// Rulebook Scan Reference · Pages 122–128

Brutes, Hangers-on & Pets

Not a gang — additional Fighters any gang can recruit, plus the new Clan House, Outlander and Unaffiliated Hangers-on. Switch to Source to view the original scans.

Brutes, Hangers-on & Pets

// p.122–128

The following Fighters are available to all gangs and may be added to a Gang Roster in addition to those on their gang list. Note, however, that these Fighters will not benefit from any rule that affects Fighters of a particular gang (e.g., they would not benefit from the Nimble rule when added to an Escher gang).

Skill Access

// These Fighters have access to the following Skill Sets
Fighter
'Ambot'PrimarySecondary
'Jotunn' H-Grade Servitor OgrynPrimarySecondary
Rogue DocSecondaryPrimary
Ammo-JackSecondaryPrimary
Dome RunnerPrimarySecondary
SlopperSecondaryPrimary
Hive WatcherSecondaryPrimary
Giant RatPrimarySecondary
MillisaurSecondaryPrimary
RipperjackPrimarySecondary

Luther Pattern Excavation Automata ('Ambot')

230 Credits
MWSBSSTWIASv
4″3+5+553224+
LdClWilIntTypeStarting XP
6865Fighter (Brute)25

Excavation Automata: Unlike normal Brutes, an 'Ambot' may perform the Work Territory Post-cycle Action.

Skills: An 'Ambot' has the Infiltrate skill.

Equipment: An 'Ambot' is armed with paired tunnelling claws. They may select any of the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • An 'Ambot' may be equipped with an Ambot grav cutter — +40 credits
  • An 'Ambot' may be equipped with an Ambot melta cutter — +70 credits

'Jotunn' H-Grade Servitor Ogryn

160 Credits
MWSBSSTWIASv
5″4+5+553325+
LdClWilIntTypeStarting XP
7865Fighter (Brute)25

Slow-witted: Ogryns are not especially bright or quick on the uptake. This Fighter may never be activated as part of a Group Activation action.

Skills: A 'Jotunn' H-Grade Servitor Ogryn has the Headbutt skill.

Equipment: A 'Jotunn' H-Grade Servitor Ogryn is armed with two augmetic fists. They may select any of the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • A 'Jotunn' H-Grade Servitor Ogryn may replace one of its augmetic fists with an arc welder — +70 credits
  • A 'Jotunn' H-Grade Servitor Ogryn may replace one of its augmetic fists with a storm welder — +70 credits
  • A 'Jotunn' H-Grade Servitor Ogryn may replace one of its augmetic fists with a spud-jacker — +20 credits

Rogue Doc

90 Credits
MWSBSSTWIASv
5″5+5+231316+
LdClWilIntTypeStarting XP
6867Fighter (Hanger-on)13

Patch-up: A Rogue Doc may perform either the Medical Escort or Fit Bionics Post-cycle Action. These actions cost 50 credits less than normal (minimum 0 credits).

Skills: A Rogue Doc has the Medicate skill.

Equipment: A Rogue Doc is equipped with a stub gun, a medicae kit and a medi skull. They may select the below option when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • Replace their stub gun with a laspistol — +5 credits

Ammo-Jack

100 Credits
MWSBSSTWIASv
5″4+3+331215+
LdClWilIntTypeStarting XP
6777Fighter (Hanger-on)13

Gun-smith: An Ammo-Jack may perform the Overcharge Post-cycle Action:

  • Overcharge: Select one ranged weapon equipped by a Fighter in the same gang as this Fighter without the Unstable trait. Until the end of the next Cycle, increase the Strength of one of the weapon's profiles by 1 and give it the Unstable trait.

Skills: An Ammo-Jack has the Munitioneer skill.

Equipment: An Ammo-Jack is armed with a combat shotgun with salvo & shredder ammo and a power sword. They may select from the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • Replace their combat shotgun with a boltgun — +15 credits
  • Replace their power sword with a power hammer — Free

Dome Runner

50 Credits
MWSBSSTWIASv
5″5+5+331416+
LdClWilIntTypeStarting XP
6777Fighter (Hanger-on)13

Scout Ahead: After deployment but before the first roll for Priority, if a Dome Runner is on the battlefield, D3 friendly Fighters may move a distance equal to their Initiative characteristic. Fighters may only move due to this special rule once per battle.

