House Orlock

Printed pages 60–65 · PDF pages 64–69

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

PDF page 64 Printed page 60

HOUSE ORLOCK GANG LIST

The following pages contain the Orlock gang list.

GANG SPECIAL RULES

Drudging Classes: An Orlock gang may have one extra Fighter perform the Work Territory Post-cycle action.

Starting Skills: When added to a Gang Roster, all Orlock Leaders and Champions may select one skill from one of their Primary Skill Sets.

Skill Access: This gang’s Fighters have access to the following Skill Sets:

Fighter Agility Brawn Combat Cunning Savant Shooting
Road Captain - Secondary Secondary - Primary Primary
Road Sergeant - Primary - - Secondary Primary
Arms Master - Primary Primary - Secondary -
Gunner - Primary Secondary - - Secondary
Wrecker Primary Secondary - - - -
Greenhorn - Primary Secondary - - -
Cyber-Mastiff Secondary Primary - - - -
PDF page 65 Printed page 61

Orlock Road Captain

Cost: 115 credits.

M WS BS S T W I A Sv
5" 3+ 3+ 3 3 3 3 2 5+
Ld Cl Wil Int Type Starting XP
8 8 8 7 Fighter (Leader) 61

Equipment: When added to a Gang Roster, an Orlock Road Captain may purchase weapons and wargear from the House Orlock Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Orlock Equipment List and from the Trading Post.

Orlock Road Sergeant

Cost: 100 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 7 7 7 Fighter (Champion) 37

Equipment: When added to a Gang Roster, an Orlock Road Sergeant may purchase weapons and wargear from the House Orlock Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Orlock Equipment List and from the Trading Post.

Orlock Arms Master

Cost: 110 credits.

M WS BS S T W I A Sv
5" 3+ 4+ 3 4 2 3 2 5+
Ld Cl Wil Int Type Starting XP
8 7 6 7 Fighter (Champion) 49

Rule of Iron: While an Orlock Arms Master is on the battlefield, their gang may re-roll Bottle checks.

Equipment: When added to a Gang Roster, an Orlock Arms Master may purchase weapons and wargear from the House Orlock Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Orlock Equipment List and from the Trading Post.
PDF page 66 Printed page 62

Orlock Gunner

Cost: 40 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: When added to a Gang Roster, an Orlock Gunner may purchase weapons and wargear from the House Orlock Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Orlock Equipment List and from the Trading Post.

Orlock Wrecker

Cost: 65 credits.

M WS BS S T W I A Sv
6" 5+ 5+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
5 5 5 5 Fighter (Prospect) 4

Skills: An Orlock Wrecker has the Nerves of Steel skill.

Equipment: An Orlock Wrecker is equipped with a jump booster (included in their cost) and, when added to a Gang Roster, may purchase weapons and wargear from the House Orlock Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Orlock Equipment List and from the Trading Post.
PDF page 67 Printed page 63

Orlock Greenhorn

Cost: 20 credits.

M WS BS S T W I A Sv
6" 5+ 5+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
5 5 5 5 Fighter (Prospect) 1

Equipment: When added to a Gang Roster, an Orlock Greenhorn may purchase weapons and wargear from the House Orlock Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Orlock Equipment List and from the Trading Post.

Cyber-Mastiff

Cost: 65 credits.

M WS BS S T W I A Sv
5" 3+ 6+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
6 8 6 5 Fighter (Beast, Pet) 13

Leash Range: A Cyber-Mastiff has a 3" Leash range.

Loyal Protector: Enemy Fighters cannot perform a Coup de Grace action against this Pet’s owner while this Fighter is within its Leash range.

Equipment: A Cyber-Mastiff is armed with a savage bite. They may not purchase or be equipped with additional weapons or wargear.

