Undead Gangs

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Just a cut and paste at the mo I'll try to get at the formatting on Wednesday-ish.

by Richard Irvine

Undead Gangs are unusual. The most important thing to remember is they are not really gangs, just a collection of Skeletons raised by your local friendly Necromancer. Necromancers are loners, and while other Wyrds are happy to hire out their services, Necromancers prefer to work on their own. Of course, one Underhiver can't take the Hive by storm on his own, especially as Necromancers are pretty weedy themslves, preferring to study their dark art rather than tone their muscles. Therefore, Necromancers turn to raising the dead in order to get the help they need to go about their day to day business. Necromancers don't make themselves too conspicuous, as the Guilders hardly approve of their actions, and followers of the redemption would hang, draw and quarter them as readily as any other Mutant. OUTLANDERS Necromancers are Outlanders, but they do not always follow the general Outlaw rules due to their Gangs unusual nature. Special rules for income, trading and other areas covered by the Outlaw rules are covered later in this article. Necromancers may never pay off their outlaw status. GANG RATING Although, as already mentioned, Undead Gangs are not standard in that the centre particularly around the Necromancer, Gang Ratings should obviously still be calculated in the standard way, for comparative and experience purposes. TERRITORY Undead 'gangs' do not follow the usual outlaw territory or foraging rules. Instead, after every game roll a D6 to work out how the Necromancer has been making his money. Note that you do not have deduct any further amounts from this profit, it already counts the General Costs of living (unless he has hired an apprentice- see below). Skeletons don't cost much to feed, after all. 1: SEARCHING FOR SCRAPS!: The Necromancer is reduced to scrabbling around in the dirt trying to find enough food to stay alive. He only makes D6 credits profit. 2: RUINS: The Necromancer finds ruins. He makes 10 credits profit. 3: GRAVE ROBBING: The Necromancer, whilst searching for appropriate bones, picks up whatever items he feels may yield a profit. He makes D3x10 profit. In addition, he may have found something interesting buried. Roll a D6, on the roll of a 4 or 5 he uncovers a (common) basic weapon randomly determined from the Basic Weapons list. On the roll of 6, he has uncovered a piece of Archeotech. Establish its type by rolling on the Archeotech table on page 56 of the Outlanders rulebook. 4: HELP THE DOC: The Necromancer 'helps' his local doc with his 'research'. He makes D6x10 profit. 5: AUTOPSY: The Necromancer visits the site of a recent gangfight. He strips the bodies of the deceased, making D3x10 profit. He also finds one randomly determined (common) pistol and one randomly determined (common) basic weapon. 6: ARCHEOTECH HOARD: The Necromancer has discovered an Archeotech Hoard. He must milk it for all its worth before moving on. He makes 3D6x10 profit, as well as discovering 2 items randomly determined by rolling on the normal rade trade table. Apprentices: If the Necromancer has hired an apprentice, he must feed him. The Apprentice needs 3 credits per week to survive, which must be deducted from the Necromancer's profit. However, he makes D6 credits through foraging. CAPTURE If Skeletons are captured, they automatically crumble to dust and bones. they therefore cannot be ransomed and cannot be sold on. Their equipment can be used by the capturing gang, however. If the Necromancer is captured, he gets one chance to orchestrate an escape effore, by animating the skeletons to come to his rescue. Play the 'Rescue' scenario. If this attempt fails, the gang automatically crumbles in its entirity, and you must start again. Without a Necromancer, the gang will (literally) crumble. Apprentices use the normal rules for captured Gangers. BOUNTY Necromancers are worth a bounty equal to their cost. The rest of their gang, however, is worthless financially. LEADERSHIP CHALLENGES There are no leadership challenges in Undead Gangs. HIRED GUNS Hired Guns will not work for Necromancers. RARE TRADE ITEMS The Necromancer himself may search for rare trade items. He is offered D3 items. He may NOT send skellies to get additional items, and his apprentice will be too busy peeling potatoes. He rolls on the Outlaw Rare Trade table. RAISE THE DEAD If one of the gangs opponents died during battle (as in rolled dead on the Serious Injuries Table), the necromancer may raise him. He becomes a normal Skeleton warrior, and does not keep his skills or characteristics, but the Necromancer may keep his weapons. In addition, if the model raised was a Heavy, he will be raised as a Skeleton Heavy. SCENARIOS Undead Gangs roll on the Outlaw Scenario table. They can choose any scenario to play, although they may never work for Guilders (obviously) and may not take part in 'Lord of the Spire' competitions. NECROMANTIC CONTROL The Necromancer can only control a certain number of skeletons. If his experience is 0-150, he can control 6. If his experience is 150-250, he can control 7. If his experience is 250+, he can control 8, if his experience is 400+, he can control 9. This means he may never have more Undead in his gang at any one time than the specified number for his experience level, as he simply cannot keep them animated. SERIOUS INJURY Necromancers and Apprentices roll on the usual injury table (note if a Necromancer gets a Head Wound, the effects count for the entire gang!). However, skeletons must roll on the below table if taken out of action. 1: DEAD. The skeleton is destroyed and may never be used again. 2: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Wounds by 1. If this reduces it to 0 wounds, it is dead. 4-6: Reduce its Toughness by 1. If this reduces it to 0 toughness it is dead. 3: DAMAGED. The skeleton has been damaged. Roll a D6. 1-3:Reduce its Strength by 1. If this reduces it to 0 strength, it is dead. 4-6: Reduce its WS by 1. If this reduces it to WS 0, it is dead. 4: ANIMATION DAMAGED: The power that animated the skeleton has been reduced, and it has become less developed as a warrior. It loses D6 Experience. Note that he may not gain advances for raising through levels which he has already passed. Therefore, if he had 32 experience, and lost 6, he may not gain an advance for rising past 31 experience. 5: FULL RECOVERY: The Skeleton makes a full recovery. 6: SPECIAL: Roll a D6. 1-2 Full Recovery. 3-4 Captured. See the captured section above. 5-6: Strengthened. Both the Necromancer and the skeleton gain D6 experience through working to help the Skeleton recover. BOTTLE TESTS Undead Gangs never have to take Bottle tests, although they may bottle automatically. However, if the Necromancer goes down, the Gang counts as automatically losing. PLAGUE ZOMBIES Undead gangs may 'hire' D6 Zombies for 10 credits, the cost of leaving out some scraps for them. Plague Zombies are detailed in the Outlanders book. 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 WEAPON LISTS I can't be arsed writing out a weapons list for the Undead Gangs. All the weapons in each list apply as for normal gangs. The Necromancer will equip his gang with whatever he can get his hands on. However, there is one new Weapon List. This covers the 'Necromantic Staffs' carried by Necromancers. A Necromancer may only carry one into battle. They are all common to Necromancers. NECROMANTIC STAFFS: STAVE OF THE ART OF COMBAT - 40 credits If the Necromancer either draws or wins a round of combat, he automatically takes his opponent out of action. The Stave also allows one extra attck in combat. However, if a fumble is rolled, the Necromancer himself goes out of action on a roll of 4+ on a D6. STAVE OF THE BALLISTIC ARTS - 90 credits This works in exactly the same as a Plasma Gun, except all ammo rolls may be rerolled. It can also be used in Close Combat STAVE OF THE WYRD ARTS - 40 credits Allows the Necromancer an extra minor Wyrd power, randomly determined before each battle by rolling on the Minor Power Table in the Outlanders Book. If 'No Minor Power' is rolled, the Stave does not work for that battle. EXPERIENCE LEVELS FOR NECROMANCERS AND APPRENTICES 0-5 Apprentice of the Dark Arts 6-10 Apprentice 11-20 Apprentice 21-30 Apprentice 31-40 Master Apprentice of the Dark Arts 41-50 Master Apprentice 51-60 Master Apprentice 61-80 Journeyman of the Dark Arts 81-100 Jouneyman 101-120 Graduate of the Dark Arts 121-140 Graduate 141-160 Graduate 161-180 Graduate 181-200 Graduate 201-240 Master of the Dark Arts 241-280 Master 281-320 Master 321-360 Grand Master of the Dark Arts 361-400 Grand Master 400+ High Lord of the Dark Arts ADVANCE TABLES FOR NECROMANCERS AND APPRENTICES Roll 2D6. 2: New Skill from Any Table 3-4: New Standard Skill 5: Characteristic Increase. 1-3: +1 Strength 1-4: +1 Attacks 6: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS 7: Characteristic Increase. 1-3: +1 Initiative 4-6: +1 Leadership 8: Characteristic Increase. 1-3: +1 WS 4-6: +1 BS 9: Characteristic Increase. 1-3: +1 Toughness 4-6: +1 Wounds 10-11: New Standard Skill 12: New Minor Wyrd Power MAXIMUM CHARACTERISTICS FOR NECROMANCERS AND APPRENTICES M WS BS S T W I A Ld 4 6 6 4 4 3 6 3 10 EXPERIENCE LEVELS FOR SKELETONS 0-10 Raisling 10-20 Raisling 20-30 Minion 30-40 Minion 40-50 Minion 50-60 Minion 60-80 Servant 80-100 Servant 100-120 Warrior 120-140 Warrior 140-160 Warrior 160-180 Warrior 180-200 Grand Warrior 200-240 Grand Warrior 240-280 Grand Warrior 280-320 Grand Warrior 320-360 Great Amongst the Undead 360-400 Great Amongst the Undead 400+ Greatest Amongst the Undead (Skeletons use the Standard Advance Table from the Necromunda Sourcebook) MAXIMUM CHARACTERISTICS FOR SKELETONS M WS BS S T W I A Ld 4 6 6 3 4 3 4 3 10