Supplementary fighters

Printed pages 111–128 · PDF pages 115–132

From Gangs of the Outlands. Read this book’s lore. Readable tables and original source diagrams.

PDF page 115 Printed page 111

SUPPLEMENTARY FIGHTERS

There are many ways a gang may add additional models; from forming an Alliance with another faction, to acquiring the services of Hired Guns or recruiting additional Fighters from the general populace. Presented in this section are rules for Hired Guns including Dramatis Personae and also a list of Core Gang Fighters such as Rogue Docs and Ambots.

PDF page 116 Printed page 112

HIRED GUNS

During the Choose Crews step of the Pre-battle Sequence, gangs can use credits from their Stash to hire additional models for the battle. These models gain no XP during the battle, and during the Wrap-up step of the Post-battle Sequence they leave the gang again. When a Hired Gun is removed from the Gang Roster for any reason, their equipment is not placed into the Stash but is removed alongside the Hired Gun.

Everything Has a Cost: At the end of the Choose Crews step of the Pre-battle Sequence, the credit value of any Hired Guns recruited is added to each gang's Gang Rating.

"You Get What You Pay For": Unlike other Fighters, Hired Guns are not counted during the Choose Crews step of the Pre-battle Sequence. Instead, at the end of this step, any Hired Guns available to a gang may be added to the starting crew, regardless of the Crew Selection method in use. This may take the number of models in a starting crew above the number specified by the scenario or Crew table.

DRAMATIS PERSONAE

Dramatis Personae are a special kind of Hired Gun. Each Dramatis Personae represents a specific named individual on Necromunda. In addition to the normal method of adding Hired Guns listed in the Necromunda Skirmish: Core Rulebook, Dramatis Personae may be added in a couple of different ways:

  • If one player's Gang Rating is lower than their opponent's, instead of gaining additional Gang Tactics they may add a Dramatis Personae with a Credit Value less than or equal to the difference in Gang Rating to their starting crew for free.

  • If both players agree, they may each add a Dramatis Personae to their starting crews up to an agreed Credit Value limit for free.

Unverified OCR transcription of the characteristic table
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 ( Fighter (Ganger) N/A

OCR transcription; check uncertain or missing cells against the original PDF.

"There's Only So Many | Can Handle...": A gang may not hire more than four Hive Scum at the same time.

Equipment: When added to a Gang Roster, a Hive Scum may be equipped with up to 60 credits worth of weapons and wargear from the Hive Scum Equipment List for no additional cost (note: the value of these weapons and wargear should be included along with the Hive Scum's base Credit Cost when determining Gang Rating).

PDF page 117 Printed page 113

Hive Scum Equipment List

Ranged Weapons - Auto/Stub Weapons

Equipment Credits
Autogun 20
Autopistol 10
Stub gun 5

Flamers

Equipment Credits
Hand flamer 45

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
Frag grenades 30
Krak grenades 45
Smoke grenades 15

Armour & Field Armour

Equipment Credits
Hazard suit 10

Personal Equipment

Equipment Credits
Drop rig 10
Photo-goggles 35
Respirator 15

Weapon Accessories

Equipment Credits
Telescopic sight 20
PDF page 118 Printed page 114

DRAMATIS PERSONAE

Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
5" 3+ 2+ 3 3 3 5 3 5+
Ld Cl Wil Int Type Starting XP
ie 9 8 8 Fighter (Champion, Loner) N/A

OCR transcription; check uncertain or missing cells against the original PDF.

A Charmed Life: The incredible luck and good fortune of Kal Jericho enables him to somehow avoid all but the most deadly of attacks. This tremendous luck grants Kal a 4+ Invulnerable save roll.

"Come Along, Scabs!": As Kal's loyal sidekick, Scabs (See below) may be hired alongside him for 150 credits rather than the usual 250 credits. If hired together, they count as only one Dramatis Personae.

Outcast Leader: If selected as an Outcast Leader, Kal Jericho loses the Loner Subtype, replaces the Champion Subtype with the Leader Subtype and starts with 61 XP

Skills: Kal Jericho has the Counter-attack, Gunfighter and Spring Up skills.

Equipment: Kal Jericho is equipped with two master-crafted hotshot laspistols and a duelling sabre.

Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
i 5+ 3+ 3 S) 2 4 2 5+
Ld Cl Wil Int Type Starting XP
if 7 8 1 Fighter (Champion, Loner) N/A

OCR transcription; check uncertain or missing cells against the original PDF.

