// Designed Roster · 1000-Credit Starting Gang

The Spoilrunners

House Orlock starting gang built to land exactly on 1000 credits — full loadouts and skills for quick reference at the table. Built from this site’s own House Orlock rulebook transcription, not copied from Munda Manager.

Gang Overview

StatusDesigned, unplayed
TypeHouse Orlock
Rating1000
Wealth1000
Credits0
Reputation1
Trade Points0
Gang Size9

Designed 4 Sep 2026. Spends all 1000 starting credits exactly — nothing left in the stash.

Fighters

Garrik Merdena

270 Credits
MWSBSSTWIASv
5″3+3+333325+
LdClWilIntTypeStarting XP
8887Orlock Road Captain (Leader)61
WeaponSRLRStrAPLTraits
Boltgun12″24″4-12Ammo (3+), Rapid Fire (1)
Bolt pistol6″12″4-12Ammo (3+), Light, Rapid Fire (1)
Smoke grenades9″Ammo (4+), Blast (3″), Limited, Smoke

Wargear: Mesh armour

Starting Skill: Marksman

Owner of Grudge, this gang’s Cyber-Mastiff (see below).

Voss Kamund

140 Credits
MWSBSSTWIASv
5″3+3+332325+
LdClWilIntTypeStarting XP
7777Orlock Road Sergeant (Champion)37
WeaponSRLRStrAPLTraits
Autogun8″24″31Rapid Fire (1)
ChainswordES1Melee, Parry, Shred (5+)

Starting Skill: Fast Shot

Ilsa Cinderjack

180 Credits
MWSBSSTWIASv
5″3+4+342325+
LdClWilIntTypeStarting XP
8767Orlock Arms Master (Champion)49
WeaponSRLRStrAPLTraits
Arc hammer*ES+3-13Concussive (5+), Heavy, Knockback (5+), Melee, Unwieldy

Rule of Iron: While Ilsa is on the battlefield, this gang may re-roll Bottle checks.

Starting Skill: Heavy Blows

Arc hammer is Arms Master–exclusive and takes up 2 of her 3 weapon slots (marked *), leaving 1 slot unspent.

Bracken Ostley

110 Credits
MWSBSSTWIASv
5″4+4+331316+
LdClWilIntTypeStarting XP
6666Orlock Gunner (Ganger, Specialist)13
WeaponSRLRStrAPLTraits
Heavy stubber*20″40″4-11Heavy, Rapid Fire (2)

Heavy stubber takes up 2 of Bracken’s 3 weapon slots (marked *).

Dez Rourke

75 Credits
MWSBSSTWIASv
5″4+4+331316+
LdClWilIntTypeStarting XP
6666Orlock Gunner (Ganger, Specialist)13
WeaponSRLRStrAPLTraits
Shotgun — solid ammo8″16″41Knockback (5+)

Tam Ferro

90 Credits
MWSBSSTWIASv
6″5+5+331416+
LdClWilIntTypeStarting XP
5555Orlock Wrecker (Prospect)4
WeaponSRLRStrAPLTraits
ChainswordES1Melee, Parry, Shred (5+)
Stub gun6″12″31Light

Wargear: Jump booster (included in base cost) — +3″ Movement and Flying Subtype for the activation when active; +1 to Hit and +1 Strength if used on a Charge.

Skills: Nerves of Steel (innate to all Orlock Wreckers)

Pike Sorrel

40 Credits
MWSBSSTWIASv
6″5+5+331416+
LdClWilIntTypeStarting XP
5555Orlock Greenhorn (Prospect)1
WeaponSRLRStrAPLTraits
Autogun8″24″31Rapid Fire (1)

Wick Dunmore

30 Credits
MWSBSSTWIASv
6″5+5+331416+
LdClWilIntTypeStarting XP
5555Orlock Greenhorn (Prospect)1
WeaponSRLRStrAPLTraits
Autopistol4″12″31Light, Rapid Fire (1)

Grudge (Cyber-Mastiff)

65 Credits
MWSBSSTWIASv
5″3+6+331416+
LdClWilIntTypeStarting XP
6865Fighter (Beast, Pet)13
WeaponSRLRStrAPLTraits
Savage biteES-21Melee

Leash Range: 3″, tied to Garrik Merdena.

Loyal Protector: Enemy Fighters cannot perform a Coup de Grâce action against Garrik while Grudge is within Leash range.

Cannot be equipped with additional weapons or wargear.

