Necromunday: Hangers-on Hoedown

If there’s one thing we love about Necromunda, it’s the weirdos. But how do you decide if a weirdo is good or not? Is there such a thing as a “bad” weirdo? While we here at Necromunday would never ever wish to say that a weirdo in the hallowed game of Necromunda is bad, there are certainly a few which are… sub-optimal. Let’s take a look!

The best part of Necromunda is watching a zany comedy of rolls result in a model getting shot, pinned, set on fire, falling down three stories, landing on someone else, killing them, surviving, and then getting shanked by a Juve. The second best part of Necromunda are the weirdos and the way that a hardcore gang of cancer-ridden techno-savants can be friends with a food-safety challenged man who clearly is comfortable eating his own cooking. Hangers-on are a fun and flavorful addition to any gang, and some are particularly effective.

No shirt? No shoes? Great service! Credit: Dylan

Hangers-on Basics

In a standard campaign gangs get access to a maximum number of Hangers-on and Brutes based on their Reputation. A gang always has a slot for at least one Hanger-on because Reputation can never fall below 1, and at 5, 10, 15, and 20 Reputation an extra slot is opened up. Since both Hangers-on and Brutes occupy the same slot, it’s important for a player to consider the opportunity cost of using a slot on a Data-scrivener when they could be fielding an Ambot. Currently there are a total of 36 Hangers-on available to gangs, with Outlaw gangs limited to only 8 of them.

Hangers-on are generally intended not to be brought to battle, although a few have abilities which allow them to be selected. Otherwise a Hanger-on will only see a battle when the gang has the Home Turf Advantage. In a scenario where the Home Turf Advantage scenario rule is used, a Hanger-on will participate on a D6 roll of 1, 2, or 3. Hangers-on also do not gain Experience or Advancement, cannot be given equipment, and if they receive a Lasting Injury that modifies their Fighter card then they automatically leave the gang roster.

Rogue Doc and Gang Lookout. Credit: SRM

Options and Tiers

The table below contains all of the Hangers-on that are currently available, as well as their relevant information such as the cost, gang limitations or discounts where applicable, whether or not they can be added to a Crew, their benefits, and some notes from the Necromunday team. Because this is the Internet we are also morally obligated to include a tier list to help differentiate the good from the bottom of the sump.

Tier 1: Easy choices that are always useful in nearly any gang.
Tier 2: Situationally useful models that are rarely a bad choice.
Tier 3: Questionably useful choices that aren’t actively detrimental to the gang.
Tier 4: Completely useless and a literal waste of a roster spot.

