GW 01 Pit Slaves

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7/27/2019 GW 01 Pit Slaves http://slidepdf.com/reader/full/gw-01-pit-slaves 1/6 PIT STAVES By Andy Chambers What follows are the rules for using the new Pit Slave gang in your games of Necromundu. This means that you c&n now wreak vengeance on the Guilders that incarceruted you for so many years... Di t Slaves ar e gang fighters or hivers who I havebeen captured by hive gangsor Cuild- sanctioned Watchmen and sold to the Guilders. They are little more than property in the Guilder's hands, doomed to work in the mines, fighting pits or on the pack trails for the rest of their lives. Most Pit Slaves are outlaws, thieves and renegades who have finally been brought to justice, but others are simply unlucky individuals who were captured and had nobody who would pay their ransom. The Guilders usually 'modifi'' slaves for their new lives with crude implants and basic bionics - blades and saws for fighting or drills and hammers for work in mines and forges. Plugs and connection points mark their flesh and they are pierced with steel rods and metal plates to strengthen their bodies. If a slave proves useful to the Guilders, their implants are progressively upgraded so that hardened pit fighters become inhuman caricatures of the warriors they once were. The toughest and most determined Pit Slaves escape their incarceration. They may escape in ones or twos or in mass break-outs of dozens if a mine collapses or a caravarl is attacked. The vast and chaotic wastes of the Underhive provide ample hiding places for these )

Transcript of GW 01 Pit Slaves

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PIT STAVESBy Andy ChambersWhat follows are the rules for using the new Pit Slave gang in your games of

Necromundu. This means that you c&n now wreak vengeanceon the Guilders that

incarceruted you for so many years...

Di t Slaves are gang fighters or hivers who

I have been captured by hive gangs or Cuild-

sanctioned Watchmen and sold to the

Guilders. They are little more than property in

the Guilder's hands, doomed to work in the

mines, fighting pits or on the pack trails for

the rest of their lives. Most Pit Slaves are

outlaws, thieves and renegades who havefinally been brought to justice, but others are

simply unlucky individuals who were

captured and had nobody who would pay

their ransom.

The Guilders usually'modifi''

slaves for their

new lives with crude implants and basic

bionics - blades and saws for fighting or drills

and hammers for work in mines and forges.

Plugs and connection points mark their flesh

and they are pierced with steel rods and metalplates to strengthen their bodies. If a slave

proves useful to the Guilders, their implants

are progressively upgraded so that hardened

pit fighters become inhuman caricatures of

the warriors they once were.

The toughest and most determined Pit Slaves

escape their incarceration. They may escape in

ones or twos or in mass break-outs of dozens

if a mine collapses or a caravarl is attacked.

The vast and chaotic wastes of the Underhiveprovide ample hiding places for these

)

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desperate souls and relatively

few are recaptured by the

Guilders or bounty hunters;

generally the Guild writes off its

losses and buys up more slaves.

Lone Pi t Slavescommonly joinup with gangs ns hired guns, butgroups of them band together

for mutual support and run with

the outlaw gangs at the edges ofthe badzones. They raid Guilder

cafavans and settlements for

food, weapons and extra

implants to upgrade or replace

damaged parts. Closest to their

hearts, of course, is causing the

Guild as much trouble aspossible.

Outfaws. Pit Slaves are an

Outlaw gang and all of the

Outlaw rules apply to them with

the exceptions noted below.

Territoty. Pit Slaves sraft wirh

one piece of territory generated

on the Outlaw Territory table.

This is the slave's camp in thewastes and normally they cannothold more than a single piece oftemitory at a time. The Pit Slaves

can decide to move their camp

after any game, crossing the old

territory off their roster at theend of the post battle sequence

and generating a new camp on

the Outlaw Teffitory table immediately If thePit Slaves are fortunate enough to find a

Power Cable Thp (a roll of 56 on rhe OutlawTerritory table) they can use it to rechargetheir implants, giving the whole gang f 1 totheir Initiative characteristic for the first turn

of the game.

Captured Territories, Any additional

territory captured from other gangs can either

be taken as the Pit Slaves' new base camp(cross the old base camp off the roster) orIooted and destroyed (see the Outlaw rules

for details of looting).

Income. Pit Slaves collect income from their

one piece of territory like any other Outlawgang. Pit Slaves can also forage in the wastes,although they aren't very good at doing so (allthose squeaky joints and clanking bionicsscare off the wildlife) so Pit Slaves alwaysdeduct one from their foraging roll.

Pit Slaues

Tlad,ng. Pit Slaves roll on the Outlaw

Trading chart.

Hited guns. Pit Slaves can make use of anyHired Guns that they can afford, other thanbounty hunters (for obvious reasons).

Starvation, Pit Slaves suffer the effects of

starvation just like anybody else, however

because they are partially made of metal theyneed less food to survive. Each Pit Slave onlyneeds 2 credit's worth of food to avoidstarvation.

