In various threads I have been randomly posting parts of ideas for how I might go about modifying Scavvies, figured it was about time I started throwing them together and see what happens.
Just mucking about... Nothing is set in stone or even tested - no idea about balance or anything, but I am having fun and the idea is there...
EDIT#73:
Stripping down the ideas again, trying to go more basic.
-restrictions on number(%) of members that may be mutated is removed.
+cost of mutations is changed so instead of paying creds, most mutations just cost XP (mutants start in higher experience brackets).
Common Mutations
Cost 25 creds and 5xp (losing one advance).
Hideous, Suckers, Tentacle, Claw, Forearm Spines.
Uncommon Mutations
Cost 25 creds and 10 XP (losing 2 advances).
Extra Arm, Eyestalks.
Rare Mutations
Cost 30 creds and 10 XP (losing 2 advances and costing 5 creds more).
Two Heads, Wings, Spikes, Long Legs.
Duplicate mutations* & Recruitment
Common mutants may be recruited at any time, and up to one dupe of each may be taken.
Uncommon mutants may be recruited at any time, but no dupes.
Rare mutants may only be recruited on gang creation, and no dupes permitted.
*if you really want to take more than one common dupe, or any uncommon or rare dupes, check with your opponent(s)
Income
Back to basics: all Scavvies that did not go out of action may scavenge for D3 creds.
Bonus: If the Scavvies did not choose the scenario, then all non-participating models (rolling seperately from those that did) have a chance at gathering more scrap/shrooms/junk.
D6
1-2 = 1,
3-4 = 2,
5 = 3,
6 = 4.
......Still want to include Abominations, which roll two random mutations at the start of each battle,...
...and possibly continuing to muck about with scavvy skills.
Replies between this post and this may have more to do with discarded bits than the current.
Iteration#2
Scavvies: trollmeat's unbalanced and untested incoherent thoughts...
Summary of ideas for Scavvies/Sporelings/Carnival Freakshow gang.
Income/Territory
+Scavenging income is D5(6=0/special*).
*New models and gear may only be purchased by tallying 6's.
+New Scavvy Market and Rare Trade Chart
Skills
+New Scavvy Skills table
+restrictions on which skills can be taken on roll of 2 and 12
+family traits permitting access to additional skill tables
Zombies! (Fungoids/Mimes)
+zombies are free
+available zombies randomly determined
+number of zombies that can be brought to the field is determined by Ld&Skills
Just mucking about... Nothing is set in stone or even tested - no idea about balance or anything, but I am having fun and the idea is there...
EDIT#73:
Stripping down the ideas again, trying to go more basic.
-restrictions on number(%) of members that may be mutated is removed.
+cost of mutations is changed so instead of paying creds, most mutations just cost XP (mutants start in higher experience brackets).
Common Mutations
Cost 25 creds and 5xp (losing one advance).
Hideous, Suckers, Tentacle, Claw, Forearm Spines.
Uncommon Mutations
Cost 25 creds and 10 XP (losing 2 advances).
Extra Arm, Eyestalks.
Rare Mutations
Cost 30 creds and 10 XP (losing 2 advances and costing 5 creds more).
Two Heads, Wings, Spikes, Long Legs.
Duplicate mutations* & Recruitment
Common mutants may be recruited at any time, and up to one dupe of each may be taken.
Uncommon mutants may be recruited at any time, but no dupes.
Rare mutants may only be recruited on gang creation, and no dupes permitted.
*if you really want to take more than one common dupe, or any uncommon or rare dupes, check with your opponent(s)
Income
Back to basics: all Scavvies that did not go out of action may scavenge for D3 creds.
Bonus: If the Scavvies did not choose the scenario, then all non-participating models (rolling seperately from those that did) have a chance at gathering more scrap/shrooms/junk.
D6
1-2 = 1,
3-4 = 2,
5 = 3,
6 = 4.
......Still want to include Abominations, which roll two random mutations at the start of each battle,...
...and possibly continuing to muck about with scavvy skills.
Replies between this post and this may have more to do with discarded bits than the current.
Scavvies: trollmeat's unbalanced and untested incoherent thoughts...
Summary of ideas for Scavvies/Sporelings/Carnival Freakshow gang.
Income/Territory
+Scavenging income is D5(6=0/special*).
*New models and gear may only be purchased by tallying 6's.
+New Scavvy Market and Rare Trade Chart
Skills
+New Scavvy Skills table
+restrictions on which skills can be taken on roll of 2 and 12
+family traits permitting access to additional skill tables
Zombies! (Fungoids/Mimes)
+zombies are free
+available zombies randomly determined
+number of zombies that can be brought to the field is determined by Ld&Skills
Summary of ideas for Scavvies/Sporelings/Carnival Freakshow gang.
Income/Territory
+Scavenging income is D5(6=0/special*).
*New models and gear may only be purchased by tallying 6's.
+New Scavvy Market and Rare Trade Chart
Skills
+New Scavvy Skills table
+restrictions on which skills can be taken on roll of 2 and 12
+family traits permitting access to additional skill tables
Zombies! (Fungoids/Mimes)
+zombies are free
+available zombies randomly determined
+number of zombies that can be brought to the field is determined by Ld&Skills
Recruiting
0-1 Boss(90),
(??) 0-1 Sludge Seer(110),
0-2 Scalies(140),
0-2 Abominations(50),
Any number of Mutants(30,35 or 40),
Any number of Scavvies(25).
creds
When recruiting a Scavvy gang up to 1000 creds may be spent, however any creds that are left over at the end are lost and the gang may not start a campaign with anything in their stash.
