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Necromunda Gangs Guide

This document provides rules for building Necromundan gang kill teams, including: 1. Faction keywords, model requirements, and wargear lists for the Escher, Goliath, Orlock, Van Saar, Delaque, and Cawdor houses. 2. House quirks that provide special rules for gang members from each house. 3. Mention of additional philosophies available to squat kill teams beyond those in the core Kill Team rulebook.

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joge jdki
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100% found this document useful (1 vote)
311 views42 pages

Necromunda Gangs Guide

This document provides rules for building Necromundan gang kill teams, including: 1. Faction keywords, model requirements, and wargear lists for the Escher, Goliath, Orlock, Van Saar, Delaque, and Cawdor houses. 2. House quirks that provide special rules for gang members from each house. 3. Mention of additional philosophies available to squat kill teams beyond those in the core Kill Team rulebook.

Uploaded by

joge jdki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 42

INDEX: INCOGNITUS

This Opus does not follow an existing Index or Codex and is instead, for the most part, based on the Necromunda:
Gangs of the Underhive book. Therefore, all rules, including weapon profiles, are outlined in the Opus. The points
are intended for each model WITHOUT the equipment listed. The price of the wargear must be added to each
model when calculating cost.

FACTION KEYWORDS
All models in this list have the NECROMUNDAN GANGS and <HOUSE> keywords, unless otherwise specified. The <HOUSE>
keyword works in the same way as all keywords that are highlighted in brackets.
MODEL AVAILABILITY
You must adhere to the following model requirements when building your Kill Team: 1/42
 1 Team Leader model
 1-25 Core models
 0-5 Special models

Necromundan Gangs 9.1


WARGEAR LIST
Some of the units you will find in this opus reference the following wargear lists. Where this is the case, the unit can
take any item from one of the lists below, depending on its House alliegeance. Which wargear list a model can
choose from is dependant on its <HOUSE>.

ESCHER WARGEAR LISTS


MELEE SPECIAL HEAVY
WEAPONS WEAPONS WEAPONS PISTOLS GRENADES
· Ganger Melee Weapon · Combi-Needler · Heavy Stubber · Ganger Pistol · Frag Grenade
· Power Knife · Flamer · Needle Pistol · Krak Grenade
· Power Sword · Meltagun · Hand Flamer · Gas Grenade
· Stiletto Knife · Needle Rifle · Plasma Pistol
· Stiletto Sword · Chem-Thrower
· Plasma Gun

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Necromundan Gangs 9.0


GOLIATH WARGEAR LISTS
MELEE SPECIAL HEAVY PISTOLS GRENADES
WEAPONS WEAPONS WEAPONS
· Ganger Melee Weapon · Boltgun · Heavy Bolter · Ganger Pistol · Frag Grenade
· Power Axe · Combat Shotgun · Heavy Flamer · Bolt Pistol · Krak Grenade
· Power Maul · Combi-Flamer · Heavy Stubber · Combi-Plasma Pistol · Blasting Charge
· Renderizer · Combi-Melta · Rivet Cannon · Hand Flamer
· Huge Ganger Weapon · Flamer
· Grenade Launcher
· Meltagun
· Stub Cannon

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Necromundan Gangs 9.1


ORLOCK WARGEAR LISTS
MELEE SPECIAL HEAVY PISTOLS GRENADES
WEAPONS WEAPONS WEAPONS
· Ganger Melee Weapon · Boltgun · Harpoon Launcher · Ganger Pistol · Frag Grenades
· Power Knife · Combat Shotgun · Heavy Bolter · Bolt Pistol · Krak Grenades
· Servo-Claw · Combi-Melta · Heavy Flamer · Hand Flamer · Blasting Charge
· Huge Ganger Weapon · Flamer · Heavy Stubber · Plasma Pistol
· Grenade Launcher
· Plasma Gun
· Meltagun

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2

Necromundan Gangs 9.0


VAN SAAR WARGEAR LISTS
MELEE SPECIAL HEAVY PISTOLS GRENADES
WEAPONS WEAPONS WEAPONS
· Ganger Melee Weapon · Combi-Melta · Plasma Cannon · Ganger Pistol · Frag Grenades
· Energy Shield · Combi-Plasma · Multi-Melta · Hand Flamer · Krak Grenades
· Power Knife · Flamer · Rad Cannon · Plasma Pistol
· Servo-Claw · Grav-Gun
· Shock Baton · Lascarbine
· Shock Stave · Meltagun
· Plasma Gun
· Rad Gun

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Necromundan Gangs 9.1


DELAQUE WARGEAR LISTS
MELEE SPECIAL HEAVY PISTOLS GRENADES
WEAPONS WEAPONS WEAPONS
· Ganger Melee Weapon · Flamer · Heavy Flamer · Ganger Pistol · Frag Grenade
· Shock Stave · Grav-Gun · Flechette Pistol · Krak Grenade
· Stiletto Knife · Long Rifle · Hand Flamer · Gas Grenade
· Web Gauntlet · Plasma Gun · Plasma Pistol
· Webber · Web Pistol

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Necromundan Gangs 9.0


CAWDOR WARGEAR LISTS
MELEE SPECIAL HEAVY PISTOLS GRENADES
WEAPONS WEAPONS WEAPONS
· Ganger Melee Weapon · Combi-Flamer · Heavy Crossbow · Ganger Pistol · Frag Grenade
· Autogun Polearm · Flamer · Heavy Flamer · Hand Flamer · Krak Grenade
· Blunderbuss Polearm · Long Rifle · Heavy Stubber · Gas Grenade
· Chainglaive · Incendiary Charge
· Huge Ganger Weapon

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Necromundan Gangs 9.1


HOUSE QUIRKS
All GANG MEMBERS models in a Necromundan Gangs Kill Team gain a Gang Quirk, so long as every model in your Kill
Team is from the same House. The Gang Quirk gained depends upon the Houseld they are from, as shown in the
table below.
If your are playing with a fully original House, or if your Gang do not otherwise have an associated Quirk, use the
Quirk which you think will fit your Kill Team the most.

ESCHER: GOLIATH:
CHEM-ENHANDED REFLEXES VAT-BRED FIGHTERS
GANG MEMBER models with this Quirk have a 6+ GANG MEMBER models with this Quirk add 1 to their
invulnerable save. This is increased to a 4+ Strength, Toughness and Leadership characteristics.
invulnerable save during the Fight phase.

ORLOCK: VAN SAAR:


THE HOUSE OF IRON SURVIVAL SUITS
Models with this trait can fire with Pistol weapons Add 1 to the Save rolls for GANG MEMBER model with this
even if they advanced in the same turn. In addition, trait against attacks with an AP characteristic of 0. In
add 1 to the charge rolls for GANG MEMBER models addition, each time a GANG MEMBER model suffers a
with this Quirk so long as are charging a model they wound or mortal wound, roll a die. On a 6+, that wound
shot at in the preceding Shooting phase. or mortal wound is ignored.

DELAQUE: CAWDOR:
THE SNAKE'S DAGGER FAITH OF THE DREGS
Your opponent must substract 1 from the hit rolls Each time a GANG MEMBER model with this trait is slain, it
for attacks that target GANG MEMBER models with can shoot with one of its ranged weapons as if it were the
this trait if there is another friendly model that is Shooting phase before being removed as a casualty once
closer to the shooting model. the enemy model has finished making all its attacks, even
if there is an enemy model within 1”. If there is an enemy
model within 3”, it can instead pile in and attack as if it
were the Fight phase before being removed as a casualty
once the enemy model has finished making all its attacks.

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Necromundan Gangs 9.0


PHILOSOPHIES
Squat kill teams have access to exclusive Philosophies, as described below, in addition to the ones found in the Kill
Team rulebook. You can pick one of these philosophies for your Kill Team instead of the ones presented in the main
rules (remember that your Kill Team can only have one Philosophy).

