Rogue Techpriest Gang
In the years lost by time, when the emperor still wore the flesh of a man, forgeworld Mars worshiped the machine god. When the emperor united Earth under a single banner, his next conquest was Mars.
  Upon arriving on Mars, the ancient Techpriests declared him to be the incarnation of the machine god. All were not in agreement. What insued was a bloody, short civil war. The rogue techpriests were forced into exile, with them they brought technology long since declared too dangerous for use.
  From hidden bases they still send monsterous creations to assault the false emperor and bring an end to his kingdom. Unfortunately, they tend to be nothing more then minor disturbances.
4167.5.6---Reentering inner solar system.
             ---Activating solar panels
             ---Fusion reactor at 22%
4167.9.12--Cloning Chambers online
             ---War Golem assembly started
4170.1.1---Plasma cells at full charge
            ---Cloning complete
             ---War golem x12332 operational
4170.1.2---Warp insertion of inserrection team
                3454 to Forgeworld Necromunda
                complete
4170.1.6---Leaving inner solar system
            ---Commence hybernation cycle
Rogue Techpriest Gangs in Necromunda
   A Rogue techpriest gang in necromunda is a single inserrection group that has been inserted to cause trouble. It has no contact with its orginal base, nor any other Rogue Techpriest gangs. The are on there own, but they are well equiped to survive.

The Gang
Techpriest: You must have at least one Techpriest (of either type).
War Golem: You may have 0-1 war golems in the gang.
Servitors: You may have any number of servitors in the gang.

FerroTech Priest                       Cost:140 credits

   M  WS  BS  S  T  W  I  A  Ld  Save  Power Save
   4   3   3  3  3  1  3  1   8   4+       6+

Description: Long before the forge world of Mars fell under the sway of the Emperor, the techpriests ruled supreme. The Ferrotechs new the secret of metal and machine. It was they who created the awesome titans to crush their enemies. No longer man, but not fully a machine, Ferrotechs are truely one with their creations.

Weapons: The techpriest may choose any pistol, basic, special, close combat, and pit-slave weapons. However, he may only choose one ranged and one close combat weapon. These weapons will become part of his armor and may NOT be changed for as long as the ganger survives. The techpriest has a suit of armor that may well have been the fore runner of moder power or even terminator armor. The suit gives him an unmodifiable 6+ powerfield save (usable only against ranged attacks)and a normal 4+ armor save.

Special Rules: The techpriests are very motivated and highly versitile. As such they may test to unpin even if their is no friendly model within 2". Also, the techpriest model with the highest leadership value is used to test for gang bottle tests.

Biotech Priest                          Cost:125 credits

   M  WS  BS  S  T  W  I  A  Ld
   5   3   3  3  3  3  3  1   8

Description: As the ferrotechs were to machine, so the Biotechs were to the body. It was they who taught the Emperor the skills to make the first space marine legions and his primarchs. They require no lab, for their own body is always with them. They have unlocked the secret of the gene and the power of the warp. They use both to destroy their foes.

Weapons: The Biotech uses his own body to experiment with. As such he uses none of the weapons from any list.

Special Rules: All of the special rules from the Ferrotech apply plus the following. The biotech starts with a random minor and major wyrd power (reroll multiple and no power results). Biotechs have enhanced psy defences (long since forgotten by the empire), they are uneffected by the parrels of the warp. The biotech may also purchase one mutation at the start of the game. Before each game, a biotech MUST choose one of his own stats to "experiment" on. Roll a 1d6 to determine the impact on the stat, 1=(-2), 2=(-1), 3=(no change), 4=(+1), 5=(+2), 6=(+3). The stat will return to normal during the collect income phase. This may be used on armor if the character has the mutation of spikes. If this experiment results in a stat of 0 or less, a horrible accident has happened. The character will not be able to participate in that fight while he tries to repair himself.
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