Weapons
Each model may initially only have one basic weapon or one pistol, but may have one close combat weapon in addition to this. Exceptions to this are the Boss and Scalies which may be equipped with as many weapons as they like, but they will never relinquish these weapons to models other than the Boss or other Scalies. In addition, a Two Headed Mutant may be equipped with two pistols if it takes no close combat weapon, and a Three Armed Mutant may have either an additional pistol or additional close combat weapon.
0-1 Boss(90)
Skills: The Boss has access to all skill tables except Techno. On an advance roll of 2 or 12 it may take skills from the Scavvy Skill Table or any other table it has regular access to.
Mutations: The boss may take a single mutation, but it costs double.
(??)
0-1 Sludge Seer(110)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(7).
The model has access to Techno skills on an advance roll of 2 or 12, and starts with the Clairvoyant family trait (but must roll a 2 or 12 advance and choose Wyrd Minor Power before getting any).
Sludge Seer Powers
At the start of the battle roll a D5(6=0) to determine which power the Sludge Seer has for that game.
1) Tox Bomb: The Seer has fashioned a tox bomb out of human offcuts and toxic sludge.
2) Acid Spit: Once per battle the seer may shoot as if it had a Flamer.
3) Shroud of Shadows: All shots fired at the Seer have -1 To Hit.
4) Transmogrification: Roll once on the Abomination Mutations table to see what mutation the Seer has.
5) Nausea: While not Pinned or Down, all enemy models within the Seer's Ld distance have -1WS, -1BS, -1 Initiative and -1Ld.
6) None.
0-2 Scalies (140)
As per usual.
0-2 Abomination(50)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
The mutant starts with two random mutations rolled on the list below. You may roll these up before choosing the rest of the gang, but must obviously do these rolls in the presence of another player.
2) Choose: Bloated or Long Legs
3) Eyestalks
4) Tentacle
5) Spikes
6) Suckers
7) Hideous
8) Claw
9) Forearm Spines
10) Extra Arm
11) Unhinged (Frenzy)
12) Choose: Two Heads or Wings
Mutants (30,35,40)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
Any number of mutants may be taken, but only one of each type unless you can fluffify it and all your opponents agree.
Scavvies (25)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
0-1 Boss(90),
(??) 0-1 Sludge Seer(110),
0-2 Scalies(140),
0-2 Abominations(50),
Any number of Mutants(30,35 or 40),
Any number of Scavvies(25).
creds
When recruiting a Scavvy gang up to 1000 creds may be spent, however any creds that are left over at the end are lost and the gang may not start a campaign with anything in their stash.
Weapons
Each model may initially only have one basic weapon or one pistol, but may have one close combat weapon in addition to this. Exceptions to this are the Boss and Scalies which may be equipped with as many weapons as they like, but they will never relinquish these weapons to models other than the Boss or other Scalies. In addition, a Two Headed Mutant may be equipped with two pistols if it takes no close combat weapon, and a Three Armed Mutant may have either an additional pistol or additional close combat weapon.
0-1 Boss(90)
Skills: The Boss has access to all skill tables except Techno. On an advance roll of 2 or 12 it may take skills from the Scavvy Skill Table or any other table it has regular access to.
Mutations: The boss may take a single mutation, but it costs double.
(??)
0-1 Sludge Seer(110)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(7).
The model has access to Techno skills on an advance roll of 2 or 12, and starts with the Clairvoyant family trait (but must roll a 2 or 12 advance and choose Wyrd Minor Power before getting any).
Sludge Seer Powers
At the start of the battle roll a D5(6=0) to determine which power the Sludge Seer has for that game.
1) Tox Bomb: The Seer has fashioned a tox bomb out of human offcuts and toxic sludge.
2) Acid Spit: Once per battle the seer may shoot as if it had a Flamer.
3) Shroud of Shadows: All shots fired at the Seer have -1 To Hit.
4) Transmogrification: Roll once on the Abomination Mutations table to see what mutation the Seer has.
5) Nausea: While not Pinned or Down, all enemy models within the Seer's Ld distance have -1WS, -1BS, -1 Initiative and -1Ld.
6) None.
0-2 Scalies (140)
As per usual.
0-2 Abomination(50)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
The mutant starts with two random mutations rolled on the list below. You may roll these up before choosing the rest of the gang, but must obviously do these rolls in the presence of another player.
2) Choose: Bloated or Long Legs
3) Eyestalks
4) Tentacle
5) Spikes
6) Suckers
7) Hideous
8) Claw
9) Forearm Spines
10) Extra Arm
11) Unhinged (Frenzy)
12) Choose: Two Heads or Wings
Mutants (30,35,40)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
Any number of mutants may be taken, but only one of each type unless you can fluffify it and all your opponents agree.
Scavvies (25)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
Territory/Income
Scavvies do not hold territory like other gangs, but move around foraging for useful scrap or edible mushrooms. Instead, at the end of each battle roll a D6 to see what they stumble across in their meanderings. If the Scavvies lose their "territory" in a battle their opponent may keep or pillage a "Wastes" and the Scavvies may only scavenge for D4(5-6=0) creds (as per roll of 1-2) this post battle sequence.