Skills: A Dome Runner has the Catfall and Clamber skills.

Equipment: A Dome Runner is equipped with a stub gun and a fighting knife. They may select from the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • Replace their stub gun with a laspistol — Free
  • Replace their stub gun with a long las — +35 credits
  • Replace their fighting knife with an axe — +15 credits

Slopper

45 Credits
MWSBSSTWIASv
4″4+4+331416+
LdClWilIntTypeStarting XP
6777Fighter (Hanger-on, Support)13

“Grub's Up”: Offering food is a very powerful method for recruiting new Fighters. Sloppers may add 20 credits to their gang's Stash as a Post-cycle Action.

Well Fed: If a Slopper is on the battlefield, once per battle you can force your opponent to re-roll the dice when rolling on the Lasting Injuries table.

Skills: A Slopper has no skills.

Equipment: A Slopper is equipped with a fighting knife. They may not purchase or be equipped with additional weapons or wargear.

Hive Watcher

30 Credits
MWSBSSTWIASv
4″5+5+331416+
LdClWilIntTypeStarting XP
6778Fighter (Hanger-on, Support)13

Eyes on the Hive: While a Hive Watcher is on the battlefield, enemy Fighters using the Infiltrate skill or arriving on the battlefield via Reinforcements must be set up 3″ further away from their gang's Fighters than usual.

Skills: A Hive Watcher has the Clamber and Lie Low skills.

Equipment: A Hive Watcher is equipped with a laspistol. They may not purchase or be equipped with additional weapons or wargear.

Giant Rat

45 Credits
MWSBSSTWIASv
5″4+5+331416+
LdClWilIntTypeStarting XP
6765Fighter (Beast, Pet)13

Leash Range: A Giant Rat has a 3″ Leash range.

Outlands Beast: Only Leaders or Champions may be equipped with a Giant Rat and they may purchase Giant Rats as if they were on their Gang Equipment List.

Never more than One Metre from a Rat: During the Update Roster step of the Post-battle Sequence if any Giant Rats are deleted from a Model Card, they may be replaced with new ones for no cost.

Equipment: A Giant Rat is armed with a bite. They may not purchase or be equipped with additional weapons or wargear.

Millisaur

95 Credits
MWSBSSTWIASv
6″4+5+332325+
LdClWilIntTypeStarting XP
6665Fighter (Beast, Pet)13

Leash Range: A Millisaur has a 6″ Leash range.

Outlands Beast: Only Leaders or Champions may be equipped with a Millisaur and they may purchase Millisaurs as if they were on their Gang Equipment List.

Burrowing: A Millisaur is able to burrow beneath and through the metal and rockcrete floors of the underhive, passing quickly through hidden crawl spaces and buried vents, before emerging elsewhere. A Millisaur may move freely under impassable terrain if it has sufficient movement to do so, but may not end its movement on or within impassable terrain.

Equipment: A Millisaur is armed with a fanged maw. They may not purchase or be equipped with additional weapons or wargear.

Ripperjack

85 Credits
MWSBSSTWIASv
7″4+6+332426+
LdClWilIntTypeStarting XP
6856Fighter (Beast, Flying, Pet)13

Leash Range: A Ripperjack has a 6″ Leash range.

Outlands Beast: Only Leaders or Champions may be equipped with a Ripperjack and they may purchase Ripperjacks as if they were on their Gang Equipment List.

Solitary Hunter: A Ripperjack never gains the benefit of an assist or grants an assist to other Fighters.

Enveloping Attack: When an enemy Fighter that is Engaged with a Ripperjack performs the Retreat action, they must first make an Agility test. If the test is successful, they may perform the action as usual. If it is failed, they remain Engaged with the Ripperjack and their activation ends.

Equipment: A Ripperjack is armed with teeth. They may not purchase or be equipped with additional weapons or wargear.

