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Exiled gangs

Exiles are made up of gangers who for what ever reason are no longer welcome (or pehaps never were) in their original gang. While this limits their ability to access the resources of their original home, it also opens up a variety of forms these gangs may take.

Overview

Unless otherwise stated all** Exiled gangs are considered Renegade - giving their opponents access to bounty or a free bounty hunter when playing them.

Unless otherwise stated only House Gangs can be Exiles. They are stll considered as their house gang for campaign mechanics and other rules - this is simply a variant options.

House Gangs only*.

*with the arbitrators permission (and some solid justification and modelling) other gangs may be allowed


Composition Limits

Exile gangs lack complete access to their parent House’s resources, making the most they can from a ragtag crew of friends, servants, and whatever Hive Scum they can gather.

Exile gangs have the following composition restrictions. These limits apply to the entire gang roster, not just the starting lineup, a gang may never have more than the stated number of each fighter type on its roster at any one time.

  • Only 0–1 of the following super champions may be on the gang roster at any time:
    Escher Deathmaiden, Orlock Arms Master, Van Saar Archeotek, Goliath Stimmer, or Delaque Nacht-Ghul.

  • Only 0–2 Prospects may be on the gang roster at any time.

  • Only 0–1 selections may be made from Gang-specific Hangers-on and Brutes combined.

  • Exile Hive Scum: the gang must include at least one Exile Hive Scum for every two other fighters on the roster (rounding up).


Exile Hive Scum

While Exiled gangs may no longer wield the power of their Great Houses, scraps of that influence still cling to them like rust. Drawn by the promise of creds, protection, or sheer desperation, Exile Hive Scum drift between the shadows - debt-dodgers, failed prospects, and local rabble willing to bleed for whoever can still pay.

Exile Hive Scum are an exclusive fighter type available only to Exiled Gangs.
They help fill out the ranks while keeping the gang within its composition restrictions.

Recruitment:
Exile Hive Scum may be freely recruited by Exiled gangs.
They use the Ganger Equipment List of their associated House.

Outsiders

Exile Hive Scum are drawn from the local drinking dens and sump dives, not the breeding pits or training halls of the Great Houses. As such, they begin play as outsiders, untutored in their House’s unique traditions.

Exile Hive Scum gain none of their parent House’s gang-specific benefits until they have advanced at least once.
Once they do, they are considered fully integrated and gain the following benefits based on their House origin:

Cawdor

  • Generate Faith Dice and may perform Acts of Faith as normal.

Delaque

  • Contribute to Psychoteric Choirs and benefit from associated powers.

Goliath

  • May purchase one Genesmithing Upgrade from the Unborn Tree.
    If a negative-cost upgrade is selected, add that many credits to your stash.
    The fighter is placed into Recovery after the modification.

Escher

  • May purchase and use Escher Chems.

Orlock

  • May purchase Legendary Names.

Van Saar

  • May equip Cybernetica.

Exile Hive Scum Fighter Card

Exile Hive Scum30 Credits
MWSBSSTWIALdClWilInt
5"4+4+3314+18+8+8+8+

Special Rules: Gang Fighter (Ganger), Promotion (Exile Hive Scum Specialist), Tools of the Trade (Exile Hive Scum Specialist only)

Special Rules

Gang Fighter (Ganger): Fighters with this rule form the backbone of Exile Hive-gangs. The total number of fighters with Gang Fighter (X) in the gang must always be equal to or higher than the total number without it (Hangers-on and Hired Guns don’t count).

Promotion (Exile Hive Scum Specialist): During campaign play, an Exile Hive Scum may be promoted to Exile Hive Scum Specialist. A Specialist gains Tools of the Trade, may purchase Special weapons, and may spend XP to gain additional skills. (A gang may not start with a Specialist.)

Tools of the Trade (Exile Hive Scum Specialist only): This fighter may maintain multiple equipment sets.

Skill Access

Exile Hive Scum Specialists have access to the following skill sets (note: a non-Specialist Scum cannot gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWyrd
PrimarySecondary
Equipment

Exile Hive Scum and Exile Hive Scum Specialists may purchase weapons and wargear from the Exile Hive Scum Equipment List:

  • During a campaign, both Scum and Scum Specialists may be given additional weapons and wargear from this list and from the Trading Post.
  • An Exile Hive Scum may take weapons from Basic, Pistols, and Close Combat sections (this list and the Trading Post).
  • An Exile Hive Scum Specialist may also take Special weapons.
Weapons
ItemCredits
STATUS ITEMS: BASIC WEAPONS
Autogun15
Lasgun15
Sawn-off shotgun with scatter ammo15
Shotgun with solid & scatter ammo30
PISTOLS
Autopistol10
Laspistol10
Stub gun5
– Dumdum rounds5
CLOSE COMBAT WEAPONS
Axe10
Chainsword25
Fighting knife15
Flail20
Maul (club)10
Two-handed axe*25
Two-handed hammer*35
Wargear
ItemCredits
STATUS ITEMS: GRENADES
Blasting charges35
Frag grenades30
Krak grenades45
Smoke grenades15
ARMOUR
Flak armour10
Hazard suit10
Mesh armour15
PERSONAL EQUIPMENT
Armoured undersuit25
Drop rig10
Filter plugs10
Photo-goggles35
WEAPON ACCESSORIES
Telescopic sight† (Pistols, Basic and Special Weapons only)25

Variants

Exile Gangs pick a single theme for their gang.


