// Rulebook Scan Reference · Pages 114–119

Alliances & Guilds

Not a gang — forming Alliances, the Justicar Courts, and every Delegation-granting faction from Necromunda’s Most Wanted. Switch to Source to view the original scans.

Alliances

// p.114–115

Making an Alliance

Alliances are not to be entered into lightly. Once a gang has pledged its support to an ally, you can be sure their new friends will force them to stick with it — at least until the ally gets some results or they decide the gang has become a liability.

Follow these steps to make an Alliance:

  1. Any gang can decide to enter into an Alliance at the beginning of a campaign, during the Update Roster step of any Post-cycle Sequence or at the end of a Downtime Cycle, provided they do not already have an ally.
  2. Choose an ally from those on offer, either in this supplement or from another supplement and pay the ally's Tithe Price.
  3. Once a gang has made an Alliance, it will last until the end of the current campaign, or until either they, or their ally, break it as a result of their actions. If a gang breaks their Alliance, they cannot gain another Alliance unless the Arbitrator decides otherwise.
  4. Unless otherwise noted, a gang can never have more than one ally at a time. A gang should make a note of their ally on their Gang Roster, along with any Benefits and Drawbacks which the ally brings.

Breaking an Alliance

An Alliance is broken either when the last member of an Alliance's Delegation is deleted from the Gang Roster, or if the gang pays the Alliance's Tithe Price again during the Update Roster step of the Post-cycle Sequence.

Benefits & Drawbacks

Each Alliance brings with it a set of Benefits and Drawbacks. These are special rules that will apply to the gang for the duration of the Alliance and can include things such as access to certain equipment and Delegations (covered in more detail in their respective entries). The exact details of an ally's Benefits and Drawbacks can be found in their individual descriptions, along with guidelines on how, and when, they come into play.

Delegations

Most Alliances grant a gang access to a Delegation. When a gang allies with a faction, they may add their ally's Delegation to their Gang Roster.

Models from a Delegation do not gain XP, may not perform Post-cycle Actions, may not add or remove weapons or wargear, may not be voluntarily removed from the Gang Roster and use the following Lasting Injury table:

D6Lasting Injury
1–2Out Cold: The Fighter takes no further part in the battle, but suffers no long-term effects.
3–5Grievous Wound: The Fighter goes into Recovery.
6Critical Injury: The Fighter is badly hurt and returns to their faction. Delete the Fighter from the Gang Roster.

When a Fighter from a Delegation is deleted from a Gang Roster, they take their weapons and wargear with them — they are not added to the gang's Stash.

Strong Alliances

An Alliance may list gangs that they have a Strong Alliance with. If a faction has a Strong Alliance with a gang, the first time a model from the ally's Delegation is deleted from the Gang Roster as a result of a Lasting Injury, the gang may immediately add an identical replacement model to their Gang Roster.

Gang Rating

While a gang is allied with a faction, they add their ally's Tithe Price to their Gang Rating.

Justicar Courts

// p.116–119 — a worked example of an Alliance
“This sector is now sealed, none shall enter or exit! All must attend and witness Helmawr's justice be delivered by our hand!”
— Jortallia Felistri, Magistrate, Justicar Court 367-Delta

The Justicar Courts are predominantly concerned with enforcing the rights and obligations of the Noble Houses. It is they who hold and maintain the records of each Noble House's domains and tithes due under the Oath Nobilis, bringing swift judgement and sentencing to those who are seen to be in breach of their duties. Their power is feared throughout the spire in much the same way as the Palanite Enforcers are feared in hive city and below, for they hold the power to declare any noble, even a head of house, as a Recidivist and thus an enemy of Necromunda.

Imposters claiming the rank and privilege owed to those of the Noble Houses can be found everywhere on Necromunda, and so the forces of the Justicar Courts can be as well. Palanite Justicar delegations, also known as the Malleus Veritum, or the Hand of Truth, are the most visible of the courts' agents. Chasing down fallen nobles or imposters, Justicar Courts often enlist the assistance of the Palanite Enforcers, although they pursue very different threats to the Imperial House.

With the rise of Ozostium and House Aranthus, the Palanite Justicars have been sent out into the hives in greater numbers than ever before. Having been previously expunged from the records as a Noble House, the Aranthians represent the direst threat to the Pax Helmawr in generations and so the Justicar Courts are mobilised by Lord Helmawr to fulfil their ancient duties.

Tithe Price

// 200 credits

In order to form or break an Alliance with the Justicar Court, a gang must pay 200 credits from their Stash.

