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Congregation of the Unfaith Battle for Ammoriss Rules Supplement for Necromunda For many generations, the Congregation of the Unfaith existed on Ammoriss. It was an Ecclesiarchy sanctioned cult known as the Cult of the Emperor’s Hands. The cult was focused on the importance of each individual’s value to the Emperor’s divine plan for humanity. This was coupled with a dogma that emphasized the roll of hard work and physical exertion as form of devotion to the God-Emperor. The Cult of the Emperor’s Hands had the most adherents on the great ranches and farms of South Ammoriss. However, the appeal to hard work and tool held a certain appeal to the lowly manufactorum and refinery workers of the North as well. As a result, the lower reaches of Imperial Tower became populated with those who believed in the Cult of the Emperor’s Hands. Exactly when and how this benevolent cult devoted to the worship of the God-Emperor turned is unclear. However, the tenets of the cult were subverted and twisted by wicked and depraved heretics into something very different than what it began as. The adherents of the Ecclesiarchy were seen as weak, not willing to offer their own sweat to the God-Emperor as tribute. The followers of the Omnissiah were viewed as even worse, not even true believers. Such blasphemy and weak-kneed worship was seen as beneath the Cultist of the Emperor’s Hands. Thus, the Congregation of the Unfaith was born. How could true believers allow such wretches as the Ecclesiarchy and Omnissiah pollute their purity? Obviously, they could not even refer to themselves as being faithful to the same ideas, and hence would declare their unfaith in what these institutions stood for. Until recently, the Congregations activities were limited to the shadows. Small groups of followers acted individually or as part of a small network. They wormed their way into positions of power on Ammoriss. They stockpiles weapons, money, and resources. They reached out to other fringe groups to bring them into their Congregation. Due to these efforts,

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Congregation of the UnfaithBattle for Ammoriss Rules Supplement for Necromunda

For many generations, the Congregation of the Unfaith existed on Ammoriss. It was an Ecclesiarchy sanctioned cult known as the Cult of the Emperor’s Hands. The cult was focused on the importance of each individual’s value to the Emperor’s divine plan for humanity. This was coupled with a dogma that

emphasized the roll of hard work and physical exertion as form of devotion to the God-Emperor. The Cult of the Emperor’s Hands had the most adherents on the great ranches and farms of South Ammoriss.

However, the appeal to hard work and tool held a certain appeal to the lowly manufactorum and refinery workers of the North as well. As a result, the lower reaches of Imperial Tower became populated

with those who believed in the Cult of the Emperor’s Hands.

Exactly when and how this benevolent cult devoted to the worship of the God-Emperor turned is unclear. However, the tenets of the cult were subverted and twisted by wicked and depraved heretics into something very different than what it began as. The adherents of the Ecclesiarchy were seen as weak, not willing to offer their own sweat to the God-Emperor as tribute. The followers of the Omnissiah were viewed as even worse, not even true believers. Such blasphemy and weak-kneed worship was seen as beneath the Cultist of the Emperor’s Hands.

Thus, the Congregation of the Unfaith was born. How could true believers allow such wretches as the Ecclesiarchy and Omnissiah pollute their purity? Obviously, they could not even refer to themselves as being faithful to the same ideas, and hence would declare their unfaith in what these institutions stood for.

Until recently, the Congregations activities were limited to the shadows. Small groups of followers acted individually or as part of a small network. They wormed their way into positions of power on Ammoriss. They stockpiles weapons, money, and resources. They reached out to other fringe groups to bring them into their Congregation. Due to these efforts, infiltrators and followers of the Congregation of the Unfaith have spread all across Ammoriss, North and South.

The Imperial Tower is no exception, as small gangs of heretics have tried to spread their foul blasphemies. In the savage underhives of the tower, there are ears willing to listen. Fortunately for the denizen of Imperial Tower the spreading cult not only has to avoid the prying eyes of Imperial authorities, they also have to contend with rival cults, criminal gangs, outlaws, and the myriad dangers of the Underhive.

Special Rules:

Gang: The Congregationof the Unfaith follow the normal rules for an Outlaw gang found in the Necromunda Supplement Outlanders or the Outlaws PDF.

