120162853 cult of the omnissiah necromunda

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    Cult of the OmnissiahBattle for Ammoriss Rules Supplement for Necromunda

    The Adeptus Mechanicus have a strong presence on Ammoriss. Their

    manufactorums and mining operations are a well know part of life. Millions ofworkers toil for the benefit of the Omnissiah and under the watchful gaze of his

    priests. As a result of the widespread reach of the Adeptus Mechnicus onAmmoriss, a minority of citizens have adopted the Cult of the Omnissiah for

    themselves. The under-dwellers of Imperial Tower are no different.

    The Cult of the Omnissiah is one ofmany sanctioned cults allowed by theEcclesiarchy on Ammoriss. However,it is one of the most popular. It isestimated that one in ten citizens arefollowers of the Ad-Mechs

    philosophies. Much to theEcclesiarchies dismay, the Red Toweractively promotes the Cult of theOmnissiah and often draws from itsadherents into the ranks of the localtech-adepts.

    The Cult of the Omnissiah offerssimple tenants to lead a spiritual lifeby following the Emperor asOmnissiah. The famous sixteen laws.

    These laws deem the machine asperfection and all other forms asnaturally flawed. As a result, bionic

    replacement, metal grafting, and otherbody modifications are popular withinthe ranks of the Cult. The moremodifications, the more difficult it isfor the devotee to blend into regularAmmoriss society, and the deeper

    they become involved in the CultMechanicus.

    During the Battle for Ammoriss,restlessness and terror spreadthroughout the lower levels of Imperial

    Tower. To protect themselves, thosecitizens loyal to the Cult of theOmnissiah gathered into gangs forself-protection, and other less noblepurposes. They were frequently eagerto help suppress other gangs and cultsin their territories.

    Special Rules:

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    Gang: The Cult of the Omnissiah follows the normal rules for a Gang found inNecromunda. They are NOT outlaws.

    Recruiting the Cult

    The Cult of the Omnissiah is recruited the same way as a regular gang. The gangbegins with 1,000 credits to purchase members and equipment with.

    Minimum of 3 Fighters: A cult must start with no less than 3 fighters.

    Adept Potential: Your cult must include one Adept Potential, no more and no less.

    0-2 Lay-Brothers: Your cult may only have up to 2 Lay-Brothers.

    Juves: No more than half the cult can be made up of Juves.

    Servitors: Your cult can not have more servitors than it has Menials.

    Menials: Your cult may include any number of Menials.

    1 Adept PotentialCost: 130

    Experience: 60+1d6

    The Adept Potential is the member most closely aligned with the 16 Universal Lawsof the Cult of the Omnissiah. As part of the process of becoming a fully fledgedTech-Priest, he has taken up the mantle of Cult leader to prove himself to hissuperiors. By way of his works to spread the word of the Omnissiah and support hisfellow Cult Mechanicus members, he seeks to gain entry into the exclusive order ofthe Red Tower.

    Due to his progression on the path to joining the Adeptus Mechanicus, the AdeptPotential has all ready begun to acquire bionic replacements and enhancements.

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    He has begun to shed the frail and flawed way of flesh, and to take up theperfection of the machine.

    Profile M WS BS S T W I A LDAdept Potential 4 4 4 3 3 1 4 1 8

    Equipment: An Adept Potential may be equipped with Armor Plates for 20 creditseach.

    Weapons: An Adept Potential may be given weapons from the Bionics, CloseCombat, Pistol, Special, Grenades and Shells weapon lists.

    Special Rules:Leadership: An Adept Potential has the respect and adoration of his fellow Cultmembers. This provides the Adept Potential with the Leader special ability. Healways counts as having a friend within 2, this means he can always test to avoidpinning.

    Any cult member within 6 of the Adept Potential may use the Leadershipcharacteristic of the Adept Potential when taking a leadership test. The benefitapplies as long as the Adept Potential is not down or broken himself.

    0-2 Lay BrothersCost: 60

    Experience: 40+d6

    Lay Brothers are particularly devout followers of the Cult of the Omnissiah, whohave not chosen to seek the Red Robes of a Tech-Priest. However, their technicalknowledge and ability with the Machine-Spirits is still more advanced then the

    common practitioner. As a result, they often have access to the best equipment thecult has to offer.

    Profile M WS BS S T W I A LDLay Brother 4 3 3 3 3 1 3 1 7

    Weapons: Lay Brothers may be armed with weapons chosen from basic, Hand-to-Hand, Pistols, Special, Heavy Weapons, and Grenade and Shells lists.

    JuveCost: 25 CreditsExperience: 0

    Juves are young, inexperienced members of the cult. They are eager to join andplease the other more senior members of the cult. They are filled with the ideals ofthe Omnissiah and the 16 Laws. However, they are unreliable and unsteady. Intime, their understanding will mature, and their value to the cult will increase.

    Profile M WS BS S T W I A LDJuve 4 2 2 3 3 1 3 1 6

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    Weapons: Juves may be armed with weapons from the Hand-to- Hand, Pistols, andGrenades and Shells list.

