House Favours
Source: Necromunda Core Rulebook (2023)
The interests of the Clan Houses are often played out in the furious battles between underhive gangs; the House masters aiding those that will further their agendas. During step 2 of the Pre-battle sequence of any battle, a gang may petition their House or faction for aid. Roll 2D6 on the table below, adding +1 (to a maximum of +3) for every gang in the campaign with a higher Rating than them (the Houses are more likely to offer support if they think their interests might be in danger!).
House Favours
Source: Necromunda Core Rulebook (2023)
2D6 | Result |
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2 | Displeasure: Such presumption demands recompense! Not only does the gang’s House consider their position unworthy of aid, they feel the gang must offer up a tithe. The player must select one of their Juves or Gangers and remove them from the gang. |
3-5 | No Effect: Do not bore me with your cries! Despite the gang leader’s pleas, their House remains indifferent to the gang’s plight – try harder, ganger! |
6-8 | Arms Shipment: Clearly, they simply require the tools to get the job done. The player may add 2D6x10 credits worth of equipment from their House Equipment List to their Stash. |
9-10 | New Blood: Perhaps some fresh blood is needed. The player may add a Juve to their gang – though they still need to buy them equipment as normal. |
11-12 | House Trainer: Maybe they just need to be shown how to fight? The House sends a trainer – the player may choose D3+1 of their fighters to earn D6 XP each. |
13+ | Old Pro: These ones are special, send a member of my bodyguard at once! The player may generate a Ganger with up to 100 credits worth of gear and 2D6 Experience to add to their gang as a permanent addition. |
Cawdor Favours
Source: House of Faith
Cawdor House Favours represent the Clan House nobles, or perhaps even the Thane himself, taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, Word-Keepers giving their followers spiritual guidance or just much-needed firepower.
2D6 | Result |
---|---|
2 | Penance!: Not only have the gang’s pleas for aid been disregarded, the nobles decide a penance must be paid. Remove a Ganger or Juve (including equipment) from the gang. |
3-5 | Flagellation: The gang members work themselves up into a frenzy of faith awaiting aid from above that never comes. Gain D6 Faith dice at the start of every battle this cycle. |
6-8 | Scrap Shipment: The gang receives a shipment of cast-off weapons and wargear. Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). The list depends on the gang's alignment, Law Abiding (Cawdor) or Outlaw (Redemptionist). |
9-10 | Blessed of Cawdor: A ‘chosen’ one appears, taking control of the gang for a short time, before either dying or learning their place. Gain a free Juve (including equipment). This fighter cannot be retired for this cycle. This fighter counts as the Leader and has Group Activation (2). |
11-12 | Vision from the God-Emperor: Roll a D6 for each fighter: 1: Go into Recovery. 2-5: 1XP 6: D6XP. |
13+ | The Executioner Cometh!: One of the Thane’s Executioners descends from hive city to aid the gang. Include an Agent for free (no need to petition) in every battle this cycle. |
Delaque Favours
Source: House of Shadow
Delaque House Favours represent the Clan House nobles, or perhaps even the Star Chamber, taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, hidden benefactors sharing their secrets with emergent gang leaders.
2D6 | Result |
---|---|
2 | Disappeared: Not only have the gang’s pleas for aid been disregarded, the Star Chamber decides a penance must be paid. Remove a Ganger or Juve (including equipment) from the gang. |
3-5 | Questionable Information: The gang receives some information that may or may not be of use to them. Can roll 3D6 for the scenario (instead of 2D6) and discard a single dice. |
6-8 | Tools of Subterfuge: The gang receives a shipment of House weapons and wargear. Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). |
9-10 | A New Bonding: The House sends a new recruit to boost the numbers of the player’s gang. Gain a Ganger with 60 credits worth of equipment. |
11-12 | Ancient Memories: A psychoteric memory stone is gifted to the gang, and any or all members of the gang may tap into its stored wisdom. Each fighter can roll a D6. 1: Go into Recovery. 2-5: Gain 1 XP. 6: Gain D6 XP. |
13+ | Agent of the Star Chamber: A powerful agent of the Star Chamber comes to aid the gang. Include an Agent for free (no need to petition) in every battle this cycle. |
Escher Favours
Source: House of Blades
Escher House Favours represent the influence and aid of the major factions within the clan. This could be aid from the Chymist Cults or the hab-mothers supplying chems or weaponry, or even specific help from the Wyld or the Death-maidens. If a gang is especially favoured, they may even draw the notice of the Council of Crones, who can use their great power to support the gang in its underhive battles.