Recruiting the Congregation

The Congregation of the Unfaith is recruited the same way as a regular gang. The gang begins with 1,000 credits to purchase members and equipment with.

Minimum of 3 Fighters: A cult must start with no less than 3 fighters.

Demagogue : Your cult must include one Adept Potential, no more and no less.

0-2 True Believers: Your cult may only have up to 2 Lay-Brothers.

Juves: No more than half the cult can be made up of Juves.

Cultist: Your cult may include any number of Cultists.

1 DemagogueCost: 130

Experience: 60+d6

The demagogue has been chosen by the Honored Fathers of the Congregation of the Unfaith to lead his fellow cultist. His mandate is simple. Infiltrate the Imperial Tower and spread the word of the Congregation of the Unfaith to those shackled by their belief in the False-Emperor. By successfully advancing the Congregation’s agenda, the Demagogue will gain standing within the cult, and favor with the true gods.

To help the Demagogue accomplish his sacred mission, the Honored Fathers have assigned a small band of followers to assist him. These men and women will form the core cadre of hardened disciples. From these humble beginnings, it is up to the Demagogue himself to build a flourishing cult.

Profile M WS BS S T W I A LD Demagogue 4 4 4 3 3 1 4 1 8

Equipment: For an additional 25 points, the Demagogue may choose to roll on the Wyrd Minor Power Table found in the Necromunda Outlanders supplement or the Wyrds PDF. It can also be found in the rules below.

Weapons: An Adept Potential may be given weapons from the Basic, Close Combat, Pistol, Special, Grenades and Shells weapon lists. Leadership: A demagogue has the respect and adoration of his fellow cult members. This provides the Demagogue with the Leader special ability. He always counts as having a friend within 2”, this means he can always test to avoid pinning.

Any cult member within 6” of the Demagogue may use the Leadership characteristic of the Demagogue when taking a leadership test. The benefit applies as long as the Demagogue is not down or broken himself.

0-2 True BelieversCost: 60

Experience: 40+d6

True Believers are the most dedicated and faithful of the Congregation of Unfaith’s minions. They obey without question, and are completely brain washed with the cult’s ideals. However, True Believers do not possess those qualities of leadership and faith to be Demagogues yet.

The loyalty of the True Believers is rewarded with additional responsibilities to the faith. They are also provided a level of training not available to the common cultist. This often includes some basic para-military training which allows the True Believers to make use of more specialized weaponry.

Profile M WS BS S T W I A LD True Believer 4 3 3 3 3 1 3 1 7

Weapons: True Believers may be armed with weapons chosen from Basic, Hand-to-Hand, Pistols, Special, Heavy Weapons, and Grenade and Shells lists.

JuveCost: 25 creditsExperience: 0

Juves are the youngest and most inexperienced members of the cult. They are eager to prove their faith and to please their fellow cultists. They are filled with hatred for the False-Emperor and pious faith in their own infallible righteousness. This makes them useful, if unreliable minions. In time, their understanding and value to the Congregation of the Unfaith will grow.

Profile M WS BS S T W I A LD Juve 4 2 2 3 3 1 3 1 6

Weapons: Juves may be armed with weapons from the Hand-to- Hand, Pistols, and Grenades and Shells list.

CultistCost: 50

Experience: 20+d6

Cultists are the common rank and file of the Congregation of the Unfaith. They are willing to stand-up for their ideals, even if that involves shedding blood. They are loyal and dependable members of the cult.

Profile M WS BS S T W I A LD Cultist 4 3 3 3 3 1 3 1 7

Weapons: Menials may be armed with weapons from the Hand-to-Hand, Pistols, Basic, or Grenades and Shells lists.

Wyrd PowersCertain individuals within the Congregation of the Unfaith have manifested divine gifts. These often take the form of Wyrd abilities. These powers are only gifted to those strong of will and stout in faith.

The model can choose to use his psychic ability instead of making a shooting attack. It requires intense concentration, which isn’t always easy in the middle of an Underhive firefight. Roll a 2d6. If the test is under the models Leadership, the ability can be used. If it is over, the test has failed. Normal rules for targeting apply to the Wyrd power.

