NiS/Crew Creation

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NiS Archetypes[edit]

Imperials[edit]

Independent[edit]

Impressionable Youth[edit]

0-1
Cost: 15cr
Faction: Independent, Outlaw
Starting experience: -10

Every now and again, a crew will find itself burdened with a stowaway who is little more than a child. Usually, the stow away is left at the nearest space-port, but sometimes the kid manages to endear himself to the crew, and he or she is allowed to stick around.

M	WS	BS	S	T	W	I	A	LD
4	1	1	2	2	1	2	1	5

Special:
Negative Experience: The impressionable youth starts with –10 experience. He gets 1 advance at –5 experience, and a second advance when he reaches 0 experience. In addition, upon reaching 0 experience, he gets +1 Strength, Toughness, Initiative, and Leadership (Growth spurt, if you would).

Impressionable: Upon reaching 0 experience, select a “role model” for the impressionable you by randomly selecting a member of your gang. Note, if it is impossible for the youth to become like the selected crewman (e.g., the selected crewman is a scavie or a xeno, you may roroll the role model. From now on, treat the impressionable youth as the juve in the Archetype of his role model. Note: this does not change his stats, but he gains any special abilities and skill tables of his new Archetype.

Disobedient: If the impressionable youth is ever left on the HQ ship, the captain must take a leadership check. If this check fails, the little bastard has stowed away on the landing ship and you must take him into combat. Unless he is within 2” of another crew member, he is subject to the rules for stupidity. In addition, any models within 2” are at –1 to their initiative because they have to watch out for the impressionable youth. Also, if the impressionable youth is wounded, anyone within 2” at the time does not get their d6xp for taking part in the fight.

Flyboy[edit]

0-2
Credits: 25
Starting Experience: 20+d6
Faction: Freelancer. Special, Rare 7
Skills: Piloting, Ferocity, Techno
Equipment: Melee, Pistol, Grenades and Shells

M	WS	BS	S	T	W	I	A	LD
4	2	2	3	3	1	4	1	7


Pistolero[edit]

0+
Cost: 60
Starting Experience: 20+d6
Faction: Freelancer, Crew, Rare 6
Skills: Shooting, Ferocity, Agility
Equipment: Pistol, Grenades and Shells.

[fluff text]

M	WS	BS	S	T	W	I	A	LD
4	2	3	3	3	1	3	1	7

Special:
Pistol Marksman: If the pisolero rolls the marksman skill, he may use all of its benefits with a pistol. However, he may not use skills like rapid fire, fastshot, or gunfighter the turn in which he uses marksman.

Intuitive Gunfight: Pistoleros have mastered the zen dance of death dealing. The move around the battlefield in an intuitive ballet, rolling and spinning with incoming fire. The pistolero’s ark of fire is 360 degrees. In addition, if he is pinned he can take an immediate initiative test: if the test is successful he can dive d3” toward cover.

Ninja[edit]

0+
Cost: 75
Starting Experience: 40+d6
Faction: Freelancer, Elite, Rare 10
Skills: Combat, Stealth, Agility, Ferocity.
Equipment: Melee, Pistol, Grenades and Shells. Smoke Grenades, Grapnel, Throwing Star.

[fluff text]

M	WS	BS	S	T	W	I	A	LD
4	4	3	4	3	1	4	1	7

Special
Ninja Skills: the Ninja starts off with the skills of Dive, Sneak Up, and Cat Fall

Skill Replacements: If the ninja rolls a skill that he starts with, replace it with the following skills:

  • Unseen Walk (replaces Dive). The ninja has the uncanny ability to use distraction and shadows to move through open spaces unseen. If the ninja begins his movement hidden and ends his movement hidden, he is considered hidden for the entire turn, even if he passed over open ground.
  • Surprise Attack (replaces Sneak Up). If the Ninja charges from hiding, or attacks with a silent weapon from hiding, the target may not dodge. In addition, his weapons skill is halved in the first round of combat, and he is taken out of action on a 4+.
  • Diving Charge (replaces Catfall). If the Ninja is on a higher level than the target of his charge, he may leap d6” from the ledge (Ninja’s with the leap skill may leap 2d6”). If the leap falls short, the Ninja takes falling damage as normal. However, if the leap is enough to reach the target, fight a round of combat as normal. In addition to the normal damage of combat, the loser also takes the damage from the fall.


Bounty Hunters[edit]

With all the pirates, aliens, criminal, scum, heretics, and mutants floating around imperial space, it is not at all uncommon for bands of bounty hunters to put up money for a small ship and make themselves a living by bringing the lawless in for justice. Bounty hunters are, by nature, highly independent and not much used to taking orders, however, when leadership is needed, it naturally falls to the oldest, most grizzled, most wily member of the crew emerges as the de facto leader.

A gang may have only one bounty hunter of any type.

