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shoto / Pack / Quirks, Reputations and Oddities

Quirks, Reputations and Oddities

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54 ways to make your gang unique. Revived from N95!

Adapted from the work of Nick Jakos in Necromunda Magazine, issue 11

In a city the size of  Hive Primus, it takes a lot to stand out. Gangs can earn a name for themselves through showing their aptitude for violence, theft, or any other number of ways, and equally through their wealth, social standing, or history. Of course, this is rarely the full story...

The Underhives of Necromunda are populated with a wide variety of people from many diverse backgrounds. In the Settlements you can meet almost anyone and experience almost anything. Only the most memorable people and gangs can stand out from the crowd. A small quirk or icon or piece of equipment can help make a gang or its leader hard to miss.


When forming new gangs, leaders will often wander through the trade routes and the settlements looking for ideas that will make them infamous in the Underhive. Quirks in behaviour or adopted reputations eventually apply themselves to the leader's gang and thus, their trademark is established.


To represent these odd quirks, you may like to use the Campaign Trademarks below. Whilst you may randomly determine a Trademark, they work best in campaigns involving an arbitrator who can use them in a fair and balanced manner. You might like to let players pick a trademark for each starting gang (or even have players pick a trademark for each others' gangs).


The arbitrator can also assign certain trademarks to certain gangs if the players choose. For example, it makes sense for a Delaque gang to have the 'Cool Shades' trademark, or for the Eschers to have a 'Weird Freakin' Dwarf'.


Once one has been gained, the gang will keep its trademark until the gang's leader is either killed or leaves the gang.

Houses

Make custom factions or houses available to gangs using this pack.

Gang Attribute

Custom gang-level traits and the values gangs can pick from.

Fighters & Vehicles

Non-gang

Familiar

Exotic Beast · Non-gang · Available as equipment "Familiar" for 0¢
M WS BS S T W I A Ld Cl Wil Int
4" 6+ 6+ 3 2 1 4+ 1 9+ 10+ 7+ 8+
Rules 54 - A Freakin' Weird DwarfHelpful Little... ThingSmall Target
Skills None
Gear None
Weapons
None

