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Agents

* credits

0-1 House Agents

A gang can recruit no more than one House Agent at a time. To represent the variety of renowned champions within each House, the recruiting player chooses one of the following profiles to use:

MWSBSSTWIALdClWilInt
5"4+3+3324+14+6+5+6+
5"3+5+3323+25+6+4+7+
4"3+4+3414+27+6+7+8+

Special Rules: *Petition, Gang Hierarchy (Champion), Group Activation (1), “You Get What You Pay For”.

Special Rules

*Petition: A gang does not simply hire a House Agent. Instead, a House Agent may be dispatched to aid a gang when a petition is made by a gang leader. If a gang wishes to hire a House Agent, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence:

D6+RepResult
1-5The House heeds the gang’s plea for aid and a House Agent is dispatched. The gang may hire a House Agent for this battle for 40 credits.
6-10The House reluctantly agrees to send aid to the gang, but it will cost them. The gang may hire a House Agent for this battle for 80 credits.
11-15The House feels the gang is capable of fighting its own battles. The gang may not hire a House Agent for this battle.
16+The House is angered that such a capable and notorious gang would petition for further aid. The gang may not hire a House Agent for this battle and must pay a fine of 2D6x10 credits to the House as punishment for making foolish petitions.

Note that a gang may make a petition to hire a House Agent or it may roll on the House Favours table. It may not do both.

Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Van Saar fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round.

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 Van Saar 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 are 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.

“You Get What You Pay For”: Unlike other fighters, House Agents are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any House Agents available to the gang may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.

Skills

A House Agent may take either three skills determined at random, or one skill determined at random and one skill chosen by the recruiting player. Each skill is chosen from the following skill sets: Brawn, Combat, Ferocity, Leadership, Tech or Shooting (as described in the Necromunda Rulebook). To determine a random skill, the player declares which skill set they are generating the skill from and rolls a D6, re-rolling if the House Agent already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available.

Equipment

A House Agent may be equipped with up to 150 credits worth of weapons and Wargear chosen for free from your house equipment list. They may be armed with up to three weapons, only one of which may have the Unwieldy trait, and this counts as two weapon choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.

Lore

The Clan Houses of Necromunda are at once dependent upon one another for their mutual prosperity and deadly rivals that seek to damage or destroy one another. Each controls its own share of the industry and resource that makes Necromunda so vital to the Imperium, jealously guarding its rights and power against rivals and enemies.

Often in the long history of Necromunda such rivalries have exploded into harmful civil wars, wars that damage industry and commerce. In the millennia since the ascendancy of House Helmawr such wars have been… discouraged, and Houses that would take up arms and threaten the status quo dealt with harshly. Yet war and conflict are only natural. The Clan Houses fulfil their need to draw one another’s blood through the eternal struggle of the gangs, proxy warfare in the cramped habs and manufactoria replacing open battle and keeping the wide avenues and clan residences of the upper hive safe.

Many loyal scions of the Clan Houses have risen to positions of power and influence as gang fighters of great renown. Such famed warriors are often deployed as agents by the lords they serve, sent to aid gangs beset by enemies. These agents can be considered as both weapons of their masters’ will and demonstrations of their power. Their arrival in the midst of a raging gang war sows fear in both allies and enemies alike, for their presence represents not just the interests of their masters, but highlights the failings of the local gangs to protect those interests…

Source: Published in all House of X books

List of Law-abiding Agents

40/80 credits

0-1 Generic (Cawdor)

MWSBSSTWIALdClWilInt
5"4+3+3324+14+6+5+6+
5"3+5+3323+25+6+4+7+
4"3+4+3414+27+6+7+8+

Law Abiding:

  • Pious: Can re-roll Rally tests if the result is 2 (before modifiers).
  • Choose equipment from Cawdor leader's list.
40/80 credits

0-1 Generic (Delaque)

MWSBSSTWIALdClWilInt
5"4+3+3324+14+6+5+6+
5"3+5+3323+25+6+4+7+
4"3+4+3414+27+6+7+8+

Psychoteric Mastery (+30)

Can be recruited as an Unsanctioned Psyker (with 1 Psychoteric Wyrd Power). This cost affects gang rating and must also be paid on top of the standard petition fee (even if it is free).

