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House Orlock

Gang Composition

House Orlock follows the normal rules for Gang Composition.

Special Rules

Follow normal rules as other gangs with the following exceptions:

  • House Orlock has access to Legendary Names, which are given to Leaders/Champions when created and can be purchased with XP as they advance.
  • Specialist Gangers can use Heavy Weapons.

Fighters

105 credits

Road Captain (Leader)

MWSBSSTWIALdClWilInt
5”3+3+3334+24+5+5+5+

Skills: 1 Primary (custom).
Restrictions: None.
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2).

80 credits

Road Sergeant (Champion)

MWSBSSTWIALdClWilInt
5”4+3+3324+25+6+6+6+

Skills: 1 Primary (custom).
Restrictions: None.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).

95 credits

Arms Master (Specialist Champion)

MWSBSSTWIALdClWilInt
5”3+3+3324+25+6+6+6+

Skills: 1 Primary (custom).
Restrictions: Pistol, Basic and Close Combat.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).

Rule of Iron

  • When activated, 1 visible Faction fighter within 6” gains the Nerves of Steel skill (if not already having it).
  • +2 modifier to any Bottle test while at least one friendly fighter with this ability is on the battlefield.
45 credits

Gunner (Ganger)

MWSBSSTWIALdClWilInt
5”4+4+3314+16+7+7+7+

Restrictions: Pistol, Basic, Close Combat.
Special Rules: Gang Fighter (Ganger), Promotion (Orlock Specialist), Tools of the Trade (Orlock Specialist).

55 credits

Wrecker (Juve Prospect)

MWSBSSTWIALdClWilInt
6”5+4+3313+19+8+8+8+

Restrictions: Pistol, Special, Close Combat.
Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Orlock Road Sergeant or Arms Master), Hot-headed, Fast Learner.

Jump Booster

Usable once per activation during a Move (Simple) or Charge (Double) action. It can be used in one of two ways:

  • Safe mode: +3” M.
  • Overcharge:
    • +1 S and +1 hit modifier when charging.
    • Must roll a D6:
      1: Pinned (malfunction, no move).
      2: +4" M.
      3-4: +5" M.
      5-6: +6" M.

When used, Grenade and Template weapons gain Unstable (for the rest of the activation).

Up to half of the move can be vertical (can move between levels and over impassable terrain if having sufficient movement). If the movement end in the air (insufficient movement to land safely on a level surface), fall the remaining distance (if the distance is 2” or less, it counts as jumping down).

35 credits

Greenhorn (Juve)

MWSBSSTWIALdClWilInt
6”5+5+3313+17+8+8+8+

Restrictions: Pistol, Basic and Close Combat.
Special Rules: Gang Fighter (Juve), Promotion (Orlock Specialist), Fast Learner.

230 credits

0-1 Servitor (Brute)

Cost: 230

MWSBSSTWIALdClWilInt
4”5+4+5535+27+5+9+8+

Wargear: Harpoon launcher, Open Fist (same as: servitor combat weapon), Light carapace (4+).
Special Rules: Ammo Hoppers, Weapons Platform.

Options

OptionCost
Heavy bolter (replaces harpoon launcher)+50
Heavy flamer (replaces harpoon launcher)+85
Heavy stubber (replaces harpoon launcher)+20
Heavy carapace armour (replaces light carapace)+20
Mono-sight+25

Weapons Platform

Firing an Unwieldy ranged weapon becomes a Basic action rather than a Double action.

Ammo Hoppers

Re-roll any failed ammo test results of 1 (before modifiers).

100 credits

0-3 Cyber-Mastiff (Exotic Beast)

Cost: 100

MWSBSSTWIALdClWilInt
5”3+-3314+17 +6+8+8+

Wargear: Savage Bite.
Special Rules: Watchdog, Loyal Protector, Group Activation (Exotic Beasts).

Watchdog

If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails).

Loyal Protector

While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner.

80 credits

Outrider Quad (Vehicle)

MFrontSideRearWHndSv
9”43324+5+

Locomotion: Wheeled.
Upgrade Slots: 0 Body, 1 Drive, 2 Engine.
Weapon Hardpoints: 1. Crew Operated, Front Arc.

Dedicated Gunner

Can move full distance (instead of half) during Move & Shoot.

Agile

Can make 1 extra turn (up to 90°) when moving (before, during or after).

35 credits

Iron Rider (Crew)

BSLdClWilInt
4+6+6+7+7+

Special Rules: Gang Fighter (Crew), Vehicle Crew.

Vehicle Crew

An Iron Rider must always be equipped with a vehicle.

Skill Access

AgilityBrawnCombatDrivingFerocityLeadershipSavantShootingBravado
Road Captain-Secondary--PrimaryPrimaryPrimarySecondarySecondary
Arms Master-Secondary--PrimarySecondarySecondary-Primary
Road Sergeant-Secondary--PrimarySecondarySecondary-Primary
Gunner (Specialist)-PrimarySecondary-Primary--Secondary-
Wrecker--Secondary---SecondaryPrimary-
GreenhornSecondarySecondary--Primary----
Servitor-SecondarySecondary----Primary-
Cyber-Mastiff--Primary-Secondary----
Iron Rider---Primary--SecondaryPrimary-

Vehicles

All vehicles in a Orlock gang add the following to their equipment lists:

Orlock Vehicle Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Combat shotgun with salvo & shredder ammo55
Shotgun with solid & scatter ammo30
- Executioner ammo20
- Inferno ammo15
SPECIAL WEAPONS
Flamer140
Meltagun135
Plasma gun100
HEAVY WEAPONS
Harpoon launcher110
Heavy bolter160
Mining laser125
Seismic cannon140
Wargear
ItemCredits
WEAPON ACCESSORIES
Telescopic sight† (Pistols, Basic and Special Weapons only)25