Perils of the Warp

In order for a cultist to use his Wyrd powers, he is tapping into the power of the warp. This attracts the attention of the mysteries and deadly denizens of the Warp. These creatures will try to attack, possess or otherwise harm the Wyrd.

On a Leadership roll of 2 or 12, the Wyrd suffers a peril of the Warp attack. Roll a d6.

1 Drawn into the Warp. The Wyrd must roll equal to or under their Intiative or be drawn into the warp. Any model within 2” must do the same. If failed, the model is sucked intothe warp and removed from play. The Model is considered dead, the model and all his equipment are not recoverable.

2-3 Possession. Make a Leadership test. If you roll under the Wyrd’s leadership, the demon has been beat back. However, the Wyrd is pinned and unable to do anything for the remainder of the turn. He may defend himself in Hand-to-hand as normal. If failed, the Wyrd is possessed. See the special rules for possession.

4-6 Attacked. The demon uses a psychic attack on the Wyrd. The Wyrd takes one automatic hit at strength d6, with no armor saves.

Possession

A wyrd who is possessed has had his body taken over by a warp entity. The warp entity will try to cause as much death and destruction as possible before it burns out the host and must return to the warp. The creature will automatically go on a rampage.

The Possessed model is moved 2d6 inches every movement phase by the player who is not taking their turn. The possessed Wyrd follows the normal rules for terrain. The possessed model may enter hand-to-hand combat if the controlling player wishes.

If not in hand-to-hand combat, the possessed model will launch a warp blast at the nearest model from any gang. The bolt hits on a 2+, but normal to hit modifiers (such as cover) apply. The bolt causes a strength 6 hit, with no armor saves allowed. If a possessed model is in hand-to-hand, he fights normally, but his WS, Attacks, and Strength are all tripled!

The possessed model rolls for injury as normal. However, they ignore all “flesh wound” and “down” results. Possessed models are also immune to the effects of pinning. If a possess model is taken “out of action” immediately roll on the serious injury table. If the result is “Dead” the demon is banished back to the warp. If not, the possessed model continues on as if it was never injured.

If by some miracle, the possessed model is killed. The model that banishes the demon earns 20 experience points.

Possessed models cause fear!

Fortunately for all involved, a demon possessing a model quickly burns through mortal energy. At the end of every turn, roll a d6. On a roll of 1, the demon has burned the wyrd into a lifeless husk. The Demon returns to the warp. The possessed model is removed as the body and all of its possessions were turned into smoking ruins.

Congregation of the UnfaithWeapon List

Hand-to-Hand Weapons CostKnife (first knife is free) 5Chain/Flail 10Club 10Sword 15Massive Weapon 15Chainsword 25

Pistols CostAutopistol 15Laspistol 15Stub gun 10

Basic Weapons CostAutogun 20Lasgun 25Shotgun 20

Special CostFlamer 40Grenade launcher 130

Heavy Weapons CostHeavy Stubber 120Heavy Bolter 180Auto-Cannon 300

Grenades and Shells CostBolt Shotgun 15Dum Dum 5Frag 30Hotshot Shotgun 5Krak 50Manstopper 5

Wyrd PowersA model may have more than one Wyrd Power. These are either purchased when the gang is created, or earned through experience. They are determined at random from the list below.

Roll 1d66

11-16- MutationThe Wyrd is gifted with a mutation instead. Roll on the mutation table.

21- You Can Fly…The wyrd may use this power instead of his normal attack in the shooting phase. If the ppower works, he may affect the mind of a single model in LOS and within 16”. The target must also be within 1” of the edge of a walkway or structure. The unfortunate target attempts to prove they can fly by jumping over the edge. The target suffers damage as per the normal rules for falling.

22- FloatThe Wyrd may use this power at anytime during the movement phase. If the power works, the Wyrd or a friendly model within 12” may move as if they were equipped with a grav-chute. (See page 52 of the Necromunda Rulebook)

23- Weapon JinxThe wyrd can attempt to use this power if an enemy model makes a ranged

attack at him. If the power works the attacking model must make an ammo roll for the weapon used, no matter what the ‘to hit’ roll was. The Wyrd may try to use this once against each ranged attack targeted at him.

