At the end of a cycle, during the Post-cycle Sequence, each player checks if any of their models has earned enough XP to advance to the next rank. When a model's XP total moves them onto the next rank, they then roll on the Advancement table. Note that when you add a model to your gang, either when founding the gang or recruiting additional models, their starting XP does not generate Advancements.
VEHICLES & IMPROVING CHARACTERISTICS
It may seem counterintuitive that a Vehicle may gain additional Attacks, Toughness or Wounds as a result of earning XP. The Vehicle manages to improve these characteristics as the Vehicle's crew learns how to better aim when colliding with other models, or tinkers and improves their Vehicle.
MODEL RANKS
MODEL RANKS
XP (each interval is a rank)
Title
1-3, 4-6, 7-9, 10-12
Rookie
13-18, 19-24, 25-30, 31-36
Gang Member
37-48, 49-60, 61-72, 73-84
Gang Exemplar
85-96, 97-108, 109-120, 121-132
Gang Hero
133-156, 157-180, 181-204, 205-228
Gang Legend
229+
Legend of the Underhive
PDF page 93 / Printed page 91
Gaining Advancements: When a model has accrued enough XP to move up to the next rank, during this step they roll on the Advancement table. The Advancement table shows what the model has learnt and how they have improved. When rolling on the table, a player may select any result they rolled high enough for (e.g., if a model rolled a 5 they could either improve their Leadership, Intelligence, Cool or Willpower by 1 or gain a new skill). If a model has earned enough XP during a Cycle to move up multiple ranks, then make a roll on the Advancement table for each rank they gained.
When a model gains an Advancement, their Credits Value increases by the amount shown on the Advancement table.
Unable to Gain an Advancement: Very rarely it may happen that a model cannot select any of the Advancements they have available as they would all take a characteristic beyond its maximum. If this happens, the model may select any Advancement from the ~dvancement table and gain that.
ADVANCEMENT TABLE
2D6
Result
Credits Value Increase
2
+1 Leadership, +1 Intelligence or generate a random Primary skill
+5 credits
3-4
+1 Cool or +1 Willpower
+5 credits
5
Select a new Primary skill or generate a random Secondary skill
+10 credits
6
+1 Initiative or +1 Movement
+10 credits
7-8
Select a new Secondary skill
+15 credits
9
+1 WS or +1 BS
+15 credits
10
+1 Strength or +1 Toughness
+20 credits
11
+1 Wounds, +1 Attacks or +1 Save
+20 credits
12
Select any skill
+30 credits
Maximum Characteristics: Each of a model's characteristics has a maximum value as shown in the table below. No Advancement, equipment or Fit Bionics Post-cycle Action may take a model's characteristics beyond this maximum value unless explicitly stated otherwise.
Characteristic
M
WS
BS
S
T
W
I
A
Sv
Ld
Cl
Wil
Int
Maximum
12"
2+
2+
10
10
10
10
10
3+
10
10
10
10
Skills: The skills that are available to models are divided into a number of universal Skill Sets, as presented on page 150.
Each gang fights in its own way, and this is reflected by the Skill Sets that are available to the models that make up that gang. All models have different levels of skill access depending upon their Type and the gang to which they belong; for example, a House Goliath Forge-Boss (Champion) can gain Brawn skills more easily than a House Escher Little Sister (Prospect). In each gang list, details are given showing the Skill Sets available to those models. Models have Primary access to some Skill Sets, and Secondary access to others.
Gaining a New Skill: Whenever a model gains a new skill, it will usually either be from their Primary or Secondary Skill Sets. Selecting a new skill is covered in more detail on page 150. If an Advancement roll for a model is a 12, they may instead select a skill from any Skill Set, even those that are normally exclusive to other gangs or Inherent skills (note: a model may still not select a skill that is unavailable to their Type or Subtype).
