Necromunda Gang Pitslaves.pdf

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PIT SLAVES
By Andy Chambers
What follows are the rules for using the new Pit Slave gang in your games of
Necromunda. This means that you can now wreak vengeance on the Guilders that
incarcerated you for so many years…
have been captured by hive gangs or Guild-
sanctioned Watchmen and sold to the
Guilders. They are little more than property in
the Guilder’s hands, doomed to work in the
mines, fighting pits or on the pack trails for
the rest of their lives. Most Pit Slaves are
outlaws, thieves and renegades who have
finally been brought to justice, but others are
simply unlucky individuals who were
captured and had nobody who would pay
their ransom.
The Guilders usually ‘modify’ slaves for their
new lives with crude implants and basic
bionics – blades and saws for fighting or drills
and hammers for work in mines and forges.
Plugs and connection points mark their flesh
and they are pierced with steel rods and metal
plates to strengthen their bodies. If a slave
proves useful to the Guilders, their implants
are progressively upgraded so that hardened
pit fighters become inhuman caricatures of
the warriors they once were.
The toughest and most determined Pit Slaves
escape their incarceration. They may escape in
ones or twos or in mass break-outs of dozens
if a mine collapses or a caravan is attacked.
The vast and chaotic wastes of the Underhive
provide ample hiding places for these
A Pit Slave gang
emerges from the
low levels of the
hive, to ambush a
Delaque gang
under contract
from the Guild.
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P it Slaves are gang fighters or hivers who
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Pit Slaves
desperate souls and relatively
few are recaptured by the
Guilders or bounty hunters;
generally the Guild writes off its
losses and buys up more slaves.
Lone Pit Slaves commonly join
up with gangs as hired guns, but
groups of them band together
for mutual support and run with
the outlaw gangs at the edges of
the badzones. They raid Guilder
caravans and settlements for
food, weapons and extra
implants to upgrade or replace
damaged parts. Closest to their
hearts, of course, is causing the
Guild as much trouble as
possible.
Outlaws. Pit Slaves are an
Outlaw gang and all of the
Outlaw rules apply to them with
the exceptions noted below.
Territory. Pit Slaves start with
one piece of territory generated
on the Outlaw Territory table.
This is the slave’s camp in the
wastes and normally they cannot
hold more than a single piece of
territory at a time. The Pit Slaves
can decide to move their camp
after any game, crossing the old
territory off their roster at the
end of the post battle sequence
and generating a new camp on
the Outlaw Territory table immediately. If the
Pit Slaves are fortunate enough to find a
Power Cable Tap (a roll of 56 on the Outlaw
Territory table) they can use it to recharge
their implants, giving the whole gang +1 to
their Initiative characteristic for the first turn
of the game.
Captured Territories. Any additional
territory captured from other gangs can either
be taken as the Pit Slaves’ new base camp
(cross the old base camp off the roster) or
looted and destroyed (see the Outlaw rules
for details of looting).
Income. Pit Slaves collect income from their
one piece of territory like any other Outlaw
gang. Pit Slaves can also forage in the wastes,
although they aren’t very good at doing so (all
those squeaky joints and clanking bionics
scare off the wildlife) so Pit Slaves always
deduct one from their foraging roll.
Trading. Pit Slaves roll on the Outlaw
Trading chart.
Hired guns. Pit Slaves can make use of any
Hired Guns that they can afford, other than
bounty hunters (for obvious reasons).
Starvation. Pit Slaves suffer the effects of
starvation just like anybody else, however
because they are partially made of metal they
need less food to survive. Each Pit Slave only
needs 2 credit’s worth of food to avoid
starvation.
Bounty. Escaped Pit Slaves are considered
extremely troublesome by the Guilders, so
they are worth a bounty equal to their total
cost, just like any other Outlaw.
Capture. Their experience of absconding
means Pit Slaves all count as having the Escape
Artist skill, so they will always evade capture
after a game. Gang fighters captured by Pit
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Pit Slaves
PIT SLAVE CHIEF............ 130 credits
The Pit Slave Chief is a
natural leader, the one
who the others look to for
direction and purpose.
Usually the Chief is the
one who led the others to
freedom, who planned
their escape and who has
kept the Slaves together
through their wanderings
ever since. Pit Slave Chiefs
have to work hard to keep
their position amongst the
cut-throats and back-
stabbers they lead, a
favoured method being to
accumulate as many
bionic implants and
armour upgrades as
possible. A fully arrayed
Chief is terrifying, his
many arms whirring and snapping insanely.
You can have one pit slave Chief in your gang.
Outlanders rules.
Bionics. If Pit Slaves
capture a gang fighter who
has any bionic parts they
may remove them and re-
attach them to any
member of their gang
(though the chief usually
gets first pick). The gang
must include a Pit Slave
Techno in order to regraft
bionics in this way.
Injuries. If a Pit Slave
suffers a permanent injury
to a location which has
been replaced with a
bionic implant or Pit Slave
weapon, the implant or
weapon is destroyed but
no further harm is done.
Destroyed weapons can be
replaced at the standard
cost shown later. A gang
which includes a Pit Slave
Techno can repair
damaged weapons and
bionics on a D6 roll of 6.
The Techno can only
attempt to repair each
damaged bionic or Pit
Slave weapon once; if the
roll is failed, the weapon
or implant is damaged
beyond repair.
