NECROMUNDA GANGS OF LEGEND

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1 NECROMUNDA GANGS OF LEGEND Gang War contains the full rules for creating gangs from House Escher and House Goliath. Over the coming months, more gangs from the various Clan Houses will be added by way of new supplements, accompanied by new models. In the meantime however, players lucky enough to still have the classic Citadel models in their collections will no doubt want to use them in the new edition of Necromunda as soon as possible. What follows is a set of get you by gang lists to allow those classics to be fielded alongside the new gangs straight away. Each of these House lists will be developed extensively as and when new miniatures become available. HOUSE CAWDOR GANGS House Cawdor is the stronghold of the Cult of the Redemption, whose prophets foretell of universal destruction. The poorest of the Houses, they scavenge through the detritus of the hive, their holy wargear made from castoff scrap and battered weaponry. They are the numberless foot soldiers of the Redemption, the spreaders of faith to the underhive and the seekers of relics from among its ruins each ganger happy to die for the faith. A Cawdor gang must follow these rules when it is founded and when new fighters are added to the gang: There must be one (if the is killed, see page 4 of Gang War). There can be no more than two s, plus one for every full 0 Reputation the gang has for example, a gang with Reputation 4 could have up to four s. (s, s and s) in the gang, not counting Hangerson (as described in future supplements). A fighter can be equipped with a maximum of three weapons. s with the Unwieldy Trait take up the space of two A starting Cawdor gang is made up of the following fighters: LEADER... CREDITS JUVES... 0 CREDITS EACH A Cawdor is equipped with mesh armour. A Cawdor starts with no equipment. They can be equipped with Pistols and s, but cannot be given any weapon that is worth more than 0 credits. " + 6+ Cawdor s start with one skill chosen from their skill sets. CHAMPIONS... 9 CREDITS EACH " A Cawdor is equipped with flak armour GANGERS... 4 CREDITS EACH " A Cawdor Ganger is equipped with flak armour. They can be equipped with Basic s, Close s, Grenades, Pistols and Wargear. When the gang ; during a campaign, additional Gangers can also take Special s. Cawdor s start with one skill chosen from their skill sets. Copyright Games Workshop Limited 07. Necromunda, Citadel, Games Workshop, GW and all associated logos, names, races, vehicles, weapons and characters are

2 HOUSE VAN SAAR GANGS The Van Saar are possessed of ancient and damning machine lore, and are the preeminent Necromundan House when it comes to advanced technologies. Van Saar gangers benefit from the finest weaponry and environmental suits the clan can provide, while its leaders follow cold and logical combat doctrines drilled into them by a reliance on their gear first and their gut second. Few outside of the House are aware however that the source of the House s technological treasure is slowly killing its people. A Van Saar gang must follow these rules when it is founded and when new fighters are added to the gang: There must be one (if the is killed, see page 4 of Gang War). There can be no more than two s, plus one for every full 0 Reputation the gang has for example, a gang with Reputation 4 could have up to four s. (s, s and s) in the gang, not counting Hangerson (as described in future supplements). A fighter can be equipped with a maximum of three weapons. s with the Unwieldy Trait take up the space of two A starting Van Saar gang is made up of the following fighters: LEADER... 0 CREDITS JUVES... CREDITS EACH A Van Saar is equipped with mesh armour. A Van Saar starts with no equipment. They can be equipped with Pistols and s, but cannot be given any weapon that is worth more than 0 credits. " Van Saar s start with one skill chosen from their skill sets. CHAMPIONS...0 CREDITS EACH " A Van Saar is equipped with mesh armour GANGERS... CREDITS EACH " A Van Saar Ganger is equipped with mesh armour. They can be equipped with Basic s, Close s, Grenades, Pistols and Wargear. When the gang ; during a campaign, additional Gangers can also take Special s. Van Saar s start with one skill chosen from their skill sets. Copyright Games Workshop Limited 07. Necromunda, Citadel, Games Workshop, GW and all associated logos, names, races, vehicles, weapons and characters are