"Come Along, Scabs!": As Kal's loyal sidekick, Scabs may be hired alongside him for 150 credits rather than the usual 250 credits. If hired together, they count as only one Dramatis Personae.

Gifted Trader: Well dressed (comparatively speaking) and better equipped than his low station in life would seem to suggest, Scabs clearly has a great ability to find rare goods at a fair price in the bazaars and markets of the underhive. In the Post-cycle Sequence of any cycle where Scabs took part in a battle, the gang he fought for adds +1 TP when visiting the Trading Post.

Outcast Champion: If Kal Jericho is selected as an Outcast Leader, Scabs may be recruited as a Champion for the gang at gang creation for 150 credits. If he is recruited in this fashion, he loses the Loner Subtype, starts with 39 XP and only adds 150 credits to the Gang Rating.

Skills: Scabs has the Clamber, Dodge and Infiltrate skills.

Equipment: Scabs is equipped with a plasma gun and a stub gun.

PDF page 120 Printed page 116
Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
6" 2+ 3+ 4 4 3 5 4 4+
Ld Cl Wil Int Type Starting XP
9 9 9 8 Fighter (Champion, Loner, Wyrd) N/A

OCR transcription; check uncertain or missing cells against the original PDF.

Mastery of the Immaterium: Ozostium Aranthus is adept at manipulating wyrd energies, as such he never suffers from Perils of the Warp. He knows the Flaming Weapon and Force Blast Wyrd Powers.

Reflex Enhancers: During the Ready Gang step of the Priority Phase, Ozostium Aranthus gains one extra Ready marker; if an effect would prevent him from gaining a Ready marker, he gains one fewer Ready marker. Each time Ozostium Aranthus activates, he only removes one Ready marker - this means he will be able to activate twice each round. Any effect that removes Ready markers or prevents them from being added only affects one Ready marker.

Outcast Leader: If selected as an Outcast Leader, Ozostium Aranthus loses the Loner Subtype, replaces the Champion Subtype with the Leader Subtype and starts with 61 XP His Caryatid-Servitor starts with 13 XP

Skills: Ozostium Aranthus has the Combat Master, Juggernaut and Unstoppable skills.

Equipment: Ozostium Aranthus is equipped with an Archaic Displacer, Aranthian beauty plating, The Bifurcated Blade and a Caryatid-Servitor.

Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
6" 5+ 6+ 2 2 4 5 4 6+ fA
Ld Cl Wil Int Type Starting XP
6 6 5 5 Fighter (Beast, Flying, Pet) N/A

OCR transcription; check uncertain or missing cells against the original PDF.

Leash Range: A Caryatid-Servitor has a 3" Leash range.

Omen of Misfortune: While Ozostium Aranthus is within Leash range of a Caryatid- Servitor, whenever either is targeted with a ranged attack the Caryatid-Servitor makes a Willpower check before the to Hit roll is made. If the Willpower check is passed, the weapon is considered to have suffered an additional Out of Ammo result.

Dire Premonitions: Those near a Caryatid-Servitor's twisted form are granted visions of their grisly and inevitable demise. Enemy Fighters who end their activation within 3" of one must make a Nerve check.

Unnatural Corpus: A Caryatid-Servitor is made by reanimating a Caryatid's corpse with archeo-tech. All other Pets are provoked by its unnatural scent. If they begin their activation within charge range of a Caryatid-Servitor (even if they are Panicked), they must pass a Willpower check to be able to activate normally; if they fail they must perform a Charge action with the Caryatid-Servitor as their target. If they are Engaged with a Caryatid-Servitor, they may only perform the Fight action.

Aranthian-attuned: A Caryatid-Servitor teleports with its master. Should they use the Archaic Displacer, set the Caryatid-Servitor up within 1" of its master at the new location.

Equipment: A Caryatid-Servitor is armed with a bite.

PDF page 121 Printed page 117
Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
5" 2+ 3+ 4 3 3 5 4 4+
Ld Cl Wil Int Type Starting XP
8 9 9 8
Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
5" 3+ 4+ 4 5 3 4 3 5+
Ld Cl Wil Int Type Starting XP
7 8 8 Ul Fighter (Champion, Loner, Wyrd) N/A

OCR transcription; check uncertain or missing cells against the original PDF.