TierNameMaxTypeCostGang or
Discount
CrewCampaign
Benefit
Notes
2Ammo Jack3Law Abiding50AnyNoRe-roll failed Ammo checks.They don't normally fight so their primary benefit is re-rolling Ammo checks, up to 50% if you have three.
1Ragnir Gunnstein1Law Abiding100AnyYesAmmo JackMuch harder to kill thanks to improved Toughness and light carapace armor, and D3 ammo caches pays for itself immediately. Plus he has Munitioneer.
1Apprentice Clan Chymist1Law Abiding75EscherNoFixer. Reduces Chem-Alchemy Elixers by D6x10 credits and potentially a free Death-maiden if a Matriarch or Queen dies.Fixer alone means this model pays for itself in about 5 battles, never mind the Chem-Alchemy Elixter reduction.
2Brute Handler1Law Abiding110Goliath: 55YesTraining adds D3 experience to one Brute on a Willpower check.Gives nearby Brutes Nerves of Steel and lets them re-roll secondary characteristic tests during combat. Definitely requires a dedicated strategy to utilizes.
1Bullet Merchant1Law Abiding75Orlock: 25NoAll types of ammo are regarded as Common, and Limited ammo becomes Scarce.The value here is insane, especially with Limited ammo becoming Scarce. 20 credits for a Heavy Stubber with rad rounds? Yes please.
1Chem Dealer1Law Abiding50Goliath: 25NoFixer. Makes Chems common and lets you get a "free" Chem if you pay them back.There are a lot of really good Chems out there, and having a steady supply is fantastic. With Fixer this model pays for itself very quickly.
1Claim Jumper1Law Abiding60SquatsYesOn a 5+ gain the boons from a Territory that an opponent controls.The price alone makes him an excellent fighter, especially in the early game since he comes with a free Autoveyor. Easy inclusion into any starting gang.
3Cogitator Core Servitor1Law Abiding100Van SaarNoSignificant bonuses when the gang is Defending.Lets you control the lights, add D3 booby traps, and make life more difficult for the enemy when it comes to skill checks... but only when Defending. Limited utility given the price.
4Data-scrivener1Law Abiding20AnyNoNoneBasically useless. The model improves Intelligence checks when it's on the battlefield, but it's never on the battlefield because it can't be part of the Crew.
3Dome Runner1Law Abiding20AnyNoRe-roll Loot caskets when determining the contents.Loot caskets normally suck, with a 1-in-6 chance of blowing up and at most D6 credits added to the stash. This model isn't worth it unless the casket rules are changed, like what we do here.
3Fixer1Law Abiding50AnyNoFixer. Reduces problems with Test the Alliance when allied with an organization, and can drop the Fixer to stop from being Outlawed.Heavily dependent on the style of campaign being used. Fixer pays for itself in about 3 battles.
3Gang Lookout1Law Abiding20AnyNoAdd 1 to dice rolls to determine Attacker versus Defender, add 1 to rolls to see if Sentry spots Attacker.Highly situation and probably not worth a roster spot.
2Grease Monkey1Law Abiding40OrlockNoAdd D3 to Movement and Attacks of one Brute, or D6 to the Movement of a Wrecker, with negative consequences when the model rolls of 1.The D6 roll is every activation. Depending on the Brute this could be rather terrifying.
3Narker2Law Abiding30AnyNoEach Narker can add or subtract 1 to the roll on the Determine Scenario step.Another model that's heavily dependent on the type of Campaign being run. Not really worth the roster spot.
3Pit Trainer1Law Abiding75GoliathNoUp to 3 models can gain a free temporary random Skill, but on a D6 roll of 1 they suffer a Lasting Injury.75 credits and a roster spot is a lot for a model with so much variability. Random skill rolls are always challenging, and a 1-in-6 chance to get a Lasting Injury is pretty nasty.
2Prize Fighter1Law Abiding40OrlockNoChance to get D6x10 credits.You roll 2D6 and pick the highest, but on a roll of 1 no money is generated and on a double 1 the model dies. 30% chance of no money, 3% chance the fighter dies.
3Propagandist1Law Abiding30AnyNoBoost Reputation on a win, lose extra Reputation on a loss. Can also add a free Juve on a D6 roll of 6 when another Juve is added (even when purchased).Reputation is another campaign-depenent thing, particularly since the primary bonus is getting more hangers-on. With the penalty for losing it's a highly variable benefit.
3Psychoteric Thrall1Law Abiding90DelaqueYesNoneDuring combat the Thrall can serve as a conduit for a Wyrd Power cast within 12", and it can produce a Leadership and Willpower penalty against nearby fighters. Otherwise it's a 90 credit ganger with a gun.
2Rogue Doc2Law Abiding50AnyNoBonus Medical Escort action which produces a Stabilised result on a 6.Every Lasting Injury roll has a 14% chance of needing a Medical Escort and costs an average of 70 credits. Whether or not it's worth the risk is entirely up to the player.
2Doctor Arachnos1Law Abiding100AnyYesRogue DocArachnos has the Medicae skill and with a successful Intelligence check he can automtically make a nearby Seriously Injured fighter get a Flesh Wound instead. The only downside is that the fighter automatically goes Out of Action if he fails. His Intelligence of 6+ means he succeeds 72% of the time.
2Shivver1Law Abiding100EscherNoGrants the Visit Shivver post-battle action.The action is a 2D6 roll on a table which has consequences ranging from the Fighter goes into Recovery to doubling XP, credits, and Reputation to the gang. For 100 credits this is a pretty powerful bonus without a lot of downside.
3Slopper1Law Abiding20AnyNoModels in Recovery are available for battle on a D6 roll of 6.Probably not the first Hanger-on you would want to get, and for some campaigns which don't use Recovery this is a waste of a spot. Cool model though.
2Bigby Crumb, Ratling Slopper1Law Abiding50AnyYesSlopper who can fight and brings his own pot.The pot can be moved like a Loot casket and can help with Recovery tests, temporarily make models harder to bring down, or act as a single turn Beast Lair. For 50 credits it's a fun gimmick.
2Spyker2Law Abiding90DelaqueYesNoneIt's a flying Psyker. The Wyrd Powers are okay, with Psychic Assault being the one that is most likely to be used since it has a range of 18".
1Tech-merchant1Law Abiding80Van Saar: 40NoBoost Rare/Illegal value of any item by 2, and reduces the cost of one item found in the Trading Post or Black Market by D3x10 credits.On average this pays for itself in 4 battles. Makes everything Rare 9 or less Common, which is insane.
3Underhive Traders3Law Abiding50AnyNoProvides one of four bonuses depending on which specialist you pick.Overall the bonuses are pretty milquetoast, and something like Connected Trader shouldn't require a Hanger-on at all.
1Whisper Merchant1Law Abiding60Delaque: 30NoModify one of several die rolls during pre-battle and post-battle sequence into a 6.Have to pay 60 credits after six uses, but this can be a significant bonus when doing things like choosing crew size or rolling for rewards.
3Silberlant Sevos, Whisper Merchant1Law Abiding80AnyYesWhisper MerchantHis Vox Hack ability forces your opponent to reveal gang tactics, which is highly situational and otherwise this model is useless in a fight.
2Agitator1Outlaw30AnyNoBoost Reputation on a win, lose extra Reputation on a loss. Allows a re-roll for checking for free fighters.The free fighter roll will likely pay for the Agitator if you hire one early enough.
2Cadaver Merchant1Outlaw20AnyNoSell dead gang members for D3x10 credits. Extra meat in Uprising Campaign.After one model dies the Cadaver Merchant will, on average, pay for itself. That doesn't seem like a good use of a roster spot unless you have a lot of dead Juves.
2Flagellator1Outlaw30CawdorNoOne fighter can get out of Recovery if they pass a Toughness check, but they gain a Flesh Wound.We're not entirely sure where this guy got his medical degree, but it's hard to argue with results. Not bad for 30 credits and hilariously flavorful.
2Heretek1Outlaw40AnyNoUpgrade one weapon to gain Blaze, Concussion, Power, Rad-phage, or Shock but also Unstable or Reckless.This can be a hilariously overpowered combination when applied correctly. Lots of flavor for an Outlaw Van Saar gang.
1Hive Preacher1Outlaw70CawdorYesAdd D6 Faith dice during pre-battle sequence, and couts as 3 fighters if not Seriously Injured or broken when generating Faith dice in the End phase.He's a loud, angry preacher equipped with a big hammer. Keep him in the back Beseeching the God Emperor and watch the Faith roll in.
3Nomad Arthromite Herder2Outlaw40NomadsNoCan either heal or train an Arthromite Duneskuttler.The training ability requires the Herder to pass an Intelligence test which happens 58% of the time. Duneskuttlers already get to roll the Lasting Injury table twice. This doesn't seem like an amazing use of a roster spot or credits, especially since you already have to spend a spot on the Brute.
4Proxy1Outlaw25AnyNoAllows the gang to use the Trading Post, sell captives, and make an Alliance with the Merchants Guild or Imperial House.Most of the rules changed when GW updated the rulebook in 2023, making this Hanger-on mostly useless.
1Scabber1Outlaw40AnyNoSavvy Trader. Can sell Illegal equipment at items value minus D3x10 credits.Pays for itself after two Trade Actions. Think of it as a discount Tech Merchant, which is not a bad thing.

