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NECROMUNDA XCV IMPERIAL GUARD REGIMENT
The Hive Amazons
By Nuno Castilho (aka Rastaman)
 
 
 
Formation and Early History
 
Necromundan troops are generally regarded as highly suitable urban fighting troops due to their constant experience in gang warfare in the Underhive. As such, there are several regiments raised in the Necromunda Hive World to wage war in the countless cities of the Galaxy. 

The XCV Necromunda regiment was formed in 40.941 during the Armageddon invasion - It was meant to serve as an urban guerrilla unit to fight in the hive cities of Armageddon. For this purpose it was decided that its troops would consist solely of former gang members from the Necromunda Underhive. The Adeptus Arbites and the Adeptus Sororitas were called upon to decide which house was the most suitable for imperial guard duty. They were unanimous in concluding that the House Escher was the most viable choice for they were totally devoid of remorse or feelings toward would-be enemies and had great comradeship amongst themselves, each team fully capable of watching out for each other. On the other hand, being women, they were still able to induce the deception of a rather weakling force that could be easily defeated. Thus the decision was made to initiate recruiting among the House Escher gangs. 

However, the gangers were naturally unwilling to freely cooperate with the imperial forces and as such it was necessary for some arrangements to be made so that imperial service would seem attractive. It was decided that it would be possible to interest the House Escher as a whole - The House was given full pardon for their crimes against the Imperium and an assurance that gangs that contributed to the regiments of the imperial guard would not be persecuted by Adeptus Arbites or redemptionist gangs. It was further promised to the House Escher that wherever the regiment fought the House would be able to move in and establish territories in the industrial hives. These measures were deemed acceptable by the Eschers and recruitment began immediately. 

The troops initially recruited consisted of 60% gangers and 40% juves. They already had combat experience and as such their training was made much simpler and short. The gang leaders or aspiring leaders were chosen to become squad sergeants and platoon lieutenants. The most bright and battleworthy leaders were made senior officers within the Regiment. 

During their trip to Armageddon, the troops were given full imperial training and indoctrination by Imperial Commissars, and by the time they started fighting the XCV was already a battleworthy regiment capable of performing great deeds for the Emperor. 

 
 
Wargear list
 
Regular Weapons 
Lasgun 
Autogun 
Boltgun 
Shotgun
Cost 
2
Heavy Weapons 
Autocannon 
Heavy Bolter 
Lascannon 
Msl Launcher with frag and krak msls 
Mortar
Cost
16
10
30
30
20
Assault Weapons 
Sword or Axe 
Auto Pistol 
Bolt Pistol 
Stub Gun 
Laspistol 
Plasma Pistol
Cost
1
1
2
1
1
4
Special Weapons 
Flamer 
Grenade Launcher with frag and krak grnds 
Melta-gun 
Plasma gun 

Veteran Abilities 

Cost
7
10
6
6
 
refer to Codex IG
 
 
Army list
 
Army Selection
 
Command
Battle Line
Support
50%
25%
25%
 
 
You may choose to deploy the Hive Amazons as an allied or part of an allied force (or even as an additional unit for your IG armies). You should note that they possess three main differences from “regular” IG troops: a) they are always veterans and have two veteran abilities instead of one — which makes up for the fact that they are fewer in numbers (eight-troop squads and four-troop support squads) and b) they may choose any combination of regular or assault weapons from the Wargear list (which is included because I am as lazy as they come and don’t want to bother to convert my minis too much; and because it suits best for a Regiment based upon gangers that are used to fighting with small arms instead of imperial issue weapons; and c) they have a different command structure than other IG regiments (see below). 
 
 
Command Section
 
 
The command section of the list represents the officer elements of the XCV Necromunda Urban Fighting Regiment. Only very seldom is the regiment fully deployed for battle as a whole self-contained fighting force. Its purpose is more that of a special unit or a support for others (as allies or providing additional units for other IG Regiments). As such the regiment’s units will usually be deployed under the orders of command squads from the XCV or under the orders of other regiments’ command HQs (when operating as allied troops or additional units). Therefore you may only deploy command HQs from the XCV if your army consists of 2000 points or more - note however, that even if you do manage to deploy a command H*Q, it will always be led by a captain, never a colonel. 
 