    MenialCost: 50

    Experience: 20 +d6

    Menials form the bulk of the Cult. They are dependable adherents tot eh cult, andwilling to help defend the 16 Universal Laws by word or deed.

    Profile M WS BS S T W I A LDMenial 4 3 3 3 3 1 3 1 7

    Weapons: Menials may be armed with weapons from the Hand-to-Hand, Pistols,Basic, or Grenads and Shells lists.

    ServitorsCost: 80 creditsExperience: 50+d6

    Servitors are lobotomized souls reprogrammed by Tech-Adepts and their ilk toperform their duties thoughtlessly. They cannot think for themselves, and can onlytake direction from their masters.

    Profile M WS BS S T W I A LDServitor 4 3 3 3 3 1 3 1 6

    Equipment: A Servitor maybe equipped with Armor Plates for 20 credits each.

    Weapon: A servitor MUST be given one weapon from the Heavy weapon list andBionics list. Once a Heavy Weapon is selected for a Servitor, it cannot be upgradedor changed for a different weapon.

    Skills: All Servitors have the Muscle skill Bulging Biceps.

    Special Rules:The cult must have a Lay-Brother or Adept Potential to use any Servitors. If noneare available, then the Servitor may not be used, and is instead placed into the cultsstash. He no longer adds to the gangs rating or cost upkeep.

    Weapon Link: The servitor has a heavy weapon grafted to them. As a result, theyare always treated as encumbered in hand-to-hand. As a side-effect, the servitordoes not benefit from any gun sights.

    Not a Free thinker: Servitors can only receive orders and follow its programming.As a result, it cannot run or charge. They may not hide. IN a scenario that requiresa servitor to begin in hiding, it is instead placed out of sight. Servitors may not goon overwatch. They cannot earn income or work the Trading post.

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    Servitors are immune to fear and terror.

    Servitors must begin within 8 of another cult member at all times. If it is morethan 8 away, the servitor must use its move to get within 8.

    Programming: Servitors are pre-programmed to perform basic tasks andfunctions. Before each game, roll a d6 and consult the Servitor Programming chart.

    1- Shooting: Choose a shooting skill for this game.2- Well-Oiled machine: The servitor gains the Weaponsmith skill for this game.3- Camouflage: The Servitor may Hide as normal this game.4- Tracking: The Servitor may use Overwatch this game.5- Machine Spirits: The servitor can be pinned and ignores all flesh wounds.6- Saturation Fire: Choose one Heavy Skill for this game.

    Experience: Servitors do not gain any additional experience once startingexperience has been determined. Any experience a Servitor would have gained is

    simply lost.

    Repairing a Servitor: Servitors cannot gain experience in order to overcomeserious injuries. However, they can be repaired by a Lay-Brother or Adept Potential.

    The repairing cult member can do nothing else during the post battle sequence.The cult then spends 50 credits on parts and equipment to repair the injury. Theinjury is simply removed from the Servitor.

    If the Adept Potential or Lay Brother went Out of Action during the game, thenrepairs cannot be made by that model during the post battle sequence. You do nothave to repair serious injuries immediately on a Servitor, you can wait until a futurepost battle sequence.

    Armor Plates

    Servitors and Adept Potentials often have armored plates grafted to them forenhanced protection and to move away from the fragility of flesh. However, thesemetal grafts are bulky and cumbersome. A maximum of three metal plates can beadded to a single model. Each plate improves the models armor saves by 1, butreduces their initiative by one. The minimum initiative for a model can have is 1.

    Bionics

    Bionics are unique weapons and attachments fitted to Servitors and AdeptPotentials to help them with their duties. Once purchased, they cannot be removedor replaced. If they are damaged, then they will act as a club.In the post-battle sequence, a Lay-Brother or Adept Potential can attempt to repairdamaged bionics, assuming they were not put out-of-action during the previousgame. If they repair bionics, then they cannot contribute to any other post-battlesequence activity including gathering income, repairing servitors, or workingterritories.

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    Roll a d6. On a 6, all damaged Bionics are replaced. Otherwise, they staydamaged. If the Cult has a workshop territory then the roll is a 4+ to succeed.

    Other hand-to-hand weapons: If a model with a Bionic is armed with more than onehand-to-hand weapon then the special rules for the Bionic Weapon only applies to

    hits with the Bionic Weapon. Remember, per the rules in the Necromundarulebook, you alternate hits with close combat weapons. Therefore, only everyother hit can use the special Bionic Weapon rules.

    Special Rules: In the event that a Bionic Weapon has a special rule that mimics askill, then all rules that apply to the skill also apply to the weapon. Only the parryskill is stackable.

