Necromunda Gangs Guide
Necromunda Gangs Guide
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
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2
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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.
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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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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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.
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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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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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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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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
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
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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
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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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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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
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– Shotgun
· May take items from the Necromundan Gangs Armoury.
Keywords · BIKER, ASH WASTES, NOMAD BIKER
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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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
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
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– 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
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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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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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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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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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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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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Combi-Flamer 8 Multi-Melta 15
Chainglaive 9 Renderizer 8
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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
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.
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.
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.
Flechette pistol When attacking with this weapon, pick one of the profiles below.
- Solid 12” Pistol 5 2 0 1
Grenade Launcher When attacking with this weapon, pick one of the profiles below.
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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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.
Plasma Pistol When attacking with this weapon, pick one of the profiles below.
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Rivet Cannon When attacking with this weapon, pick one of the profiles below.
- Rapid Fire 12” Assault D6 4 -2 1
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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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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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