Benefits

Strong Alliance (Palanite Enforcers): The first time a Palanite Enforcer gang deletes a member of a Justicar Court Delegation from their Gang Roster as a result of a Lasting Injury, they may immediately add an identical replacement model to their Gang Roster.

Cut off the Head: During the Collect Rewards step of the Post-battle Sequence, if the enemy gang's Leader was taken Out of Action during the battle, add 2D3x10 credits to the allied gang's Stash.

Justicar Court: When a gang forms an Alliance with the Justicar Court, they add a Justicar Court Delegation to their Gang Roster. These Fighters do not cost any credits.

Drawbacks

The Enemy Within: During the Post-battle Sequence at the start of the Wrap-up step, if the allied gang lost the battle and included any Fighters from the Palanite Justicar Delegation, they must make an Intelligence check for their Leader. If the check is failed, a random Fighter from the allied gang goes into Recovery as the Palanite Justicars question them for information on local Recidivists.

Palanite Justicar Delegation

// p.117 — Composition & Special Rules

As representatives of the Justicar Courts, it is a Palanite Justicar delegation's duty to hunt down renegade nobles, rogue heirs and aberrations in noble bloodlines. Upon arriving in a region, they will set up tribunals in the centre of the settlement, closing all nearby access routes. Then, from their seat at the head of the tribunal, the Magistrate will pass judgement on local criminals, invariably condemning them to death. Once judgement is passed, the Executioner carries out the sentence immediately in front of the assembled local population, whose attendance is compulsory. If any in the crowd are foolish enough to object, the Bailiffs step forward and restrain them with the Tools of Judgement so they too can be judged.

Composition: A Palanite Justicar Delegation consists of a Magistrate, an Executioner and three Bailiffs.

Summary Judgement: If the Executioner takes an enemy Fighter Out of Action with a Coup de Grâce action, any Bailiffs within 3″ of the Executioner may immediately perform a Shoot action as a Free action without removing their Ready marker, even if they are not Ready.

A Band Apart: Members of the Justicar Courts take care of their own. Palanite Justicars will remain separate and aloof from the gang they are working beside. As such, Palanite Justicars cannot be included in any Group Activation actions performed by non-Palanite Justicars and vice versa.

Magistrate

0 Credits
MWSBSSTWIASv
4″3+3+332314+
LdClWilIntTypeStarting XP
7787Fighter (Champion)N/A

Skills: A Magistrate has the Nerves of Steel and Unstoppable skills.

Equipment: A Magistrate is armed with a bolt pistol and gavel and is equipped with slaved sensor skulls.

Executioner

0 Credits
MWSBSSTWIASv
4″3+4+331315+
LdClWilIntTypeStarting XP
7777Fighter (Champion)N/A

Skills: An Executioner has the Heavy Blows and Fearsome skills.

Equipment: An Executioner is armed with an Executioner's axe and a stub gun.

Bailiff

0 Credits
MWSBSSTWIASv
5″4+5+331415+
LdClWilIntTypeStarting XP
6776Fighter (Ganger)N/A

Bodyguard: If the Magistrate is hit by a ranged attack, the controlling player may choose to transfer the Hit and all of its effects onto a Bailiff within 2″ of the Magistrate.

Skills: A Bailiff has the Headbutt skill.

Equipment: A Bailiff is armed with either a shock pistol and heavy club, or a shotgun with solid & scatter ammo, or a Fulmen pattern man-catcher. All Bailiffs are equipped with photon flash grenades.

Ranged — Justicar Weapons
WeaponSRLRStrAPLTraits
Shock pistol4″8″3-11Light, Shock (5+)
Close Combat — Justicar Weapons
WeaponSRLRStrAPLTraits
Executioner's axeES+2-32Damage (2), Heavy, Melee, Unwieldy
Fulmen pattern man-catcherES1Melee, Shock (5+)
GavelES-12Breaching (6+), Concussive (6+), Melee

Personal Equipment — Slaved Sensor Skulls

// Exclusive

When a Fighter with slaved sensor skulls performs an Aimed Shot action, their target gains no benefit to their Armour Save for being in cover.

Page 119 is studio model photography (painted showcase models & a diorama) — see the Source tab to view it; no rules text is printed on that page.

Psi-Syndica

// Necromunda’s Most Wanted, p.35

Tithe Price

// 100 credits

In order to form or break an Alliance with the Psi-Syndica, a gang must pay 100 credits from their Stash.

