bazaar flamers

Transcription

bazaar flamers
NOBILIst Factions
Version 2.0
• Initial Resources:
You have 1050 Throne Geld to spend on recruiting
and arming your warband (higher than other
warbands due to the Nobilist’s wealth). You must
have a minimum of 3 models.
• Hired Guns:
Nobilist warbands may recruit up to 2 Hired Guns.
• Starting Experience & Skills:
All fighters start with the following experience
point totals. All non-Construct Nobilist members
gain experience as normal. Nobilist Elements gain
the ‘Underdog’ Bonus as normal
Unit Type
Duke/Duchess
Noble
Custodian
Footman
Retainer
Slave
NEC eq
Leader
Heavy
Ganger
Ganger
Ganger
Juve
XP
60 + D6
60 + D6
20 + D6
20 + D6
20 + D6
D3
• Territory & Income:
Nobilist Factions collect income from territory as
normal. Because of their extensive connections and
wealth, Nobilist Factions never need to pay the cost
for upkeep or to avoid starvation. They receive the
‘Giant Killer Bonus’ as listed.
Subversion Rating: 8
Investigation Rating: 6
• Special Rules:
All Nobilist warbands may select Comm-links/Micro-beads at +3 Throne Geld per fighter. If selected, all
fighters must be equipped in this way.
Information network: Nobilist Factions have extensive networks of spies and contacts in all levels of society.
To represent this awareness, all Nobilist Factions warbands may choose to re-roll one (1) Investigation or one
(1) Subversion Test during each game.
Additionally, Nobilist warbands must select one of the following specialties upon creation. This specialty may
not be changed or removed once selected. Please note that some specialties may have adverse effects when
facing certain opposing warbands.
• Interstellar Commerce Guild: The warband is part of a vast commercial organization dealing in nearly
any trade item. The warband receives an additional 3D6 income after every scenario. In the Bazaar, the Guild
always reduces the cost of Uncommon and Rare items by 1D6 TG. However, the Guild’s Investigation and
Subversion Rating is lowered by -1.
• Planetary Governor’s Court (Puritan): The warband consists of the Imperial Governor and his court,
rulers of an entire world within the Imperium. The Court lowers its Subversion Rating by -1 but increases
its Investigation Rating by +2. The warband may never hire any Xenos members or Hired Guns and may not
include any non-Human model (except Psykers) above the rank of Footman. The Court is the only specialty
with access to the Custodian rank (see recruitment below).
• Safari beyond the Imperium: The warband travels beyond the boundaries of the Imperium in search of
lost human colonies, STC technology, riches, and more. The warband increases its Investigation Rating by +1
and lowers its Subversion Rating by -1. A Safari warband may take Xenos models in the Footman, Retainer
and Slave ranks and may hire Xenos Hired Guns. Up to two (2) Nobles may select weapons from the Heavy
Weapons list. Models may use any non-Rare weapons from both the Xenos and Human weapon lists (so long
as their rank allows it). However, Puritan factions view the warband with suspicion: When battling Puritan
warbands, the Safari’s Subversion Rating is lowered by -1 for each opposing Puritan faction.
• Ancient lineage: The warband is led by a family as old as Humanity’s expansion into the stars, perhaps even
older. A warband of Ancient Lineage increases its Investigation rating by +1. Being around for a considerable
amount of time has allowed the Ancient Lineage warbands to establish strong links with several population
levels, they get an additional +1D6 TG income when working the following territories: 11-12 (Chemical
Producer), 21-24 (A small favor), 25-26 (Information broker), 45-46 (Tradesman), 53-54 (Weaponsmith), 66
(Local Cells).
The Duke/Duchess may be of Specie ‘Abhuman – Squat’ and if so, all Nobles, Footmen and Retainers must
also be ‘Abhuman – Squat’: the warband is an ancient Squat Household that somehow survived their race’s
extinction.
• Tainted Bloodlines (Radical): The warband is part of an ancient and genetically twisted lineage; its
history filled with whispers of insanity and decadence. The warband’s Investigation Rating is lowered by -2
but its Subversion Rating is increased by +2. The cost for mutations for all models is decreased by -5 Geld (to
a minimum of 5 Geld), the cost for all Abhumans and Wyrds is lowered by -5 to their base cost (to a
minimum of 10 Geld). The warband may take mutants in all ranks and Big Muties in the Retainers and
Footman ranks. However, the cost for any normal Human models is increased by +5 Geld per model and
the warband may never hire any model of the Ecclesiarchy or Redemption. Moreover, Human Hired Guns
cost +5 Geld for each game. A warband with Tainted Bloodlines may use Summoning but may only summon
Warp Predators. Puritan warbands fighting against Tainted Bloodlines are subject to Hatred.
• Hunting Rig Expedition (Radical): The most commonly encountered Nobilist warband throughout the
galaxy, the Hunting Rig Expedition consists of a few high-ranking nobles armed and armored in specialized
suits of powered armor of mysterious, non-Mechanicus origin.
Hunting Rig Expeditions do not follow this warband list description; instead they conform to the Spyrer
Hunters warband list from the Outlaws Community Edition book in all aspects except for Investigation and
Subversion ratings.
Recruitment
1 Duke/Duchess
M
-
WS
+2
BS
+2
0-4 Custodians
Base +100 TG
S
-
T
-
W
+1
I
+1
A
-
Ld
+2
• Species: Non-Astartes Human, Abhuman –
Untouchable, Wyrd.
• Weapons: The Duke/Duchess may select weapons
from the HtH, Pistols, Basic, Special, and Grenades
list.
• Equipment: The Duke /Duchess may select any
equipment from the Armor, Gunsights, and
Equipment lists.
