Provided below are the house rules we use for Orlock gangs.
House Orlock is one of six Houses of Hive Primus on the hive world Necromunda.
The Orlocks, as house members are commonly known, are responsible for the production of the majority of the iron in Hive Primus, which has led to them earning the sobriquet of "House of Iron".
The Orlocks have a longstanding rivalry with the mysterious House Delaque,
due to the Orlocks sabotaging a Delaque factory, which led to the Delaques
losing a very lucrative business contract with the noble house Ulanti.
When the Orlocks got the contract instead, things only escalated, and the
Delaques retaliated by assassinating Lord Hagan Orlock. The chances of either
house burying the hatchet are infinitesimally small.
As for the other houses, the Orlocks are on surprisingly good terms with
the matriarchal House Escher, due to the Orlocks traditionally treating
women within their House as equals and having progressive attitudes about gender, which
the leadership of House Escher regards favorably.
Ironically, House Orlock also has a generally good relationship with House Goliath, thanks to shared commercial
interests and a mutually beneficial history of fair trade.
Due to this unusual relationship with two groups who happen to be bitter enemies
of each other, Orlock representatives sometimes play the role of arbitrator or facilitator
for dealings between the Escher and Goliath.
A Orlock gang must follow these rules when it is founded, and when new fighters
are added to the gang.
An Orlock gang is made up of the following types of fighters.
150 credits
Orlock Road Captains are hard as nails veterans of the long roads between the hive cities and underhive settlements. Salty, dependable, and rock solid, they earn the loyalty of their gang's fighters day in and day out.
200 credits
An Orlock Arms Master is a salty veteran with years of hard won experience, a mature and seasoned warrior who has no interest in leading a gang themselves (some having already done so) and instead focuses on being a competent mentor, advisor, and tactician. They are experts in the use of weapons, formidable fighters, and living inspirations to their allies.
110 credits
Road Sargeants are fearsome warriors and important lieutenants for their gang's leader.
75 credits
Orlock Wreckers are brave, adventurous daredevils who strap rockets to their backs and launch daring raids on enemy caravans, encampments, and outposts in the wastes. Those who live long enough eventually ascended to become champions, but most die horribly.
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
A Cybermastiff is a cybernetically enhanced or entirely robotic 'dog', programmed to serve and protect an individual or a small group (such as fighters in a gang). Durable and persistent, they are formidable helpers that are always available to be part of their gang's Crew unless they are in Recovery.
150 credits
If a gang has a Orlock Harpooner who is not in Recovery or Captured, the gang's player gains an Ambition Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
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.
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 rolls to determine if they gain or steal a Territory, they add 1 to the result for each available Dome Runner.
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 the opposing gang has one or more Ratskin fighters on their roster that are not Outcasts, in Recovery, or Captured, the Ratskin Guide sits this one out and their gang gains no benefit from them in 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.
125 credits
Orlock, Goliath, Van Saar, and Void Baron gangs may hire a Squat Demolitionist as a Hangers-on. A gang may have either a Squat Demolitionist or a Demolitionist, not both. If a gang has a Squat Demolitionist on retainer, the gang may call upon them for assistance when something needs to be blown up or defused.
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.
150 credits
Unlike many types of Hangers-on, Cawdor 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
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.
Ambition ~Alpha~
You may play this card at the start of any round. Select one of your Prospects, Gangers, Specialists, or Juves that is on the battlefield. Tuck this under that fighter's card.
This fighter gains Group Activation (2) with a range of 9''.
Ammo Boxes ~Beta~
You may play this card instead of activating a fighter.
You may set up D3+1 ammo caches anywhere on the battlefield.
Beat Down ~Gamma~
You may play this card at the start of a round.
For the duration of the round, all unarmed close combat attacks made by fighters of your gang that hit, automatically inflict a Flesh Wound unless a save roll is made.
No wound roll or injury roll is made.
Blazing Fury ~Beta~
You may play this card when activating a fighter.
For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.