PDF page 12 / Printed page 8
Fighter
Agility
Brawn
Combat
Cunning
Savant
Shooting
Word-Keeper
-
Primary
Secondary
-
Primary
Secondary
Firebrand
-
Primary
Primary
-
Secondary
-
Brethren
Secondary
Secondary
Primary
-
-
-
Way-Brethren
Primary
-
Secondary
-
-
-
Bonepicker
Secondary
-
Primary
-
-
-
Stig-Shambler
-
Primary
-
-
-
Secondary
Redemptionist Priest
-
Secondary
Primary
Secondary
Primary
-
Redemptionist Deacon
-
-
Primary
-
Secondary
Primary
Redemptionist Brethren
-
-
Primary
Secondary
-
Secondary
Redemptionist Zealot
Primary
-
Secondary
-
-
-
Sheen Bird
Primary
-
Secondary
-
-
-
PDF page 28 / Printed page 24
Fighter
Agility
Brawn
Combat
Cunning
Savant
Shooting
Master of Shadow
Secondary
-
-
Primary
Primary
Secondary
Phantom
Secondary
-
-
Primary
Primary
-
Nacht-Ghul
Primary
-
Primary
Secondary
-
-
Ghost
Secondary
-
-
Primary
Secondary
-
Psy-Gheist
Secondary
-
-
Primary
-
-
Shadow
Secondary
-
-
Primary
-
-
Piscean Spektor
-
Primary
Secondary
-
-
-
Cephalopod Spektor
Secondary
-
-
Primary
-
-
Psychoteric Wyrm
Primary
-
-
Secondary
-
-
PDF page 40 / Printed page 36
Fighter
Agility
Brawn
Combat
Cunning
Savant
Shooting
Gang Queen
Primary
-
Secondary
-
Primary
Secondary
Gang Matriarch
Primary
-
Primary
-
Secondary
-
Death-Maiden
Primary
Secondary
Primary
-
-
-
Gang Sister
Primary
-
Secondary
-
-
Secondary
Wyld Runner
Primary
-
-
Secondary
-
-
Little Sister
Primary
-
Secondary
-
-
-
Khimerix
Secondary
Primary
-
-
-
-
Phyrr Cat
Primary
-
Secondary
-
-
-
Phelynx
Primary
-
Secondary
-
-
-
PDF page 52 / Printed page 48
Fighter
Agility
Brawn
Combat
Cunning
Savant
Shooting
Forge Tyrant
-
Primary
Secondary
-
Primary
Secondary
Forge Boss
-
Primary
Primary
-
Secondary
-
Stimmer
-
Primary
Primary
-
-
Secondary
Bruiser
-
Primary
Secondary
-
-
Secondary
Forge-Born
Secondary
Primary
-
-
-
-
Bully
-
Primary
Secondary
-
-
-
'Zerker
-
Primary
Secondary
-
-
-
Sumpkroc
-
Primary
Secondary
-
-
-
PDF page 64 / Printed page 60
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 76 / Printed page 72
Fighter
Agility
Brawn
Combat
Cunning
Savant
Shooting
Prime
-
-
Secondary
Secondary
Primary
Primary
Augmek
-
-
-
Secondary
Primary
Primary
Archeotek
-
-
Primary
-
Secondary
Primary
Tek
-
-
-
Secondary
Secondary
Primary
Neotek
Secondary
-
-
-
-
Primary
Subtek
-
-
-
Secondary
-
Primary
Ash Wastes 'Arachni-Rig'
-
Primary
-
-
-
Secondary
Cyberachnid
Secondary
-
Primary
-
-
-
PDF page 88 / Printed page 84
Fighter
Agility
Brawn
Combat
Cunning
Savant
Shooting
Captain
-
Secondary
Secondary
-
Primary
Primary
Sergeant
-
-
Secondary
-
Primary
Primary
Subjugator Sergeant
-
Primary
Primary
-
-
Secondary
Patrol Officer
-
Secondary
Secondary
-
-
Primary
Subjugator Patrol Officer
-
Primary
Secondary
-
-
Secondary
Rookie
-
-
Secondary
-
-
-
Haunt
-
-
-
Secondary
Primary
-
Hardcase Cyber-Mastiff
Secondary
Primary
-
-
-
-
'Sanctioner' Pattern Automata
-
Primary
Secondary
-
-
-
Tauros Venator
-
Secondary
-
-
-
Primary
PDF page 101 / Printed page 97
Fighter
Primary
Secondary
Venator Hunt Leader
1 and 2
3 and 4
Venator Hunt Champion
1 and 2
3
Venator Specialist
1
2 and 3
PDF page 109 / Printed page 105
Fighter
Agility
Brawn
Combat
Cunning
Savant
Shooting
Butcher
-
Primary
Secondary
Secondary
Primary
-
Cutter
-
Primary
Primary
-
Secondary
-
Skinner
Secondary
Secondary
Primary
-
-
-
Initiate
-
Secondary
-
-
-
Primary
Chaos Spawn
Secondary
Primary
-
Secondary
-
-
PDF page 126 / Printed page 122
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
-
-
-
PDF page 14 / Printed page 10
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
PDF page 15 / Printed page 11
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.
