From Gangs of the Outlands. Read this book’s lore. Readable tables and original source diagrams.
OUTCAST GANG LIST
The following pages contain the Outcast gang list.
GANG SPECIAL RULES
Cult of Personality: All Outcast Fighters within 6" of the gang's Leader automatically pass any Nerve checks they need to make and are unaffected by models with the Fearsome Condition.
Lead the Masses: There must always be at least three Outcast Hive Scum on the Gang Roster for each Outcast Champion in an Outcast gang. If, during the Update Roster step of the Post-cycle Sequence there are not at least three Outcast Hive Scum for each Outcast Champion, Outcast Champions must be removed from the Gang Roster until this is no longer the case.
Starting Skills: When added to a Gang Roster, all Outcast Leaders and Champions may select one skill from one of their Primary Skill Sets.
Skill Access: This gang's Fighters have access to Skill Sets as determined by their Archetype (see page 10).
DESIGNER'S NOTE: ELEVATING A FIGHTER TO LEADER STATUS
There are many kinds of Outcast Leaders that can be created using the profiles, Archetypes and Affiliations presented in this section. It might be, however, that you want to create an Outcast gang centred around an existing Fighter from another gang list or Necromunda publication. This is entirely appropriate, as any Fighter might rise up to lead a gang at some point or another in their careers.
The first step is to choose a Fighter to become your Outcast Leader. This can be any Fighter with a profile, whether they could normally be part of a gang or not. Dramatis Personae, Hangers-on and Hired Guns are particularly suited to becoming gang leaders and should prove easy to convert. Other kinds of Fighters might need more work, and some should probably only be allowed with the agreement of the campaign Arbitrator (as fun as it would be to have a gang of Outcasts led by an intelligent Sumpkroc).
The Fighter retains any skills, equipment or special rules they might have. Alternatively, you can replace their skills and equipment with those available to an Outcast Leader. Whichever option is taken, you need to choose an appropriate Affiliation and Archetype for the Fighter.
The Fighter retains their cost in credits, and throughout a campaign gains Experience and can be equipped with wargear like a normal Fighter.
The Fighter gains all the special rules an Outcast Leader has.
Note that, due to the incredibly wide variety of Fighters available to be elevated to an Outcast Leader, the campaign Arbitrator always has the final say on whether these rules can be used and how they are applied.
AFFILIATION
No one on Necromunda can escape the crushing social structures of the hives. Subjects of the Imperial House are born into servitude or obligation and live out their lives seldom rising or falling far beyond their station. Even so-called outcasts, who reject the notions of house and hive, cannot escape the circumstances of their heritage; they carry it with them into the badzones and beyond as they try to shake off the rule of Lord Helmawr.
To represent the huge variety of potential Outcast Leaders, when an Outcast gang is created its Leader must choose an Affiliation. An Affiliation is a glimpse into the origins of the Leader, or speaks to the contacts they still maintain with those more mainstream members of hive society. There are four different Affiliations an Outcast Leader can choose from: Clanless, Clan House, Aranthian or Mutant. Each comes with its own advantages and disadvantages, but most importantly will determine the equipment that the Outcast Leader and their gang has access to. Once the choice of Affiliation has been made, it cannot be changed - not even an outcast can escape their past.
CLANLESS OUTCAST GANGS
This is the most common affiliation for an outcast leader. It represents a leader without any strong ties to any of the great organisations of Necromunda, or a true outlander who was raised beyond the social structures of the hive. Clanless leaders are universally looked down upon by the rest of Necromunda and must work harder to prove themselves. Being clanless does come with some benefits, as those who have never been beholden to the rules of the Imperial House find breaking them all the easier.
A Clanless Outcast Leader and their gang gain the following benefits:
Clanless Outcast gangs gain additional TPs as covered below:
At gang creation, each Leader and Champion in a Clanless Outcast gang gains an additional 1 TP that may be spent on weapons and wargear from the Trading Post.