40/80 credits

0-1 Generic (Escher)

MWSBSSTWIALdClWilInt
5"3+3+3323+25+6+6+7+
5"2+4+3323+37+6+8+8+
5"2+4+3322+26+5+8+8+
40/80 credits

0-1 Generic (Goliath)

MWSBSSTWIALdClWilInt
4"3+3+4424+27+6+9+9+
4"2+5+4424+27+5+9+9+
4"5+2+4424+27+6+9+9+
40/80 credits

0-1 Generic (Orlock)

Cost: 40/80

MWSBSSTWIALdClWilInt
5"3+3+3334+25+5+5+7+
4"2+5+4323+26+6+6+7+
4"5+2+3423+25+6+6+7+

Legendary Names: 2 random (re-roll duplicates) or 1 custom.

40/80 credits

0-1 Generic (Van Saar)

MWSBSSTWIALdClWilInt
4"4+2+3325+14+5+6+6+
5"3+4+3324+25+6+6+5+
5"4+3+3324+16+5+5+4+
100/200 credits

Ajex Gorgoth

Goliath only

MWSBSSTWIALdClWilInt
4" (3")2+5+5433+ (4+)48+5+6+7+

*Numbers is brackets are due to wearing Heavy Carapace armour.

Skills: Bull Charge, Immovable Stance, Naaargah!
Weapons: Powered servo claw, great chainsword.
Wargear: Carapace (heavy), respirator.

Source: House of Chains

100/200 credits

Arachnotek Golem

Van Saar only

MWSBSSTWIALdClWilInt
5"3+3+5533+3????
WeaponRg SRg LAcc SAcc LStrApDAmmoTraits
'Hystrar' energy projector8"16"+1-5-113+Rapid Fire (3), Reckless, Shock
Shock claw-E--S+1-12-Melee, Power, Shock

Skills: As host, plus: Catfall, Clamber, Cold & Calculating, Mental Mastery, Rad-phaged.
Wargear: Light carapace (4+), [bio-booster](/docs/armoury/personal-equipment#bio-booster), respirator.
Special Rules: *Petition, Combined Consciousness, Abominable Intelligence, Seemingly Invulnerable.

Special Rules

*Petition: A Van Saar gang does not simply hire the Arachnotek Golem. Instead, it may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire the Arachnotek Golem, the controlling player must roll on the following table during the appropriate step of the prebattle sequence:

Combined Consciousness: The Arachnotek Golem does not have a consciousness of its own, as others might understand such things, and relies instead upon the thoughts and memories of others to give it a semblance of self-awareness.

Therefore, when it joins a gang, the controlling player must choose a fighter to loan their consciousness to it. This can even be a fighter that is currently In Recovery. This donor fighter is effectively removed from the gang for the duration of the battle and replaced by the Arachnotek Golem.

For the duration of the battle, all characteristics on the Arachnotek Golem’s profile which are presented as a question mark (?) are replaced by the characteristics of the donor fighter. For the duration of the battle, the Arachnotek Golem gains the skills of the donor fighter.

Abominable Intelligence: Should the gang the Arachnotek Golem has joined win the battle, the donor fighter is returned with their faculties intact. However, should the gang lose the battle, the Arachnotek Golem deems them worthless and leaves immediately, taking its new-found memories with it. The donor fighter is left a drooling imbecile – their Leadership, Cool, Willpower and Intelligence characteristics are all reduced to 12+.

Seemingly Invulnerable: The Arachnotek Golem itself feels no pain. The Arachnotek Golem may make a 5+ save roll against any attack made against it. This save cannot be modified by a weapon’s Armour Piercing value.

