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Fan05_44-59 11/6/04 2:57 pm Page 44
RATSKIN RENEGADES
By Jake Thornton
Ratskins are normally a shy, peaceful people who are inclined to
avoid the noisy, raucous downhivers and their settlements. They
need nothing from the settlers and stay hidden in small communities
far from the hivers and their guns. If hivers start working near the
Ratskins’ settlements they will pack their gear and quietly slip away
deeper into the wastes. Ratskins find the hivers strange and
bewildering and would rather not have anything to do with them.
Sadly, the Ratskins’ peaceable ways make them vulnerable to
exploitation by unscrupulous Guilders or gangs. Outlaws may run
riot and murder a whole Ratskin settlement, leaving a few
embittered survivors thirsting for vengeance on all hivers. These
fierce Ratskins turn their backs on their own people and become
renegades, hunting and killing the hivers wherever they can to
cleanse the Underhive of intruders.
Other Ratskins go to the hivers’ settlements out of curiosity or to
look for work as trappers or guides and become corrupted by
contact with the hivers. The Ratskins themselves dispossess these
individuals and call them Badskins. Badskins spend all their money
drinking and gambling until they finally get in trouble with the
Watchmen and are driven out of the settlement for good. There can
be no return home for Ratskins tainted by their contact with
‘civilisation’ so they drift from place to place until they can join a
renegade band and be with their own people again.
OUTLANDERS
Ratskins may use Hired Guns (who will fight for them) as normal,
and will both take captives and try to rescue their own as other
gangs. Other than that, Ratskins need some special rules of their own
to cover the fact that they just aren’t like ‘normal’ gangs such as
Orlocks or Delaques.
TERRITORY
Ratskins start with one piece of territory generated on the Ratskin
Territory table. This is the Renegades’ camp in the wastes and
normally they cannot hold more than a single piece of territory at a
time. The Ratskins can decide to move their camp after any game,
crossing the old territory off their roster at the end of the post battle
sequence and generating a new camp on the Ratskin Territory table
below immediately. Similarly, if they lose their territory to another
gang they simply generate a new one.
Ratskins Territory Table
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Captured Territories
Any additional territory captured from other gangs is looted
and destroyed by the Renegades as soon as it is captured. This
looting removes the territory from the campaign as the
Ratskins rampage through it, stripping it of anything of value
and destroying the rest. If the Ratskins loot a territory they
gain double its basic value. In the case of a territory with a
variable income they gain double the maximum. For example,
looting a holestead or drinking hole would yield 120 credits.
Archeotech Sites
Archeotech sites are sacred to Ratskins and they will always try
to drive Underhivers away from them if they can. If a gang
owning any Archeotech sites loses a territory to the Ratskins it
will automatically lose one of its Archeotech sites without
recourse to a random dice roll. Any Archeotech sites which
are captured by the Ratskins must be left unmolested and will
not generate any income. Instead they will be hidden and
guarded by the Ratskins to prevent greedy Underhivers
disturbing them. The only way in which Ratskins can hold
more than one territory is by capturing Archeotech sites, but
they can hold any number of such sites in addition to their
camp, using traps, sentries and hidden tunnels to keep them
safe and move between them rapidly. Ratskins derive no
direct benefit from possessing Archeotech sites, but these
special places do give them the favour of the hive spirits. This
favour aids Ratskin Shamans that join the gang, full rules for
which will be in a future issue of Fanatic.
back or traded, as with any other prisoner, or may be turned
over to the Guilders for a bounty. The bounty on a live Ratskin
is equal to his cost (without equipment) + D6x5 credits. You
must decide whether or not to turn him over before you roll
to see what the bounty is.
Ratskins may trade or ransom any foes they capture as
normal. However, Ratskins may not claim bounty on anyone
– they’d be shot on sight if they tried to!
Scenarios
Ratskins can add or subtract up to 2 from the dice roll when
rolling for scenario. If the opposing gang has a Ratskin Scout
in their employ this modifier is reduced to plus or minus 1
instead. If the Renegades can choose which scenario to play
they can pick whichever they like.
RESILIENT
Ratskins are remarkably resilient to injury and have the best
survival instincts humanly possible. They are less likely to get
lost or captured than ordinary Underhivers and, if hurt, are
better at hiding from danger. To represent their resilience to
injury a Ratskin who goes out of action may re-roll a result on
the Serious Injuries table if he doesn’t like the first roll.
