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==System 2017== ===Rulebooks=== #'''Gang War:''' Goliath & Escher Gangs. Rules for campaigns #'''Gang War 2:''' Orlock Gangs, hired guns (Bounty Hunters and Scum) and hangers on. #'''Gang War 3:''' Van Saar Gangs, Gang Brutes, Trading post updates #'''Gang War 4:''' Cawdor Gangs, Exotic Beasts, more Gang Brutes, Dominion campaign rules, and rules for psykers. #'''Gangs of the Underhive''': Delaque gangs, but also combines the abovementioned books. #'''Book of Peril:''' Venator Gangs, more hired guns, alliances, and rules for Badzones. #'''Book of Judgement''': Enforcer gangs, Trading Post updates, Law and Misrule campaign rules, and Criminal Alliances. #'''Book of Ruin''': Expanded rules for Chaos Helots, Genestealer Cults, and Corpse-Grinder Cults. #'''House of Chains''': Expanded rules for House Goliath, introducing Goliath-exclusive upgrades, skill trees, Hangers-on, and Champion types. Also adds a new type of gang member called a Prospect. Introduces the Ogryn Slave Gangs. #'''House of Blades''': Expanded rules for House Escher. #'''House of Iron''': Expanded rules for House Orlock. #'''House of Artifice''': Expanded rules for House Van Saar. #'''House of Faith''': Expanded rules for House Cawdor. #'''House of Shadows''': Expanded rules for House Delaque. #'''Book of Outcasts''': Outcast gangs #'''Ash Wastes ''': Introduces the Ash Waste Nomads, vehicles, mounts, and rules for battles in the wastes outside of the hive. #'''Book of the Outlands''': Expanded rules for Ash Waste Nomads and custom vehicles, and introduces the Ironhead Squat Prospectors. #'''The Aranthian Succession: Cinderak Burning''': Expanded rules for Goliath and Escher, and the first part of the "Succession" narrative arc. ===Basics=== ====The Game==== See a video from a Necromunda demo game: https://www.youtube.com/watch?v=WxGWIcTGKJs Link to [https://necromunda.com/wp-content/uploads/sites/5/2017/10/Necro_Ref_ENG.pdf PDF] (official Necromunda website) where some actions and other info is found. Rather than each player taking turns to move their entire gang, players take turns to activate a single model with two action points; actions such as moving, shooting, taking cover, or reloading consume one action point, while some will require two action points, such as charging or hitting. Some single-point actions cannot be taken twice, such as shooting. A model can only shoot at the closest enemy model unless they pass a coolness check or something farther away is easier to hit. The gameplay borrows a lot from the simplified hitting and wounding mechanics of 8th 40k; the starter set also bears a strong resemblance to Shadespire, with character cards of predefined characteristics and loadouts to speed starting (without the special combat dice, though Necromunda has special dice to decide the affect of wounds rather than rolling against a table like in the classic version), whilst the full game still looks to old school Necromunda, with extended character stats such as coolness, willpower, and intelligence, and terrain/skill combat modifiers, as well as plenty of wargear and weapon options. ====Turn order==== The game turn is divided into activations; every activation encompasses 1 miniature, although some special rules modify this - for example, a "Leader" can activate up 2 additional models within 4", or a "Champion" can activate 1. First, every mini gets a ready token, and you and your opponent roll off. The player that rolls higher may choose 1 ganger and activate it for two actions, consuming that mini's ready token. After one ganger has played, your opponent may do the same for one of his gangers, and so on. Once there are no more ready tokens on the board, you resolve end-of-turn effects, and then repeat. ====Actions==== "Simple" actions take up 1 action point, and can be spammed; "basic" actions take up 1 action point, but can only be used 1/activation; "double" actions take up both action points. ===Gang Generation=== ====Starting your Gang==== First off, you have to pick a faction for your gang. Factions determine your choice of starting wargear, the basic statline of your gang members, and the skill trees they have access to. The six Great Houses are still the main factions: * '''[[House Cawdor]]''' - Not the richest of houses, Cawdor is the stronghold of the Cult of the Redemption. To many, they are known as "The House of Redemption" due to these deep ties. Their trademark appearance