Benefits

Strong Alliance (Delaque): The first time a Delaque gang deletes a Mind-locked Wyrd from their Gang Roster as a result of a Lasting Injury, they may immediately add an identical replacement model to their Gang Roster.

Psychic Awakening: When a gang forms an alliance with the Psi-Syndica, they may choose a Fighter to gain the Wyrd Subtype and learn a random Wyrd Power from the Necromunda Skirmish: Core Rulebook. This does not affect the Fighter’s Credit Value. If the gang breaks their Alliance with the Psi-Syndica for any reason, they must pay the chosen Fighter’s Credit Value to their former allies or remove the Fighter from their Gang Roster.

Mind-locked Wyrd: When a gang forms an Alliance with the Psi-Syndica, they add a Psi-Syndica Delegation to their Gang Roster. This Delegation does not cost any credits.

Drawbacks

Psykanarium Attention: During the Post-battle Sequence, at the start of the Wrap-up step, if the allied gang lost the battle and included a Psi-Syndica Delegation, they must roll a D6, adding 1 for each Fighter with the Wyrd Subtype who took part in the battle. If the result is 7+, randomly choose one of the gang’s Fighters and make a roll for them on the Lasting Injury table.

Psi-Syndica Delegation

// Composition & Special Rules

Composition: A Psi-Syndica Delegation consists of one Mind-locked Wyrd.

A Band Apart: Members of a Psi-Syndica Delegation will remain separate and aloof from the gang they are working beside. As such, Psi-Syndica Delegation Fighters cannot be included in any Group Activation actions performed by non-Psi-Syndica Delegation Fighters and vice versa.

Mind-locked Wyrd

0 Credits
MWSBSSTWIASv
4″5+4+332315+
LdClWilIntTypeStarting XP
6786Fighter (Champion, Wyrd)N/A

Wyrd Powers: When added to a Gang Roster, select three Wyrd Powers from the Necromunda Skirmish: Core Rulebook that the Mind-locked Wyrd knows.

Skills: A Mind-locked Wyrd has the Fearsome skill.

Equipment: A Mind-locked Wyrd is armed with a maul.

Mercator Pallidus

// Necromunda’s Most Wanted, p.36–38

Tithe Price

// 200 credits

In order to form or break an Alliance with the Mercator Pallidus, a gang must pay 200 credits from their Stash.

Benefits

Strong Alliance (Cawdor): The first time a Cawdor gang deletes a member of a Corpse Harvesting Party from their Gang Roster as a result of a Lasting Injury, they may immediately add an identical replacement model to their Gang Roster.

Extra Corpse Starch Rations: Once per battle, when a Fighter from a gang allied with the Mercator Pallidus is taken Out of Action, the result on the Lasting Injury table may be re-rolled.

Corpse Harvesting Party: When a gang forms an Alliance with the Mercator Pallidus, they add a Corpse Harvesting Party to their Gang Roster. These Fighters do not cost any credits.

Drawbacks

Meat for the Grinders: During the Post-battle Sequence at the start of the Wrap-up step, if the allied gang had any of their Fighters suffer a Critical Injury result on the Lasting Injury table this battle and included any Fighters from the Corpse Harvesting Party, then one Fighter who suffered a Critical Injury must be deleted from the Gang Roster as if they had been killed.

Corpse Harvesting Party

// Composition & Special Rules

Composition: A Corpse Harvesting Party consists of one Pale Consort, one Bone Scrivener and two Corpse Grinders.

Indentured Fighters: If, during the Bottle Checks step of the End phase, there are no friendly Pale Consort or Bone Scrivener models on the battlefield, all Corpse Grinders will flee the battlefield.

A Band Apart: Members of a Corpse Harvesting Party take care of their own and will remain separate and aloof from the gang they are working beside. As such, Corpse Harvesting Party Fighters cannot be included in any Group Activation actions performed by non-Corpse Harvesting Party Fighters and vice versa.

Pale Consort

0 Credits
MWSBSSTWIASv
4″5+4+331315+
LdClWilIntTypeStarting XP
7678Fighter (Champion)N/A

Skills: A Pale Consort has the Fearsome skill.

Equipment: A Pale Consort is equipped with a laspistol, a fighting knife, a medi skull and a respirator.

Bone Scrivener

0 Credits
MWSBSSTWIASv
4″5+4+331215+
LdClWilIntTypeStarting XP
7667Fighter (Champion)N/A

Skills: A Bone Scrivener has the Fearsome skill.