However, if he chooses to re-roll he must accept the second
result.
NATIVE
Ratskins are completely at home with the environment of the
hive bottom; they are born and bred in conditions
unimaginably harsh for outsiders. In fact, they are so in tune
with the hive that they use it as a weapon in their fights. They
open sluice gates to flood areas with slime, block vents or
open others to send toxic fumes or smogs across their
enemies’ paths; they can even cause minor hivequakes by
undermining supporting pylons.
Important: Any battle involving a Ratskin gang must use the
Treacherous Conditions rules.
So in tune are the Ratskins with the ways of the hive that they
feel it as a living entity in its own right, and are trained from
birth to survive its sometimes murderous moods. Because
they are so at home in the Underhive, Ratskins are completely
immune to the effects generated on the Treacherous
Conditions table (see Fanatic Magazine 4). Ratskins can track
their opponents unerringly in fog or darkness with their sharp
hearing, they can always find their way through or around
bottomless slime and bubbling tox pits, they don’t get
attacked by wild creatures and automatically dodge
acid falls and hivequake debris and so on.
SO MANY MOUTHS TO FEED
Ratskins need to eat, just like everyone else, and will need to
find 3 credits per warrior per battle to keep everyone
supplied. Work out what’s needed between battles when you
do all of the other bookkeeping. Hired Guns and special
characters don’t need to be given supplies as it’s assumed that
their pay is more than enough to keep them in rat burgers.
The credits to pay for these supplies come from one of two
sources: income or foraging. Any spare cash goes in the gang’s
stash as usual.
Income
Ratskins collect income from their one piece of territory, like
any other gang. However, this income is not cross
refererenced with the size of the gang on the income table –
it’s simply the amount they earn.
Foraging
Anyone who wasn’t seriously injured in the previous battle
can go foraging. This includes Chiefs, Totem Warriors,
Ratskins and Braves, though they can’t perform any special
tasks, such as visiting an Outlaw trading post or working the
gang’s territory, if they forage. Each forager collects D6+1
credits’ worth of stuff from the wastes. Hired Guns and special
characters never forage: that’s not what they’re paid for.
TRADING
Ratskin Renegades roll on the Outlaw Trading chart. See the
section at the end of this article.
RECRUITING THE GANG
A Ratskin gang is recruited in the same way as a normal gang.
You have 1,000 Guilder credits to spend on recruiting and
arming your gang within the following guidelines.
Minimum of 3 fighters: A gang must have at least 3 models
Chief: Your gang must include one Chief; no more, no less.
Totem Warriors: Your gang can include up to four Totem
Warriors, but no more.
Ratskins: Your gang can include any number of Ratskins.
Ratskin Braves: Your gang can include any number of
Ratskin Braves.
BOUNTY
Ratskin Renegades are considered extremely troublesome by
the Guilders and so they have a bounty on their heads. If an
Orlock, Goliath, Escher, Van Saar, Delaque or Cawdor gang
captures or kills a Ratskin they may claim this bounty. The
bounty on a dead Ratskin is equal to his current cost in credits
(including equipment). A captured Ratskin may be ransomed
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1 RATSKIN CHIEF
In addition, a warrior who is Pure of Spirit may never use
any kind of shooting weapon (including pistols in hand-to-
hand combat). When a foe is slain his departing spirit can
be absorbed by the Ratskin, but only if he is very close by.
Beating foes at a distance gains less honour and means
that the Ratskin cannot absorb their spirits. If an enemy’s
spirit is allowed to escape in this way, the Ratskins believe
that it will be reborn and seek revenge. A spirit that is
absorbed adds its power to the Ratskin and will not be
reborn as a new foe.
Fearless. Totem Warriors have an unshakeable belief in
their protective spirits and fear nothing. They
automatically pass any Fear or Terror tests they would be
required to take. In addition, they automatically pass any
Leadership tests to keep their nerve. They will, however,
accompany the rest of the gang if it bottles out.