When this model falls or jumps down from a ledge, they count the vertical distance as being one level less than normal (see page 69). In addition, if they are not Seriously Injured/Damaged or taken Out of Action by a fall, make an Agility test for them - if it is passed, they do not become Suppressed.
When this Fighter climbs, the distance they move is not halved. In other words, they always count as climbing up or down a ladder.
If this model suffers a Wound from a shooting or close combat attack (including as a result of the Unstable trait), roll a D6. On a 6, the attack is dodged and has no further effect; otherwise, continue to make a save or resolve the Wound as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack - instead, it allows the model to move up to 2" before seeing if they are hit. They cannot move within 1" of an enemy model.
When measuring the distance of a gap a model wishes to leap across, ignore the first 2" of the distance. This means that a model with this skill may leap over gaps of 4" or less without making an Agility test. All other rules for leaping over gaps will apply.
If this Fighter is Suppressed when they are activated, make an Agility test for them. If the test is passed, the Fighter is no longer Suppressed and may perform two actions as normal.
While Active, this model may perform the Sprint action:
Sprint (Double): The model may move a distance equal to their Movement characteristic plus two times their Initiative characteristic in inches. Any effect that replaces a model's Initiative characteristic with a different number for the purpose of the Dash action also replaces it for this skill.
When the model makes close combat attacks as part of a Charge action, any close combat weapons they use gain the Knockback (6+) trait and are resolved at +1 Strength.
When performing a Braced Shot action, the Fighter may move a distance equal to their Initiative characteristic in inches either before or after resolving the ranged attack.
When attacking with a weapon with the Heavy trait in close combat, the Fighter may declare a Secondary weapon as long as the Secondary weapon does not also have the Heavy trait.
This model is subject to the Fearsome Condition (see page 48).
This model's Toughness characteristic is treated as being 2 higher than normal when resolving Hits from a close combat attack with an AP characteristic of '-'.
When the model is hit by a ranged attack, they may make a Cool check. If the check is passed, they are not Suppressed by the attack.
Each time this model activates, before performing any actions with them, make a Willpower check. If the check is passed, they recover 1 Wound lost earlier in the battle.
This model is subject to the Frenzy Condition (see page 48).
The model never suffers penalties to their Hit rolls for interference, and can always grant assists, regardless of how many enemy models they are Engaged with.
This Fighter is considered to be armed with the following weapon:
Weapon
SR
LR
Str
AP
L
Traits
Headbutt
E
-
S+1
-
1
Additional Attack (1), Melee
Headbutt
SR
E
LR
-
Str
S+1
AP
-
L
1
Traits Additional Attack (1), Melee
When using a weapon with the Heavy trait in close combat, increase this Fighter's Strength characteristic by 1.
The first time each activation this model resolves a Fight action,.if they are still Engaged with an enemy model they may perform an additional Fight action , as a Free action.
In close combat, this model makes two attacks with their Secondary weapon as opposed to the normal one.
All weapons with the Melee trait used by this Fighter gain the Backstab trait (see page 161). If they already have the Backstab trait, add 2 to the weapon's Strength rather than the usual 1 when the trait is used.
When an enemy model resolves a Fight action involving this model, this model may make an additional attack with their weapon. This additional attack is resolved at the same Initiative as the enemy model's attacks.
When performing a Coup de Grace action, after both players have rolled their D6, this Fighter may re-roll their dice.
If this Fighter should be set up at the start of a battle, they may instead be placed to one side. Then, immediately before the start of the first round, their controlling player may either set them up anywhere on the battlefield that is not visible to any enemy models and not within 9" of any of them, or in their gang's deployment zone. If both players have Fighters with this skill, take turns to set them up one at a time, starting with the winner of a roll-off.
While this Fighter is Suppressed, enemy models cannot target them with a ranged attack unless they are within the attacking weapon's Short Range.
If this model is Active and has a Ready marker and Line of Sight of the targeted model, they can interrupt an enemy model's action as soon as it is declared but before it is carried out. This model loses their Ready marker and then immediately performs a Shoot action, targeting the enemy whose action they have interrupted. If the enemy is Suppressed or Seriously Injured/Damaged as a result, their activation ends immediately and their action(s) are not made.
This model can perform a Visit Trading Post Action during the Post-cycle Sequence that adds 1 TP instead of the normal amount, in addition to any other actions they make (meaning they could even make two Visit Trading Post Actions). They cannot do this if they are unable to perform actions during the Post-cycle Sequence.
When performing the Reload action, this model may reload all weapons they are carrying.