Bounty Hunter Elite[edit]

Credits: 105
Starting Experience: 60+d6
Faction: Freelancers. Elite, Rare 9
Skills: Combat, Agility, Ferocity, Shooting, Stealth
Equipment: Melee, Pistol, Basic, Special, Grenades and Shells

M	WS	BS	S	T	W	I	A	LD
4	4	4	3	3	2	4	1	7

Special:
Capture: Models taken out of action in close combat are automatically captured, regardless of who wins the game, and whether or not the bounty hunter is taken out of action

Bounty: Whenever a bounty hunter captures an enemy, on the roll of a 5+ they are identified as an outlaw and they (and their equipment—its evidence you see) can be turned over to the nearest planetary authority for a bounty equal to his total points including equipment. This bounty is included in gross profits, and must pass through on the income chart before it goes into stash.

Small Fry Bounty: If the Bounty Hunter Leader does not go out of action, then, in the post game phase, he may use his post-game action to collar a couple of small fry bounties for d6x10cr.

Captain:
A Bounty Hunter Elite can be made the captain of the ship for an additional 35 cr. If he is made captain, he gets the Leadership abilities, +1 LD, and access to Techno Skills.

A bounty hunter crew can have 0-2 Bounty Hunter Elites, and any number of Bounty Hunters or Novices. Bounty Hunter Crews cannot take any outlaws.

We Deal in Lead: The first rule of keeping together a bounty hunter crew: the one thing a bounty hunter is not is a merchant. Any bounty hunters leader who tells his crewmen to load and unload boxes isn’t going to have a crew for long. A bounty hunter leader’s ship may not gain income from cargo bays or the mining rig attachment to drop ships.

Bounty Hunter[edit]

Cost 80 cr
Starting Experience: 20+d6
Faction: Freelancers. Ganger, Common
Skills: Combat, Shooting, Stealth
Equipment: Melee, Pistol, Basic, Grenades and Shells

M	WS	BS	S	T	W	I	A	LD
4	3	3	3	3	1	3	1	7

Special:
Capture: Models taken out of action in close combat are automatically captured, regardless of who wins the game, and whether or not the bounty hunter is taken out of action.

Bounty: Whenever a bounty hunter captures an enemy, on the roll of a 5+ they are identified as an outlaw and they (and their equipment—its evidence you see) can be turned over to the nearest planetary authority for a bounty equal to his total points including equipment. This bounty is included in gross profits, and must pass through on the income chart before it goes into stash.

Popcorn Bounty: If the Bounty Hunter does not go out of action, then, in the post game phase, he may use his post game action to collar a couple of smalltime hoods for d6x5cr.

Bounty Hunter Novice[edit]

Cost 50 cr
Starting Experience: 0
Faction: Freelancers. Juve, Common
Skills: Combat, Shooting, Stealth
Equipment: Melee, Pistol, Grenades and Shells

M	WS	BS	S	T	W	I	A	LD
4	2	2	3	3	1	3	1	6

Special
Advancement: Upon reaching 21 experience, a bounty hunter novice becomes a full fledged bounty hunter, and gains the bounty hunter skills of Capture, Bounty, and Popcorn Bounty, and can use basic weapons.

Assistance: While not qualified yet to go hunting bounties on their own, Novices often assist more experienced bounty hunters in collecting bounties. As his post-game action, a novice may gant a +1 bonus to a Small fry or Popcorn bounty roll.

Ex-Imperial Guard[edit]

Ex-Imperial Guard[edit]

0+
Credits: 55
Starting Experience: 20+d6
Faction: Freelancer. Crew, Rare 6
Skills: Shooting, Combat, Stealth
Equipment: Melee, Pistol, Basic, Grenades and Shells. Flack Armor.

[Flavor Text]

M	WS	BS	S	T	W	I	A	LD
4	3	3	3	3	1	3	1	7

Advances Small Unit Tactics: All models within coherency (that is, within 2,” or within 2” of someone within 2” etc.) with the ex-IG can use his leadership for all tests on that characteristic. In addition, if the ex-IG is “walking point”—that is, he is the first man in the group—any model within coherency can interrupt an over watch shot fired at the squad. If a model chooses to interrupt, that counts as his turn.

Radio Man: The ex-IG had some experience on the vox in the core. Thus, he knows a couple of tricks to make sure the message gets through clearly. Add +2 to all comms checks.

Ex-Imperial Guard Veteran[edit]

0-1
Credits: 55
Starting Experience: 30+d6
Faction: Freelancer. Crew, Rare 8
Skills: Shooting, Combat, Stealth, (roll a d3: 1 Muscle, 2 Ferocity, 3 Techno)
Equipment: Melee, Pistol, Basic, Grenades and Shells. Flak, Mesh.