PHILOSOPHIES
Territorial If you choose this philosophy, gain 1 TP at the end of each turn if there are more friendly
Dispute models than enemy models in your opponent's deployment zone.
Bounty Hunt If you chose this philospohy, gain +3 TP when the enemy Team Leader is removed as a casualty.
+5 TP if, before the beginning of the battle, you declare that you only target Juves with tactical
First Outing
actions.
If you chose this philosophy, gain +1 TP the first three times you cause an enemy model to be
Take Prisoners!
removed as a casualty in the Fight phase.
If you chose this philosophy, gain +2 TP the first time an enemy Special model is removed as a
Kill'em, Loot'em
casualty.
Not Gonna Back
If you chose this philosophy, gain 2 TP each time you succesfully pass a Rout test.
Down

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Necromundan Gangs 9.1


TACTICAL ACTIONS
Necromundan Gangers kill teams have access to exclusive Tactical Actions, as described below, in addition to the
ones found in the Kill Team rulebook.

TACTICAL ACTIONS
Declare you will use this action at the beginning of the shooting phase. Pick up to 3
Dum-Dum Bullets 1 TP friendly models. Add 1 to the Strength of all Ganger Guns and Ganger Pistols carried
by those models until the end of that phase.
Declare you will use this action before attacking with a weapon that wounds on a
Super-Toxin
1 TP fixed number (such as a Stiletto Knife or a Needle Rifle). Add 2 to all wound rolls
Cocktail
made for that weapon that phase, except against VEHICLES.
Declare you will use this action at the beginning of the fight phase. Pick a friendly
model with a Plasma weapon (any weapon that has the world “Plasma” in its name).
Plasma Cartridge
3 TP Roll a die for each other model (friend and foe) within 3” of that model. On a 3+, the
Release
model being rolled for suffers a mortal wound. The bearer then suffers D3 mortal
wounds.
Declare you will use this action before attacking with a Web weapon (any weapon
Steel-Slicer Web
1 TP that includes the word “Web” in its name, including Webbers). That weapon has an
Ammo
AP characteristic of -3 for that attack.
Declare you will use this action before attacking with a Shock weapon (any weapon
that includes the word “Shock” in its name). Until the end of that phase, it inflicts 3
Super-Shocker 1 TP hits against the target for each succesful hit roll, rather than each succesful hit roll of
a 6+. However, for each hit roll of a 1, the bearer suffers a mortal wound after all its
attacks have been resolved.
Declare you will use this action before making a shooting attack with a Combi-
Weapon (any weapon that includes the word “Combi” in its name). You must pick
Combined Unload 1 TP
both profiles of that weapon for that attack, and if you do, re-roll failed hit and
wound rolls made for that weapon in that phase.
Declare you will use this action before making a shooting attack with a Flamer
weapon (any weapon that includes the word “Flamer” in its name). That attack
Torch 1 TP
inflicts 1 automatic hit against each enemy model within 6” of the primary target of
the attack, in addition to any other hit.s
Declare you will use this action after making a shooting attack with a Rad weapon
(any weapon that includes the word “Rad” in its name). Reduce the Toughness of
Rad Overdose 1 TP
each non-VEHICLE target that was hit by the attack by 1 until your next shooting phase,
to a minimum of 1.
Declare you will use this action before attacking with a Power weapon (any weapon
Power Core
1 TP with the word “Power” in its name). Re-roll all failed hit and wound rolls for that
Overload
attack.
Declare you will use this action before making a shooting attack with a Grav weapon
(any weapon with the word “Grav” in its name). If the target is wounded, but not
Reverse Grav-Blast 1 TP
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slain, by the attack, halve its Movement characteristic and it gains the FLY keyword
until your next Shooting phase.
Declare you will use this action when a friendly BRUTE model is targeted for an attack
in the Shooting or Fight phase. Until the end of that phase, each time that model
Brute Strength 1 TP
suffers a wound or mortal wound, roll a die. On a 4+, that wound or mortal wound is
ignored.

Necromundan Gangs 9.0


HOUSE-SPECIFIC TACTICAL ACTIONS
Necromundan Gangs kill teams that are from a specific House have access to exclusive Tactical Actions, as described
below, in addition to the ones found in the Kill Team rulebook.

TACTICAL ACTIONS (cont.)


Escher only. Declare you will use this action at the beginning of your Charge
phase. Pick an enemy model. Until the end of the phase, friendly <ESCHER> GANG
Encircle 1 TP MEMBER models can charge that model even if they ran in the previous Movement
phase, and add 1 to the charge rolls for friendly <ESCHER> GANG MEMBER models
that include that model as a charge target.
Goliath only. Declare you will use this action when a friendly <GOLIATH> GANG
MEMBER model is removed as a casualty while within 6” of an enemy model. That
Fatal Frenzy 1 TP
model can immediately pile in up to 6”, then Fight as if it were the Fight phase,
before being removed as a casualty.
Orlock only. Declare you will use this action at the beginning of the Shooting or
Brutalize 2 TP Fight phase. Pick an enemy model. Add 1 to all wound rolls for attacks made by
<ORLOCK> GANG MEMBER models that target that model, until the end of the phase.
Van Saar only. Declare you will use this action at the start of your turn. Pick a
friendly <VAN SAAR> GANG MEMBER model. The next 1 time that battle that this
Suit Overcharge 1 TP
model suffers a wound or mortal wound, roll a die. On a 2+, that wound or mortal
wound is negatied.
Delaque only. Declare you will use this action when the enemy Team Leader is
Decapitate 1 TP removed as a casualty. Until the end of the battle, your opponent must substract
1 from the Leadership characteristic of all models in their Kill Team.
Cawdor only. Declare you will use this action at the beginning of the Fight phase.
For the EmperoOoOor! 1 TP Pick D3 friendly <CAWDOR> GANG MEMBER models. Those models can be picked to
fight twice in that phase, rather than one.

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GANG LEADER 16
NAME M WS BS S T W A Ld Sv
Gang Leader 6” 3+ 3+ 3 3 3 2 7 5+
Equipment · Ganger Gun
Abilities · Ringleader: As long as at least one friendly model with this ability is on the battlefield,
increase the Leadership characteristic of all models in your Kill Team by 2.
Wargear Options · May replace its Ganger Gun with one of the following:
– Two items from the Pistols and/or Melee Weapons lists in any combination
– Shotgun or item from the Special Weapons list
– Item from the Heavy Weapons list
· May take items from the Grenades list.
· May take items from the Necromundan Gangs Armoury.
Keywords · INFANTRY, GANG MEMBER, GANG LEADER

PIT DAEMON 26
NAME M WS BS S T W A Ld Sv
Pit Daemon 6” 3+ 5+ 4 4 4 3 7 4+
Equipment · Servo-Claw
· Ganger Pistol
Abilities · Biomechanic Ferocity: This model can be selected to fight twice in each Fight phase,
rather than one.
Wargear Options · May replace its Servo-Claw with one of the following:
– Flamer
– Plasma Gun
– Meltagun
– Power Saw
· May replace its Ganger Pistol with one of the following:
– Hand Flamer
– Plasma Pistol
– Melta Pistol
· May take items from the Necromundan Gangs Armoury.
Keywords · INFANTRY, PIT SLAVE, PIT DEVIL

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Necromundan Gangs 9.0


LEGENDARY BOUNTY HUNTER 25
NAME M WS BS S T W A Ld Sv
L. Bounty Hunter 6” 3+ 3+ 3 3 3 3 8 4+
Equipment · Ganger Gun
Abilities · Storied Hunter: This model can take items from any House's wargear lists.
Wargear Options · May replace its Ganger Gun with one of the following:
– Two items from the Pistols and/or Melee Weapons lists in any combination
– Shotgun or item from the Special Weapons list
– Item from the Heavy Weapons list
· May take items from the Grenades list.
· May take items from the Necromundan Gangs Armoury.
Keywords · INFANTRY, BOUNTY HUNTER

BAERTRUM ARTUROS III 29


NAME M WS BS S T W A Ld Sv
Baertrum 6” 3+ 3+ 3 3 3 3 8 4+
Equipment · Needle Pistol
· Stiletto Knife
Abilities · Halt, Knave! Thou Art Under Arrest!: Once per turn, at the beginning of the Fight
phase, you can pick an enemy INFANTRY model within 1” of Baertrum Arturos III. Both you
and your opponent roll a die. If your roll is equal to or higher than your opponent's, that
enemy model cannot fight in that phase.
· Artisan Needle Pistol: You can re-roll failed hit rolls for Baertrum Arturos III's Needle
Pistol.
Keywords · INFANTRY, BOUNTY HUNTER, DRAMATIS PERSONAE, BAERTRUM ARTUROS III