 
 
COMMAND HQ (special - see above): 110 points plus weapons

Any Command HQ from the XCV Necromunda will always be composed of a captain and four troopers.

 
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Captain
5
5
5
4
4
2
5
2
8
Escher Troopers
5
3
3
3
3
1
4
1
7
 
WEAPONS
Captain - Laspistol and sword 
Troopers - frag grenades plus any combination of weapons from the Assault Weapons and the Regular Weapons sections of the Wargear list 
 
ARMOUR
Captain - Carapace (4+ save) 
Troopers - Flak (6+ save/5+ against blast) 
 
WARGEAR
Captain - upto 2 wargear cards 
The captain may be given any combination of additional weapons from the Wargear list. 
The troopers may be formed into weapons teams and given weapons from the Heavy Weapons section of the Wargear list. Any troopers not formed into weapons teams may have a Special Weapon from the Wargear list instead of their regular/assault weapons. 
One trooper may carry a battle standard at a cost of 35 points. 
 
STRATEGY
2 (however, if the terrain consists of 3 or more pieces of urban terrain (buildings, ruins, junkyards, etc.) the strategy rating will be counted as 4. 
 
SPECIAL
Any Imperial Guard unit within 12” of the Captain may take Break tests using his Ld value. 
All Escher troopers from the XCV are automatically veterans. They are given not one but two veteran abilities, which will always be the street fighter and the guerrilla abilities. 
The squad may be mobilised by including a Chimera armoured carrier at a cost of 140 points. Note that the Chimera has a separate crew of three guardsmen (usually from other regiments) armed with laspistols and wearing flak armour (the Chimera does not count as an additional unit but may act separately from the squad). 
Alternatively, the squad may be mobilised by including a Razorback Infantry Fighting Vehicle at a cost of 120 points. Note that the Razorback has a separate crew of two troopers (always from the XCV) armed with laspistols and wearing flak armour (the Razorback does not count as an additional unit but may act separately from the squad). 
 
 
 
 
COMMAND SQUADS: 95 points plus weapons

The army may field Command Squads only if the XCV is deployed as a self-contained unit or if it’s troops number a minimum of two Urban Fighting Squads (see below). In either of these cases the battle force may include upto one Command Squad for every two Urban Fighting Squad or Urban Fighting Support Squad. 
Command Squads consist of one lieutenant and four troopers.

 
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Escher Lieutenant
5
4
4
3
3
1
5
1
8
Escher Troopers
5
3
3
3
3
1
4
1
7
 
WEAPONS
Lieutenant - Laspistol and sword 
Troopers - frag grenades plus any combination of weapons from the Assault Weapons and the Regular Weapons sections of the Wargear list 
 
ARMOUR
Lieutenant - Carapace (4+ save) 
Troopers - Flak (6+ save/5+ against blast) 
 
WARGEAR
Lieutenant - upto 1 wargear cards 
The lieutenant may be given any combination of additional weapons from the Wargear list. 
The troopers may be formed into weapons teams and given weapons from the Heavy Weapons section of the Wargear list. Any troopers not formed into weapons teams may have a Special Weapon from the Wargear list instead of their regular/assault weapons. 
A single trooper may carry a comm-link at a cost of 30 points. 
 
STRATEGY
2 (however, if the terrain consists of 3 or more pieces of urban terrain (buildings, ruins, junkyards, etc.) the strategy rating will be counted as 4. 
 
SPECIAL
Any Imperial Guard unit within 12” of the Lieutenant may take Break tests using his Ld value. 
All troopers from the XCV are automatically veterans. They are given not one but two veteran abilities, which will always be the street fighter and the guerrilla abilities. 
The squad may be mobilised by including a Razorback Infantry Fighting Vehicle at a cost of 120 points. Note that the Razorback has a separate crew of two troopers (always from the XCV) armed with laspistols and wearing flak armour (the Razorback does not count as an additional unit but may act separately from the squad). 
 
 
 
 
PRIMARIS PSYKER
Primaris: 32 points
Champion: 69 points
Master: 110 points
Lord: 157 points

The army may include Primaris Psykers. It may only field one for each Command Squad or Command HQ. This means that this regiment never employs great numbers of them unless large numbers of its troopers are used as well. 
Primaris Psykers are included in Command Squads and become part of them. 

