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Hangers-on

Source: Necromunda Core Rulebook (2023)

Each of the different types of Hanger-on brings a specific benefit or a special rule to the gang that employs them. Hangers-on do not normally take part in battles; their role is a non-combat one. However, should a battle take place on the gang’s own turf (i.e., when the gang has the Home Turf Advantage in a scenario), roll a D6 for each Hanger-on before choosing a crew. On a roll of 1, 2 or 3, the Hanger-on is unfortunate enough to be around when the fighting starts, and must be included as 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.

Hangers-on costs and restrictions

Some hangers-on are only available to particular gangs, and some have gang discounts.

Law-Abiding Hangers-on

QuantityHanger-onRestrictionCost
0-3Ammo JackAny50
0-1- Ragnir GunnsteinAny100
0-1Apprentice Clan ChymistEscher75
0-1Brute HandlerAny110 (Golaith: 55)
0-1Bullet MerchantAny75 (Orlock: 25)
0-1Chem DealerAny50 (Goliath: 25)
0-1Claim JumperIronhead Squat Prospectors60
0-1Cogitator Core ServitorVan Saar100
0-1Data-ScrivenerAny20
0-1Dome RunnerAny20
0-1FixerAny50
0-1Gang LookoutAny20
0-1Grease MonkeyOrlock40
0-2'NarkerAny30
0-1Pit TrainerGoliath75
0-1Prize FighterOrlock40
0-1PropagandistAny30
0-1Psychoteric ThrallDelaque90
0-2Rogue DocsAny50
0-1- Doctor ArachnosAny100
0-1ShivverEscher100
0-1SlopperAny20
0-1- Bigby Crumb, Ratling SlopperAny50
0-2SpykerDelaque90
0-1Tech MerchantAny80 (Van Saar: 40)
0-3Underhive TradersAny50
0-1Whisper MerchantAny60 (Delaque: 30)
0-1- Silberlant Sevos, Whisper MerchantDelaque80

Outlaw Hangers-on

QuantityHanger-onRestrictionCost
0-1AgitatorAny30
0-2Arthromite HerderAsh Wastes Nomads20
0-1Cadaver MerchantAny20
0-1FlagellatorCawdor30
0-1HeretekAny40
0-1Hive PreacherCawdor70
0-1ProxyAny25
0-1ScabberAny40

Law-abiding Hanger-ons

50 credits

0-3 Ammo Jack

MWSBSSTWIALdClWilInt
5"4+3+3315+16+7+6+7+

Skills: Munitioneer.
Weapons: Boltgun or combat shotgun (salvo & shredder), power hammer or power sword.
Wargear: Mesh armour.
Special Rules: Gun-smith.

Special Rules

Gun-smith: 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.

Equipment

An Ammo-jack may be armed with either a boltgun or combat shotgun with salvo and shredder ammo, and with either a power hammer or power sword. All Ammo-jacks are equipped with mesh armour.

Source: Published in all House of X books

75 credits

0-1 Apprentice Clan Chymist

Escher Only

MWSBSSTWIALdClWilInt
5"5+5+2313+17+8+8+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Needle pistol4"9"+2---1-6+Scarce, Sidearm, Silent, Toxin

Skills: Fixer.
Special Rules: Experimental Elixers, Last Rites.

Special Rules

Experimental Elixirs: A gang with an Apprentice Clan Chymist reduces the cost of Chem-Alchemy Elixirs (see page 93) by D6x10 to a minimum of 10 credits. Roll each time a Chem-Alchemy Elixir is purchased.

Last Rites: If one of the gang’s Escher Gang Matriarchs or Escher Gang Queens is killed (i.e., rolls a Memorable Death result or a Critical Injury result and is not saved by the doc) then the player may roll a D6. If the result is equal to or lower than the number of advances the fighter has, the player may add a Death-maiden to their gang. The newly added Death-maiden retains none of the dead fighter’s

Source: House of Blades

50 credits

0-1 Bigby Crumb, Ratling Slopper

MWSBSSTWIALdClWilInt
4"5+4+2212+17+7+8+5+
WeaponRg SRg LAc SAc LSAPDAmTraits
Slop pot ladle (club)-E--S+12-Melee
Stub gun6"12"+2-3-14+Plentiful, Sidearm

Skills: Lie Low.
Special Rules: Slop Pot, Grub's Up, Part of the Crew.

Special Rules

Slop Pot: When Bigby Crumb is hired, he brings along his Slop Pot. The Slop Pot is represented by its own model and is placed within 2" of Bigby when he is deployed on the battlefield. The Slop Pot may be moved in the same way as a Loot casket (see the Necromunda Rulebook) and counts as cover.