• Special: The Duke /Duchess always counts as
having a friend within 2”. Additionally, friendly
models within 6” of the Duke/Duchess may use its
Leadership when taking any Leadership test.
The Duke /Duchess may select one (1) Beast or
Construct model.
The Duke /Duchess must always have a total cost of
150 Geld or more (Base cost, Rank cost, weapons,
& equipment). If its cost ever falls below 150 Geld,
it may not participate in any scenario until its total
cost is above 150 Geld.
0-3 Nobles
M
-
WS
+1
M
-
WS
+1
BS
+1
Base +30 TG
S
-
T
-
W
-
I
-
A
-
Ld
+1
• Species: Human, Abhuman – Ogryn, Human
Wyrd.
• Weapons: Custodians may select weapons from
the HtH, Pistols, Basic, Special, Heavy and Grenades list.
• Equipment: Custodians may select equipment
from the Armor, Gunsights and Equipment lists.
• Special: Custodians may only be selected as part
of a Planetary Governor’s Court.
Base +30 TG
BS
+1
S
-
T
-
W
-
I
-
A
-
Ld
+1
• Species: Non-Astartes Human, Abhuman –
Untouchable, Wyrd.
• Weapons: Nobles may select weapons from the
HtH, Pistols, Basic, Special and Grenades list.
• Equipment: Nobles may select equipment from
the Armor, Gunsights and Equipment lists.
•Special: Each Noble may select one (1) Beast or
Construct model.
Each Noble must always have a total cost of 80
Geld or more (Base cost, Rank cost, weapons, &
equipment). If its cost ever falls below 80 Geld, it
may not participate in any scenario until its total
cost is above 80 Geld.
0-4 Footmen
M
-
WS
+1
BS
-
Base +30 TG
S
-
T
-
W
-
I
+1
A
-
Ld
+1
• Species: Any non-Astartes Human or Abhuman,
Wyrd.
• Weapons: Footmen may select weapons from the
HtH, Pistols, Basic, Heavy and Grenades list.
• Equipment: Footmen may select any equipment
from the Equipment lists.
• Special: Footmen of a Planetary Governor’s
Court cannot select weapons from the Heavy list.
0+ Retainers
M
-
WS
+1
BS
-
Base +20 TG
S
+1
T
-
W
-
I
-
A
-
0+ Slaves
Ld
-
• Species: Any non-Astartes Human or Abhuman,
Wyrd.
• Weapons: Retainers may select weapons from the
HtH, Pistols, Basic and Grenades list.
• Equipment: Retainers may select any equipment
from the Equipment lists.
M
-
WS
-
Base +5 TG
BS
-
S
-
T
-
W
-
I
-
A
-
Ld
-
• Species: Any non-Astartes Human or Abhuman,
Mutant, Big Mutie, Wyrd.
• Weapons: Slaves may select weapons from the
HtH, Pistols and Grenades list.
• Equipment: None.
Weapons & Equipment Lists
All costs are included within the armory
•Hand-to-Hand
Knife
Stiletto, Dirk
Throwing Knife
Sword
Club, Maul, Bludgeon
Chain, Flail
Massive Weapon
Chainsword*
Chain-Axe2
Electro-Flail3
Shock Maul3
Power Sword4
Power Axe4
Power Fist3
Force Weapon4
•Pistols
Autopistol
Stubber
Hand Cannon1
Dueling Pistol3
Bolt Pistol2
Laspistol
Hellpistol2
Hand Flamer1
Plasma Pistol2
Web Pistol
•Basic
Musket
Scatter Gun
Autogun
Lasgun
Las Carbine
Hellgun3
Bolt Carbine3
Bolter3
Shotgun (Solid/Scatter)
Hunting Rifle3
•Special
Flamer
Melta-Gun
Ripper Gun (Ogryn Only)
Grenade Launcher
Plasma Gun
Long Las
Storm Bolter
Scatter Cannon
Pistol Sword4
Webber
Needle Rifle4
•Heavy
Autocannon
Assault Cannon
Heavy Stubber
Heavy Bolter
Heavy Plasma Gun
Lascannon
Missile Launcher
RPG Launcher
Multi-Melta
Multi-Laser
Heavy Flamer
•Grenade & Ammo
Frag Grenades1
Krak Grenades2
Melta-Bomb3
Photon Flash Grenades2
Choke/Scare Gas Grenades3
Smoke Grenades2
Fire Bomb
Tox Bomb
Frag Missile3
Krak Missile3
Dum-Dums
Man-Stoppers1
Overcharge Cell1
Hotshot Shell1
Man-stopper Shell1
Bolt Shell1
•Gun-Sights
Red-Dot Laser
Telescopic Sight
Mono-Sight
•Equipment
Bio-Scanner (1/warband)2
Injector Rig (1/warband)
Charm
Clip Harness
Control Collar
Liquid Courage (One Use)
Lobo-Chip
Master-crafter Weapon3
Kalma
MIU
Photo-Contacts/Visor
Respirator
Reloads2
Slaught
•Armor
Light Armor
Flak Armor
Flak Armor (Enclosed)
Medium Armor2
Medium Armor (Enclosed)2
Heavy Armor3
Heavy Armor (Enclosed)3
Power Armor4
Power Armor (Enclosed)4
Hexagrammic Wards5
Refractor Field3
Conversion Field3
Slave
Footman
Retainer
Enforcer
Noble
Duke
Agility
X
X
X
X
X
X
1.
2.
3.
4.
5.
Combat
X
X
X
Ferocity
X
X
X
X
X
Not available to Slaves
Not available to Slaves/Retainers
Only available to Enforcers/Nobles/Duke
Only available to Duke/Duchess
Only available to Enforcers
Muscle
X
X
X
X
X
X
Shooting
X
X
X
Stealth
X
X
X
Techno
X
X
-