24- Fearful AuraThe Wyrd causes Fear as described in the Necromunda rulebook. This power always works, and no leadership test is needed.

25- Freeze TimeThe Wyrd may use this power just before he moves. If the power works, he can move and additional 1d6” to his normal move rate, which he can then double again by running/charging. In addition, this power can be used in a Fast Draw, and if successful, the Wyrd always fires first.

26- NullifyThe Wyrd can use this power on an enemy Wyrd within 24” that is within LOS, and succeeds in making a

leadership test. If the power works, this power will negate the enemy Wyrd’s power, and it cannot be used this turn.

31- Banshee HowlThe Wyrd can attempt to use this power at any time against an enemy model it can see, and is within 24” that is in overwatch. If the power works, it distracts the model and knocks it out of overwatch.

32- Jog Trigger FingerThe Wyrd may attempt to use this power instead of attacking this turn. If the power works, he may target the closest enemy model in line of sight that is within 24”. The victim accidentally fires the weapon he is holding. Roll the scatter dice to determine the shot path. The closest model along this line of fire, regardless of height level; may be hit. Roll to hit and wound as normal. If no models are along the line of fire, roll to hit anyway in case of Ammo roll. The shot automatically misses.

33- Trip UpThe Wyrd may attempt to use this power when charged by an enemy model. If the power works, the enemy model is tripped up 1” away from the Wyrd. The charging model is treated as bing pinned.

34- Sense PresenceThe Wyrd can sense the presence of any enemy model within 12”, even if they are out of line of sight. This power always works. This means that opposing models may not hide from the Wyrd. In addition, if on sentry duty, he will always spot opponents within 12”.

35- Spider ManThe Wyrd can climb up walls and flat surfaces. The Wyrd can try to use this

power before moving. If successful, he can climb any surface as if a ladder was present.

36- Zen ShootistThe Wyrd may use this powerjust before making a shooting attack. It the power works, he will automatically hit any target that he can see and which is in the weapon’s range. Still make a ‘to hit’ roll in case an ammo roll is needed.

41- Walk Through WallsThe Wyrd may attempt to use this power just before he moves. If the power works, he may walk through walls or other obstacles less than 1” thick. The Wyrd may use this power to move through a floor, but will suffer falling damage as normal. A Wyrd may not end his movement inside a wall.

42- ChameleonThe Wyrd uses this power after he moves. If the power works, he counts as hiding. The power works for the remainder of his turn, and the opposing players turn. The normal hiding restrictions apply. The Wyrd cannot use this power if he ran or charged, and shooting will reveal his presence.

43- Mirror ImageThe Wyrd can use this power if he wants to break from hand-to-hand combat. If the power works, he creates a mirror image of himself that confuses his opponent. The Wyrd may break from combat without being hit.

44- Throw VoiceThe Wyrd may use this power if he can see a friendly pinned model that is on their own at the beginning of the movement phase. If the Wyrd succeeds in throwing his voice, the pinned model can attempt to recover from pinning as if a friendly model was within 2”.

45- Bang-flashThe Wyrd can use this power instead of a shooting attack. If the powers works, he can make an attack exactly as if he were using a photon flash flare (see page 47 of the Necromunda Rulebook).

46- Lucky AuraOnce per turn, the Wyrd may force the re-roll of a single dice that effects the Wyrd directly. The Wyrd must accept the re-roll result, even if it is worse than the original roll. The Wyrd does not need to take a Leadership test to use this power.

51- Healing HandsThe Wyrd can use this power if he is in base-to-base with the target during the recovery phase. If the power works, the fighter automatically recovers to a Flesh Wound. If failed, the fighter may attempt to recover as normal.

52- Remove PainThe Wyrd may attempt to use this power on any model who will miss a battle due to an Old Battle Wound. If the power works, the fighter can take part in the battle as normal. The Wyrd may attempt to help any number of gang fighters, but must make a separate Leadership test for each. If he becomes possessd while doing this, he is assumed to have killed the model he was trying to help.

