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Necromunda House Specialities
(Citadel Journal)

An alternative to the standard gang advancement table. Before rolling for advancement, you must declare whether you using the standard or alternative table. The special table is not without risk, and the result stands.
 


House Escher Specialities

All Eschers can roll on a different advance table, if they wish, rather than the standard advance table. This is not without some risk however.

D6 Alternative Escher Advance Table
1   The gang member injures herself while stepping out once too often, miss the next scenario and then roll again on this table.
2   No advance gained, roll again on this table after the next scenario.
3-4 Roll for an Agility skill.
5   Roll again
    1-2......+1 Weapons Skill
    3-6......+1 Ballistic Skill
6   Roll again
    1-2......+1 Movement (Maximum of 5)
    3-6......+1 Initiative
 

Feminine Wiles

After each mission roll a die:
1-4 Nothing of note happens.
5   It must be Lurve! Select a ganger at random. A Scummer has fallen in love with her and will offer his services for free for the next scenario. If the gang wishes to use him again in succesive scenarios they must roll a die each time:
    1-2 The scummer becomes disillusioned and promptly leaves the gang.
    3-5 The poor love struck fool will continue to work for nothing in the next scenario.
    6   True love! The pair promptly disappear off into the underhive to make a new life for themselves. Remove the gang         member and her equipment from the gang.
6   Gang members 'persuade' a guilder into offering them a bargain. Roll on the rare items table, the gang can buy that item for half price.
 

Ratling Sniper
Escher women like their men nice and puny, so consequently they find the company of male Ratlings reassuring. An Escher gang can have up to one of these available for 60 credits.
 

 

M

WS

BS

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A

LD

Ratling

4

2

4

2

2

1

5

1

6

Maximum

4

5

7

3

3

3

8

3

8

A Ratling initially has 20+d6 experience points and can earn experience points and roll on the advances table, however a Ratling may only ever take skills from the Stealth and Shooting tables. A Ratling automatically has the Marksman skill for free. He can be equipped with the same weapons as a ganger. A Ratling consumes immense quantities of food, so costs the same as 2 normal gangers in upkeep.
 
 


House Van Saar Specialities

All Van Saar can roll on a different advance table, if they wish, rather than the standard advance table. This is not without some risk however.

D6 Alternative Van Saar Advance Table
 1  The gang member electrocutes himself, miss the next scenario and then roll again on this table.
 2  No advance gained, roll again on this table after the next scenario.
3-4 Roll for a Techno skill.
 5  Roll again
    1-2 +1 Weapons Skill
    3-6 +1 Ballistic Skill
 6  Roll again
    1-3 +1 Leadership
    4-6 +1 Initiative
 

Q Branch

After each mission roll a die:
1-4 Nothing of note happens.
 5  A job lot of Armour is ready for testing. The gang may purchase either d6 flak jackets or one other type of armour, at the standard price, i.e. no extra d6's are rolled.
 6  This is ready for the field, 007! A supporter of your gang offers them the rare item of your choice at the standard price, i.e. no extra d6's are rolled.

Squats

A Van Saar gang may have up to 2 of these sturdy abhumans available at a base cost of 120 credits each. Van Saar find the technical skills of Squats worthy of the highest respect, while the Squats enjoy the chance to show Humans just who is the superior race

 

M

WS

BS

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Squat

3

4

3

3

4

1

2

1

8

Maximum

3

7

6

4

5

3

5

3

10

A Squat may be equipped with any weapon except heavy weapons and initially has 20+d6 experience points. He can gain experience points. All Squats start with the Specialist skill and one other Techno skill. Included in the Squats price is a brace of Laspistols and a Flak Jacket. All Squats will always carry at least 2 pistols on their person at all times. Squats are notoriously stubborn and full of self-belief. Therefore they can always roll to escape pinning regardless of the presence of other gang members.
 
 


House Goliath Specialities

All Goliath can roll on a different advance table, if they wish, rather than the standard advance table. This is not without some risk however.