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Necromundan Gangs 9.1


OSTRUM 8-8 32
NAME M WS BS S T W A Ld Sv
Ostrum 8-8 6” 5+ 5+ 3 3 3 1 8 6+
Equipment · None.
Abilities · Soul Hound: At the beginning of the battle, after both players are done deploying, you
can pick one enemy model on the battlefield or in reserves to be Ostrum's target. So
long as Ostrum remains alive and on the battlefield, you can add 1 to all hit rolls for
attacks that target that model.
Psyker · Ostrum can attempt to manifest one psychic power in each friendly Psychic phase, and
attempt to deny one power in each enemy Psychic phase. It knows the Smite,
Premonition and Mind Lock powers.
· Premonition: Premonition has a warp charge value of 4. If manifested, Ostrum gains a
5+ invulnerable save until your next Psychic phase. If manifested with a result of 8+,
Ostrum gains a 4+ invulnerable save instead.
· Mind Lock: Mind Lock has a warp charge value of 7. If manifested, pick a single enemy
model within 18” of Ostrum. Substract 1 from that model's Movement, Weapon Skill,
Ballistic Skill, Attacks and Leadership characteristics of that model, to a minimum of 1 (6+
for WS and BS), until your next Psychic phase.
Keywords · INFANTRY, FLY, PSYKER, BOUNTY HUNTER, DRAMATIS PERSONAE, OSTRUM 8-8

BELLADONA 33
NAME M WS BS S T W A Ld Sv
Belladona 6” 2+ 5+ 3 3 3 4 8 4+
Equipment · Power Axe
· Stiletto Knife
· Plasma Pistol
Abilities · Superior Escher Training: Belladona has a 5+ invulnerable save, which is increased to a
4+ invulnerable save in the Fight phase, and automatically passes any Nerve tests she
has to take.
· Oath of Vengeance: At the beginning of the battle, pick an enemy model. Add 2 to
Belladona's charge rolls when charging that model.
Keywords · INFANTRY, BOUNTY HUNTER, DRAMATIS PERSONAE, BELLADONA

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Necromundan Gangs 9.0


THE DESERTER 25
NAME M WS BS S T W A Ld Sv
The Deserter 6” 3+ 4+ 3 3 3 3 8 4+
Equipment · Shotgun
Abilities · Grenades Cache: The Deserter and any friendly SCUMMER models within 6” are always
treated as being equipped with at least one Frag Grenade. In addition, The Deserter can
throw a Frag Grenade in the same phase in which another friendly model also throws a
Grenade.
· Minefield: Each time an enemy model finishes a charge move within 6” of The
Deserter, roll a die. On a 6, that model suffers a mortal wound.
Keywords · INFANTRY, BOUNTY HUNTER, DRAMATIS PERSONAE, THE DESERTER

EYROS SLAGMIST 33
NAME M WS BS S T W A Ld Sv
Eyros Slagmist 6” 3+ 4+ 3 4 3 2 8 3+
Equipment · Ganger Pistol
· Frag Grenade
Abilities · Archeotech Medicae Kit: Friendly INFANTRY models within 6” of a Eyros Slagmist have a
5+ invulnerable save. In addition, each time Eyros Slagmist inflicts an unsaved wound
against an enemy model in the Fight phase, he regains one wound lost previously in the
battle.
Keywords · INFANTRY, BOUNTY HUNTER, DRAMATIS PERSONAE, EYROS SLAGMIST

GHOR HALF-HORN 27
NAME M WS BS S T W A Ld Sv
Ghor 6” 3+ 4+ 4 4 3 3 8 4+
Equipment · Ganger Melee Weapon
· Plasma Pistol
· Shotgun
Abilities · Bull Charge: Add 1 to Ghor's Strength and Attacks characteristics in any turn in which
he charges.
Keywords · INFANTRY, BOUNTY HUNTER, DRAMATIS PERSONAE, GHOR HALF-HORN

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Necromundan Gangs 9.1


GRENDL GRENDLSEN 31
NAME M WS BS S T W A Ld Sv
Grendl 4” 3+ 4+ 3 4 4 2 8 4+
Equipment · Boltgun
· Power Maul
· Frag Grenades
Abilities · Tough Bastard: Roll a die for each wound or mortal wound inflicted to Grendl. On a 5+,
that wound or mortal wound is negated.
Keywords · INFANTRY, DRAMATIS PERSONAE, BOUNTY HUNTER, GRENDL GRENDLSEN

GRUB TARGESON 25
NAME M WS BS S T W A Ld Sv
Grub 6” 4+ 4+ 3 3 3 2 6 5+
Equipment · Shotgun
· Ganger Melee Weapon
· Frag Grenades
Abilities · Knowing Hump: Grub Targeson has a 5+ invulnerable save. In addition, each time you
use a Tactical Action while Grub Targeson is alive and on the battlefield, roll a die. On a
5+, you regain 1 TP.
· Scummer Legend: Scummers in your Kill Team can use Grub Targeson's Leadership
characteristic instead of their own while he remains alive and on the battlefield.
Keywords · INFANTRY, DRAMATIS PERSONAE, BOUNTY HUNTER, GRUB TARGESON

KRIA KYTHORO 29
NAME M WS BS S T W A Ld Sv
Grub 6” 3+ 3+ 3 3 3 3 8 4+
Equipment · Long Rifle
· Autopistol
· Stiletto Knife
Abilities · Death Maiden: Kria Kythoro can only be included in an ESCHER Kill Team. In addition, she
gains a 4+ invulnerable save in the Fight phase.
· Legendary Huntress: During deployment, you can set up Kria Kythoro in reserves
instead of placing her on the battlefield. At the end of any of your Movement phases,
she can join the battle: set her up anywhere on the battlefield that is more than 9” from
enemy models. In addition, add 1 to all hit rolls made for Kria Kythoro on the turn she
arrives from reserves.
16/42 Keywords · INFANTRY, DRAMATIS PERSONAE, BOUNTY HUNTER, KRIA KYTHORO

Necromundan Gangs 9.0


KROTOS HARK 33
NAME M WS BS S T W A Ld Sv
Krotos 6” 3+ 4+ 3 4 3 3 9 4+
Equipment · Stub Cannon
· Ganger Melee Weapon
Abilities · Tempered Furnace Plate: You can re-roll failed save rolls of 1 made for Krotos Hark.
· Improved Wargear: At the beginning of each Shooting and Fight phase, you can pick a
friendly model within 6” of Krotos Hark to benefit from his armorer skills. Pick one of
that model's weapons. Until the end of that phase, you can re-roll all failed hit and
wound rolls of 1 made for that weapon.
Keywords · INFANTRY, DRAMATIS PERSONAE, BOUNTY HUNTER, KROTOS HARK

MAD DOG MONO 20


NAME M WS BS S T W A Ld Sv
Mad Dog Mono 6” 3+ 4+ 3 3 2 2 6 5+
Equipment · Ganger Pistol
· Ganger Melee Weapon
Abilities · Strato-Helmet: Mono has a 5+ invulnerable save. In addition, you can re-roll all failed
hit and save rolls made for him.
· Grab Hook: At the beginning of the Fight phase, you can pick an enemy model within 2”
of Mono. Reduce that model's Attacks characteristic by 1, to a minimum of 0, until the
end of the phase.
· Scummer Legend: Scummers in your Kill Team can use Mono's Leadership characteristic
instead of their own while he remains alive and on the battlefield.
Keywords · INFANTRY, DRAMATIS PERSONAE, BOUNTY HUNTER, MAD DOG MONO

SLATE MERDENA 33
NAME M WS BS S T W A Ld Sv
Slate 6” 2+ 3+ 3 4 3 4 8 4+
Equipment · Plasma Pistol
· Power Maul
· Exotic Pet: Cyber-Mastiff (see armoury)
Abilities · Road Boss: Slate Merdena can only be included in an ORLOCK Kill Team. In addition, he
can fire his Plasma Pistol even if he advanced in the same turn, and add 1 to charge rolls
made for him if he shot at at least one of his charge targets in the preceding Shooting
phase.
· Macula: Slate's pet Macula is as famous as he is. So long as Slate's Exotic Pet is alive and 17/42
17/42
within 3” of him, you can re-roll all failed hit rolls made for Slate in the Fight phase.
Keywords · INFANTRY, DRAMATIS PERSONAE, BOUNTY HUNTER, SLATE MERDENA