Subtract 1 from the result of any of your Bottle checks whilst this model is on the battlefield.
While Active or Suppressed, this Fighter may perform the Heal Ally action:
Heal Ally (Single): Select a friendly Fighter within 1" who is not Seriously Injured. They regain 1 Wound lost earlier in the battle.
Make a Leadership check for this Fighter each time another friendly model within 6" gains XP. If the check is passed, the other model gains an additional 1 XP.
While Active or Suppressed, this Fighter may perform the Distribute Ammo action:
Distribute Ammo (Single): All friendly Fighters within 6" of this Fighter may immediately make an Intelligence check. Each Fighter that passes the check may perform a Reload action as a Free action, even if it is not their activation. This action does not require them to be Ready and does not remove their Ready marker.
This model may perform two Shoot actions in each activation.
A Fighter with this skill may fire two weapons with the Light trait as part of a single Shoot action. Each weapon may fire at a different target; both targets must be declared before any dice are rolled and both attacks are fully resolved one after another in an order of the player's choice.
All ranged weapons without the Heavy trait this Fighter is equipped with gain the Assault trait.
This model applies a +1 modifier to all Hit rolls when making a ranged attack at a target between a weapon's Short and Long Ranges.
If the Hit roll for.a ranged attack made by this model is a natural 6 (when using a weapon that does not have the Blast or Rapid Fire (X) trait), the shot hits an exposed area and no Armour save can be made.
When performing the Aimed Shot action, this model applies a +2 modifier to their Hit roll instead of +1.
After a model with this skill has completed a Fight action, they may always consolidate even if they are still Engaged. During this consolidation they may move within 1" of enemy models, but they must end it at least 1" away from enemy models.
A Fighter with this skill may perform the Group Activation action as a Free action.
When a model with this skill is hit by a ranged attack, they are only Suppressed if they either lose a Wound or an Injury dice is rolled and applied to them.
While this Fighter is Active, they may ignore enemy Fighters when moving. In effect, this allows them to move over other Fighters. Note that they must still adhere to the 1" rule once their movement is complete.
This Fighter may also cross any barricade or obstacle up to 2" high without a reduction in movement.
When resolving close combat attacks, if this Fighter's modified Initiative characteristic is higher than that of all other models involved in the combat, one Injury dice may be re-rolled when resolving damage inflicted by this Fighter.
After this Fighter performs a Fight action, instead of making a Consolidate move they may perform a Shoot action with a weapon with the Light trait as a Free action.
This Fighter gains a 5+ Invulnerable save against Hits suffered during close combat and treats the Retreat action as a Free action.
When this Fighter performs a Fight action, instead of declaring Primary and Secondary weapons, they may select just one weapon. They make a single attack with that weapon regardless of their Attacks characteristic and any modifiers or other skills, but this attack is resolved as if their WS characteristic was 2+.
While Active, this Fighter may perform the Somersault action:
Somersault (Double): Place this Fighter anywhere within 6" of their current position, provided they can see the point they wish to move to before they are placed. Note that this Fighter must still adhere to the 1" rule when being placed.
This Fighter is considered to be armed with fists of steel at all times. This weapon does not take up any of their weapon slots:
Weapon
SR
LR
Str
AP
L
Traits
Fists of steel
E
-
S+2
-
2
Melee
Fists of steel
SR
E
LR
-
Str
S+2
AP
-
L
2
Traits Melee
While Active, this Fighter may perform the Shockwave action:
Shockwave (Double): This Fighter rolls a D6 and adds their Strength characteristic. If the total is at least 6 then all other Active Fighters within 6", both friend and foe, become Suppressed.
This Fighter may perform the Stand Firm action during their activation:
Stand Firm (Double): Until the start of this Fighter's next activation, they apply a +2 modifier to any Armour Saves and cannot be moved from their current location by any means at all, nor can they be Suppressed.
When this Fighter performs the Work Territory Post-cycle Action, they add an additional 10 credits to the gang's Stash.
This Fighter may perform the Flex action while they are Engaged:
Flex (Double): All other Fighters (friend or foe) within 1" of this Fighter must pass a Strength check or be pushed D3" directly away from this Fighter, stopping only if they come into contact with another Fighter or an impassable terrain feature. If this would cause them to fall off a ledge, they test for falling. If there are multiple Fighters being pushed, the player controlling this Fighter chooses in which order they are moved.
In an activation in which this Fighter performs a Charge action, all of their weapons with the Melee trait also gain the Knockback (4+) trait and they may consolidate an additional 2".