Scavvy Income Chart
D6
1-2) D4(5-6=0)
3-4) D5(6=0)
5-6) D5(6=0/special)
Modifiers:
-1 lost / bottled out first (in cases where multiple gangs are involved)
+1 won battle,
+1 for each enemy killed,
+1 killed enemy Leader (cumulative with above)
When a 5-6 result is rolled for income, while each "6" is still 0 creds, tally the number of "6ers" rolled as it determines what items and new recruits are available. Note that 6ers are not kept between games.
.oO(for this, Scavvies may not buy new equipment and members unless they have rolled 5-6 on the Income Chart and reached a tally of 6ers. All new recruits/equipment must be paid for as usual)
6ers tally
One
One item: Either from the Scavvy Market or Scavvy Rare Trade chart.
One Scavvy may be recruited.
(??) If only purchasing one item or recruit, roll a D6, on a 1-2 the cost is reduced by the number rolled.
Two
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
One Scavvy, Mutant or Abomination may be recruited.
(??) If only purchasing one item or recruit, roll a D6, on a 1-3 the cost is reduced by the number rolled.
Three
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
Up to two Scavvies may be recruited, or one Mutant/Abomination/Scaly.
(??) If only purchasing one item or recruit, roll a D6, on a 1-4 the cost is reduced by the number rolled.
Four+
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
Up to two Scavvies, Mutants or Abominations may be recruited, or one Scaly/Sludge Seer.
(??) If only purchasing one item or recruit, roll a D6, on a 1-5 the cost is reduced by the number rolled.
Scavvies do not hold territory like other gangs, but move around foraging for useful scrap or edible mushrooms. Instead, at the end of each battle roll a D6 to see what they stumble across in their meanderings. If the Scavvies lose their "territory" in a battle their opponent may keep or pillage a "Wastes" and the Scavvies may only scavenge for D4(5-6=0) creds (as per roll of 1-2) this post battle sequence.
Scavvy Income Chart
D6
1-2) D4(5-6=0)
3-4) D5(6=0)
5-6) D5(6=0/special)
Modifiers:
-1 lost / bottled out first (in cases where multiple gangs are involved)
+1 won battle,
+1 for each enemy killed,
+1 killed enemy Leader (cumulative with above)
When a 5-6 result is rolled for income, while each "6" is still 0 creds, tally the number of "6ers" rolled as it determines what items and new recruits are available. Note that 6ers are not kept between games.
.oO(for this, Scavvies may not buy new equipment and members unless they have rolled 5-6 on the Income Chart and reached a tally of 6ers. All new recruits/equipment must be paid for as usual)
6ers tally
One
One item: Either from the Scavvy Market or Scavvy Rare Trade chart.
One Scavvy may be recruited.
(??) If only purchasing one item or recruit, roll a D6, on a 1-2 the cost is reduced by the number rolled.
Two
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
One Scavvy, Mutant or Abomination may be recruited.
(??) If only purchasing one item or recruit, roll a D6, on a 1-3 the cost is reduced by the number rolled.
Three
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
Up to two Scavvies may be recruited, or one Mutant/Abomination/Scaly.
(??) If only purchasing one item or recruit, roll a D6, on a 1-4 the cost is reduced by the number rolled.
Four+
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
Up to two Scavvies, Mutants or Abominations may be recruited, or one Scaly/Sludge Seer.
(??) If only purchasing one item or recruit, roll a D6, on a 1-5 the cost is reduced by the number rolled.
Scavvy Skills
Scavvies may not choose a skill from any table on New Skill Any Table, but may gain access to certain tables depending on their Family Traits roll.
Family Traits
The first time a Scavvy or Mutant rolls a 2 or 12 advance they then roll to see which Family Trait they have, if any. Note that Abominations, Scalies, Sludge Seer and Boss do not get to roll for Family Trait.
D5(6=0)
1) Juggler/Knife Thrower: On an advance roll of 2 or 12 the model may take Shooting Skills, maximum BS is increased to 6.
2) Brute/Strongman/Human Cannonball: On an advance roll of 2 or 12 the model may take Muscle Skills, if the model rolls an S/T advance they may instead choose to take an Muscle skill.
3) Daredevil/Acrobat/Tumbler/Fire Eater: On an advance roll of 2 or 12 the model may take Combat Skills, if the model rolls an Initiative advance when already maxed may choose to take an Agility skill instead of automatically increasing Ld.
4) Savant: Choose a new skill table that the model has access permanent access to, from Shooting, Muscle, Combat and Agility (On a roll of New Skill as well as New Skill Any Table). On future rolls of 2 or 12 the model may roll on any of these four skill tables.
5) Clairvoyant/Fortune Teller/Psychic/Gypsy: On an advance roll of 2 or 12 they may give up their advance to have +1 Wyrd Minor power (randomly determined at the start of each battle). Maximum Wyrd Minor Powers Ld7=1, Ld8=2.
6) None: The Scavvy does not have any particular family trait any on a 2 or 12 may only roll on the Scavvy Skill table, or the standard accessable skills (Agility/Ferocity/Stealth).
Scavvy Skills Table
1) Scavenger: The model may always roll D5(6=0)when scavenging and its 6's always count as Special.
2) Junksmith: The model may ignore the Unreliable Weapons rule.
3) ...
4) ...
5) ...
6) Herding: See Zombies section for details.
Wyrd Powers
All Wyrd powers do not roll Perils of the Warp, but instead take a S3 Hit if failing, D6 S3 Hits if failing on a double...
Scavvies may not choose a skill from any table on New Skill Any Table, but may gain access to certain tables depending on their Family Traits roll.
Family Traits
The first time a Scavvy or Mutant rolls a 2 or 12 advance they then roll to see which Family Trait they have, if any. Note that Abominations, Scalies, Sludge Seer and Boss do not get to roll for Family Trait.
D5(6=0)
1) Juggler/Knife Thrower: On an advance roll of 2 or 12 the model may take Shooting Skills, maximum BS is increased to 6.
2) Brute/Strongman/Human Cannonball: On an advance roll of 2 or 12 the model may take Muscle Skills, if the model rolls an S/T advance they may instead choose to take an Muscle skill.
3) Daredevil/Acrobat/Tumbler/Fire Eater: On an advance roll of 2 or 12 the model may take Combat Skills, if the model rolls an Initiative advance when already maxed may choose to take an Agility skill instead of automatically increasing Ld.
4) Savant: Choose a new skill table that the model has access permanent access to, from Shooting, Muscle, Combat and Agility (On a roll of New Skill as well as New Skill Any Table). On future rolls of 2 or 12 the model may roll on any of these four skill tables.
5) Clairvoyant/Fortune Teller/Psychic/Gypsy: On an advance roll of 2 or 12 they may give up their advance to have +1 Wyrd Minor power (randomly determined at the start of each battle). Maximum Wyrd Minor Powers Ld7=1, Ld8=2.
6) None: The Scavvy does not have any particular family trait any on a 2 or 12 may only roll on the Scavvy Skill table, or the standard accessable skills (Agility/Ferocity/Stealth).
Scavvy Skills Table
1) Scavenger: The model may always roll D5(6=0)when scavenging and its 6's always count as Special.
2) Junksmith: The model may ignore the Unreliable Weapons rule.
3) ...
4) ...
5) ...
6) Herding: See Zombies section for details.
Wyrd Powers
All Wyrd powers do not roll Perils of the Warp, but instead take a S3 Hit if failing, D6 S3 Hits if failing on a double...
Zombies (Fungoids/Mimes)
Zombies are free, but their availability is restricted to a dice roll and then you can only bring them on to the table if you have models with high Ld or the Herding skill..
Zombies do not count for total number of models brought to the table for scenario restrictions or bottle test.
Numnber potential Zombies available
At the start of the battle the Scavvy player rolls a D5(6=0) to see how many zombies are in the zomb pool/available that battle.
Bringing Zombies on to the table
The Scavvy player may bring one Zomb onto the table whenever a model with Herding or Ld8 arrives, and within 4" of that model.
Herding
If a model with Ld8 or Herding starts their turn witin 4" of a zomb they may spend their turn ushering it forwards and the zomb rolls 3D6 for movement and chooses the two highest. The herding model must Run in the same direction as the zomb they are herding.
A model with Ld8 and Herding may usher two zombies at a time this way.
Two models with lower than Ld8 that do not have Herding may also usher a zombie forward this way, and three models to usher two zombs.
.oO(a starting/fresh scav gang will only be able to bring one zombie, and only if the Leader arrives on the field and they did not roll a 0 on the D5)
Zombies!
+Hunger
Whenever a Fungoid/Zombie takes an enemy Out of Action in Hand-to-Hand combat, instead of removing the model place them face down as if "Downed". On the Fungoid's next turn if there are no enemies within charging distance the Fungoid noms on the model's head: Remove the model from the field and make a note that they have been chewn upon. A model that has been chewn on treats Serious Injury doubles as Dead11
Fungoid Infection - Campaign
Whenever any non-Scavvy model is Dead11 (killed on double 1), its corpse starts sprouting shrooms and the body rises to wander around as a Fungoid. The next battle that the Sporeling gang participates in may they place an additional Fungoid/Zombie but it may be placed within 4" of any model rather than having to be near a model with Herding or Ld8.
If there are multiple Sporeling gangs in the campaign and none participated in the battle, have a roll-off to see which gang has the extra Fungoid for this battle.
...also considering "Minims", which are lil fungus creatures that move maybe D3(4-6=0) during scenarios where the Scavvies are under attack.
[/I]
Zombies are free, but their availability is restricted to a dice roll and then you can only bring them on to the table if you have models with high Ld or the Herding skill..
Zombies do not count for total number of models brought to the table for scenario restrictions or bottle test.
Numnber potential Zombies available
At the start of the battle the Scavvy player rolls a D5(6=0) to see how many zombies are in the zomb pool/available that battle.
Bringing Zombies on to the table
The Scavvy player may bring one Zomb onto the table whenever a model with Herding or Ld8 arrives, and within 4" of that model.
Herding
If a model with Ld8 or Herding starts their turn witin 4" of a zomb they may spend their turn ushering it forwards and the zomb rolls 3D6 for movement and chooses the two highest. The herding model must Run in the same direction as the zomb they are herding.
A model with Ld8 and Herding may usher two zombies at a time this way.
Two models with lower than Ld8 that do not have Herding may also usher a zombie forward this way, and three models to usher two zombs.
.oO(a starting/fresh scav gang will only be able to bring one zombie, and only if the Leader arrives on the field and they did not roll a 0 on the D5)
Zombies!
+Hunger
Whenever a Fungoid/Zombie takes an enemy Out of Action in Hand-to-Hand combat, instead of removing the model place them face down as if "Downed". On the Fungoid's next turn if there are no enemies within charging distance the Fungoid noms on the model's head: Remove the model from the field and make a note that they have been chewn upon. A model that has been chewn on treats Serious Injury doubles as Dead11
Fungoid Infection - Campaign
Whenever any non-Scavvy model is Dead11 (killed on double 1), its corpse starts sprouting shrooms and the body rises to wander around as a Fungoid. The next battle that the Sporeling gang participates in may they place an additional Fungoid/Zombie but it may be placed within 4" of any model rather than having to be near a model with Herding or Ld8.
If there are multiple Sporeling gangs in the campaign and none participated in the battle, have a roll-off to see which gang has the extra Fungoid for this battle.
...also considering "Minims", which are lil fungus creatures that move maybe D3(4-6=0) during scenarios where the Scavvies are under attack.
[/I]
Sump Surgeon
While the Sump Surgeon is in town any gang may send a model to seek out the surgeon if they expend two rare trade rolls. It costs 5 creds + 2D5(6=0) for Outlaws to send someone, and for non-outlaw gangs 10 creds+2D5(6=0). These creds must be spent no matter how well the surgery goes.
On the roll of a double the surgery fails, and on a double 6(0) the model suffers an additional serious injury.
On any other roll the surgery is a success, and one random serious injury is kinda fixed (with a peg leg, glass eye, or "magic pouch" that they hang around their neck". Make a note on the model's chart which injury has been worked on, and at the start of the battle if that model passes a Strength test they may ignore that serious injury until they are taken down or until the battle ends.
While the Sump Surgeon is in town any gang may send a model to seek out the surgeon if they expend two rare trade rolls. It costs 5 creds + 2D5(6=0) for Outlaws to send someone, and for non-outlaw gangs 10 creds+2D5(6=0). These creds must be spent no matter how well the surgery goes.
On the roll of a double the surgery fails, and on a double 6(0) the model suffers an additional serious injury.
On any other roll the surgery is a success, and one random serious injury is kinda fixed (with a peg leg, glass eye, or "magic pouch" that they hang around their neck". Make a note on the model's chart which injury has been worked on, and at the start of the battle if that model passes a Strength test they may ignore that serious injury until they are taken down or until the battle ends.
Iteration#2
Scavvies: trollmeat's unbalanced and untested incoherent thoughts...
Summary of ideas for Scavvies/Sporelings/Carnival Freakshow gang.
Income/Territory
+Scavenging income is D5(6=0/special*).
*New models and gear may only be purchased by tallying 6's.
+New Scavvy Market and Rare Trade Chart
Skills
+New Scavvy Skills table
+restrictions on which skills can be taken on roll of 2 and 12
+family traits permitting access to additional skill tables
Zombies! (Fungoids/Mimes)
+zombies are free
+available zombies randomly determined
+number of zombies that can be brought to the field is determined by Ld&Skills
Recruiting
0-1 Boss(90),
(??) 0-1 Sludge Seer(110),
0-2 Scalies(140),
0-2 Abominations(50),
Any number of Mutants(30,35 or 40),
Any number of Scavvies(25).
creds
When recruiting a Scavvy gang up to 1000 creds may be spent, however any creds that are left over at the end are lost and the gang may not start a campaign with anything in their stash.
Weapons
Each model may initially only have one basic weapon or one pistol, but may have one close combat weapon in addition to this. Exceptions to this are the Boss and Scalies which may be equipped with as many weapons as they like, but they will never relinquish these weapons to models other than the Boss or other Scalies. In addition, a Two Headed Mutant may be equipped with two pistols if it takes no close combat weapon, and a Three Armed Mutant may have either an additional pistol or additional close combat weapon.
0-1 Boss(90)
Skills: The Boss has access to all skill tables except Techno. On an advance roll of 2 or 12 it may take skills from the Scavvy Skill Table or any other table it has regular access to.
Mutations: The boss may take a single mutation, but it costs double.
(??)
0-1 Sludge Seer(110)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(7).
The model has access to Techno skills on an advance roll of 2 or 12, and starts with one Sludge Seer Power. It may gain an additional power on the advance roll of 2 or 12 but may have no more powers than Techno skills.
Sludge Seer Powers
D6
1) Tox Bomb: The Seer has fashioned a tox bomb out of human offcuts and toxic sludge.
2) Acid Spit: Once per battle the seer may shoot as if it had a Flamer.
3) Shroud of Shadows: All shots fired at the Seer have -1 To Hit.
4) Transmogrification: Roll once on the Abomination Mutations table to see what mutation the Seer has.
5)Nausea: While not Pinned or Down, all enemy models within the Seer's Ld distance have -1WS, -1BS, -1 Initiative and -1Ld.
6) [???]
0-2 Scalies (140)
As per usual.
0-2 Abomination(50)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
The mutant starts with two random mutations rolled on the list below. You may roll these up before choosing the rest of the gang, but must obviously do these rolls in the presence of another player.
2) Choose: Bloated or Long Legs
3) Eyestalks
4) Tentacle
5) Spikes
6) Suckers
7) Hideous
8) Claw
9) Forearm Spines
10) Extra Arm
11) Unhinged (Frenzy)
12) Choose: Two Heads or Wings
Mutants (30,35,40)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
Any number of mutants may be taken, but only one of each type unless you can fluffify it and all your opponents agree.
Scavvies (25)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
0-1 Boss(90),
(??) 0-1 Sludge Seer(110),
0-2 Scalies(140),
0-2 Abominations(50),
Any number of Mutants(30,35 or 40),
Any number of Scavvies(25).
creds
When recruiting a Scavvy gang up to 1000 creds may be spent, however any creds that are left over at the end are lost and the gang may not start a campaign with anything in their stash.