Bounty, Escaped Pit Slaves are considered

extremely troublesome by the Guilders, sothey are worth a bounty equal to their totalcost, iust like any other Ourlaw.

CaPtule. Their experience of absconding

means Pit Slaves all count as having the EscapeArtist skill, so they will always evade captureafter a game. Gang fighters captured by Pit

3

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Pit Slaues

Slaves can be ransomed orsold as slaves. Some PitSlave gangs will not sellprisoners into slavery onprinciple, but others have

no qualms about castingothers into the hell theyhave escaped from. It isleft to the player to decidewhether he wishes to be acrusading freedom fighter

or an embittered renegade

cyborg.

Scenarios. pi t Slaves oll

on the Outlaw Scenario

table. If the Pit Slaves canchoose which scenario toplay they can pick any ofthe ones from theNecromunda orOutlanders rules.

Bionics. If pi t slaves

capture a gang fighter whohas any bionic parts theymay remove them and re-

attach them to arrymember of their gang(though the chief usuallygets first pick). The gang

must include a Pit Slavel'echno in order to regraft

bionics in this way.

Injuries. If a pi t Slave

suffers a permanent injury

to a location which has

been replaced with abionic implant or Pit Slaveweapon, the implant orweapon is destroyed butno further harm is done.Destroyed weapons can bereplaced at the standard

cost shown later. A gang

which includes a Pit SlaveTechno can repair

damaged weapons and

bionics on a D6 roll of 6.The Techno can onlyattempt to repair eachdamaged bionic or PitSlave weapon once; if theroll is failed, the weapon

or implant is damaged

beyond repair.

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Pit Slaues

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Pit Slaaes

Armour Plates. Pit Slaves often fashion

armour plates for themselves from scrap

debris in the hive bottom. V/hile these give

effective protection, they are heavy and

cumbersome. A Pit Slave may be protected byup to a maximum of three armour plates,

giving him an armour saving throw but

reducing his Initiative characteristic as shown

below

The Initiative modifiers for armour plates will

reduce a Pit Slave to a minimum Initiative of 1.

Chains and Flails

Chainsword

Clubs, Mauls and Bludgeons

Knife

Sword

10

) \

10

free/5

L0

Frag Grenades

Krak Grenades 50

Man-Stopper Shotgun Shells 5

Hot Shot Shotgun Shells 5

Bolt Shotgun Shells 1,5

Dum Dum bullets for Stub Gun 5

30

Rock Drill

Claw

Shears

BoltgunFlamer

Lasgun

Stub Gun

Autopistol

Laspistol

Boltpistol

Hand Flamer

Plasma Pistol

L 5

1.5

1.5BuzzSaur 25

Chainsaw 25

Hammer 20

Autogun 20

Shotgun (solid shot/scatter shells) 20

3540

)s

Grenade Launcher (grenades extra) 13O

Melta-gun

Plasma Gun

95

70

L0

1 5

r5

20

20

) 1

No. Plates Armour lnitiativeSaving Throw

l 6 + 0

3 4+ a

PIT SLAVE WEAPONS LIST

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Pit Slaues

ADVAAICEROLLTABLE

2D6 Result

D(PERIENCE DVANCETABLE

ExperienceTitle Notes

Pit Slave 1.

101-120

141-160 Pit Slave Chamoion

Pit Slave Champion

Pit SlaveHero

Pit Slave Kins 3.

1. Starting level for Pit Slaves & Technos.

2. Starting for Chiefs.

3. May not improve any further.

Skill. (Chooseany of the Skill

tables and randomly generatea skill from it)

3 New Skill. (Selectone of the

standardSkill tables for your gang and

randomly generate a skill from it)

4 New Skill. (Selectone of the

standardSkill tables for your gang and

randomly generatea skill from it)

5 Characteristic Increase.

Roll again: 1-3 = +1 Strength; 4-6 = +1Attacks

6 Characteristic Increase.

Roll again:1-3 = +1 WS; 4-6 = +1 BS

7 Characteristic Increase.

Roll again:1-3 = +1 Initiative; 4-6 = +l

Leadership

I Characteristic Increase.

Roll again:1-3 = +1 WS; 4-6=

+1 BS9 Chancteristic Increase.

Roll again: 1-3 = +1 Wounds; 4-6 = +l

Toughness

lO New Skill. (Selectone of the

standard Skill tables for your gang and

randomly generate a skill from it)

| | New Skill. (Selectone of the

standardSkill tables for your gang and

randomly generate a skill from it)

l2 New Skill. (Chooseany of the Skill

tables and randomly generate a skill from it)

PIT SLAVE SKILLLISTSPit Slave Techno Chief

MA)(IMUM VALUETABLENote that the various implants and cltrernetics

fitted to a Pit Slave mean their maximum

characteristics are higher than those of a

normal human.

Pit Slave 4