Source: House of Artifice

40/80 credits

Athera & Stix

Escher & Lady Credo's Rebellion only

Athera

MWSBSSTWIALdClWilInt
5"2+3+3322+37+5+6+7+
WeaponRg SRg LAcc SAcc LStrApDAmmoTraits
Master-crafted
Chainaxe
-E-+1S+1-11-Disarm, Master-crafted, Melee, Parry, Rending
Plasma Pistol
- low6"12"+2-5-125+Scarce, Sidearm
- maximal6"12"+1-7-235+Scarce, Sidearm, Unstable

Skills: Acrobatic, Combat Master.
Wargear: Light carapace (4+).

Adina's Champion

  • After deployment, challenge an enemy fighter.
  • Gain the following until attacking any other model:

Favoured of Stix

Stix is always deployed within 3" (Exotic Beast).

Petition

A gang allied with the Lady Credo's Rebellion can petition to have her join them. Roll on the generic Agent petition table before the battle.

Stix (Caryatid)

MWSBSSTWIALdClWilInt
6"5+-2212+17+7+8+8+

Weapons: None (always make unarmed attacks).

Omen of Fortune

While within 3" of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place Templates and Blasts as normal for the purposes of determining hits against other models, but the owner is assumed to have dodged clear.

House Rule (Necrodamus)

Save can be made only once per round.

Precognition

  • 3+ save (unmodifiable by AP).
  • 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit.

Flight

Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter.

Source: The Aranthian Succession: Cinderak Burning

100/200 credits

Cyniss, the Mother of Poisons

Escher only

MWSBSSTWIALdClWilInt
5"4+4+3323+16+5+6+6+

Skills: Medicae.
Weapons: Wrist-mounted needler.
Wargear: Mesh armour, respirator.

Master Clan Chymist

When activating, can apply 1 Chem-alchemy Toxin effect the wrist-mounted needler (lasts for this round).

Source: House of Blades

40/80 credits

Lady Haera

Imperial House only

MWSBSSTWIALdClWilInt
5"2+3+3323+35+5+6+6+
WeaponRg SRg LAcc SAcc LStrApDAmmoTraits
Phase sword-E--S+1-2-Melee, Parry, Phase
Power spear
- meleeE2"--S-21-Melee, Power, Versatile
- ranged4"8"+1-4-22*Knockback

Skills: Backstab, Dodge.
Wargear: Light carapace (4+), refractor field.

Homing Teleport

Each time the power spear is used to make a ranged attack, roll a 3+, otherwise the the spear can only be used once more as a ranged attack (it runs out of charge after returning to the owner). If thrown without a charge, it cannot be used again for the rest of the battle.

Watch-skulls

360° vision arc.

Petition

A gang allied with the Imperial House can petition to have her join them. Roll on the generic Agent petition table before the battle.

Source: The Aranthian Succession: Cinderak Burning

100/200 credits

Margo Merdena

Orlock only

MWSBSSTWIALdClWilInt
5"2+3+3332+35+6+6+7+

Skills: Bring It On!, Clamber, Spring Up, Sprint.
Weapons: Leg blades, harpoon fist.
Wargear: Flak, respirator.

Queen of the Road

All Faction fighters on the battlefield can use this fighter’s Cool characteristic instead of their own.

Source: House of Iron

100/200 credits

Necrana

Escher only

MWSBSSTWIALdClWilInt
5"2+4+3434+38+4+7+7+

Skills: Hit & Run, Rain of Blows.
Weapons: Needle pistol, venom claw.
Wargear: Mesh armour, respirator.

Immortal Death-Maiden

  • Unaffected by Coup de Grace (Simple) action.
  • Treats any Out of Action as Serious Injury instead.
  • Does not roll Injury dice in the Recovery phase. Instead, roll equal to or less than the Toughness to recover (suffering a Flesh Wound as normal).
  • Goes Out of Action when Toughness is reduced to 0 (as normal).

