House Orlock
Gang Composition
House Orlock follows the normal rules for Gang Composition.
Special Rules
Follow normal rules as other gangs with the following exceptions:
- House Orlock has access to Legendary Names, which are given to Leaders/Champions when created and can be purchased with XP as they advance.
- Specialist Gangers can use Heavy Weapons.
Fighters
Road Captain (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 4+ | 5+ | 5+ | 5+ |
Skills: 1 Primary (custom).
Restrictions: None.
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2).
Road Sergeant (Champion)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ |
Skills: 1 Primary (custom).
Restrictions: None.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).
Arms Master (Specialist Champion)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 6+ |
Skills: 1 Primary (custom).
Restrictions: Pistol, Basic and Close Combat.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).
Rule of Iron
- When activated, 1 visible Faction fighter within 6” gains the Nerves of Steel skill (if not already having it).
- +2 modifier to any Bottle test while at least one friendly fighter with this ability is on the battlefield.
Gunner (Ganger)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 7+ | 7+ |
Restrictions: Pistol, Basic, Close Combat.
Special Rules: Gang Fighter (Ganger), Promotion (Orlock Specialist), Tools of the Trade (Orlock Specialist).
Wrecker (Juve Prospect)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6” | 5+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 8+ | 8+ | 8+ |
Restrictions: Pistol, Special, Close Combat.
Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Orlock Road Sergeant or Arms Master), Hot-headed, Fast Learner.
Jump Booster
Usable once per activation during a Move (Simple) or Charge (Double) action. It can be used in one of two ways:
- Safe mode: +3” M.
- Overcharge:
- +1 S and +1 hit modifier when charging.
- Must roll a D6:
1: Pinned (malfunction, no move).
2: +4" M.
3-4: +5" M.
5-6: +6" M.
When used, Grenade and Template weapons gain Unstable (for the rest of the activation).
Up to half of the move can be vertical (can move between levels and over impassable terrain if having sufficient movement). If the movement end in the air (insufficient movement to land safely on a level surface), fall the remaining distance (if the distance is 2” or less, it counts as jumping down).
Greenhorn (Juve)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 8+ | 8+ | 8+ |
Restrictions: Pistol, Basic and Close Combat.
Special Rules: Gang Fighter (Juve), Promotion (Orlock Specialist), Fast Learner.
0-1 Servitor (Brute)
Cost: 230
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 5+ | 4+ | 5 | 5 | 3 | 5+ | 2 | 7+ | 5+ | 9+ | 8+ |
Wargear: Harpoon launcher, Open Fist (same as: servitor combat weapon), Light carapace (4+).
Special Rules: Ammo Hoppers, Weapons Platform.
Options
Option | Cost |
---|---|
Heavy bolter (replaces harpoon launcher) | +50 |
Heavy flamer (replaces harpoon launcher) | +85 |
Heavy stubber (replaces harpoon launcher) | +20 |
Heavy carapace armour (replaces light carapace) | +20 |
Mono-sight | +25 |
Weapons Platform
Firing an Unwieldy ranged weapon becomes a Basic action rather than a Double action.
Ammo Hoppers
Re-roll any failed ammo test results of 1 (before modifiers).
0-3 Cyber-Mastiff (Exotic Beast)
Cost: 100
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 7 + | 6+ | 8+ | 8+ |
Wargear: Savage Bite.
Special Rules: Watchdog, Loyal Protector, Group Activation (Exotic Beasts).
Watchdog
If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails).
Loyal Protector
While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner.
Outrider Quad (Vehicle)
M | Front | Side | Rear | W | Hnd | Sv |
---|---|---|---|---|---|---|
9” | 4 | 3 | 3 | 2 | 4+ | 5+ |
Locomotion: Wheeled.
Upgrade Slots: 0 Body, 1 Drive, 2 Engine.
Weapon Hardpoints: 1. Crew Operated, Front Arc.
Dedicated Gunner
Can move full distance (instead of half) during Move & Shoot.
Agile
Can make 1 extra turn (up to 90°) when moving (before, during or after).
Iron Rider (Crew)
BS | Ld | Cl | Wil | Int |
---|---|---|---|---|
4+ | 6+ | 6+ | 7+ | 7+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew.
Vehicle Crew
An Iron Rider must always be equipped with a vehicle.
Skill Access
Agility | Brawn | Combat | Driving | Ferocity | Leadership | Savant | Shooting | Bravado | |
---|---|---|---|---|---|---|---|---|---|
Road Captain | - | Secondary | - | - | Primary | Primary | Primary | Secondary | Secondary |
Arms Master | - | Secondary | - | - | Primary | Secondary | Secondary | - | Primary |
Road Sergeant | - | Secondary | - | - | Primary | Secondary | Secondary | - | Primary |
Gunner (Specialist) | - | Primary | Secondary | - | Primary | - | - | Secondary | - |
Wrecker | - | - | Secondary | - | - | - | Secondary | Primary | - |
Greenhorn | Secondary | Secondary | - | - | Primary | - | - | - | - |
Servitor | - | Secondary | Secondary | - | - | - | - | Primary | - |
Cyber-Mastiff | - | - | Primary | - | Secondary | - | - | - | - |
Iron Rider | - | - | - | Primary | - | - | Secondary | Primary | - |
Vehicles
All vehicles in a Orlock gang add the following to their equipment lists:
Orlock Vehicle Equipment List
Weapons
Item | Credits |
---|---|
BASIC WEAPONS | |
Combat shotgun with salvo & shredder ammo | 55 |
Shotgun with solid & scatter ammo | 30 |
- Executioner ammo | 20 |
- Inferno ammo | 15 |
SPECIAL WEAPONS | |
Flamer | 140 |
Meltagun | 135 |
Plasma gun | 100 |
HEAVY WEAPONS | |
Harpoon launcher | 110 |
Heavy bolter | 160 |
Mining laser | 125 |
Seismic cannon | 140 |
Wargear
Item | Credits |
---|---|
WEAPON ACCESSORIES | |
Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |