N18 House of the Aspirants

Dagon566

New Member
Dec 28, 2020
3
2
3
Still in play test

Gang Composition

Leader (1) – The Marine

Champions (0–2) – Scouts

Gangers (3+) – Initiates

Juves (0–2) – Acolytes

Profiles & Rules
Leader – The Marine (200 credits)
(Represents a lone Astartes watching over his flock)
M 4" | WS 3+ | BS 3+ | S 4 | T 4 | W 2 | I 4+ | A 2 | Ld 6+ | Cl 5+ | Wil 6+ | Int 6+

Wargear:
Choose one ranged weapon: Boltgun (35) / Plasma Pistol (40) / Boltpistol (25)
Choose one melee weapon: Chainsword (25) / Power Sword (45)
Carapace Armor (fluffed as power armor) (35)
Special Rule: Superhuman Presence – Friendly fighters within 6" may re-roll failed Cool checks.

Champions – Scouts (100 credits)
M 5" | WS 4+ | BS 3+ | S 3 | T 3 | W 1 | I 4+ | A 1 | Ld 7+ | Cl 6+ | Wil 6+ | Int 6+

Wargear:
May take Shotgun, Boltgun, Sniper Rifle, Autogun, Pistols, Knives, Swords.
Flak Armor (fluffed as Scout armor) (10).
Role: Elite ranged support / melee skirmishers.

Gangers – Initiates (50 credits)
M 5" | WS 4+ | BS 4+ | S 3 | T 3 | W 1 | I 4+ | A 1 | Ld 8+ | Cl 7+ | Wil 8+ | Int 8+

Wargear:
Autogun, Stub Gun, Autopistol, Knife, Club, etc.
Optional Flak Armor (10).

Juves – Acolytes (25 credits)
M 5" | WS 5+ | BS 5+ | S 3 | T 3 | W 1 | I 4+ | A 1 | Ld 9+ | Cl 8+ | Wil 9+ | Int 9+

Wargear: Stub Guns, Clubs, Knives.
Special Rule: Eager to Prove – Gain +2XP for any enemy taken Out of Action.
The Aspirants – Lore-Driven Equipment Access

Leader – The Marine
Represents a stranded, exiled, or half-forgotten Space Marine.

Restriction:
May only take Bolt Pistols, Chainswords, or Combat Knives at gang creation.

May upgrade later via the Trading Post to Boltgun / Plasma Pistol / Power Sword, but cannot use Autoguns, Lasguns, or any “human-sized” Special weapons (like Flamers or Grenade Launchers).

Reasoning: Most underhive gear is literally too small or fragile for him to use. His wargear is sacred and scarce.

Champions – Scouts

Balanced access:

Basic weapons (Shotguns, Autoguns, Boltgun, Sniper Rifle).

Pistols and melee.

Grenades allowed.

Reasoning: They’re more specialized — marksmen and forward fighters.
Gangers – Initiates

Wide access:

Any Basic, or Pistol weapons from the Trading Post at creation.

Heavy weapons not at start, but could be unlocked later (represents Chapter training with every weapon type).

Reasoning: They are still in the “trial by fire” stage, expected to practice with whatever is at hand.

Juves – Acolytes

Start small, but may take any Pistols or Close Combat weapons.

On promotion, gain the broader access of Initiates.
Leader Death Rule – The Aspirants
If the Marine (Leader) Dies Permanently:

Scouts Take Over (Default)

If the Marine dies, a Scout Champion is immediately promoted to Leader.

The gang loses the Instructor’s Eye and Marine’s Burden rules.

Instead, the gang gains:

Self-Proving: Fighters gain +1XP for each enemy they take Out of Action (not cumulative with other bonuses).

Represents the initiates driving themselves harder without their master.
Experience Progression – The Aspirants
Acolytes (Juves)

Gain +2 XP (instead of +1) whenever they take an enemy Out of Action (Harsh Lessons).

Reason: Every small success is a big step in proving themselves.

Initiates (Gangers)

Gain +1 XP as normal when taking an enemy Out of Action.

Reason: They are in the thick of training, expected to improve steadily.

Scouts (Champions)

Gain +1 XP only if they take an enemy Out of Action with a weapon type they haven’t killed with before (track per fighter).

Otherwise, no XP is earned for kills.

Reason: They’re in specialist training, expected to master all weapons, not just repeat kills with one.

The Marine (Leader)

Does not earn XP from taking enemies Out of Action.

Instead, he only gains +1 XP if the gang wins a scenario.

Reason: He is already a full Astartes — his growth comes from whether his initiates prove themselves under his command.
Leader Creation – The Marine
Starting XP

Begins with 60 XP already on his profile (instead of 0).

This pushes him immediately into the “Seasoned” or “Veteran” advancement bracket, making new upgrades slower and more costly.

Increased Recruitment Cost

Base cost: 200 credits.

+60 XP starting = +50 credits premium.

Final cost: 250 credits at gang creation.

(He is already a hardened warrior, far more expensive than a normal Leader.)

Advancement Limits

The Marine may not buy more than two skill/stat increases per campaign, no matter his XP.

He gains XP only through Instructor’s Eye (gang victories) as discussed earlier.

(So he’s a towering presence at the start, but he doesn’t keep scaling into an unstoppable monster. His growth is narrative, not mechanical.)

This creates the feel that:

The Marine is a “fixed star” — expensive, powerful, but mostly static.

The Scouts and Initiates are the real story, growing, advancing, and potentially one day reaching Apotheosis to replace him.

Reputation LevelMarine (Leader)Scouts (Champions)Initiates (Gangers)Acolytes (Juves)
0–4May only wield Bolt Pistol or Combat
Knife, plus Chainsword.

Basic weapons(Shotgun, Autogun, Boltgun) and Pistols.

Basic weapons (Autogun, Shotgun, Lasgun equivalents).

Pistols & Close Combat only.

5+May upgrade to Boltgun.

May take Sniper Rifle.

May now access Special weapons (Flamer, Plasma Gun, Grenade Launcher).

No change.

10+May upgrade to Power Sword or Plasma Pistol.
May wield Power weapons.

May take Heavy Weapons (Heavy Bolter, Missile Launcher, etc.).

May promote to Initiates and gain their access.
15+May request Relic Wargear or rare Trading Post items (GM discretion).

Full access to Trading Post wargear.

Full access to Trading Post wargear.

May promote to Initiates if not already.