Necromundan Gangs 9.1


YAR UMBRA 27
NAME M WS BS S T W A Ld Sv
Yar Umbra 6” 4+ 2+ 3 4 3 2 7 4+
Equipment · Long Rifle
· Ganger Melee Weapon
Abilities · Infiltrate: During deployment, you can set up Yar Umbra in reserves instead of placing
him on the battlefield. At the end of any of your Movement phases, he can join the
battle: set him up anywhere on the battlefield that is more than 9” from enemy models.
· Voidborne Bounty Hunter: Re-roll failed hit rolls of 1 made for Yar Umbra in the
Shooting phase.
Keywords · INFANTRY, DRAMATIS PERSONAE, BOUNTY HUNTER, YAR UMBRA

YOLANDA SKORN 33
NAME M WS BS S T W A Ld Sv
Yolanda Skorn 6” 3+ 3+ 3 3 3 3 8 4+
Equipment · Stiletto Sword
· Ganger Pistol
· Frag Grenades
Abilities · Quite Insane: Roll a die at the beginning of each Fight phase. On a 1-3, increase
Yolanda's Attacks characteristic by the result of the die in that Fight phase. On a 4-6,
Yolanda immediately fights in that Fight phase, before any other models are chosen to
fight.
· Unpredictable Fighter: Yolanda has a 5+ invulnerable save. This is increased to a 4+
invulnerable save in the Fight phase.
Keywords · INFANTRY, DRAMATIS PERSONAE, BOUNTY HUNTER, YOLANDA SKORN

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Necromundan Gangs 9.0

18/42
JUVE 3
NAME M WS BS S T W A Ld Sv
Juve 6” 5+ 5+ 3 3 1 1 4 5+
Equipment · Ganger Gun
Wargear Options · May replace its Ganger Gun with one of the following:
– Ganger Pistol and Ganger Melee Weapon
– Two Ganger Pistols
– Two Ganger Melee Weapons
– Shotgun
· May take items from the Grenades list.
Keywords · INFANTRY, GANG MEMBER, JUVE

GANGER 4
NAME M WS BS S T W A Ld Sv
Ganger 6” 4+ 4+ 3 3 1 1 5 5+
Equipment · Ganger Gun
Wargear Options · May replace its Ganger Gun with one of the following:
– Ganger Pistol and Ganger Melee Weapon
– Two Ganger Pistols
– Two Ganger Melee Weapons
– Shotgun
· For every five Gangers in your Kill Team, up to two may replace their Ganger Gun with
one of the following:
– Two items from the Pistols and/or Melee Weapons lists in any combination
– Item from the Special Weapons list
· For every ten Gangers in your Kill Team, one may take an item from the
Heavy Weapons list.
· May take items from the Grenades list.
· May take items from the Necromundan Gangs Armoury.
Keywords · INFANTRY, GANG MEMBER, GANGER

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Necromundan Gangs 9.1


NOMAD RIDER 8
NAME M WS BS S T W A Ld Sv
Nomad Rider 10” 4+ 4+ 3 3 2 1 5 5+
Equipment · Ganger Pistol
· Ganger Melee Weapon
Abilities · Flanking: During deployment, you can set up this model in reserves instead of placing it
on the battlefield. At the end of any of your Movement phases, it can join the battle: set
it up anywhere within 7” of a table edge and more than 9” from enemy models.
Riding Beast: After this model fights in the Fight phase, it can attack with this mount.
Make one additional attack at S User, AP 0 and Damage 1.
Wargear Options · For every five Nomard Riders in your Kill Team, one may replace its Ganger Pistol or
Ganger Melee Weapon with one of the following:
– Long Rifle
– Grenade Launcher
– Plasma Gun
– Plasma Pistol
– Shotgun
· May take items from the Necromundan Gangs Armoury.
Keywords · CAVALRY, ASH WASTES, NOMAD RIDER

NOMAD BIKER
13
Maximum of 3 Nomad Bikers in your Kill Team.
NAME M WS BS S T W A Ld Sv
Nomad Biker 16” 4+ 4+ 3 4 2 1 5 4+
Equipment · Ganger Pistol
· Ganger Melee Weapon
Abilities · Flanking: During deployment, you can set up this model in reserves instead of placing it
on the battlefield. At the end of any of your Movement phases, it can join the battle: set
it up anywhere within 7” of a table edge and more than 9” from enemy models.
· Turbo-Boost: If this model Advances, add 6” to its Move characteristic instead of rolling
a die.
· Blaring Headlights: Enemy models do not receive a bonus to their saving throw for
being in cover against shooting attacks made by this model.
Wargear Options · One Nomad Biker in your Kill Team may replace its Ganger Pistol or Ganger Melee
Weapon with one of the following:
– Long Rifle
– Grenade Launcher
– Plasma Gun
20/42 – Plasma Pistol
– Shotgun
· May take items from the Necromundan Gangs Armoury.
Keywords · BIKER, ASH WASTES, NOMAD BIKER

Necromundan Gangs 9.0


SCUMMER 4
NAME M WS BS S T W A Ld Sv
Scummer 6” 4+ 4+ 3 3 1 1 3 5+
Equipment · Ganger Gun
Abilities · Hive Scum: This model can take items from any house's wargear lists.
Wargear Options · May replace its Ganger Gun with one of the following:
– Ganger Pistol and Ganger Melee Weapon
– Two Ganger Pistols
– Two Ganger Melee Weapons
– Shotgun
· For every five Scummers in your Kill Team, up to two may replace their Ganger Gun
with one of the following:
– Two items from the Pistols and/or Melee Weapons lists in any combination
– Item from the Special Weapons list
· For every ten Scummers in your Kill Team, one may take an item from the
Heavy Weapons list.
· May take items from the Grenades list.
· May take items from the Necromundan Gangs Armoury.
Keywords · INFANTRY, HANGER-ON, SCUMMER

PIT SERVITOR
5
Maximum of 3 SERVITORS in your Kill Team.
NAME M WS BS S T W A Ld Sv
Servitor 5” 5+ 5+ 3 3 1 2 6 4+
Equipment · Servo-Arm
Abilities · Mindlock: This model's Weapons Skill and Ballistic Skill characteristics are each
increased to 4+ while it is within 6” of any friendly Pit Techs.
Wargear Options · May replace its Servo-Arm with one of the following:
– Heavy Bolter
– Heavy Flamer
– Heavy Stubber
Keywords · INFANTRY, PIT SLAVES, SERVITOR

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Necromundan Gangs 9.1


CHAMPION 5
NAME M WS BS S T W A Ld Sv
Champion 6” 3+ 4+ 3 3 1 1 6 5+
Equipment · Ganger Pistol and Ganger Melee Weapon
Wargear · May replace its Ganger Melee Weapon with an item from the Pistols or Melee Weapons
Options list.
· May replace its Ganger Pistol with an item from the Pistols or Melee Weapons list.
· May take items from the Grenades list.
· May take items from the Necromundan Gangs Armoury.
Keywords · INFANTRY, GANG MEMBER, CHAMPION

GUNNER 5
NAME M WS BS S T W A Ld Sv
Gunnger 6” 4+ 3+ 3 3 1 1 6 5+
Equipment · Ganger Gun
Wargear · May replace its Ganger Gun with a shotgun or two items from the Pistols list.
Options · Up to two Gunners in your Kill Team may replace their Ganger Gun with an item from the
Special Weapons list.
· One Gunner in your Kill Team may replace their Ganger Gun with an item from the Heavy
Weapons list.
· May take items from the Grenades list.
· May take items from the Necromundan Gangs Armoury.
Keywords · INFANTRY, GANG MEMBER, GUNNER

ROGUE DOC 15
NAME M WS BS S T W A Ld Sv
Rogue Doc 6” 5+ 5+ 3 3 1 1 6 7+
Equipment · Ganger Pistol
Abilities · Medicae Kit: Friendly INFANTRY models within 6” of a Rogue Doc have a 5+ invulnerable
save.
· Don't let the medic down!: This model cannot be targeted with a shooting attack as
long as there is a friendly INFANTRY model within 2” of it, unless it is the closest visible
friendly model.
22/42 Keywords · INFANTRY, HANGER-ON, ROGUE DOC

