Loriel's Pit Slaves for N17
UPDATE on 21.5.2019 : I made new outlaw rules which can be found here https://yaktribe.games/community/vault/gangs-of-the-babel.1005/
VAULT LINK: https://yaktribe.games/community/vault/pit-slaves.938/
Introduction:
I have always have fondness for outlanders and their unique gangs and perhaps Pit Slaves are my personal favorite among the outlanders.
This is only the beginning and my goal is to have simple rules to use for our upcoming necromunda Campaign. Naturally this thread is atleast at first brainstorming and hopefully it becomes something I can upload to vault for everyone to use.
I am going to use NCE pit slaves as back bone for this
Design principles:
- Melee orientated only basic shooting
- Elite force -> high cost, small gang and improved statline
Gangwide Special rules:
Gang Composition
A Pitslave Gang must follow these rules when it is founded, and when new fighters are added to the gang
All Shapes and Sizes: Everyone is different shape or size, they have different backgrounds etc. This is especially true for pit slaves where former Goliath member might have end up in slavery and they broke freedom with former Escher ganger and formed a strong bond together.
Fighters
Roughly leader / champion / pit slave has access to pistols and basic weapons. Gladiatros cannot use anyt other weapon than pit slave weapons and techno has access to pistols basic weapons and special weapons.
Gladiators have penalty when doing anything opening doors, operating devices etc. -3 to check
Technos can swap pit slave weapons on post battle between fighters and install tool upgrades.
Special Pit slave weaponry: Most Pit Slaves are forced workes in the hive. Their arm is removed and replaced with tools such as rockdrill or hammer. However some of them are battlehardened pit fighters.
Tool upgrade system
Gang Tactic
UPDATE on 21.5.2019 : I made new outlaw rules which can be found here https://yaktribe.games/community/vault/gangs-of-the-babel.1005/
VAULT LINK: https://yaktribe.games/community/vault/pit-slaves.938/
Introduction:
I have always have fondness for outlanders and their unique gangs and perhaps Pit Slaves are my personal favorite among the outlanders.
This is only the beginning and my goal is to have simple rules to use for our upcoming necromunda Campaign. Naturally this thread is atleast at first brainstorming and hopefully it becomes something I can upload to vault for everyone to use.
I am going to use NCE pit slaves as back bone for this
Design principles:
- Melee orientated only basic shooting
- Elite force -> high cost, small gang and improved statline
Gangwide Special rules:
- Hardened Survivors: Pit Slaves are extremely tough and hardened people. Only the most experienced and capable ever survive long enough to join free Pit Slave gangs, and those who have survived long enough are constantly hiding and evading guilders wrath.
- Pit Slaves doesn't have Juve class
- Pit Slave gangers start as specialists
- Pit Slaves have free Escapte Artists (Cunning) skill
- Isolation: Pit slaves are constantly hunted down by the guilders. Eventhough there are lot of "outlawed" habitants in the hive Pit Slaves are especially hated because they are beacon of hope for millions enslaved workers around the hive. Thus they have extra hard time getting any help or support.
- Pit Slave gang cannot use Hired Guns nor Hangers-on
- Ranged weapons that have plentiful rules, loses that rule. Ranged weapon without plentifull gains scarce
- Pit Slave gangs doesn't have option for House Favors (GW3) nor anything other similar effects that could reasonably argued that doesn't fit the isolation idea.
- Pit slave have hindered access to market place (note: don't know how to implement this idea yet. Is it simply so that they have extra cost due bribes or whatever. Regardless some rule that hinders their ability to use trading post must be included)
- Wanted Dead or Alive:
- Extra bounty if pit slave is captured.
- Say no to Slavery: Pit slaves hate slavery and everyone that is part of the slavery business.
- Pit Slaves will never sell captured fighters to slaver or guilders (not that they could because of being wanted them self)
- Pit Slaves reroll first failed bottle tests against gang that has sold any fighter to slavery
Gang Composition
A Pitslave Gang must follow these rules when it is founded, and when new fighters are added to the gang
- There must be one leader (if the leader is killed, see page 24 GW 1)
- There can be no more than two Champions, plus one for every full 10 Reputation the gang has - for example, a gang with Reputation 24 could have up to four Champions
- There can be no more than two Gladiator int the gang
- The can be no more than two Technos in the gang
- The total number of Pit Slaves in the gang must be equal or higher than the total number of other fighters (Leaders, Gladiator, Technos, Champions) int the gang
- A fighter can be equipted with maximum of three weapons. One of the weapon must be Pit Slave weapon.
- Maximum 10 fighters.
All Shapes and Sizes: Everyone is different shape or size, they have different backgrounds etc. This is especially true for pit slaves where former Goliath member might have end up in slavery and they broke freedom with former Escher ganger and formed a strong bond together.
