House Orlock just got its rules. Warhammer Community has previewed what's inside the new Underhive Journal, and it's a lot: two new variant gangs, the Outrider Gang on quads and the Wrecking Crew with explosives and Ogryns, plus new fighters, weapons, Legendary Names and full campaign rules. It goes up for pre-order this Saturday, October 31.
Last updated October 27, 2026. Based on Warhammer Community's preview from October 26.
What's in the Underhive Journal
Underhive Journal: Orlock – The House of Iron adds new fighters and equipment for any Orlock gang, two new variant gangs and a set of campaign rules. Like the Escher and Goliath journals before it, each variant gang has its own fighter list, mixing fighters from the main Orlock list with ones unique to that variant.
The Outrider Gang

The road gang. Its leader, the Orlock Outrider Boss, costs 210 credits and comes with an Outrider Quad included in that cost, plus the Connected skill. Their rides can also take upgrades. One of them, Wheel Scythes (20 credits), gives +1 Attack when the fighter charges.

The Wrecking Crew

Wrecking Crews scavenge scrap from dead hives with heavy explosives and even heavier Ogryns. They're led by a Demolitions Captain who oversees the job from above with a jump booster, backed by a Demolitions Master and Wrecker Scouts. The Wrecker Scout costs 90 credits, comes with a jump booster and has the Dodge and Headbutt skills.
Their signature rule is Fire in the Hole!: a Wrecking Crew fighter hit by a friendly Blast weapon gets a 5+ invulnerable save against that hit. Handy when your own side is throwing explosives around.

New fighters and weapons for every Orlock gang
- Road specialists: four specialist gangers, including Road Blasters, who like a pair of pistols or sawn-off shotguns.
- Scrap welder: a new close-range weapon with Strength 6, AP -3 and Damage 2.
- Ogryn Minder: a bodyguard with Toughness 5 and 3 Wounds who can soak hits for nearby Leaders and Champions. It can be armed for combat, shooting or both, with the classic ripper gun as one of the options.

Campaign rules and Legendary Names
Like the Escher and Goliath journals, House Orlock gets its own Gang Tactics, Territories and Side Jobs. One territory, the Wild Snake Distillery, has a Battlefield Effect that lets fighters re-roll Cool checks. A set of six Bravado skills becomes Primary for all Orlocks.
Legendary Names are back, with eleven to choose from. Leaders and Champions can pick one when they join the gang, and other fighters can earn one through advancement. Two examples:
- Chancer: one re-roll of a single dice per battle, but the fighter can't choose new skills when advancing and has to roll for them.
- Bigman: Group Activations reach 6" instead of 3", but the fighter gets less benefit from cover, because they're so big they're easy to spot.

When can you get it?
The Underhive Journal goes up for pre-order on Saturday, October 31, together with a card pack and three boxed sets of new miniatures: the leaders and cyber-mastiffs, the Road Warriors and the Ogryn Minders. You'll need Gangs of the Underhive to use the journal's rules. Prices weren't in the preview. For the miniatures themselves, see the full House Orlock wave with pictures.
My take
Orlock players are eating well. Two variant gangs means two very different ways to play the same House: fast quads on one side, explosives and Ogryns on the other. Fire in the Hole! is my favourite rule here, because it basically gives the Wrecking Crew permission to blow up their own side. And Bigman being too big to hide behind cover is pure Necromunda humour. Outriders or Wrecking Crew, which one are you building?
Sources
- Warhammer Community: New rules for House Orlock gangs (October 26, 2026) warhammer-community.com



