From Gangs of the Underhive. Read this book’s lore. Readable tables and original source diagrams.
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 | - | - | - | - |
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.
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.
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.
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 |
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 |
- SR
- 18"
- LR
- 36"
- Str
- 5
- AP
- -2
- L
- 2
- Cr
- -
- TP
- E
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 |
- SR
- 6"
- LR
- 18"
- Str
- 5
- AP
- -3
- L
- 1
- Cr
- -
- TP
- E
Close combat weapons / Natural weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Savage bite | E | - | S | -2 | 1 | Melee | - | E |
- SR
- E
- LR
- -
- Str
- S
- AP
- -2
- L
- 1
- Cr
- -
- TP
- E
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 |
- SR
- E
- LR
- -
- Str
- S+3
- AP
- -1
- L
- 3
- Cr
- -
- TP
- E
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.