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=='''RAISING THE GANG'''== The Gang is 'raised' in the same way as other gangs are hired. The Necromancer is allowed to spend 1000 credits on his gang. The 'cost' of skeltons is due to the cost of expeditions to find skellies, 'supplies' and mental foci for necromancy. The Necromancer himself goes out to purchase the weapons. ==='''1 NECROMANCER'''=== 140 credits to recruit The Necromancer is power behind the Gang. He literally controls it by animating Undead minions, and without him there would be no gang at all. M WS BS S T W I A Ld 4 3 3 2 3 1 4 1 10 '''WEAPONS:''' Necromancers may have any wepaons from the Close Combat, Pistol, Basic, Necromancer's Staff and Grenades and Shotgun Shells catagories. '''SKILLS:''' Necromancers may take skills from the Agility, Combat, Ferocity, Muscle, Shooting, Stealth and Techno lists. '''NECROMANTIC POWERS:''' Without the Necromancer, the gang will crumble. If the Necromancer dies, that is the end of the gang, and you must start again. Also, if the Necromancer goes down in Battle, the battle ends immediately, with the undead gang losing. '''NOT PINNED:''' Due to their Psychological strength, Necromancers may never be pinned. '''PSYCHIC POWERS:''' The Necromancers Primary Power is his ability to control the gang in the first place. However, he also gets one minor power from the table in the Outlanders rulebook. '''EXPERIENCE:''' 60+D6 ==='''1 APPRENTICE'''=== 50 credits to recruit Although Necromancers generally like to work alone, they often employ apprentices to do the basic work such as sweeping up, cooking, etc. In return the Necromancer will teach them the dark arts. Apprentices invariably have Wyrd powers, as only wyrds could ever hope to rise to the level of Necromancer. M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 6 '''WEAPONS''': Apprentices may choose from the Close Combat, Pistol and Grenade catagories. '''SKILLS:''' Apprentices may choose skills from the Agility and Stealth lists. '''PSYCHIC POWERS:''' The Apprentice will have one minor power from the table in the Outlanders book. Reroll all 'No Minor power' results. '''APPRENTICESHIP:''' The Apprentice only works with the Necromancer to learn the dark arts. Therefore, when he reaches 100 experience points, he will leave the Necromancer's services. '''EXPERIENCE:''' 0 ==='''SKELETON WARRIORS'''=== 55 credits to recruit These make up the bulk of any Undead gang, being the riased minions of the necromancer. They make excellent fighters because know no fear (mainly because they know nothing) and they don't need feeding, just dusted from time to time. M WS BS S T W I A Ld 4 3 3 2 3 2 2 1 10 '''WEAPONS:''' Skeleton Warriors may choose from the Close Combat, Pistol, Basic, Grenade and shot Shells Catagories. '''SKILLS:''' Skeleton Warrior may choose from the Ferocity, Shooting, and Combat lists. '''NO BLOOD:''' Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. '''MACES AND CLUBS:''' When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. '''NOT PINNED:''' As they are controlled by the necromancer, and have no mind of their own, they are never pinned. '''PSYCHOLOGY:''' As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). '''FEAR:''' The Shambling Undead cause fear. '''EXPERIENCE:''' 0 ==='''0-2 SKELETON HEAVIES'''=== 100 credits These are particularly large-boned skeletons, who were obviously quite muscular in their time. They have the huge advantage of being able to carry awesome weapons. M WS BS S T W I A Ld 4 3 3 3 3 2 2 1 10 '''WEAPONS:''' Skeleton Heavies may choose from the Close Combat, Pistol, Basic, Special, Heavy, Grenade and Shotgun shells list. '''SKILLS:''' Skeleton Heavies may choose from the Combat, Shooting, Ferocity and Stealth lists. '''NO BLOOD:''' Needle Rifles have no affect on Skellies, as they have no blood to intoxicate. '''MACES AND CLUBS:''' When in Close Combat, Maces and Clubs used to hit Skellies have +1 strength. '''NOT PINNED:''' As they are controlled by the necromancer, and have no mind of their own, they are never pinned. '''PSYCHOLOGY:''' As they are controlled by the necromancer, and have no mind of their own, they ignore the Psychology rules (unless the Necromancer has a Head Wound- see the Serious Injury section above). '''EXPERIENCE:''' 0
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