is the use of masks in public when around anyone outside of their House, along with rags because they can't afford real clothing. They run most of the recycling on the Hive, scouring the waste for potential relics and holy objects. This also generated a rather interesting House Equipment in the previous version that allowed for a bit more flexibility than many of the other houses, and in the current version gives them a bunch of cobbled-together scrap weapons that shouldn't be underestimated because of their shoddy design, such as improvised crossbows and crude imitations of [[Adeptus Custodes|Guardian Spears]]. * '''[[House Delaque]]''' - House Delaque is very dark and secretive, and other houses are justifiably suspicious of them. Many of their agents look like your average diver dealer flipping fake watches on the corner. Most of this house is pale and bald-headed, which have led some people to suspect they've been infiltrated by a Genestealer Cult; the truth is even stranger and more worrying. Traditionally, they have been a very range focused faction with next to no melee support in either equipment or skills, though nowadays they also have a decent amount of access to psykers. * '''[[House Escher]]''' - Millennia of exposure to the alchemical processes used to create their pharmaceuticals have altered this house's Y chromosomes. Without exception, the males of House Escher are docile troglodytes, and breeding is done in a lab. This has created a strong matriarchal and misandrist power structure with Escher women doing virtually everything needed to keep society running, including acting as their soldiers and hired guns. Their gang lists mostly consist of agile melee fighters who compensate for sub-par strength with a plethora of poisoned weapons. Las weapons are also a house specialty and can be procured for next to nothing during the gang creation process. * '''[[House Goliath]]''' - House Goliath values size and strength above everything else, with its members using enough gene-mods and stims to match a [[Space Marine]] in bulk. The furnace and foundry workers of Necromunda, they consider the hivers of other Houses to be weak and lazy. The other houses view them as barbaric, unsophisticated, and unpredictable. In game they have improved strength and toughness stats compared to the other houses which makes them very durable and extremely deadly in melee combat. Much of their starting equipment list is comprise of industrial tools converted to blast and bash their way through the Underhive. * '''[[House Orlock]]''' - In control of most of the mines and refineries of the Hive, House Orlock is a hardened and fearless group since its Gangers see plenty of action defending their convoys and logistics lines. They are in constant tension with House Delaque due to acquiring the Ulanti Contract, previously held by Delaque. Despite their loose-leaf internal leadership, they are actually one of the most unified and disciplined Houses. Their equipment list is very practical, favoring ballistics weapons, and combined with their skill selections, are considered the most balanced House. They can match other houses where they are strong, and then take advantage of their opponents' weaknesses. * '''[[House Van Saar]]''' - Perhaps the richest of the houses, House Van Saar provides most of the other houses with their most technological items and needs thanks to the STC they found a while back. Their suits keep them from dying as a byproduct of their STC's malfunctioning, as it constantly leaks radiation that would otherwise leave them dead from radiation sickness. Trademark gang look is high-tech range weapons, with their own special brand of lasguns, energy shields, plasma weaponry, and a cannon that fires radiation! Other playable factions include: *'''[[Genestealer Cult]]s''' - The gribbly-worshippers we know and love; it doesn't seem like they get full-fledged Genestealers this time, but that's not much consolation for the ganger facing the hammers of a [[Genestealer Aberrants|Genestealer Aberrant]]. They also follow different rules for gang composition and cannot benefit from Guilder Contact territories. Updated rules are found in the Book of Ruin. *'''[[Chaos Cults]]'''- Chaos Cults also have a slightly different ruleset for gang composition, but the important take-away is that they can bring along rogue psykers and even [[Chaos Spawn|you-know-whats]]. They can also call upon the Ruinous Powers to empower a gang