Weapons
Each model may initially only have one basic weapon or one pistol, but may have one close combat weapon in addition to this. Exceptions to this are the Boss and Scalies which may be equipped with as many weapons as they like, but they will never relinquish these weapons to models other than the Boss or other Scalies. In addition, a Two Headed Mutant may be equipped with two pistols if it takes no close combat weapon, and a Three Armed Mutant may have either an additional pistol or additional close combat weapon.
0-1 Boss(90)
Skills: The Boss has access to all skill tables except Techno. On an advance roll of 2 or 12 it may take skills from the Scavvy Skill Table or any other table it has regular access to.
Mutations: The boss may take a single mutation, but it costs double.
(??)
0-1 Sludge Seer(110)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(7).
The model has access to Techno skills on an advance roll of 2 or 12, and starts with one Sludge Seer Power. It may gain an additional power on the advance roll of 2 or 12 but may have no more powers than Techno skills.
Sludge Seer Powers
D6
1) Tox Bomb: The Seer has fashioned a tox bomb out of human offcuts and toxic sludge.
2) Acid Spit: Once per battle the seer may shoot as if it had a Flamer.
3) Shroud of Shadows: All shots fired at the Seer have -1 To Hit.
4) Transmogrification: Roll once on the Abomination Mutations table to see what mutation the Seer has.
5)
6) [???]
0-2 Scalies (140)
As per usual.
0-2 Abomination(50)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
The mutant starts with two random mutations rolled on the list below. You may roll these up before choosing the rest of the gang, but must obviously do these rolls in the presence of another player.
2) Choose: Bloated or Long Legs
3) Eyestalks
4) Tentacle
5) Spikes
6) Suckers
7) Hideous
8) Claw
9) Forearm Spines
10) Extra Arm
11) Unhinged (Frenzy)
12) Choose: Two Heads or Wings
Mutants (30,35,40)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
Any number of mutants may be taken, but only one of each type unless you can fluffify it and all your opponents agree.
Scavvies (25)
M(4), WS(3), BS(2), S(3), T(3), W(1), I(3), A(1), Ld(6)
Territory/Income
Scavvies do not hold territory like other gangs, but move around foraging for useful scrap or edible mushrooms. Instead, at the end of each battle roll a D6 to see what they stumble across in their meanderings. If the Scavvies lose their "territory" in a battle their opponent may keep or pillage a "Wastes" and the Scavvies may only scavenge for D4(5-6=0) creds (as per roll of 1-2) this post battle sequence.
Scavvy Income Chart
D6
1-2) D4(5-6=0)
3-4) D5(6=0)
5-6) D5(6=0/special)
Modifiers:
-1 lost / bottled out first (in cases where multiple gangs are involved)
+1 won battle,
+1 for each enemy killed,
+1 killed enemy Leader (cumulative with above)
When a 5-6 result is rolled for income, while each "6" is still 0 creds, tally the number of "6ers" rolled as it determines what items and new recruits are available. Note that 6ers are not kept between games.
.oO(for this, Scavvies may not buy new equipment and members unless they have rolled 5-6 on the Income Chart and reached a tally of 6ers. All new recruits/equipment must be paid for as usual)
6ers tally
One
One item: Either from the Scavvy Market or Scavvy Rare Trade chart.
One Scavvy may be recruited.
(??) If only purchasing one item or recruit, roll a D6, on a 1-2 the cost is reduced by the number rolled.
Two
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
One Scavvy, Mutant or Abomination may be recruited.
(??) If only purchasing one item or recruit, roll a D6, on a 1-3 the cost is reduced by the number rolled.
Three
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
Up to two Scavvies may be recruited, or one Mutant/Abomination/Scaly.
(??) If only purchasing one item or recruit, roll a D6, on a 1-4 the cost is reduced by the number rolled.
Four+
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
Up to two Scavvies, Mutants or Abominations may be recruited, or one Scaly/Sludge Seer.
(??) If only purchasing one item or recruit, roll a D6, on a 1-5 the cost is reduced by the number rolled.
Scavvies do not hold territory like other gangs, but move around foraging for useful scrap or edible mushrooms. Instead, at the end of each battle roll a D6 to see what they stumble across in their meanderings. If the Scavvies lose their "territory" in a battle their opponent may keep or pillage a "Wastes" and the Scavvies may only scavenge for D4(5-6=0) creds (as per roll of 1-2) this post battle sequence.
Scavvy Income Chart
D6
1-2) D4(5-6=0)
3-4) D5(6=0)
5-6) D5(6=0/special)
Modifiers:
-1 lost / bottled out first (in cases where multiple gangs are involved)
+1 won battle,
+1 for each enemy killed,
+1 killed enemy Leader (cumulative with above)
When a 5-6 result is rolled for income, while each "6" is still 0 creds, tally the number of "6ers" rolled as it determines what items and new recruits are available. Note that 6ers are not kept between games.
.oO(for this, Scavvies may not buy new equipment and members unless they have rolled 5-6 on the Income Chart and reached a tally of 6ers. All new recruits/equipment must be paid for as usual)
6ers tally
One
One item: Either from the Scavvy Market or Scavvy Rare Trade chart.
One Scavvy may be recruited.
(??) If only purchasing one item or recruit, roll a D6, on a 1-2 the cost is reduced by the number rolled.
Two
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
One Scavvy, Mutant or Abomination may be recruited.
(??) If only purchasing one item or recruit, roll a D6, on a 1-3 the cost is reduced by the number rolled.
