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Heretek Cabal

Hereteks are outcasts even among the adepts of the Machine God, technomancers who have strayed from the strictures of Mars, pursuing forbidden knowledge without restraint or sanction. Some are exiled from the upper hive for their transgressions, while others descend willingly, seeking the lawless depths where their work may continue unobserved.

In the underhive, these renegade artisans and bio-mechanical savants rarely remain solitary for long. Drawn together by shared obsessions or complementary disciplines, they form loose cabals, secretive enclaves where flesh and machine are reshaped in equal measure. Within these shadowed workshops, knowledge is traded, experiments refined, and the boundary between man and construct steadily eroded.

Such cabals rely heavily on Thralls; lobotomised servants bound by crude control circuits and invasive implants. To the Heretek, these are not followers, but tools: extensions of their will, to be expended, repurposed, or discarded as required in the pursuit of progress.

Gang Composition

Heretek Cabals follow all the usual restrictions and guidelines for creating a gang as described in the Necromunda Core Rulebook with the following exception:

There must always be at least as many Thralls as non-Thrall fighters in the gang.

If, after the Post-Battle Sequence, this condition is not met, the gang must either:

  • Hire additional Thralls, or
  • Remove fighters from the gang, replacing them with free Thralls (these fighters are considered to have been converted into Thralls).

Additional Rules

Renegade

Heretek Cabals are a Renegade Gang.

Servo Targeting (X)

Servo-assisted targeting systems compensate for degraded motor function and crude augmetics, allowing Servitors to aim with mechanical precision, though never with true human intuition.

When making a ranged attack, a fighter with Servo Targeting (X) always fails to hit on a roll below X, regardless of modifiers.

Example
A Thrall with BS 4+ and Servo Targeting (5+) targets an enemy in light cover. After modifiers, they would normally require a 3+ to hit. However, due to Servo Targeting (5+), they can only succeed on a natural roll of 5 or 6.

If the same Thrall targets an enemy in heavy cover and requires a 6+ to hit, they must still roll a 6, as normal.

Servitor Network

Arch-Hereteks maintain control of their Thralls through a network of invasive implants.

At the start of the battle, designate a Gang Hierarchy fighter as the Central Node (this must be your Leader if possible).

If the Central Node is taken Out of Action, then during each End Phase all Thralls must make an Intelligence test.

  • If passed, nothing happens.
  • If failed, the Thrall immediately takes a Flesh wound, if this causes the threall to go out of action they are treated as out cold.

Close Knit Cabal

Heretek Cabal may not recruit Heretek Hangers-on.


Cabals

For the most part, what draws Hereteks together is a shared interest in a forbidden area of research. When founding a Heretek cabal you may pick a cabal specialism:

Xenotech Cabal

Some Hereteks turn their attention to xenos artefacts. These relics are dissected, repurposed, and integrated into their work, their origins dismissed as irrelevant compared to their utility. Such practices are abhorrent to most, but in the underhive, function matters more than doctrine.

Equipment Additions

The following items are added to the Arch Heretek, Heretek, and Assistant equipment lists:

  • Kroot Long Rifle
  • Sling Gun
  • Kai Hellspear
  • Mindflect Shard

The following items are added to the Arch Heretek and Heretek equipment lists:

  • Rak'gol Razor Gun
  • Withertouch Pistol
  • Hrud Fusil
  • Necrotic Beamer
  • Neural Flayer
  • Yu'vath Puzzle Box
  • Demiurg Energy Drill
  • Xenarch Death-Arc
  • Xenoculum*

*The first time an Arch-Heretek takes a Xenoculum, they may select the result instead of rolling. This item cannot be unequipped.

Noospheric Cabal

Some Hereteks turn to the hidden architectures of the hive — data-looms, machine spirits, and half-forgotten control systems buried deep within its infrastructure. By interfacing directly with these networks through invasive augmetics, they can manipulate systems far beyond their immediate reach.

Equipment Additions

The following item is added to the Arch Heretek and Heretek equipment lists:

  • Techno-Uplink - 35 credits

Techno-Uplink

When equipped, this fighter is treated as an unsanctioned psyker and may learn a single power from the Technomancy discipline. No additional powers may be learned.