Necromundan Gangs 9.0


AMMO-JACK 10
NAME M WS BS S T W A Ld Sv
Ammo-Jack 6” 5+ 5+ 3 3 1 1 6 5+
Equipment · Boltgun
· Power Maul
Abilities · Ammo Packs: You can re-roll failed hit rolls of 1 for INFANTRY models within 6” of an
Ammo-Jack in the Shooting phase.
Wargear Options · May replace its Boltgun with a Combat Shotgun.
· May replace its Power Maul with a Power Sword.
Keywords · INFANTRY, HANGER-ON, AMMO-JACK

RATSKIN SCOUT 12
NAME M WS BS S T W A Ld Sv
Ratskin Scout 6” 4+ 3+ 3 3 1 1 6 5+
Equipment · Long Rifle
· Stiletto Knife
Abilities · Ratskin Cloak: This model receives +2 to its armour save if it is in cover, rather than +1.
· Ratways Map: Ratskin Scouts serve as a guide to the treacherous paths of the
underhive. During deployment, you can set up this model and up to one friendly GANG
MEMBER model in reserves instead of placing them on the battlefield. At the beginning of
the first battle round, but before the first turn begins, the Ambot emerges: place them
anywhere on the battlefield that is within 3” of each other and more than 9” from
enemy models.
Keywords · INFANTRY, HANGER-ON, RATSKIN SCOUT

BOUNTY HUNTER
15
Maximum of 1 BOUNTY HUNTER in your Kill Team.
NAME M WS BS S T W A Ld Sv
Bounty Hunter 6” 3+ 3+ 3 3 2 2 8 4+
Equipment · Ganger Gun
Abilities · Storied Hunter: This model can take items from any House's wargear lists.
· My way or the Gangway: If your Team Leader has the BOUNTY HUNTER keyword, you may
include more than one Bounty Hunter in your Kill Team.
Wargear Options · May replace its Ganger Gun with one of the following:
– Two items from the Pistols and/or Melee Weapons lists in any combination
23/42
– Shotgun or Item from the Special Weapons list
– Item from the Heavy Weapons list
· May take items from the Grenades list.
· May take items from the Necromundan Gangs Armoury.
Keywords · INFANTRY, BOUNTY HUNTER

Necromundan Gangs 9.1


PIT TECH
13
Maximum of 1 PIT TECH in your Kill Team.
NAME M WS BS S T W A Ld Sv
Pit Tech 6” 4+ 4+ 3 3 1 1 7 4+
Equipment · Servo-Arm
· Ganger Pistol
Abilities · Emergency Repairs: Friendly PIT SLAVE models within 6” of this model have a 5+
invulnerable save.
· Saviour Protocols: This model cannot by targeted with shooting attack as long as any
friendly SERVITOR models are closer to the shooting model.
Wargear Options · May replace its Ganger Pistol with a Hand Flamer, a Melta Pistol or a Plasma Pistol.
Keywords · INFANTRY, PIT SLAVES, PIT TECH

PIT DEVIL 16
NAME M WS BS S T W A Ld Sv
Pit Devil 6” 3+ 5+ 4 4 2 2 6 4+
Equipment · Servo-Claw
· Ganger Pistol
Abilities · Biomechanic Ferocity: This model can be selected to fight twice in each Fight phase,
rather than one.
· Pit Slaves Kill Team: If your Team Leader is a Pit Daemon, Pit Devils may be taken as
core.
Wargear Options · May replace its Servo-Claw with one of the following:
– Flamer
– Plasma Gun
– Meltagun
– Power Saw
· May replace its Ganger Pistol with one of the following:
– Hand Flamer
– Plasma Pistol
– Melta Pistol
Keywords · INFANTRY, PIT SLAVE, PIT DEVIL

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Necromundan Gangs 9.0


WYRD GANGER
15
Maximum of 1 of this unit in your Kill Team.
NAME M WS BS S T W A Ld Sv
Wyrd Ganger 6” 4+ 4+ 3 3 1 1 6 5+
Equipment · Ganger Melee Weapon
Abilities · Wyrd Powers: At the beginning of the battle, you can pick one psychic power known by
an enemy model. The Wyrd knows that power, replacing any faction keywords in the
power's effects with the NECROMUNDAN GANGS keyword and any keywords in brackets with
the <HOUSE> keyword for effects that affect friendly units.
Wargear Options · May replace its Ganger Melee Weapon with an item from the Melee Weapons list.
· May take an item from the Pistols list.
Psyker · A Wyrd can attempt to manifest one psychic power in each friendly Psychic phase, and
attempt to deny one power in each enemy Psychic phase. It knows the Smite power.
Keywords · INFANTRY, PSYKER, CHARACTER, GANG MEMBER, WYRD GANGER

L.P.E.A. 'AMBOT'
36
Maximum of 3 BRUTES in your Kill Team.
NAME M WS BS S T W A Ld Sv
Ambot 5” 3+ 5+ 5 5 3 2 7 4+
Equipment · Two Tunnelling Claws
Abilities · Excavation Automata: During deployment, you can set up this model in reserves
instead of placing it on the battlefield. At the beginning of the first battle round, but
before the first turn begins, the Ambot emerges: place them anywhere on the battlefield
that is more than 9” from enemy models.
· Cranial Governors: At the beginning of the Fight phase, one friendly INFANTRY model
within 3” of the Ambot can override its security protocols. If you do, change the Ambot's
Attacks characteristic to D3+1 for that phase, but roll a die. On a 1, the friendly model
suffers a mortal wound as it is trashed by the Ambot.
Wargear Options · May replace one Tunnelling Claw with a Grav-Fist.
Keywords · BEAST, BRUTE, AMBOT

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Necromundan Gangs 9.1


SERVITOR OGRYN
30
Maximum of 3 BRUTES in your Kill Team.
NAME M WS BS S T W A Ld Sv
S. Ogrynn 6” 4+ 5+ 5 5 3 3 6 5+
Equipment · Two Augmetic Fists
Abilities · Avalanche of Muscle: Add 1 to this model's Attacks characteristic the first time it fights
in a turn in which it made a succesful charge.
Wargear Options · May replace one Augmetic Fist with an Arc Welder.
Keywords · INFANTRY, BRUTE, SERVITOR OGRYNN

ORLOCK LUGGER SERVITOR


18
Maximum of 3 BRUTES in your Kill Team.
NAME M WS BS S T W A Ld Sv
L. Servitor 6” 5+ 4+ 5 5 3 2 6 4+
Equipment · Lugger-Pincer
Abilities · Orlock Brute: This model can only be taken in an Orlock Kill Team.
· Weapons Platform: This model can move and still fire Heavy Weapons in the same turn
without suffering a penalty to its Hit rolls.
Wargear Options · May replace its Lugger-Pincer with one of the following:
– Harpoon Launcher
– Heavy Bolter
– Heavy Flamer
– Heavy Stubber
– Servo-Claw
Keywords · INFANTRY, BRUTE, ORLOCK, LUGGER SERVITOR

26/42

Necromundan Gangs 9.0


CAWDOR STIG-SHAMBLER
26
Maximum of 3 BRUTES in your Kill Team.
NAME M WS BS S T W A Ld Sv
Stig-Shambler 5” 4+ 4+ 4 4 4 3 8 5+
Equipment · Heavy Club
· Heavy Stubber
Abilities · Cawdor Brute: This model can only be taken in a Cawdor Kill Team.
· Living Platform: This model can move and still fire Heavy Weapons in the same turn
without suffering a penalty to its Hit rolls.
Wargear Options · May replace its Heavy Stubber with a Twin-Linked Heavy Stubber or a Heavy Flamer
· May replace its Heavy Club with a Polearm or a Blunderbuss Polearm.
Keywords · INFANTRY, BRUTE, CAWDOR, STIG-SHAMBLER