While within 2" of the Slop Pot, Bigby may perform the Add Ingredients (Basic) action. When he performs this action, choose one of the following effects:

  • Stinger Spore Stew: Until the end of this round, friendly fighters within 2" of the Slop Pot count as having an assist when making Recovery tests (see the Necromunda Rulebook).
  • Frenzon Fondue: Until the end of this round, friendly fighters within 2" of the Slop Pot gain the Nerves of Steel and True Grit skills.
  • Tentacle Surprise: Until the start of Bigby’s next activation, the Slop Pot counts as a Beast’s Lair (see the Necromunda Rulebook). Note that Bigby does not trigger the Beast.

Slopper: Bigby Crumb is a Slopper Hanger-on and follows the Grub’s Up rule for aiding fighters In Recovery. If hired, he counts as the one Slopper a gang may include.

Grub’s Up: 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 – the fighter’s In Recovery box on the gang roster is cleared, and they are now available for this battle.

Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.

Source: The Book of the Outcast

110 credits

0-1 Brute Handler

Goliath: 55 credits

MWSBSSTWIALdClWilInt
4"4+5+3414+17+6+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shock whipE3"-1-S+1-1-Melee, Shock, Versatile

Skills: Iron Jaw.
Special Rules: Training, Part of the Crew.

Special Rules

Training: A gang with a Brute Handler can train their Brutes between games. Provided the Brute is not In Recovery, the controlling player can make a Willpower check for any of their Brutes, using the Brute’s unmodified Willpower. If the check is failed, the Brute gains D3 Experience. If the check is passed, the Brute proves too wilful and the training doesn’t work. A Brute Handler can only train one Brute at a time.

In addition, if a Standing and Active Brute Handler is on the battlefield, and within 3" of a friendly Brute, the Brute gains the Nerves of Steel skill and can re-roll any Leadership, Cool, Willpower or Intelligence checks it is required to make.

Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger.

However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.

Source: House of Chains

75 credits

0-1 Bullet Merchant

Orlock: 25 credits

MWSBSSTWIALdClWilInt
5"5+4+3314+18+8+8+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Autopistol4"12"+1-3-14+Rapid Fire (1), Sidearm
or
Stub gun6"12"+2-3-14+Plentiful, Sidearm

Skills: Fast Shot.
Weapons: Autopistol or Stub Gun, and a single additional ammo for that weapon.
Special Rules: High Calibre Hook-up.

Special Rules

High Calibre Hook-up: While a gang includes a Bullet Merchant, they treat all types of ammo available through the Trading Post or the Black Market as Common. In addition, any of these types of ammo that have the Limited trait replace that Trait with the Scarce trait.

Source: House of Iron

50 credits

0-1 Chem Dealer

Goliath: 25 credits

MWSBSSTWIALdClWilInt
5"4+4+3314+17+7+8+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Stub gun6"12"+2-3-14+Plentiful, Sidearm

Skills: Fixer.
Equipment: A Chem Dealer is armed with a stub gun. All Chem Dealers are equipped with a single dose of any Chem, chosen from the Black Market.
Special Rules: Steady Supply.

Special Rules

Steady Supply: A gang with a Chem Dealer counts all Chems as Common availability when buying them from the Trading Post or Black Market. Chem Dealers can also, in a pinch, acquire Chems ‘on consignment’ during the pre-battle sequence of a game. This allows the gang to buy a single dose or any Chem, or items containing Chems, such as a single stimm-slug stash or medicae kit, without expending any credits. However, during the post-battle actions step of the postbattle sequence, the gang must pay for these items. If the gang cannot or will not pay for any item, the Chem Dealer is removed from the gang’s roster. Should this happen, news of the bad deal gets around, and the gang cannot hire another Chem Dealer Hanger-on for the remainder of the current campaign.

Source: House of Chains

60 credits

0-1 Claim Jumper

Ironhead Squat Prospectors only

MWSBSSTWIALdClWilInt
4"3+4+3414+27+6+6+5+
WeaponRg SRg LAc SAc LSAPDAmTraits
Gem extractor-E--S+1-12-Melee, Power Pack
Ironhead autopistol4"12"+1-3-14+Rapid Fire (1), Sidearm
Power fist-E--S+2-22-Melee, Power, Pulverise
Power maul-E--S+2-11-Melee, Power
Frag grenades-Sx3--3-14+Blast (3"), Grenade, Knockback
Smoke grenades-Sx3-----4+Grenade, Smoke

Skills: Fearsome, Iron Jaw.
Wargear: Mesh armour, Techmite Autoveyor.
Special Rules: Seize the Prize, Part of the Crew.

Special Rules

Seize the Prize: During the Post-battle sequence this fighter may perform the Claim Jump Post-battle action.

  • Claim Jump: Roll a D6. On a result of 5+ choose a Territory controlled by your opponent – immediately gain the boons from that Territory (this does not prevent the Territory’s owner gaining the Boons).

Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger.

However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.

Source: The Aranthian Succession: Ruins of Jardlan

- credits

Techmite Autoveyor

Ironhead Squat Claim Jumper only

MWSBSSTWIALdClWilInt
4"4+4+3314+18+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Drill-E--S-11-Melee

Skills: There's Always Another Secret.
Wargear: Flak armour.
Special Rules: Tech Bypass.