  • This fighter cannot attempt Psychic Duels.
  • If this fighter suffers Perils of the Warp when attempting to manifest a power, they are immediately taken Out of Action and are treated as Out Cold as their implant overloads.
  • Cannot utiilse Force weapons

Augmetic Cabal

For some, the weakness of flesh is not a philosophical concept but an engineering problem to be solved. Limbs are replaced, organs upgraded, and the human form is gradually reworked into something more durable, more efficient, far less human.

Bionics

All Bionics are added to the Arch Heretek, Heretek, and Assistant equipment lists.

Augmentation Limits

  • Arch Hereteks and Hereteks may be equipped with up to 2 Bionics without requiring a pre-existing injury.
  • Assistants may be equipped with 1 Bionic in this way.

If Bionics are taken in this manner, the fighter’s cost increases as if they had Advanced.


Favour Table

Heretek Cabals constantly experiment and refine their work. Sometimes, these efforts yield unexpected — and often dangerous — results.

Heretek Cabals use this Favour table.

2D6Result
2Thralldom: Randomly select one non-Thrall fighter. They are removed from the gang and replaced with a Thrall.
3–4Maintenance: Add +1 to all Ammo checks and Unstable checks made during the next battle.
5–7Favourbox
8–9Experimentation
10Dark Construct Deployment: Gain either a Reductor Construct or an Secutor Construct for free for the next battle. After the battle, it leaves the gang.
11–12Weakness of Flesh*

* Once per campaign.

Experimentation

Select an Assistant. Make a Characteristic check for each of the following:

  • Movement
  • Strength
  • Toughness
  • Initiative
  • Attacks

For each test that is passed, increase that characteristic by D3 permanently. However, the maximum characteristics must still be respected.

Then apply the following changes:

  • Reduce this fighter’s Intelligence and Willpower by 2.
  • Increase this fighter’s Cool by 2.

Weakness of Flesh

Select an Arch-Heretek, Heretek, or Wirefiend. They gain the following rule:

Weakness of Flesh:

  • This fighter automatically passes Mental characteristic checks.
  • They are immune to Insanity, Blind, and Broken conditions.
  • They gain a Conversion Field and Digi-Multi Lasers (free).

However:

  • This fighter cannot make Group Activations.
  • This fighter cannot use Lead by Example.

Skills

Heretek Cabals have access to Module skills.

D6Skill
1Heat Sink Module
2Mechadendrite Module
3Control Module
4Life Support Module
5Augment Module
6Assimilation Module

Heat Sink Module

This fighter ignores the Unstable trait on any weapon they are equipped with.

If an Ammo result is rolled and the Ammo check is failed, the weapon becomes Jammed instead.

Mechadendrite Module

When making a ranged attack, this fighter may fire one additional weapon with the Sidearm trait (if not already being fired).

  • This attack has Servo Targeting (3+)
  • This attack must target the same model unless the fighter has Gunfighter

Control Module

Thralls within 6" gain Servo Targeting (4+).

Additionally, Thralls within 6" do not have to test in the end phase if the Central Node is Out of Action.

Life Support Module

When making a Recovery test, this fighter may roll an additional Injury dice and discard one.

They may also re-roll the Injury table, but must accept the second result.

Augment Module

One ranged weapon carried by this fighter gains one of the following traits:

  • Shock
  • Impale
  • Haywire
  • Rad-Phage

Assimilation Module

This fighter replaces the Esoteric trait on any weapon they are equipped with with the Unstable trait.


Fighters

Arch-Heretek

Master of forbidden knowledge, the Arch-Heretek directs the cabal’s efforts and maintains control over its Thralls through invasive command systems.

Arch-Heretek120 Credits
MWSBSSTWIALdClWilInt
4"4+2+3325+26+6+6+4+

Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2)

Special Rules

Gang Leader: A Heretek Cabal gang must always include a single fighter with this special rule.

A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death. Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see Death of a Leader).

Gang Hierarchy (Leader): 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 Heretek Cabal fighters within 12" of this fighter will automatically pass their Cool checks and will not flee the battlefield.

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

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.

Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Heretek Cabal 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.

Skills: When recruited, an Arch-Heretek may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credit value.

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShootingModules
--SecondarySecondaryPrimaryPrimarySecondaryPrimary
Equipment

An Arch-Heretek may purchase weapons and Wargear from the Arch-Heretek equipment list.

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

Basic Weapons
Arc rifle, Lasgun, Las carbine, Suppression laser

Pistols
Grav pistol, Inferno pistol, Laspistol, Needle pistol, Plasma pistol, Archeo duelling pistol, Las Sub-carbine

Special Weapons
Grav gun, Long las, Meltagun, Needle rifle, Plasma gun, Rad gun

Heavy Weapons
Grav cannon, Lascannon, Multi-melta, Plasma cannon, Rad cannon

Close Combat Weapons
Power knife, Digi laser, Servo claw, Las cutter, Shock stave

Grenades
Phosphor canister, Photon flash grenade, Smoke Grenades

Mechadendrite Weapons
0–2 Mechadendrites — 10 credits each

Armour
Archaeo-carapace, Light Carapace, Heavy Carapace, Hazard suit, Reflec shroud

Field Armour
Refractor field, Displacer field

Personal Equipment
Archaeotech device, Armoured undersuit, Bio-booster, Data-thief, Grav-chute, Holochromatic Field, Industrial respirator, Photo-goggles, Servo harness - Full

Weapon Accessories
Focusing crystal, Hotshot las pack, Infra-sight

Status Items

  • Gun skull - 25 credits
  • Medi skull - 50 credits
  • Sensor skull - 30 credits
  • Munition Lugger - 50 credits

Heretek

Hereteks are skilled technomancers and weaponsmiths, combining technical expertise with a disregard for doctrinal limits.

Heretek100 Credits
MWSBSSTWIALdClWilInt
4"4+2+3325+17+6+6+5+

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

Special Rules

Gang Hierarchy (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 Heretek Cabal fighters within 6" of this fighter will automatically pass their Cool checks and will not flee the battlefield.

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

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.

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 Heretek Cabal 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.

Skills: When recruited, a Heretek may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credit value.

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShootingModules
---SecondarySecondarySecondaryPrimaryPrimary
Equipment

A Heretek may purchase weapons and Wargear from the Heretek equipment list.

During the course of a campaign, a Heretek may be given additional weapons and Wargear purchased from this list, from the Trading Post, and from the Black Market. A Heretek has no restrictions upon the types of weapon they can take; all weapon types are available.

Basic Weapons
Arc rifle, Lasgun, Las carbine, Suppression laser

Pistols
Grav pistol, Laspistol, Needle pistol, Plasma pistol, Las Sub-carbine

Special Weapons
Grav gun, Long las, Meltagun, Needle rifle, Plasma gun, Rad gun

Heavy Weapons
Grav cannon, Lascannon, Rad cannon

Close Combat Weapons
Power knife, Servo claw, Las cutter, Shock stave

Mechadendrite Weapons
0–2 Mechadendrites — 10 credits each

Grenades
Phosphor canister, Photon flash grenade, Smoke Grenades

Armour
Light Carapace, Hazard suit, Reflec shroud

Field Armour
Refractor field

Personal Equipment
Armoured undersuit, Bio-booster, Grav-chute, Industrial respirator, Photo-goggles

Weapon Accessories
Focusing crystal, Hotshot las pack, Infra-sight

Status Items

  • Gun skull - 25 credits
  • Medi skull - 50 credits
  • Sensor skull - 30 credits
  • Munition Lugger - 50 credits

Wirefiend

Among the cabals, there are those who abandon restraint entirely - their bodies rebuilt into dense clusters of cables, mechadendrites, and invasive augmetics, until little remains of the original form.

Wirefiend125 Credits
MWSBSSTWIALdClWilInt
4"3+4+3435+27+6+6+5+

Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Mechadendrite Mastery

Special Rules

Gang Hierarchy (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 Heretek Cabal fighters within 6" of this fighter will automatically pass their Cool checks and will not flee the battlefield.

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

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.

Mechadendrite Mastery: This fighter may equip up to 4 Mechadendrites.