2D6 | Result |
---|---|
2 | Too Many Chems: Too much of a good thing can sometimes be deadly. Remove a fighter (including equipment) from the gang. |
3-5 | Test Subjects: To prove themselves, the gang must test out some chems to see if they are ‘battle ready’. Gain 50 credits to purchase Chem-alchemy Stimms for up to 3 fighters (any unspent credits are wasted). |
6-8 | Surplus Clan Equipment: The gang receives a shipment of Escher chems and weapons. Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). |
9-10 | Wyld Ones: Sometimes members of the Wyld come to the aid of Escher gangs, though their help can be a mixed blessing. D3 Wyld Runners can be added to the gang for this campaign cycle. Gain a total of 100 credits to spend on weapons and wargear (Wyld Runner Equipment List) to equip these fighters. However, all weapons used by these Wyld Runners gain Reckless. If no appropriate models are available, re-roll this result. |
11-12 | Chymist Cult Matron: A powerful member of the Clan House has descended from the Sirens to Hive City to aid the gang. Include a free Agent (no need to petition or pay) for the rest of the campaign cycle. |
13+ | Chemical Warfare: Sometimes an experimental chem will be given to a gang’s fighters, allowing them to experience all the reality of gang warfare without any of its consequences. For the duration of any battle this campaign cycle, all Faction fighters in the crew automatically pass any Cool tests and the gang need not make Bottle tests. |
Goliath Favours
Source: House of Chains
Goliath House Favours represent the beneficence of the Goliath Over-tyrant, or the Hive Alpha. At the Arbitrator’s discretion, gangs belonging to House Goliath can roll on the Goliath House Favours table. This should be done at the start of a campaign week, but may be done at any time the Arbitrator deems appropriate. Players should be warned though, while these masters might bestow gifts upon the gang, they might also exact a price for those audacious enough to call upon them.
2D6 | Result |
---|---|
2 | Back to the Pit!: The House masters see no reason to give the gang aid, and punish them for their weakness in asking for it. Remove a fighter (including equipment) from the gang. |
3-5 | Test of Strength: If the gang would ask the favour of the House masters they must prove themselves in combat, and should they survive, the lessons learned will be reward enough. A random fighter gains D3+2 XP and suffers a Lasting Injury roll. If suffering a Critical Injury, any available Leader or Champion can immediately make a Medical Escort. |
6-8 | Barrel of Spud-jackers: The House masters decide to give the gang a chance to earn their favour through the brutality of close combat. Spend 2D6x10 on Melee weapons from the Leader’s Equipment List. |
9-10 | Vat Leavings: Strength breeds strength, and the House masters decide the gang is a good place to train up some of the weaker members of the clan. Add a 0-2 free Gangers (Vatborn, no Gene-smithing upgrades). Apply a Lasting Injury roll for the free Gangers (re-roll Critical Injury and Memorable Death). Equipment must be purchased as normal. |
11-12 | Cranial Jolt: Goliaths have a unique method of rapidly training up fighters, and the masters have seen fit to share this precious technology with the gang. A random fighter gains a random skill (choose Primary or Secondary). If already having the skill, choose a skill instead (from that skill set). |
13+ | Glory for Goliath: Impressed with the strength of the gang, the masters decide to visit their boons upon one of its fighters. A fighter can choose a Gene-smithing upgrade according to the fighter’s origin (Vatborn, Natborn, Unborn) and then goes Into Recovery. |
Orlock Favours
Source: House of Iron
Orlock House Favours represent the largess of the Clan Families and their patriarchs or matriarchs taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up-and-comers, or Road Bosses giving their clan brothers and sisters a helping hand.
