From Gangs of the Underhive. Read this book’s lore. Readable tables and original source diagrams.
Supplementary Fighters
There are many ways a gang may add additional models; from forming an Alliance with another faction, acquiring the services of Hired Guns or recruiting additional Fighters from the general populace. Presented in this section are rules for Alliances, Hired Guns and also a list of Core Gang Fighters such as Rogue Docs and Ambots.
ALLIANCES
MAKING AN ALLIANCE
Alliances are not to be entered into lightly. Once a gang has pledged its support to an ally, you can be sure their new friends will force them to stick with it - at least until the ally gets some results or they decide the gang has become a liability.
Follow these steps to make an Alliance:
Any gang can decide to enter into an Alliance at the beginning of a campaign, during the Update Roster step of any Post-cycle Sequence or at the end of a Downtime Cycle, provided they do not already have an ally.
Choose an ally from those on offer, either in this supplement or from another supplement and pay the ally’s Tithe Price.
Once a gang has made an Alliance, it will last until the end of the current campaign, or until either they, or their ally, break it as a result of their actions. If a gang breaks their Alliance, they cannot gain another Alliance unless the Arbitrator decides otherwise.
Unless otherwise noted, a gang can never have more than one ally at a time. A gang should make a note of their ally on their Gang Roster, along with any Benefits and Drawbacks which the ally brings.
BREAKING AN ALLIANCE
An Alliance is broken either when the last member of an Alliance’s Delegation is deleted from the Gang Roster, or if the gang pays the Alliance’s Tithe Price again during the Update Roster step of the Post-cycle Sequence.
BENEFITS & DRAWBACKS
Each Alliance brings with it a set of Benefits and Drawbacks. These are special rules that will apply to the gang for the duration of the Alliance and can include things such as access to certain equipment and Delegations (covered in more detail in their respective entries). The exact details of an ally’s Benefits and Drawbacks can be found in their individual descriptions, along with guidelines on how, and when, they come into play.
DELEGATIONS
Most Alliances grant a gang access to a Delegation. When a gang allies with a faction, they may add their ally’s Delegation to their Gang Roster.
Models from a Delegation do not gain XP may not perform Post-cycle Actions, may not add or remove weapons or wargear, may not be voluntarily removed from the Gang Roster and use the following Lasting Injury table:
| D6 | Lasting Injury |
|---|---|
| 1-2 | Out Cold: The Fighter takes no further part in the battle, but suffers no long-term effects. |
| 3-5 | Grievous Wound: The Fighter goes into Recovery. |
| 6 | Critical Injury: The Fighter is badly hurt and returns to their faction. Delete the Fighter from the Gang Roster. |
When a Fighter from a Delegation is deleted from a Gang Roster, they take their weapons and wargear with them - they are not added to the gang’s Stash.
STRONG ALLIANCES
An Alliance may list gangs that they have a Strong Alliance with. If a faction has a Strong Alliance with a gang, the first time a model from the ally’s Delegation is deleted from the Gang Roster as a result of a Lasting Injury, the gang may immediately add an identical replacement model to their Gang Roster.
GANG RATING
While a gang is allied with a faction, they add their ally’s Tithe Price to their Gang Rating.
Justicar Courts### TITHE PRICE
In order to form or break an Alliance with the Justicar Court, a gang must pay 200 credits from their Stash.
BENEFITS
Strong Alliance (Palanite Enforcers): The first time a Palanite Enforcer gang deletes a member of a Justicar Court Delegation from their Gang Roster as a result of a Lasting Injury, they may immediately add an identical replacement model to their Gang Roster.
Cut off the Head: During the Collect Rewards step of the Post-battle Sequence, if the enemy gang’s Leader was taken Out of Action during the battle, add 2D3x10 credits to the allied gang’s Stash.
Justicar Court: When a gang forms an Alliance with the Justicar Court, they add a Justicar Court Delegation to their Gang Roster. These Fighters do not cost any credits.
DRAWBACKS
The Enemy Within: During the Postbattle Sequence at the start of the Wrap-up step, if the allied gang lost the battle and included any Fighters from the Palanite Justicar Delegation, they must make an Intelligence check for their Leader. If the check is failed, a random Fighter from the allied gang goes into Recovery as the Palanite Justicars question them for information on local Recidivists.
PALANITE JUSTICAR DELEGATION
As representatives of the Justicar Courts, it is a Palanite Justicar delegation’s duty to hunt down renegade nobles, rogue heirs and aberrations in noble bloodlines. Upon arriving in a region, they will set up tribunals in the centre of the settlement, closing all nearby access routes. Then, from their seat at the head of the tribunal, the Magistrate will pass judgement on local criminals, invariably condemning them to death. Once judgement is passed, the Executioner carries out the sentence immediately in front of the assembled local population, whose attendance is compulsory. If any in the crowd are foolish enough to object, the Bailiffs step forward and restrain them with the Tools of Judgement so they too can be judged.
