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Scummers

Provided below are the house rules we use for Scummers gangs.

Scummers

Scummers are underhivers that have no House affiliation or place in societal hierarchy, either because they never did or because they are outcasts. Free from such constraints, they walk a dangerous and often short-lived path of risk and reward.

Scummers are underhivers that have no House affiliation or place in societal hierarchy, either because they never did or because they are outcasts. Free from such constraints, they walk a dangerous and often short-lived path of risk and reward.

Most Hive Scum are itinerant, shiftless, loners, or untrusting and prefer to pick up occasional work with no long term prospects. However sometimes groups of them band together for various reasons. Such groups usually fall apart without much ado, but every now and then they beat the odds and become a local power.


Gang Composition

A Scummers 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).
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • 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 number of Wargear items from their Equipment List or the Trading Post, respecting any restrictions that may apply.
  • While the gang has more Specialists or Gangers than Hired Guns, a Scummers gang can hire as many Hired Guns allowed by a campaign format as they can afford.

Fighters

A Scummers gang has a Leader and a collection of scum from various walks of life.

Leader

For a starting gang, you must hire your choice of one of the following fighters to lead your gang.

150 credits

An Excommunicado was once a respected member of House Cawdor, but now they are cast out among the rabble.

150 credits

A Rogueboss was once a person of influence within House Delaque, but ended up on the wrong side of something. Now they make their own way, always watching their back for the inevitable consequences.

150 credits

Pariahs used to be a Palanite Enforcer, an organization that people usually only leave feet first. But they somehow got out without being executed. Maybe their squad got wiped out or disavowed, maybe they just went AWOL. Now they make the best of it, lording over the same sort of gutter trash they used to 'police'.

Escher Reina (0-1)
150 credits

Reinas were once loyal members of House Escher, but for whatever reason fell on hard times. Now they rule over assorted rabble and scum.

150 credits

Bigshots got tired of being bossed around and told what to do, or at least that's their version. Now they call the shots for their motley band.

150 credits

Picaros were once members of House Orlock, but did something to break the code and either walked away or were cast out. So they made their own thing.

150 credits

A Queho is a tribeless renegade. They've made a new tribe for themselves, cobbled together from the human refuse of the underhive.

Squat Honcho (0-1)
150 credits

A Honcho is a crusty old cuss of a stunty abhuman who somehow found themselves in the depths of the underhive, leading a crew of idjits.

Uphive Nabob (0-1)
150 credits

A fallen scion of the upper hive, a dispossessed aristo, a bankrupted merchant, a survivor of a family coup, and so forth. Whatever their particular tale of woe, these formerly rich and privileged unfortunates live in the muck of the underhive now. When hired, the Uphive Nabob may be equipped (at the listed cost) with items of Rarity 10 or less from the Trading Post.

150 credits

An underhive denizen who has managed to rise to the top of the dung heap to lead a Scummers gang. They are poorly equipped, but use the Survivor Critical Injury table.

150 credits

Van Saar rarely stray, but rarely is not the same as never. A Maltek is such a rogue; highly capable and usually well equipped with whatever advanced gear they took with them.

Replacement Leader

If a Scummers gang's starting Leader is killed or retires, another cannot be hired. A new Leader must be chosen from the gang's remaining fighters. If one or more Champions are on the gang's roster, the Champion with the highest Leadership is promoted to Leader. If there are no Champions on the gang's roster, the Ganger or Specialist with the highest Leadership is promoted to Leader. If there is a tie for highest Leadership, you may choose which of the tied fighters is promoted.

Champions

Starting Scummers gangs do not have Champions. During campaign play, the gang's fighters can become Champions by being promoted. There is no limit on how many Champions a Scummers gang can gain in this way, as long as the total number of heroes (Leader plus Champions) does not exceed the total number of Specialists or Gangers in the gang.

Henchmen

A starting Scummers gang is made up primarily of scum of different varieties, a mixed lot of reprobates, troublemakers, thugs, hard-luckers, last-chancers, functioning addicts, drop outs, garden variety malcontents, and outcasts. Some are on their very last chance, others never even had one.