2D6 | Result |
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2 | A Long Walk: Clearly the gang needs to be taught a lesson in what it means to be an Orlock. Remove a fighter (including equipment) from the gang. |
3-5 | Hard Times: An Orlock can make do with whatever tools are at hand. 0-3 fighters can be given temporary weapons from the Equipment List for free. These are kept until the end of the current cycle. The weapons gain Unstable and Limited (if not having these traits already). |
6-8 | Guns and Ammo: There is always hardware laying around in the Nexus. The gang receives a shipment of surplus weapons and ammo. Spend 2D6x10 credits on new weapons and Wargear from the the Orlock Gunner Equipment List (any credits not spent is lost). |
9-10 | A Band of Prospects: _The Road Boss sends some young bloods looking to prove themselves._ Add D3 temporary Wreckers to the gang for the rest of the campaign cycle/week. They may be equipped with weapons and Wargear from the Orlock Wrecker equipment list up to a total of 100 credits. All weapons used by these fighters gain Reckless. |
11-12 | Visit from the Road Boss: A powerful member of the Clan House has arrived from the wastes to aid the gang. For the rest of this campaign cycle/week, the player's gang can include a House Agent without the need to petition their House or pay a credit cost. |
13+ | Orlock’s Finest: The gang receives a crate of Merdena’s Finest Wild Snake. Add this to the gang's stash. It is usable once, before any battle. All fighters in the crew automatically pass all Cool tests for the duration of that battle. |
Van Saar Favours
Source: House of Artifice
Van Saar House Favours represent the largess of the clan masters taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, Primes and Archeoteks of great renown aiding their clan brothers and sisters in whichever manner they deem most appropriate.
2D6 | Result |
---|---|
2 | Mind Wipe: The House masters believe the gang has more than enough tools to achieve its goal, and punishes it for not evaluating its resources correctly. Remove a fighter (including equipment) from the gang. |
3-5 | Unwilling Upgrade: If the gang would ask the favour of the House masters, its members must also prove they are willing to advance the knowledge of the House. 2 random fighters gain the following effects for the rest of the current cycle:
|
6-8 | Trip to the Tech Bazaar: The most reliable of weapons are always in stock. Spend 2D6x10 credits on new weapons from the the Ganger Equipment List (any credits not spent is lost). |
9-10 | Smooth Skin: The most ambitious, and often successful young bloods travel from gang to gang, proving their skill through the fires of battle. Gain a free Juve (Specialist) for the current cycle:
Note: This has a rating of 170. |
11-12 | Cranial Inload: The Van Saar, long ago, engineered a method to temporarily bestow muscle memory patterns upon test subjects, and their masters have seen fit to share this technique with the gang. A fighter gains a random skill (Primary or Secondary). If the fighter already has the generated skill, choose one instead (from the same skill set). |
13+ | Gifts of the Archeoteks: The player may choose one of their fighters and immediately give them a single piece of Archaeo-Cyberteknika (or upgrade one of their pieces of Cyberteknika) for free. |
Genestealer Cult Favours
Source: Book of Ruin
Genestealer Cults Favours represent the cult performing psychic rites to establish a connection to the distant being lurking beneath the ruins of Hive Secundus, and taking guidance from its mental commands.