220 CREDITS

Favoured of the Malstrain: Hermiatus, the Second Son, will join either a Malstrain or Malstrain Corrupted gang, in which case his Credit Cost is reduced to 180 credits.

Outcast Leader: If selected as an Outcast Leader, Hermiatus, the Second Son, loses the Loner Subtype, replaces the Champion Subtype with the Leader Subtype and starts with 61 XP

Skills: Hermiatus, the Second Son, has the Fearsome, Spring Up and Unstoppable skills.

Wyrd Powers: Hermiatus, the Second Son, knows all of the Malstrain Wyrd Powers (see page 60).

Equipment: Hermiatus, the Second Son, is equipped with a laspistol and familiar's claws.

PDF page 122 Printed page 118

DRAMATIS PERSONAE EQUIPMENT

Ranged weapons / Las weapons

Weapon SR LR Str AP L Traits Creds TP
Master-crafted hotshot laspistol 8" 12" 4 -1 1 Light - E
Master-crafted hotshot laspistol
SR
8"
LR
12"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Light

Ranged weapons / Sthenian weapons

Weapon SR LR Str AP L Traits Creds TP
Medusian projectors 4" 12" - - - Flash - E
Medusian projectors
SR
4"
LR
12"
Str
-
AP
-
L
-
Cr
-
TP
E
Traits Flash

Close combat weapons / Aranthian weapons

Weapon SR LR Str AP L Traits Creds TP
The Bifurcated Blade E - S+1 -2 2 Breaching (5+), Heavy, Melee, Parry - E
The Bifurcated Blade
SR
E
LR
-
Str
S+1
AP
-2
L
2
Cr
-
TP
E
Traits Breaching (5+), Heavy, Melee, Parry

Close combat weapons / Natural weapons

Weapon SR LR Str AP L Traits Creds TP
Bite E - S - 1 Melee - E
Familiar's claws E - S+1 -2 2 Melee, Shred (5+) - E
Bite
SR
E
LR
-
Str
S
AP
-
L
1
Cr
-
TP
E
Traits Melee
Familiar's claws
SR
E
LR
-
Str
S+1
AP
-2
L
2
Cr
-
TP
E
Traits Melee, Shred (5+)

Close combat weapons / Primitive weapons

Weapon SR LR Str AP L Traits Creds TP
Duelling Sabre E - S -2 2 Melee, Parry - E
Duelling Sabre
SR
E
LR
-
Str
S
AP
-2
L
2
Cr
-
TP
E
Traits Melee, Parry

Close combat weapons / Esoteric weapons

Weapon SR LR Str AP L Traits Creds TP
Phase sword E - S+1 -4 2 Melee, Parry - E
Power spear - - - - - - - E
- melee E - S -2 1 Breaching (6+), Melee - -
- ranged 4" 8" 4 -2 2 Knockback (6+) - -
Phase sword
SR
E
LR
-
Str
S+1
AP
-4
L
2
Cr
-
TP
E
Traits Melee, Parry
Power spear
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
E
Traits -
Power spear- melee
SR
E
LR
-
Str
S
AP
-2
L
1
Cr
-
TP
-
Traits Breaching (6+), Melee
Power spear- ranged
SR
4"
LR
8"
Str
4
AP
-2
L
2
Cr
-
TP
-
Traits Knockback (6+)

Close combat weapons / Sthenian weapons

Weapon SR LR Str AP L Traits Creds TP
Sthenian claws E - 4 -1 2 Additional Attacks (2), Concussive (6+), Melee - E
Sthenian claws
SR
E
LR
-
Str
4
AP
-1
L
2
Cr
-
TP
E
Traits Additional Attacks (2), Concussive (6+), Melee
Unverified OCR transcription of the weapon reference tables
RANGED WEAPONS
LAS WEAPONS SR__ LR Str__ - AP L__ Traits Creds_ TP
Master-crafted Se" 1" 4 -1 1 Light - E
hotshot laspistol
STHENIAN WEAPONS SR LR Str AP L___ Traits Creds_ TP
Medusian projectors 4" 12" - - - Flash - E
CLOSE COMBAT WEAPONS
ARANTHIAN WEAPONS SR LR Str AP L___ Traits Creds_ TP
The Bifurcated Blade E - Sti -2 2 _Breaching (5+), Heavy, - E
Melee, Parry
NATURAL WEAPONS SR LR Str AP L__ Traits Creds_ TP
Bite E - Ss - 1 Melee - E
Familiar's claws E - Sti -2 2 Melee, Shred (5+) - E
PRIMITIVE WEAPONS SR LR Str AP L___ Traits Creds_ TP
Duelling Sabre E - S -2 2 = Melee, Parry - E
ESOTERIC WEAPONS SR LR Str AP L___ Traits Creds_ TP
Phase sword E - Sti -4 2 Melee, Parry - E
Power spear - E
- melee EB - S -2 1 _Breaching (6+), Melee
- ranged 4" 8" 4 -2 2. Knockback (6+)
STHENIAN WEAPONS SR LR Str AP L__ Traits Creds_ TP
Sthenian claws E - 4 -1 2 Additional Attacks (2), - E
Concussive (6+), Melee