Equipment: A Bone Scrivener is equipped with a stiletto knife, a gun skull, a respirator and a cult icon.

Corpse Grinder

0 Credits
MWSBSSTWIASv
4″4+5+432326+
LdClWilIntTypeStarting XP
6766Fighter (Ganger)N/A

Bodyguard: If the Pale Consort is hit by a ranged attack, the controlling player may choose to transfer the Hit and all of its effects onto an Active or Suppressed Corpse Grinder within 2″ of the Pale Consort.

Retainers: When selecting a gang’s starting crew and creating their Reinforcements deck, Corpse Grinders may be excluded from being randomly selected.

Skills: A Corpse Grinder has the Heavy Blows skill.

Equipment: A Corpse Grinder is equipped with a chain glaive.

Corpse Harvesting Party Equipment

Ranged — Auto/Stub Weapons
WeaponSRLRStrAPLTraits
Gun skull autopistol6″12″31Independent, Rapid Fire (1)
Close Combat — Chain Weapons
WeaponSRLRStrAPLTraits
Chain glaive*ES+1-12Heavy, Melee, Parry, Shred (6+), Unwieldy

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Personal Equipment — Gun Skull

// Exclusive

A gun skull is represented by a model placed within 1″ of the owning model. Whenever the owning model moves for any reason, their controlling player may place the gun skull anywhere within 1″ of the owning model after the move is finished. The gun skull has a Toughness characteristic of 3 and a Save characteristic of 6+ and can be targeted with ranged or melee attacks as if it were a Fighter. If the gun skull is ever wounded it is removed from the battlefield, though it will be available in future battles.

While the gun skull is on the battlefield, its owner is considered to be armed with a gun skull autopistol; this weapon does not count towards the maximum number of weapons a Fighter can carry.

Personal Equipment — Medi Skull (Corpse Harvesting Party)

// Exclusive

A medi skull is represented by a model placed within 1″ of the owning model. Whenever the owning model moves for any reason, their controlling player may place the medi skull anywhere within 1″ of the owning model after the move is finished. The medi skull has a Toughness characteristic of 3 and a Save characteristic of 6+ and can be targeted with ranged or melee attacks as if it were a Fighter. If the medi skull is ever wounded it is removed from the battlefield, though it will be available in future battles.

While the medi skull is on the battlefield, its owning model may perform either the Treat Ally action or Heal Ally action as a Free action once per activation, even if the model is Injured/Damaged.

Personal Equipment — Cult Icon

// Exclusive

Unlike other items of wargear, a gang may only purchase a single cult icon. This item must be carried by either a Leader or Champion. When a Fighter that is carrying a cult icon performs the Group Activation action, they may re-roll the Leadership check.

Mercator Sanguis

// Necromunda’s Most Wanted, p.39–41

Tithe Price

// 220 credits

In order to form or break an Alliance with the Mercator Sanguis, a gang must pay 220 credits from their Stash.

Benefits

Strong Alliance (Goliath): The first time a Goliath gang deletes a member of a Mercator Sanguis Delegation from their Gang Roster as a result of a Lasting Injury, they may immediately add an identical replacement model to their Gang Roster.

Weapon Training: While a gang is allied with the Mercator Sanguis, at the start of the Pre-battle Sequence they can choose any one of their gang’s Champions, or their gang’s Leader, provided the Fighter chosen is available for the upcoming battle, as a candidate for extra training. For the duration of the battle, the chosen Fighter counts as having one extra skill chosen at random from one of their Primary Skill Sets.

Slaver Entourage: When a gang forms an Alliance with the Mercator Sanguis, they add a Slaver Entourage to their Gang Roster. These Fighters do not cost any credits.

Drawbacks

A Promising Fighter: During the Wrap-up step of the Post-battle Sequence, randomly select a Ganger or Prospect that took an enemy Fighter Out of Action during the battle and roll a D6. On a roll of 1, the Chain Lord is impressed by what they have seen and claims that Fighter for a career in the fighting pits; the Fighter and all of their weapons and Wargear are immediately deleted from the Gang Roster. On a roll of 6, the Chain Lord rewards that Fighter for their entertaining display of fighting prowess and the gang immediately adds D3x5 credits to its Stash. On any other result, nothing happens.

Slaver Entourage

// Composition & Special Rules

Composition: A Slaver Entourage consists of one Chain Lord, one Shakleman and two Pit Fighters.

Indentured Fighters: If, during the Bottle Checks step of the End phase, there are no friendly Chain Lord or Shakleman models on the battlefield, all Pit Fighters will flee the battlefield.