Source: House of Blades

100/200 credits

Orrin Grimjarl, Last Charter Lord of Jardlan

MWSBSSTWIALdClWilInt
4"3+3+3434+25+5+5+6+
WeaponRg SRg LAcc SAcc LStrApDAmmoTraits
Fractal
pulse beamer
3"8"-+19-435+Melta, Scarce
Rock-drill-E--3-21-Melee, Power Pack
Ironhead
autopistol
4"12"+1-3-14+Rapid Fire (2), Sidearm
Frag
grenades
-Sx3--3-14+Blast (3"), Grenade, Knockback
Krak
grenades
-Sx3--16-224+Demolitions, Grenade
Smoke
grenades
-Sx3--3-14+Blast (*"), Grenade, Smoke

Skills: Stubborn to the Last.
Wargear: Mesh armour, respirator, Techmite Exovator.

Petition

A gang does not simply hire Orrin Grimjarl. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Orrin Grimjarl, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence:

| D6+Rep | Result | | :----: | :----------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- | | 1-8 | Orrin Grimjarl heeds the gang’s plea for aid. The gang may hire him for this battle for 100 credits. | | 9-15 | Orrin Grimjarl reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits. 16+ | Orrin Grimjarl feels the gang is capable of fighting its own battles. The gang may not hire him for this battle. |

Note that a gang may make a petition to hire a House Agent, or it may roll on the House Favours table. It may not do both.

Last Charter Lord of the Jardlan

Any friendly fighter within 9" of Orrin Grimjarl may use his Cool characteristic when making a Cool test.

Stubborn To The Last

When this fighter is taken Out of Action, before being removed from the table they may immediately make either a Shoot (Basic) or Fight (Basic) action even if they do not have a Ready marker.

Source: The Aranthian Succession: Ruins of Jardlan

100/200 credits

Servant of the Silent Ones

Delaque only

MWSBSSTWIALdClWilInt
8” (7”)4+4+4534+ (5+)57+4+5+7+

Skills: Clamber, Infiltrate, Sprint.
Weapons: Subsonic wail, electro-tendril.
Wargear: Carapace (heavy), bio-scanner, respirator.

Psychoteric Echo Chamber

Once per round, if a friendly Faction Psyker within 12" uses a Wyrd Power, this fighter can make the same Wyrd Power (resolved one after the other, starting with the active fighter). This fighter does not count as being active or activated (does not lose Ready).

Source: House of Shadow

List of Outlaw Agents

40/80 credits

0-1 Generic (Cawdor)

MWSBSSTWIALdClWilInt
5"4+3+3324+14+6+5+6+
5"3+5+3323+25+6+4+7+
4"3+4+3414+27+6+7+8+

Outlaw:

  • Fanatical: Can re-roll Nerve tests if the result is 2 (before modifiers).
  • Choose equipment from Redemptionist leader's list.
* credits

Axon Hammer

Goliath only

MWSBSSTWIALdClWilInt
4"3+3+4434+35+4+7+6+

Skills: Fists of Steel, Hip Shooting.
Weapons: Boltgun / plasma gun (combi).
Wargear: Frag grenades, Furnace plates, refractor field.
Special Rules: Petition, Fists of Steel, Wastes' Most Wanted, "You Get What You Pay For", Outlaw.

*Petition

A Goliath gang does not simply hire Axon. Instead, he may agree to aid a gang when a petition is made by a gang leader. If a gang wishes to hire Axon, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence:

D6+RepResult
1-8Axon heeds the gang’s plea for aid. The gang may hire him for this battle for 100 credits.
9-15Axon reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 200 credits.
16+Axon feels the gang is capable of fighting its own battles. The gang may not hire him for this battle.

Fists of Steel

Unarmed attacks made by Axon count as having +2 Strength, have no AP and have a Damage of 2.

Wastes’ Most Wanted

Axon Hammer has one of the highest bounties on his head of any raider in the wastes. If a gang gets either a Memorable Death result when taking Axon Out of Action (66 on the Lasting Injury table) or captures him, they add 200 credits to their Stash during the battle’s End phase as they collect the bounty.

“You Get What You Pay For”

Unlike other fighters, Axon Hammer is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, he may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.

Outlaw

Axon Hammer is an Outlaw Hired Gun.