Brutes, Hangers-on & Pets Equipment

// p.128
Ranged — Repurposed Tools
WeaponSRLRStrAPLTraits
Ambot grav cutter6″12″2Blast (3″), Graviton Pulse
Ambot melta cutter4″8″6-22Ammo (6+), Damage (2)
Storm welder8″16″51Rapid Fire (3), Shock (6+), Unstable
Close Combat — Natural Weapons
WeaponSRLRStrAPLTraits
Augmetic fistES1Knockback (6+), Melee
BiteES1Melee
Fanged mawE1Melee, Toxin (4+)
TeethES2Melee
Close Combat — Repurposed Tools
WeaponSRLRStrAPLTraits
Arc welderES+2-32Blaze (5+), Melee
Paired tunnelling clawsES-12Melee, Paired (2)
Spud-jackerES+11Concussive (6+), Knockback (6+), Melee

Personal Equipment — Medi Skull

// Exclusive

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

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

Clan House Hangers-on

// Necromunda’s Most Wanted, p.54–57

The following pages contain additional Hangers-on originating from the Clan Houses that are available to gangs and may be recruited in addition to those on their gang list. Note, however, that these models will not benefit from any rule that affects models of a particular gang (e.g., they would not benefit from the Nimble special rule when added to an Escher gang).

Skill Access

Fighter
Shivver*Secondary
Brute HandlerPrimarySecondary
Chem DealerSecondaryPrimary
Whisper MerchantPrimarySecondary
Spyker*Secondary
Psychoteric Thrall*Secondary

* These Fighters treat the Wyrd Powers on page 85 of the Necromunda Skirmish: Core Rulebook as a Primary Skill Set.

Shivver

50 Credits
MWSBSSTWIASv
5″5+5+231316+
LdClWilIntTypeStarting XP
6587Fighter (Hanger-on, Wyrd)13

Psyniscience: A Shivver may perform the Auguries Post-cycle Action — Auguries: When this Post-cycle Action is performed, select a Leader or Champion who is not in Recovery and make a Willpower check for the Shivver. If the check is passed, the chosen Fighter gains 2 XP. If the check is failed, the selected Fighter is so shaken by the experience they lose 1 XP; if this would cause them to drop a rank, they do not lose the Advancement they gained, nor do they gain a new Advancement when they earn enough XP to regain the lost rank.

Servant of the Escher: A Shivver may only be recruited by an Escher gang.

Wyrd Powers: A Shivver has the Weapon Jinx and Terrify Wyrd Powers.

Skills: A Shivver has the Fearsome skill.

Equipment: A Shivver has no equipment. They may not purchase or be equipped with additional weapons or wargear.

Brute Handler

75 Credits
MWSBSSTWIASv
4″4+5+341316+
LdClWilIntTypeStarting XP
7766Fighter (Hanger-on)13

Forwards!: While Active, a Brute Handler may perform the Goad action — Goad (Single): Select a friendly Active Brute within 3″ of this Fighter and make a Willpower check for the selected Brute. If the check is passed then the Brute may immediately move a distance equal to their Initiative characteristic in inches. If the check is failed then the Brute suffers a Str 3, AP –, L1 Hit as the Brute Handler attacks them.

Ally of House Goliath: If recruited by a Goliath gang, a Brute Handler’s Credit Cost is reduced to 60 credits.

Skills: A Brute Handler has the Iron Jaw skill.

Equipment: A Brute Handler is armed with a shock whip. They may not purchase or be equipped with additional weapons or wargear.

Chem Dealer

75 Credits
MWSBSSTWIASv
5″4+4+331316+
LdClWilIntTypeStarting XP
7767Fighter (Hanger-on, Support)13

Steady Supply: When a gang with a Chem Dealer performs the Medical Escort Post-cycle Action, they may reduce the cost of the “I’ll Use The Good Stuff” rule by 30 credits (to a minimum of 0) once for each Chem Dealer that is not In Recovery.

Ally of House Goliath: If recruited by a Goliath gang, a Chem Dealer’s Credit Cost is reduced to 60 credits.

Skills: A Chem Dealer has the Connected skill.

Equipment: A Chem Dealer is equipped with a stub gun. They may not purchase or be equipped with additional weapons or wargear.