Cost to recruit: 120 credits
A Ratskin Chief is not born to the position but is elected by
his elders and his peers. A Chief is always a skilled warrior
who is an expert in the ways of the Underhive and a
natural leader of men. Some Renegade Chiefs are driven
by a passionate hatred of the hivers who desecrate their
homeland; others feel sympathy for the deluded settlers
and will even help them on occasion though they
ultimately want them to leave. The Chief ’s words are
always listened to with respect by the Ratskins, and even
once he has become a Renegade, braves and warriors will
seek him out to gain the honour of fighting in his warband.
MWSBS S T W I A d
444331418
Weapons: A Ratskin Chief may be given equipment chosen
from the Close Combat, Ranged and Special Weapons, plus
the Grenades and Shotgun Shells sections of the special
Ratskin lists.
Equipment: A Ratskin may be equipped with a Blindsnake
pouch for 20 credits.
Special Rules
Leadership. A Ratskin Chief commands respect from his
followers and they are heartened by his presence. This
means that any Ratskins within 6" of the Chief may use his
Leadership value when they take Leadership tests. A
Ratskin Chief can always attempt to recover from being
pinned even if he has no Ratskins within 2" of him.
Any number of
RATSKINS
Cost to recruit: 60 credits
Ratskins are fully-fledged fighters and hunters from the
Ratskin tribes. Many of those who follow a Renegade Chief
are bitter, dispossessed men who have lost friends and
family to raiding Outlaws or avaricious hivers stealing their
territory. Others have become brutalised by working in
hiver settlements and suffering the ignorant contempt of
the downhivers for their race and culture.
MWSBS S T W I A d
433331317
Weapons: A Ratskin may be given equipment chosen from
the Close Combat, Ranged and Special Weapons sections
of the special Ratskin lists.
Equipment: A Ratskin may be equipped with a Blindsnake
pouch for 20 credits.
0-4 TOTEM WARRIORS
Cost to recruit: 85 credits
Totem Warriors seek to purify themselves in the eyes of the
hive spirits so that they may join with their ancestors after
the death of their bodies. To this end they spend much of
their time in prayer trances, fasting or undertaking
insanely dangerous treks across the uncharted and
labyrinthine wastes of the Underhive. They are revered by
the normal Ratskins and Badskins alike as wandering holy
men of sorts. They are also utterly fearless, trusting
entirely to the protection of the spirits of the hive.
MWSBS S T W I A d
442341417
Weapons: A Totem Warrior may be given equipment
chosen from the Close Combat and Spirit Weapons
sections of the special Ratskin lists.
Equipment: A Totem Warrior may be equipped with a
Blindsnake pouch for 20 credits.
Special Rules
Pure of Spirit. Through fasting, trances and ritual
suffering this warrior has attained a purity of spirit that
attracts the guardianship of one or more of the ever-
present spirits of the hive. Only warriors who are Pure of
Spirit may use the Ratskins’ special spirit weapons.
Any
number
of
RATSKIN BRAVES
Cost to recruit: 35 credits
Ratskin Braves are young warriors who follow the Chief
into the wastes looking for excitement and glory. Ratskin
settlements always have a few Braves dissatisfied with the
quiet, peaceful ways of their elders and they will quickly
rally to join a successful Chief who fights the hivers. Braves
are inexperienced fighters but they are already experts at
surviving in the harsh environment of the Underhive. The
Braves’ determination to prove themselves makes them
fierce and bloodthirsty warriors, greatly feared by hivers
and settlers alike.
MWSBS S T W I A d
422331316
Weapons: Braves may be given any amount of equipment
chosen from the Close Combat and Ranged Weapons
sections of the special Ratskin lists.
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ratskins WEAPON LIST
Ranged Weapons
Cost
SPIRIT TOTEM
Autopistol
15
A Spirit Totem looks like a club, mace, axe or other one-
handed close combat weapon that has been decorated
with all manner of trinkets and fetishes to attract the
spirits of the hive to the wielder. It is suffused with the
powers of the hive spirits and can cause enormous
amounts of damage in the hands of a pure-hearted
warrior.
Blunderbuss/scatter gun
8
Handbow
5
Musket
6
Stub gun
10
Special Weapons
Shotgun (with solid shot and scatter shells) 20
Autogun
20
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Lasgun
25
Close Combat Weapons
Clubs, mauls and bludgeons free/10*
Chains and flails 5
Massive axe, sword or club 10
Knife free
Sword 15
Coup stick 15
* The first club/maul etc a Ratskin has is free, if the Ratskin
is equipped with an extra club it will cost 10 credits.