member, granting them bonuses based on the Chaos God that they dedicate their rituals to. Chaos is notoriously fickle, however, and a champion seeking power from his gods might end up with far more than what he bargained for. Updated rules are found in the Book of Ruin. *'''Venator Gang'''- A brand new faction representing <s>the best from every gang with no negatives</s> a group of Bounty Hunters. A white Dwarf release with no hint of balance (they can pick any model/weapon/bit of gear from any gang or the trader lists and carry up to 5 weapons each rather than the usual 3). The closest to a disadvantage that they get is that they are a bit pricey and in a campaign they don't hold territory so won't get as much money unless they get lucky with capturing fallen gangers. Balance issues aside they let you take any model you like and use it, which can be a modder's dream and give you a legal way to field whatever group of models take your fancy, so bar the cheese are a nice idea that could lead to some awesome modelling opportunities. Rules included in May 2018's White Dwarf and slated to be overhauled to address balance issues. *'''The Guilders''' - A brand new faction representing the divisions of the Merchants' Guild that keep up the supply of vital resources to the Hives, such as the Water Guild, the Power Guild, and [[Grimdark|the Corpse Guild]]. They don't appear directly in the game, but other gangs can ally with them for extra benefits...if they're willing to deal with the costs of doing business. *'''[[Palanite Enforcers]]''' - The Hive law enforcement are listed in the Book of Judgment. These guys aren't the [[Adeptus Arbites]] professional FBI, they're the US police. They're here to shoot your dog and enact gratuitous violence. They don't take shock batons because they plan on taking you alive, they use shock batons because they hurt more than stabbing you. Load up and savour the sweet sound of police brutality. And when things get really tough, they bring out the riot shields, assault rams, and grenade launchers because there is no such thing as collateral damage. **'''Badzone Enforcers''' - Introduced in White Dwarf 477, these guys are like the Palanites, except with a bit of Mad Max thrown in for style points. Things are always tough for these guys: their higher-ups get the best gear, their grunts get whatever they can find and the middle men? Well, they get what they're given. Unlike their well supplied cousins, these guys can hold territory beyond their Precinct. *'''[[Corpse Grinder Cults]]''' - A bunch of <s>closet</s> Khorne worshippers, down to wearing skull masks and wielding a variety of chain weapons originally intended to process dead bodies into corpse starch. Interestingly, they are the first view into the aforementioned Corpse Guild, being menial workers who went insane from constantly cutting up corpses and devoted themselves to "the Lord of Skin and Sinew" as cannibals. Introduced with The Book of Ruin. *'''[[Ogryn]] Slave Gang''' - These cyber-Ogryns are similar to House Goliath in that they value brawn over brains. They've risen up against their masters and now fight for their freedom in a classic slave revolt. As a result, your army has a rather static loadout and you absolutely have to watch out for enemies who try to capture your troops - they're worth more than a pretty penny as prisoners! Introduced with House of Chains. *'''The Outcasts''' - Where the Venators are considered elites among the gangers, the Outcasts are better viewed as the dregs of the admittedly seedy underworld of the underhive. While weak, they are hyper-customizeable with options for different skillsets for your leaders and the ability to tie your gang with either a major house, a noble house, a guild, or nothing. Introduced with Book of Outcasts. *'''[[Ash Waste Nomads]]''' - The Mad Max-style scavengers that make a living in the ash wastes outside of the Hive. Rumor has it that these were the original inhabitants of Necromunda before the Imperium came and fucked it all up. They prefer the use of long rifles to pick off trespassers from afar, aided by the insectoid steeds known as Dustback Helamites. *'''[[Ironhead Squat Prospectors]]''' - Why yes, the OG [[Squats]] are still here! Considered distant relatives to the also recently-revealed [[Leagues of Votann]], these Squats more cleanly channel the old wide-headed helmet aspects of yore. When you first make your Gang - and any time you add members to it - you must