During each Post-cycle Sequence, the first Visit Trading Post Post-cycle Action performed by a Clanless Outcast gang generates an additional 1 TP
CLAN HOUSE OUTCAST GANGS
Many outcast leaders were once members of a Clan House, but have since fallen out of favour with their old masters. Being a former member of a clan comes with many benefits, such as having access to restricted house tech or specialised training. It also makes certain alliances easier, as even a fallen member of a clan is still considered trustworthy enough by many who hold the clan in high esteem.
A Clan House Outcast Leader and their gang gain the following benefits:
When a Clan House Outcast gang is created, you must choose one of the six Clan Houses for them to affiliate with: Cawdor, Delaque, Escher, Goliath, Van Saar or Orlock. For scenario or campaign purposes, the Outcast gang is considered to be a Clan House gang of the chosen type.
Leaders and Champions in a Clan House Outcast gang may purchase weapons and wargear normally restricted to their House Equipment Lists, including Pets, at gang creation and during each Post-cycle Sequence.
MUTANT OUTCAST GANGS
Mutants are misshapen outcasts who have fled a life of abuse and persecution to eke out an existence in the deepest parts of the underhive. Those who rise to lead gangs of Outcasts are often the toughest of their kind, 'blessed' with a variety of advantageous and terrifying mutations.
A Mutant Outcast Leader and their gang gain the following benefits:
When a Fighter is added to a Mutant Outcast gang's Gang Roster they may purchase a number of Mutations, depending on their Subtype, from the list on page 15.
Leaders and Champions may purchase up to two Mutations.
Gangers may purchase only one Mutation.
ARANTHIAN OUTCAST GANGS
Many across Necromunda sided with Lady Credo's rebellion during the Aranthian Succession. When Gerontius Helmawr restored order, most faded into the depths of the underhive to continue their resistance against the Imperial House, still backed by their new masters.
An Aranthian Outcast Leader and their gang gain the following benefits:
- Leaders and Champions in an Aranthian Outcast gang may purchase items from the Aranthian Equipment List at gang creation and during each Post-cycle Sequence (See page 13).
ARCHETYPE
Every Outcast Leader has different strengths and weaknesses. Some are brutal overlords who rule through physical strength, crushing all in their path; others are more cunning, manipulating those around them to do their bidding; others still call upon the powers of the Warp to keep their gang in line. Archetypes allow you to further customise your Outcast Leader by giving them access to different Skill Sets.
There are five different Archetypes: Brawler, Gunslinger, Mastermind, Survivor and Wyrd. When an Outcast Leader is recruited for an Outcast gang they must choose one of these Archetypes, and it may not be changed later on. This Archetype will also determine the skills available to all Outcast models except Champions (note: Champions may choose a different Archetype to their gang's Leader).
BRAWLER
Brawlers are brutes who rule through physical violence and by being bigger than anyone else around. While a brawler can still be smart - after all, it takes more than brawn to survive in the underhive - they like to settle their problems personally, usually with the sharp end of a blade or, better yet, their fists.
A Brawler has access to the following Skill Sets:
| Fighter | Agility | Brawn | Combat | Cunning | Savant | Shooting |
|---|---|---|---|---|---|---|
| Outcast Leader | - | Secondary | Primary | Secondary | Primary | - |
| Outcast Champion | - | Primary | Primary | - | Secondary | - |
| Outcast Hive Scum | - | Secondary | Primary | Secondary | - | - |
GUNSLINGER
In the underhive there are almost as many gunslingers as there are guns, but only the truly talented live long enough to make a name for themselves. A gunslinger is a leader by virtue of the speed of their draw as opposed to any inherent leadership abilities. Whereas the brawler uses their brawn, the gunslinger relies on more sophisticated means of dishing out violence.