PDF page 68 Printed page 64

House Orlock Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Heavy stubber* 70
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Bolt Weapons Boltgun 55
Ranged weapons / Bolt Weapons Bolt pistol 45
Ranged weapons / Bolt Weapons Heavy bolter* 100
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Flamers Heavy flamer* 95
Ranged weapons / Grenade Launchers Grenade launcher with frag & krak grenades 80
Ranged weapons / Melta Weapons Meltagun 140
Ranged weapons / Plasma Weapons Plasma gun 85
Ranged weapons / Repurposed Tools Harpoon launcher* 80
Ranged weapons / Shotguns Combat shotgun with salvo & shredder ammo 35
Ranged weapons / Shotguns Sawn-off shotgun 30
Ranged weapons / Shotguns Shotgun with solid & scatter ammo 35
Category Equipment Credits
Close combat weapons / Chain Weapons Chainsword 20
Close combat weapons / Primitive Weapons Fighting knife 5
Close combat weapons / Primitive Weapons Maul 20
Close combat weapons / Primitive Weapons Two-handed hammer* 40
Close combat weapons / Repurposed Tools Arc hammer* (Arms Master only) 70
Close combat weapons / Repurposed Tools Servo-claw 40
Wargear / Grenades Blasting charges 60
Wargear / Grenades Demo charges 85
Wargear / Grenades Frag grenades 30
Wargear / Grenades Krak grenades 45
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Bio-booster 25
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Personal Equipment Servo-harness — partial 100
Wargear / Personal Equipment Servo-harness - full 130
Wargear / Weapon Accessories Telescopic sight 20
Wargear / Mounts Dirt bike 35
Wargear / Mounts Outrider Quad 100
Wargear / Pets Cyber-Mastiff 65
PDF page 69 Printed page 65

Ranged weapons / Bolt weapons

Weapon SR LR Str AP L Traits Creds TP
Outrider heavy bolter 18" 36" 5 -2 2 Ammo (3+), Heavy, Independent, Rapid Fire (2) - E
Outrider heavy bolter
SR
18"
LR
36"
Str
5
AP
-2
L
2
Cr
-
TP
E
Traits Ammo (3+), Heavy, Independent, Rapid Fire (2)

Ranged weapons / Repurposed tools

Weapon SR LR Str AP L Traits Creds TP
Outrider harpoon launcher 6" 18" 5 -3 1 Ammo (5+), Drag, Independent - E
Outrider harpoon launcher
SR
6"
LR
18"
Str
5
AP
-3
L
1
Cr
-
TP
E
Traits Ammo (5+), Drag, Independent

Close combat weapons / Natural weapons

Weapon SR LR Str AP L Traits Creds TP
Savage bite E - S -2 1 Melee - E
Savage bite
SR
E
LR
-
Str
S
AP
-2
L
1
Cr
-
TP
E
Traits Melee

Close combat weapons / Repurposed tools

Weapon SR LR Str AP L Traits Creds TP
Arc hammer* E - S+3 -1 3 Concussive (5+), Heavy, Knockback (5+), Melee, Unwieldy - E
Arc hammer*
SR
E
LR
-
Str
S+3
AP
-1
L
3
Cr
-
TP
E
Traits Concussive (5+), Heavy, Knockback (5+), Melee, Unwieldy

PERSONAL EQUIPMENT

JUMP BOOSTER

Exclusive At the start of their activation, a Fighter equipped with a jump booster may choose to activate it. When a jump booster is activated, for the duration of their activation the Fighter increases their Movement characteristic by 3" and gains the Flying Subtype.

Should a Fighter use a jump booster when making a Charge action, for the duration of this activation they may apply both a +1 modifier to each Hit roll they make and a +1 modifier to their Strength characteristic.

Hazardous Equipment: Using a jump booster is not without its risks, and this is never more true than when the user is attempting to use flame weapons or lob grenades! To represent this added danger, during any activation in which a Fighter equipped with a jump booster activates it, any grenades or weapons with the Template trait will also gain the Unstable trait. Once the Fighter’s activation ends, this rule ceases to apply.

MOUNTS

OUTRIDER QUAD

A Fighter equipped with an Outrider Quad gains the Mounted Subtype and sets their Movement characteristic to 7". When they perform a Dash action, they add 5" to their Movement characteristic instead of their Initiative.

An Outrider Quad is equipped with an Outrider harpoon launcher. It may select the following option when added to the Gang Roster or during any Post-cycle Sequence:

  • Replace the Outrider harpoon launcher with an Outrider heavy bolter: +30 credits.