Refer to the Codex IG for further details
 
 
 
IMPERIAL COMMISSAR: 40 points

Unlike regular IG regiments, the XCV Necromunda must include one Commissar for every two squads (besides being able to field one for each command unit). That is for two reasons: a) the XCV does not employ sufficient Command units; and b) Commissars are required to keep the XCV gangers from deviating from the Emperor’s Will. Commissars are individual characters and as such do have to be part of any command unit (or any other unit, for that matter). 

Refer to the Codex IG for further details
 
 
Battle Line
 
 
 The battle line section of the list represents the fighting elements of the XCV Necromunda Urban Fighting Regiment. Since the regiment is rarely deployed as a whole self-contained fighting force it will not usually field more than six squads at a time. 
 
 
 
URBAN FIGHTING SQUADS (U.F.) 120 points plus weapons

The Urban Fighting Squads compose the regular troops of the XCV (gangers). The regiment is, however, somewhat understrength due to difficulties of recruiting on its homeworld. As such, it was decided that its squads would consist of one sergeant (Escher gang leaders) and seven guardswomen (Escher troopers — gangers), instead of the usual one plus nine of regular IG squads.

 
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Escher Sergeant
5
3
3
3
3
1
4
1
8
Escher Troopers
5
3
3
3
3
1
4
1
7
 
WEAPONS
Sergeant - frag grenades plus any combination of weapons from the Regular Weapons and Assault Weapons sections of the Wargear list. 
Troopers - frag grenades plus any combination of weapons from the Assault Weapons and the Regular Weapons sections of the Wargear list. 
 
ARMOUR
Flak (6+ save/5+ against blast) 
 
WARGEAR
 Upto one trooper may carry a weapon from the Heavy Weapons section of the Wargear list forming a heavy weapons team with a second trooper (the loader). Upto one trooper may carry a weapon from the Special Weapons section of the Wargear list. 
 
SPECIAL
All troopers from the XCV are automatically veterans. They are given not one but two veteran abilities, which will always be the street fighter and the guerrilla abilities. 
The squad may be mobilised by including a Chimera armoured carrier at a cost of 140 points. Note that the Chimera has a separate crew of three guardsmen (usually from other regiments) armed with laspistols and wearing flak armour (the Chimera does not count as an additional unit but may act separately from the squad). 
 
 
 
 
URBAN FIGHTING SUPPORT SQUADS (U.F.S.): 60 points plus weapons

The Urban Fighting Support Squads make up the heavy support troops of the XCV. The regiment is however somewhat understrength, due to difficulties of recruiting on its homeworld. As such, it was decided that its squads would consist of four guardswomen in two weapons teams, instead of the usual three weapons teams and six troopers.

 
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Escher Troopers
5
3
3
3
3
1
4
1
7
 
WEAPONS
Two troopers carry Frag grenades plus any combination of weapons from the Assault Weapons and the Regular Weapons sections of the Wargear list. 
Two troopers must carry one weapon each from the Heavy Weapons section of the Wargear list forming a heavy weapons team with a second trooper (the loader). 
 
ARMOUR
Flak (6+ save/5+ against blast) 
 
SPECIAL
All troopers from the XCV are automatically veterans. They are given not one but two veteran abilities, which in the case of the U.F.S. Squads will always be the street fighter and the slick crew abilities. 
The squad may be mobilised by including a Razorback Infantry Fighting Vehicle at a cost of 120 points. Note that the Razorback has a separate crew of two troopers (always from the XCV) armed with laspistols and wearing flak armour (the Razorback does not count as an additional unit but may act separately from the squad). 
 
 

 

URBAN RECON SQUADS (U.R.): 75 points plus weapons

The Urban Recon Squads make up small, fast and light armed troops. All the regiments’ troopers must first be part of recon squads whilst they are juves. These troops are trained in the use of stealth movement and infiltration tactics, penetrating the battlefield to report enemy positions and perform reconnaissance in force. These are five-girl squads including one juve leader (Juve Sergeant).