3 HOUSE DELAQUE GANGS House Delaque are the spymasters and assassins of Necromunda, their agents having infiltrated into most strata of hive society. Delaque gangers are known for their stealth and cunning, are skilled in laying down ambushes and striking from the shadows. Good Delaque leaders are always on the lookout for advantageous terrain or ways to exploit the weaknesses of their foes, only resorting to a fair fight if there are no other options. A Delaque gang must follow these rules when it is founded and when new fighters are added to the gang: There must be one (if the is killed, see page 4 of Gang War). There can be no more than two s, plus one for every full 0 Reputation the gang has for example, a gang with Reputation 4 could have up to four s. (s, s and s) in the gang, not counting Hangerson (as described in future supplements). A fighter can be equipped with a maximum of three weapons. s with the Unwieldy Trait take up the space of two A starting Delaque gang is made up of the following fighters: LEADER... 0 CREDITS JUVES... 0 CREDITS EACH A Delaque is equipped with flak armour. A Delaque starts with no equipment. They can be equipped with Pistols and s, but cannot be given any weapon that is worth more than 0 credits. " Delaque s start with one skill chosen from their skill sets. CHAMPIONS... 9 CREDITS EACH " A Delaque is equipped with mesh armour GANGERS... CREDITS EACH " A Delaque Ganger is equipped with mesh armour. They can be equipped with Basic s, Close s, Grenades, Pistols and Wargear. When the gang ; during a campaign, additional Gangers can also take Special s. Delaque s start with one skill chosen from their skill sets. Copyright Games Workshop Limited 07. Necromunda, Citadel, Games Workshop, GW and all associated logos, names, races, vehicles, weapons and characters are

4 LIST Many of the classic Citadel Miniatures Necromunda Gangers carry some pretty heavy duty and flamboyant firepower. At present, there is a very limited number of heavy weapons available in the new edition. This is deliberate, and more heavy weapons will be introduced in future supplements. Such weapons are not readily available to freshfaced rookie gangs with no Reputation! The list below is designed to enable players to create gangs from these Houses on a par with Escher and Goliath gangs. In time, all gangs will have heavier weapons made available to them. We recommend, then, that players with classic gangs be a bit imaginative with these weapons types. For example, an Orlock armed with a missile launcher could be armed with a grenade launcher in this list, or a plasma cannonarmed Van Saar could be given a plasma gun. Building your gangs in this way will help ensure that all gangs in a campaign will be on a roughly equal footing in terms of firepower at the beginning. WEAPONS BASIC WEAPONS SPECIAL WEAPONS Autogun... credits Lasgun... credits Shotgun (with solid and scatter ammo)... 0 credits Boltgun... credits Grenade launcher (with frag and krak grenades)... credits Plasma gun credits Flamer credits Meltagun... credits CLOSE COMBAT WEAPONS Club, maul or hammer... credits Fighting knife... credits Flail... 0 credits Twohanded weapon*... 0 credits Sword... credits Power weapon... 0 credits HEAVY WEAPONS PISTOLS WARGEAR Stub gun... credits Autopistol... 0 credits Laspistol... 0 credits Bolt pistol... credits Hand flamer... 0 credits Plasma pistol... 0 credits Respirator... credits Medicae kit... 0 credits Photogoggles... credits Heavy stubber*... 0 credits GRENADES Frag grenades... 0 credits Krak grenades... 4 credits Copyright Games Workshop Limited 07. Necromunda, Citadel, Games Workshop, GW and all associated logos, names, races, vehicles, weapons and characters are 4

5 WEAPON PROFILES BASIC WEAPONS Autogun Boltgun Lasgun Shotgun solid Shotgun scatter Stub cannon 4" + Rapid Fire () " 4" + 4 Rapid Fire () 4" + + Plentiful + 4 Knockback 4" + Scattershot 9" + Knockback CLOSE COMBAT WEAPONS Club, maul or hammer Fighting knife Flail Power weapon Sword Twohanded weapon PISTOLS Autopistol Bolt pistol Hand flamer Laspistol Plasma pistol low Plasma pistol maximal Stub gun SPECIAL WEAPONS Flamer Grenade launcher Frag grenade Krak grenade Meltagun Plasma gun low Plasma gun maximal HEAVY WEAPONS Heavy stubber GRENADES Frag grenades Krak grenades E S Melee E S Backstab, Melee E + + Entangle, Melee E + Melee, Parry, Power E + S Melee, Parry E S Melee, Unwieldy 4" " + Pistol, Rapid Fire () " Pistol T Blaze, Template " + + Pistol, Plentiful " + Pistol, Scarce " + 7 Pistol, Scarce, Unstable " + Pistol, Plentiful S L S L S AP D T 4 Blaze, Template 4" 6+ Blast ("), Knockback 4" 6 6+ " Melta, Scarce " 4" + Rapid Fire (), Scarce " 4" + 7 Scarce, Unstable 0" 40" 4 Rapid Fire (), Unwieldy Sx Blast ("), Grenade, Knockback Sx 6 Demolitions, Grenade Copyright Games Workshop Limited 07. Necromunda, Citadel, Games Workshop, GW and all associated logos, names, races, vehicles, weapons and characters are

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