambot Seriously Injures a fighter, or takes them Out of Action, roll a D6. On a 1, the Scrapcode-corrupted Ambot immediately gains the Insane condition.

Valuable: Should a Scrapcode-corrupted Ambot be captured by a rival gang and not be rescued, it may be sold to the Guilders as normal. However, if another Outlaw gang captures it, and the Ambot is not rescued, they may choose to either sell it on the Black Market for its cost in credits, 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 or Brute.

Armour Spikes: When any fighter moves into base contact with a Scrapcode-corrupted Ambot with this upgrade, or an Ambot with this upgrade moves into base contact with any fighter, that fighter suffers an automatic S1, AP -, D1 hit before any other attacks are made.

Skill Access

A Scrapcode-corrupted Ambot has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-SecondarySecondary-Primary---

Source: Necromunda: Apocrypha Necromunda (2024)

210 credits

0-1 Mutated Ogryn

MWSBSSTWIALdClWilInt
5"3+5+5534+37+6+8+9+

Skills: True Grit + 1 random Ferocity or Savagery (this is free and determined when recruited).
Weapons: 2 open fists.
Special Rules: Murderous Bite, Slow-witted, Furnace Plates.

Weapon Profiles
WeaponRg SRg LAc SAc LSAPDAmTraits
Horrific appendage-E--S-12-Melee, Pulverise, Rending
Open fist-E--S-11-Knockback, Melee
Power maul-E--S+2-11-Melee, Power
Options
OptionCredits
A Mutated Ogryn may replace one of its open fists with a power maul+30
A Mutated Ogryn may replace one of its open fists with a horrific appendage+20
A Mutated Ogryn may be upgraded with furnace plates+15
Special Rules

Murderous Brute: In addition to the True Grit skill (see below), when recruited, a Mutated Ogryn may be given a single randomly determined skill from either the Ferocity or the Savagery (see Necromunda: The Book of Ruin) Skill Sets. This skill does not cost any XP and does not increase the fighter’s value.

Slow-witted: Mutated Ogryns, like their sanctioned counterparts, are not especially bright or quick on the uptake. This fighter may never be activated as part of a Group Activation.

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 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.

Skill Access

A Mutated Ogryn has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-PrimarySecondary-Secondary---

Source: Necromunda: Apocrypha Necromunda (2024)

200 credits

0-1 Sump Beast

MWSBSSTWIALdClWilInt
5"3+5+5534+37+6+8+9+
5"4+5+4544+28+5+6+10+
4"3+4+5444+29+4+5+9+

Skills: Unstoppable, Fearsome, True Grit.
Weapons: Ferocious Jaws.
Special Rules: Many-shaped Horror, Underhive Monster, Scaly Hide, Venomous Bite, Multiple Legs.

Weapon Profiles
WeaponRg SRg LAc SAc LSAPDAmTraits
Crushing claws-E--S+3-12-Knockback, Melee
Ferocious jaws-E--S-11-Melee, Rending
Lashing tailE6"--S-11-Impale, Melee, Versatile
Prehensile tongueE2"--S-1-MeleeDrag, Melee, Versatile
Options

A Sump Beast may take any of the following upgrades, in addition to its ferocious jaws:

OptionCredits
Crushing claws+70
Lashing tail+50
Multiple legs+20
Prehensile tongue+60
Scaly hide+40
Venomous bite+35
Special Rules

Many-shaped Horror: When a Sump Beast is recruited, the recruiting player chooses one of the profiles from those listed previously. In this way, the profile can be matched to the model being used to represent the creature, whether it is a lumbering brute, a rapidly moving predator, or a scuttling horror of many legs and eyes.

Underhive Monster: When a Sump Beast is activated, if there is a Seriously Injured fighter within 6" (friend or foe) it must make an Intelligence test. If this test is failed, the Sump Beast must make a Charge (Double) action or a Coup de Grace (Simple) action against the Seriously Injured fighter.

In addition, a Sump Beast must always make a Coup de Grace (Simple) action if able, rather than choosing to consolidate.

Scaly Hide: A Sump Beast with this upgrade has a 4+ Save.

Venomous Bite: The ferocious jaws of a Sump Beast with this upgrade gain the Toxin trait and change their Strength characteristic to ‘-’.

Multiple Legs: The Movement characteristic of a Sump Beast with this upgrade is increased by 2" and it gains the Clamber skill.

Skill Access

A Sump Beast has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
---PrimarySecondary---

Source: Necromunda: Apocrypha Necromunda (2024)

210 credits

0-1 Warp Horror

MWSBSSTWIALdClWilInt
6"3+6+6434+39+6+7+9+

Skills: Nerves of Steel.
Weapons: 2 horrific appendages.
Special Rules: Terrifying, Warp Denizen, Undulating Skin.

