Provided below are the house rules we use for Cawdor gangs.
House Cawdor is one of six Houses of Hive Primus on the hive world Necromunda.
They are the numberless foot soldiers of the Redemption, the spreaders of dogma to the underhive and the seekers of relics from among its ruins...each ganger happy to die for the faith.
House Cawdor is one of six Houses of Hive Primus on the hive world Necromunda.
They are the numberless foot soldiers of the Redemption, the spreaders of dogma to the underhive and the seekers of relics from among its ruins...each ganger happy to die for the faith.
The poorest of the Houses, Cawdor gangs also scavenge through the detritus of the hive as they proselytize, their "holy" wargear composed of cast-off scrap, battered weaponry, and occasional good bits they nicked off of persecuted "unfaithful".
The unforgiving creed of the Cult demands a strict code of conduct;
those who break the rules are driven away and become outlaws.
The codes of their religion forbid them from showing their faces
in public upon pain of death and so the Cawdor can be recognised
by the hooded jackets or heavy, elaborate masks which they wear to
conceal their features. These masks are often quite bizarre or disturbing
in design.
The path of righteousness is at its purest in House Cawdor,
with regular public witch hunts and mass burnings of heretics and
mutants, who they are especially quick to turn on, even in the more
tolerant Underhive. Cawdor attitudes to the other Houses are strongly
coloured by their beliefs, seeing others who do not follow the Redemption
as worthless, soulless infidels to be re-educated violently or systematically
purged.
Many Cawdor brethren see even Redemptionists from other Houses as little better than sinners.
Active Cawdor support of outlawed Redemptionists in other Houses is often supposed, and the relationship between House Cawdor and the others is strained.
They are, however, on at least stable terms with House Orlock with whom their territory borders.
Campaign
House Gangs are allowed in most campaign types, though House Gang specific guidelines may apply. Players should consult the Arbitrator or campaign write up to determine what restrictions, exceptions, or guidelines might apply to this type of gang.
Special Territory
In campaigns that use Territories, Cawdor gangs start with a Settlement.
Settlement: At the very end of the Hire Fighters step of the Post-Battle Sequence, you gain a 20-credit discount per Settlement your gang controls to use exclusively toward the base hiring cost and initial equipment of a single newly hired Juve, Ganger, or Prospect. Any unused discount is lost and does not carry over to the gang's Stash.
Settlement: End of the Hire Fighters step: 20 credit discount per Settlement to hire & equip new Juves, Gangers, Prospects. Unspent credits are lost.
Righteous Day ~Alpha~
You may play this card at the start of the Action Phase of any round.
Your gang takes priority. All of your gang's fighters that are Active and Readied Group Activate together,
and each fighter in the group must declare a Charge when activated.
Blessed Visions ~Gamma~
You may play this card when activating a fighter. Tuck this under that fighter's card.
This fighter gains the benefits of the Inspirational skill for the remainder of the battle.
Chainsword Virtuoso ~Beta~
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the duration of this battle, all of this fighter's Chainsword weapon profiles gain the Accurate and Deadly traits.
Deadmen Walking ~Alpha~
You may play this at the start of any End Phase.
Your gang does not have to make a Bottle Test this round. Any of your gang's fighters who are prone immediately stand up. Any of your gang's fighters who are Broken automatically Rally. Then every Active fighter from your gang must move 2D3'' towards the nearest enemy, and will move into base contact with an enemy fighter if able.
Divine Motivation ~Gamma~
You may play this card when activating a fighter.
The currently activating fighter can make one additional action this turn. Then, they must succeed on a Willpower check or suffer a Flesh Wound.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Enflamed Fervor ~Alpha~
You may play this card at the start of a round.
For the duration of the round, all of your gang's fighters on the battlefield gain the Berserker skill.
Faith Through Fear ~Gamma~
You may play this card when one of your fighters fails a Leadership, Cool, or Willpower check (including a Nerve test).
The fighter is considered to have passed their check, and until the end of the current round they also automatically pass any other Leadership, Cool, or Willpower checks they must make.
Faith Through Fire ~Gamma~
You may play this card at the start of any round.
For the duration of this round, your gang's fighters may ignore any Blaze markers on them, moving and taking actions as normal. In addition, all of their close combat attacks that have the Melee trait gain the Blaze trait during their activation.
For The Lost! ~Alpha~
You may play this card when one of your gang's fighters is taken Out of Action.
Each of your gang's Engaged fighters may select one of their weapons that has the Melee trait and make a single attack with it against an enemy fighter they are Engaged with; enemy fighter(s) attacked in this way do not make Reaction attacks.
Glorious Firebrand ~Beta~
You may play this card when activating a fighter. Select one of the fighter's ranged weapons that has the Blaze or Melta trait, and tuck this card under that fighter's card.
The selected weapon automatically passes all Ammo checks it is required to make.
Let It Burn! ~Gamma~
You may play this card to interrupt an enemy fighter's activation when they try to get rid of a Blaze marker on themselves.
The enemy fighter's attempts to get rid of the Blaze marker fail and their activation ends immediately.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Redemption ~Gamma~
You may play this card when one of your gang's fighters fails to inflict any wounds in close combat.
You may reroll all of the fighter's close combat hits that failed to wound.
Battle Shock ~Gamma~
You may play this card to interrupt an enemy fighter's Nerve test as soon as it is declared but before it is resolved.
The interrupted enemy fighter must make their Nerve test, but rolls one fewer D6 than usual and does not benefit from bonuses from allies.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Burst of Courage ~Gamma~
You may play this card when one of your gang's fighters must make a Cool or Willpower check (including a Nerve test).
The fighter automatically passes the check. Additionally, the fighter may discard a Flesh Wound (if any). After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Desperate Effort ~Beta~
You may play this card if it is your turn to activate a fighter, but none of your fighters have Ready markers.
Select one of your non-Broken fighters that has at least 1 Wound remaining and activate them as if they had a Ready marker. After this activation ends, if the fighter is still on the battlefield they suffer 1 Wound.
Fearsome Reputation ~Gamma~
You may play this card when activating a fighter. Tuck this under that fighter's card.
This fighter gains the benefits of the Fearsome skill for the remainder of this battle.
Makeshift Ladder ( ≠ ) ~Gamma~
If this card is in your Tactics Cards deck, you may select and play it at the start of the Tactics Cards step of the Pre-Battle Sequence.
You may attach a ladder to a platform anywhere on the battlefield, following the normal rules for placing a ladder.
Not Quite Dead Yet ( Ψ ) ~Beta~
You may play this card when one of your fighters suffers a Critical Injury due to a Lasting Injury roll.
The fighter suffers a Grievous Injury instead of a Critical Injury.
Worse Than It Looked ( Ψ ) ~Beta~
You may play this card when an opposing fighter suffers a Permanent Injury due to a Lasting Injury roll.
The opposing fighter suffers a Critical Injury instead of a Permanent Injury.
You're Coming With Me! ~Beta~
You may play this card when a fighter attempts to Coup de Grace one of your gang's fighters.
Before your gang's fighter is removed from play, they stand up and move into base contact with the enemy that Coup de Graced them,
making a Fight action targeting that fighter.
After the Resolve Hits step of the close combat sequence for this attack is completed, before the Enemies Make Reaction Attacks step,
this fighter is taken Out of Action.