Scummers
Provided below are the house rules we use for Scummers gangs.
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.
Fighters
A Scummers gang has a Leader and a collection of scum from various walks of life.
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'.
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.
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.
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.
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.
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.
45 credits
Formerly a Cawdor gang member. They tend to be more aggressive and unhinged than other scum.
40 credits
Formerly a Delaque gang member. They tend to be more duplicitous and stealthy than other scum.
35 credits
Formerly an Escher gang member. They tend to be more nimble and cruel than other scum.
35 credits
Formerly a Goliath gang member. They tend to be stronger and more durable than other scum.
45 credits
Formerly an Orlock gang member. They tend to be more dependable than most other scum.
55 credits
Formerly a Van Saar gang member. They tend to be smarter and better equipped than other scum.
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.
65 credits
A fallen outcast of the Ratskins, these sad scum tend to excel in Zone Mortalis areas.
55 credits
A cast out Ironhead Squat, these disenfranchised abhumans are tough and determined, despite having fallen on hard times.
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
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.
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.
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.
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.
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.
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.