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Laagerbonds

Ironhead Squat Prospectors (BotO)
tom

Overview

The Laagerbonds trace their origin to a clutch of hard-headed Squats who ventured deep into the ash wastes, drawn by tales of ancient salvage. Unable to rely on the broken treaties of other guilds, they bound themselves with a strict oath to defend each other and share every last scrap of profit. Over time, this pact evolved into the gang’s defining identity, embodied in their name—a nod to their redoubtable laager camps.

Their leader and Charter Master, Doug, is known for his quiet determination and keen eye for opportunity. Rumour has it Doug secured one of the original mining licenses that grants the Laagerbonds rights to excavate on the land of Lord Helmawr himself.

Under Doug’s guidance, the Laagerbonds have developed a reputation for resilience, resourcefulness, and a knack for fortifying their positions at a moment’s notice. They remain intensely loyal to one another, taking pride in their “laager bond” as both a defensive formation and a sacred promise to see each expedition safely home—with or without a fortune in salvaged scrap.

And, by Horus, can they drink.

This is what Second Best Guides calls the “Basic” list: it's simple but effective. The downside is it's a little boring but good for showing new players how the game works. The downside is your bolters will run out of ammo every game and you will end up with mostly useless champions.

Doug

Doug is a stoic yet shrewd leader, embodying the unbreakable spirit of his clan and guiding the Laagerbonds with level-headed resolve. Known for his quiet confidence, he favours preparation over bluster, carefully plotting expeditions to secure the most promising salvage sites. His command rests on a genuine concern for his comrades, balanced by a fierce pragmatism when dealing with Necromunda’s cutthroat politics. From mustering forces and fortifying laagers at the blink of an eye, to negotiating mining licences on Lord Helmawr’s own land, Doug’s steady hand and unwavering loyalty have made him both the gang’s Charter Master and moral centre.

Per Second Best Guides, this is the most interesting model in the gang: the Meltagun will be over-kill until brutes turn up (usually about halfway through the campaign) but think about it this way, you will never need to upgrade this fighter's weapon. You could swap the melta for another special or heavy weapon if you wanted to make things easier but playing with melta is  little more interesting then sitting in one place and shooting away. A pricey but valuable model coming in at 285 creds they can use the hip shooting skill to alway be double moving into that sweet melta range.

Doug

700¢
Charter Master (Leader)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 3+ 3 4 3 5+ 2 5+ 5+ 5+ 6+
Rules Gang Hierarchy (Leader) , Gang Leader , Group Activation (2) , Tools of the Trade
Skills Dependable Like Kin, Hip Shooting
Gear Displacer field (70¢), Gyrinx cat (120¢)
Weapons S L S L Str Ap D Am
Ironhead meltagun (155¢) 6" 12" +1 - 8 -4 3 5+
Melta, Rapid Fire (1), Scarce
Infra-sight† (+40¢)
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
with dum-dum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Rapid Fire (1), Sidearm
Shotgun (Grub Targeson)
Executioner 4" 16" -1 +1 4 -2 2 6
Knockback, Limited
Scatter 4" 8" +2 - 2 - 1 4
Scattershot
Yeld wings - E - - S+1 -1 2 -
Knockback, Melee, Parry
Augmentation: Tier 3 (+60¢)

Gyrinx

Gyrinx Cat (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
7" 4+ 4+ 2 2 1 2+ 1 9+ 6+ 6+ 7+
Rules Charmed , Psyker , Small Target
Powers Add powers
Weapons S L S L Str Ap D Am
Claws - E - - S - 1 -
Backstab, Melee

Drillum

Drillum, Doug’s trusted second, is a whirlwind of bravado and grit. Quick to leap into action at the first whisper of a firefight, he wields his mining gear with frightening skill, shattering bulkheads and skulls in equal measure. Though his impulsiveness has been known to land the gang in dangerous scrapes, Drillum’s can-do spirit and fierce devotion to his crew often tip the balance in their favour. He reveres Doug’s steady leadership, yet can’t resist charging off to prove himself whenever the opportunity arises, turning drills and debris into the stuff of legends in the underhive.

Both of our Drill Masters are sporting Ironhead Boltguns and Flak armour but one has “Dependable Like Kin” skill and the other “Nobody Pushes Kin Around”. 

These guys have a seriously high chance of taking your opponents out of action if they shoot them but also, with an ammo roll of 6+ on 2 rapid fire dice, a high chance of being out of ammo, Dependable like kin helps with this allowing you to reroll an ammo dice and nobody pushes kin around helps against being pushed off buildings and allows you to climb without fear of falling.

Drillum

290¢
Drill Master (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 3+ 3 4 2 5+ 2 6+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion) , Group Activation (1) , Tools of the Trade
Skills Dependable Like Kin
Gear Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Ironhead boltgun (95¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (2)

Gary

125¢
Drill Master (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 3+ 3 4 2 5+ 2 6+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion) , Group Activation (1) , Tools of the Trade
Skills Nobody Pushes Kin Around
Gear Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Ironhead autogun (25¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (2)

Ben

75¢
Drill-kyn (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 4 1 5+ 1 7+ 6+ 6+ 7+
Rules Gang Fighter (Ganger) , Promotion (Ironhead Squat Prospectors Specialist)
Weapons S L S L Str Ap D Am
Ironhead autogun (25¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (2)

Bill

110¢
Drill-kyn (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 4 1 5+ 1 7+ 6+ 6+ 7+
Rules Gang Fighter (Ganger) , Promotion (Ironhead Squat Prospectors Specialist)
Weapons S L S L Str Ap D Am
Ironhead autogun (25¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (2)
Blasting charges (35¢) - Sx2 - - 5 -1 2 5+
Blast (5"), Grenade, Knockback

Pib

60¢
Digger (Juve)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 3 4 1 4+ 1 8+ 7+ 6+ 7+
Rules Fast Learner , Gang Fighter (Juve) , Promotion (Ironhead Squat Prospectors Specialist)
Weapons S L S L Str Ap D Am
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
with dum-dum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Rapid Fire (1), Sidearm

Pob

60¢
Digger (Juve)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 3 4 1 4+ 1 8+ 7+ 6+ 7+
Rules Fast Learner , Gang Fighter (Juve) , Promotion (Ironhead Squat Prospectors Specialist)
Weapons S L S L Str Ap D Am
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
with dum-dum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Rapid Fire (1), Sidearm

Peabody

60¢
Claim Jumper (Hanger-on)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 4+ 3 4 1 4+ 2 7+ 6+ 6+ 5+
Rules Part of the Crew , Seize the Prize
Skills Fearsome, Iron Jaw
Gear Mesh armour
Weapons S L S L Str Ap D Am
Frag grenades - SX3 - - 3 - 1 4+
Blast (3"), Blaze, Grenade
Gem extractor - E - - S+1 -1 1 -
Melee, Power Pack
Ironhead autopistol 4" 12" +1 - 3 - 1 4+
Rapid Fire (2), Sidearm
Ironhead power fist - E - - S+2 -2 2 -
Melee, Power, Pulverise
Power maul - E - - s+2 -1 1 -
Melee, Power
Smoke grenades - Sx3 - - 2 -1 1 4+
Blast (*), Grenade, Smoke