obey the following rules: *At least one "Leader". Starting out, you get to recruit an actual "Leader" model, which has a superior (or mostly superior) statline to your other choices, but costs the most credits; at any time in the future when you need a new Leader, such as the old one dying, or you're starting a new Gang by splitting an old one, you have to promote a non-Leader to Leader, which typically means a worse starting statline and worse efficiency in terms of statline per credit (relevant in case your opponent captures them alive and sells them off, for example). As a result, you will never again get the chance to recruit a Leader. *"Champions", from 0 to at most 2 + 1 for every 10 Reputation points (e.g. a total of 4 at Reputation 24). Champions recruited fresh cost the second most, but typically have the second best statline. Champions can come both from promoting up Gangers and Juves, or be recruited - only in the latter case does the restriction apply. Future books will introduce house-specific Champion types such as the Goliath Stimmer. *"Gangers" at least equal to the number of all non-Gangers (Juves, Champions, and the Leader) combined. Gangers can only be recruited - you have no way to promote them from any other role. These typically have the third highest (second lowest) cost, with a statline to match. Gangers can also can become Specialists, which lets them take skills without counting against any specific limits. *You can have as many "Juves" as you like, subject to the Ganger tax; they are usually your cheapest, and usually have the worst statline, although for most Gangs, they actually have a better Move stat than the other roles. Juves and Specialists can promote to Champions, or, if necessary, Leaders directly, Gangers can promote to Specialists, and Champions can promote to Leader. **House of Chains introduces Prospects, Juve-tier Gangers who have the ability to upgrade to another model type (usually a gang-specific Champion). They also tend to have unique equipment choices. Genestealer Cults set up their Gangs like so: *At least one Adept, who acts as a Leader-equivalent. Unlike normal Leaders, they do not have skills to start with but gain access to unique abilities that only they can use as well as unique wargear like boneswords and toxin injector claws. Additional abilities can be bought like secondary skills. *Acolytes, following the same rules as Champions from any other gang. However, they can take four weapons instead of the usual three. *0-2 Aberrants, which have the Unstoppable skill inherent in their profile along with very high stats and powerful melee weapons. They follow the same advancement rules as Gangers but cannot promote to Specialists. *Neophytes, which follow the same overall rules as Gangers in terms of both promotion and recruitment. Chaos Cults set up their Gangs as follows: *One Demagogue, who acts as a Leader-equivalent. They can learn skills like regular leaders, but start with the special "Cult Leader" skill (any fighters from the same gang within 9" use the Demagogue's Cool and Willpower for checks). *Up to two Disciples, who are Champions for all intents and purposes. *Up to one [[Psyker|Witch]], a rogue psyker with lower accuracy than even the Cultists and cannot be made the replacement Leader if the Demagogue is slain, but is otherwise roughly equal to a Disciple in its statline and activation ability. Obviously, they start with one psychic power and can buy more as if they were secondary skills. *Cultists, which follow the same overall rules as Gangers in terms of both promotion and recruitment. *[[Chaos Spawn|The Unnameable Beasts]], which are not recruited via conventional means and have the following special rules: **They are not recruited normally in campaign battles, and instead occur when a Dark Ritual roll with a gang member as its focus dramatically fails. The former cultist is considered dead for the purposes of the gang roster and fighter limits, and any gear the victim might have been carrying is lost. Up to two can be taken in a one-off skirmish. **They have d6 Movement (changing every time it moves or charges), and their Weapon Skill, Strength, Toughness, Wounds, Initiative, and Attacks are randomly generated upon creation. They have no score for the other stats; Willpower and Cool tests always pass, but Leadership and Intelligence tests always fail. **They cannot gain Experience or Advancements, and are unable to use weapons and