D6 Alternative Goliath Advance Table
1 The gang member injures himself while pumping too much iron, miss the next scenario and then roll again on this table.
2 No advance gained, roll again on this table after the next scenario.
3-4 Roll for an Strength skill.
5 Roll again
   1-4......+1 Weapons Skill
   5-6......+1 Ballistic Skill
6 Roll again
   1-3......+1 Strength
   4-6......+1 Toughness

Ogryns

Being halfway to Ogryns themselves, Goliaths really appreciate the sheer bulk and power of these massive abhumans and so will take every opportunity to provide them with gainful employment. A Goliath gang can hire up to 2 Ogryns at a cost of 180 credits each.

 

M

WS

BS

S

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A

LD

Ogryn

6

4

3

5

5

3

4

2

8

Maximum

6

7

6

6

6

5

7

4

10

An Ogryn initially has 60+d6 experience points and can earn experience points and roll on the advances table, though an Ogryn may only ever take skills from the Combat, Ferocity and Muscle tables.
Psychology- An Ogryn causes Fear. It is also quite dumb and so is subject to Stupidity unless a friendly gang member is within 2 inches at the start of it's turn.
Miscellaneous- An Ogryn is a massive humanoid and so costs the same aas 2 normal humanoids in upkeep. It also can always roll to escape pinning, regardless of whether friends are nearby.

Ripper Gun

A common item at 60 credits, this massive automatic shotgun is capable of ripping the arm off a human user, and used solely by Ogryns.
Weapon Short Long To Hit Short To Hit Long Strength Damage Save Mod  Ammo Special
Ripper Gun 0-6 6-12 +4 -2 4 1 - 6+ Sustained fire-2 Dice

 Leadership Challenge
When rolling for a Goliath leadership challenge (Outlanders Sourcebook), modify the dice as follows:
-1 if challenger is stronger than Leader
+1 if challenger is weaker than Leader
-1 if challenger is tougher than Leader
+1 if challenger is not as tough as Leader

This is because Goliaths value muscles over brains.
  


House Delaque Specialities

All Delaques can roll on a different advance table, if they wish, rather than the standard advance table. This is not without some risk however.

D6 Alternative Delaque Advance Table
 1  The gang member injures himself on one of the booby traps in training, miss the next scenario and then roll again on this table.
 2  No advance gained, roll again on this table after the next scenario.
3-4 Roll for a Stealth skill.
 5  Roll again
    1-2  +1 Weapons Skill
    3-6  +1 Ballistic Skill
 6  Roll again
    1-2  +1 Leadership
    3-6  +1 Initiative
 

Intrigue And Double Dealing

After each mission roll a die:
1-3 Nothing of interest occurs.
 4  The gang find an informant, a colleague or relative of a rival gang.This information costs 10 credits with every use.
    Roll every time you wish to use him:
     1  The informant double-crosses the Delaques (not very sensible move for
        longterm survival!). The other gang may choose whichever scenario they
        like without rolling on the Scenario table.
     2  The informant is uncovered and killed. No modifiers to the Scenario table
        apply.
     3  The data is of marginal use. Add or subtract 1 from the Scenario table.
     4  The data is useful. Add or subtract 2 from the Scenario table.
    5-6 The informant reveals detailed plans. The Delaques may choose the
        Scenario without rolling on the Scenario table.
    An informant can be used repeatedly against the other gang, once per scenario,
    until the informant is killed or double-crosses the Delaques.
 5  The gang have obtained some valuable information on a senior member of a noble house and decide to utilise it. The gang may either extort d6x10 credits from him or roll on the rare item table, where the item rolled is sold to the gang at half-price. However the noble might not be too happy with the gang. Roll a die and on the roll of a 1 or 2 then a Bounty Hunter will join the opposition gang's side for free in the next scenario!
 6  The gang persuades the Arbitrator's office to issue a warrant for the arrest of a rival gang. For the next scenario the gang may employ a Bounty Hunter for free, as his costs will be met by the Arbitrator.