Rules

  • 1- None
    The gang leader is not interested in superstitions or charms. However, if the gang is suffering a losing streak of more than two games in a row, or if the leader leaves the gang or is killed, re-roll on this chart.
  • 2 - Outlawed
    Damn! Just as the gang is getting started, it's outlawed. The Enforcers are particularly watchful of the leader and as soon as they start up a gang, they are declared outlaws.
  • 3 - Gambling Debt
    The gang leader has started up their gang in the middle of some tight times with money. The gang starts with a debt 2D6 × 10 credits. Whilst this can be paid to the traders in small payments over time, the gang may cannot recruit Hired Guns or Dramatis Personae until it is paid, as news of the debt spreads quickly.
  • 4 - Bad Equipment
    The gang leader, foolish as they may be, has decided that rather than spend the money to arm their gang well, they will arm them for little money. All weapons equipped by the gang at the beginning of the campaign lose the Plentiful trait, if they have it, and the ammo characteristic is worsened by 1. However, they also all cost 20% less.
  • 5 - Heavy Drinkers
    The gang is accustomed to spending a great deal of their time and money drinking. This has the benefit of bringing the gang closer together, but it can have its dangers as well. At the start of every game, roll a D6 for each fighter after the crew selection step. On a 1, that gang member is too drunk to fight and misses the game. On a 6, the member adds 1 to their Cool for that game.
  • 6 - Tactical Nimrod
    The leader of the gang is a classic...ally bad tactician. As a result, their opponent may add or subtract 1 from the result when the scenario is selected.
  • 7 - Bad Fortune
    The gang leader is not very lucky. Their opponents can force them to reroll a single roll per game. The second result is final.
  • 8 - Hot-headed Juve
    The leader has let a Juve into the gang only to find out the kid is a bit of a pain in the backside and a terrible hothead. Choose one Juve from the roster. Until the Juve dies or takes a serious injury, they will be subject to frenzy. If there is no Juve in the gang at the beginning of the campaign, re-roll on this table.
  • 9 - A Really Ugly Leader
    The leader of a gang must be ruthless, cunning, and intelligent, able to lead their fighters into any situation the Underhive may present. Of course, they don't have to be beautiful. This gang's leader is an exceptionally ugly individual and has the Fearsome special rule.
  • 10 - Glass Eye
    The gang leader was once unfortunate enough to have their eye carved out by some manner of person or beast. Now, without enough to spend on Bionics, they have a glass eye which is kind of creepy to look at. With the glass eye, the leader's working eye is stronger, and they are treated as though they were using Photo Goggles.
  • 11 - Heavy Weapons
    The gang uses its heavy weapons as a symbol of their power and might. When they hear their guns ripping at the enemy, the gang is inspired to fight on. For each fighter with a heavy weapon that is both Standing and Active and fired in the preceding turn, improve the result of any Bottle or Rally checks by 1.
  • 12 - Tattoos
    The entire gang is inked up in gang symbols and colours. This makes the gang a tight group of fighters and friends, when a fighter makes a Rally check that gain +1 to the result for all fighters within 6”, instead of the usual 3”.
  • 13 - Nice Shades
    The gang wears shades — nice shades — that make them look cool. Roll a D6. This is the number of gang members that have cool shades. These members are equipped with Photo Goggles.
  • 14 - Awesome Codpiece
    The leader of the gang is in possession of, well, an awesome codpiece. The work put into the armour is admired by all who get a glimpse and the leader adds 1 to their Leadership, though they may never exceed the maximum.
  • 15 - Weapons Experts
    The gang is experienced with a certain weapon and uses them as often as possible. With this skill, the fighters can add +1 to all Ammo checks for their favourite weapon. Roll a D6 to determine the kind of weapon.
    1 Stub gun, 2 Autopistol, 3 Autogun, 4 Shotgun, 5 Boltgun, 6 Special weapon (chosen at gang creation)
  • 16 - Golden Gun
    Guns are always a valuable and useful tool in the Underhive and among the most prized possessions are the master-crafted weapons of various artisans across the galaxy. Through some kind of luck or manipulation, the gang leader happens to have one of these priceless weapons. Choose a weapon the gang's leader is already equipped with. It gains the Master-crafted trait.
  • 17 - Technicians
    The gang is made up of a number of skilled technical types and, therefore, they are permitted to have two specialists at gang creation rather than the usual 1.
  • 18 - House Dagger
    The leader carries around a beautifully crafted fighting knife specially made for them by the nobles of their house. Because they are so skilled with the blade, when the leader fights in melee, they count fighting knives they are equipped with as having the Parry trait.
  • 19 - Heirloom Weapon
    The gang's leader has been given an heirloom rare weapon which they can use to help take their gang into infamy. Roll a D6.
    1 Plasma pistol, 2 Power sword, 3 Power fist, 4 Power axe, 5 random Special Weapon from House list, 6 Random Heavy Weapon from House list
  • 20 - Necklace of Thumbs
    Eww! The gang leader has collected a mass of thumbs from enemies which they use to scare their opponents and is always on the lookout for more additions. When the leader takes an enemy fighter Out of Action whilst in engagement range and there are no other enemy fighters engaged, they will attempt to take their thumbs. Roll a D6, on a 6 the victim automatically suffers the Hand Injury Lasting Injury in addition to other injuries sustained.