Profile
MWSBS S T W I ALd
Pit Slave Chief
444331418
Weapons
A Pit Slave Chief may be given weapons chosen from the Pit Slave,
Close Combat, Pistol and Special Weapons, plus the Grenades and
Shotgun Shells sections of the special Pit Slaves lists.
Equipment
A Pit Slave Chief may be equipped with armour plates for 20 credits
each.
SPECIAL RULES
Leadership. A Pit Slave Chief commands respect from his gang and
they are emboldened by his presence. This means that any Pit Slaves
within 6" of the Chief may use his Leadership value when they take
Leadership tests. A Pit Slave Chief can always attempt to recover
from being pinned even if there are no Pit Slaves within 2" of him.
Experienced. A Pit Slave Chief will already be hardened by his
experiences, so he gets one roll on the Advance Roll table.
Many Arms. Pit Slave Chiefs commonly ‘acquire’ extra implants.
Because of this a Pit Slave Chief may choose two Pit Slave weapons
instead of one. A Chief with two weapons will gain an extra attack
and may choose to resolve hits in close combat using either of the
weapons.
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or
Slaves can be ransomed or
sold as slaves. Some Pit
Slave gangs will not sell
prisoners into slavery on
principle, but others have
no qualms about casting
others into the hell they
have escaped from. It is
left to the player to decide
whether he wishes to be a
crusading freedom fighter
or an embittered renegade
cyborg.
Scenarios. Pit Slaves roll
on the Outlaw Scenario
table. If the Pit Slaves can
choose which scenario to
play they can pick any of
the ones from the
Necromunda
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Pit Slaves
PIT SLAVE TECHNO........ 90 credits
PIT SLAVE....................... 60 credits
Technos are charged with the upkeep and
maintenance of Pit Slaves, whether it be as
simple as oiling gears and tightening chains or
as complex as transplanting new bionic limbs.
Most Technos are members of House Van Saar
who have been captured in the constant inter-
house skirmishing and enslaved by the
Guilders. When a gang of Pit Slaves makes a
break for it, a wise Chief will ensure that they
take a Techno with them to make repairs and
keep the gang going.
You can have one Pit Slave Techno in your
gang.
Pit Slaves make up the rest of the gang,
scarred half-men with bitter memories of the
normal life they used to enjoy. Outsiders often
note that the more cybernetic parts a Slave is
grafted to, the more their humanity seems to
be leeched away. The most heavily modified
Slaves can shut down for hours at a time,
sitting motionless and staring into space.
Nonetheless, Pit Slaves make frightening
opponents in combat, hard-bitten and careless
of their own wounds as they rend apart
opponents with industrial-sized buzz saws or
drills.
You can have any number of Pit Slaves in your
gang.
Profile MWS BS S T W I A Ld
Techno 4 2 2331317
Weapons
A Pit Slave Techno may be given equipment
chosen from the Close Combat, Pistol and
Special Weapons, plus the Grenades and
Shotgun Shells sections of the special Pit Slaves
lists.
Profile MWS BS S T W I A Ld
Pit Slave 4 3 3331317
Weapons
A Pit Slave may be given equipment chosen
from the Pit Slave Weapons, Close Combat,
Pistol plus Grenades and Shotgun Shells
sections of the special Pit Slaves lists.
Equipment
A Pit Slave Techno may be
equipped with
armour
plates
for 20
credits
each.
Equipment
A Pit Slave may be equipped with armour plates
for 20 credits each.
SPECIAL RULES
Experienced Pit Slaves will have already
garnered more experience than most hivers, so
they get one roll on the Advance Roll table
when they are recruited.
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Pit Slaves
Armour Plates. Pit Slaves often fashion
armour plates for themselves from scrap
debris in the hive bottom. While these give
effective protection, they are heavy and
cumbersome. A Pit Slave may be protected by
up to a maximum of three armour plates,
giving him an armour saving throw but
reducing his Initiative characteristic as shown
below.
The Initiative modifiers for armour plates will
reduce a Pit Slave to a minimum Initiative of 1.
CLOSE COMBAT WEAPONS COST
Chains and Flails
10
Chainsword
25
Clubs, Mauls and Bludgeons
10
Knife
free/5
Sword
10
GRENADES, & SHELLS
COST
Frag Grenades
30
No. Plates Armour
Initiative
Krak Grenades
50
Saving
Throw Mod
Man-Stopper Shotgun Shells
5
1
6+
0
Hot Shot Shotgun Shells
5
2
5+
-1
Bolt Shotgun Shells
15
3
4+
-2
Dum Dum bullets for Stub Gun
5
PIT SLAVE WEAPONS LIST
PIT SLAVE WEAPONS COST
Rock Drill 15
Claw 15
Shears 15
Buzz Saw 25
Chainsaw 25
Hammer 20
SPECIAL WEAPONS COST
Autogun 20
Shotgun (solid shot/scatter shells) 20
Boltgun 35
Flamer 40
Lasgun 25
Grenade Launcher (grenades extra) 130
Melta-gun
95
Plasma Gun
70
PISTOL WEAPONS
COST
Stub Gun
10
Autopistol
15
Laspistol
15
Boltpistol
20
Hand Flamer
20
Plasma Pistol
25
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