2D6 | Result |
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2 | Brood Cull: Weakness within the brood cannot be allowed to fester and grow. Remove a Juve or Ganger from the gang (keep equipment). |
3-5 | Industry of War: The Brood turns its claws to the creation of more weapons for the cause, leading to a temporary increase in firepower. Spend 100 credits on equipment. Weapons gain Unstable and Reckless (if not already having these traits). |
6-8 | Alien Evolution: More hybrids are born or drawn to the cult, boosting its numbers with capable fighters. Remove a Juve or Ganger from the gang (keep equipment). Gain a Champion or Ganger (can include Extra Arm). |
9-10 | Brood Whispers: Psychic whispers from cursed Secundus echo in the minds of the brood. Choose a fighter to gain a random Primary or Secondary skill. |
11-12 | Psychic Bond: A blessed awakening has occurred and a member of the brood has blossomed into a psychic being under the command of the brood alpha. Choose a Ganger, Juve or Acolyte to become an Unsanctioned Psyker:
|
13+ | A True Birth: A new generation of Purestrain Genestealers are born to the brood, making for powerful new weapons in the cult’s growing arsenal. Include a Purestrain Genestealer for a single battle this cycle:
|
Outlaw Favours
Source: Book of Ruin
2D6 | Result |
---|---|
2 | A Bad Business: One of the members of the gang has met with an unfortunate ‘accident. Remove a Juve or Ganger from the gang (including equipment). |
3-5 | Treacherous Scum: Gain a free Hive Scum. It must pass a Leadership test in each End phase, or flee (removed from the battle). |
6-8 | For the Cause: A like-minded soul has made a donation of arms and equipment to the outlaws. Spend 2D6x10 on Common items. |
9-10 | Young Guns: A would-be recruit looking to join up finds their way to the gang. Add a free Juve, including 60 credits worth of equipment. |
11-12 | Badzone Wisdom: Living out in the bad zones the outlaws have learnt a thing of two about survival. D3+1 fighters receive D6 XP each. |
13+ | Wasteland Wanderer: A noteworthy badzones wanderer has taken an interest in the outlaws, joining up with them for a while to further their own agendas. Choose a Bounty Hunter or Special Character to join the gang for this cycle. |
Chaos Favours
Source: Book of Ruin
Chaos Favours represent gifts of the Dark Gods, as well as the warping power of Chaos as it takes root within the gang.
2D6 | Result |
---|---|
2 | Devoured by Spawn: Gifts of the Dark Gods are seldom without their price. Remove a random fighter from the gang. Gain a Spawn if the gang does not have one already. |
3-5 | Dark Omens: It is a portentous time for the gang to make their rituals to the Chaos gods. Can re-roll the result of Lead Ritual. If the re-roll is a double, count it as double 1s. |
6-8 | Stolen Weaponry: A Guilder shipment of weapons has fallen into the hands of the cult, with the guns soon to be turned upon their creators. Spend 2D6x10 on Common items. |
9-10 | Fresh Converts: Eager new converts to the cult fight for the chance to stand at the side of the demagogue and prove their worth to the Dark Gods. Gain 1-3 Gangers for free. All must receive a number of Lasting Injuries depending on how many were recruited:
|
11-12 | Hour of the Witch: Dark energies swirl around the gang as the power of the Warp waxes. Choose a fighter to become an Unsanctioned Psyker:
|
13+ | Eye of the Gods: The gaze of the Dark Gods has fallen upon the gang, and it now falls to them to prove themselves worthy of their master’s attentions. When taking a fighter Out of Action in the next battle, roll a D6:
|
House Sub-Plots
Source: Necromunda Core Rulebook (2023)
The fortunes of a House are often tied invisibly to the rise and fall of its strongest allied gangs – each gang leader is akin to a general in the House’s armies, and each victory earns the House masters much kudos from their peers as well as political capital to further their schemes. For the most part, the gangs are given autonomy to further the interests of the House, largely by the simple act of fighting in its name, and sent to places where they can do the most good (or harm to the House’s foes). Sometimes, however, the nobles of a house will choose to take a more direct hand in matters – one which gang leaders ignore at their peril.
House Sub-plots represent the more direct meddling of the House in the activities of a gang. These side missions can be included in any scenario, and allow a gang to earn some extra Reputation, Credits, Experience or gain additional gang tactics should they complete them. Players should decide during the pre-battle sequence if they want to use House Subplots, with both players needing to agree to include them. If they do, they will need a deck of playing cards containing two Joker cards. Each player shuffles the deck and draws a card without letting their opponent see it – starting with the player with the lower Gang Rating, or, if both gangs have the same Gang Rating, the player that rolls highest on a D6.
They should then consult the table in their respective House of … book to see what kind of Sub-plot their gang has been given. If a Joker card is drawn, the player should immediately show it to their opponent and draw two new cards (without showing their opponent), giving them two Sub-plots for the battle. If one of these cards is also a Joker card then repeat the process, giving the player a total of three Subplots. Each Sub-plot contains details on when it is revealed, how to complete it, and the rewards for doing so. Unless otherwise noted, once a card has been revealed, and its effects have been resolved, it is discarded.