OCR transcription; check uncertain or missing cells against the original PDF.

PDF page 123 Printed page 119

ARMOUR & FIELD ARMOUR

ARANTHIAN BEAUTY PLATING

This unique, master-crafted armour serves as a rig for the remains contained tightly within. It grants Ozostium Aranthus a 4+ Invulnerable save.

PERSONAL EQUIPMENT

ARCHAIC DISPLACER

At the start of each round before the roll for Priority, the player controlling Ozostium Aranthus may attempt to a D6 and consult the table below: use his Archaic Displacer. In order to do so, roll

Lasting Damage Move Ozostium Aranthus up to 6" in any direction, finishing at least 6" away from any enemy model. Move Ozostium Aranthus up to 12" in any direction, finishing at least 6" away from any enemy model. Remove Ozostium Aranthus from the battlefield and place him anywhere else on the battlefield at least 6" away from any enemy model. Remove Ozostium Aranthus from the battlefield and set him up anywhere else on the battlefield at least 6" away from any enemy model. The Archaic Displacer runs out of charge and may not be used again for the remainder of the battle.

STHENIAN HUNTING RIG

Exclusive A rare suit of Spyrer armour, the Sthenian hunting rig grants its bearer a 5+ Invulnerable save.

PDF page 124 Printed page 120

BRUTES, HANGERS-ON & PETS

The following pages contain models that are available to all gangs and may be added to a Gang Roster in addition to those on their gang list. Note, however, that these models will not benefit from any rule that affects models of a particular gang (e.g., they would not benefit from the Dauntless rule when added to an Ironhead Squat gang).

Skill Access: Brutes, Hangers-on and Pets have access to the following Skill Sets:

Unverified OCR transcription of the skill access table
Fighter Agility Brawn Combat Cunning Savant Shooting
'Ambot' - Primary Secondary ? ? -
TUNE Saree " Primary Secondary : 3 ?
Servitor Ogryn ? ? ? ? ? ?
Rogue Doc Secondary - ? ? Primary ?
Ammo-Jack - ? ? ? Secondary Primary
Dome Runner Primary - - Secondary - -
Slopper ? Secondary - - Primary ?
Hive Watcher Secondary - - Primary ? -
Giant Rat Primary - - Secondary ? -
Millisaur Secondary - Primary - ? -
Ripperjack . Primary Secondary - - -
Guild of Coin Ridgehauler - Primary ? ? - Secondary
PDF page 125 Printed page 121
Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
AY 3+ 5+ 5 5 3 2 2 4+
Ld Cl Wil Int Type Starting XP
6 8 6 ? Fighter (Brute) 25

OCR transcription; check uncertain or missing cells against the original PDF.

230 CREDITS

Excavation Automata: Unlike normal Brutes, an 'Ambot' may perform the Work Territory Post-cycle Action.

Skills: An 'Ambot' has the Infiltrate skill.

Equipment: An 'Ambot' is armed with paired tunnelling claws. They may select any of the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • An 'Ambot' may be equipped with an Ambot grav cutter........... +40 credits

  • An 'Ambot' may be equipped with an Ambot melta cutter......... +70 credits

Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
5" 4+ 5+ 5 5 3 3 2 5+
Ld Cl Wil Int Type Starting XP
7 8 6 Bo Fighter (Brute) 25

OCR transcription; check uncertain or missing cells against the original PDF.

460 CREDITS

Slow-witted: Ogryns are not especially bright or quick on the uptake. This Fighter may never be activated as part of a Group Activation action.