 
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Juve Sergeant
5
3
3
3
3
1
3
1
8
Escher Juves
5
3
3
3
3
1
3
1
7
 
WEAPONS
Frag grenades plus any combination of weapons from the Assault Weapons section of the Wargear list. 
 
ARMOUR
Flak (6+ save/5+ against blast) 
 
WARGEAR
These troops may not carry heavy or special weapons. 
 
SPECIAL
All troopers from the XCV are automatically veterans. The Juves, however, are still young and relatively inexperienced troops and therefore possess only the stealthy ability. 
U.R.S. Squads may be deployed on the battlefield as described in the infiltration rules in the Warhammer 40,000 rulebook. This means they may be placed anywhere on the table out of sight of the enemy once both sides have deployed. 
The squad may not be mobilised. 
 
 
 
 
Other additions to the Necromunda XCV include the Leman Russ Demolisher and the Hellhound Close Assault Vehicle - both designed for urban fighting; the Chimera Armoured Troop Carrier and its Chimedon variant as well as the Razorback are favoured troop carriers with the Hive Amazons. The XCV Necromunda U.F. Regiment may also include storm trooper squads and ratling snipers, as well as ogryn troops for close combat.
 
 
 
LEMAN RUSS DEMOLISHER: 190 points + variable sponson armament

The Leman Russ Demolisher siege tank carries the short ranged but highly destructive Demolisher Cannon. It is invaluable in street fighting and for close assault against fortifications and buildings. Each individual Leman Russ Demolisher siege tank can be included in the battle force as an additional unit. 

Refer to the Leman Russ Demolisher Datafax for further details
 
 
 
HELLHOUND: 165 points

The Hellhound is a close assault flame-thrower vehicle designed to flush out enemy infantry from dense terrain and urban combat zones. Each individual Hellhound can be included in the battle force as an additional unit. 

Refer to the Hellhound Datafax for further details.
 
 
CHIMERA: 140 points

The Chimera is the Imperial Guard’s most commonly used armoured troop carrier and infantry support vehicle. Each individual Chimera Armoured Troop Carrier can be included in the battle force either as an additional unit or as part of an Amazon Squad. 

Refer to the Chimera Datafax for further details.
 
 
CHIMEDON: 160 points

The Chimedon replaces the Chimera’s Multi-laser with a large bore Battle Cannon capable of blasting tanks, infantry and buildings alike. It is used by the XCV as a replacement for the Leman Russ, for it’s capability of anti-tank fire. Each individual Chimedon can be included in the battle force as an additional unit. It may also provide transportation for a Hive Amazon Squad (U.F. or U.F.S.). 

Refer to the Chimedon Datafax for further details.
 
 
RAZORBACK: 120 points

The Razorback is traditionally a Space Marine vehicle used as an Infantry Fighting Vehicle, possessing the capability to quickly transport troops while providing them with pretty heavy support. The XCV Necromunda Urban Fighting Regiment uses Razorbacks to transport its heavy weapons squads when necessary, to provide a highly mobile support platform. Each individual Razorback Infantry Fighting Vehicle can be included in the battle force either as an additional unit or as part of a U.F.S. Squad. 

Refer to the Razorback Datafax for further details.
 
 
0-1 STORM TROOPER SQUAD: 130 points
A squad consist of a sergeant and nine Storm Troopers. They can only be fielded as additional units. 
Refer to the Codex IG for further details
 
 
0-1 RATLING SNIPERS SQUAD: 80 points

The XCV often includes ratling snipers to cover them when assaulting buildings. A squad consists of five ratling snipers. They can only be fielded as additional units. 

Refer to the Codex IG for further details
 
 
0-1 OGRYNS SQUAD: 235 points

The XCV includes ogryns for close assaulting heavy support. A squad consists of five ogryns. They can only be fielded as additional units. 

Refer to the Codex IG for further details
 
 Support
 
 
The support section of the list may be used to buy allied forces from other friendly troops to the IG — Space Marines, other Imperial Guard regiments, Imperial Agents, Eldar and Squats.
 