COMPOSITION
A Palanite Justicar Delegation consists of a Magistrate, an Executioner and three Bailiffs.
JUSTICAR COURT SPECIAL RULES
Summary Judgement: If the Executioner takes an enemy Fighter Out of Action with a Coup de Grace action, any Bailiffs within 3" of the Executioner may immediately perform a Shoot action as a Free action without removing their Ready marker, even if they are not Ready.
A Band Apart: Members of the Justicar Courts take care of their own. Palanite Justicars will remain separate and aloof from the gang they are working beside. As such, Palanite Justicars cannot be included in any Group Activation actions performed by non-Palanite Justicars and vice versa.
Magistrate
Cost: 0 credits.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 3+ | 3 | 3 | 2 | 3 | 1 | 4+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 7 | 8 | 7 | Fighter (Champion) | N/A |
Skills: A Magistrate has the Nerves of Steel and Unstoppable skills.
Equipment: A Magistrate is armed with a bolt pistol and gavel and is equipped with slaved sensor skulls.
Executioner
Cost: 0 credits.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 4+ | 3 | 3 | 1 | 3 | 1 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 7 | 7 | 7 | Fighter (Champion) | N/A |
Skills: An Executioner has the Heavy Blows and Fearsome skills.
Equipment: An Executioner is armed with an Executioner’s axe and a stub gun.
Bailiff
Cost: 0 credits.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 3 | 3 | 1 | 4 | 1 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 7 | 7 | 6 | Fighter (Ganger) | N/A |
Bodyguard: If the Magistrate is hit by a ranged attack, the controlling player may choose to transfer the Hit and all of its effects onto a Bailiff within 2" of the Magistrate.
Skills: A Bailiff has the Headbutt skill.
Equipment: A Bailiff is armed with either a shock pistol and heavy club, or a shotgun with solid & scatter ammo, or a Fulmen pattern man-catcher. All Bailiffs are equipped with photon flash grenades.
Ranged weapons / Justicar weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Shock pistol | 4" | 8" | 3 | -1 | 1 | Light, Shock (5+) | - | E |
- SR
- 4"
- LR
- 8"
- Str
- 3
- AP
- -1
- L
- 1
- Cr
- -
- TP
- E
Close combat weapons / Justicar weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Executioner's axe | E | - | S+2 | -3 | 2 | Damage (2), Heavy, Melee, Unwieldy | - | E |
| Fulmen pattern man-catcher | E | - | S | - | 1 | Melee, Shock (5+) | - | E |
| Gavel | E | - | S | -1 | 2 | Breaching (6+), Concussive (6+), Melee | - | E |
- SR
- E
- LR
- -
- Str
- S+2
- AP
- -3
- L
- 2
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- S
- AP
- -
- L
- 1
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- S
- AP
- -1
- L
- 2
- Cr
- -
- TP
- E
PERSONAL EQUIPMENT
SLAVED SENSOR SKULLS
Exclusive When a Fighter with slaved sensor skulls performs an Aimed Shot action, their target gains no benefit to their Armour Save for being in cover.
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.
0-4 Hive Scum
Cost: 30 each 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) | N/A |
“There’s Only So Many I 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).
Hive Scum Equipment List
| Category | Equipment | Credits |
|---|---|---|
| Ranged weapons / Auto/Stub Weapons | Autogun | 20 |
| Ranged weapons / Auto/Stub Weapons | Autopistol | 10 |
| Ranged weapons / Auto/Stub Weapons | Stub gun | 5 |
| Ranged weapons / Flamers | • Hand flamer | 45 |
| Ranged weapons / Las Weapons | • Lasgun | 15 |
| Ranged weapons / Las Weapons | • Laspistol | 5 |
| Ranged weapons / Primitive Weapons | • Throwing knives | 10 |
| Ranged weapons / Shotguns | • Combat shotgun with salvo & shredder ammo | 35 |
| Ranged weapons / Shotguns | Sawn-off shotgun with solid & scatter shot | 30 |
| Ranged weapons / Shotguns | • Shotgun with solid & scatter ammo | 35 |
| Category | Equipment | Credits |
|---|---|---|
| Close combat weapons / Chain Weapons | • Chainaxe | 20 |
| Close combat weapons / Chain Weapons | • Chainsword | 20 |
| Close combat weapons / Primitive weapons | Axe | 15 |
| Close combat weapons / Primitive weapons | Fighting knife | 5 |
| Close combat weapons / Primitive weapons | Flail | 10 |
| Close combat weapons / Primitive weapons | Maul | 20 |
| Close combat weapons / Chain Weapons | • Two-handed axe* | 40 |
| Close combat weapons / Chain Weapons | • Two-handed hammer* | 40 |
| Wargear / Grenades | Frag grenades | 30 |
| Wargear / Grenades | • Krak grenades | 45 |
| Wargear / Grenades | • Smoke grenades | 15 |
| Wargear / Armour & Field Armour | Hazard suit | 10 |
| Wargear / Personal Equipment | Drop rig | 10 |
| Wargear / Personal Equipment | Photo-goggles | 35 |
| Wargear / Personal Equipment | Respirator | 15 |
| Wargear / Weapon Accessories | Telescopic sight | 20 |
BRUTES, HANGERS-ON & PETS
The following pages contain Fighters 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 Fighters will not benefit from any rule that affects Fighters of a particular gang (e.g., they would not benefit from the Nimble rule when added to an Escher gang).
