Hangers-on

Hangers-on grant a gang certain advantages, such as rogue docs who can save a grievously injured gang member, or an ammojack who keeps a gangs' weapons in tip top shape. Most hangers-on do not participate in battles with a gang unless some condition is met; for instance several types of hangers-on might participate in a battle when a gang's own Home Turf is under attack. Each type of hangers-on will indicate under what conditions they may (or must) participate in a battle.

Below are listed the types of hangers-on generally available in our campaigns. However, each gang write up indicates which types of hangers-on (if any) are available for that kind of gang. Additionally some gang write ups also list one or more special types of hangers-on that are exclusive to that kind of gang, such as an Escher Fumigator or a Delaque Saboteur.

Standard Hangers-on

Acquirer (0-1)
50 credits

If a gang has an Acquirer who is not in Recovery or Captured, the gang's player may purchase an item of up to 2D6 Rarity from the Trading Post and add it to the card of an eligible fighter in the gang's Crew.

300 credits

If a gang has a Luther Pattern Excavation Automata, aka an Ambot, they have a formidable robot that can both excavate among the detritus filled lower levels of the underhive, and also contribute in combat situations as a fearsome short ranged and hand to hand threat. Unlike many types of Hangers-on, Ambots confer no static bonus to their gang but are always available as fighters.

AmmoJack (0-1)
100 credits

If a gang has an Ammojack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for the battle (for example if they are In Recovery or have been Captured), the bonus does not apply.

50 credits

If a gang has a Bullet Farmer who is not in Recovery or Captured, the gang's player may gain an Extra Ammo Wargear item and add it to the card of a fighter in the gang's Crew.

75 credits

If the gang is the attacker in a scenario that includes an objective to destroy, or trapped loot boxes to capture, the Demolitionist may join the gang's Crew for that scenario.

Dome Runner (0-1)
50 credits

When a gang with Dome Runner gains or steals Turf they may add 2 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.

Informant (0-2)
50 credits

Informants are snitches who dig up and sell information to interested parties, blending in with the general populace or employing stealth to get in and out of places to acquire valuable secrets and objects. If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Informant is not part of the gang's Crew for the battle.

100 credits

If this gang has a Ratskin Guide who is not Captured or in Recovery, during the Determine Scenario step of the Pre-Battle Sequence if the selected Scenario does not dictate that it must be fought as either a Sector Mechanicus or Zone Mortalis battle, this gang's player may select which they prefer. Additionally, if the selected scenario has an attacker and defender this gang's controller may choose whether their gang will attack or defend. However if more than one gang participating in the battle has a Ratskin Guide, they cancel one another out and none of the gangs gain any benefit from their Ratskin Guides for the upcoming battle.

Rogue Doc (0-2)
50 credits

During the Post-battle Sequence a Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.

100 credits

Orlock, Goliath, and Van Saar gangs may hire a Squat Demolitionist as a Hangers-on. A gang may have either a Squat Demolitionist or a Demolitionist, not both. If a gang has a Squat Demolitionist on retainer, the gang may call upon them for assistance when something needs to be blown up or defused.

150 credits

Spanners are able hands with their spudjackers, both for the dismantling of scrap and for knocking heads in. A Spanner who is not in Recovery or Captured may join their gang's Crew.

50 credits

If a gang has a Wastes Merchant who is not in Recovery or Captured, the Wastes Merchant may take the Seek Rare Item action or the Seek Buyer action even if the gang they belong to is ordinarily not allowed to visit the Trading Post.

Outcasts Hangers-on

While gang warfare tends to focus on conflicts between organized groups of factions such as various Houses and their representative gangs and other groups such as Ratskins and Palanite Enforcers, the population of the underhive is vast and filled with multitudes of individuals with their own sad stories of survival, exile, falls from grace, attempts at independence, and so on. Thus it is possible to acquire the services of fighters originating from various factions who are now unaligned, disavowed, cast out, or otherwise on their own and in need of credits.

Outcasts are a type of Hangers-on that offer no static benefit to the gang that hires them, but are always willing to join that gang's Crew for an upcoming battle (unless they are Captured or in Recovery)...if the gang pays them an additional D3 x 10 credits upfront for that battle. This per-battle surcharge is in addition to their original hiring fee to add the Hangers-on to the gang's roster. Outcasts are all well equipped and capable fighters that offer strategic or tactical options not normally available to a gang of particular faction (and also provide for fun modeling opportunities), but the recurring cost to include them in battles can mount up over time.

150 credits

Unlike many types of Hangers-on, Cawdor Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery, but it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle.

150 credits

Unlike many types of Hangers-on, Delaque Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery, but it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle.

150 credits

Unlike many types of Hangers-on, Escher Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery, but it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle.

150 credits

Unlike many types of Hangers-on, Goliath Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery, but it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle.

150 credits

Unlike many types of Hangers-on, Orlock Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery, but it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle.

150 credits

While most Ratskins avoid contact with outsiders, some live on the fringes of underhive society and are willing to hire out their services. Unlike many types of Hangers-on, Ratskin Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery, but it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle.

150 credits

Unlike many types of Hangers-on, Van Saar Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery, but it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle.