Hive Gang Militia
Untrained and poorly equipped, the militia gang is hardly of military quality. A desperate commander will look on them as a cheap way to bolster his force, however.
A Hive Gang Militia is a Troops choice with the Dogs of War faction.
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Ganger | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 6+ |
Unit Type: Infantry | |||||||||
Special Rules: In It For The Money, Payday |
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Gang Leader | 4 | 4 | 3 | 3 | 2 | 4 | 2 | 8 | 6+ |
Unit Type: Infantry (Character) | |||||||||
Special Rules: |
Unit Composition: Gang Leader and 7 Gangers.
Cost: 50 points.
Wargear:
- Autopistol
- Improvised Armour
- Close Combat Weapon (Gangers only)
- Power Weapon (Gang Leader only)
Options:
The Hive Gang Militia may include:
- Up to 16 additional Gangers: +4 points each
Any model in the unit may exchange its Autopistol for one of the following choices for free:
- Autogun
- Shotgun
There may be a mixture of weapons in the gang.
One Ganger may exchange his weapons for a weapon from the following list. If the gang has at least ten Gangers, a second Ganger may exchange his weapons for a weapon from this list.
- Flamer: +5 points
- Grenade Launcher: +8 points
- Heavy Stubber: +8 points
Models/Notes
Anyone who has played Necromunda has models for this unit.
I’ve avoided some of the more powerful special or heavy weapons because I don’t want this to be a cheap support squad (though I’m considering adding back the Heavy Bolter). I also avoided separate stats for Juves because it would over complicate the unit. By WH40k standards they are low quality already.