A Band Apart: Members of a Slaver Entourage take care of their own and will remain separate and aloof from the gang they are working beside. As such, Slaver Entourage Fighters cannot be included in any Group Activation actions performed by non-Slaver Entourage Fighters and vice versa.

Chain Lord

0 Credits
MWSBSSTWIASv
4″3+6+442325+
LdClWilIntTypeStarting XP
7875Fighter (Champion)N/A

Skills: A Chain Lord has the Bull Charge skill.

Equipment: A Chain Lord is equipped with a shock whip, a chainaxe, a bio-booster and a stimm-slug stash.

Shakleman

0 Credits
MWSBSSTWIASv
6″4+5+332315+
LdClWilIntTypeStarting XP
6776Fighter (Champion)N/A

Skills: A Shakleman has the Unstoppable skill.

Equipment: A Shakleman is equipped with a shock stave, a harpoon launcher and a cult icon.

Pit Fighter

0 Credits
MWSBSSTWIASv
5″4+6+331326+
LdClWilIntTypeStarting XP
6765Fighter (Ganger)N/A

Bodyguard: If the Chain Lord is hit by a ranged attack, the controlling player may choose to transfer the Hit and all of its effects onto an Active or Suppressed Pit Fighter within 2″ of the Chain Lord.

Retainers: When selecting a gang’s starting crew and creating their Reinforcements deck, Pit Fighters may be excluded from being randomly selected.

Skills: A Pit Fighter has the Rain of Blows skill.

Equipment: A Pit Fighter is equipped with a chain glaive and a stimm-slug stash.

Slaver Entourage Equipment

Close Combat — Chain Weapons
WeaponSRLRStrAPLTraits
Chain glaive*ES+1-12Heavy, Melee, Parry, Shred (6+), Unwieldy

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Personal Equipment — Cult Icon (Slaver Entourage)

// Exclusive

Unlike other items of wargear, a gang may only purchase a single cult icon. This item must be carried by either a Leader or Champion. When a Fighter that is carrying a cult icon performs the Group Activation action, they may re-roll the Leadership check.

Mercator Nautica

// Necromunda’s Most Wanted, p.42–44

Tithe Price

// 260 credits

In order to form or break an Alliance with the Mercator Nautica, a gang must pay 260 credits from their Stash.

Benefits

Strong Alliance (Escher): The first time an Escher gang deletes a member of a Mercator Nautica Delegation from their Gang Roster as a result of a Lasting Injury, they may immediately add an identical replacement model to their Gang Roster.

Pure Water Supplies: While a gang is allied with the Mercator Nautica, at the start of the Post-cycle Sequence they may roll a D6 for each Fighter that is in Recovery; on a result of 6 they are no longer in Recovery and may perform a Post-cycle Action.

Nautican Syphoning Delegation: When a gang forms an Alliance with the Mercator Nautica, they add a Nautican Syphoning Delegation to their Gang Roster. These Fighters do not cost any credits.

Drawbacks

Water Levies: During the Post-battle Sequence, if the allied gang won the battle and included any models from the Nautican Syphoning Delegation, they must give D3x5 credits to the Mercator Nautica. If the amount rolled is greater than the amount gained from the battle, the gang must give the full amount gained to their allies.

Nautican Syphoning Delegation

// Composition & Special Rules

Composition: A Nautican Syphoning Delegation consists of one Master Nautican, one Syphonite and one Subnautican.

Indentured Fighter: If, during the Bottle Checks step of the End phase, there are no friendly Master Nautican or Syphonite models on the battlefield, the Subnautican will flee the battlefield.

A Band Apart: Members of a Nautican Syphoning Delegation take care of their own and will remain separate and aloof from the gang they are working beside. As such, Nautican Syphoning Delegation Fighters cannot be included in any Group Activation actions performed by non-Nautican Syphoning Delegation Fighters and vice versa.

Master Nautican

0 Credits
MWSBSSTWIASv
4″4+4+332315+
LdClWilIntTypeStarting XP
7787Fighter (Champion)N/A

Skills: A Master Nautican has the Dodge skill.

Equipment: A Master Nautican is equipped with a needle pistol and a stiletto knife.

Syphonite

0 Credits
MWSBSSTWIASv
4″5+4+231315+
LdClWilIntTypeStarting XP
6677Fighter (Champion)N/A

Skills: A Syphonite has the Dodge skill.

Equipment: A Syphonite is equipped with a needle rifle, a stiletto knife and a cult icon.