ESCHER KHYMERIX
38
Maximum of 3 BRUTES in your Kill Team.
NAME M WS BS S T W A Ld Sv
Khymerix 6” 4+ 4+ 4 5 3 4 7 6+
Equipment · Chemical Breath
· Razor-Sharp Talons
Abilities · Escher Brute: This model can only be taken in an Escher Kill Team.
· Regeneration: Each time this model suffers a wound or mortal wound, roll a die. On a
5+, that wound or mortal wound is negated.
· Crushing Blow: Each time you fight with this model, roll one of its attacks separately.
The Strength and Damage characteristics of that attack are each increased by one.
Keywords · BEAST, BRUTE, ESCHER, KHYMERIX

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Necromundan Gangs 9.1


DELAQUE SPYKER
40
Maximum of 3 BRUTES in your Kill Team.
NAME M WS BS S T W A Ld Sv
Spyker 6” 6+ 6+ 3 4 4 1 8 5+
Equipment · None.
Abilities · Delaque Brute: This model can only be taken in a Delaque Kill Team.
· Displacer Field: This model has a 4+ invulnerable save against Shooting attacks.
Wargear Options · May replace its Heavy Stubber with a Twin-Linked Heavy Stubber or a Heavy Flamer
Psyker · A Spyker can attempt to manifest one psychic power in each friendly Psychic phase,
and attempt to deny one power in each enemy Psychic phase. It knows the Smite and
Psychic Scream powers.
· Psychic Scream: Psychic Scream has a warp charge value of 6. If manifested, each
enemy model within 6” of the Psyker must immediately take a nerve test with a -1
penalty to its Leadership. If the Psyker suffers perils of the warp while manifesting this
power, it affects enemy models within 12” of the Psyker instead.
Keywords · INFANTRY, BRUTE, DELAQUE, PSYKER, FLY, SPYKER

GOLIATH 'ZERKER
36
Maximum of 3 BRUTES in your Kill Team.
NAME M WS BS S T W A Ld Sv
'Zerker 6” 3+ 6+ 6 5 3 3 6 5+
Equipment · Open Fists
Abilities · Goliath Brute: This model can only be taken in an Goliath Kill Team.
· Stimm Overdose: Each time this model fights, you can choose to increase its Attacks
characteristics by D3. However, if you do and the dice shows a 1, that model only makes
one attack in that phase.
· 'Zerker Charge: Add 1 to the charge rolls made for this model.
Wargear Options · May replace its Open Fists with Mutated Bone Fists.
Keywords · INFANTRY, BRUTE, GOLIATH, 'ZERKER

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Necromundan Gangs 9.0


VAN SAAR ARACHNI-RIG SERVO SUIT
55
Maximum of 3 BRUTES in your Kill Team.
NAME M WS BS S T W A Ld Sv
Arachni-Rig 6” 4+ 4+ 5 4 3 1 6 4+
Equipment · Twin Heavy Lascarbine
· Four Arachni-Rig Arms
Abilities · Van Saar Brute: This model can only be taken in an Van Saar Kill Team.
· Multi-Armed Suit: This model's Attacks characteristic is increased by 1 for each Arachni-
Rig Arm it is equipped with beyond the first.
· Improved Survival Suit: This model has a Save characteristic of 3+ against attacks with
an AP characteristic of 0. In addition, each time this model suffers a wound or mortal
wound, roll a die. On a 5+, that wound or mortal wound is ignored.
Wargear Options · May replace one Arachni-Rig Arms with a Rad Gun or Plasma Gun
Keywords · INFANTRY, BRUTE, GOLIATH, 'ZERKER

NOMAD BUGGY
33
Maximum of 1 of this unit in your Kill Team.
NAME M WS BS S T W A Ld Sv
Nomad Buggy 14” 4+ 4+ 4 5 5 3 6 4+
Equipment · Heavy Stubber
Abilities · Flanking: During deployment, you can set up this model in reserves instead of placing it
on the battlefield. At the end of any of your Movement phases, it can join the battle: set
it up anywhere within 7” of a table edge and more than 9” from enemy models.
· Blaring Headlights: Enemy models do not receive a bonus to their saving throw for
being in cover against shooting attacks made by this model.
Wargear Options · May take one of the following:
– Autocannon
– Heavy Stubber
– Missile Launcher
– Plasma Cannon
– Lascannon
Keywords · VEHICLE, ASH WASTES, NOMAD BUGGY

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Necromundan Gangs 9.1


ITEM DESCRIPTION
Instead of moving normally or Advancing in the Movement phase, the bearer can
use its Grapnel Launcher. If they do so, they can move up to 12” in that Movement
Grapnel Launcher (5 pts)
phase, but must end that move on top of or within 1” of an obstacle that is at least
2” tall, and they cannot charge in the following Charge phase.
Leader only.
Body-Bionics (5 pts) Each time the model suffers a wound or mortal wounds, roll a die. On a 6+, that
wound or mortal wound is ignored.
The model's Ballistic Skill characteristic is improved to 3+. If the model already has a
Bionic Eye (4 pts) Ballistic Skill of 3+ or better, you can instead re-roll failed hit rolls of 1 made for the
model in the Shooting phase.
Leader only.
Artisan Weapon (15 pts)
Increase the Damage of one melee weapon carried by the model by 1.
CAWDOR GANG MEMBER only.
Bomb Delivery Rats (3 pts) The range of the bearer's Grenades is increased to 12”. In addition, the bearer can
fire grenades even in a turn in which another friendly model fired a grenade.
At the beginning of your turn, roll a die for each Hidden enemy model within 24” at
Bio-Scanner (4 pts) least one model in your Kill Team with a Bio-Scanner.. On a 6, the model being rolled
for is no longer hidden.
CAWDOR GANG LEADER or CHAMPION only.
Cult Icon (10 pts) Only one model in your Kill Team may carry a Cult Icon. You can re-roll failed nerve
tests for friendly models within 6” of the bearer.
Leader only.
Gold-Plated Gun (5 pts) Add 1 to the model's Leadership characteristic. In addition, once per battle, you can
re-roll one failed hit roll made for any of the bearer's ranged weapons.
Leader, CHAMPION, GUNNER and ROGUE DOC only. Maximum of 2 Servo-Skulls per leader
and 1 for other models.
Medi-Skull (10 pts)
When playing in a campaign, you can re-roll injury rolls made for the bearer. This
item has no effect outside of a campaign.
Leader, CHAMPION or GUNNER only. Maximum of 2 Servo-Skulls per leader and 1 for
Sensor Skull (4 pts) other models.
Add 6” to the range of all Rapid Fire and Heavy weapons used by the model.
Leader, CHAMPION or GUNNER only. Maximum of 2 Servo-Skulls per leader and 1 for
other models.
Gun Skull (1 pt)
The bearer gains an additional Ganger Pistol. When fired, it is always done with a
Ballistic Skill of 5+ instead of using the bearer's own.
Grav-Chute (1 pt) The bearer never suffers any damage when jumping or falling, regardless of distance.

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Necromundan Gangs 9.0


ITEM DESCRIPTION
DELAQUE INFANTRY only.
Digital Weapons (1 pt) At the beginning of the Fight phase, you can pick an enemy INFANTRY model within 1”
of the bearer and roll a die. On a 6, that model suffers a mortal wound.
Leader, Gunner and Champion only. Maximum of 2 Exotic pets per Team Leader and
1 pet per Gunner or Champion.
Exotic Pets are part of your Kill Team, except they are bought as an armoury item and
do not count towards the maximum amount of models of each type you can take. In
addition, they all share the following abilities:

Companion: A model with this ability always always uses its owner's Leadership for
all relevant tests if it is within 6” of them; otherwise, it has a Leadership
characteristic of 1.

Exotic Pet (varies) Protector: If the owner of this model is charged, this model can perform a Heroic
Intervention even though they are not a Character. In addition, this model cannot be
targeted by shooting attacks while it is within 2” of their owner, unless it is the
closest model to the shooting model.

Exotic Pet: When playing in a campaign, an Exotic Pet never gains experience and
never suffers injuries. If the model that owns the exotic pet leaves the roster or dies,
the Exotic pet is removed as well.

The profiles for Exotic Pets can be found at the end of the opus, after the weapon
profiles.

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Necromundan Gangs 9.1


RANGED WEAPONS
WEAPON POINTS PER WEAPON WEAPON POINTS PER WEAPON
Autocannon 10 Heavy Crossbow 6/16*

Autogun Polearm 1 Heavy Flamer 14

Blasting Charge 1 Heavy Stubber 4

Bolt Pistol 1 Incendiary Charge 2

Boltgun 1 Krak Grenade 1

Blunderbuss Polearm 4 Lascarbine 2

Chem-Thrower 6 Long Rifle 2

Chemical Breath 0 Meltagun 10/14*

Combat Shotgun 1 Melta Pistol 7

Combi-Flamer 8 Multi-Melta 15

Combi-Melta 11/15* Needle Pistol 1

Combi-Needler 2 Needle Rifle 2

Combi-Plasma Pistol 6 Plasma Cannon 10/16*

Flamer 6 Plasma Gun 7/11*

Flechette Pistol 2 Plasma Pistol 5

Frag Grenade 1 Rad Cannon 6/10*

Ganger Pistol 0 Rad Gun 1

Ganger Gun 0 Rivet Cannon 5/9*

Gas Grenade 1 Shotgun 0

Grav-Gun 10 Stub Cannon 1

Grav-Fist 4 Tunnelling Claw 0


Twin Heavy
Grenade Launcher 3 0
Lascarbine
Hand Flamer 1 Web Pistol 1

Harpoon Launcher 6 Webber 1

Heavy Bolter 8/10* Lascannon 15/25*


32/42
*Use the first cost for models with a BS of 4+ or worse and
the second cost for models with a BS of 3+ or better.

Necromundan Gangs 9.0


MELEE WEAPONS
WEAPON POINTS PER WEAPON WEAPON POINTS PER WEAPON
Arachni-Rig Arm 0 Power Knife 3

Arc Welder 16 Power Maul 4

Augmetic Fist 5 Power Saw 7

Autogun Polearm 1 Power Sword 4

Blunderbuss Polearm 4 Razor-Sharp Talons 0

Chainglaive 9 Renderizer 8

Energy Shield 8 Servo-Arm 0


Ganger Melee
0 Servo-Claw 7
Weapon
Grav-Fist 4 Shock Baton 4

Heavy Club 4 Shock Stave 1


Huge Ganger
3 Shock Whip 2
Weapon
Lugger-Pincer 0 Stiletto Knife 0

Mutated Bone Fists 10 Stiletto Sword 1

Open Fists 0 Tunneling Claw 0

Power Axe 4 Web Gauntlet 2

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Necromundan Gangs 9.1


RANGED WEAPONS (1)
WEAPON RANGE TYPE S AP D ABILITIES
Autocannon 48” Heavy 2 7 -1 2
Autogun Polearm
24” Rapid Fire 1 3 0 1
(Ranged)
Blasting Charge 6” Grenade D3 5 -2 1

Bolt Pistol 12” Pistol 1 4 0 1


Boltgun 24” Rapid Fire 1 4 0 1

Blunderbuss
When attacking with this weapon, pick one of the profiles below.
Polearm (Ranged)

- Grapeshot 8” Assault D6 3 0 1
This weapon automatically hits its target.
- Purgation 8” Assault D3 6 0 1

This weapon automatically hits its target. This


Chem-Thrower 6” Assault D6 1 0 1 weapon wounds on a roll of 4+, unless the target
is a VEHICLE.
Chemical Breath When attacking with this weapon, pick one of the profiles below.

- Eruption 6” Pistol D6 4 0 1 This weapon automatically hits its target.


- Cloud 12” Assault D6 5 -1 1

Add 1 to this weapon's Strength if the target is


Combat Shotgun 12” Assault 2 4 0 1
within half-range.

When attacking with this weapon, pick one or both of the profiles below. If you pick both,
Combi-Flamer
substract 1 from all hit rolls for this weapon.

- Boltgun 24” Rapid Fire 1 4 0 1


- Flamer 8” Assault D6 4 0 1 This weapon automatically hits its target.

When attacking with this weapon, pick one or both of the profiles below. If you pick both,
Combi-Melta
substract 1 from all hit rolls for this weapon.

- Boltgun 24” Rapid Fire 1 4 0 1


If the target is within half range of this weapon,
- Meltagun 12” Assault 1 8 -4 D3 roll two dice when inflicting damage with it and
discard the lowest result.

When attacking with this weapon, pick one or both of the profiles below. If you pick both,
Combi-Needler
substract 1 from all hit rolls for this weapon.
34/42 - Boltgun 24” Rapid Fire 1 4 0 1
This weapon wounds on a 4+, unless the target is a
- Needle Rifle 24” Rapid Fire 1 1 0 D3
VEHICLE.

Necromundan Gangs 9.0


RANGED WEAPONS (2)
WEAPON RANGE TYPE S AP D ABILITIES
Combi-Plasma When attacking with this weapon, pick one or both of the profiles below. If you pick both,
Pistol substract 1 from all hit rolls for this weapon.

- Bolt Pistol 12” Pistol 1 4 0 1

- Plasma Pistol 12” Pistol 1 7 -3 1 See Plasma Pistol


Flamer 8” Assault D6 4 0 1 This weapon automatically hits its target.

Flechette pistol When attacking with this weapon, pick one of the profiles below.
- Solid 12” Pistol 5 2 0 1

This weapon wounds on a 2+, unless the target is


- Fleshbane 12” Pistol 1 1 0 1
a VEHICLE.

Frag Grenade 6” Grenade D6 3 0 1


Ganger Pistol 12” Pistol 1 3 0 1

Ganger Gun 24” Rapid Fire 1 3 0 1


This weapon wounds on a 4+, unless the target is a
Gas Grenade 6” Grenade D6 1 0 1
VEHICLE.
Grav-Gun 18” Rapid Fire 1 5 -3 1 If the target has a Save characteristic of 3+ or
better, this weapon has a Damage characteristic of
Grav-Fist (Ranged) 12” Assault D3 5 -3 1 D3.

Grenade Launcher When attacking with this weapon, pick one of the profiles below.

- Frag Grenade 24” Assault D6 3 0 1

- Krak Grenade 24” Assault 1 6 -1 D3


Hand Flamer 6” Assault D6 3 0 1 This weapon automatically hits its target.

If the bearer charges a unit it has previously hit


Harpoon Launcher 18” Assault 1 5 -2 D3 with this weapon in the preceding Shooting phase,
add +2 to their charge roll.
Heavy Bolter 36” Heavy 3 5 -1 1

Heavy Crossbow When attacking with this weapon, pick one of the profiles below.
- Frag Bolt 24" Heavy D6 4 0 1
- Krak Bolt 24” Heavy 1 8 -2 D6

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Necromundan Gangs 9.1


RANGED WEAPONS (3)
WEAPON RANGE TYPE S AP D ABILITIES
Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits its target.
Heavy Stubber 36” Heavy 3 4 0 1
Incendiary Charge 6” Grenade D6 4 0 1

Krak Grenade 6” Grenade 1 6 -1 D3


Lascannon

Lascarbine 24” Rapid Fire 2 3 0 1


This weapon may target a CHARACTER even if it is
not the closest enemy unit. Each time you roll a
Long Rifle 36” Heavy 1 4 0 1
wound roll of 6+ for this weapon, it inflicts a
mortal wound in addition to any other damage.
Meltagun 12” Assault 1 8 -4 D6 If the target is within half range of this weapon,
roll two dice when inflicting damage with it and
Melta Pistol 6” Pistol 1 7 -3 D6 discard the lowest result.

Multi-Melta
Needle Pistol 12” Pistol 1 1 0 D3 This weapon wounds on a 4+, unless the target is a
Needle Rifle 24” Rapid Fire 1 1 0 D3 VEHICLE.

Plasma Cannon When attacking with this weapon, pick one of the profiles below.

- Standard Heavy D3 7 -3 1
On a hit roll of 1, the bearer is slain after all of this
- Supercharge Heavy D3 8 -3 2
weapon's attacks have been resolved.
Plasma Gun When attacking with this weapon, pick one of the profiles below.

- Standard 36” Rapid Fire 1 7 -3 1


- Supercharge 24” Rapid Fire 1 8 -3 2 On a hit roll of 1, the bearer is slain.

Plasma Pistol When attacking with this weapon, pick one of the profiles below.

- Standard 12” Pistol 1 7 -3 1

- Supercharge 12” Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.