equipment. Additionally, the only actions they can make are Move, Charge, Fight, and Coup de Grace. **They cannot be Pinned and ignore Flesh Wounds, Serious Injuries, and Lasting Injuries. However, they are difficult for a cult to control; in the post-battle sequence, up to three Cultists not taken out of action or Seriously Injured must be nominated to restrain their former comrade. A d6 is rolled for each nominated cultist, and if at least one scores a 4+ they keep the thing under control- otherwise, the abomination breaks loose and flees into the underhive, effectively removing it from the Roster. Any cultist who rolls a 1 gets a Lasting Injury as the freak lashes out at them. Enforcers set up their gangs like so: *1 Captain (Leader), who may be either a Palanite or a Subjugator. *0-2 Sergeants (Champions), either Palanite or Subjugator. *At least 2 Patrolmen (Gangers), who must be the same type of Enforcer as the Captain. The number of Patrolmen must be equal to or greater than the total number of Captains or Sergeants in the gang. *Enforcers cannot start out with Rookies (Juves), but may take one for free each time one of their gangers dies or is retired during the post-battle sequence. Badzone Enforcers set up their gangs like this: *1 Captain (Leader), who can mix and match Palanite and Subjugator gear. *0-2 Sergeants (Champions) at the get go, can get more and can mix and match Palanite and Subjugator gear. *At least 1 Patrolman (gangers). The number of patrolmen must be equal to or greater than total the number of Sergeants and the Captain. Their Enforcer Boltguns, Enforcer Shotguns and Concussion Carbines all gain Scarce, though. One of them can be a Specialist from the get go, who gets Tools of the Trade. *Any amount of Enlisted Hive Scum. These guys are expendable as hell, to the point they can't benefit from Group Activations or Gang Hierarchy. These guys can become Patrolmen, if they live long enough. ====Gang Attributes==== Gangs have two major attributes: Rating and Reputation. Rating is the sum cost of every Fighter (and remember, a Fighter's cost is the sum of their personal cost and their gear cost). A high Rating is ''bad'' if the difference between your Rating and your opponent's is very large; having a higher rating than your opponent means you're less likely to be able to choose the scenario you're fighting in and gain worse reputation rewards (every scenario so far awards the participant with the worse rating +1 reputation per full 100 points of rating they are below their opponent). Consequently, it's unwise to fight against a gang with a lower rating than your own since you have less to gain from a victory and have less control over the scenario. Reputation on the other hand is always ''good'' - a higher reputation means you can recruit more Champions, find rare equipment more easily, and the two highest reputations at the end of a campaign fight over who wins the entire campaign, with reputation serving as their tiebreaker if they draw during the scenario. Gangs can also form Alliances for the duration of a campaign, symbolizing a connection to a prominent group like one of the guilds or a criminal organization. These grant benefits such as expanded Wargear options or adding free Hired Guns to a scenario, but they also come with drawbacks such as having less control over which scenario is chosen or giving up part of their gained credits. These drawbacks can be ignored, but the other party won't like it- they may temporarily deprive you of the alliance's benefits or end it entirely. The Law and Misrule campaign type adds Alignment, which determines whether or not your gang abides by the laws of Necromunda. This determines what kinds of Hired Guns they can use, as well as a mixture of other benefits and drawbacks depending on whether or not the gang is on the wrong side of the law. While it is possible to switch alliances partway through a campaign, doing so comes with steep costs. ====Advancing your Gang==== Leaders and Champions can buy stat points and skills (skills are special rules and/or actions only available to the model that has them) for experience points (which you mostly earn by murdering the enemy, but also by Rallying, ironically meaning it can be optimal to get your models to fail their Cool checks, so you can Rally them later for experience), which also raises their credit value for game effects like being sold off by enemy gangs; when they do so, they pay a base experience amount, plus 