Special Rules

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

Skill Access: Should a Techmite Autoveyor become a Specialist, it has access to the following skill sets: Cunning (Primary), Agility (Seconary).

Source: The Aranthian Succession: Ruins of Jardlan

100 credits

0-1 Cogitator Core Servitor

Van Saar Only

MWSBSSTWIALdClWilInt
3"6+-3416+112+3+5+3+

Special Rules: Mind in the Machine, Hostile Environment, Security Measures.

Special Rules

Mind in the Machine: In any scenario in which a gang that has a Cogitator Core Servitor is the defender, the gang is able to exert tremendous control over the battlefield. At the end of any End phase, the gang may turn the lights on or off at will. If the gang chooses to turn the lights off, the Pitch Black rules immediately come into effect. If the gang chooses to turn the lights on, the Pitch Black rules immediately cease to apply.

Hostile Environment: In any scenario in which a gang that has a Cogitator Core Servitor is the defender, after both sides have deployed but before the first round, the gang may place D3 booby traps (frag, krak or melta) anywhere on the battlefield that is not within 6" of an enemy fighter.

Security Measures: In any scenario in which a gang that has a Cogitator Core Servitor is the defender, any fighter belonging to the enemy gang must apply an additional -1 modifier to their Intelligence check when making an Access Terminal (Basic) action or a Bypass Loot Casket Lock (Basic) action.

Skill Access

A Cogitator Core Servitor has no skills.

Equipment

A Cogitator Core Servitor has no equipment.

Source: House of Artifice

20 credits

0-1 Data-Scrivener

MWSBSSTWIALdClWilInt
5"5+5+3314+18+7+7+5+

Skills: Gadgeteer.
Weapons: A Data-scrivener may be armed with either a laspistol or a las sub-carbine.
Special Rules: Data-hacked.

Special Rules

Data-hacked: Should any fighter belonging to a gang that has a Data-scrivener be required to make an Intelligence check whilst the Data-scrivener is present upon the battlefield, they may roll an additional D6 and discard the lowest roll.

Source: House of Artifice

100 credits

0-1 Doctor Arachnos

Rogue Doc (Dramatic Personae)

MWSBSSTWIALdClWilInt
5"4+4+3314+28+7+7+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Laspistol8"12"+1-3-12+Plentiful, Sidearm
Medical mechadendritesE3"+1---1--Melee, Toxin, Versatile

Skills: Medicae.
Wargear: Mesh armour (5+), bio-scanner, respirator.
Special Rules: Medical Mechadendrites, Part of the Crew, Rogue Doc.

Special Rules

Medical Mechadendrites: Doctor Arachnos’ medical mechadendrites allow him to turn any location into an impromptu operating theatre. During the Recovery phase, if Doctor Arachnos is within 3" of a Seriously Injured friendly fighter, instead of making a Recovery check for the fighter, you can make an Intelligence check for Doctor Arachnos. If the check is successful, the fighter immediately recovers from their Serious Injury just as if they had rolled a Flesh Wound on the Injury dice. If the check is failed, the fighter goes Out of Action instead. Doctor Arachnos can only aid one fighter in this way each round.

Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.

Rogue Doc: Doctor Arachnos is a Rogue Doc Hangeron, as described on page 41. If hired, he counts as one of the two Rogue Docs a gang may include.

Source: The Book of the Outcast

20 credits

0-1 Dome Runner

MWSBSSTWIALdClWilInt
5"5+5+3313+110+9+7+8+

Skills: Lie Low.
Weapons: Laspistol or stub gun, fighting knife or axe.
Special Rules: Scout Ahead.

Special Rules

Scout Ahead: 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.

Equipment

A Dome Runner may be armed with either a laspistol or stub gun, and with either a fighting knife or axe.

Source: Published in all House of X books

50 credits

0-1 Fixer

MWSBSSTWIALdClWilInt
5"4+4+3314+17+5+8+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Bolt pistol6"12"+1-4-126+Sidearm

Skills: Fixer.
Wargear: Mesh armour.

Special Rules

A gang allied to an organisation, such as the Merchants Guild or the Recidivists, can subtract 2 from the dice roll when they Test the Alliance if they have a Fixer in their gang. In addition, if the gang is ever outlawed as a result of their actions, they can remove the Fixer from the gang roster to avoid becoming an Outlaw gang.

Source: The Book of Judgement

20 credits

0-1 Gang Lookout

MWSBSSTWIALdClWilInt
5"5+4+2313+19+7+5+7+

Skills: Evade.
Weapons: Laspistol or stub gun, fighting knife or axe.
Special Rules: Heads Up.

Special Rules

Heads Up: During Skirmish play, 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 lookout 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.

Equipment

A Gang Lookout may be armed with either a laspistol or stub gun, and with either a fighting knife or axe.

