Bloodriders - the last bastion of the Knights The Bloodriders have existed in Necromunda for years, worshipping the ancient cavalry that had been the spearheads of armies in times past. They had wished to find a way to ride as themselves for so long it had nearly driven them crazy. But what they couldn't have, they couldn't have.
Then a Van Saar genetic engineer joined the Bloodriders. He created Horses, made the giant Rats rideable and turned some of the horses into Bakarga - huge horses with sharp teeth, antlers, and tusks. He cobbled Bikes together from thrown away clips and guns without ammo, and for the most highly placed in a Bloodrider gang, he made huge, tough, giant Lizards. Before he died, he left breeding stock of all the natural creatures and instructions on how to make the Bikes.
The Bloodriders were ecstatic. They trained and trained to become the best they could, and became so. They bought weapons and raw materials for their Bikes, and they used them against enemy gangs.
Ever since then, the Bloodriders have been a gang to be feared.
And on the battlefield, most never, never dismount.

Steeds:
All Bloodriders must ride a steed.
An Unproven Bloodrider may ride a Rat or a Horse.
A Bloodrider may ride a Rat, a Horse, or a Bakarg.
A Bloodspiller or a Bloodguard may ride a Rat, a Horse, a Bakarg, or a Bike.
The Blood Prince may ride a Rat, a Horse, a Bakarg, a Bike, or a Lizard.

At the level of Gang Champion, a Bloodrider may ride a Bike.
At the level of Gang Hero, a Bloodrider may ride a Lizard.

PROFILE M WS BS S T W I A Ld Cost
Rat 8 2 0 3 2 1 2 1 4 10
Special: None.

PROFILE M WS BS S T W I A Ld Cost
Horse 6 3 0 3 3 1 2 1 4 20
Special: None.

PROFILE M WS BS S T W I A Ld Cost
Bakarg 6 4 0 4 3 1 3 1 4 35
Special: The extreme amount of sharp bits on a bakarg give it +1 WS and +1 S on a charge.

PROFILE M WS BS S T W I A Ld Cost
Bike 12 - - - 5 2 - - - 65
Special: Bikes do one damage on a charge. Their guns are treated as one 24" range, Strength 3, 1 damage, 1 Sustained Fire die weapon. The guns are fired at the Bloodrider's BS.

PROFILE M WS BS S T W I A Ld Cost
Lizard 8 5 3 4 5 3 4 2 4 120
Special: Lizards get +1 S and +1 WS on a charge. They can spit acid as a weapon with 24" range, Strength 5, D2 damage, 2" template. Acid is fired at the Lizard's BS.

Dismounting: A Bloodrider has the option of getting off his steed. This is (obviously) the only way to climb ladders. However, every turn he is dismounted he must take a Leadership test. Any fails make him run at triple speed back to the steed and again get on. He may not get off the steed again in that battle.

1 Blood Prince
Your Blood Prince is the leader of a Blood Warband. He is the most highly placed in the Warband, and the other Bloodriders consider him almost divine.
PROFILE M WS BS S T W I A Ld Cost Exp.
Blood Prince 4 5 3 4 3 1 4 1 8 160 60+1D6
Weapons: Hand to hand, pistol, basic, special, grenades.
Special: As normal Leader, Steed.

1-4 Bloodguards
The Bloodguards are the mighty guardians of the Blood Prince. Among the entire Blood Warband, they are the most aloof, and will not talk to anyone for more than a few words - mostly orders.
PROFILE M WS BS S T W I A Ld Cost Exp.
Bloodguard 4 6 2 5 4 1 4 1 - 140 40+1D6
Weapons: Hand to hand.
Special: Must stay within 4" of leader, will never run until leader does, when reaches level of Gang Champion may have pistol, basic, special, and grenade weapons, Steed.

0-2 Bloodspillers
After the Bloodguards, these are the most trusted of the Blood Prince (and also, incidentally, the strongest) They are great with mechanical things and are given the biggest weapons in the entire warband.
PROFILE M WS BS S T W I A Ld Cost Exp.
Bloodspiller 4 4 3 4 3 1 3 1 7 100 60+1D6
Weapons: Hand-to-hand, pistol, basic, special, heavy.
Special: Steed.

1+ Bloodriders
The backbone of a Blood Warband, Bloodriders are individuals who have chosen to ride, to throw in their lot with the Warband and serve the Blood Prince all their days. They're slightly insane.
PROFILE M WS BS S T W I A Ld Cost Exp.
Bloodrider 4 4 2 4 3 1 3 1 7 80 20+1D6
Weapons: Hand to hand, pistol, basic, grenades.
Special: Steed.

Unproven Bloodriders
Completely green warriors occasionally join a Blood Warband in the hope of protection from other gangs. They stay at a low level in the warband until they prove themselves, at which time they may ride with the other Bloodriders.
PROFILE M WS BS S T W I A Ld Cost Exp.
Unproven
Bloodrider
4 3 1 4 3 1 3 1 6 35 0
Weapons: Hand to hand, pistol, grenades.
Special: At 21 experience becomes a Bloodrider with no profile change, Steed.

Damage to Steeds:
Any enemy ganger may choose to aim at a Bloodrider's steed rather than the Bloodrider himself. This gives a -1 BS penalty (it's a tricky shot) unless any sort of sight is possessed, in which case the shot is taken at normal BS with the sight's bonus.
If the steed is taken out of action, check the following table.
Steed: Out of Action effect:
Rat The undisciplined Rat goes down in a storm of biting and kicking - the target, unfortunately, being it's Bloodrider! The Bloodrider is taken out of action, and, as usual, must roll on the Serious Injuries chart.
Horse The Horse screams, but does little more as it falls. The Bloodrider is taken out of action but needs not roll on the Serious Injuries chart.
Bakarg As for Horse.
Bike In a spectacular explosion, the Bike - well, explodes. The Bloodrider is hurled D6" in a direction indicated on the scatter die, and must roll on the Serious Injury chart (the injury comes into play in the next battle). However, the rider is not taken out of action, he may shoot and move as normal. (Hey, no point pining over a bunch of metal.)
Lizard The Lizard grunts and crashes to the ground - but he's not dead (none of the steeds are, they can be healed, more on that later). The rider of the Lizard from then on is counted as being on overwatch, as he cares for his stricken Lizard, tells it everything's going to be all right, just fine, and firing at anyone who even appears to be going near his beautiful Lizard. If he is charged, he will fight hand-to-hand combat.

Healing/Repairing Steeds: To use a steed that was taken out of action in the next battle, you must pay half it's cost (non multiples of 5 dropped entirely) out of your income.

Bloodrider Skills:
Unproven Bloodrider: Combat, Riding.
Bloodrider: Combat, Riding, Shooting.
Bloodspiller: Combat, Riding, Shooting, Techno.
Bloodguard: Combat, Riding, Muscle, Ferocity.
Blood Prince: Combat, Riding, Shooting, Techno, Stealth.
Riding:
D6 Roll Advancement
1 Gallop - steed can run and charge at triple, rather than double, it's move rate.
2 Objectivity - the Bloodrider, although he loves his steed, can live without it. He needs not take Leadership tests when dismounted.
3 Terrifying Charge - the Bloodrider causes fear.
4 Thundering Hooves/Engine - the Bloodrider's steed does one extra damage on charge.
5 Hit and Run - the Bloodrider can make a hand-to-hand attack as he goes past (in base to base contact) an enemy.
6 Healer - the Bloodrider's steed costs only a quarter of the cost to heal instead of half.