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.
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.
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
These fighters are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.
10 credits
Petitioners 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.
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.
125 credits
An Ammojack makes sure ammunition is plentiful and weapons are well-maintained. If the Ammojack is not in Recovery or Captured, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to be part of the Crew or on the battlefield for the gang to receive this bonus.
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 caskets to capture,
the Demolitionist may join the gang's Crew for that scenario.
50 credits
When a gang with Dome Runner gains or steals Territory they may add 1 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.
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
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, 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.
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 can 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 can 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 can 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 can 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.