Quick Reference

Only what this roster actually needs at the table — this gang's special rules and the Traits on its current loadouts. Round/action rules condensed from the community-made Necromunda 2026 Quick Reference Sheet (u/JP_miniatures); Trait/Condition wording matches this site's own Core Rulebook transcription.

Gang Special Rules

Drudging Classes: An Orlock gang may have one extra Fighter perform the Work Territory Post-cycle action.

Rule of Iron (Ilsa Cinderjack): While she is on the battlefield, this gang may re-roll Bottle checks.

Leash Range & Loyal Protector (Grudge, owned by Garrik Merdena): Grudge has a 3″ Leash range; enemy Fighters cannot perform a Coup de Grâce action against Garrik while Grudge is within that range.

Weapon Traits On This Roster
TraitEffect
Ammo (X+)After firing, roll a D6 — on X or more, ammo remains; otherwise the weapon becomes Out of Ammo.
Blast (X″)Places an X″ Blast marker on the target; hits any model whose base is at least partially under it.
Concussive (X+)If the Wound roll is X or more, the target's Initiative is reduced by 1 until the end of their next activation.
HeavyRanged: only fired via the Braced Shot action. Melee: may not be selected as (or used alongside) a Secondary weapon.
Knockback (X+)On a Hit roll of X or more, the target is moved 1″ directly away from the attacker.
LightMay be used as Primary or Secondary in close combat, but only one attack regardless of Attacks/skills/other traits.
LimitedOnce Out of Ammo, this weapon cannot be reloaded for the rest of the battle.
MeleeUsed for attacks while Engaged.
ParryWhen used as Primary or Secondary in a fight, +1 Sv (doesn’t stack with a second Parry weapon).
Rapid Fire (X)Roll up to X Firepower dice when shooting — more hits, at the risk of Out of Ammo/jamming.
Shred (X+)On an X+ Wound roll, +1 Lethality for that attack.
SmokeTargets a point instead of a model, blocking Line of Sight through the smoke column until it disperses (5+ each End phase). A model it hits is never Wounded or Suppressed.
UnwieldyInitiative is set to 1 before modifiers when attacking in close combat.

Game Flow at a Glance

Universal rules, same for every gang.

Round Structure

1. Priority Phase: Ready all models with a marker; roll D6 for Priority (draw — whoever didn’t have it last round wins).

2. Action Phase: Starting with the player holding Priority, take turns activating models. Each activation gets 2 actions (1 if Suppressed).

3. End Phase: Bottle check if ≥1 model went Out of Action this round (Ld check vs your gang’s highest Ld; fail = remove 1 model, remove 2 if the roll was a 12). Check for Victory once a third of a gang is Out of Action. Resolve Reinforcements.

Checks & Tests

WS / BS / Sv: D6 ≥ characteristic.

Ld / Cl / Wil / Int: 2D6 ≤ characteristic.

Agility check: D6 ≥ 4.

Base contact: within 1″.

Interactive Actions

Coup de Grâce (Single): Against a Seriously Injured model within 1″; both roll D6 + Strength — if the attacker’s total is higher, the target goes Out of Action.

Treat Ally (Single): A Seriously Injured friendly model within 1″ immediately makes a Recovery test.

Movement Actions

Move (Single): up to M″.

Dash (Double): up to M+I″.

Engage (Single): up to D6″ towards an enemy; end within 1″ = free Fight or Coup de Grâce.

Charge (Double): up to M+D6″ towards an enemy; end within 1″ = free Fight or Coup de Grâce, plus +1 Attack and +2 Initiative this activation.

Shooting

Shoot (Single): Declare target in LoS → measure range → roll to Hit (≥BS, natural 6 always hits, 1 always fails; -1 if target Seriously Injured; random allocation if target is Engaged) → Suppress on a Hit → resolve Wound/Save/Damage.

Aimed Shot (Double): As Shoot, +1 to Hit.

Braced Shot (Double): Required to fire a Heavy weapon (Bracken’s heavy stubber, Ilsa’s Arc hammer in melee doesn’t need this); the Fighter cannot move this activation.

Reload (Single): Clears Out of Ammo on a ranged weapon.

Close Combat

Fight (Double): Choose Primary (+Secondary if it has Melee/Light) → Attacks: Primary = Attacks characteristic (+1 if charged), Secondary = 1, other engaged models = 1 with Primary only → Initiative order (Unwieldy sets I to 1; +2 I if charged) → roll to Hit (≥WS, natural 6 always hits, 1 always fails; -1 if no LoS before charging/engaging, +1 if a friend is also engaged, -1 if a second enemy is also engaged) → resolve Wound/Save/Damage → consolidate up to I″ if all engaged enemies are down.

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