Skill Access: These Fighters have access to the following Skill Sets:
| Fighter | Agility | Brawn | Combat | Cunning | Savant | Shooting |
|---|---|---|---|---|---|---|
| 'Ambot' | - | Primary | Secondary | - | - | - |
| 'Jotunn' H-Grade Servitor Ogryn | - | Primary | Secondary | - | - | - |
| 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 | - | - | - |
Luther Pattern Excavation Automata (Ambot)
Cost: 230 credits.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 5+ | 5 | 5 | 3 | 2 | 2 | 4+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 8 | 6 | 5 | Fighter (Brute) | 25 |
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
Jotunn H-grade Servitor Ogryn
Cost: 160 credits.
| 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 | 5 | Fighter (Brute) | 25 |
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
Rogue Doc
Cost: 90 credits.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 2 | 3 | 1 | 3 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 8 | 6 | 7 | Fighter (Hanger-on) | 13 |
Patch-up: A Rogue Doc may perform either the Medical Escort or Fit Bionics A 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 gun with a laspistol: +5 credits.
Ammo-Jack
Cost: 100 credits.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 1 | 2 | 1 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 7 | 7 | 7 | Fighter (Hanger-on) | 13 |
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 a boltgun: +15 credits.
Replace their power sword with a power hammer: Free.
Dome Runner
Cost: 50 credits.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 7 | 7 | 7 | Fighter (Hanger-on) | 13 |
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.
Skills: A Dome Runner has the Catfall and Clamber 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:
Replace their stub gun with a laspistol: Free.
Replace their stub gun with a long las: +35 credits.
Replace their fighting knife with an axe: +15 credits.
Slopper
Cost: 45 credits.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 7 | 7 | 7 | Fighter (Hanger-on, Support) | 13 |
“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.
Hive Watcher
Cost: 30 credits.
| 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 | 7 | 7 | 8 | Fighter (Hanger-on, Support) | 13 |
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.
Giant Rat
Cost: 45 credits.
| 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 | 7 | 6 | 5 | Fighter (Beast, Pet) | 13 |
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.
Millisaur
Cost: 95 credits.
| 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 |
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.
Ripperjack
Cost: 85 credits.
| 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 |
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.
BRUTES, HANGERS-ON & PETS EQUIPMENT
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 |
- SR
- 6"
- LR
- 12"
- Str
- -
- AP
- -
- L
- 2
- Cr
- -
- TP
- E
- SR
- 4"
- LR
- 8"
- Str
- 6
- AP
- -2
- L
- 2
- Cr
- -
- TP
- E
- SR
- 8"
- LR
- 16"
- Str
- 5
- AP
- -
- L
- 1
- Cr
- -
- TP
- E
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 |
- SR
- E
- LR
- -
- Str
- S
- AP
- -
- L
- 1
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- S
- AP
- -
- L
- 1
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- -
- AP
- -
- L
- 1
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- S
- AP
- -
- L
- 2
- Cr
- -
- TP
- E
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 |
- SR
- E
- LR
- -
- Str
- S+2
- AP
- -3
- L
- 2
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- S
- AP
- -1
- L
- 2
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- S+1
- AP
- -
- L
- 1
- Cr
- -
- TP
- E
PERSONAL EQUIPMENT
MEDI SKULL
Exclusive A medi skull is represented by a model placed within 1" of the owning model. Whenever the owning 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 medi skull has a Toughness characteristic of 3 and a Save characteristic of 6+ and can be targeted 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.
While the medi skull is on the battlefield, its owning model may perform either the Treat Ally action or Heal Ally action as a Free action once per activation, even if the model is Injured/Damaged.