// Book of the Outlands Scan Reference · Pages 110–119

Outland Hired Guns

Not a gang — Hive Scum plus the Book of the Outlands’ own Dramatis Personae, available to any gang. Switch to Source to view the original scans.

Hired Guns

// p.112–113

During the Choose Crews step of the Pre-battle Sequence, gangs can use credits from their Stash to hire additional models for the battle. These models gain no XP during the battle, and during the Wrap-up step of the Post-battle Sequence they leave the gang again. When a Hired Gun is removed from the Gang Roster for any reason, their equipment is not placed into the Stash but is removed alongside the Hired Gun.

Everything Has a Cost: At the end of the Choose Crews step of the Pre-battle Sequence, the credit value of any Hired Guns recruited is added to each gang's Gang Rating.

“You Get What You Pay For”: Unlike other Fighters, Hired Guns are not counted during the Choose Crews step of the Pre-battle Sequence. Instead, at the end of this step, any Hired Guns available to a gang may be added to the starting crew, regardless of the Crew Selection method in use. This may take the number of models in a starting crew above the number specified by the scenario or Crew table.

Dramatis Personae

Dramatis Personae are a special kind of Hired Gun. Each Dramatis Personae represents a specific named individual on Necromunda. In addition to the normal method of adding Hired Guns listed in the Necromunda Skirmish: Core Rulebook, Dramatis Personae may be added in a couple of different ways:

  • If one player's Gang Rating is lower than their opponent's, instead of gaining additional Gang Tactics they may add a Dramatis Personae with a Credit Value less than or equal to the difference in Gang Rating to their starting crew for free.
  • If both players agree, they may each add a Dramatis Personae to their starting crews up to an agreed Credit Value limit for free.

0–4 Hive Scum

30 Credits Each
MWSBSSTWIASv
5″4+4+331316+
LdClWilIntTypeStarting XP
6666Fighter (Ganger)N/A

“There's Only So Many I Can Handle…”: A gang may not hire more than four Hive Scum at the same time.

Equipment: When added to a Gang Roster, a Hive Scum may be equipped with up to 60 credits worth of weapons and wargear from the Hive Scum Equipment List for no additional cost (note: the value of these weapons and wargear should be included along with the Hive Scum's base Credit Cost when determining Gang Rating).

Hive Scum Equipment List

// p.113

Ranged Weapons — Auto/Stub Weapons

  • Autogun20 credits
  • Autopistol10 credits
  • Stub gun5 credits

Ranged Weapons — Flamers

  • Hand flamer45 credits

Ranged Weapons — Las Weapons

  • Lasgun15 credits
  • Laspistol5 credits

Ranged Weapons — Primitive Weapons

  • Throwing knives10 credits

Ranged Weapons — Shotguns

  • Combat shotgun w/ salvo & shredder ammo35 credits
  • Sawn-off shotgun w/ solid & scatter shot30 credits
  • Shotgun w/ solid & scatter ammo35 credits

Close Combat — Chain Weapons

  • Chainaxe20 credits
  • Chainsword20 credits

Close Combat — Primitive Weapons

  • Axe15 credits
  • Fighting knife5 credits
  • Flail10 credits
  • Maul20 credits
  • Two-handed axe*40 credits
  • Two-handed hammer*40 credits

Wargear

  • Frag grenades30 credits
  • Krak grenades45 credits
  • Smoke grenades15 credits
  • Hazard suit10 credits
  • Drop rig10 credits
  • Photo-goggles35 credits
  • Respirator15 credits
  • Telescopic sight20 credits

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

Dramatis Personae

// p.114–119

Kal Jericho, Dramatis Personae

280 Credits Each
MWSBSSTWIASv
5″3+2+333535+
LdClWilIntTypeStarting XP
7988Fighter (Champion, Loner)N/A

A Charmed Life: The incredible luck and good fortune of Kal Jericho enables him to somehow avoid all but the most deadly of attacks. This tremendous luck grants Kal a 4+ Invulnerable save roll.

“Come Along, Scabs!”: As Kal's loyal sidekick, Scabs (see below) may be hired alongside him for 150 credits rather than the usual 250 credits. If hired together, they count as only one Dramatis Personae.

Outcast Leader: If selected as an Outcast Leader, Kal Jericho loses the Loner Subtype, replaces the Champion Subtype with the Leader Subtype and starts with 61 XP.

Skills: Kal Jericho has the Counter-attack, Gunfighter and Spring Up skills.