Whisper Merchant

60 Credits
MWSBSSTWIASv
5″5+4+331316+
LdClWilIntTypeStarting XP
5768Fighter (Hanger-on, Support)13

Ally of House Delaque: If recruited by a Delaque gang, a Whisper Merchant’s Credit Cost is reduced to 45 credits.

Useful Lies: During the Pre-battle and Post-battle Sequences, a gang with a Whisper Merchant may count the result of a single D6 roll as a 6 in the following circumstances: determine starting crew (when random crew size applies), rolling on the Escape table and Receive Rewards. This ability can be used only once in each sequence and, each time it is used, make a note on the gang roster. Once this ability has been used six times, the Whisper Merchant calls in their debt and the gang must pay their Credit Cost again or remove the Whisper Merchant from their gang roster.

Skills: A Whisper Merchant has the Lie Low skill.

Equipment: A Whisper Merchant is equipped with a stub gun. They may not purchase or be equipped with additional weapons or wargear.

Spyker

80 Credits
MWSBSSTWIASv
6″5+5+331416+
LdClWilIntTypeStarting XP
6776Fighter (Flying, Hanger-on, Wyrd)13

Servant of the Delaque: A Spyker may only be recruited by a Delaque gang.

Skills: A Spyker has no skills.

Wyrd Powers: A Spyker knows the Force Blast, Terrify and Weapon Jinx Wyrd Powers.

Equipment: A Spyker has no equipment. They may not purchase or be equipped with additional weapons or wargear.

Psychoteric Thrall

50 Credits
MWSBSSTWIASv
6″5+5+331316+
LdClWilIntTypeStarting XP
5677Fighter (Hanger-on)13

Psychoteric Echo: When a Delaque Wyrd uses a Psychoteric Power, they may nominate an Active Psychoteric Thrall within 12″ through which to channel that Power. The effect of the Psychoteric Power is worked out from the Psychoteric Thrall, rather than from the Wyrd. In other words, Line of Sight, distance, range and so forth are all measured from the Psychoteric Thrall, not from the Wyrd.

Servant of the Delaque: A Psychoteric Thrall may only be recruited by a Delaque gang.

Skills: A Psychoteric Thrall has the Dodge skill.

Equipment: A Psychoteric Thrall is equipped with either an autogun, a lasgun or a shotgun with solid and scatter ammo. All Psychoteric Thralls are also armed with a fighting knife. They may not purchase or be equipped with additional weapons or wargear.

Outlander Hangers-on

// Necromunda’s Most Wanted, p.58–59

The following pages contain additional Hangers-on originating from the ash wastes that are available to gangs and may be recruited in addition to those on their gang list. Note, however, that these models will not benefit from any rule that affects models of a particular gang (e.g., they would not benefit from the Nimble special rule when added to an Escher gang).

Skill Access

Fighter
Nomad Arthromite HerderSecondaryPrimary
Claim JumperPrimarySecondary

Nomad Arthromite Herder

75 Credits
MWSBSSTWIASv
5″4+5+331316+
LdClWilIntTypeStarting XP
6776Fighter (Hanger-on)13

Arthromite Whisperer: A Nomad Arthromite Herder may perform the Tend Arthromite Post-cycle Action — Tend Arthromite: Select an Arthromite Duneskuttler, Arthromite Spinewyrm, Unbound Helamite or Ashwing Helamite. If the selected Fighter is Critically Injured, it goes into Recovery. Otherwise roll a D6, on a 3+ the Fighter heals any Lasting Injuries they have and goes into Recovery.

Of the Deep Wastes: A Nomad Arthromite Herder may only be recruited by an Ash Waste Nomad gang.

Skills: A Nomad Arthromite Herder has the Clamber and Mentor skills.

Equipment: A Nomad Arthromite Herder is armed with a hunters polearm and a blast pistol. They may not purchase or be equipped with additional weapons or wargear.

Claim Jumper

160 Credits
MWSBSSTWIASv
4″4+4+341316+
LdClWilIntTypeStarting XP
6767Fighter (Hanger-on)13

Seize the Prize: During the Post-cycle Sequence this Fighter may perform the Claim Jump Post-cycle Action — Claim Jump: Select a rival gang that your gang fought against this cycle and roll a D6. On a result of a 5+ immediately gain the Boons of a random Territory that the chosen gang controls (this does not prevent the Territory’s owner gaining the Boons).