A Gunslinger has access to the following Skill Sets:
| Fighter | Agility | Brawn | Combat | Cunning | Savant | Shooting |
|---|---|---|---|---|---|---|
| Outcast Leader | Secondary | - | - | Secondary | Primary | Primary |
| Outcast Champion | Primary | - | - | - | Secondary | Primary |
| Outcast Hive Scum | Secondary | - | - | Secondary | - | Primary |
MASTERMIND
The mastermind is a cunning manipulator of people, and has risen to power through the careful use of A mastermind seldom does their own dirty work, preferring to hang back and let their alliances and patsies. minions sell their lives to advance their own agendas; it is a measure of their talent that there always seems to be more scum willing to follow them.
A Mastermind has access to the following Skill Sets:
| Fighter | Agility | Brawn | Combat | Cunning | Savant | Shooting |
|---|---|---|---|---|---|---|
| Outcast Leader | Primary | - | Secondary | Secondary | Primary | - |
| Outcast Champion | Primary | - | Primary | - | Secondary | ; |
| Outcast Hive Scum | Primary | Secondary | Secondary | - | - | - |
SURVIVOR
A survivor is a leader who has, against the odds, risen to power. They might have once been a humble ganger or champion, perhaps they have even run with multiple Outcast gangs in their time. The true talent of the survivor is not their skill with a blade or pistol, but knowing when it's time to cut their losses and head for the badzones.
A Survivor has access to the following Skill Sets:
| Fighter | Agility | Brawn | Combat | Cunning | Savant | Shooting |
|---|---|---|---|---|---|---|
| Outcast Leader | Secondary | - | - | Primary | Primary | Secondary |
| Outcast Champion | Primary | - | - | Primary | Secondary | - |
| Outcast Hive Scum | Secondary | - | - | Primary | - | Secondary |
WYRD
Mutants and psykers are reviled on Necromunda and often cast to the fringes of society. The wyrd leader is one such dispossessed individual, and their gang is often filled with similar kinds of outcasts. An underhive outcast gang led by a wyrd can be a truly terrifying thing, and whole levels of a hive have been set alight to root out these dangerous individuals.
A Wyrd has access to the following Skill Sets:
| Fighter | Agility | Brawn | Combat | Cunning | Savant | Shooting |
|---|---|---|---|---|---|---|
| Outcast Leader | Secondary | - | - | Secondary | Primary | - |
| Outcast Champion | - | - | - | Primary | Secondary | - : |
| Outcast Hive Scum | Secondary | - | - | Secondary | - | - 4 |
Wyrds also treat Wyrd Powers as a Primary Skill Set (see page 85 of the Necromunda Skirmish: Core Rulebook). Additionally, they gain the Wyrd Subtype.
OUTCAST LEADER - FIGHTER (LEADER)
135 CREDITS
When an Outcast Leader is added to an Outcast gang, select one of the following profiles to represent them:
| M | WS | BS | S | T | W | I | A | Sv | Ld | Cl | Wil | Int | Starting XP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 4+ | 3+ | 3 | 3 | 3 | 4 | 2 | 5+ | 9 | 9 | 8 | 9 | 61 |
| 6" | 3+ | 3+ | 3 | 3 | 3 | 4 | 3 | 5+ | 8 | 7 | 7 | 7 | 61 |
| 5" | 3+ | 4+ | 4 | 3 | 3 | 3 | 3 | 5+ | 8 | 8 | 9 | 9 | 61 |
| 4" | 3+ | 4+ | 3 | 4 | 3 | 2 | 2 | 4+ | 8 | 9 | 8 | 8 | 61 |
Affiliation & Archetype: When added to a Gang Roster, an Outcast Leader must select an Affiliation and an Archetype.
Equipment: When added to a Gang Roster, an Outcast Leader may purchase weapons and wargear from the Equipment List granted to them by their Affiliation, the Outcast Equipment List and from the Trading Post with a combined TP of 4 or less:
- During the course of a campaign, they may be given additional weapons and wargear purchased from the Outcast Equipment List and from the Trading Post. Their Affiliation may grant them additional options.