Romeo and Juliet

Starcrossed lovers defying their gang elders, unlikely friends forged in the heat or battle, or frenemies with sexual tension - for whatever reason two leaders from rival gangs are sworn to fight alongside each other, brining who they can with them from their respective gangs.

Two Souls Together

At gang creation, select two gangs instead of one.
This Exile Gang includes a Leader from each of the chosen Houses.

  • Both fighters are treated as Leaders for all game and campaign purposes.

  • Their Equipment Lists are shared - each Leader may select from either list at recruitment or mid-campaign.

  • Each counts as a member of both gangs for the purposes of special rules, abilities, and effects that reference House or gang identity.

  • Exile Hive Scum integrate with both of the parent houses when they advance.

Torn Apart by the World

The gang’s fighters may be recruited from either of the two chosen House rosters. However, all normal composition limits still apply.

  • For example: only two Prospects total may be included, chosen in any combination from the two Houses.
  • Only one “Super-Champion” may be selected, not one from each gang.

Both Houses may provide gangers, prospects, and equipment, but this is still a single gang for all campaign and reputation purposes.


Psychic Commune

Freshly awakened or long hidden from public view, the leader of this gang is a Wyrd. Sometimes attracting their peers to them or forcing their will onto weak minded hive scum, this gang lives a dangerous life staying one step ahead of both their rivals and the witch hunters.

The Master

The gang’s Leader becomes an Unsanctioned Psyker, and may select one Wyrd Power for free from the tables in the Book of the Outcast.
They may purchase additional powers later during campaign play as normal.

The Disciples

The gang’s Champions may choose to become Unsanctioned Psykers by selecting a Wyrd Power instead of a skill either at creation or for 9 XP later in campaign play.

  • Champions that become Psykers must choose a power from a discipline already known by the Leader.
  • If the Leader later learns powers from a new discipline, Champions may also learn from that discipline when they next gain a power.

The Thralls

When recruited, any Hive Scum or Juve in the gang may be designated as an Enthralled Fighter for +10 credits.

Enthralled Fighters represent the mentally dominated servants and psychic conduits of their master. They gain the following traits:

  • Their Leadership, Cool, Willpower, and Intelligence are each set to 10+ (unless already worse).
  • They are considered Mind-Broken - incapable of independent resistance but still useful as vessels for psychic power.
Channelled Power

When the gang’s Leader attempts to manifest a Wyrd Power, they may originate that power from any Enthralled Fighter instead of themselves.

The following restrictions apply:

  • The Enthralled Fighter must be within 6" of the Leader.
  • This range may be increased to 12", but the Enthralled Fighter immediately suffers 1 Flesh Wound as their synapses begin to burn out.
  • If the Leader suffers from Perils of the Warp, the fighter they are channeling through immediately goes Out of Action.
Aura Boosting

The leader feeds upon the psychic auras of their enthralled servants, drawing strength from their flickering minds and burning souls to amplify their own power.

  • Each Enthralled Fighter within 3" of the Leader grants +1 to any Manifest Power roll they make.
  • This modifier can push the total above 12; if a modified result of 12 or more is rolled, the Leader immediately suffers a Perils of the Warp result as normal.
  • However, the Leader may instead sacrifice a Thrall within 3" to avoid this effect.
    • The chosen Thrall is immediately taken Out of Action, and the Perils result is ignored.

Twist Enclave

The life of a mutant is a rough one. Hated and despised usually the best they can hope for is a life on the far edges of society. Occassionally though either one is able to conceal the nature of their birth from their kin within the house, or join the ranks of the mutants from chemical or spiritual corruption later in life. Regardlessly though the ganger is inevitable driven to the life of an outcast when their peers discover what they are.

Twisted Soul

When recruited, all fighters in the gang may roll once on the Outcast Mutation Table for +10 credits per fighter.

Leaders and Champions may instead purchase a mutation of their choice from the Outcast Mutation Table at the listed cost rather than rolling randomly.

Embrace the Curse

The gang has learned to harness their warped bodies, embracing mutation as both strength and salvation.

  • Whenever a Ganger gains an Advancement, they may choose to gain a random Mutation instead of rolling on the Advancement Table.
  • They may re-roll the result once, keeping the second roll even if it is worse.
  • Champions and Leaders may gain new mutations as if selecting a Primary Skill.
    • 6 XP for a random mutation, 9 XP to select one

Tainted Resilience

Mutant physiology is unpredictable, but often terrifyingly resilient.

When a fighter with a mutation suffers a Flesh Wound, roll a D6:

  • On a 5+ if the fighter is a Champion or Leader, the Flesh Wound is ignored as their aberrant biology knits itself back together.
  • On a 6+, other mutated fighters ignore the Flesh Wound in the same way.