Sworn to the Charter: A Claim Jumper may only be recruited by Ironhead Squat Prospectors.

Skills: A Claim Jumper has the Iron Jaw skill.

Equipment: A Claim Jumper is equipped with a gem extractor, an Ironhead autopistol, a power pick and a Techmite Exovator with a drill. They may not purchase or be equipped with additional weapons or wargear.

Outlander Hangers-on Equipment

Close Combat — Nomad Weapons
WeaponSRLRStrAPLTraits
Hunters polearmES+1-11Heavy, Melee
Close Combat — Power Weapons
WeaponSRLRStrAPLTraits
Power pickES-22Breaching (6+), Melee

Unaffiliated Hangers-on

// Necromunda’s Most Wanted, p.60–65

The following pages contain additional Hangers-on that are available to all gangs and may be recruited in addition to those on their gang list. Note, however, that these models will not benefit from any rule that affects models of a particular gang (e.g., they would not benefit from the Nimble special rule when added to an Escher gang).

Skill Access

Fighter
HeretekPrimarySecondary
Cadaver MerchantPrimarySecondary
’NarkerSecondaryPrimary
Gang LookoutSecondaryPrimary
Outland BeastmasterPrimarySecondary
ScabberPrimarySecondary
PropagandistSecondaryPrimary
AgitatorSecondaryPrimary
ProxySecondaryPrimary
Underhive TraderSecondaryPrimary
FixerSecondaryPrimary

Heretek

145 Credits
MWSBSSTWIASv
5″5+4+331316+
LdClWilIntTypeStarting XP
5778Fighter (Hanger-on)13

Tinker: If a Heretek is included as part of a gang’s starting crew, they may enhance a weapon belonging to a friendly Fighter. At the start of the battle, before the first roll for Priority, select a weapon without either the Melee or Unstable trait carried by a friendly Fighter; for the duration of the battle, the selected weapon gains either the Blaze (5+), Rad-phage or Shock (6+) trait as well as the Unstable trait.

Skills: A Heretek has the Munitioneer skill.

Equipment: A Heretek is equipped with a grav gun, two gun skulls and paired servo-talons. They may not purchase or be equipped with additional weapons or wargear.

Cadaver Merchant

70 Credits
MWSBSSTWIASv
4″4+4+331316+
LdClWilIntTypeStarting XP
6776Fighter (Hanger-on)13

Dealer In Death: If an enemy Fighter is taken Out of Action while at least one Active or Suppressed friendly Cadaver Merchant is on the battlefield, add D3x5 credits to the gang’s Stash.

Skills: A Cadaver Merchant has the Fearsome skill.

Equipment: A Cadaver Merchant is armed with a chainaxe. They may not purchase or be equipped with additional weapons or wargear.

’Narker

40 Credits
MWSBSSTWIASv
5″4+5+331316+
LdClWilIntTypeStarting XP
6755Fighter (Hanger-on, Support)13

Whispered Secrets: If a gang has a ’Narker, they may re-roll the dice when determining how far away from enemy models Reinforcements must be placed.

Skills: A ’Narker has the Lie Low skill.

Equipment: A ’Narker is armed with a fighting knife. They may not purchase or be equipped with additional weapons or wargear.

Gang Lookout

50 Credits
MWSBSSTWIASv
5″5+4+231416+
LdClWilIntTypeStarting XP
5666Fighter (Hanger-on, Support)13

Heads-up: When a gang with a Gang Lookout is the defender in a scenario, they may cause either the Deployment, Objective or Crew result to be generated again.

Skills: A Gang Lookout has the Dodge skill.

Equipment: A Gang Lookout is armed with either a laspistol or a stub gun, and with either a fighting knife or an axe. They may not purchase or be equipped with additional weapons or wargear.

Outland Beastmaster

85 Credits
MWSBSSTWIASv
6″4+4+331416+
LdClWilIntTypeStarting XP
6766Fighter (Hanger-on)13

Beast Trainer: An Outland Beastmaster increases the Leash range of any Pet they own by 3″.

Skills: An Outland Beastmaster has the Mentor and Nerves of Steel skills.