Skills: A 'Jotunn' H-Grade Servitor Ogryn has the Headbutt skill.

Equipment: A 'Jotunn' H-Grade Servitor Ogryn is armed with two augmetic fists. They may select any of the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • A 'Jotunn' H-Grade Servitor Ogryn may replace one of its augmetic fists with an arc welder....+70 credits

  • A 'Jotunn' H-Grade Servitor Ogryn may replace one of its augmetic fists with a storm welder..+70 credits

  • A 'Jotunn' H-Grade Servitor Ogryn may replace one of its augmetic fists with a spud-jacker....+20 credits

PDF page 126 Printed page 122
Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
5" 8+ 5+ 2 3 1 3 4 6+
Ld Cl Wil Int Type Starting XP
6 8 6 (ise Fighter (Hanger-on) 13

OCR transcription; check uncertain or missing cells against the original PDF.

Patch-up: A Rogue Doc may perform either the Medical Escort or Fit Bionics Post-cycle Action. These actions cost 50 credits less than normal (minimum O credits).

Skills: A Rogue Doc has the Medicate skill.

Equipment: A Rogue Doc is equipped with a stub gun, a medicae kit and a medi skull. They may select the below option when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

« Replace their Stub SUN With @ IASPIStOl ..cccceeessseceesersecs veceveceessuwescevecnseisceceeeedssueeaeeessnnseenmereners +5 credits

Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
bt 4+ 3+ 3 3 fi 2 4 5+
Ld Cl Wil Int Type Starting XP
6 7 % ia Fighter (Hanger-on) 13

OCR transcription; check uncertain or missing cells against the original PDF.

Gun-smith: An Ammo-Jack may perform the Overcharge Post-cycle Action:

  • Overcharge: Select one ranged weapon equipped by a Fighter in the same gang as this Fighter without the Unstable trait. Until the end of the next Cycle, increase the Strength of one of the weapon's profiles by 1 and give it the Unstable trait.

Skills: An Ammo-Jack has the Munitioneer skill.

Equipment: An Ammo-Jack is armed with a combat shotgun with salvo & shredder ammo and a power sword. They may select from the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • Replace their combat Shotgun with @ DOItSUN .........ccceeeceeeceeeeneeeeeeeeaeeese

esse eeaneseeeesneeeaeeeneeenes +15 credits

  • Replace their power sword with & POWer NAMMEL ........:cecceee cece ee eee ceeeeee eee eee eseeseeee eee teeseeeeeeeeneeeeees Free
PDF page 127 Printed page 123
Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
5" 8+ 5+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
6 7 7 7 Fighter (Hanger-on) - 13

OCR transcription; check uncertain or missing cells against the original PDF.

Scout Ahead: After deployment but before the first roll for Priority, if

a Dome Runner

is on the battlefield, D3 friendly Fighters may move a distance equal to their Initiative characteristic. Fighters may only move due to this special rule once per battle.

A Dome Runner has the Catfall and Clamber skills. Skills:

Equipment: A Dome Runner is equipped with a stub gun and a fighting knife. They may select from the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

eee cece tee e tenet eee a eee e seer eee neee sane eeeaaeeesaaaeeseeeeesseeeessaeeenegs Free

  • Replace their stub SUN With a IASPIStOI...... ccc eeeee cece e ee eee ee ee eee eeneeeeaeeea eta eeeaeeeaeesaaeeeaaeeaaeeaeesans +35 credits

  • Replace their Stub BUN With @ IONE 10S...

  • Replace Their fighting KAITE WIN AN, AXE icocsssescnwnseoeannamencenseeeeenertecmeenee

renee tener reer eneeneecenne +15 credits

Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
An 4+ 4+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
6 7 7 1 Fighter (Hanger-on, Support) 13

OCR transcription; check uncertain or missing cells against the original PDF.

"Grub's Up!": Offering food is a very powerful method for recruiting new Fighters. Sloppers may add 20 credits to their gang's Stash as a Post-cycle Action.

Well Fed: If a Slopper is on the battlefield, once per battle you can force your opponent to re-roll the dice when rolling on the Lasting Injuries table.

Skills: A Slopper has no skills.

Equipment: A Slopper is equipped with a fighting knife. They may not purchase or be equipped with additional weapons or wargear.

PDF page 128 Printed page 124
Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
4" 5+ 5+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
6 f 7 8 Fighter (Hanger-on, Support) 113

OCR transcription; check uncertain or missing cells against the original PDF.