Equipment: Kal Jericho is equipped with two master-crafted hotshot laspistols and a duelling sabre.

Scabs, Dramatis Personae

250 Credits Each
MWSBSSTWIASv
5″5+3+332425+
LdClWilIntTypeStarting XP
7787Fighter (Champion, Loner)N/A

“Come Along, Scabs!”: As Kal's loyal sidekick, Scabs may be hired alongside him for 150 credits rather than the usual 250 credits. If hired together, they count as only one Dramatis Personae.

Gifted Trader: Well dressed (comparatively speaking) and better equipped than his low station in life would seem to suggest, Scabs clearly has a great ability to find rare goods at a fair price in the bazaars and markets of the underhive. In the Post-cycle Sequence of any cycle where Scabs took part in a battle, the gang he fought for adds +1 TP when visiting the Trading Post.

Outcast Champion: If Kal Jericho is selected as an Outcast Leader, Scabs may be recruited as a Champion for the gang at gang creation for 150 credits. If he is recruited in this fashion, he loses the Loner Subtype, starts with 39 XP and only adds 150 credits to the Gang Rating.

Skills: Scabs has the Clamber, Dodge and Infiltrate skills.

Equipment: Scabs is equipped with a plasma gun and a stub gun.

Page 115 is character portrait art (Scabs) — see the Source tab to view it; no rules text is printed on that page.

Ozostium Aranthus, Dramatis Personae

340 Credits
MWSBSSTWIASv
6″2+3+443544+
LdClWilIntTypeStarting XP
9998Fighter (Champion, Loner, Wyrd)N/A

Mastery of the Immaterium: Ozostium Aranthus is adept at manipulating wyrd energies, as such he never suffers from Perils of the Warp. He knows the Flaming Weapon and Force Blast Wyrd Powers.

Reflex Enhancers: During the Ready Gang step of the Priority Phase, Ozostium Aranthus gains one extra Ready marker; if an effect would prevent him from gaining a Ready marker, he gains one fewer Ready marker. Each time Ozostium Aranthus activates, he only removes one Ready marker — this means he will be able to activate twice each round. Any effect that removes Ready markers or prevents them from being added only affects one Ready marker.

Outcast Leader: If selected as an Outcast Leader, Ozostium Aranthus loses the Loner Subtype, replaces the Champion Subtype with the Leader Subtype and starts with 61 XP. His Caryatid-Servitor starts with 13 XP.

Skills: Ozostium Aranthus has the Combat Master, Juggernaut and Unstoppable skills.

Equipment: Ozostium Aranthus is equipped with an Archaic Displacer, Aranthian beauty plating, The Bifurcated Blade and a Caryatid-Servitor.

Caryatid-Servitor

0 Credits
MWSBSSTWIASv
6″5+6+221516+
LdClWilIntTypeStarting XP
6655Fighter (Beast, Flying, Pet)N/A

Leash Range: A Caryatid-Servitor has a 3″ Leash range.

Omen of Misfortune: While Ozostium Aranthus is within Leash range of a Caryatid-Servitor, whenever either is targeted with a ranged attack the Caryatid-Servitor makes a Willpower check before the to Hit roll is made. If the Willpower check is passed, the weapon is considered to have suffered an additional Out of Ammo result.

Dire Premonitions: Those near a Caryatid-Servitor's twisted form are granted visions of their grisly and inevitable demise. Enemy Fighters who end their activation within 3″ of one must make a Nerve check.

Unnatural Corpus: A Caryatid-Servitor is made by reanimating a Caryatid's corpse with archeo-tech. All other Pets are provoked by its unnatural scent. If they begin their activation within charge range of a Caryatid-Servitor (even if they are Panicked), they must pass a Willpower check to be able to activate normally; if they fail they must perform a Charge action with the Caryatid-Servitor as their target. If they are Engaged with a Caryatid-Servitor, they may only perform the Fight action.

Aranthian-attuned: A Caryatid-Servitor teleports with its master. Should they use the Archaic Displacer, set the Caryatid-Servitor up within 1″ of its master at the new location.

Equipment: A Caryatid-Servitor is armed with a bite.

