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.
Designed 4 Sep 2026. Spends all 1000 starting credits exactly — nothing left in the stash.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 3+ | 3 | 3 | 3 | 3 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 8 | 8 | 8 | 7 | Orlock Road Captain (Leader) | 61 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Boltgun | 12″ | 24″ | 4 | -1 | 2 | Ammo (3+), Rapid Fire (1) |
| Bolt pistol | 6″ | 12″ | 4 | -1 | 2 | Ammo (3+), Light, Rapid Fire (1) |
| Smoke grenades | – | 9″ | – | – | – | Ammo (4+), Blast (3″), Limited, Smoke |
Wargear: Mesh armour
Starting Skill: Marksman
Owner of Grudge, this gang’s Cyber-Mastiff (see below).
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 3+ | 3 | 3 | 2 | 3 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 7 | 7 | 7 | Orlock Road Sergeant (Champion) | 37 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Autogun | 8″ | 24″ | 3 | – | 1 | Rapid Fire (1) |
| Chainsword | E | – | S | – | 1 | Melee, Parry, Shred (5+) |
Starting Skill: Fast Shot
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 4+ | 3 | 4 | 2 | 3 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 8 | 7 | 6 | 7 | Orlock Arms Master (Champion) | 49 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Arc hammer* | E | – | S+3 | -1 | 3 | Concussive (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.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 4+ | 3 | 3 | 1 | 3 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 6 | Orlock Gunner (Ganger, Specialist) | 13 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Heavy stubber* | 20″ | 40″ | 4 | -1 | 1 | Heavy, Rapid Fire (2) |
Heavy stubber takes up 2 of Bracken’s 3 weapon slots (marked *).
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 4+ | 3 | 3 | 1 | 3 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 6 | Orlock Gunner (Ganger, Specialist) | 13 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Shotgun — solid ammo | 8″ | 16″ | 4 | – | 1 | Knockback (5+) |
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 5+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 5 | 5 | 5 | Orlock Wrecker (Prospect) | 4 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Chainsword | E | – | S | – | 1 | Melee, Parry, Shred (5+) |
| Stub gun | 6″ | 12″ | 3 | – | 1 | Light |
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)
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 5+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 5 | 5 | 5 | Orlock Greenhorn (Prospect) | 1 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Autogun | 8″ | 24″ | 3 | – | 1 | Rapid Fire (1) |
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 5+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 5 | 5 | 5 | Orlock Greenhorn (Prospect) | 1 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Autopistol | 4″ | 12″ | 3 | – | 1 | Light, Rapid Fire (1) |
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 6+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 8 | 6 | 5 | Fighter (Beast, Pet) | 13 |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Savage bite | E | – | S | -2 | 1 | Melee |
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.
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.
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.
| Trait | Effect |
|---|---|
| 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. |
| Heavy | Ranged: 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. |
| Light | May be used as Primary or Secondary in close combat, but only one attack regardless of Attacks/skills/other traits. |
| Limited | Once Out of Ammo, this weapon cannot be reloaded for the rest of the battle. |
| Melee | Used for attacks while Engaged. |
| Parry | When 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. |
| Smoke | Targets 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. |
| Unwieldy | Initiative is set to 1 before modifiers when attacking in close combat. |
Universal rules, same for every gang.
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.
WS / BS / Sv: D6 ≥ characteristic.
Ld / Cl / Wil / Int: 2D6 ≤ characteristic.
Agility check: D6 ≥ 4.
Base contact: within 1″.
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.
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.
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.
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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