Subnautican

0 Credits
MWSBSSTWIASv
4″4+5+553324+
LdClWilIntTypeStarting XP
6766Fighter (Brute)N/A

Bodyguard: If the Master Nautican is hit by a ranged attack, the controlling player may choose to transfer the Hit and all of its effects onto an Active or Suppressed Subnautican within 2″ of the Master Nautican.

Retainers: When selecting a gang’s starting crew and creating their Reinforcements deck, the Subnautican may be excluded from being randomly selected.

Skills: A Subnautican has the Berserker skill.

Equipment: A Subnautican is equipped with open fists and a hazard suit.

Nautican Syphoning Delegation Equipment

Close Combat — Natural Weapons
WeaponSRLRStrAPLTraits
Open fistsES-11Knockback (6+), Melee

Personal Equipment — Cult Icon (Nautican Syphoning Delegation)

// Exclusive

Unlike other items of wargear, a gang may only purchase a single cult icon. This item must be carried by either a Leader or Champion. When a Fighter that is carrying a cult icon performs the Group Activation action, they may re-roll the Leadership check.

House Greim

// Necromunda’s Most Wanted, p.45–46

Tithe Price

// 180 credits

In order to form or break an Alliance with House Greim, a gang must pay 180 credits from their Stash.

Benefits

Strong Alliance (Goliath): The first time a Goliath gang deletes a member of a House Greim Delegation from their Gang Roster as a result of a Lasting Injury, they may immediately add an identical replacement model to their Gang Roster.

The Finest Ordnance: While a gang is allied with House Greim, they can benefit from a higher grade of bullets, explosives and other ordnance. The Fighters in the gang can re-roll any Ammo (X+) checks they are required to take.

Military Attaché: When a gang forms an Alliance with House Greim, they add a House Greim Military Attaché to their Gang Roster. These Fighters do not cost any credits.

Drawbacks

Martial Pride: If the gang loses a battle in which they included any Fighters from the House Greim Military Attaché, they must second one of their Gangers or Prospects to the Militia.

  • Seconded to the Militia: At the start of the Post-cycle Sequence, before declaring Post-cycle Actions, a single Ganger or Prospect which is not in Recovery is selected at random. This Fighter has been recently seconded to the militia by House Greim and must immediately roll on the Lasting Injury table, counting a roll of 61-62 Captured or 63-65 Critical Injury as a roll of 66 Memorable Death. If the Fighter survives, they gain D6 Experience and if the Fighter went into Recovery as a result of this roll, they may not perform any Post-cycle Actions this Cycle. If the Fighter was killed, House Greim will compensate the gang with credits equal to the deceased Fighter’s cost and they and all of their equipment is deleted from the Gang Roster.

House Greim Military Attaché

// Composition & Special Rules

Composition: A House Greim Military Attaché consists of one Krieg Mester and one Jagerkin.

A Jagerkin’s Duty: If, during the Bottle Checks step of the End phase, there is no friendly Krieg Mester on the battlefield, the Jagerkin will flee the battlefield.

A Band Apart: Members of a House Greim Military Attaché take care of their own and will remain separate and aloof from the gang they are working beside. As such, House Greim Military Attaché Fighters cannot be included in any Group Activation actions performed by non-House Greim Military Attaché Fighters and vice versa.

Krieg Mester

0 Credits
MWSBSSTWIASv
5″4+4+332314+
LdClWilIntTypeStarting XP
8777Fighter (Champion)N/A

Skills: A Krieg Mester has the Mentor skill.

Equipment: A Krieg Mester is equipped with a bolt pistol and a power sword.

Jagerkin

0 Credits
MWSBSSTWIASv
5″4+3+331315+
LdClWilIntTypeStarting XP
6765Fighter (Ganger)N/A

Bodyguard: If the Krieg Mester is hit by a ranged attack, the controlling player may choose to transfer the Hit and all of its effects onto an Active or Suppressed Jagerkin within 2″ of the Krieg Mester.

Retainers: When selecting a gang’s starting crew and creating their Reinforcements deck, a Jagerkin may be excluded from being randomly selected.

Skills: A Jagerkin has the Marksman skill.

Equipment: A Jagerkin is equipped with a combat shotgun with salvo & shredder ammo, frag grenades and krak grenades.

House Ko’Iron

// Necromunda’s Most Wanted, p.47–49

Tithe Price

// 250 credits

In order to form or break an Alliance with House Ko’iron, a gang must pay 250 credits from their Stash.