OUTCAST CHAMPION
95 CREDITS
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 2 | 3 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 6 | 7 | 7 | Fighter (Champion) | 37 |
Archetype: When added to a Gang Roster, an Outcast Champion must select an Archetype.
Equipment: When added to a Gang Roster, an Outcast Champion may purchase weapons and wargear from the Equipment List granted to them by their Leader's Affiliation, the Outcast Equipment List and from the Trading Post with a combined TP of 3 or less:
- During the course of a campaign, they may be given additional weapons and wargear purchased from the Outcast Equipment List and from the Trading Post. Their Leader's Affiliation may grant them additional options.
OUTCAST HIVE SCUM
30 CREDITS
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 3 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 6 | Fighter (Ganger, Specialist) | 13 |
Equipment: An Outcast Hive Scum may purchase weapons and wargear from the Outcast Equipment List:
- During the course of a campaign, they may be given additional weapons and wargear purchased from the Outcast Equipment List and from the Trading Post.
Outcast Equipment List
Ranged Weapons - Auto/Stub Weapons
| Equipment | Credits |
|---|---|
| Autogun | 20 |
| Autopistol | 10 |
| Stub gun | 5 |
Flamers
| Equipment | Credits |
|---|---|
| Flamer | 70 |
| Hand flamer | 45 |
Grenade Launchers
| Equipment | Credits |
|---|---|
| Grenade launcher with frag & krak grenades | 80 |
Las Weapons
| Equipment | Credits |
|---|---|
| Lasgun | 15 |
| Laspistol | 5 |
Primitive Weapons
| Equipment | Credits |
|---|---|
| Throwing knives | 10 |
Shotguns
| Equipment | Credits |
|---|---|
| Combat shotgun with salvo & shredder ammo | 35 |
| Sawn-off shotgun with solid & scatter shot | 30 |
| Shotgun with solid & scatter ammo | 35 |
Close Combat Weapons - Chain Weapons
| Equipment | Credits |
|---|---|
| Chainaxe | 20 |
| Chainsword | 20 |
Primitive Weapons
| Equipment | Credits |
|---|---|
| Axe | 15 |
| Fighting knife | 5 |
| Flail | 10 |
| Maul | 20 |
| Two-handed axe* | 40 |
| Two-handed hammer* | 40 |
Wargear - Grenades
| Equipment | Credits |
|---|---|
| Blasting charges | 60 |
| Frag grenades | 30 |
| Krak grenades | 45 |
| Smoke grenades | 15 |
Armour & Field Armour
| Equipment | Credits |
|---|---|
| Hazard suit | 10 |
| Mesh armour | 40 |
Personal Equipment
| Equipment | Credits |
|---|---|
| Drop rig | 10 |
| Medicae kit | 20 |
| Photo-goggles | 35 |
| Respirator | 15 |
Weapon Accessories
| Equipment | Credits |
|---|---|
| Telescopic sight | 20 |
Aranthian Equipment List
Ranged Weapons - Aranthian Weapons
| Equipment | Credits |
|---|---|
| Aranthian-pattern meltagun | 145 |
| Aranthian-pattern plasma pistol | 85 |
Close Combat Weapons - Aranthian Weapons
| Equipment | Credits |
|---|---|
| Aranthian-pattern power fist | 115 |
| Power greatsword | 60 |
Wargear - Armour & Field Armour
| Equipment | Credits |
|---|---|
| Seven-pointed breastplate | 120 |
Personal Equipment
| Equipment | Credits |
|---|---|
| Conduit of Ozostium | 35 |
| Gloves of Ozostium | 35 |
| Seven-pointed talisman | 20 |
Ranged Weapons - Aranthian Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Aranthian-pattern meltagun | 6" | 12" | 8 | -4 | 3 | Ammo (5+), Damage (3) | - | E |
| Aranthian-pattern plasma pistol | 6" | 12" | 6 | -2 | 2 | Ammo (5+), Damage (2), Light, Unstable | - | E |
- SR
- 6"
- LR
- 12"
- Str
- 8
- AP
- -4
- L
- 3
- Cr
- -
- TP
- E
- SR
- 6"
- LR
- 12"
- Str
- 6
- AP
- -2
- L
- 2
- Cr
- -
- TP
- E
Close Combat Weapons - Aranthian Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Aranthian-pattern power fist | E | - | S+3 | -3 | 3 | Breaching (5+), Concussive (5+), Damage (2), Melee, Unwieldy | - | E |
| Power greatsword | E | - | S+1 | -2 | 2 | Breaching (6+), Heavy, Melee, Parry | - | E |
- SR
- E
- LR
- -
- Str
- S+3
- AP
- -3
- L
- 3
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- S+1
- AP
- -2
- L
- 2
- Cr
- -
- TP
- E
ARMOUR & FIELD ARMOUR
SEVEN-POINTED BREASTPLATE
Exclusive Archeotech built into this ancient breastplate automatically detects incoming attacks. The Seven-pointed breastplate increases the wearer's Save characteristic by 1.