Equipment: An Outland Beastmaster is armed with a shock stave and a sawn-off shotgun with solid & scatter shot. They may select any of the following options when added to a Gang Roster or during any Post-cycle Sequence; they may not purchase or be equipped with additional weapons or wargear:

  • 0-3 Giant Rat — +45 credits each
  • 0-2 Millisaur — +95 credits each
  • 0-2 Ripperjack — +85 credits each

Scabber

70 Credits
MWSBSSTWIASv
4″5+4+331216+
LdClWilIntTypeStarting XP
6667Fighter (Hanger-on)13

Friends In Low Places: When a gang with a Scabber sells equipment during the Post-cycle Sequence, they add the item’s value in credits minus 5 credits to their Stash rather than half its value in credits rounded up.

Skills: A Scabber has the Connected skill.

Equipment: A Scabber is armed with a shotgun with solid & scatter ammo. They may not purchase or be equipped with additional weapons or wargear.

Fixer

100 Credits
MWSBSSTWIASv
5″4+4+331316+
LdClWilIntTypeStarting XP
6767Fighter (Hanger-on)13

Old For New: When a gang with a Fixer sells unwanted items during the Post-cycle Sequence, in addition to any credits added to their Stash they gain TP equal to half the TP of the items sold, rounded up.

Skills: A Fixer has the Connected skill.

Equipment: A Fixer is armed with a bolt pistol and a fighting knife. They may not purchase or be equipped with additional weapons or wargear.

Propagandist

50 Credits
MWSBSSTWIASv
5″4+4+331316+
LdClWilIntTypeStarting XP
6776Fighter (Hanger-on, Support)13

Inspiring Oration: Any other friendly Fighter within 6″ of a Propagandist may re-roll failed Leadership checks.

Skills: A Propagandist has the Inspiring and Iron Will skills.

Equipment: A Propagandist is armed with a laspistol. They may not purchase or be equipped with additional weapons or wargear.

Agitator

50 Credits
MWSBSSTWIASv
5″4+4+331316+
LdClWilIntTypeStarting XP
6776Fighter (Hanger-on, Support)13

Agitate the Masses: During the Choose Crews step of the Pre-battle Sequence, if a gang has an Agitator on their Gang Roster, they may declare they are using their Agitator to spread word of their impending victory. If they win the battle, they gain an additional D3 Reputation. If they lose the battle, they reduce their Reputation by 1 and the opposing gang gains an additional 1 Reputation.

Additionally, an Agitator may perform the Work Territory Post-cycle Action.

Skills: An Agitator has the Inspiring skill.

Equipment: An Agitator is armed with either a laspistol or a stub gun. They may not purchase or be equipped with additional weapons or wargear.

Proxy

40 Credits
MWSBSSTWIASv
5″5+5+331316+
LdClWilIntTypeStarting XP
6677Fighter (Hanger-on, Support)13

Friends in High Places: If a gang has a Proxy, after they break an Alliance they may form a new Alliance (Note: the Tithe Price will still need to be paid to form the new Alliance).

Skills: A Proxy has the Dodge skill.

Equipment: A Proxy is armed with a laspistol and a maul. They may not purchase or be equipped with additional weapons or wargear.

Underhive Trader

90 Credits
MWSBSSTWIASv
5″5+4+331316+
LdClWilIntTypeStarting XP
6667Fighter (Hanger-on)13

The Finest Merchandise: An Underhive Trader may perform the Visit Trading Post Post-cycle Action as if they were a Leader.

Skills: An Underhive Trader has the Connected skill.

Equipment: An Underhive Trader is armed with a bolt pistol and a fighting knife. They may not purchase or be equipped with additional weapons or wargear.

Unaffiliated Hangers-on Equipment

Ranged — Auto/Stub Weapons
WeaponSRLRStrAPLTraits
Gun skull autopistol6″12″31Independent, Rapid Fire (1)
Close Combat — Esoteric Weapons
WeaponSRLRStrAPLTraits
Paired servo-talons*ES+1-11Melee, Paired (2)

Personal Equipment — Gun Skull (Unaffiliated Hangers-on)

// 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.

Skill Set

// Necromunda Core Rulebook, p.150–153