Benefits

Strong Alliance (Cawdor): The first time a Cawdor gang deletes a member of a House Ko’iron Ministorum Delegation from their Gang Roster as a result of a Lasting Injury, they may immediately add an identical replacement model to their Gang Roster.

Religious Relics: While a gang is allied with House Ko’iron, they have access to the religious relics of the local Ecclesiarchs. Choose either an offensive or defensive relic for the gang’s Leader. This item is ‘Blessed’, and once per battle the Leader may re-roll a single failed Hit roll if an offensive relic was selected or re-roll a single failed Save roll if a defensive relic was selected.

Ministorum Delegation: When a gang forms an Alliance with House Ko’iron, they add a House Ko’iron Ministorum Delegation to their Gang Roster. These Fighters do not cost any credits.

Drawbacks

Penance for the Unworthy: During the Post-battle Sequence at the start of the Wrap-up step, if the allied gang lost the battle and included any Fighters from the House Ko’iron Ministorum Delegation, a random Fighter who took part in the battle and is not in Recovery goes into Recovery.

House Ko’Iron Ministorum Delegation

// Composition & Special Rules

Composition: A House Ko’iron Ministorum Delegation consists of one Prima Materis and two Frateris Bodyguards.

A Band Apart: Members of a House Ko’iron Ministorum Delegation take care of their own and will remain separate and aloof from the gang they are working beside. As such, House Ko’iron Ministorum Delegation Fighters cannot be included in any Group Activation actions performed by non-House Ko’iron Ministorum Delegation Fighters and vice versa.

Prima Materis

0 Credits
MWSBSSTWIASv
5″4+3+332324+
LdClWilIntTypeStarting XP
8887Fighter (Champion)N/A

Skills: A Prima Materis has the Iron Will skill.

Equipment: A Prima Materis is equipped with a shock stave, a bolt pistol and a refractor field.

Frateris Bodyguard

0 Credits
MWSBSSTWIASv
5″4+4+331316+
LdClWilIntTypeStarting XP
7787Fighter (Ganger)N/A

Bodyguard: If the Prima Materis is hit by a ranged attack, the controlling player may choose to transfer the Hit and all of its effects onto an Active or Suppressed Frateris Bodyguard within 2″ of the Prima Materis.

Skills: A Frateris Bodyguard has the Counter-attack skill.

Equipment: A Frateris Bodyguard is equipped with either an eviscerator and a laspistol, or a chainsword and a lasgun.

House Ko’Iron Ministorum Delegation Equipment

Close Combat — Chain Weapons
WeaponSRLRStrAPLTraits
Eviscerator*ES+2-22Heavy, Melee, Shred (5+), Unwieldy

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

House Ty

// Necromunda’s Most Wanted, p.50–51

Tithe Price

// 120 credits

In order to form or break an Alliance with House Ty, a gang must pay 120 credits from their Stash.

Benefits

Strong Alliance (Delaque): The first time a Delaque gang deletes a member of a House Ty Onmyodo Coven from their Gang Roster as a result of a Lasting Injury, they may immediately add an identical replacement model to their Gang Roster.

Psychic Training: While the gang is allied with House Ty, their psykers have access to training from the Psykanarium. Choose one Fighter with the Wyrd Subtype; this Fighter knows one more Wyrd Power than normal from those available to them. Choose this power when the Alliance is formed. This power is lost should the Alliance be broken.

Onmyodo Coven: When a gang forms an Alliance with House Ty, they add a House Ty Onmyodo Coven to their Gang Roster. These Fighters do not cost any credits.

Drawbacks

Disturbing Visions: While the gang is allied to House Ty, their Fighters suffer dark dreams. If a gang includes any Fighters from the House Ty Onmyodo Coven in their starting crew then at the start of the battle, before the first roll for Priority, randomly select one of the gang’s deployed Fighters. The selected Fighter immediately suffers a Str –, AP –, L1 Hit that Wounds automatically with no Saves allowed.

House Ty Onmyodo Coven

// Composition & Special Rules

Composition: A House Ty Onmyodo Coven consists of one Onmyodo Telepath and one Onmyodo Null.

A Band Apart: Members of a House Ty Onmyodo Coven take care of their own and will remain separate and aloof from the gang they are working beside. As such, House Ty Onmyodo Coven Fighters cannot be included in any Group Activation actions performed by non-House Ty Onmyodo Coven Fighters and vice versa.