PERSONAL EQUIPMENT
CONDUIT OF OZOSTIUM
Exclusive The fighter channels Ozostium's aura of warp energy through this jewel-like artefact. The bearer gains the Wyrd Subtype and the Force Blast Wyrd Power (see page 85 of the Necromunda Skirmish: Core Rulebook). However, they do not gain access to any other Wyrd Powers.
GLOVES OF OZOSTIUM
Exclusive The fighter channels Ozostium's aura of warp energy through gloves inlaid with ancient metal. The bearer gains the Wyrd Subtype and the Flaming Weapon Wyrd Power (see page 85 of the Necromunda Skirmish: Core Rulebook). However, they do not gain access to any other Wyrd Powers.
SEVEN-POINTED TALISMAN
Exclusive Fighters within 6" of the bearer of this talisman increase their Cool characteristic by 1.
MUTATIONS
Exposure to the toxic depths of the underhive, or the radioactive badlands of the ash wastes, often warps the bodies of those who call them home. When added to a Mutant Outcast gang's Gang Roster, Fighters may purchase Mutations from the below list:
VOID SOUL
15 credits The Mutant cannot be targeted by Wyrd Powers - though indirect damage from Wyrd Powers, such as telekinetically thrown objects or weapons acquired by the use of Wyrd Powers, can still hurt them.
EXTRA APPENDAGE
20 credits The Mutant increases their Attacks characteristic by 1. In addition, they may be equipped with four weapons rather than three.
HORRIFIC APPEARANCE
15 credits The Mutant is subject to the Fearsome Condition.
MASSIVE CLAWS
35 credits The Mutant is equipped with the following weapon, which does not count as one of their allowed weapons:
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Massive claws | E | - | S+1 | -1 | 1 | Breaching (6+), Melee |
- SR
- E
- LR
- -
- Str
- S+1
- AP
- -1
- L
- 1
NEEDLE SPINES
15 credits A Mutant with this Mutation may not wear any armour or field armour unless it may be combined with other armours. The Mutant increases their Save characteristic by 1 when resolving Hits suffered in close combat. In addition, once per battle, the Mutant may perform the Fire Spines action:
Fire Spines (Single): All other models, both friend and foe, within 3" of the Mutant suffer a Str -, AP -, L1 Hit with the Toxin (3+) trait. After this action has been performed, the Mutant gains no further bonus to their Save characteristic from this Mutation for the remainder of the battle.
TENTACLES
10 credits The Mutant may re-roll failed Agility tests.
TOXIC BLOOD
15 credits When the Mutant suffers an unsaved Wound, immediately make an Agility test for all other Fighters (both friend and foe) within 1" of the Mutant. Those that fail the test suffer a Str -, AP -, L4 Hit with the Toxin (3+) trait.
WING MEMBRANES
20 credits The Mutant automatically passes the Agility test to leap distances up to their Movement characteristic and when testing to Jump Down.