Eyes on the Hive: While a Hive Watcher is on the battlefield, enemy Fighters using the Infiltrate skill or arriving on the battlefield via Reinforcements must be set up 3" further away from their gang's Fighters than usual.

Skills: A Hive Watcher has the Clamber and Lie Low skills.

Equipment: A Hive Watcher is equipped with a laspistol. They may not purchase or be equipped with additional weapons or wargear.

Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
5" 4+ 5+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
6 0 6 o Fighter (Beast, Pet) 13

OCR transcription; check uncertain or missing cells against the original PDF.

Leash Range: A Giant Rat has a 3" Leash range.

Outlands Beast: Only Leaders or Champions may be equipped with a Giant Rat and they may purchase Giant Rats as if they were on their Gang Equipment List.

Never more than One Metre from a Rat: During the Update Roster step of the Post-battle Sequence if any Giant Rats are deleted from a Model Card, they may be replaced with new ones for no cost.

Equipment: A Giant Rat is armed with a bite. They may not purchase or be equipped with additional weapons or wargear.

PDF page 129 Printed page 125
Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
6" 4+ 5+ 3 3 2 3 2 5+
Ld Cl Wil Int Type Starting XP
6 6 6 5 Fighter (Beast, Pet) - 13

OCR transcription; check uncertain or missing cells against the original PDF.

Leash Range: A Millisaur has a 6" Leash range.

Outlands Beast: Only Leaders or Champions may be equipped with a Millisaur and they may purchase Millisaurs as if they were on their Gang Equipment List.

Burrowing: A Millisaur is able to burrow beneath and through the metal and rockcrete floors of the underhive, passing quickly through hidden crawl spaces and buried vents, before emerging elsewhere. A Millisaur may move freely under impassable terrain if it has sufficient movement to do so, but may not end its movement on or within impassable terrain.

Equipment: A Millisaur is armed with a fanged maw. They may not purchase or be equipped with additional weapons or wargear.

Unverified OCR transcription of the characteristic table
M WS BS S T W I A Sv
7" 4+ 6+ 3 3 2 4 2 6+
Ld Cl Wil Int Type Starting XP
6 8 5 6 Fighter (Beast, Flying, Pet) 13

OCR transcription; check uncertain or missing cells against the original PDF.

Leash Range: A Ripperjack has a 6" Leash range.

Outlands Beast: Only Leaders or Champions may be equipped with a Ripperjack and they may purchase Ripperjacks as if they were on their Gang Equipment List.

Solitary Hunter: A Ripperjack never gains the benefit of an assist or grants an assist to other Fighters.

Enveloping Attack: When an enemy Fighter that is Engaged with a Ripperjack performs the Retreat action, they must first make an Agility test. If the test is successful, they may perform the action as usual. If it is failed, they remain Engaged with the Ripperjack and their activation ends.

Equipment: A Ripperjack is armed with teeth. They may not purchase or be equipped with additional weapons or wargear.

PDF page 130 Printed page 126

GUILD OF COIN RIDGEHAULER

350 CREDITS

M WS BS S T W I A Sv
7" 6+ 4+ 7 8 6 3 3 3+
Ld Cl Wil Int Type Starting XP
6 6 6 6 Vehicle (Wheeled) 13

Transport Area: A Guild of Coin Ridgehauler and each of its trailers has a transport area along the side of each cargo load. If no cargo load is purchased, the area where it would be loaded is a transport bed as well.

Equipment: A Guild of Coin Ridgehauler is armed with a Ridgehauler hull and either a Guild of Coin cab grenade launcher with frag & krak grenades or a Guild of Coin cab heavy stubber.

When added to a Gang Roster, or during the Update Roster step of the Post-cycle Sequence, it can be equipped with one of the following cargo loads:

Cargo load Additional credits
Armoured container +40
Promethium tank +50

When added to a Gang Roster, or during the Update Roster step of the Post-cycle Sequence, it can be equipped with up to four of the following options in any combination:

Option Additional credits
Ridgehauler trailer +20
Ridgehauler trailer with armoured container +60
Ridgehauler trailer with promethium tank +70

When added to a Gang Roster, or during the Update Roster step of the Post-cycle Sequence, it can be equipped with up to two of the following weapons in any combination for each armoured container it is equipped with:

Weapon Additional credits
Guild of Coin heavy stubber +70
Guild of Coin storm bolter +65
PDF page 131 Printed page 127

BRUTES, HANGERS-ON & PETS EQUIPMENT

Ranged weapons / Auto/stub weapons

Weapon SR LR Str AP L Traits Creds TP
Guild of Coin heavy stubber 20" 40" 4 -1 1 Rapid Fire (2) - E
Guild of Coin cab heavy stubber 20" 40" 4 -1 1 Arc (Front, Right), Rapid Fire (2) - E
Guild of Coin heavy stubber
SR
20"
LR
40"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Rapid Fire (2)
Guild of Coin cab heavy stubber
SR
20"
LR
40"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Arc (Front, Right), Rapid Fire (2)

Ranged weapons / Bolt weapons

Weapon SR LR Str AP L Traits Creds TP
Guild of Coin storm bolter 12" 24" 4 -1 2 Ammo (3+), Rapid Fire (2) - E
Guild of Coin storm bolter
SR
12"
LR
24"
Str
4
AP
-1
L
2
Cr
-
TP
E
Traits Ammo (3+), Rapid Fire (2)

Ranged weapons / Grenade launchers

Weapon SR LR Str AP L Traits Creds TP
Guild of Coin cab grenade launcher - - - - - - - E
- frag grenades 6" 24" 3 - 1 Ammo (4+), Arc (Front, Right), Blast (3"), Knockback (5+) - -
- krak grenades 6" 24" 6 -2 1 Ammo (4+), Arc (Front, Right) - -
Guild of Coin cab grenade launcher
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
E
Traits -
Guild of Coin cab grenade launcher- frag grenades
SR
6"
LR
24"
Str
3
AP
-
L
1
Cr
-
TP
-
Traits Ammo (4+), Arc (Front, Right), Blast (3"), Knockback (5+)
Guild of Coin cab grenade launcher- krak grenades
SR
6"
LR
24"
Str
6
AP
-2
L
1
Cr
-
TP
-
Traits Ammo (4+), Arc (Front, Right)

Ranged weapons / Repurposed tools

Weapon SR LR Str AP L Traits Creds TP
Ambot grav cutter 6" 12" - - 2 Blast (3"), Graviton Pulse - E
Ambot melta cutter 4" 8" 6 -2 2 Ammo (6+), Damage (2) - E
Storm welder 8" 16" 5 - 1 Rapid Fire (3), Shock (6+), Unstable - E
Ambot grav cutter
SR
6"
LR
12"
Str
-
AP
-
L
2
Cr
-
TP
E
Traits Blast (3"), Graviton Pulse
Ambot melta cutter
SR
4"
LR
8"
Str
6
AP
-2
L
2
Cr
-
TP
E
Traits Ammo (6+), Damage (2)
Storm welder
SR
8"
LR
16"
Str
5
AP
-
L
1
Cr
-
TP
E
Traits Rapid Fire (3), Shock (6+), Unstable

Close combat weapons / Natural weapons

Weapon SR LR Str AP L Traits Creds TP
Augmetic fist E - S - 1 Knockback (6+), Melee - E
Bite E - S - 1 Melee - E
Fanged maw E - - - 1 Melee, Toxin (4+) - E
Teeth E - S - 2 Melee - E
Augmetic fist
SR
E
LR
-
Str
S
AP
-
L
1
Cr
-
TP
E
Traits Knockback (6+), Melee
Bite
SR
E
LR
-
Str
S
AP
-
L
1
Cr
-
TP
E
Traits Melee
Fanged maw
SR
E
LR
-
Str
-
AP
-
L
1
Cr
-
TP
E
Traits Melee, Toxin (4+)
Teeth
SR
E
LR
-
Str
S
AP
-
L
2
Cr
-
TP
E
Traits Melee

Close combat weapons / Repurposed tools

Weapon SR LR Str AP L Traits Creds TP
Arc welder E - S+2 -3 2 Blaze (5+), Melee - E
Paired tunnelling claws E - S -1 2 Melee, Paired (2) - E
Spud-jacker E - S+1 - 1 Concussive (6+), Knockback (6+), Melee - E
Arc welder
SR
E
LR
-
Str
S+2
AP
-3
L
2
Cr
-
TP
E
Traits Blaze (5+), Melee
Paired tunnelling claws
SR
E
LR
-
Str
S
AP
-1
L
2
Cr
-
TP
E
Traits Melee, Paired (2)
Spud-jacker
SR
E
LR
-
Str
S+1
AP
-
L
1
Cr
-
TP
E
Traits Concussive (6+), Knockback (6+), Melee