However, the backbone of most Scummers gangs are lowly Underhive Scum of unremarkable origins, or Uphive Scum who have for one reason or another slid down into the lower levels of the spire. Either way, they aren't very good, and their life expectancy isn't either. But, there are a lot of them and most are desperate enough to do just about anything.

Underhive Scum (unlimited)
30 credits

A denizen of the underhive of unremarkable origin, these hardy folks use the Survivor Critical Injury table, but are incompetent and poorly equipped.

Uphive Scum (unlimited)
30 credits

Some lucky enough to be born uphive end up getting sucked down into the muck of the underhive nonetheless. When hired, an Uphive Scum may be equipped (at the listed cost) with any Armor, Basic Weapons, Close Combat Weapons, Grenades, Pistols, Bionics, and Wargear of Rarity 9 or less.

A Scummers gang can have a wide variety of fighters from different walks of life, from outcast House gangers, to even more uncommon individuals such as busted out Enforcers, out of place Squats, and renegade Ratskins. However, while a Scummers gang can freely hire one of each different type of the more exotic options, to hire more requires a certain number of other Gangers or Specialists of a different type to be on the gang's roster.

For instance, a Scummers gang can hire 1 Goliath Scum with no restriction, but to hire a second Goliath Scum the gang must have at least two other Gangers or Specialists that are not Goliath Scum. To hire a third Goliath Scum, the gang would have to have at least four other Gangers or Specialists that are not Goliath Scum.

1 other
Cawdor Scum (0-1); + 1 per 1 non-Cawdor Gang Fighter
45 credits

Formerly a Cawdor gang member. They tend to be more aggressive and unhinged than other scum.

Delaque Scum (0-1); + 1 per 1 non-Delaque Gang Fighter
40 credits

Formerly a Delaque gang member. They tend to be more duplicitous and stealthy than other scum.

Escher Scum (0-1); + 1 per 1 non-Escher Gang Fighter
35 credits

Formerly an Escher gang member. They tend to be more nimble and cruel than other scum.

2 other
Goliath Scum (0-1); + 1 per 2 non-Goliath Henchmen
35 credits

Formerly a Goliath gang member. They tend to be stronger and more durable than other scum.

Orlock Scum (0-1); + 1 per 2 non-Orlock Henchmen
45 credits

Formerly an Orlock gang member. They tend to be more dependable than most other scum.

Van Saar Scum (0-1); + 1 per 2 non-Van Saar Henchmen
55 credits

Formerly a Van Saar gang member. They tend to be smarter and better equipped than other scum.

3 other
Enforcer Scum (0-1); + 1 per 3 non-Enforcer Henchmen
55 credits

This scum was an Enforcer, once upon a time. Maybe their squad was wiped out, maybe they just went rogue. They tend to be better equipped and more disciplined than most other scum.

Ratskin Scum (0-1); + 1 per 3 non-Ratskin Henchmen
65 credits

A fallen outcast of the Ratskins, these sad scum tend to excel in Zone Mortalis areas.

Squat Scum (0-1); + 1 per 3 non-Squat Henchmen
55 credits

A cast out Ironhead Squat, these disenfranchised abhumans are tough and determined, despite having fallen on hard times.

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 gang's weapons in tip-top shape. A Scummers gang can hire as many Hangers-on as they can afford.

Exclusive Hangers-on

150 credits

If a gang has a Scummers Desperado who is not in Recovery or Captured, the gang's player gains a Fan the Hammer or Improvised Hotshot Tactics Card to use in the battle in addition to any other Tactics Cards available to them.

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.

Ammojack (0-1)
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.

Dome Runner (0-2)
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.

Informant (0-1)
75 credits

Informants are snitches who dig up and sell information to interested parties. They blend in with the general populace or use stealth to get in and out of places to acquire valuable secrets and objects. If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Informant is not part of the gang's Crew for the battle.

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.

Rogue Doc (0-3)
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.


Campaign

Scummers may be allowed in most campaign types. Players should consult the Arbitrator or campaign write up to determine what restrictions, exceptions, or guidelines might apply to this type of gang.