When making a Shoot (Basic) action:

  • The fighter may fire up to 2 Mechadendrites with Servo Targeting (4+).
  • They may instead fire up to 4 Mechadendrites, but all Mechadendrite attacks made during this action have Servo Targeting (5+).

All Mechadendrite attacks must target the same fighter unless this fighter has the Gunfighter skill.

Skills: When recruited, a Wirefiend may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credit value.

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShootingModules
Secondary--Primary--SecondaryPrimary
Equipment

A Wirefiend may purchase weapons and Wargear from the Heretek equipment list.

During the course of a campaign, a Wirefiend may be given additional weapons and Wargear purchased from this list, from the Trading Post, and from the Black Market. A Wirefiend may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market.

Basic Weapons
Las carbine, Suppression laser

Pistols
Grav pistol, Laspistol, Needle pistol, Plasma pistol, Las Sub-carbine

Special Weapons
Grav gun, Meltagun, Rad gun

Close Combat Weapons
Spider-rig, Servo claw, Las cutter, Shock stave

Mechadendrite Weapons
0–4 Mechadendrites — 10 credits each

Grenades
Phosphor canister, Photon flash grenade, Smoke Grenades

Armour
Light Carapace, Hazard suit, Reflec shroud

Field Armour
Conversion field

Personal Equipment
Armoured undersuit, Bio-booster, Grav-chute, Industrial respirator, Photo-goggles

Weapon Accessories
Focusing crystal, Hotshot las pack

Assistant

Assistants serve as apprentices and aides, supporting their masters while learning the rudiments of forbidden craft.

Assistant45 Credits
MWSBSSTWIALdClWilInt
5"4+4+3314+17+7+6+6+

Special Rules: Gang Fighter (Ganger), Promotion (Assistant Specialist), Tools of the Trade (Assistant Specialist)

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of Heretek Cabal gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Thralls, Hangers-on, or Hired Guns.

Promotion (Assistant Specialist): When the gang is founded, a single Assistant can be promoted to become an Assistant Specialist. During Campaign play, additional Assistants may become Assistant Specialists by spending Experience (XP), as described in the campaign rules. An Assistant Specialist gains the Tools of the Trade special rule and may spend XP to gain additional skills.

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

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShootingModules
---PrimarySecondaryPrimarySecondary-
Equipment

An Assistant may purchase weapons and Wargear from the Assistant equipment list.

During the course of a campaign, both Assistants and Assistant Specialists may be given additional weapons purchased from this list. In addition, during a campaign both Assistants and Assistant Specialists may be given additional Wargear purchased from this list, from the Trading Post, and from the Black Market. An Assistant may only be equipped with weapons chosen from the Basic Weapons, Pistols, and Close Combat Weapons sections of this list. Once promoted, an Assistant Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.

Basic Weapons
Lasgun, Las carbine, Suppression laser

Pistols
Laspistol, Las Sub-carbine

Special Weapons
Grav gun, Long las, Plasma gun, Rad gun

Close Combat Weapons
Power knife, Servo claw, Axe, Cleaver, Flail, Heavy club

Grenades
Phosphor canister, Photon flash grenade, Smoke Grenades

Armour
Hazard suit, Flak Armour

Personal Equipment
Armoured undersuit, Respirator, Photo-goggles

Weapon Accessories
Focusing crystal, Hotshot las pack, Infra-sight

Thrall

Thralls are little more than living tools - minds stripped away, bodies repurposed, and will replaced by crude control systems.

Thrall20 Credits
MWSBSSTWIALdClWilInt
4"5+4+3316+110+4+10+10+

Special Rules: Thrall, Lobotomised, Servo Targeting (5+)

Special Rules

Thrall: This fighter may never gain experience and may never advance.

Lobotomised: When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Servo Targeting (5+): When making a ranged attack, this fighter always fails to hit on a roll of 1–4, regardless of modifiers.

Skill Access

A Thrall has no skills and may never gain any.

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingModules
--------
Equipment

A Thrall may purchase weapons and Wargear from the Thrall equipment list.

During the course of a campaign, a Thrall may be given additional weapons and Wargear purchased from this list.

