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SPECIAL BIKER RULESBiker Gangs in Necromunda Last Updated July 13, 1997 Across human space, there seem to be few constants. Of these, one of the most wide spread is the band of mounted warriors. Through all eras and technology levels, these semi-legal and illegal groups ride. On flesh and blood or mechanical steeds, they fight for survival, or make a living terrorizing any less powerful then themselves. In the world of Necromunda, this is no exception, as gangs of bikers clash with the other denizens of the underhive. Important Note: This article assumes that the biker gang is predominately male. If your gang is to be predominately female, then substitute the gender based terms as you see fit, such as changing "Motorcycle Mamma" to "Boy Toy". This was done for the sake of brevity, not to offend. GANG MEMBERS Lord (120 credits): The Lord is the leader of the bikers. His superior skills with guns, blades, and bikes, along with his commanding presence make him the focal point of the gang. A gang may have only one Lord.
Weapons: The Lord may be armed with any number of weapons chosen from the basic, hand to hand, pistol, special weapons or grenades lists. Special Rules: The Lord may always test to avoid being pinned in place. Any fighter within 6" of the Lord may use the LD characteristic of the Lord when making leadership tests, providing that the Lord is not down or broken. Wrench (60 credits): Between battles the Wrenches, or mechanics, look after and repair the gang's bikes and other equipment. A Wrench's bike is often heavily customized and is constantly tweaked by its owner. A gang may only have two Wrenches.
Weapons: Wrenches may be armed with any number of weapons chosen from the basic, hand to hand, pistol, special weapons, heavy weapons or grenades lists. Rider (50 credits): The Riders make up the bulk of most bike gangs. Many of these members have their own bikes, though it is not uncommon for riders to share bikes from time to time, nor is it uncommon for a rider to enter a combat on foot, until enough funds can be found to purchase new wheels.
Weapons: Riders may be armed with any number of weapons chosen from the basic, hand to hand, pistol, or grenades lists. A gang may have any number of Riders. Motorcycle Mamma (30 credits): Mammas (or Boy Toys, if you prefer) ride with the gang for reasons of their own. Some ride because they have a romantic interest in one of the gang members, some for protection, and others just for the thrill. In any case, all Mammas "attach" themselves to another member of the gang, and will never venture far from their "man". The Mammas never ride their own bikes. Instead, they either ride behind their "man", or in the bike's sidecar. Mammas often lack the resolve of gangers in the underhive, and often have little combat experience before joining the gang. Many times they gain strength by being near their "man" ,whom they may perceive as their protector. As such, if they are far from their "man", they often panic and make poor decisions. Each Rider, Wrench and the Lord may have a Mamma ride or run with him. No more than half you gang may be Mammas or Spuds.
Weapons: Mammas may be armed with any number of weapons chosen from the hand to hand, basic or pistol lists. Special Rules: If at the start of the turn a Mamma is more than Initiative distance away from her "man", she must pass a Leadership test or run immediately towards him. The Mamma may not do anything else for that turn. If the Mamma's man is taken down, roll a d6 against the following table:
If the Mamma's man is taken out of action, roll a d6 with the following results. 1-2 = Panic!, 3-4 = Stay Calm, 5-6 = Fury! At the end of the game, if a Mamma's man is killed or retires due to injury, roll a d6:
Spud (25 credits): Spuds are novice members of the gang, out to prove themselves. Until that time they will never be given a bike to ride, and will go into battle either on foot, or riding behind a rider or in a side car. No more than half you gang may be Mammas or Spuds.
Weapons: Spuds may be armed with any number of weapons chosen from the hand to hand, pistol, or grenades lists. SPECIAL BIKER RULES All Biker gang members, except Mammas and Spuds, start with the special new skill "Biker". This skill allows the model to ride and fight from a bike with no penalties. Any model without this skill attempting to operate a bike will suffer the following penalties: Cannot operate the bike above Combat speed Any model in a biker gang which does not have the Biker skill may gain it instead of rolling on the Advancement table. This must be decided before the dice are rolled. If a member of a non-biker gang wishes to gain the Biker skill, he may choose it if he is able to select any category (i.e., rolls 2 or 12 on the Advancement table). A model must have the Biker skill before skills can be rolled on the Biker Skill Table, even if the ganger is able to select any category. Because of the added range a bike gives, a rider with a working bike (i.e., one that did not go out of action) may work two territories instead of one. If forced to forage, the rider rolls 2d6 instead of 1d6 as he is able to cover more ground. Bikes require maintenance and upkeep, almost as much as a normal ganger. When working out profit, or after foraging, every two bikes count as a gang member. If you have an odd number of bikes, round up. If a gang captures a bike, the Biker gang must be given at least one chance to "rescue" it. As long as a captured bike is part of a gang's Stash, it is considered a candidate to be "rescued", and the Rescue mission may be played if the biker gang has the choice of scenarios. If the bike is given to a gang member it is assumed to be under tighter lock and key, and cannot be rescued . Bikes in a gang's stash may be valid targets for the scenario Loot and Pillage. Replace one of the loot counters with a bike model. Date: 2015-12-24; view: 1061
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