Generally speaking, Scummers can hold Territory, gain credits, interact with guilders, visit the Trading Post, and so forth. For Post-Battle Actions that are constrained to specific gang types, members of a Scummers gang with a former gang affiliation can take actions permitted to their former gang if they are the correct type of fighter for that action. For instance, a Delaque Scum fighter that has been promoted to become a Champion of a Scummers gang can take the same Post-Battle Actions that a Delaque Champion of a Delaque gang could take.

Special Territory

In campaigns that use Territories, Scummers gangs start with a Drinking Hole.

Drinking Hole: The gang controls a popular drinking establishment, where denizens of the underhive tend to congregate and rack up bar tabs. During the Manage Fighters step of each Post-Battle Sequence, the gang has 25 free credits per Drinking Hole to pay for upkeep, or to hire a new fighter. Any unspent credits are wasted, they do not go to the gang's Stash.
Drinking Hole: Manage Fighters step: 25 free credits per Drinking Hole to pay for upkeep or to hire new fighter(s). Unspent credits do not go to the gang's Stash.

Scummers Gang Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Armor
ItemLeader / ChampionsSpecialistsGangers
Fighting Harness101010
Flak Armor101010
Hazard Suit101010
Leather Jacket555
Makeshift Armor101010
Mesh Armor252525
Weapons (CCWs)
ItemLeader / ChampionsSpecialistsGangers
Axe151515
Cestus151515
Club555
Fighting Knife101010
Flail202020
Flenser202020
Hammer101010
Heavy Rocksaw707070
Knife555
Knuckleduster101010
Maul303030
Monoedged Knife202020
Monoedged Machete454545
Rocksaw353535
Shield303030
Spudjacker555
Stiletto Knife303030
Sword151515
Two-handed Weapon202020
Weapons (Pistols)
ItemLeader / ChampionsSpecialistsGangers
Autopistol101010
Suppressed Autopistol252525
Bolt Pistol (Umbra Pattern)303030
Graper101010
Hand Flamer606060
Hurly555
Laspistol101010
Pistol555
Stub Pistol101010
Weapons (Basic)
ItemLeader / ChampionsSpecialistsGangers
Autogun151515
Lasgun151515
Rifle101010
Sawn-off Shotgun101010
Scattergun101010
Stub Rifle151515
Weapons (Specials)
ItemLeader / ChampionsSpecialistsGangers
Assault Rifle4545-
Blunderbuss8585-
Harpoon Launcher9595-
Hatchets1515-
Krumper7575-
Slingshot55-
Sniper Rifle (Stub)6565-
Light Sniper Rifle (Stub)3535-
Stormwelder6565-
Throwing Daggers1010-
Weapons (Heavies)
ItemLeader / ChampionsSpecialistsGangers
Heavy Flamer155--
Heavy Harpoon Launcher185--
Heavy Stubber130--
Mining Laser155--
Grenades
ItemLeader / ChampionsSpecialistsGangers
Fire Bottle303030
Photon Flash Grenades202020
Frag Grenades303030
Krak Grenades505050
Satchel Charge252525
Smoke Bombs252525
Stick Bombs353535
Bionics
ItemLeader / ChampionsSpecialistsGangers
Bionic Actuators353535
Bionic Arm505050
Bionic Cogitator656565
Bionic Eye505050
Bionic Leg656565
Bionic Ruggedization303030
Bionic Upgrades454545
Buzzsaw Arm959595
Chainsword Arm959595
Drill Arm959595
Hacker Interface252525
Hammer Arm959595
Servo-claw959595
Servo-fist959595
Skinblade151515
Skullchip353535
Steel Skull353535

Scummers Tactics Cards

By default, at gang creation a Scummers gang forms a Tactics Cards deck by selecting 4 Alpha, 6 Beta, and 10 Gamma tier Tactics Cards from the Neutral Tactics Cards, though campaign and / or scenario-specific guidelines may modify this.

After a Scummer gang's Tactics Cards deck is constructed from Neutral tactics cards, a Scummers gang that is not led by an Underhive Nibs or Uphive Nabob can swap up to 5 Tactics Cards for Tactics Cards of the same tier from their Leader's original gang's Tactics Cards deck. For instance, if an Escher Reina is chosen as the gang's Leader, up to 5 Tactics cards from the Scummers deck can be swapped for Escher Tactics Cards of the same tier.