- Every pitslave has option be Bulky or Ripped bodyshape
- Bulky: Fighter has 32mm base, gains +1 Toughness +1 Strength and Brawn as primary skill
- Ripped: Fighter has 25mm base, gains +1 Movement and +1 Initiative and Agility as primary skill
| Fighter | Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Shooting | Savant |
|---|---|---|---|---|---|---|---|---|
| Leader | Secondary | Secondary | Primary | - | Secondary | Primary | - | - |
| Champion | Secondary | Secondary | Primary | - | Secondary | Secondary | - | - |
| Gladiator | Secondary | Secondary | Primary | - | Secondary | - | no | - |
| Techno | - | - | - | - | Secondary | - | secondary | primary |
| Pit Slave | Secondary | Secondary | Primary | - | Secondary | - | - | - |
Fighters
| Fighter | M | WS | BS | S | T | W | I | A | LD | Cl | Will | Int | Cost |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Leader | 4 | 3+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 5+ | 4+ | 7+ | 7+ | 150 |
| Champion | 4 | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 5+ | 8+ | 7+ | 120 |
| Gladiator | 4 | 3+ | - | 3 | 3 | 2 | 3+ | 2 | 8+ | 4+ | 8+ | 7+ | 75 |
| Techno | 4 | 4+ | 3+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 5+ | 8+ | 6+ | 100 |
| Pit slave | 4 | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 8+ | 7+ | 75 |
Roughly leader / champion / pit slave has access to pistols and basic weapons. Gladiatros cannot use anyt other weapon than pit slave weapons and techno has access to pistols basic weapons and special weapons.
Gladiators have penalty when doing anything opening doors, operating devices etc. -3 to check
Technos can swap pit slave weapons on post battle between fighters and install tool upgrades.
Special Pit slave weaponry: Most Pit Slaves are forced workes in the hive. Their arm is removed and replaced with tools such as rockdrill or hammer. However some of them are battlehardened pit fighters.
- Every pit slave must be equipted with pit slave weapon (Gladiator must have two)
- Pit Slave Weapon uses one arm completely, no weapon etc. cannot be used with that arm. No Unwieldy weapon can be used.
- Pit Slave weapon cannot be disarmed
- Hand Injuries suffered by Pit Slaves are ignored and the fighter goes to recovery instead
- Pit Slave weapons are noisy and they work as ranged weapons (GW 1 page 53) when used during any scenario that has Sneak Attack or something similar.
- Pit Slave Gangs that include Techno can swap weaponry between fighters on post battle sequences using special action.
| Weapon | ACC | S | AP | DAM | Traits | Cost |
|---|---|---|---|---|---|---|
| Chainsaw | +1 | 4 | -1 | 1 | Parry, Rending | 25 |
| Claw | - | 5 | - | 2 | Disarm | 35 |
| Hammer | - | 4 | - | 2 | Knockback | 30 |
| Buzzsaw | - | 5 | -2 | 1 | Rending | 25 |
| Rock Drill | - | 4 | -2 | 1 | Demolition: Double str,ap,dam against structures | 20 |
| Shears | -1 | 6 | -3 | 3 | - | 65 |
| Arco-flail | - | 5 | -1 | 1 | Entangle | 25 |
| Welderarm | - | 3 | -2 | 1 | Shock / Count as Medicae kit | 45 |
Tool upgrade system
- Needs techno to install or remove tool upgrades
- maximum two upgrades per weapon
- no duplicate upgrades in the gang (for lore, upgrades are too rare)
- Upgrades cost 15 each and is rare (10). There is upgrade that gives
- blaze
- knockback
- parry
- power
- shock
- +1 str and ap
- +1 acccury
- Can be installed and removed normally (no need for techno)
- Maximum three per fighter
- each plate increases armour by 1. First plate without penalty ,second -1 initiative third -2
- Armor Plates cannot be combined with other armors
- Armor plates cost 10 each and are common.
Gang Tactic
- Possum Strike: When opponent coup-de-grace can make single close combat attack against the enemy
- Blood surge: Use when acticating fighter. Escape pinning freely, charge is considered to roll maximum for charge range
- Slave Grit: Use after rolling injury die. Swap one out of action to serious injury OR one serious injury to flesh wound.
- Stampede: Play intsead of activating fighter. +1 movement (+2 to charge), +1 movement for consolidate. Pit slaves ranged attack -1 to hit. Any enemy within 9 inches with one or more slave suffers -1 to any cool checks.
- 16.6.2018 (added gangwide rules, gang composition rules, skill access etc)
- 21.6.2018 (added drafter rules for gang composition and pit slave weaponry)
- 27.6.2018 (added tool upgrade, added, armor plates, added gang tactics. made small adjustments to gang wide rules and gang compositions
- 3.7.2018 Added resource to vault
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