Leadership Challenges
Delaques are not renowned for their loyalty and trusting natures and so a special table is used for Delaque Leadership Challenges:

1-2 Hand-to-Hand
3-4 Shoot-out
 5  Assassination! Use Outlaw Scenario 1: The Hit, form the Outlanders boxed supplement with each ganger siding as follows:
    1-2......Sides with challenger
    3-5......Stays out of it
    6........Loyal to the leader
    In addition, if there is more than 30 credits in the stash then the challenger
    has hired a Scummer to bump off the leader. Play as Scenario 1 until either the
    Challenger or Leader is taken out of action.
 6  Fanatically Loyal
 
 


House Cawdor Specialities

After each scenario roll d6, adding 1 if the gang won the battle.

1-3 Nothing of note happens.
 4  Recruiting Mission- This costs 25 credits, but you may roll a sustained fire dice for the number of Juves that join your gang for free (treat Jam as zero).
 5  Imperial Preacher- Roll for every member you wish to send to listen to the preacher's sermon.
     1  The gang member is overcome by zeal and joins a crusade for the next d3
        scenarios. He earns d6 experience for each scenario missed but at the end
        he must roll a d6. If he rolls a 1 then he does not return...
    2-4 The sermon is inspiring but no tangible benefit is gained.
     5  The sermon fills the gang member with righteous anger. From know on he is
        subject to Frenzy (or becomes a zealot if desired).
     6  The fighter comes away more determined than ever to die for the cause.
        Add 1 to his leadership characteristics (if less than his maximum).
 6  Mutant Hunt- Any gang member not required for collecting income or finding rare items after the scenario may join a mutant hunt downhive.Each gang mamber taking part earns d6 experience points but must roll a d6. On a roll of 1 they have been injured and must roll on the Serious Injuries Chart. Treat a roll of captured as eaten, unless they possess a concealed blade or the Escape Artist Skill.
 7  A Holy Relic is available at a cost of 100+4d6 credits. If possessed by the gang all Cawdors within 12 inches of the bearer may retake any Leadership based tests.
 

Hired Guns
Cawdors are renowned for their humourless and intolerant way of life. As a result many hired guns will have nothing to do with them. If a Cawdor gang wishes to use new hired guns in a scenario roll a d6, on a roll of 1-3 no new hired guns will work for them this scenario. However once a hired gun agrees to work for the gang he will continue to work for the gang regardless of the die roll.
No Cawdor gang will ever hire a Wyrd, indeed if the opposition ever have a Wyrd working for them then roll on the leader's Leadership with 3d6. If the roll is less than or equal to his Leadership then this gang is subject to Hatred for the entire scenario.

Leadership Challenges
As a house dominated by Redemptionists, Cawdor gangs use an alternative Leadership Chart:
 1  Hand-to-Hand
 2  Shoot-out
3-6 Fanatically Loyal
 
 


House Orlock Specialities

Orlocks have only one major advantage, and that is their powerful industry. Their armouries are always full to the brim with any exotic weaponry. To represent this, roll after each scenario on the following table:

1-2 Nothing of note happens.
 3  An ex-ganger takes one of your gangers aside and shows him how to use a special weapon. If you have a ganger who is not searching for rare items or collecting income off a territory then he may gain the Specialist skill at a cost of 10 credits.
 4  Imperial Guard Contract. The clan has been producing many rare and wonderful weapons for the Imperial Guard recently. As a result treat any rare weapons or gunsights as common until the next scenario.
 5  The gang does a favour for a prominent black marketeer. In return he offers you a slightly soiled heavy weapon that "fell off the back of a slave train!" The gang may purchase a heavy weapon of their choice for half-price. However the weapon is not in mint condition and so there is a -1 modifier on an ammo roll with this weapon.
 6  The gang is offered a discount by a prominent Orlock boss. The gang may purchase as many basic, pistol and close combat weapons and grenades as they like with 20% off the total price.

Orlocks can always purchase heavy and special weapons at 10% off their value, due to their vast stocks of such weapons in clan armouries.