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.

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.

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.

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.

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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