Three
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
Up to two Scavvies may be recruited, or one Mutant/Abomination/Scaly.
(??) If only purchasing one item or recruit, roll a D6, on a 1-4 the cost is reduced by the number rolled.
Four+
Up to two items: Either from the Scavvy Market or Scavvy Rare Trade chart, or one from each.
Up to two Scavvies, Mutants or Abominations may be recruited, or one Scaly/Sludge Seer.
(??) If only purchasing one item or recruit, roll a D6, on a 1-5 the cost is reduced by the number rolled.
Scavvy Skills
Scavvies may not choose a skill from any table on New Skill Any Table, but may gain access to certain tables depending on their Family Traits roll.
Family Traits
The first time a Scavvy or Mutant rolls a 2 or 12 advance they then roll to see which Family Trait they have, if any. Note that Abominations, Scalies, Sludge Seer and Boss do not get to roll for Family Trait.
D5(6=0)
1) Juggler/Knife Thrower: On an advance roll of 2 or 12 the model may take Shooting Skills, maximum BS is increased to 6.
2) Brute/Strongman/Human Cannonball: On an advance roll of 2 or 12 the model may take Muscle Skills, if the model rolls an S/T advance they may instead choose to take an Muscle skill.
3) Daredevil/Acrobat/Tumbler/Fire Eater: On an advance roll of 2 or 12 the model may take Combat Skills, if the model rolls an Initiative advance when already maxed may choose to take an Agility skill instead of automatically increasing Ld.
4) Savant: Choose a new skill table that the model has access permanent access to, from Shooting, Muscle, Combat and Agility (On a roll of New Skill as well as New Skill Any Table). On future rolls of 2 or 12 the model may roll on any of these four skill tables.
5) Clairvoyant/Fortune Teller/Psychic/Gypsy: On an advance roll of 2 or 12 they may give up their advance to have +1 Wyrd Minor power (randomly determined at the start of each battle). Maximum Wyrd Minor Powers Ld7=1, Ld8=2.
6) None: The Scavvy does not have any particular family trait any on a 2 or 12 may only roll on the Scavvy Skill table, or the standard accessable skills (Agility/Ferocity/Stealth).
Scavvy Skills Table
1) Scavenger: The model may always roll D5(6=0)when scavenging and its 6's always count as Special.
2) Junksmith: The model may ignore the Unreliable Weapons rule.
3) ...
4) ...
5) ...
6) Herding: See Zombies section for details.
Wyrd Powers
All Wyrd powers do not roll Perils of the Warp, but instead take a S3 Hit if failing, D6 S3 Hits if failing on a double...
Scavvies may not choose a skill from any table on New Skill Any Table, but may gain access to certain tables depending on their Family Traits roll.
Family Traits
The first time a Scavvy or Mutant rolls a 2 or 12 advance they then roll to see which Family Trait they have, if any. Note that Abominations, Scalies, Sludge Seer and Boss do not get to roll for Family Trait.
D5(6=0)
1) Juggler/Knife Thrower: On an advance roll of 2 or 12 the model may take Shooting Skills, maximum BS is increased to 6.
2) Brute/Strongman/Human Cannonball: On an advance roll of 2 or 12 the model may take Muscle Skills, if the model rolls an S/T advance they may instead choose to take an Muscle skill.
3) Daredevil/Acrobat/Tumbler/Fire Eater: On an advance roll of 2 or 12 the model may take Combat Skills, if the model rolls an Initiative advance when already maxed may choose to take an Agility skill instead of automatically increasing Ld.
4) Savant: Choose a new skill table that the model has access permanent access to, from Shooting, Muscle, Combat and Agility (On a roll of New Skill as well as New Skill Any Table). On future rolls of 2 or 12 the model may roll on any of these four skill tables.
5) Clairvoyant/Fortune Teller/Psychic/Gypsy: On an advance roll of 2 or 12 they may give up their advance to have +1 Wyrd Minor power (randomly determined at the start of each battle). Maximum Wyrd Minor Powers Ld7=1, Ld8=2.
6) None: The Scavvy does not have any particular family trait any on a 2 or 12 may only roll on the Scavvy Skill table, or the standard accessable skills (Agility/Ferocity/Stealth).
Scavvy Skills Table
1) Scavenger: The model may always roll D5(6=0)when scavenging and its 6's always count as Special.
2) Junksmith: The model may ignore the Unreliable Weapons rule.
3) ...
4) ...
5) ...
6) Herding: See Zombies section for details.
Wyrd Powers
All Wyrd powers do not roll Perils of the Warp, but instead take a S3 Hit if failing, D6 S3 Hits if failing on a double...
Zombies (Fungoids/Mimes)
Zombies are free, but their availability is restricted to a dice roll and then you can only bring them on to the table if you have models with high Ld or the Herding skill..
Zombies do not count for total number of models brought to the table for scenario restrictions or bottle test.
Numnber potential Zombies available
At the start of the battle the Scavvy player rolls a D5(6=0) to see how many zombies are in the zomb pool/available that battle.
Bringing Zombies on to the table
The Scavvy player may bring one Zomb onto the table whenever a model with Leadership, Herding or Ld8 arrives, and within 4" of that model.
Herding
If a model with Ld8 or Herding starts their turn witin 4" of a zomb they may spend their turn ushering it forwards and the zomb rolls 3D6 for movement and chooses the two highest. The herding model must end their turn within 4" of the Zombie, or as close to this as possible.
