Una Warbad presa dal manuale delle ash wastes e riadattata per essere utilizzata nell’underhive. Il lavoro originale è di Robert J. Reiner e Mark Mitchell e può essere trovato http://www.sg.tacticalwargames.net/fanatic
DEFENSE FORCE DESERTER SPECIAL RULES
Defense Forcer Deserter, gangs tend to be smaller then gangs since they are used to following a stricter regime. They are almost all former Imperial Guardsmen or Mercenaries or Scummers. Because they are ex military they need the sponsorship of a powerful person, like a Nobleman or Guilder to remain ‘hidden’ from the authorities uphive. Here are the special rules for Defense Force Desert Gangs, aka PDFD.
Gang Size: PDFD gangs are limited in size to 10 members. When a PDF Gang is first started you will have 1000 credits to recruit who you want and purchase what you can off of the PDF Weapons Equipment Lists and 300 credits to spend on vehicles and beasts. In addition, at no time may a PDF Gang have more then 1 Officer, 1-2 Specialists, and 2-7 Deserters.
This means that you must start with at least four fighters, an Officer, a Specialist, and two Deserters
Loyalty: Unlike standard gangs, all PDF Deserters are fiercely loyal to their Officer. If a Deserter gains enough leadership advances to challenge for leadership then roll a D6 instead. On a result of ‘1-2’ the Deserter will instead leave the gang, taking all of his equipment with him. On any other result the challenge ends with no further affect, as the Deserter will remain loyal to the Officer and never challenge again.
Recruitment: PDFD Gangs can recruit up to their gang size limits like other gangs, by paying the required credits.
Gang Rating: PDFD Gangs calculate their gang rating like all other gangs, costs plus equipment.
Hired Guns: PDFD Gangs can hire any hired gun that they can afford to pay excpet bounty hunters.
Special Characters: PDFD Gangs may find and use any Special Character that they can afford with the exception that they tend to shy away from redemptionist styles of religious fanatics.
Territory: PDFD Gangs are alwais outlaw.
Income: If the PDFD Gang is successful (wins a game) then the Officer will roll once on the Sponsor Bonus Chart.
Scenario Selection: PDFD Gangs roll on the outlaw scenario table. The only modifications are that if the scenario is a Caravan and they are defending and the PDF Deserters are successful then they get to roll an addition time on the Sponsor Bonus Chart. And, if a PDF Deserter Gang fails to defend in a Caravan scenario then their next opponent may use a Bounty Hunter or two Scummers at no cost as the Sponsor takes his revenge out on the gang in a round about way.
Sponsor Bonus Chart
D6 Result
1 What, you want a reward? Isn’t my thanks enough?
2-3 As a reward the Guilder pays the Officer a bonus of (D6+1) x5 credits
4-5 As a reward the Guilder pays the Officer a bonus of (D6+1) x10 credits.
6 the Guilder is very pleased with the work of the PDFD Gang. Roll a further D6:
1-2 As a reward for a job well done the Officer is given one ‘free’ rare trade roll. The item is placed in the stash at no cost to the gang.
3-6 As a reward the Guilder pays for the PDFD Gangs’ upkeep this post game sequence.
Trading: PDF Deserter Gangs trade in a unique way. The PFDF Gang Equipment Lists are the only weapons and equipment that a PDFD Gang will use, except for rare items, unless it is obtained via a ‘Captured’ prisoner exchange or via the Inventor Skill.
Once a game is played any Deserter may purchase items off any list, assuming that they can use the item.
1 PDFD OFFICER
Base Cost: 135
Starting Experience: 60+D6
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
PDFD OFFICER SPECIAL RULES:
Leadership: PDFD Officers follow all the rules and are identical to a Leader.
Starting Equipment: A PDFD Officer starts play with a knife, photo-visor, respirator, and any equipment you purchase for him from the Close Combat, Pistol, Basic, Special, Grenades and Shells, and Armour PDF Deserter Equipment Lists.
Vehicles: The PDFD Officer may drive or ride on any of the gang’s vehicles or beasts.
0-2 PDFD SPECIALISTS
Base Cost: 75
Starting Experience: 20+D6
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
PDFD SPECIALIST SPECIAL RULES:
A PDFD Specialist had the role of fire support. They are trained in all Necromundian heavy and special weapons as well as ordinance and tactics. They are identical to a Heavy.
Starting Equipment: PDFD Specialists start play with a knife, photo-visor, respirator, and any equipment you purchase for him from the Close Combat, Pistol, Basic, Special, Heavy, Grenades and Shells PDF Deserter Equipment Lists.