Source: The Aranthian Succession: Vaults of Temenos

100/200 credits

Klovis the Redeemer & Malakev

Cawdor only

Klovis the Redeemer

MWSBSSTWIALdClWilInt
5"3+6+3333+37+5+6+8+

Skills: Devotional Frenzy, Fearsome, True Grit, Restless Faith (only applies to Outcast Leader).
Weapons: Eviscerator (master-crafted).
Wargear: Flak, incombustible hauberk, Book of the Redemption, pyromantic mantle.

Fearsome Reputation (Same as Terrifying)

Pass a Willpower test to target this fighter with a Fight (Basic) or Shoot (Basic) action, or the action ends immediately (wasted).

Articles of Faith (3)

  • Generates a number of Faith dice (as shown in parentheses) in the same ways as any other Faction fighter.
  • Can perform Articles of Faith (Path of the Redeemer).

The Liber Excruciatus

If both fighters are Active and within 1" of each other, Klovis can spend a Basic action (Know your Fate): D3 enemies (chosen by Klovis) with LOS to Klovis and within 9" of Klovis must make a Nerve test with a -1 modifier.

note

Restless Faith is completely useless on an Agent.

Malakev

MWSBSSTWIALdClWilInt
4"5+6+2425+17+6+7+8+

Skills: Evade, Lie Low. Weapons: None. Wargear: Light carapace armour (4+).

Bodyguard (Klovis)

If the other fighter is within 2" and hit by a ranged attack, the hit and all its effects can be transferred to this fighter.

Dedicated Follower

  • Included with Klovis (cannot be hired on his own).
  • Must be deployed within 3" of Klovis (at the start of the battle).

Scribe

  • +D3 Reputation to the hiring gang if both Malakev & Klovis are on the battlefield (not Seriously Injured) at the end of a battle.
House Rule (Necrodamus)

Malakev is probably not an agent, and should instead have the following attributes:

  • Outlaw Faction fighter (Hired Fighter).
  • Generates no Faith dice.
  • Cannot perform any Articles of Faith.

Source: House of Faith

* credits

The Prophet

MWSBSSTWIALdClWilInt
8”4+4+5424+15+6+6+6+

Skills: Iron Will, Overseer, Unstoppable.
Weapons: None. Wargear: Servo harness (benefitws already included in fighter profile).
Special Rules: Petition, Blessed by the Lost Saint, Beacon of Redemption, Articles of Faith, Outlaw.

*Petition

A House Cawdor, Crusading gang or gang allied to Lady Credo’s Rebellion does not simply hire the Prophet. Instead, he may come to the aid of a gang when a petition is made by a gang’s Leader. If a gang wishes to hire the Prophet, the controlling player must roll on the following table during the appropriate step of the pre-battle sequence:

D6+RepResult
1-8The Prophet heeds the gang’s plea for aid. The gang may hire him for this battle for 80 credits.
9-15The Prophet reluctantly agrees to aid the gang, but it will cost them. The gang may hire him for this battle for 160 credits.
16+The Prophet feels the gang is capable of fighting its own battles. The gang may not hire him for this battle.

Note that a gang may make a petition to hire the Prophet, or it may roll on their House Favours table. They may not do both. Only House Cawdor gangs, Crusading gangs or gangs allied to Lady Credo’s Rebellion may petition the Prophet.

Blessed by the Lost Saint

The Prophet seems to lead a blessed life; none can act against him, either looking upon him with awe or finding they purposefully miss. If an enemy model wishes to make a Fight (Basic) or Shoot (Basic) action that targets the Prophet, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately.

In addition, the Prophet has a 3+ save that cannot be modified or ignored by any rule.

Beacon of Redemption

Any friendly fighter that can draw a line of sight to the Prophet may apply a +2 modifier to Cool and Willpower checks.

Articles of Faith

If hired by a House Cawdor gang, the Prophet generates Faith dice as a normal House Cawdor fighter. However, his faith is such that in each End phase, his controlling player rolls four D6 for him, rather than the usual one. He follows the Path of the Fanatic.

Outlaw

The Prophet is an Outlaw Hired Gun.

Source: The Aranthian Succession: Vaults of Temenos