 
 Special Characters
 
 
CAPTAIN MARY-F 60 points plus weapons and wargear

Mary-F was one of the original company commanders from the XCV. She was chosen for being one of the most successful gang leaders from House Escher in Necromunda. Her gang — the Black Rose — had an unbroken record of victories over other gangs and spyrers. She was equally successful in Armaggedon, with an sense of tactical feeling for urban combat rarely seen in troops with so little imperial training standards — At the battle for the Tartarus Hive her Black Rose company slaughtered the greenskins in close house to house combat. 
Mary-F may be included either as a replacement for a Command HQ’s captain (+15 pts instead of 60) or as an individual character, which may join and lead any IG unit or operate separately.

 
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Mary-F
5
5
5
4
4
2
5
2
8
 
WEAPONS
Any combination of weapons from the Assault Weapons or Command Weapons sections of the Wargear list. 
 
ARMOUR
Flak (6+ save/5+ against blast) 
 
WARGEAR
 Upto 2 wargear cards 
 
STRATEGY
3 (however, if the terrain consists of 3 or more pieces of urban terrain (buildings, ruins, junkyards, etc.) Mary-F’s strategy rating will be counted as 5. 
 
SPECIAL
Any Imperial Guard unit within 12” of the Mary-F may take Break tests using her Ld value. 
Mary-F has two veteran abilities, which will always be the street fighter and the guerrilla abilities. 
 
 

 

SHRIEKER KATE: +20 points

Shrieker Kate was a Heavy of the Edelweiss Silencers gang. She owed her name to her habit of making small cuts in the shells of her heavy bolter and attaching ribons to the shells which would produce a horrible shrieking sound as they were headed to their targets, and then leave the ribons flying out of their target’s bodies. 
Kate may be included as the heavy weapons specialist of any U.F. squad or as one team member of a U.F.S. squad at an additional cost of +20 points. She may not be included on her own.

 
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Shrieker Kate
5
3
3
3
3
1
4
1
7
 
WEAPONS
Heavy Bolter. 
 
ARMOUR
Flak (6+ save/5+ against blast) 
 
SPECIAL
Shrieker Kate has two veteran abilities, which will always be the street fighter and the guerrilla abilities. 
Any target that Kate chooses will be stopped in awe by the sound of the caseless shell coming at it, effectively freezing him in place, giving Kate a +1 modifier to hit (vehicles and dreadnoughts are immune to this effect, as are undead opponents — the wraithguard and the Avatar — and opponents that are immune to psychology). 
 
 
 
 
LIEUTENANT JANE JOP: 50 points

Jane Jop was an aspiring gang leader when the first XCV recruitment proposition came out. Her gang — the Singing Roses — was in its early stages and was still an inexperienced, but promising group of juves — they had already distinguished themselves against wyrds and were starting to make a name. When they got to Armageddon they were already competent fighters. Jane, as their leader, was given command of her gang (10 girls) in the 2nd Company (Recon) as a Sergeant in one of its U.R. Squads. After helping in the relieve force of Hades Hive only four survived. It is said that they sang as they charged the orks from the rear and as they fought them the defenders of Hades Hive could hear their voices and were filled with courage. Their performance was so much appreciated that each of the surviving members of the Singing Roses quickly rose through the ranks and were given their own squads to command under the supervision of Lieutenant Jane Jop, the commander of the Singing Rose Recon Platoon. 
Jane Jop may be included either as a replacement for a Command Squad’s lieutenant (+15 pts instead of 50), as the commander of a U.R. Squad (+35 pts) or as an individual character, which may join and lead any IG unit or operate separately.

 
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Jane Jop
5
4
4
4
3
2
5
2
8
 
WEAPONS
Any combination of weapons from the Assault Weapons or Command Weapons sections of the Wargear list. 
 
ARMOUR
Flak (6+ save/5+ against blast) 
 
WARGEAR
 Upto 2 wargear cards 
 
SPECIAL
Any Imperial Guard unit within 6” of Jane Jop may take Break tests using her Ld value. 
Jane has two veteran abilities, which will always be the street fighter and the guerrilla abilities. 
Jane Jop has the habit of singing into battle. She may only sing when she charges into close combat and when she does so the unit she is leading does not need to take any break test for the duration of the hand-to-hand combat. In addition, any IG unit within 10” will take break tests with a +1 to die rolls. 
 
 
 
 
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