Onmyodo Telepath

0 Credits
MWSBSSTWIASv
5″5+5+331315+
LdClWilIntTypeStarting XP
6787Fighter (Champion, Wyrd)N/A

Control Collar: When this Fighter is activated, decide if its control collar is active for the round. If it is active then the control collar of the Onmyodo Null will be inactive for the round (note that it is possible for both collars to be inactive at the same time, but that if one is active, the other is automatically inactive). This Fighter only has the Wyrd Subtype while its collar is inactive.

Wyrd Powers: When added to a Gang Roster, select two Wyrd Powers from the Necromunda Skirmish: Core Rulebook that the Onmyodo Telepath knows.

Skills: An Onmyodo Telepath has no skills.

Equipment: An Onmyodo Telepath is equipped with a shock stave and a refractor field.

Onmyodo Null

0 Credits
MWSBSSTWIASv
5″4+4+331315+
LdClWilIntTypeStarting XP
6877Fighter (Champion)N/A

Control Collar: When this Fighter is activated, decide if its control collar is active for the round. If it is active then the control collar of the Onmyodo Telepath will be inactive for the round (note that it is possible for both collars to be inactive at the same time, but that if one is active, the other is automatically inactive). This Fighter only has the Psychic Null special rule while its collar is inactive.

Psychic Null: This Fighter may Disrupt Wyrd Powers just as if they had the Wyrd Subtype. In addition, any Wyrd, friend or foe, that is within 6″ of this fighter may not manifest any Wyrd Powers. In addition, all other Fighters, friend or foe, within 6″ of this Fighter suffer a -2 modifier when making Cool tests.

Skills: An Onmyodo Null has the Nerves of Steel skill.

Equipment: An Onmyodo Null is equipped with a boltgun and a power sword.

The Imperial House

// Necromunda’s Most Wanted, p.52–53

Tithe Price

// 350 credits

In order to form or break an Alliance with the Imperial House, a gang must pay 350 credits from their Stash.

Benefits

Strong Alliance (Palanite Enforcer): The first time a Palanite Enforcer patrol deletes a member of the Enforcer Bodyguards Delegation from their Gang Roster as a result of a Lasting Injury, they may immediately add an identical replacement model to their Gang Roster.

Imperial Appointment: When a gang allies with the Imperial House, they may select one of their Territories (or equivalent) which has a Battlefield Effect to be officially appointed as theirs by the Imperial House. The gang may perform the Collect Tithe Post-cycle Action once per Post-cycle Sequence:

  • Collect Tithe (Leader or Champion Only): Receive the Boon from the Territory chosen by Imperial Appointment an additional time.

Enforcer Bodyguards: When a gang forms an Alliance with the Imperial House, they add an Enforcer Bodyguards Delegation to their Gang Roster. These Fighters do not cost any credits.

Drawbacks

Imperial Tax: During the Post-battle Sequence, if the allied gang won the battle and included any models from the Enforcer Bodyguards Delegation, they must give D3x5 credits to the Imperial House. If the amount rolled is greater than the amount gained from the battle, the gang must give the full amount gained to their allies.

Imperial Decree: If the allied gang loses control of the Territory selected with the Imperial Appointment benefit, then the Alliance is immediately broken.

Enforcer Bodyguards Delegation

// Composition & Special Rules

Composition: An Enforcer Bodyguards Delegation consists of two Palanite Companions.

Helmawr’s Protectors: During the Pre-battle Sequence, after the Choose Crews step, the Palanite Companions are assigned to protect a Fighter of the allied gang’s choice.

A Band Apart: Members of an Enforcer Bodyguards Delegation take care of their own and will remain separate and aloof from the gang they are working beside. As such, Enforcer Bodyguards Delegation Fighters cannot be included in any Group Activation actions performed by non-Enforcer Bodyguards Fighters and vice versa.

Palanite Companion

0 Credits
MWSBSSTWIASv
5″4+3+331315+
LdClWilIntTypeStarting XP
7887Fighter (Champion)N/A

Bodyguard: If the Fighter the Palanite Companions are assigned to protect is hit by a ranged attack, the controlling player may choose to transfer the Hit and all of its effects onto an Active or Suppressed Palanite Companion within 2″ of the Fighter.

Skills: A Palanite Companion has the Overwatch skill.

Equipment: A Palanite Companion is equipped with a stub gun and a disintegration gun.

Enforcer Bodyguards Delegation Equipment

Ranged — Esoteric Weapons
WeaponSRLRStrAPLTraits
Disintegration gun8″24″5-33Ammo (5+), Damage (2), Rapid Fire (1), Unstable