Basic Weapons
Lasgun, Las carbine, Suppression laser

Close Combat Weapons
Servo claw, Axe, Cleaver, Flail, Heavy club

Grenades
Smoke Grenades

Armour
Hazard suit, Flak Armour

Personal Equipment
Armoured undersuit, Respirator, Photo-goggles

Weapon Accessories
Focusing crystal, Hotshot las pack, Infra-sight


Brutes and Exotic Beasts

Dark Construct

Heretek Cabal gangs may hire 0–1 Dark Construct as a Brute. This may be either a Reductor Construct or an Secutor Construct.

please note the Ursurax and Thallax have been renamed to less specific names to appease alex's pedantic sense of lore

Reductor Construct

Heavily augmented war-forms, Reductor Constructs are walking weapons platforms, their bodies rebuilt to endure punishment while delivering sustained, relentless fire.

Reductor Construct200 Credits
MWSBSSTWIALdClWilInt
4"5+4+4535+19+5+6+8+

Special Rules: Djinn-Sight

Equipment: Light Carapace, Suspensor

Special Rules

Djinn-Sight: A Reductor Construct’s weapons are always considered to be equipped with an infra-sight.

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
-Secondary-SecondaryPrimaryPrimary
Equipment

A Thallax must be equipped with one of the following weapons:

ItemCredits
Mining Laser125
Heavy Blaster140
Multi Melta180
Plasma Cannon130

Secutor Construct

Brutal close-combat constructs fitted with jump boosters and killing claws, Secutor Construct descend on their prey with explosive force and mechanical precision.

Secutor Construct200 Credits
MWSBSSTWIALdClWilInt
4"4+5+4534+29+5+6+9+

Special Rules: Fearsome

Equipment: Light Carapace, Jump Booster

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
SecondarySecondaryPrimary-Primary-
Equipment

An Secutor Construct must be equipped with one of the following weapons:

ItemCredits
Paired Lightning Claws*120
Paired Power Fists*180
*Uses the standard weapon profile with the Paired trait.

Munitions Lugger (Exotic Beast)

A shambling, heavily laden servitor, Munition Luggers are fitted with racks of ammunition, power cells, and spare components. They exist solely to keep their masters supplied, heedless of danger or self-preservation.

Munition Lugger50 Credits
MWSBSSTWIALdClWilInt
4"5+5+2316+110+4+10+10+

Special Rules: Thrall, Ammo Servitor, Lobotomised, Non-combatant

Special Rules

Thrall: This fighter may never gain experience and may never advance.

Ammo Servitor: This fighter counts as an ammo cache for friendly fighters within 1".

Before an Ammo test is made for a friendly fighter within 1", the controlling player may declare that the fighter will ransack the Munition Lugger:

  • Add +2 to the result of the Ammo test.
  • Weapons with the Scarce trait may ignore that trait while within 1".

If a natural 6 is rolled for an Ammo test while ransacking the Munition Lugger, it becomes exhausted:

  • An exhausted Munition Lugger no longer provides any benefits for the remainder of the battle.

Lobotomised: When this fighter is hit by a ranged attack, they do not become Prone and Pinned. However, they cannot perform the Take Cover (Basic) action.

Non-combatant: This fighter may not perform the Coup de Grâce (Basic) action.

Equipment

A Munition Lugger may not be equipped with any weapons or Wargear.


Heretek Cabal Exclusive Items

Mechadendrite

Cost: 10 Credits

Mechadendrites are typically designed for maintenance and manipulation, but many Hereteks refit them with compact weapon systems. These crude emitters lack stopping power, but make up for it through sheer volume, striking from multiple angles as the appendages act with unsettling independence.

WeaponRg SRg LAc SAc LSAPDAmTraitsRarityCost
Mechadendrite4"8"+1213+Plentiful, Powerpack, Sidearm, Mechadendrite, Servo Targeting (4+)C10

Mechadendrite (Trait): When making a Shoot (Basic) action, a fighter may fire up to 2 weapons with this trait in addition to any other weapons they are firing.

All Mechadendrite attacks must target the same fighter unless the fighter has the Gunfighter skill.