Source: Published in all House of X books

40 credits

0-1 Grease Monkey

Orlock Only

MWSBSSTWIALdClWilInt
5"5+5+3314+18+7+7+5+
WeaponRg SRg LAc SAc LSAPDAmTraits
Wrench (maul)-E--S+12-Melee
Blowtorch (hand flamer)T---3-15+Blaze

Skills: Munitioneer.
Special Rules: Overcharge.

Special Rules

Overcharge: A gang with a Grease Monkey can overcharge one of their Brutes, or the jump boosters of their Wreckers, during the pre-battle sequence. An overcharged Brute increases both its Movement and Attacks characteristics by D3 when it activates (roll once and apply the results to both characteristics). However, if a natural 1 is rolled when rolling the D3, the Brute suffers a wound with no save possible. An overcharged jump booster adds D6" to the Movement of a Wrecker (roll each time the fighter is activated). If a natural 1 is rolled, then no extra Movement is gained and the Wrecker may only perform a single action during its activation, as they struggle to control their malfunctioning pack.

Source: House of Iron

30 credits

0-2 Narker

MWSBSSTWIALdClWilInt
5"4+5+3314+17+6+9+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Fighting Knife-E--S-11-Backstab, Melee

Skills: Lie Low.

Special Rules

During the Determine Scenario step of the pre-battle sequence, a gang with a ‘Narker can modify the final dice roll by 1; either increase or decrease the result. If the gang has two ‘Narkers, the gang can instead modify this dice roll by 2. If both gangs have ‘Narkers, they cancel each other out (i.e., a gang with two ‘Narkers facing a gang with one would only count as having one ‘Narker while their opponent would count as having none).

Source: The Book of Judgement

75 credits

0-1 Pit Trainer

Goliath Only

MWSBSSTWIALdClWilInt
5"3+4+3313+27+5+8+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Chainsword-E+1-S-11-Melee, Parry, Rending
Fighting Knife-E--S-11-Backstab, Melee

Skills: Mentor.
Special Rules: Combat Ready.

Special Rules

Combat Ready: A gang containing a Pit Trainer can train fighters between battles. Up to three fighters, who are not In Recovery, can be trained at once. A fighter who undergoes training gains a random skill, generated from their Primary or Secondary skill lists, for the next battle the fighter takes part in. This is a temporary skill, and is removed from the fighter’s card at the end of the battle. If the generated skill is one they already have, they may instead choose the temporary skill from their Primary or Secondary skill lists.

However, when a fighter trains for the pit, there is a chance they will be injured. Roll a D6 for each fighter in training. On a roll of 1, the fighter must immediately make a roll on the Lasting Injury table and immediately apply the results. If a fighter suffers an injury that puts them Into Recovery, they must miss the next battle.

Source: House of Chains

40 credits

0-1 Prize Fighter

Orlock Only

MWSBSSTWIALdClWilInt
5"3+5+4314+18+6+7+8+

Skills: Iron Jaw.
Equipment: A Prize Fighter has no equipment.
Special Rules: Bare Knuckle Fighter.

Special Rules

Bare Knuckle Fighter: In the Collect Income step of the post-battle sequence, a gang with a Prize Fighter may enter them in a fight. If they do, roll two D6 and choose the highest, then multiply the result by 10 to see how many credits the fighter earns for the gang. If, however, a 1 is rolled on either of the D6, no money is made, and if a double 1 is rolled, the Prize Fighter has been killed and must be removed from the gang’s roster.

Source: House of Iron

30 credits

0-1 Propagandist

MWSBSSTWIALdClWilInt
4"5+4+3315+17+8+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Laspistol8"12"+1-3-12+Plentiful, Sidearm
or
Stub gun6"12"+2-3-14+Plentiful, Sidearm

Skills: Inspirational.

Special Rules

A gang with a Propagandist can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers. In the pre-battle sequence a gang can declare they are using their Propagandist to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1.

A Propagandist also improves recruitment for the gang. When the gang adds a Juve or similarly ranked fighter to their gang roll a D6. On a 6, the gang gains an additional Juve or similarly ranked fighter for free.

Optional Rules: War of Words
Designer's Commentary

Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels. If the Arbitrator wishes, these rules can be used during a campaign.

Rally Allies (Basic): The Propagandist exalts the greatness of their gang and its leader. All friendly fighters within 12" of the Propagandist may add 1 to their Cool characteristic until the end of this round.

Source: Apocrypha Necromunda: Twins of the Two Tunnels

Source: The Book of Judgement

90 credits

0-1 Psychoteric Thrall

Delaque Only

MWSBSSTWIALdClWilInt
6"5+5+3314+19+8+7+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Fighting Knife-E--S-11-Backstab, Melee
and
Autogun8"24"+1-3-14+Rapid Fire (1)
or
Lasgun18"24"+1-3-12+Plentiful
or
Shotgun
- solid ammo8"16"+1-4-24+Knockback
- scatter ammo4"8"+2-2-14+Scattershot

Skills: Evade.
Equipment: A Psychoteric Thrall may be armed with either an autogun, a lasgun or a shotgun with solid and scatter ammo. All Psychoteric Thralls are also armed with a fighting knife.
Special Rules: Psychoteric Echo, Disturbingly Familiar, Part of the Crew.