M	WS	BS	S	T	W	I	A	LD
4	3	3	3	3	1	3	1	7

Special
Experienced: The veteran has seen a good amount of combat in his time, and thus he starts off with two free rolls on the advancement table. However, not all of that experience has been good: to see what lingering effects he has from his service, roll a d6 1-3: War wounds: the veteran has suffered a serious injury. To determine the extent of his injury, roll on the injury chart, re-rolling “Dead,” and any result above a 45. 4: Withdrawn: Although he has no physical scars, the psychic scars are deep enough to make him avoid human contact. The veteran may not search for rare trade. 5: Deserter: Change the veteran’s faction from freelancer to outlaw. In addition, if the veteran comes in contact with a commissar, if the commissar passes a leadership test he recognizes the deserter and turns hostile. 6: Deathwish: Although he never shares it with anyone, some part of his past must be so horrible that some part of him just wants to die. Sometimes, in the stress of combat, this manifests itself into recklessness. No more than once per episode, the GM can force the veteran to take a leadership test. If the test fails, the GM can move the veteran for the turn.

Advances Small Unit Tactics: All models within coherency (that is, within 2,” or within 2” of someone within 2” etc.) with the veteran can use his leadership for all tests on that characteristic. In addition, if the veteran is “walking point”—that is, he is the first man in the group—any model within coherency can interrupt an over watch shot fired at the squad. If a model chooses to interrupt, that counts as his turn.

Radio Man: The veteran had some experience on the vox in the core. Thus, he knows a couple of tricks to make sure the message gets through clearly. Add +2 to all comms checks.

Advanced Weapons Training: The veteran can now take special or heavy weapons.

Ex-Imperial Guard: Special Forces[edit]

0-1
Credits: 95
Starting Experience: 60+d6
Faction: Freelancer. Elite, Rare 10
Skills: Shooting, Combat, Stealth, Ferocity (roll a d3: 1 Muscle, 2 Agility, 3 Techno)
Equipment: Melee, Pistol, Basic, Special, Grenades and Shells. Flak, Mesh, Carapace.

M	WS	BS	S	T	W	I	A	LD
4	3	3	3	3	1	4	1	8

Special
Training Chose one of the following: Sniper: Marksman, +1 Ballistic Skill, Chose between WS and BS advances Scout: Infiltrate, +1 Weapons Skill, Chose between WS and BS advances Grenadier: Strength +1, Throw Grenades 3x Strength, Ignore Grenade Ammo Rolls on a 4+

Small Unit Tactics: All models within coherency (that is, within 2,” or within 2” of someone within 2” etc.) with the veteran can use his leadership for all tests on that characteristic. In addition, if the veteran is “walking point”—that is, he is the first man in the group—any model within coherency can interrupt an over watch shot fired at the squad. If a model chooses to interrupt, that counts as his turn.

Advances Small Unit Tactics:

Radio Man

Ex-Imperial Guard Officer[edit]

0-1
Credits 80
Starting Experience: 60+d6
Faction: Freelancer. Elite, Rare 10
Skills: Shooting, Combat, Stealth, Ferocity (roll a d3: 1 Muscle, 2 Agility, 3 Techno)
Equipment: Melee, Pistol, Basic, Special, Grenades and Shells. Flack, Mesh, Carapace.

M	WS	BS	S	T	W	I	A	LD
4	4	4	3	3	1	4	1	8

Special
Small Unit Tactics: The officer gets the Small Unit Tactics advancement for free.

Captain An ex-IG officer can be made the captain of your ship for 55 credits. If he is made the captain, he gains the Leader’s skills, and randomly selects two skills from his d3 selection. In addition, the crew gains the following benefits:

Iron Will: The captain has managed to live through the meat grinder that is the Imperial Guard; he sure as hell isn’t going to flinch in the face of some pirates. The Captain gets the iron will skill for free.

Loyalty: The captain will not be challenged for leadership by any other ex-IG soldiers.

Recruiting: The gang gets +2 to the rare trade roll to recruit ex-imperial guardsmen. In addition, all limits for starting gangs are increased by +2.

Ex-Imperial Guard Engineer[edit]

0+
Credits: 50
Starting Experience: 20+d6
Faction: Freelancer. Special, Rare 7
Skills: Shooting, Engineering, Techno
Equipment: Melee, Pistol, Basic, Grenades and Shells. Flack Armor.

M	WS	BS	S	T	W	I	A	LD
4	2	3	3	3	1	3	1	7

Special
Mechanic: The character is considered to have +1 leadership when attempting to repair anything.


Outlaw[edit]

Smuggler[edit]

0-1
Credits: 60
Starting Experience: 20+d6
Faction: Outlaw. Special, Rare 8
Skills: Shooting, Stealth, Agility
Equipment: Melee, Pistol, Basic, Grenades and Shells

[flavor text]

M	WS	BS	S	T	W	I	A	LD
4	2	3	3	3	1	3	1	7

Special
Illicit Trader: The smuggler is expert at not only sneaking goods past planetary customs officials, but also at fetching top dollar for good that are of questoinable legality. If the smuggler did not go out of action n the previous battle, add +2 to the income rolls from all the ships smuggling stashes.