53- Cause PainThe Wyrd can use this power instead of making a shooting attack. If the power works, he can choose the closest enemy model in LOS within 24”. If the target has 1 or more Old Battle Wounds, the model goes Out of Action immediately. Remove the model from play, but he does not have to roll on the serious

injury table after the battle. If the target does not have a n Old Battle Wound, then the power has no effect.

54- Stop BleedingThe Wyrd can use this power on a friendly model who is suffering from a Flesh Wound if he is in base-to-base contact with them in the recovery phase. If the power works, the flesh wound is healed immediately. The healed fighter may fight as normal.

55- PrecognitionIf the Wyrd is a member of the gang, he can force the scenario rolled to be re-rolled. He must accept the result of the second roll. If both gangs have a pre-cog then they cancel each other out. This power always works, and does not require a leadership test.

56- Cannot be PossessedThis power always works. The Wyrd cannot be possessed because of his strong will. Treat any possession as no effect on the Perils of the Warp table.

61-65- Multiple Minor Powers The Wyrd has 1d3+1 minor powers. Roll for the additional powers and ignore duplicates or additional Multiple Minor Powers.

66- Major PowerThe Wyrd has manifested a Major Psychic power. Please see the Necromunda Outlanders or the Necromunda Wyrd PDF for additional rules for Major psychic powers. If these are not available, treat this result as a Mutation instead. Roll a d6.1-2 Beast Master3-6 Roll 1d6

1-2 Pyrokinetic3-4 Telepath5-6 Telekine

Congregation of the Unfaith Experience Table

Experience Title0-5 Green Juve (Starting point for Juves)6-10 Juve11-15 Juve16-20 Top Juve21-30 Cultist (Starting point for Cultists, Juves that reach this level become Cutlists)31-40 Cultist41-50 Cultist (Starting Point for True Believers)51-60 Cultist61-80 Faithful (Starting Point for Demagogues)81-100 Faithful101-120 Faithful121-140 Faithful141-160 Faithful 161-180 Faithful181-200 Faithful201-240 Devout241-280 Devout281-320 Devout321-360 Devout361-400 Devout401+ Honored Son- Cult members may not advance any higher.

Congregation of the UnfaithSkill List

Agility Combat Ferocity Muscle Shooting Stealth TechnoDemagogue x x x x x xTrue Believer

x x x x x

Cultist x x xJuve x x

Congregation of the UnfaithMutation Upgrade

If a 2 or a 12 is rolled on the experience advancement table, the Congregation of Unfaith player may choose to roll on the Mutation table instead of choosing to roll for a skill. It is possible for a single gang member to have more than a single mutation. You cannot have more mutants in the gang than cultists at any point. If this happens, the gang needs to either purchase a new cultist or randomly abandon a mutant.

Congregation of the UnfaithMutation Table

A model may have more than one mutation from this table.

Roll a 2d6.

2-3- EyestalksThe model has a 180 degree field of vision. They are also good at squeezing into cover, and gain an additional -1 to hit modifier when behind cover.

4-5- ClawThe mutant gains a +1 strength characteristic in hand-to-hand combat.

6-7- TentacleThe model may re-roll Initiative tests for falling. In hand-to-hand they may

grapple their opponents to reduce their enemies A by 1 to a minimum of 1.

8- Two HeadsIncrease the models fire arc to 180 degrees. The model may also fire two pistols in the same shooting phase.

9- SpikesA mutant with spikes gains an armor save of 5+, but may not wear any other form of armor.

10- Extra ArmThe mutant may use up to three pistols or hand-to-hand weapons in close combat (+2 attacks) or hold a basic weapon and still use 2 close combat weapons with the others (+1 attacks)

11- WingsThe mutant can fly up to his normal move, or double that if he charges/runs. The mutant must land (i.e. be on solid ground) at the end of his movement phase. The mutant can

fly upwards at 2” of Move equal 1” up, or downward at ½” of move equals 1” moved down.

12- WyrdThe mutant has developed minor wyrd powers. Make a roll on the Minor Wyrd Power table (Found in necromunda Outlanders or the Wyrd PDF) or the Wyrd powers listed in the rules for the Congregation of Unfaith gang.