Spirit Weapons
Spirit Totem
Special Rules
Spirit Weapon. This weapon can sense the true spirit of
the wielder, and it will only aid the pure of heart. If a
warrior with the Pure of Spirit special rule uses this
weapon then it will have its full stats, described above. If
a warrior without this special rule uses this weapon, treat
it as a normal club.
Spirit Staff
45
Grenades & Shotgun Shells
Frag grenades
30
Hot Shot shell
15
SPIRIT STAFF
Dum-dum bullets for stub gun
15
This is basically a larger and even more ornate version of
the Spirit Totem described above. It requires two hands to
use in close combat.
COUP STICK
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Special Rules
Spirit Weapon. This weapon can sense the true spirit of
the wielder, and it will only aid the pure of heart. If a
warrior with the Pure of Spirit special rule uses this
weapon then it will have its full stats, described above. If
a warrior without this special rule uses this weapon, treat
it as a massive club.
A coup stick often appears to be a simple stick, usually
decorated with trinkets in a similar fashion to the Spirit
Totems. It requires one hand to use, and must be
equipped in close combat to gain its special rule, below.
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BLUNDERBUSS/SCATTER GUN
Special Rules
Great Glory. The coup stick isn’t a weapon, as such – it
adds no additional attack and causes no damage, though
it will take up one of the Ratskin’s hands. However, using
one is the mark of a brave and noble warrior among the
Ratskins, and so they are frequently carried into battle
instead of more dangerous items.
If a warrior with a coup stick takes an opponent out of
action in close combat then he may ‘count coup’ with his
coup stick. Roll a D6 and gain that many Experience
Points for the warrior in addition to any points awarded
by the scenario for wounding enemy models.
A blunderbuss or scatter gun is a simple weapon made out
of one or more short tubular barrels (sometimes with
flaring muzzles) strapped onto a crude stock of some
description. An explosive charge is loaded into each barrel
before metal fragments, stones and other pieces of
shrapnel are packed down on top. When the weapon is
fired it belches out this mass of shards, hopefully in the
general vicinity of the target.
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55
Man Stopper shell
5
Bolt shell
5
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HANDBOW
MUSKET
A handbow is a compact crossbow or speargun made
using scavenged springs or twisted gut to supply its
strength. Ratskins particularly favour handbows because
they are silent and fire ammunition that can be collected
and reused.
The handbow fires a short, heavy arrow that is best turned
out of iron or steel and barbed so it is hard to remove
from the target’s flesh. The handbow can be fired one-
handed, but is too cumbersome to use like a pistol in
close combat. A handbow can’t be reloaded on the move.
Muskets are primitive weapons which comprise a long,
narrow barrel strapped to a stock. A small amount of
explosive packed into the barrel fires a solid slug or ball of
metal. Muskets are easy to construct and maintain, though
they are inaccurate at long range in comparison to more
modern weapons. Muskets are very common among
young Ratskins, but they are generally keen to acquire a
better weapon from elsewhere.
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Special Rules
Move or Fire. The loading process for a musket is time-
consuming so the firer must remain stationary to fire. A
warrior with a musket can move or fire, but not both in
the same turn.
Special Rules
Move or Fire. A handbow takes both time and attention
to use and so cannot be reloaded or fired on the move. A
warrior with a handbow can move or fire, but not both in
the same turn.
Low penetration. While the heavy arrow of a handbow
can pierce flesh easily, it lacks the momentum to punch
through thick, rigid armour. Any target with an Armour
Save of 4+ or better has its Armour Save increased to 2+
when hit by a handbow arrow.
Ratskin Experience system
Type of
Initial Experience
Fighter
Points
Brave
0
Ratskin
20+1D6
Maximum value INCREASE table
MWSBS S T W I A Ld
Maximum Value 466443639
Totem Warrior
60+1D6
Chief
60+1D6
Ratskin Skill TAbles
SKILL TYPES AVAILABLE
Important
Note
Ratskins may
never learn
Techno skills
Agility
Combat
Ferocity
Muscle
Shooting
Stealth
Braves
3
-
-
-
-
3
Ratskins
3
3
-
-
-
3
Totem Warriors
3
3
3
-
-
3
Chief
3
3
3
3
3
3
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