House Gangs
House gangs represent the traditional representation of your gang in the Underhive.
There’s nothing wrong with vanilla (It’s the finest of the flavours) in-fact it’s recommended that you start out with a House Gang if you’re new to Necromunda or don’t want to play anything that isn’t complicated.
Favour Table
When running a House gang you get access to the following favour table that you may roll on at the start of each campaign week:
2D6 | Result |
---|---|
2 | Displeasure: Select a Juve or Ganger and remove them from the gang. |
3-4 | Minor Battle Effect |
5-7 | 2D6x10 of gear for free from the ganger list. |
8-9 | New Blood |
10 | House Agent for free this week during step 6* |
11-12 | Special Boost** |
*No House Agent? Take a bounty hunter instead.
**Once per campaign
Minor Battle Effects
Your house grants you a favour which will help you in battle this week. Anything with a value is considered free and won’t affect your gang rating.
Gang | Minor Battle Effect |
---|---|
Cawdor | Flagellation: Begin all battles during this Campaign Week with D6 Faith dice in your Faith dice pool. |
Delaque | Questionable Information: At the start of any battle this week when determining priority, you may re-roll any dice. Deployment & First activation, either your dice and/or the opponent's dice, must do both at same time. |
Escher | Test Subjects: Gain 50 credits which must be spent immediately to purchase Stimms from the Escher Chem-alchemy section for up to three of their fighters. Any unspent credits are wasted. |
Goliath | Juiced: Each battle this week D3 fighters may be given Stimm Slug stashes for the duration of the battle. |
Orlock | Booze Run: Each battle this week D3 fighters may be given Wildsnake and Incendiary grenades for the duration of the battle. |
Van Saar | Overclocking: Each battle this week D3 ranged energy weapons (las, plasma, etc.) may be modified. For the duration of the battle, each gains +2 Strength and Unstable. |
Generic | Infiltration: At the start of each battle this week, before rolling for priority, D3 fighters may make a free move action. |
New Blood
Your house sends you new blood to bolster your ranks. The fighter gained is free and comes with 1 weapon and 1 piece of wargear also for free. This fighter increases your gang rating as usual.
Gang | New Blood |
---|---|
Cawdor | Blessed of Cawdor: The gang gains a Juve who has the Gang Hierarchy (Leader) and Group Activation (2) special rules. For the duration of this Campaign Week, or until this new Leader is killed, the gang's actual leader loses the Gang Leader special rule. Additionally, this juve counts as 3 fighters when rolling faith dice. |
Delaque | Servant of the Deep Ones: The Gang gains a Shadow that is upgraded with both Psychoteric Mastery and Non-Sanctioned Psyker. Additionally, they know all the powers from either Madness, Delusion, or Darkness. Psyker upgrade does not increase fighter value. |
Escher | Chem Junkie: The Gang gains a Little Sister that always starts each battle under the effects of three Escher Stims for free. |
Goliath | Vat Runoff: The Gang gains a Vatborn Bully that gains 3 random gene smithing upgrades. Gene smithing does not increase fighter value. |
Orlock | Up and Comer: The Gang gains a Greenhorn that gains 2 Legendary names of your choice. Names don’t increase fighter value. |
Van Saar | 6 Million Credit Juve: The Gang gains a Subtek that gains either 3 random pieces of Alpha Cyberteknika, 2 random pieces of Gamma Cyberteknika, or 1 random piece of Omega Cyberteknika. As usual, Bionics don’t increase fighter. |
Generic | Prodigy: The Gang gains their cheapest fighter profile for free, this fighter comes with 3 random primary skills. These skills don’t increase the fighter value as they’re not advances. Also, I know lobo slaves can never gain skills, but you’re getting a free 70 credit fighter. |
Special Boost
Your house grants one of your fighters immense power. These upgrades don’t increase the fighter cost.
Gang | Special Boost |
---|---|
Cawdor | Ascension: One Fighter in your gang of your choice becomes a conduit (see crusading gangs). Additionally, this fighter may now invoke from any Path of Faith. Psyker upgrade does not increase fighter value |
Delaque | Awakening: One Fighter in your gang of your choice immediately learns all the powers from Madness, Delusion, and Darkness. They also gain both Psychoteric Mastery and Non-Sanctioned Psyker if they do not already. Psyker upgrade does not increase fighter value |
Escher | Dark Alchemy: One fighter in your gang of your choice becomes Infused with Dark Alchemy: They now treat any Out of Action results on the Injury dice as a Serious Injury instead. Do not roll in the recovery phase, instead this fighter automatically recovers but always suffers a flesh wound as a result. If this fighter is the target of a Coup De Grace, apply a flesh wound instead. |
Goliath | Reforged: One fighter in your gang of your choice gains a gene-smithing upgrade available to their lineage. You may select an upgrade they already have. Gene smithing does not increase fighter value |
Orlock | Living Legend: One fighter in your gang of your choice automatically passes all cool checks. Enemy fighters that wish to charge or target this fighter with a ranged attack must pass a cool check, if they fail they do not lose the action however. |
Van Saar | Forbidden Implant: One fighter in your gang of your choice becomes a Non-sanctioned Psyker and learns all the powers in the Technomancer tree. They may not learn additional powers. Psyker upgrade does not increase fighter value |
Generic | Maximum Potential: One fighter in your gang of your choice gains 30 Exp. However, they now no longer gain exp by any means. |
Spyrer Favour Table
A Spyre Hunting Party does not usually get a favour table, they’re too busy flaying people alive etc.
However, if a player wishes they may call up Mummy and Daddy to see if they’ll send some gear down from the upper Spyres themselves.
2D6 | Result |
---|---|
2 | Displeasure: The player must select one of their Spyrers, they set their glitch level to one less than their toughness. |
3-4 | Infiltration: At the start of the battle each Spyrer may make 1 free move. |
5-7 | 2D6x10 of gear for free from the Spyrer list. |
8-9 | Fear Gas Delivery: Increase the Terror level by D3. |
10 | Augmentation: Randomly select 1 Spyrer, increase the augmentation level on a piece of equipment they have. Increase their glitch count by 1 (unless it would kill them) |
11-12 | Special Delivery*: One of your Spyrers gains a piece of equipment from the Spyre black market. |
*Once per campaign