Special Rules

Psychoteric Echo: A gang with a Psychoteric Thrall can use it as the focal point when a friendly Delaque fighter performs a Wyrd Power action. Whilst this fighter is not Engaged or Seriously Injured, a friendly Delaque fighter that is within 12" of this fighter may choose to channel a Wyrd Power through this fighter.

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

Disturbingly Familiar: When a Psychoteric Thrall is added to the gang, make a note of its House of Origin. This may be either House Cawdor, Escher, Goliath, Orlock or Van Saar. This represents the origin of the unfortunate Thrall. Any enemy fighter that belongs to that House suffers a -2 modifier to Leadership and Willpower checks made whilst within 6" of this fighter. Any enemy fighter that does not belong to that House suffers only a -1 modifier to Leadership and Willpower checks made whilst within 6" of this fighter.

Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger.

However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.

Source: House of Shadow

100 credits

0-1 Ragnir Gunnstein

MWSBSSTWIALdClWilInt
3"4+3+3415+19+7+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shotgun
- solid8"16"+1-4-24+Knockback
- scatter4"8"+2-2-14+Scattershot
Wrench (club)-E--S+12-Melee

Skills: Munitioneer.
Wargear: Frag & krak grenades, respirator, light carapace (4+).
Special Rules: Ammo-jack, Gang Fighter, Surplus Ammo.

Special Rules

Ammo-jack: Ragnir is an Ammo-jack Hanger-on, as described on page 39. If hired, he counts as one of the three Ammo-jacks a gang may include.

Gang Fighter: Unlike other Hangers-on, Ragnir is always ready for a fight. As long as he is part of the gang roster, Ragnir is treated just like a regular Ganger for the purposes of selecting a crew. Therefore, he may be chosen or randomly selected as part of his gang’s starting crew just like any other Ganger.

However, just like any other Hanger-on, Ragnir cannot gain any Experience or Advancements and, should he suffer a Lasting Injury that would make a change to his Fighter card, he is removed from the gang roster just like any other Hanger-on.

Surplus Ammo: Ragnir will always provide a surplus of ammunition before heading into action. Should he be deployed as part of a starting crew, Ragnir’s controlling player may deploy D3 ammo caches.

Source: The Book of the Outcast

50 credits

0-2 Rogue Docs

MWSBSSTWIALdClWilInt
5"5+5+2314+19+8+7+5+

Skills: Medicae.
Weapons: Laspistol or stub gun.
Wargear: Medicae kit.
Special Rules: Patch Up.

Special Rules

Patch Up: If a gang has a Rogue Doc, it can make an additional Medical Escort action in the post-battle sequence in addition to any other post-battle actions performed by fighters with the Gang Hierarchy (X) special rule. This visit does not cost any credits – however, a result of 6 on the table is treated as Stabilised rather than a Full Recovery, due to the Rogue Doc’s comparatively limited supplies and the lack of proper medicae technology.

If a gang has more than one Rogue Doc, it can make this additional action once for each of them.

Equipment

A Rogue Doc may be armed with either a laspistol or stub gun. All Rogue Docs are equipped with a medicae kit.

Source: Published in all House of X books

100 credits

0-1 Shivver

Escher Only

MWSBSSTWIALdClWilInt
5"5+5+2314+18+9+5+6+

Skills: Fearsome.
Equipment: A Shivver has no equipment.
Special Rules: Psyniscience.

Special Rules

Psyniscience: During the post-battle sequence, a single fighter with the Gang Hierarchy (X) special rule that is able to perform a post-battle action may perform the following post-battle action:

Visit Shivver: The Shivver looks into the fighter’s future, divining what lies ahead for them and their sisters. Roll 2D6 and consult the table below:

2D6Result
2Doom!: The fighter performing this Visit Shivver post-battle action is so disheartened by their reading, they immediately go Into Recovery.
3-4The Fates are Unclear: Choose one of the following characteristics: Leadership, Willpower or Intelligence. For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any failed checks made against the chosen characteristic.
5-7Favourable Portents: For the duration of their next battle, the fighter performing this Visit Shivver post-battle action may re-roll any hit rolls of a natural 1 when making ranged attacks, and may ignore the rules for Stray Shots against friendly fighters.
8-9A Great Victory: If the gang of the fighter performing this Visit Shivver post-battle action wins their next battle, the fighter performing this Visit Shivver post-battle action earns an extra D6 XP.
10-11A Mysterious Stranger: The gang of the fighter performing this Visit Shivver post-battle action can hire a Bounty Hunter Hired Gun for free during the pre-battle sequence of their next battle. However, at the end of that battle, the Bounty Hunter automatically departs.
12Fortune and Glory: During the post-battle sequence of their next battle, the fighter performing this Visit Shivver post-battle action may double the amount of Experience they earn, and may double the amount of credits and Reputation their gang earns.