Ragnir Gunnstein. Credit: SRM

The Standouts

Ragnir Gunstein is an excellent addition for any gang that relies heavily on shooting. In addition to being an Ammo-jack who will allow every model to re-roll Ammo checks that result in a natural 1. His Munitioneer ability also allows models within 6″ to re-roll any failed Ammo check, and he drops D3 ammo caches which add 2 to the result of Ammo tests and allow you to ignore the Scarce trait. Given that ammo caches are normally single use items and cost 60 credits each this is an absurd value.

The Apprentice Clan Chymist provides discounts for all of their drugs, and the Fixer skill alone means the model will pay for itself in an average of 5 battles. Toss in the D6x10 discount that’s provided to Chem-Alchemy Elixers and things can get very crazy very fast. Last Rites is more relevant later in the campaign when Matriarchs and Queens have more advances.

Squats get an awesome addition with the 60 credit Claim Jumper. While the campaign benefit is milquetoast, what makes them stand out is the value that this model adds to any crew. Armed with grenades, power fist, and a free Techmite Autoveyor there’s no reason every Squat gang shouldn’t consider keeping 60 credits around at gang creation to add one after their first battle.

Cawdor players should definitely consider a Hive Preacher for 70 credits. While he can technically fight, he lives his best life hiding in the Deployment Zone doing the Beseech the God-Emperor (Double) action so that he’s rolling 5D6 for Faith dice every End phase.

There are a lot of awesome options for trade-related Hangers-on. Bullet Merchants are an incredible value at 75 credits, let alone the practically free 25 credit cost that Orlocks pay for them. The ability to buy any ammunition as common, and never have to deal with Limited, is pretty impressive. Chem Dealers do the same for drugs (no wonder Goliaths love them), and since they come with Fixer they will pay themselves back in an average of 2 or 3 battles. Van Saar get a similar discount with the Tech-merchant who makes anything Rare (9) or less Common and reduce the price of one item by 1D3x10 credits. The Whisper Merchant isn’t specifically related to trade, but instead can dramatically improve the success of a gang by altering rolls such a crew size, receiving rewards, or seeking equipment. For 30 credits it’s a no-brainer for Delaque, and even at 60 credits any gang can benefit from one.

Rogue Docs

Is a Rogue Doc worth it? The chances of a Fighter getting a Critical Injury are 5-in-36 or 14% every time they are taken Out of Action. The average cost of a Medical Escort is 70 credits (2D6x10), so on average you’re saving around 20 credits at the expense of a roster slot. If the fighter in question is a Leader or Champion then the price is worth it, but something like a 25 credit Juve likely isn’t worth the money. Think of a Rogue Doc as insurance that’s half as likely to be useless as UnitedHealthCare.

Necromunda Chem Dealer. Credit: Dylan.

Conclusion

Whether it’s a rogue doc to patch up your wounded or a bullet merchant to give every boltergun a (literally) un-limited supply of shatter shells, there’s a Hanger-on for every occasion. These weirdos can offer a considerable benefit to gangs, and they also serve as amazing conversion opportunities to show off your talents. While technically Hangers-on aren’t allowed at gang creation, it might be fun for Arbitrators to consider allowing them for a little extra fun.

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