Bond of Brotherhood ~Beta~
You may play this card when one of your gang's fighters ends their activation within 3'' of another fighter in your gang who is Seriously Injured.
The Seriously Injured fighter may immediately make a recovery test, and is considered to be assisted. If the Seriously Injured fighter recovers they may stand up rather than become Pinned.
Chin Music ~Gamma~
You may play this card to interrupt an enemy fighter's action when that fighter attacks one of your gang's fighters in close combat.
Your gang's attacked fighter may make a single unarmed attack against their attacker at +1 Strength and with the Melee and Knockback traits. If the attacker is not knocked back, Seriously Injured or taken Out of Action by this attack, their attack then resumes.
Die Trying ~Alpha~
You must play this card when you draw it. It remains in play until the end of the battle.
When a fighter from your gang would suffer a Memorable Death, before being removed from the battlefield they may make a free Stand Up action if Prone, and then take two actions as if activated. These actions cannot be interrupted, and opponents cannot make Reaction attacks against them. The Memorable Death is then resolved.
Fire Discipline ~Alpha~
You may play this card instead of activating a fighter.
For the remainder of the battle, ranged attacks made by your fighters only trigger an Ammo check if the Firepower dice rolls an Ammo symbol and the hit roll is a success.
For Close Encounters ~Beta~
You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.
This fighter gains a free Shotgun with Scattershot ammunition for the remainder of the battle. If this fighter survives the battle and is not Captured, you may add this item to your gang's Stash after the battle.
Good Effect On Target ~Beta~
You may play this card when one of your gang's fighters inflicts at least one wound on an enemy fighter with a ranged attack, before Injury dice are rolled.
The attack's Damage is increased by 1, and the attack gains the Pulverize trait.
Having A Good Day ~Gamma~
You may play this card at the start of any round. Tuck this card under the fighter card of a fighter from your gang on the battlefield that has a Group Activate ability.
When this fighter leads a Group Activation they may include one additional fighter.
Incendiary Rounds ~Beta~
You may play this card at the start of any round. Select one of your gang's fighters who has an Autogun, Autopistol, Assault Rifle, or Heavy Stubber that is on the battlefield. Tuck this under that fighter's card.
When this fighter makes an attack with a Autogun, Autopistol, Assault Rifle, or Heavy Stubber, the weapon profile used with that weapon gains the Blaze trait.
Intimidating Appearance ~Gamma~
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the duration of the battle all enemy fighters who can see this fighter suffer a -1 modifier to all Cool and Willpower checks.
Lead by Example ~Alpha~
You may play this card when the Leader of your gang takes an enemy fighter Out of Action.
Any of your gang's fighters who are Pinned may stand up for free. Any of your gang's fighters who are Seriously Injured may recover, taking a Flesh Wound and becoming Pinned. Any of your gang's fighters who are Broken immediately Rally.
Light Em Up ~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 Fast Shot skill.
Lucky Save ~Gamma~
You may play this card when one of your gang's fighters fails a save.
The fighter can re-roll the failed save, ignoring any negative modifiers (including Armor Penetration).
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Pistolero ~Gamma~
You may play this card when activating a fighter. Tuck this under that fighter's card.
This fighter gains the benefits of the Pistoleer skill for the remainder of this battle.
Proper Preparation ~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 ranged weapon profiles lose the Scarce trait if they have it and gain the Plentiful trait if they do not have it.
Solidarity ~Beta~
You may play this at the start of any round.
For the duration of the round, fighters from your gang automatically pass any Cool or Willpower checks they make as long as they are within 6'' of another fighter from your gang. Also, if the gang must make a Bottle Test at the end of this round, each of your fighters remaining on the battlefield counts as an additional fighter.
Suppressing Fire ~Beta~
You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.
Select a ranged weapon this fighter carries with the Rapid Fire trait that is not Out of Ammo. Target up to three Active enemy fighters within line of sight and within range, who become Pinned. This fighter's activation ends immediately.