Orlock
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.
Gang Composition
A Orlock gang must follow these rules when it is founded, and when new fighters
are added to the gang.
Fighters
A starting Orlock gang is made up of the following 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. If the Orlock Harpooner takes part in the battle, this Tactics Card can and must be played on the Orlock Harpooner.
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.
100 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.
Outcasts Hangers-on
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.
Tactics Cards
An Orlock gang may select Tactics Cards from the Orlock 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.