2 per Advancement (an Advancement is any time they buy one of these things). "Specialists" are basically unlucky (or lucky, depending on your point of view) Gangers who can do the same thing; this is how you promote one of them to Champion. Typically, Leaders have cheaper access to more skills (particularly the Leadership skills) than the other roles, while Champions have cheaper access to something than the others. Experience costs vary by what you are buying - some stats cost more than others, some skills cost more than others depending on your role and House, and so on. Juves and non-Specialist Gangers do not have to pay escalating costs for Advancements, but have some restrictions to go along with that. Juves typically have the least access to cheap skills, compared to Leaders, Champions, and Specialists, and if you end a campaign (referred to as a Turf War) with any Juves that have 5 or more Advancements, they must promote to Champion, immediately forcing them to begin paying Advancement taxes. Non-Specialist Gangers have no access to skills at all, but buy stats by paying a non-escalating cost and then rolling 2d6; if they roll a 2, a 12, or any result that would force a stat above its maximum, they promote to Specialist, gaining access to skills but being forced to pay Advancement taxes. Any other result, depending on what it is, raises your choice of one of 2 stats. The nature of the table is that, starting with their second Advance, they pay less experience per stat gain than anyone but a Juve, but can't buy skills at all, and run a constant risk that slowly goes up over time of promoting to Specialist and being forced to pay taxes. =====Skills===== Leaders and Champions bought new start with one Primary skill of their choice; for everyone else, there are 4-5 ways to gain skills as an Advancement. For all of the options below, the way to handle rolling a random skill you already have is to re-roll it, which is identical to rolling a smaller die type (1d1, 1d2, 1d3, 1d4, or 1d5, although the d4 or the d5 will require non-d6 dice on hand - the easiest way to handle both cases at once is to keep a d20 around), but isn't actually supported by the rules. All of them cost experience points and add to the fighter's credit cost - aside from the downside of making the entire gang's rating go up, this also makes the fighter a larger liability, since they're worth more to the enemy when captured. *Pay 6xp and gain 20 credits in value to gain 1 random skill from a chosen Primary skill tree. *Pay 9xp and gain 20 credits in value to gain 1 chosen skill from a chosen Primary skill tree. *Pay 9xp and gain 35 credits in value to gain 1 random skill from a chosen Secondary skill tree. *Pay 12xp and gain 40 credits in value to change roles from Specialist to Champion and gain 1 random skill from a chosen Primary skill tree. *Pay 15xp and gain 50 credits in value to gain 1 random skill from a chosen skill tree. Typically, Juves have 1 Primary skill set and 2 Secondary, while Specialists have 2 Primaries and 2 Secondaries, and neither has Leadership as a Primary or Secondary. Champions have 2 Primaries and 3 Secondaries, while Leaders have 3 Primaries and 2 Secondaries, but the "additional" skill set they have is always Leadership - Secondary for Champions and Primary for Leaders. That said, it is typical for roles to have other "unique" skillsets within their House - for example, only Goliath Juves have any access to Agility (which they do as a Secondary); as of the current set of 6 gangs, only 2, Escher and Orlock, have skillsets such that Leader>Champion>Specialist>Juve - for everyone else, there's at least one exception, such that promotion can make the Fighter worse at collecting skills they were going after. Skill sets are listed below by name, but these groupings only ''trend'' towards being similar to each other, and a single skill set may provide wildly distinct abilities - for example, under Cunning, Backstab makes you more useful with a melee weapon, while Overwatch makes you more useful with a ranged weapon - and at least one skill, "Savvy Trader" under Savant, is capable of providing absolutely no buff at all (it makes the Fighter better at finding rare items, but only Champions, Leaders, and/or Fighters with the separate Connected skill are capable of even attempting to find rare items). {| class="wikitable" style="text-align: center;" |+ Skill Sets by Name ! D6 !! Agility !! Brawn !! Combat !! Cunning !! Ferocity !! Leadership !! Shooting !! Savant |- | 1 || Catfall || Bull Charge || Combat Master || Backstab || Berserker || Commanding Presence || Fast Shot || Ballistics Expert |- | 2 || Clamber || Bulging Biceps || Counter-attack || Escape Artist || Impetuous || Inspirational || Gunfighter || Connected |- | 3 || Dodge || Crushing Blow || Disarm || Evade || Fearsome || Iron Will || Hip Shooting || Fixer |- | 4 || Mighty Leap || Headbutt || Parry || Infiltrate || Nerves of Steel || Mentor || Marksman || Medicae |- | 5 || Spring up || Hurl || Step Aside || Lie Low || True Grit || Overseer || Precision Shot || Munitioneer |- | 6 || Sprint || Iron Jaw || Rain of Blows || Overwatch || Unstoppable || Regroup || Trick Shot || Savvy Trader |} Later expansions added unique skill categories usable only by specific gangs, such as the Savagery, Palanite Drill and Muscle skill categories. ====Brutes==== A new mechanic introduced in '''Gang War 3''', Brutes are basically inhuman monsters who can be taken by various gangs to give them some extra raw killing potential. They pay for this killing power with ''big'' price tags, so think very carefully before including one in your gang. '''[[Luther Pattern Excavation Automata]]:''' An [[ambull]] [[servitor]] normally used as a mining robot. All House Gangs can purchase these guys, but [[House Cawdor]] have a particular affinity for them, which manifests as only needing to pay 185 credits for one rather than the usual 215. As well as [[Rip and Tear]], it's also a mining servitor, so it can generate extra credits for your gang outside of the battlefield. Valuable enough that they can be captured like regular gangers. '''Jotunn H-Grade [[Servitor]] [[Ogryn]]:''' As the name suggests, this is a [[servitor]] that's been made out of an [[ogryn]] and as such it's a big, tough, meaty boy with armor and cybernetic bits. Gang-neutral, but cheaper for [[House Goliath]]. 180 credits. '''Stig-Shambler:''' [[House Cawdor]] Brute consisting of a hulking, strong-but-dumb [[mutant]] paired with a small, weak-but-smart [[mutant]] that rides on the bigger mutie's back and mans a heavy stubber or heavy flamer mounted on a swivel on its shoulder. 208 credits. Master Blaster from Beyond Thunderdome. If you don’t shout “He’s just a boy” you’re doing it wrong. '''Spyker:''' [[House Delaque]] Brute consisting of a once-human ganger strapped into a cybernetic exoskeleton and forcefed psy-augmenting drugs until it becomes a hideously deformed artificial psyker. Cheapest of all the Brutes at 190 credits. ''''Zerker:''' [[House Goliath]] Brute, a once-normal ganger overdosed with drugs and gene-mods to the point of becoming an oversized, hyper-violent lunatic. 210 credits. At Strength 6, he is pretty much the ''strongest'' thing on the damn battlefield, or at least very close to it! '''Lugger Cargo Servitor:''' [[House Orlock]] Brute, and really, what is there to say? It's a lobotomized cyborg, stolen and outfitted with cybernetic limbs; one for [[Rip and Tear]], one for dakka. '''Khimerix:''' [[House Escher]] Brute, a [[Fleshcrafting|genegineered]] animal cooked up in their geno-alchemy labs for shits n giggles. Whilst primarily aimed for [[Rip and Tear]], it also has the ability to spit a noxious chemical breath weapon, which is basically a never-fail flamer. '''Arachni-Rig:''' [[House Van Saar]] Brute, basically a battle robot worn as a shoulder harness, with two heavy las-carbines, four ripping claws, and its own legs to carry you around. Can take a Radgun or Plasma Gun at a rice of -1 Attack. Competes with the [[Dreadknight]] for silliest exo-armor style in 40K. 240 points. Brutes for the Outlaw Gangs were introduced in [[White Dwarf]] #458, and given how Outlaws struggle with funds, the price-sinky nature of the regular Brute is even more relevant here. * '''Scrapcode-Corrupted Ambot:''' Basically the [[Chaos]]y version of the [[Luther Pattern Excavation Automata]]. Trades the ability to mine credits out-of-battle for much greater killy power. Costs 220 credits. * '''Mutated Ogryn:''' An [[ogryn]] that has become a [[mutant]], and as such is lured to serve cult leaders or the worst kinds of outlaws. Costs 210 credits. * '''Warp Horror:''' It's basically a [[daemonhost]], with lots of different gribbly weaponry options. 210 credits. * '''Sump Beast:''' Generic statblock for any number of horrible mutant fauna from the depths of the Underhive. 200 credits.
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