  • 21 - Promising Futures
    The gang leader has a dream of one day becoming a powerful warrior, growing rich, and living high in the spire. They tell their people about their dream, about how they can join them or be heroes of the Hive, and they draw people to them with tales of what will one day be. As a post-battle action, they may share their dream with others to help with recruitment. Roll a 2D6, on a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.
  • 22 - A Good Idea for a Speech
    The gang leader is a proud and outspoken individual who is always looking for an opportunity to put their verbiage to use. As a result, they work part time as a mediator, or an orator or speech writer, making extra money for the gang. As a post-battle action, the leader can choose to sell their services for an additional D6 × 5 credits of income.
  • 23 - Trader Friend
    The gang leader knows a trader that is well established in the Hive. This means that they can sometimes come up with great deals on weapons and arms. When trading, roll a D6. On the roll of a 6, the leader with the contact can buy all their gear at a D3 × 10 percent discount.
  • 24 - Severe Intuition
    The gang leader is affected by an uncommon clarity of thinking. They can tell if they are walking into a trap, they know where the best of the loot is, and they know where they can find their enemies. A gang leader with severe intuition has a 360° vision arc.
  • 25 - I Hate... Things!
    The gang leader is known to have a particular hatred for something in the Hive. Roll a D6 to see what they hate, the leader has Frenzy against these foes.
    1 Exotic Beasts, 2 Randomly selected House, 3 Religious fighters (Cawdor, Chaos Helots, Corpse Grinder Cults, Genestealer Cults), 4 Wyrds, 5 Outlaws, 6 Everyone!
  • 26 - Irregular Aura
    The gang's leader possesses a bizarre mental ability. Whilst this has never been enough for the leader to be considered a Wyrd, the powers can still be useful. During the pre-battle sequence, roll a D6, on a 4+ the leader has a single randomly determined Wyrd power for that battle.
  • 27 - Practitioner
    The gang leader has studied the art of the practitioners from various cults and religious beliefs. As a result, they can cure and heal wounds and sicknesses with some accuracy. Once per campaign week, the gang leader can attempt to heal the wounds of one of their comrades as a post-battle action. Treat this like the Medical Escort post-battle action but treat a roll of a 6 as a 1.
  • 28 - I've Done This Before
    The gang leader has a bit of experience before they got their gang together, and are ready for action. As a result, they start with an extra D6 × 5 experience which they can expend on advancements during gang creation.
  • 29 - Hunter's Skill
    The leader has a particularly keen eye when it comes to hunting down the beasts of the Underhive. When attacking exotic beasts the leader has a +1 modifier to hit and ignores cover.
  • 30 - Arena Fighter
    The leader of the gang has built up a reputation as a force to be reckoned with in Arena fighting. This means they are used to close combat and violence. When gaining a random primary skill, the leader may instead choose either a Brawn or Combat skill.
  • 31 - Mad Ninja Skills
    The gang leader is skilled in the ancient arts of combat. This means they can reroll any results of 1 to hit in close combat.
  • 32 - Stylish Though Affordable Wardrobe
    The gang leader looks good — I mean GOOD — in their well-picked and inexpensive threads. They look so good in fact, that traders often fail to realise that they probably don't have too much money to burn. At any rate, the gang leader with a good wardrobe is always treated as having Uphive Raiments. Furthermore, whether leader receives an additional +1 when Seeking Rare & Illegal Equipment.
  • 33 - Retired Bounty Hunter
    The gang leader has a history of being an old Bounty Hunter and has additional skills as described in the rules for bounty hunters. This replaces the skills the fighter would normally gain at gang creation.
  • 34 - Attaché Case with the Combination 666
    The gang leader carries an attaché case with their... "Dirty Laundry." The case, therefore, is extremely sought after. If the leader is in close combat and neither fighter charged that turn, they may open the attaché case and let a golden light shine over their opponent. Roll a D6. On a 6, their opponent is amazed by the light and will only hit on a roll of 6 for that round. The case can only be opened once a game.
  • 35 - An Intense and Urgent Need to Go Frequently
    The gang leader is highly motivational and ready to go at any moment. The gang leader may, therefore, move faster and still fire. They are treated as having the Fast Shot shooting skill.
  • 36 - 'My Little Friend!'
    In addition to their other weapons, the leader has carefully concealed a powerful weapon on their person. In addition to their normal weaponry, they are equipped with a Little friend.
  • 37 - House Treasure
    The leader's family has given them an heirloom to make their mark on the Underhive. The leader gains one Special Weapon from the gang’s house list with the Master-crafted trait.
  • 38 - 'All Life is Suffering!'
    The gang leader is a pessimist. They realise that all life is suffering and through this realisation they can conquer their own pain and fight despite horrible injuries. The gang leader can fight off the effects of their first flesh wound in battle, discard the first flesh wound the leader suffers in each battle.
  • 39 - A Really Cool Fort
    The gang is in possession of a nice piece of land they use as their base of operations. When the gang is defending, they receive D6 × 10 credits to spend on traps or gang terrain.
  • 40 - Medal of Adequate Goodness