Vehicle weapons

Weapon SR LR Str AP L Traits Creds TP
Ridgehauler hull E - S -1 2 Melee, Ram - E
Ridgehauler hull
SR
E
LR
-
Str
S
AP
-1
L
2
Cr
-
TP
E
Traits Melee, Ram
Unverified OCR transcription of the weapon reference tables
RANGED WEAPONS
AUTO/STUB WEAPONS SR__ LR Str__ - sAP L___Traits Creds TP
Guild of Coin 20" 40" 4 "A 1 Rapid Fire (2) & E
heavy stubber
Guild of Coin cab 20" 40" 4 -1 1 = Arc (Front, Right), Rapid Fire (2) - E
heavy stubber
BOLT WEAPONS SR__LR_ Str __AP L___ Traits Creds TP
Guild of Coin 42" 24" 4 "1 2 Ammo (3+), Rapid Fire (2) - E
storm bolter
GRENADE LAUNCHERS SR__LR_ Str__ - sAP L___ Traits Creds TP
Guild of Coin cab - E
grenade launcher
- frag grenades 6" 24" 3 - 1 Ammo (4+), Arc (Front, Right),
Blast (3"), Knockback (5+)
- krak grenades 6" 24" 6 -2 1 Ammo (4+), Arc (Front, Right)
REPURPOSED TOOLS SR LR Str__ - AP L___ Traits Creds_ TP
Ambot grav cutter 6" 42" - - 2 Blast (3"), Graviton Pulse E
Ambot melta cutter 4" 8" 6 -2 2 Ammo (6+), Damage (2) E
Storm welder 8" 16" 5 1 Rapid Fire (3), Shock (6+), E
Unstable
CLOSE COMBAT WEAPONS
NATURAL WEAPONS SR__LR__Str__ - sAP L__ Traits Creds_ TP
Augmetic fist E Ss - 41 Knockback (6+), Melee = E
Bite E 2 S) 1 Melee . E
Fanged maw E * - 1 Melee, Toxin (4+) e E
Teeth E - S - 2 Melee : E
REPURPOSED TOOLS SR__LR__Str__ - sAP L___ Traits Creds_ TP
Arc welder E - $42 3 2 Blaze (5+), Melee 3 E
Paired tunnelling claws E 2 S) al 2 Melee, Paired (2) 5 E
Spud-jacker E - S+1 1 Concussive (6+), . E
Knockback (6+), Melee
VEHICLE WEAPONS SR__LR_Str__ - sAP L___ Traits Creds_ TP
Ridgehauler hull E S = 2 Melee, Ram 2 E

OCR transcription; check uncertain or missing cells against the original PDF.

PDF page 132 Printed page 128

PERSONAL EQUIPMENT

MEDI SKULL

Exclusive A medi skull is represented by a model placed

RIDGEHAULER UPGRADES

ARMOURED CONTAINER

Exclusive While they are within 1" of an armoured

within 1" of the owning model. Whenever the owning

friendly Fighters may make an Intelligence check

model moves for any reason, their controlling player may place the medi skull anywhere within 1" of the owning model after the move is finished. The

when they perform the Reload action; if the is passed then the Reload action becomes a Free action.

medi skull has a Toughness characteristic of 3 and a Save characteristic of 6+ and can be targeted

RIDGEHAULER TRAILER

with ranged or melee attacks as if it were a Fighter. If the medi skull is ever Wounded it is removed from the battlefield, though it will be available in future battles.

Exclusive A Guild of Coin Ridgehauler may have up to four trailers attached to it; each one enabling cargo loads to be added, though they do not increase any of the Vehicle's characteristics.

While the medi skull is on the battlefield, its owning model may perform either the Treat Ally action or

During a battle, the trailers and Guild of Coin Ridgehauler are treated as one model and may

Heal Ally action as a Free action once per activation, even if the model is Injured/Damaged.

become detached from each other.

PROMETHIUM TANK

Exclusive As fuel is ever in high demand out in the during the Wrap-up step of the Post-battle a gang adds D3x10 credits to their Stash for promethium tank on a Guild of Coin Ridgehauler that took part in the battle and was not taken Out of Action.