Leadership: PDF Deserter Specialists will never challenge for leadership of the gang.
Restrictions: Unlike standard gangs, PDFD Gangs are almost always in need of heavy support and mobile firepower. To represent this, a PDFD Gang must always have at least one PDFD Specialist in it and may never have more then one heavy weapon. If a second PDFD Specialist is recruited then you may not purchase a heavy weapon for him, but must purchase a special weapon instead. The only exception to this is if the PDFD Gang may still utilize two fixed heavy weapons and the
PDF Deserter Specialists will most likely be the gunners.
Vehicles: A PDFD Specialist may be the gunner of a fixed weapon on a vehicle or beast. If this is to be the case then the weapon should be purchased ‘for him’ as normal but the cost added to the vehicle or beast cost, not the heavy on the roster.
Fixed weapons are the only way move or fire weapons may be fired from moving vehicles or beasts in the Ash Wastes.
PDFD Specialists who are not gunners may ride any vehicle or beast as normal, and may take over as driver in an emergency (see the vehicle and beast rules for more detail).
2-7 PDF DESERTERS
Base Cost: 65
Starting Experience: 20+D6
| M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| 4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
PDF DESERTER SPECIAL RULES:
PDF Deserters follow all the rules and are identical to gangers.
Leadership: PDF Deserters are the only ones that may challenge for leadership of the gang.
Skills: All PDF Deserters have access to Combat and Shooting skills and one other skill category of your choice (except Techno) that is selected when they are recruited. This may be a third standard skill category or one of the Ash Waste Skill categories.
Starting Equipment: PDF Deserter start play with a knife, photo-visor, respirator and any equipment you purchase for him from the Close Combat, Pistol, Basic, and Grenades and Shells PDF Deserter Equipment Lists.
Vehicles and Beasts: PDS Deserters may drive or ride any of the gang’s vehicles or beasts.
PDF DESERTER GANG EQUIPMENT LISTS
The following are the PDF Desert Gang Starting Equipment Lists. The prices for each are listed for each of the items:
CLOSE COMBAT WEAPONS
Bludgeon/Club/Maul
Chain/Flail
Chainsword
Knife – 1st free / 5 credits Each Additional
Massive Axe/Club/Sword
PISTOL WEAPONS
Autopistol
Laspistol
LEADER ONLY
Plasma Pistol
Chainsword
BASIC WEAPONS
Autogun
Combat Shotgun w/Solid, Scatter
Lasgun
Long Rifle 0-1
SPECIAL WEAPONS
Flamer
Grenade Launcher (Grenades Extra)
Plasmagun
HEAVY WEAPONS
Autocannon
Heavy Bolter
Heavy Stubber
GRENADES AND SHELLS
Frag Grenades
Krak grenades
Shotgun Shell – Hotshot
Shotgun Shell – Manstopper
Executioner Rounds
Weapon Re-Load – 1 per fighter
ARMOUR EQUIPMENT LIST
Armour – Flak
Armour – Mesh
COMMON EQUIPMENT LIST
Clip Harness
Lobo-Chip
Concealed Blade
Infra-goggles
Cyber-Mastiff 0-1
Flash Suppressor
Silencer
Blue-Light
Rocket Flare
Tracers
PDFD SKILL ADVANCES
When a PDF Deserter gains enough experience to roll an advance the rules in the ORB are followed with the exceptions
noted in the PDFD Gang Special Rules above. When a skill advance is rolled consult the PDF Deserter Skill List below.
PDF Deserter Experience Table
Experience
Points
Title
21-30 Deserter
31-40 Deserter
41-50 Deserter
51-60 Deserter
61-80 Deserter
81-100 Deserter
101-120 Veteran
121-140 Veteran
141-160 Veteran
161-180 Veteran
181-200 Veteran
201-240 Elite
241-280 Elite
281-320 Elite
321-360 Elite
361-400 Elite
401+ Hero
PDF DESERTER ADVANCES
When a PDF Deserter gains enough experience to get an advance, roll on the standard gang Advance Table in the ORB.
PDF Deserter Skill Lists
|
Agility |
Combat |
Ferocity |
Muscle |
Shootin |
Stealth |
Techno |
|
Skill |
Skill |
Skill |
Skill |
Skill |
Skill |
Skill |
| PDF Deserter |
??? |
Yes |
??? |
??? |
Yes |
??? |
- |
| PDF Deserter Specialist |
- |
Yes |
- |
Yes |
Yes |
- |
Yes |
| PDF Deserter Officer |
Yes |
Yes |
Yes |
- |
Yes |
Yes |
Yes |
??? = Depending on the third skill list chosen when recruited.
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