    The gang is in possession of a medal that was given to their leader for some kind of good deed. So long as the gang is not outlawed, when fighting against Palanite Enforcers, the Enforcer gang takes a -2 penalty on Bottle checks as they are so uncertain of their cause.
  • 41 - Holding a Grudge
    The gang leader holds a special grudge against certain gangs and houses. Randomly determine one gang in the campaign. When fighting the hated gang, all friendly fighters have the Frenzy skill.
  • 42 - We Like to Score
    The gang is always on the lookout for loot, and they are very careful about where they go and when. The leader watches carefully over where money or loot is and plans out every move. Gangs who like to score always choose which side to deploy on.
  • 43 - 'You know those handcuffs? I picked 'em!'
    The gang leader has trained their fighters in the art of escaping capture. Roll a D6. This is the number of randomly chosen fighters who start the campaign with the Escape Artist skill and a free skinblade.
  • 44 - Good Little...Jerks!
    There are gangs that burn and pillage their way across the underhive, leaving nothing but ruin. And then there are gangs like this one. Somehow, despite everything the underhive throws at them, they've managed to keep their noses clean. Mostly. This gang has a reputation for playing it straight — or at least straight enough that the Enforcers have noticed. The gang cannot voluntarily become outlaws or use illegal equipment.
  • 45 - Think, Fast, Pray
    The gang has been trained by their leader to resist the urge of hunger. Gangers that don’t eat are unbelievably cheap to keep around! On the other hand, outsiders don’t tend to enjoy being starved. Decrease the cost of recruiting gangers and juves by 25%, increase the cost of hiring Hired Guns, Hangers-on and Dramatis Personae by 50%.
  • 46 - War Cry
    The gang has learned a haunting and chilling howl they can use in battle to make enemies shake in their boots. Fighters with War Cry have a tight unity and can hear themselves calling from a great distance. If a fighter does not shoot in their turn, they can use their War Cry as a basic action to help rally any downed or broken fighters. If a fighter uses their War Cry, any Rally checks made during the end phase of that turn automatically succeed.
  • 47 - Wyrd's Icon
    The gang leader carries a relic stolen from a Wyrd they have either killed or robbed. They use it mostly as decoration, and when they face Wyrds in battle, they taunt them with it. Attacks from the gang leader have the Fear trait against Wyrds.
  • 48 - Archaeotech Map
    The gang leader has come across a rare map of an ancient Archaeotech dome. The leader may either sell the map, rolling on the same table as for the Mung Vase, or they can use it to find one piece of randomly generated territory.
  • 49 - That Spoiled Little Rich Kid!
    The gang employs a Juve that is the child of a powerful and rich house in the Hive. As long as the Juve remains alive and uninjured, the Juve's family will give the gang D6 × 5 creds after each battle where the Juve fought. Once injured, the price goes down. For their first injury, the Juve gets D6-1 × 5, for their second D6-2 × 5, and so on. When the Juve dies, there is no more money given. If the gang does not already have a Juve at the beginning of the campaign, they get a free one with no equipment who will be the rich kid.
  • 50 - Old Gang
    This gang, in one form or another, with one leader or another, has been around the Hive for a long time. This means that some of its older gang members are more experienced and have reputations. There are D3 experienced Gangers. For each of these Gangers, roll a further D6. On a 4–6, they immediately gain D3 advancements. On a 1–3, they roll for a Lasting Injury, rerolling Captured, Critical Injury or Memorable Death.
  • 51 - Good Fortune
    The gang leader is blessed with good fortune. This simply means that they are lucky and, once per game, can add or subtract 1 from any roll. This includes rolls made by the opponent.
  • 52 - Tactical Genius
    The gang leader is known as being an especially thoughtful and cunning tactician. As a result, they may add or subtract 1 when the scenario is determined.
  • 53 - 'I am the Machine!'
    The leader of the gang has a bit of history, and the missing body part to prove it. During gang creation, the leader starts with D3 bionics at no cost.
  • 54 - A Freakin' Weird Dwarf
    The gang leader is followed around by a weird little midget thing. The most common Familiars are those of House Escher, whose genetically dysfunctional males sometimes follow their females into battle. The Familiar carries extra ammo or gear for the leader and follows wherever they go. The leader has a Familiar as an Exotic Beast. Should the Familiar be killed, the leader simply grabs another for the next battle.
  • Helpful Little... Thing
    Familiars always carry lots of ammo for their master's weapons and, as a result, their master automatically succeeds on Ammo tests.

Skills

Custom Skill Trees and the skills inside them. Once created, they can be assigned to fighters in this pack or subscribed lists & gangs.

Psyker Powers

Custom Wyrd Power Disciplines and the powers within them. Once created, they can be assigned to psykers in this pack or subscribed lists & gangs.


Gear

  • Familiar

Weapons

Custom weapons with one or more profiles. Once created, they can be added to fighters in this pack or subscribed lists & gangs.

Weapon Traits

Custom weapon special rules. Once created, they can be attached to weapon profiles in this pack or subscribed lists & gangs.

Weapon Accessories

Custom weapon attachments that modify a weapon's stats when fitted. Once created, they can be added to fighters in this pack or subscribed lists & gangs.

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