A model with Ld8 and Herding may usher two zombies at a time this way.
Two models with lower than Ld8 that do not have Herding may also usher a zombie forward this way, and three models to usher two zombs.
.oO(a starting/fresh scav gang will only be able to bring one zombie, and only if the Leader arrives on the field and they did not roll a 0 on the D5)
Zombies!
-Plague! The D6 roll for zombie infection has been discarded/replaced.
+Plague! Whenever a model is taken out of action by a zombie they roll Serious Injury as if High Impact. If the model dies on a double this way then the Scavvies may bring one additional zombie onto the field in their next battle, and it may be placed within the 4" of the first model they put on the table. It does not count towards total zombies.
+Hunger
Whenever a Fungoid/Zombie takes an enemy Out of Action in Hand-to-Hand combat, instead of removing the model place them face down as if "Downed". On the Fungoid's next turn if there are no enemies within charging distance the Fungoid noms on the model's head: Remove the model from the field and make a note that they have been chewn upon. A model that has been chewn on treats Serious Injury doubles as Dead11
Fungoid Infection - Campaign
Whenever any non-Scavvy model is Dead11 (killed on double 1), its corpse starts sprouting shrooms and the body rises to wander around as a Fungoid. The next battle that the Sporeling gang participates in may they place an additional Fungoid/Zombie but it may be placed within 4" of any model rather than having to be near a model with Herding or Ld8.
If there are multiple Sporeling gangs in the campaign and none participated in the battle, have a roll-off to see which gang has the extra Fungoid for this battle.
...also considering "Minims", which are lil fungus creatures that move maybe D3(4-6=0) during scenarios where the Scavvies are under attack.
[/I]
Zombies are free, but their availability is restricted to a dice roll and then you can only bring them on to the table if you have models with high Ld or the Herding skill..
Zombies do not count for total number of models brought to the table for scenario restrictions or bottle test.
Numnber potential Zombies available
At the start of the battle the Scavvy player rolls a D5(6=0) to see how many zombies are in the zomb pool/available that battle.
Bringing Zombies on to the table
The Scavvy player may bring one Zomb onto the table whenever a model with Leadership, Herding or Ld8 arrives, and within 4" of that model.
Herding
If a model with Ld8 or Herding starts their turn witin 4" of a zomb they may spend their turn ushering it forwards and the zomb rolls 3D6 for movement and chooses the two highest. The herding model must end their turn within 4" of the Zombie, or as close to this as possible.
A model with Ld8 and Herding may usher two zombies at a time this way.
Two models with lower than Ld8 that do not have Herding may also usher a zombie forward this way, and three models to usher two zombs.
.oO(a starting/fresh scav gang will only be able to bring one zombie, and only if the Leader arrives on the field and they did not roll a 0 on the D5)
Zombies!
-Plague! The D6 roll for zombie infection has been discarded/replaced.
+Plague! Whenever a model is taken out of action by a zombie they roll Serious Injury as if High Impact. If the model dies on a double this way then the Scavvies may bring one additional zombie onto the field in their next battle, and it may be placed within the 4" of the first model they put on the table. It does not count towards total zombies.
Whenever a Fungoid/Zombie takes an enemy Out of Action in Hand-to-Hand combat, instead of removing the model place them face down as if "Downed". On the Fungoid's next turn if there are no enemies within charging distance the Fungoid noms on the model's head: Remove the model from the field and make a note that they have been chewn upon. A model that has been chewn on treats Serious Injury doubles as Dead11
Fungoid Infection - Campaign
Whenever any non-Scavvy model is Dead11 (killed on double 1), its corpse starts sprouting shrooms and the body rises to wander around as a Fungoid. The next battle that the Sporeling gang participates in may they place an additional Fungoid/Zombie but it may be placed within 4" of any model rather than having to be near a model with Herding or Ld8.
If there are multiple Sporeling gangs in the campaign and none participated in the battle, have a roll-off to see which gang has the extra Fungoid for this battle.
...also considering "Minims", which are lil fungus creatures that move maybe D3(4-6=0) during scenarios where the Scavvies are under attack.
[/I]
Sump Surgeon
While the Sump Surgeon is in town any gang may send a model to seek out the surgeon if they expend two rare trade rolls. It costs 5 creds + 2D5(6=0) for Outlaws to send someone, and for non-outlaw gangs 10 creds+2D5(6=0). These creds must be spent no matter how well the surgery goes.
On the roll of a double the surgery fails, and on a double 6(0) the model suffers an additional serious injury.
On any other roll the surgery is a success, and one random serious injury is kinda fixed (with a peg leg, glass eye, or "magic pouch" that they hang around their neck". Make a note on the model's chart which injury has been worked on, and at the start of the battle if that model passes a Strength test they may ignore that serious injury until they are taken down or until the battle ends.
While the Sump Surgeon is in town any gang may send a model to seek out the surgeon if they expend two rare trade rolls. It costs 5 creds + 2D5(6=0) for Outlaws to send someone, and for non-outlaw gangs 10 creds+2D5(6=0). These creds must be spent no matter how well the surgery goes.
On the roll of a double the surgery fails, and on a double 6(0) the model suffers an additional serious injury.
On any other roll the surgery is a success, and one random serious injury is kinda fixed (with a peg leg, glass eye, or "magic pouch" that they hang around their neck". Make a note on the model's chart which injury has been worked on, and at the start of the battle if that model passes a Strength test they may ignore that serious injury until they are taken down or until the battle ends.
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