Hired Gun
Hired Guns are mercenaries hiring themselves out as expendable muscle for gang leaders in the underhive. Even those averse to violence are often forced into gang warfare, using their skills to support the ruling crew of their hab block. Necromunda's hives are relentless human meat grinders, perpetuated by an unending supply of willing participants.[1a]
Contents
Bounty Hunters
Bounty Hunters occasionally hire themselves out to gang leaders when bounties are scarce or interests align, though these partnerships are usually short-lived. Bounties, listed at Trading Posts, offer rewards for capturing outlaw leaders, gangs, mutants, and underhive monsters. The job is perilous, with many hunters dying in the process. Bounty Hunters come from diverse backgrounds, including former gangers and various Abhumans like Beastmen and Squats, who find the freedom of bounty hunting appealing.[1c]
Brutes
- Arachni-Rig Servo-Suit, House Van Saar[1o]
- Arthromite Duneskuttler, Ash Waste Nomads[12b]
- Jotunn H-Grade Servitor Ogryn[1i]
- Khimerix, House Escher[1l]
- Lugger Cargo Servitor, House Orlock [1n]
- Luther Pattern Excavation Automata[1h]
- Mutated Ogryn[13b]
- Piscean Spektor, House Delaque[10e]
- Scrapcode-corrupted Ambot[13a]
- Stig Shambler, House Cawdor[1j]
- Spyker, House Delaque [1k]
- Sump Beast[13c]
- Vartijan Exo-Driller, Ironhead Squat Prospectors[12c]
- Warp Horror[13d]
- 'Zerker, House Goliath [1m]
Exotic Beasts
The Imperium's worlds, including Necromunda, are home to many unusual creatures. Humans, fascinated by their behavior and comforted by their loyalty, often keep these creatures as pets. The inhabitants of Necromunda's underhive share this tendency, but what sets them apart is the unique and varied types of pets they choose to keep.[1p]
- Caryatid[1w]
- Cephalopod Spekter, House Delaque [1r]
- Cherub-servitor[9a]
- Cyber-mastiff, House Orlock [1u]
- Cyberarachnid, House Van Saar [1v]
- Millisaur[12g]
- Phelynx, House Escher[6a]
- Phyrr Cat, House Escher [1s]
- Psychoteric Wyrm, House Delaque[10a]
- Ripperjack[12h]
- Sheen Birds, House Cawdor [1q]
- Sumpkroc, House Goliath [1t]
- Wasteland Giant Rat[12f]
Guild Representatives
Representatives of the Merchants Guilds operate throughout the hive, advancing the Guild's interests. In dangerous areas known as Badzones, these representatives frequently ally with gangs from various Houses for protection and to leverage their strength. Guild members also hire out their services to gangs temporarily, seeing it as a chance to benefit the Guild while earning extra credits for themselves.[2a]
- Nautican Syphoning Delegation, Water Guild[2b]
- Pyromantic Conclave, Promethium Guild[2c]
- Corpse Harvesting Party, Corpse Guild[2d]
- Slaver Entourage, Slaver Guild[2e]
- Toll Collectors, Guild of Coin[2f]
- Haulier, Guild of Coin[12a]
Hangers-on
Once a gang becomes established, its hideout often gains local notoriety, becoming a well-known landmark. Some hideouts serve as bustling centers of activity, open to loyal hivers, while others resemble fortresses. Regardless, these hideouts attract merchants and tradesmen who seek a stable base of operations and offer their services to the gang.[1d]
- Agitator[4b]
- Ammo-jack[1e]
- Apprentice Clan Chymist, House Escher[6b]
- Arthromite Herder, Ash Wastes Nomads[12b]
- Brute Handler[5a]
- Bullet Merchant[7a]
- Cadaver Merchant[4a]
- Chem Dealer[5b]
- Cogitator, House Van Saar[8a]
- Data-scrivener[8b]
- Dome Runner[1f]
- Fixer[3h]
- Flagellator[9c]
- Gang Look-Out[1g]
- Grease Monkey, House Orlock[7b]
- Heretek[4b]
- Hive Preacher[9b]
- 'Narker[3i]
- Outland Beastmaster[12e]
- Pit Trainer, House Goliath[5c]
- Prize Fighter, House Orlock[7c]
- Propagandist[3j]
- Proxy[3i]
- Psychoteric Thrall, House Delaque[10b]
- Rogue Doc[1e]
- Scabber[3h]
- Shivver, House Escher[6b]
- Slopper[1f]
- Tech-merchant[8b]
- Underhive Trader[11]
- Whisper Merchant[10d]
Hive Scum
Hive Scum, or Scummers, are itinerant fighters for hire, often seen as drunkards or down-and-outs, but still capable in combat. Some are mercenaries moving from zone to zone, avoiding long-term commitments. Their independence prevents them from submitting to leadership for long, but their combat skills keep them in demand.[1b]
Recidivists
Recidivists, a term for criminal elements on Necromunda, often resemble the gangs and outlaws of the underhive but differ in the scale and subversion of their activities, sometimes running crime empires that rival the Merchants Guild or Clan Houses. Gangs frequently interact with Recidivist organisations, whether buying illegal goods from the Black Market, taking on shady jobs, or being recruited as muscle or hitmen. There are numerous types of Recidivists, each presenting unique rewards and dangers to those who engage with them.[3b]
- Smuggler Shore party, Cold Traders[3c]
- Master Charlatans[3d]
- Factoria Work Gangs[3e]
- Rebel Lords[3f]
- Mind-Locked Wyrd, Psi-Syndica[3g]
Sources
- 11:Necromunda: Book of the Outcast, pg. 36