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.

  • There must be one Leader (if the Leader is killed a new Leader must be selected).
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has.
  • The total combined number of Prospects, Specialists, Gangers, and Juves in the gang must be equal to or higher than the total number of other fighters in the gang, not counting Hangers-on or Hive Scum.
  • When a starting gang is founded up to one Ganger may be promoted to become a Specialist. A Specialist picks a Primary Skill and their Rating is increased by +10. Additionally, Specialists may carry a Special Weapon. During campaign play, additional Gangers and Juves may become Specialists as they gain advances.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unweildy trait take up the space of two weapons.
  • A fighter does not start with Armor and the cost of Armor is not included in their profile.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • A gang may hire as many Mercs as they can afford, while observing the total number of Gangers restriction described above.
  • A gang may hire a maximum of one Hangers-on plus one for every full 5 points of Reputation the gang has.
  • A gang may hire up to five Hired Scum to fight in one battle.
  • A gang may hire up to one Bounty Hunter to fight in one battle (if certain criteria are met).

Fighters

A starting Cawdor gang is made up of the following types of fighters.

Leader

Every House gang has one Leader. If the Leader is killed a new Leader will replace them from among the gang's fighters, if any are eligible.

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.

Champions

A starting House gang can have up to two Champions, but any mix of the following Champion types is allowed. For instance a gang could have a Redeemer and / or a Deacon, or two Deacons, or none at all. During campaign play, as the gang gains Reputation additional Champion slots will become available; new Champions can be hired directly or you can promote Specialists, Prospects, or Mercs to fill the available Champion slots.

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.

Cawdor Deacon (0-2); + 1 per 10 Reputation (rounded down)
120 credits

Deacons are fearsome warriors and important lieutenants for their gang's leader.

Gang Fighters

The backbone of any House gang is made up of Prospects, Specialists, Gangers, and Juves. In campaign play an important consideration is that Gangers and Juves are more economical but Advance as Henchmen while Specialists and Prospects Advance as Heroes. Each type of fighter offers pros and cons, and cater to different play styles and strategies.

75 credits

Cawdor Fanatics are particularly hardy and zealous Redemptionists.

Cawdor Specialist (0-1); + unlimited via Promotion
55 credits

Specialists have made a name for themselves and may one day ascend to the upper echelons of their gang.

Cawdor Worthy (unlimited)
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.

Special

A Cawdor gang can hire up to three (3) Penitents, determined and masochistic devotees of the Redemptionist creed. They count as Gangers for purposes of Gang Composition and are quite durable but do not gain experience, and thus never get any better.

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.

Hangers-on

Hangers-on grant a gang that can afford them certain advantages, such as rogue docs who can save a grievously injured gang member, or an ammojack who keeps a gangs' weapons in tip top shape. A starting gang may only hire up to one hangers-on, but in campaign play the gang gains an additional hangers-on slot for every 5 full points of Reputation the gang has. If the gang loses Reputation they may keep any hangers-on they purchased previously.

Exclusive Hangers-on

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

Acquirer (0-1)
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.

AmmoJack (0-1)
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.

Dome Runner (0-1)
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.

Rogue Doc (0-2)
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.