Weapon Profiles
WeaponRg SRg LAc SAc LSAPDAmTraits
Horrific appendage-E--S-12-Melee, Pulverise, Rending
Massive tentaclesE4"--S+1-1-Drag, Entangle, Melee, Versatile
Warpfire breath-T--3-114+Blaze, Template
Options

A Warp Horror may take any of the following upgrades, in addition to its horrific appendages. Note, during a campaign, a Warp Horror can also do this in the post-battle sequence to represent it mutating:

OptionCredits
Massive tentacles+50
Undulating skin+40
Warpfire breath+90
Special Rules

Terrifying: If an enemy fighter wishes to make a Fight (Basic) action or Shoot (Basic) action that targets a Warp Horror, they must make a Willpower test. If the test is failed, they cannot perform the action and their activation ends immediately.

Warp Denizen: In the End phase of each round, roll 2D6. If the result is equal to or lower than the current game round, the Warp Horror suffers a Flesh Wound. As a creature of the Immaterium, a Warp Horror ignores all Lasting Injury results, with the exception of Memorable Death.

Undulating Skin: A Warp Horror with this upgrade reduces the damage of all hits it suffers by 1, to a minimum of 1.

Skill Access

A Warp Horror has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-SecondarySecondary-Primary---

Source: Necromunda: Apocrypha Necromunda (2024)

220 credits

0-1 Awakened Ogryn

Any gang except Ash Wastes Nomads

MWSBSSTWIALdClWilInt
5”4+5+5534+27+6+8+9+

Skills: Headbutt, choose 1 Psychic Power.
Weapons: 2x Augmetic fist.
Special Rules: Loyal, Slow Witted, Awakended, Non-sanctioned Psyker, Outlaw.

Options

An Awakened Ogryn may purchase additional Wyrd Powers. Additional powers can only be purchased in this way when the fighter is added to the gang. During Campaign play, the fighter must spend XP to learn new Wyrd Powers.

OptionCredit
Each additional Wyrd Power purchased in this way30
An Awakened Ogryn may replace one of their augmetic fists with a spud-jacker-20
An Awakened Ogryn may be equipped with furnace plates15
Special Rules

Loyal: Ogryns are very loyal creatures and form strong bonds with those they live and fight with. Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, they add 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.

Awakened: A fighter with this special rule is a Psyker, as described in the Necromunda Rulebook, and is able to use the Wyrd Powers listed on the following page. When added to a gang roster, they must choose one of these Wyrd Powers to start with.

During Campaign play, this fighter may gain additional Wyrd Powers from the list in exactly the same way as they might gain a Primary Skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power).

Non-sanctioned Psyker: Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value.

Outlaw: An Awakened Ogryn may only be hired by Outlaw gangs.

Skill Access

An Awakened Ogryn has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-Primary--Secondary---
Wyrd Powers

1. Iron Arm (Basic), Continuous Effect: With a thought, the wyrd turns the flesh of their arm to unyielding iron, allowing them to block any blow directed at them.
While this Wyrd Power is maintained, the fighter gains a special 5+ save against attacks made against them in close combat. This save may be made after any save rolls for armour, and is not modified by AP.

2. Body of Flame (Basic), Continuous Effect: The wyrd’s body bursts into flames!
While this Wyrd Power is maintained, this fighter ignores hits from weapons with the Blaze or Melta traits. In addition, if a fighter ends their activation within 1" of this fighter they must test to see if they are set on fire, as if they had been hit by a weapon with the Blaze trait.

3. Weapon Jinx (Simple): With a snap of their fingers, the wyrd causes an enemy’s weapon to malfunction.
Choose an enemy fighter that is within 18" of this fighter. That enemy fighter must immediately make an Ammo check for one of their weapons, chosen by this fighter.

4. Overcharge (Basic), Continuous Effect: Directing their power into their weapon, the wyrd greatly increases its effectiveness.
While this Wyrd Power is maintained, one ranged weapon carried by this fighter improves its Strength by 2 and its Damage by 1, but gains the Unstable trait.

5. Crush (Basic): Closing their fist in the air, the wyrd crushes an object or person in their eyeline.
Target a single enemy fighter or obstacle that is both within 12" and line of sight of this fighter and make a hit roll, using this fighter’s BS. If a hit is scored, an obstacle is destroyed and removed from the battlefield, while an enemy fighter must make a save roll. If this save roll is successful, roll an Injury dice and immediately apply the result against the fighter.

6. Terrify (Double): Planting a horrific image in an enemy’s mind, the wyrd tries to break their spirit.
Choose a single enemy fighter that is both within 18" and line of sight of this fighter. That fighter must immediately take a Nerve test with a -3 modifier applied to the roll or become subject to the Broken condition.

Source: Apocrypha Necromunda: The Lost Charter