    Cult of the Omnissiah

    Weapon List

    Bionic Weapons CostBuzz Saw 25 creditsChainsaw 25 creditsClaw 15 creditsHammer 20 creditsRock Drill 15 creditsShears 15

    credits

    Hand-to-Hand Weapons CostKnife (first knife is free) 5Chain/Flail 10Club 10

    Pistols Cost

    Auto Pistol 15Las Pistol 15Stub Gun 10

    Basic CostAutogun 20Lasgun 25

    Shotgun 20

    Special CostFlamer 40Grenade Launcher 130Plasma Gun 70

    Heavy Cost

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    Heavy Stubber 120Heavy Bolter 180Auto-cannon 300Heavy Plasma 285

    Grenades and Shells Cost

    Bolt Shotgun 15Dum Dum 5Frag 30Hotshot Shotgun 5Krak 50Manstopper 5

    Bionic Weapons

    Any model may only have one Bionic weapon.

    Buzz SawBuzz saws are used to cut scrap partsand other large cutting jobs. It isessentially a whirling disk of toothedsteel. The Buzz Saw can part steel orflesh with a just an easy swing.

    Str Dam Save Ammo5 1 -3 -Special Rules: None

    ChainsawChainsaws are another versatiledevise used to cut scrap metal, piping,cables, and other industrial jobs. Thechainsaw is often attached to a wriststump or forearm. Compared to otherbionic weapons, the chainsaws long,

    jagged, edged blade is comparativelyeasy to wield in combat.

    Str Dam Save Ammo4 1 -1 -Special Rules: parry

    ClawThe claw, or big grabber, is useful formoving heavy loads and objects. It ispopular in the many mines that theAdeptus Mechanicus operate. Models

    armed with a claw can pick-up andhurl his opponent if he wins a round ofhand-to-hand combat. This hurl is inaddition to hitting his opponent. Ahurled opponent can be thrown d6 ina direction chosen by the thrower.

    The victim suffers a single hit at astrength equal to half the distancethrown (rounding up). If the thrown

    victim strikes a wall or obstacle hestops there. If he hits another model,then both models suffer a hit as ifhurled. If the thrown model goes offthe edge of a building, use the rulesfound in the Necromunda Rulebook for

    falling models.

    Str Dam Save Ammo4 1 -1 -Special Rules: Throw as above

    HammerGiant hammers are often useful in thefoundries and manufactorums of theAd-Mech. Such facilities are especiallycommon in North Ammoriss. Theforce of a hammer blow can often

    drive an opponent to their kneesbefore they can recover. Anyopponent in hand-to-hand with ahammer equipped model has itsweapon skill halved (rounding down)unless it can roll under its Initiative ona d6 at the start of each hand-to-handcombat phase.

    Str Dam Save Ammo4 1 -1 -Special: See above

    Rock DrillSince mining is such a commonpractice for the Ad-Mech to facilitateon North Ammoriss, Rock Drillimplants are relatively common.

    These devices can bore through slag,minerals, and rock with ease. If amodel armed with a Rock Drill inflicts

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    two or more hits in hand-to-handcombat then they may exchange allhits for a single increased strengthand damage hit. The bonus is +1strength and +1 damage for each hitafter the first that is exchanged.

    Str Dam Save Ammo4 1 -3 -Special: See Above

    ShearsHuge shears help servitors and tech-priests dispose of scrap materials andother industrial waste. These shearsare also very capable of snipping offpieces of people too. If a modelarmed with Shears hits and opponent

    in hand-to-hand and rolls a 6 to

    wound, immediately roll a second d6.On a subsequent roll of 6, theopposing model has had his headsnipped off unless he can make asaving throw (armor, dodge, etc)

    Any opponent that has its headsnipped off is simply dead. No roll isneeded on the serious injury table.

    The beheaded model is simplyremoved from the opponents roster.

    The beheaded model cannot behelped by the medic skill, medi-packsetc. They are dead.

    Str Dam Save AmmoUser +1 1 -1 -Special: See above

    Cult of the Omnissiah

    Experience Table

    Experience Title0-5 Green Juve (Starting point for Juves)6-10 Juve11-15 Juve16-20 Top Juve21-30 Menial (Starting point for Menials, Juves that reach this levelbecome Menials)31-40 Menial41-50 Menial (Starting Point for Lay Brothers)51-60 Menial61-80 Lay Brother (Starting Point for Adept Potentials)81-100 Lay Brother101-120 Lay Brother121-140 Lay Brother141-160 Lay Brother161-180 Lay Brother181-200 Lay Brother201-240 Adept241-280 Adept281-320 Adept321-360 Adept361-400 Adept401+ Tech-Priest- Cult members may not advance any higher.

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    Cult of the Omnissiah

    Skill List

    AgilityCombat Ferocity Muscle ShootingStealth Techno

    Adept x x x x x xLay x x x xMenial x x

    xJuve x x

    Cult of the Omnissiah

    Bionic Upgrade

    If a 2 or a 12 is rolled on the advancement table, the Cult of the Omnissiah cultist

    may choose to upgrade with a Bionic upgrade (or armored plates) instead ofchoosing a new skill. The gang will need to have the credits available to purchasethe upgrade, and the cultist being upgraded will have to miss the next battle asthey recover from the surgery. Any gang member can only have one bionicupgrade. Any future upgrades rolled can only be for additional armored plates.