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RANGED WEAPONS (4)
WEAPON RANGE TYPE S AP D ABILITIES
Rad Cannon 30” Heavy 3 6 0 1 Each time you make a wound roll of 6+ for this
Rad Gun 12” Assault 3 4 0 1 weapon, that hit inflicts 2 damage instead of 1.

Rivet Cannon When attacking with this weapon, pick one of the profiles below.
- Rapid Fire 12” Assault D6 4 -2 1

- Superheated 12” Assault D3 6 -3 D3


Add 1 to this weapon's Strength if the target is
Shotgun 12” Assault 2 3 0 1
within half-range.
Substract 1 from the hit rolls made for this
Stub Cannon 18” Assault 1 5 0 1
weapon if the target is over half range.
Tunnelling Claw This weapon can be fired even if the bearer is
8” Assault 1 6 -2 2
(Ranged) within 1” of an enemy model.
Twin Heavy
24” Rapid Fire 4 4 0 1
Lascarbine
Web Pistol 12” Pistol 1 3 0 1 This weapon automatically hits its target. When
making a shooting attack with this weapon, use
either the Strength or Toughness characteristic of
Webber 16” Assault D3 4 0 1 the target to determine the wound roll –
whichever is lowest.

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MELEE WEAPONS (1)
WEAPON RANGE TYPE S AP D ABILITIES
Autogun
Polearm Melee Melee U+1 0 1
(Melee)
On a wound roll of a 6, this weapons inflicts 3
Arc Welder Melee Melee U+2 -3 3
mortal wounds instead of its normal damage.
If the bearer is equipped with two Augmetic
Augmetic FIst Melee Melee U+1 -1 2 Fists, it makes one additional attack with this
weapon in each Fight phase.
Blunderbuss
Polearm Melee Melee U+1 0 1
(Melee)
When attacking with this weapon, you must
Chainglaive Melee Melee U+2 -2 2
substract 1 from the hit roll.
A model equipped with an Energy Shield has a
Energy Shield Melee Melee 3 0 1
4+ invulnerable save.
Each time the bearer fights, it can make an
Ganger Melee additional attack with this weapon. If the bearer
Melee Melee U 0 1
Weapon is equipped with two Ganger Melee Weapons, it
can make two additional attakcs instead.
Grav-Fist
Melee Melee U -1 2
(melee)
Heavy Club Melee Melee U 0 2
Huge Ganger When attacking with this weapon, you must
Melee Melee U+1 0 2
Weapon substract 1 from the hit roll.
Lugger-Pincer Melee Melee U -1 1
Mutated Bone
Melee Melee U+1 -2 2
Fists
Open Fists Melee Melee U -1 1
Arachni-Rig
Melee Melee U 0 1
Arm
Power Axe Melee Melee U+1 -2 1
Power Knife Melee Melee U-1 -4 1
Power Maul Melee Melee U+2 -1 1
When attacking with this weapon, you must
Power Saw Melee Melee Ux2 -2 D3
substract 1 from the hit roll.
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MELEE WEAPONS (2)
WEAPON RANGE TYPE S AP D ABILITIES
Razor-Sharp
Melee Melee U -3 1
Talons
When attacking with this weapon, you must
Renderizer Melee Melee U+2 -1 2 substract 1 from the hit roll. On a wound roll of a
6, this weapon causes 2 wounds instead of 1.
Each Servo-Arm can only be used to make one
attack each time this model fights. When
Servo-Arm Melee Melee Ux2 -2 3
attacking with this weapon, you must substract 1
from the hit roll.
Servo-Claw Melee Melee U+2 0 2
Each hit roll of a 6+ with this weapon causes 3
Shock Baton Melee Melee U 0 1
hits instead of 1.
Each hit roll of a 6+ with this weapon causes 3
Shock Stave Melee Melee U+2 0 1
hits instead of 1.
Shock Whip Melee Melee U+1 0 1
This weapon wounds on a 4+, unless the target is
Stiletto Knife Melee Melee U 0 1
a VEHICLE.
This weapon wounds on a 4+, unless the target is
Stiletto Sword Melee Melee U 0 1 a VEHICLE. Each time the bearer fights, it can make
an additional attack with this weapon.
Tunneling Claw
Melee Melee U -1 2
(melee)
When attacking with this weapon, use either the
Strength or Toughness characteristic of the target
Web Gauntlet Melee Melee 5 0 1
to determine the wound roll – whichever is
lower.

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SHEEN BIRD 6
NAME M WS BS S T W A Ld Sv
Sheen Bird 7” 4+ – 3 2 1 4 * 7+
Equipment · None.
Abilities · Companion, Exotic Pet
· Cawdor Pet: This Exotic Pet may only be bought by a CAWDOR Team Leader.
· Raking Claws: Add 1 to the hit rolls made for this model if it charged in the same turn.
In addition, add 1 to the wound rolls made for this model if the target has a Save
characteristic of 7+.
Keywords · BEAST, FLY, EXOTIC PET, SHEEN BIRD

CEPHALOPOD SPEKTER 5
NAME M WS BS S T W A Ld Sv
C. Spekter 6” 4+ – 3 3 1 2 * 7+
Equipment · Shock Whip
Abilities · Companion, Exotic Pet
· Delaque Pet: This Exotic Pet may only be bought by a DELAQUE model.
· Threat Response: If the Cephalopod Spekter's owner is removed as a casualty, the
Cephalopod Spekter is also removed as a casualty. When you do, roll a die. On a 4+, one
model within 3” of the Cephalopod Spekter suffers a mortal wound.
Keywords · BEAST, EXOTIC PET, CEPHALOPOD SPEKTER

PHYRR CAT 6
NAME M WS BS S T W A Ld Sv
Phyrr Cat 8” 3+ – 3 3 1 3 * 7+
Equipment · None.
Abilities · Companion, Exotic Pet
· Escher Pet: This Exotic Pet may only be bought by an ESCHER model.
· Independant: A Phyrr Cat can use its owner's Leadership while it is within 12” of them,
rather than 6”.
· Mauling Talons: Each time the wound roll for an attack made by a Phyrr Cat is 6+, that
attack has an AP characteristic of -1 rather than 0 and a Damage of 2 rather than 1.
Keywords · BEAST, EXOTIC PET, PHYRR CAT

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SUMPKROC 12
NAME M WS BS S T W A Ld Sv
Sumpkroc 8” 3+ – 4 4 2 3 * 5+
Equipment · None.
Abilities · Companion, Exotic Pet
· Goliath Pet: This Exotic Pet may only be bought by a GOLAITH model.
Keywords · BEAST, EXOTIC PET, SUMPKROC

CYBER-MASTIFF 5
NAME M WS BS S T W A Ld Sv
Cyber-Mastiff 6” 4+ – 3 3 1 2 * 7+
Equipment · None
Abilities · Companion, Exotic Pet
· Orlock Pet: This Exotic Pet may only be bought by an ORLOCK model.
· Loyal Protector: This model can perform a Heroic Intervention when within 6” of their
owner, rather than 3”, and can move up to 6” when performing a Heroic Intervention,
rather than 3”.
Keywords · BEAST, EXOTIC PET, CYBER-MASTIFF

CYBERACHNID 7
NAME M WS BS S T W A Ld Sv
Cyberachnid 7” 4+ 5+ 2 2 1 2 * 7+
Equipment · Web Pistol
Abilities · Companion, Exotic Pet
· Van Saar: This Exotic Pet may only be bought by a VAN SAAR model.
· Toxic Bite: This model's melee attacks always wound on a 4+, except against VEHICLES.
· Horrific: Enemy models within 3” of at least one Cyberachnid must substact 1 from their
Leadership characteristic.
Keywords · BEAST, EXOTIC PET, CYBERACHNID

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CARYATID 10
NAME M WS BS S T W A Ld Sv
Caryatid 7” 5+ – 2 2 1 1 * 7+
Equipment · None.
Abilities · Companion, Exotic Pet
· Premonition: This model has a 3+ invulnerable save.
· Omen of Fortune: The Caryatid's owner has a 6+ invulnerable save while they are within
3” of it. If they already have an invulnerable save, you can re-roll failed invulnerable save
rolls of 1 made for them instead.
· Symbol of Fortune: Only a Team Leader may buy a Caryatid. If they do, they cannot own
any other pets.
Keywords · BEAST, FLY, EXOTIC PET, CARYATID

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