Source: House of Blades

80 credits

0-1 Silberlant Sevos, Whisper Merchant

Delaque Only

MWSBSSTWIALdClWilInt
5"5+4+2314+19+7+8+5+
WeaponRg SRg LAc SAc LSAPDAmTraits
Stub gun6"12"+2-3-14+Plentiful, Sidearm

Skills: Cold And Calculating (see below), Lie Low.
Wargear: none.
Special Rules: Vox Hack, Whisper Merchant, Useful Lies, Part of the Crew.

Special Rules

Vox Hack: Silberlant Sevos can perform the Gather Intelligence (Double) action:

  • Gather Intelligence (Double): Make an Intelligence test for Silberlant Sevos. If the test is passed your opponent must reveal all gang tactics they have generated, if the test is failed your opponent must reveal a random gang tactic they have generated.

Whisper Merchant: Silberlant Sevos is a Whisper Merchant. If hired he counts as the one Whisper Merchant a gang may include.

Useful Lies: During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews (when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee again or remove the Whisper Merchant from their gang roster.

Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.

Skills

Cold And Calculating: Once per round, when making a Cool or Willpower test, this fighter may make the test against their Intelligence characteristic instead.

Source: The Aranthian Succession: Ruins of Jardlan

20 credits

0-1 Slopper

MWSBSSTWIALdClWilInt
4"4+4+2313+19+9+5+7+

Weapons: Fighting knife.
Special Rules: Grub's Up.

Special Rules

Grub’s Up: 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 – the fighter’s In Recovery box on the gang roster is cleared, and they are now available for this battle.

Equipment

A Slopper is armed with a fighting knife.

Source: Published in all House of X books

90 credits

0-2 Spyker

Delaque Only

MWSBSSTWIALdClWilInt
6"6+6+3323+15+5+4+6+

Skills: A Spyker has no skills.
Equipment: A Spyker carries no equipment.
Special Rules: Flight, Part of the Crew, Non-sanctioned Psyker.

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.

Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger.

However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.

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.

Wyrd Powers

A Spyker is a Psyker and knows the following Wyrd Powers:

  • 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.
  • 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.
Optional Rules: The Confluence of Shadows
Designer's Commentary

Presented below are special rules that will allow you to recreate the events described in Sump City Sinking. If the Arbitrator wishes, these rules can be used by any Delaque gang during a campaign.

During the Choose Crews step of the Pre-battle Sequence, any Spykers may choose to use the following wyrd powers instead of those presented in Necromunda: House of Shadow (above).

Crush (Basic): 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.

Witchfire (Double): All enemy models within 3" of this fighter suffer a S5, D2, AP-1 hit as if from a weapon with the Blaze trait.

Mind Maze (Basic, Continuous): Target a single Standing and Active enemy fighter that is both within 6" and line of sight of this fighter. The target must make an initiative test, if the test is failed they change their status to Prone and Pinned. Additionally, while this power is maintained, each time the target activates they must make an intelligence test, if the test is failed then any ranged or melee attack they perform during their activation suffers a -1 penalty to kit.

One additonal enemy fighter may be chosen as the target of this power for each friendly Delaque fighter within 3" of the Wyrd that is Standing and Active.

Source: Apocrypha Necromunda: Sump City Sinking

Source: House of Shadow

80 credits

0-1 Tech Merchant

Van Saar: 40 credits

MWSBSSTWIALdClWilInt
5"5+4+3314+18+8+8+6+

Skills: Munitioneer.
Equipment: A Tech-merchant may be armed with either a master-crafted laspistol or a mastercrafted las sub-carbine.
Special Rules: Techno-Baubles, Friends in the Trade.

Special Rules

Techno-baubles: If a gang has a Tech-merchant, it may reduce the Rare and/or Illegal value of any item in the Trading Post or the Black Market by 2, to a minimum of 7+. If this reduction would cause the Rare or Illegal value to fall below 7+, the item instead becomes Common.

Friends in the Trade: During every post-battle sequence, the cost of one item found in the Trading Post or Black Market may be reduced by D3x10 credits, to a minimum of 20 credits.

Source: House of Artifice

50 credits

0-3 Underhive Traders

MWSBSSTWIALdClWilInt
5"4+4+3314+18+7+7+7+

Skills: Lie Low.
Special Rules: The Finest Merchandise, Specialist Product.

Special Rules

The Finest Merchandise: Having an Underhive Trader around means the gang has access to all manner of goods. More importantly, they can use the Trader’s connections to find rare goods. An Underhive Trader can make the Trade action during the post-battle sequence just as if they were a Leader.

