Cawdor
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,
and the stronghold of the Cult of the Redemption
whose prophets foretell of universal destruction.
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, and 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.
Gang Composition
A Cawdor gang must follow these rules when it is founded, and when new fighters
are added to the gang.
Fighters
A starting Cawdor gang is made up of the following types of fighters.
150 credits
Cawdor Thanes have risen to their position by applying the fire of their zeal to inspire their gang members and strike terror into the heart of their enemies.
175 credits
Cawdor Redeemers are among the most pious and intolerant members of the Redemptionist Cult to be found anywhere in Necromunda, determined to bring their fiery message to even the dankest darkest corners of the Underhive, the Wastes, or beyond.
120 credits
Deacons are fearsome warriors and important lieutenants for their gang's leader.
75 credits
Cawdor Fanatics are particularly hardy and zealous Redemptionists.
55 credits
Specialists have made a name for themselves and may one day ascend to the upper echelons of their gang.
45 credits
Gangers are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.
10 credits
Juves are young House members struggling to find acceptance and make a name for themselves.
75 credits
Cawdor Penitents are remorseful sinners, eager to make amends via mortification and abject service though they know they are unworthy and will likely never be redeemed.
150 credits
If a gang has a Cawdor Zealot who is not in Recovery or Captured, the gang's player gains a Righteous Day Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Cawdor Zealot is not part of the gang's Crew for the battle.
Standard Hangers-on
50 credits
During the Pre-battle Sequence immediately after Crews have been selected, if a gang has an Acquirer who is not in Recovery or Captured, the gang's player may purchase an item of up to 2D6 Rarity from the Trading Post (with a D3 x 5 credit discount) and add it to the fighter card of an eligible fighter in the gang's Crew.
300 credits
If a gang has a Luther Pattern Excavation Automata, aka an Ambot, they have a formidable robot that can both excavate among the detritus filled lower levels of the underhive, and also contribute in combat situations as a fearsome short ranged and hand to hand threat. Unlike many types of Hangers-on, Ambots confer no static bonus to their gang but are always available as fighters.
100 credits
If a gang has an Ammojack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for the battle (for example if they are In Recovery or have been Captured), the bonus does not apply.
50 credits
If a gang has a Bullet Farmer who is not in Recovery or Captured, the gang's player may gain an Extra Ammo Wargear item and add it to the card of a fighter in the gang's Crew.
75 credits
If the gang is the attacker in a scenario that includes an objective to destroy, or trapped loot boxes to capture,
the Demolitionist may join the gang's Crew for that scenario.
50 credits
When a gang with Dome Runner gains or steals Turf they may add 2 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.
100 credits
If this gang has a Ratskin Guide who is not Captured or in Recovery, during the Determine Scenario step of the Pre-Battle Sequence if the selected Scenario does not dictate that it must be fought as either a Sector Mechanicus or Zone Mortalis battle, this gang's player may select which they prefer. Additionally, if the selected scenario has an attacker and defender this gang's controller may choose whether their gang will attack or defend. However if more than one gang participating in the battle has a Ratskin Guide, they cancel one another out and none of the gangs gain any benefit from their Ratskin Guides for the upcoming battle.
50 credits
During the Post-battle Sequence a Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.
150 credits
Spanners are able hands with their spudjackers, both for the dismantling of scrap and for knocking heads in. A Spanner who is not in Recovery or Captured may join their gang's Crew.
Outcasts Hangers-on
150 credits
Unlike many types of Hangers-on, Delaque Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery.
However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.
150 credits
Unlike many types of Hangers-on, Escher Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery.
However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.
150 credits
Unlike many types of Hangers-on, Goliath Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery.
However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.
150 credits
Unlike many types of Hangers-on, Orlock Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery.
However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.
150 credits
While most Ratskins avoid contact with outsiders, some live on the fringes of underhive society and are willing to hire out their services. Unlike many types of Hangers-on, Ratskin Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery.
However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.
150 credits
Unlike many types of Hangers-on, Van Saar Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery.
However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.
Tactics Cards
A Cawdor gang may select Tactics Cards from the Cawdor Tactics Cards
list by default, though campaign and / or scenario specific guidelines may modify this.
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.