Enthralled to the Machine God

Life on necromunda would be impossible if the Machine God did not will it. Everywhere that ganger's live they rely on the glorious machine to breath clean (enough) air, drink safe (enough) water, and eat (some) food. It should be unsurpising that the Machine God's followers would spread their influence to the gangs of the underhive, many of whome are close to archeotech on a somewhat regular basis. Either out of fear, blackmail or sheer ambition, the leader of this outcast gang has sworn to assist the priesthood of mars, and while that enables them to make their servants simple and loyal, and replace and improve their inferior bodies - they live forever aware that failure in the underhive will lead to a pseudo-sentiant life of servitorhood for themself.

Fate Worse Than Death

The gang Leader gains -2 Intelligence, but suffers +2 Cool.

Cybernetic Gentling

All other members of the gang gain -2 Cool, but suffer +2 Intelligence.

Technical Tutoring

Savant Skills become Primary Skills for all fighters in the gang.
All Bionics are added to the gang’s House Equipment List.

The Flesh is Weak

Bionics may be purchased and fitted even if the fighter does not have a lasting injury.
If applied this way, the fighter’s credit cost increases as if they had gained an Advance.
The Leader gains one Bionic upgrade for free at gang creation.


Necro Trap House

There's never too much of good thing, and that's what this gang believes. Even when their house disowns them this gang is determined to live life to the fullest - embarking on a life so full of chemical indulgance that it's sure to come to an end sooner than later.

Additionally availabe to Squats and Ash Waste Nomads

Always on Hand

At the start of each battle, every fighter in the gang receives (or may begin under the effects of) one Chem of your choice, excluding Stinger Mould and Icrotic Slime.
This includes fighters who normally cannot take Chems, such as Brutes.

Expert Addicts

Leaders and Champions in the gang never become Addicted to the Chems they take.
(Or rather, they are already too far gone to feel the difference.)

Stepped-on Spur

When testing due to taking multiple Chems, Leaders and Champions may re-roll the overdose check.


Road Raiders

The stale air of the underhive doesn't seem so bad when iit's racing through your hair at 100mph. Sure, life as a raider is rough and ready, a lot of tight corners and handbrake turns are involved, but it's sure to be as close to a good time as you can get in the underhive, right up untill the hard stop.

My Ride Is My Life

All fighters in the gang must be mounted. Fighters also overwrite any restrictions on when they can be mounted, they are always mounted no matter the restrictions.

  • Fighters that cannot be mounted such as brutes cannot be taken unless they have a movement value of 7 or more.

If It’s Got Wheels...

All Mounts purchased by this gang cost 30 credits less than normal.

...Or Legs

Ridge Walkers are added to the Equipment List for Cawdor Leaders and Champions at a cost of 40 credits (discount included).


Exile Favour Table

Exiled from their parent house, the exiles must scrag and scrape to get ahead in the underhive.

Exiled gangs Must Use this Favour Table

2D6Result
2Crawling Back
3-4Back Against the Wall
5-72D6x10 of Common Items
8-9Expert Scum
10Fresh Exiles
11-12Unlikely Ally

Crawling Back

The allure of a hot meal an a warm bed tempts a fighter back to their house. A fighter who is not a hive scum or the leader is removed from the gang, including all their equipment.

Back Against the Wall

When you play the game of scum you either win or you lose. With no safe place to crawl back to the gang is determined to fight it out to the bitter end, whatever that may be.

The gang may reroll failed bottle checks and nerve checks this game.

Expert Scum

Even the scum of the underhive very occasionally have something to offer the gang

Recruit an Exile Scum Champion to the gang for free. The fighter gained is free and comes with 1 weapon and 1 piece of wargear also for free.

Fresh Exiles

A new bunch of gangers exiled from their parent house, provides a valuable lifeline for the outcasts to expand.

Each of the composition limits is increased by one for the remainder of the campaing. (Ie an extra super champion, prospect and gang specific hanger-on can be hired)

Unlikely Allies

The benefit of being on the scrap heap, is that you never know what you can find

The gang may hire one fighter to the gang. This fighter may not be a Spyrer or Dramatis Personae but is otherwise without retrictions. They also do not count towards composition limits.

Exile Hive Scum Champion

Exile Hive Scum Champion50 Credits
MWSBSSTWIALdClWilInt
5"4+3+3324+16+7+8+8+

Special Rules: Gang Heirarchy (Champion), Tools of the Trade, Group Activation (1)

Special Rules

Gang Heirarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Underhive Outcasts fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield.

Additionally, during Campaign play, this fighter may perform post-battle actions.

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Underhive Outcasts fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Skill Access

Exile Hive Scum Champions have access to the following skill sets (note, however, that a Exile Hive Scum may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWyrd
Secondary--PrimaryPrimarySecondary-
Equipment

Underhive Outcasts Champions may purchase weapons and Wargear from the Trading Post, limited to items with a Rarity rating of 8 or lower (note that the Underhive Outcasts Leader's allegiance might open up additional weapon and Wargear options):

  • During the course of a campaign, an Underhive Outcasts Champion may be given additional weapons and Wargear purchased from the Trading Post and from the Black Market.
  • An Underhive Outcasts Champion has no restrictions upon the types of weapon they can take; all weapon types are available.

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