Specialist Product: Most Underhive Traders have their own specialities and when hired on to the gang players must choose one of the following Trader types, gaining the additional benefits listed here:

  • Relicmonger: A purveyor of religious trinkets, a Relicmonger can adorn a gang’s fighters with blessed tokens – some of which might, very occasionally, actually do something. Once per battle, when a fighter with blessed tokens is Seriously Injured or taken Out of Action, roll a D6. On a result of 6, the fighter can ignore the result.
  • Beastwrangler: A procurer and tamer of Exotic Beasts, a Beastwrangler can train a gang’s exotic pets while they rest in the gang’s hideout. At the start of each campaign week, add 1 XP to each Exotic Beast in the gang.
  • Gun-smyth: Able to procure the best guns in the underhive, Gun-smyths are highly valued by gangs looking to gain an edge over their opponents. A gang that has a Gun-smyth can upgrade one ranged weapon purchased from the Trading Post or Black Market to have the Mater-crafted trait at no extra cost. Each Gun-smyth can do this once per post-battle sequence.
  • Connected Trader: A Connected Trader has spent a lifetime building up a web of contacts they can use to move items. If a gang has a Connected Trader then once per post-battle sequence for each Connected Trader they control, they may double the credits they gain for selling items in their Stash. In addition, they may freely trade credits and items in their Stash with other gangs participating in the same campaign; note that both gangs must agree in order for a trade to happen.
Equipment
  • A Relicmonger is armed with a maul (club).
  • A Beastwrangler is armed with a laspistol.
  • A Gun-smyth is armed with a bolt pistol, stub pistol and shotgun.
  • A Connected Trader is armed with a master-crafted lasgun.
Skills
  • A Relicmonger has the Fearsome skill.
  • A Beastwrangler has the Overseer skill.
  • A Gun-smyth has the Marksman skill.
  • A Connected Trader has the Savvy Trader skill.

Source: Book of the Outcast

60 credits

0-1 Whisper Merchant

Delaque: 30 credits

MWSBSSTWIALdClWilInt
5"5+4+3314+19+7+8+5+

Skills: Lie Low.
Weapons: Stub Gun.
Special Rules: Useful Lies.

Special Rules

Useful Lies: During both the pre-battle or post-battle sequence, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 when taking the following actions: Determine Scenario, Choose Crews (when random crew size applies), Receive Rewards (including rewards from Territories), and Seek Rare or Illegal equipment. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay the hiring fee again or remove the Whisper Merchant from their gang roster.

Source: House of Shadow

Outlaw Hangers-on

30 credits

0-1 Agitator

MWSBSSTWIALdClWilInt
5"4+4+3314+16+7+7+8+

Skills: Inspirational.
Weapons: Laspistol or Stub Gun.
Special Rules: Agitator, Outlaw.

Special Rules

A gang with an Agitator can make bold claims about their prowess and righteousness over their enemies, though such boasts are not without their dangers. In the pre-battle sequence a gang can declare they are using their Agitator to spread word of their impending victory. If they win the game then they gain an extra D3 Reputation. If they lose the game, they must reduce their Reputation by an additional 1.

An Agitator also improves recruitment for the gang. When the gang rolls to see if they get a free fighter from a Territory, such as those provided by a Settlement, they may roll twice and choose the result they want.

Outlaw: An Agitator can only be hired by Outlaw gangs.

Optional Rules: War of Words
Designer's Commentary

Presented below are special rules that will allow you to recreate the events described in Twins of Two Tunnels. If the Arbitrator wishes, these rules can be used during a campaign.

Rile ‘em Up (Basic): The Agitator fires up their allies, extolling the glory that awaits them. All friendly fighters within 12" of the Agitator may add 1" to their Movement characteristic until the end of this round.

Source: Apocrypha Necromunda: Twins of the Two Tunnels

Source: Book of Ruin

20 credits

0-2 Arthromite Herder

Ash Wastes Nomads only

MWSBSSTWIALdClWilInt
5"3+4+3314+17+5+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Hunters polearm-E--S+1-11-Melee

Skills: Born to the Wastes.
Wargear: Mesh armour, Ash Cloak.
Special Rules: Arthromite Whisperer, Training Program.

Special Rules

Arthromite Whisperer: During the Post-battle Sequence a Nomad Arthromite Herder may tend to the wounds of an Arthromite Duneskuttler. If the Arthromite Duneskuttler is Critically Injured, it goes into Recovery; otherwise roll a D6, on a 3+ the Arthromite Duneskuttler heals any lasting injuries it has and goes into Recovery. This cannot be performed in the same Post-battle Sequence as the Training Program ability.

Training Program: During the Post-battle Sequence, a Nomad Arthromite Herder may attempt to train an Arthromite Duneskuttler; make an Intelligence test for the Nomad Arthromite Herder, if successful, the Arthromite Duneskuttler earns D3 XP. This cannot be performed in the same Post-battle Sequence as the Arthromite Whisperer ability.

