| Necromunda Gangs | |||||||||||
| First of Necromunda is copyrighted by Games-workshop. These are unofficial gangs which must have the permission of all involved in the campaign before they can be used. I have created 2 new gangs, the first are called the Sump Knights and are located on this page. The second gang are the Rogue Techpriests. |
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| Sump Knights In some of the darkest places of the underhive, humanity has reverted back into primative societies. Some are family run structures (scavvies), tribal (Rat Skins), and fudal (Sump Knights). Much like the other outlaw gangs, no one remembers how they started or when they first appeared. Requirements: Lord: You must include one (and only one) lord Seer: You may only have one seer Knights: You may have any number of knights Yeoman: You may have up to maximum of three yeomen in your gang. Squires: You may have up to 1/2 of your total gang in Squires. Gigantic Spider: You may only have a single gigantic spider. Lord Cost:120 credits M Ws Bs S T W I A Ld 4 5 3 3 3 1 3 1 8 Weapons: The lord may be equiped with weapons from the Sump Knight close combat list only. Special Rules: Leadership, Rider (may purchase a mount) Court Seer Cost:125 credits M Ws Bs S T W I A Ld 4 3 3 3 4 1 4 1 7 Weapons: The court seer may have weapons from the Sump Knight close combat, ranged, and special weapons lists only. Special Rules: Trained Minor Wyrd, The seer starts with one chosen minor power and 1d4 random minor powers. When rolled, reroll any no power, multiple power, or major power results. Any future rolls taken, due to advancement, are rolled normally. Additionally, the seer is only effected by the perills of the warp on a roll of 12 (instead of 2 and 12) After each battle the seer may be able to make a suit of armor for the gang. On a roll of 6(d6) he has created something; roll another d6: (1-4) chitin armor (5-6) roll another d6: (1-2) flack armor (3-4) mesh armor (5-6) carapace armor. Rider (may purchase a steed). Knight Cost:50 M Ws Bs S T W I A Ld 4 4 2 3 3 1 3 1 7 Weapons: A knight may be armed from the Sump Knight close combat weapon list only. Special: Rider (may purchase a mount) Yeoman Cost:50 M Ws Bs S T W I A Ld 4 3 3 3 3 1 3 1 7 Weapons: Yeoman may use weapons from the close combat and ranged weapon Sump Knight lists. A yeoman may be the gunner (second rider) on a gigantic spider, as such he may purchase and shoot a Jezzail (only while riding, he can't lug it around!) Special Rules: Rider(may purchase a mount), gunner (may be the second rider on a gigantic spider) Squire Cost:25 M Ws Bs S T W I A Ld 4 2 2 3 3 1 3 1 6 Weapons: A squire may choose from the close combat and ranged weapon lists. Special Rules: Rider (may purchase a mount), Gunner (may be the second rider on a gigantic spider), When the squire reaches 21 exp. he must choose to become either a Knight or a Yeoman. If the gang already has 3 yeomen, he must become a Knight. Close Combat List Cost Ranged Weapon Cost Chain/flail 10 Autogun 20 Club 10 Blunderbuss 8 Javelin 15 Handbow 5 Knife Free/5 Musket 6 Massive Weapon 15 Spear 10 Special Weapons Cost Flamer 40 Armor Cost Bolter 35 Chitin Armor 15 Frag Grenades 30 Shield 15 Plasma Gun 70 Creatures Cost Lord Seer Knight Yeoman Squire Wolf Spider 40 y y y y y Gigantic Spider 250 y y y n(y) n(y) Giant Rat 35 n y y y y Weapons: Spear-When charging from a riden animal you get a +1 str, after that it is +1 init in HtH Javalin-You may throw a javelin 2x+2" for str:x hit. X=model's str. Ammo roll of 6+ Chitin Armor- Save of 6+. May never give a save of 2+ vs bows, even when combined with other things. Jezzail- A huge blunderbuss capable of shooting a fist sized bullet. Due to its horrible recoil, it may only be mounted on a gigantic spider and fired by the second rider. Ranges To hit Save Ammo Weapon Short Long Short Long Str Dam. Mod Roll Jezzail 0-18 18-36 - -1 5 1d3 -3 6+ Mounts and special mount rules Mounts are riden into battle only by their owner. If the owner dies, the mount may not be transfered. It simply wanders off looking for its master never to be seen again. Shooting When shooting at a mounted character, the shot is randomized, 1-3 it hits the mount, 4-6 it hits the rider. If the mount's rider goes down, it will simply hide in cover within 4" of its rider until he gets back up. If an enemy model comes within charge range, it will charge. Max Stats. Ganger M WS BS S T W I Ld Knight/Lord 4 7 5 4 4 3 6 9 Yeoman 4 6 6 4 4 3 6 9 Seer 4 6 6 4 4 3 7 9 Skills Available Ganger ag co fe mu sh st te Squire y Yeoman y y Knight y y y Seer y y y Lord y y y y Terrain- Sump Knights are allowed a single roll on the regular gang terrain chart. The gang may only control one piece of terrain at any one time. If they loose this piece of terrain, then roll again except use the outlaw table. Outlaws- Although tolerated by the Adeptus Arbites and Guilds, Sump knights are outlaws and all outlaw rules apply to them. It should also be noted that the Lord and Seer will not forage for food. There are many wonderful GW models that can be easily modified into this gang. No special work is needed. |
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