Lady Haera in Sthenian Hunting Rig, Dramatis Personae

300 Credits
MWSBSSTWIASv
5″2+3+433544+
LdClWilIntTypeStarting XP
8998Fighter (Champion, Loner, Spyrer)N/A

Homing Teleport: Each time Lady Haera in Sthenian Hunting Rig uses her power spear to make a ranged attack, roll a D6. On a 3+, nothing happens. On a 1-2, the homing teleport built into the power spear runs out of charge after returning it to Lady Haera's hand. Once it has run out of charge, if she uses the power spear to make a ranged attack again then the power spear cannot be used again for the remainder of the battle.

Helmawr's Heir: Lady Haera in Sthenian Hunting Rig has the Spyrer Subtype as described on page 68. She may join a Spyre Hunting party, in which case her Credit Cost is reduced to 260 credits.

Outcast Leader: If selected as an Outcast Leader, Lady Haera in Sthenian Hunting Rig loses the Loner Subtype, replaces the Champion Subtype with the Leader Subtype and starts with 61 XP.

Skills: Lady Haera in Sthenian Hunting Rig has the Backstab, Counter-attack and Dodge skills.

Equipment: Lady Haera in Sthenian Hunting Rig is equipped with a phase sword, a power spear, Sthenian claws, medusian projectors and a Sthenian hunting rig.

Hermiatus, the Second Son, Dramatis Personae

220 Credits
MWSBSSTWIASv
5″3+4+433435+
LdClWilIntTypeStarting XP
7887Fighter (Champion, Loner, Wyrd)N/A

Favoured of the Malstrain: Hermiatus, the Second Son, will join either a Malstrain or Malstrain Corrupted gang, in which case his Credit Cost is reduced to 180 credits.

Outcast Leader: If selected as an Outcast Leader, Hermiatus, the Second Son, loses the Loner Subtype, replaces the Champion Subtype with the Leader Subtype and starts with 61 XP.

Wyrd Powers: Hermiatus, the Second Son, knows all of the Malstrain Wyrd Powers (see page 60).

Skills: Hermiatus, the Second Son, has the Fearsome, Spring Up and Unstoppable skills.

Equipment: Hermiatus, the Second Son, is equipped with a laspistol and familiar's claws.

Dramatis Personae Equipment

// p.118
Ranged — Las Weapons
WeaponSRLRStrAPLTraits
Master-crafted hotshot laspistol8″12″4-11Light
Ranged — Sthenian Weapons
WeaponSRLRStrAPLTraits
Medusian projectors4″12″Flash
Close Combat — Aranthian Weapons
WeaponSRLRStrAPLTraits
The Bifurcated BladeES+1-22Breaching (5+), Heavy, Melee, Parry
Close Combat — Natural Weapons
WeaponSRLRStrAPLTraits
BiteES1Melee
Familiar's clawsES+1-22Melee, Shred (5+)
Close Combat — Primitive Weapons
WeaponSRLRStrAPLTraits
Duelling SabreES-22Melee, Parry
Close Combat — Esoteric Weapons
WeaponSRLRStrAPLTraits
Phase swordES+1-42Melee, Parry
Power spear (melee)ES-21Breaching (6+), Melee
Power spear (ranged)4″8″4-22Knockback (6+)
Close Combat — Sthenian Weapons
WeaponSRLRStrAPLTraits
Sthenian clawsE4-12Additional Attacks (2), Concussive (6+), Melee

Personal Equipment & Armour

// p.119 — Exclusive

Aranthian Beauty Plating: This unique, master-crafted armour serves as a rig for the remains contained tightly within. It grants Ozostium Aranthus a 4+ Invulnerable save.

Archaic Displacer: At the start of each round before the roll for Priority, the player controlling Ozostium Aranthus may attempt to use his Archaic Displacer. In order to do so, roll a D6 and consult the table below:

D6Lasting Damage
1–2Move Ozostium Aranthus up to 6″ in any direction, finishing at least 6″ away from any enemy model.
3–4Move Ozostium Aranthus up to 12″ in any direction, finishing at least 6″ away from any enemy model.
5Remove Ozostium Aranthus from the battlefield and place him anywhere else on the battlefield at least 6″ away from any enemy model.
6Remove Ozostium Aranthus from the battlefield and set him up anywhere else on the battlefield at least 6″ away from any enemy model. The Archaic Displacer runs out of charge and may not be used again for the remainder of the battle.

Sthenian Hunting Rig: A rare suit of Spyrer armour, the Sthenian hunting rig grants its bearer a 5+ Invulnerable save.

Page 119 also carries a full-page photograph of a Guild of Coin Ridgehauler convoy in the ash wastes — see the Source tab to view it.