Source: Book of the Outlands

20 credits

0-1 Cadaver Merchant

MWSBSSTWIALdClWilInt
4"4+4+3314+18+6+7+8+

Skills: Fearsome.
Weapons: Chainaxe.
Special Rules: Cadaver Merchant, Outlaw.

Special Rules

A gang with a Cadaver Merchant can sell their dead for profit. If a member of the gang dies (not including Hired Guns, Hangers-on, Brutes or Exotic Beasts), either by rolling a Memorable Death result on the Lasting Injury table, or Critical Injury that is not healed by the doc, then they can be sold to the Cadaver Merchant for D3x10 credits.

A Cadaver Merchant can also acquire bodies for the gang. In an Uprising Campaign a gang with a Cadaver Merchant gains an additional portion of Meat in the post-battle sequence.

Outlaw: A Cadaver Merchant can only be hired by Outlaw gangs

Source: Book of Ruin

30 credits

0-1 Flagellator

Cawdor only

MWSBSSTWIALdClWilInt
4"4+6+3315+19+6+7+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Flail-E-+1S+1-1-Entangle, Melee

Skills: Fearsome.
Special Rules: Purification through Pain, Outlaw.

Special Rules

Purification through Pain: During the pre-battle sequence, after setting up the battlefield but before choosing crews, a gang with a Flagellator may attempt to bring one of its fighters out of Recovery. The chosen fighter immediately makes a Toughness check. If this check is passed, the fighter leaves Recovery and may be included in the crew for this battle. However, this fighter begins the battle with one Flesh Wound.

Outlaw: A Flagellator can only be hired by Outlaw gangs.

Source: House of Faith

40 credits

0-1 Heretek

MWSBSSTWIALdClWilInt
5"5+4+3314+19+7+7+5+

Skills: Munitioneer.
Weapons: Grav gun or plasma gun.
Wargear: Mesh armour.
Special Rules: Heretek, Outlaw.

Special Rules

If a gang includes a Heretek then it can have them enhance one of the gang’s weapons before a game. At the end of Step 5 of the pre-battle sequence, select one fighter from your crew. One of the weapons carried by the fighter gains either the Blaze, Concussion, Power, Rad-phage or Shock trait, as chosen by the controlling player. The weapon also gains the Unstable trait, or the Reckless trait if it has the Melee trait as well. These traits last until the end of the battle.

Outlaw: A Heretek can only be hired by Outlaw gangs.

Source: Book of Ruin

70 credits

0-1 Hive Preacher

Cawdor only

MWSBSSTWIALdClWilInt
4"4+6+3314+15+6+5+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Two-handed hammer-E--1S+1-3-Knockback, Melee, Unwieldy

Skills: Inspirational.
Special Rules: Sermon, Part of the Crew, Outlaw.

Special Rules

Sermon: A gang with a Hive Preacher may roll a D6 at the end of any pre-battle sequence and add this many Faith dice (see page 97) to their Faith dice pool. In addition, if a Hive Preacher is on the battlefield and not Seriously Injured, then they count as three fighters when determining the number of Cawdor fighters generating Faith dice in the End phase.

Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as part of their gang’s starting crew just like any other Ganger. However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.

Outlaw: A Hive Preacher can only be hired by Outlaw gangs.

25 credits

0-1 Proxy

MWSBSSTWIALdClWilInt
5"5+5+3314+17+8+7+6+

Skills: Evade.
Weapons: Laspistol or Stub Gun.
Special Rules: Proxy, Outlaw.

Special Rules

An Outlaw gang with a Proxy can sell captives to the Guilders and may use the Trading Post. However, each time they do so they must roll a D6, and on a result of 5+ the action fails. The gang can also attempt to make an Alliance with the Merchants Guild or the Imperial House. If it does, before the Alliance is formed roll a D6. On a 6, the Alliance fails and the Proxy is removed from the gang’s roster, otherwise the Alliance is formed as normal. If an Outlaw gang is ever required to Test the Alliance with the Merchants Guild or the Imperial House then the Alliance is automatically ended without the need to roll.

Outlaw: A Proxy can only be hired by Outlaw gangs.

Source: The Book of Judgement

40 credits

0-1 Scabber

MWSBSSTWIALdClWilInt
4"5+4+3314+17+8+8+6+

Skills: Savvy Trader.
Weapons: Shotgun (solid & scatter).
Special Rules: Scabber, Outlaw.

Special Rules

When a gang with a Scabber sells a piece of Illegal equipment in the postbattle sequence, it gains the item’s value less D3x10 credits (to a minimum of 5). A Scabber, provided they are not in Recovery, can make a Trade action in the post-battle sequence provided the gang is visiting the Black Market.

Outlaw: A Scabber can only be hired by Outlaw gangs.

Source: The Book of Judgement