Black Market Sense: If the goods are illegal, chances are the smuggler knows where to look for them, and what they are worth. If the smuggler is trying to locate any item out of the outlaw trading post (or any other item deemed by the GM to be illicit), he gets +1 to his rare trade roll, and subtracts 2d6 from the items variable cost.

Grifter[edit]

0-1
Credits: 60
Starting Experience: 20+d6
Faction: Outlaw. Special, Rare 9
Skills: Shooting, Stealth, Agility
Equipment: Melee, Pistol, Grenades and Shells

The grifter: a combination of a gambler and a drifter. These souls wander from hand of cards to hand of cards, playing

M WS BS S T W I A LD
4 2  3	 3 3 1 4 1 7

Special
Gambler: The grifter may take his post-game action to try his luck. Usually, however, there isn’t much luck involved because the grifter is a master of cheating, and thus will collect d6x5 credits. If you roll a 6, the grifter is on a roll: you may roll another d6 and add it to the first. If, however, you roll a 1 at any time, he goes bust and you lose d6x5 cr. If this roll comes up a 1, the grifter has been caught cheating and they take their satisfaction out of his hide: he must roll on the serious injury table, and he misses the next game.

Advances
High Roller: If the grifter selects this advance, increase the stakes of his Gambler skill to d6x10.

Slight of Hand: The grifter is a master of slight of hand and card tricks… I skill which he can put to use to relieve distracted people from their possessions. If the grifter selects this skill, once during every melee he may attempt to steal an item that his opponent is not holding in his hands. To steal the item, the grifter selects an pistol-sized or smaller item and makes an initiative check. If the check passes, the add the item to the grifter’s inventory (and the opponent is none the wiser). If he fails, treat him as if he fumbled during that round of combat.

Pirates[edit]

Pirate Captain[edit]

0+
Cost:
Starting Experience: 60+d6
Faction: Outlaw, Elite
Skills: Shooting, Ferocity, Combat, Techno, Shiphand, Piloting
Equipment: Melee, Pistol, Basic, Grenades and Shells, Special.

M	WS	BS	S	T	W	I	A	LD
4	4	4	3	3	1	4	1	8

Special Leader: If you include a pirate captain on your ship, he must be the leader. Therefore, the cost of making him the leader is already figured into his price.

Plunder:

Reputation:

Pirate: Old Salt=[edit]

0+
Cost:
Starting Experience: 60+d6
Faction: Outlaw, Crew, Rare 6
Skills: Shooting, Ferocity, Combat, Shiphand
Equipment: Melee, Pistol, Basic, Grenades and Shells.

M	WS	BS	S	T	W	I	A	LD
4	3	3	3	3	1	3	1	7

Special Weatherworn: Because old salts have been in space for so long, they have picked up some skills and some oddities. Roll 1 advances, and a d6 on the following table: · 1-2: Old Injury: 1-2: eye patch (eye wound), 3-4 Peg Leg (Can only run 1.5x Movement), Hook Hand (cannot use 2 handed weapons. Hook counts as a knife that cannot fumble) · 3: Jonah: Wherever the old salt goes, ill fortune seems to follow. Add one Jinx to the ship. · 4: Extra Superstitious: if you roll a triple 1 on the travel dice, the old salt has seen a particularly bad omen and refuses to leave the ship “until you leave this accurset’ place” · 5: Drunk: When he’s not sailing, he is floating in the booze. In every post game phase, the leader must pass a leadership check or the old salt drinks away d6x5 credits from your stash. On the plus side, he makes a lot of friends on his benders, and can chose the “well liked” advance anytime he could roll for a skill · 6: Wanted: All pirates are outlaws: it goes with the territory. However, the old salt crossed someone important, so he is wanted more than most. [effect].

Well Traveled: If you want to go somewhere, the old salt probably knows the quickest rout. Subtract 1 from all travel times.

Harpooner[edit]

In the pirate vernacular, rich merchant ships are often referred to as “whales,” so therefore, it makes sense that the man who mans the ships tractor beam would be known as the Harpooner. Because reeling in these whales is critical to the pirate’s livelihood of plunder, they often put an experienced fighter at the controls.

0-2
Cost: 70
Starting Experience: 60+d6
Faction: Outlaw, Elite, Rare 6
Skills: Shooting, Ferocity, Techno, Shiphand
Equipment: Melee, Pistol, Basic, Grenades and Shells, Special, Heavy.

M	WS	BS	S	T	W	I	A	LD
4	3	3	3	3	1	3	1	7

Special [Bonus to Tractor Beam usage]

Xenos[edit]

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