Native Renegades

Native Renegades

Long before now, before the A'low'vey'la, the Sky People, the Invaders, our land was lush and green. Then they came with the Ootla'see'eski, their sickness of spirit, and poisoned our land. We, the Yeh-vree, have endured their plagues, their curses, their evil, The I'yo'estee will come, the time of revenge, when we finally sweep them from Too'Wah, that is the promise that was made. Some people sit and wait for this day, hiding, I will not hide, I say I'yo'estee is now and we make the  A'low'vey'la pay in blood for their evil!

The Natives of Farport are in the minority within Dirtside and by and large are unknown to the main population. The Natives Renegades are those that demand the return of their planet, and they are willing to go to any measure to achieve independence. Unfortunately the Native Renegades are universally poor and even accessing the most basic weaponry is a challenge. However all inhabitants of Dirtside, none are more at home in the lowest depths of the city than the Natives. Latest rumour regarding the natives was that they were entreating with agents of the Federacy, whether there is any truth to this, none can say.


Gang Composition

A Renegade Gang must follow these rules when it is founded and when new fighters are added to the gang.:
  • There must be one Chief. If the Chief is killed refer to page 24 "Loss of the Leader" in "Gangwar 1".
  • There can be no more than two Totem Warriors or Badskins, plus one for every 10 reputation the gang has - example, a gang with a Reputation of 24 would be able to take 4 Totem Warriors or Badskins.
  • The Gang can have 1 Shaman.
  • The total number of Renegade Warriors in the Gang must be equal or higher than the total number of other fighters.
  • A fighter can be equipped with a total of 3 weapons. Weapons with the "Unwieldy" trait take up two spaces.
  • When the Gang is created, Native Renegades can only take items from the "Renegades Equipment List". 
  • Due to the distrust of the Native minority, when visiting the normal tradepost, they pay double for all items. In addition, when rolling for availability, Renegades must roll 3D6 and discard the highest result. Native Renegades can always purchase from the Renegades list.
  • Renegades: The Corporations find Renegades particularly troublesome and always want them out the way, consequently selling a Renegade to the Guilders always generates their full value
  • Native: Renegades are at home in the most treacherous conditions of Dirtside, deftly avoiding dangers that would severely main or even kill others. Native Renegades can avoid the negative effects of a Terrain Feature (including falling) on a successful Initiative test. In addition, they can re-roll failed strength tests to open doors. 

Skills Access

The Native Renegades have access to following skills (See page 40 of "Gang War 1")


Agility Brawn Combat Cunning Ferocity Leadership Shooting Savant Shamanism Wyd Powers
Chief Primary - Secondary Primary Secondary Primary - - -
Shaman Primary - Secondary Primary - Secondary - - Primary
Totem Warrior Primary - Secondary Primary Secondary Secondary - - -
Badskin Primary - - Primary Secondary Secondary Secondary - -
Brave Primary - Secondary Secondary - - - - -
Specialist Primary - Secondary Primary Secondary - - - -
Leaders
A starting Native Renegades Gang can be lead by Chief or a Shaman.

Chief 105 credits
M WS BS S T W I A Ld Cl Wil Int
5” 3+ 3+ 3 3 2 2+ 3 5+ 6+ 6+ 5+
Equipment: The Chief is equipped with a Blindsnake pouch. The Chief can purchase any equipment from the Renegades list save Totem Warrior Weapons
Starting Skills
Renegade Chiefs may choose one skill from their Primary skill sets











Shaman 95 credits
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 2 2+ 2 5+ 6+ 5+ 5+
Equipment: The Shaman is equipped with a Blindsnake pouch. The Shaman purchase any equipment from the Renegades list
Starting Skills
Renegade Shaman may choose one skill from their Primary skill or the Non-Sanctioned Psyker skill
Additional Rules:
Shamans in Post Battle Sequences can create D3 Blindskin Pouches or Native Venoms. This counts as their post battle action.
The Shaman counts as a Leader however does not take up a Champion Slot












Fighters

A starting Native Renegades Gang is made up of the following fighters
Brave 20 credits
M WS BS S T W I A Ld Cl Wil Int
6” 5+ 5+ 3 3 1 3+ 1 8+ 8+ 8+ 9+
Equipment: Braves Start with no equipment. They may purchase equipment from the Ranged and Close Combat Weapons list. They can purchase a Blindsnake pouch for 15 Credits












Totem Warriors 80 credits
M WS BS S T W I A Ld Cl Wil Int
6” 3+ 4+ 3 3 2 2+ 2 4+ 4+ 5+ 9+
Equipment: Totem Warriors start with a Blindsnake Pouch and may take equipment from the Close Combat, Wargear and Totem Warrior lists. They can never be equipped or use a Ranged Weapon of any kind
Starting Skills
Totem Warrior may choose one skill from their Primary skill sets.
Blessed by the Spirits: Totem Warriors Dodge save from a Blindsnake pouch is improved to 5+ or 4+ if they have the Dodge skill. The Dodge Skill Cannot be improved to better than 4+
Sworn to War: Totem Warriors can never voluntarily bottle out.












Renegade Warriors 60 credits
M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 1 3+ 1 7+ 6+ 6+ 7+
Equipment: Renegade Warriors are equipped with a Blindsnake Pouch and be equipped with Ranged, Close Combat Weapons, Special Weapons and Wargear sections of the Renegade Wargear list. 1 may be designated a Specialist and Take equipment without restrictions. During a Campaign there will be an additional opportunities to take Specialists after creation

Badskin80credits
MWSBSSTWIALdClWilInt
5”4+3+3322+26+6+6+5+
Equipment: Badskins start with a Blindsnake Pouch and and have no restrictions on Wargear.
Starting Skills
A Badskin may choose one skill from their Primary skill sets.
Troublemaker: Badskins are notorious for causing trouble. When visiting a Trade Post roll a D6, on "1" the Badskin gets into a fight and gets run out of town, no trading action may be taken. On the roll of a "6" the Badskin makes a friend and may purchase Trade goods at normal prices and rolls 2D6 for rarity as normal

Renegades Equipment List


Ranged Weapons List
Scavenged Autopistol 5
Blunderbuss 15
Handbow 4
Rifle 5
Stub Gun 5
Special Weapons
Scavenged Shotgun (with Solid and Scatter Shells) 25
Scavenged Autogun 10
Scavenged Lasgun
Scavenged Long Las (Badskin only)
10
15
Close Combat Weapons
Axes, Clubs, Mauls and Bludgeons 5
Chains and Flails 15
Two Handed Weapon 20
Knife 10
Sword
Spear
20
10
Spirit Weapons
Spirit Totem 45
Spirit Staff 55
Grenades
Frag Grenades 30
Wargear
Healing Fungi (Medicae Pouch) 30
Fungi of the War Spirit (Stim Slug Stash)
Blindsnake Pouch
Native Venom
30

20
15


Rng Acc




Weapons S L S L Str AP D Am Traits
Spirit Totem - E - - S+2 -3 1 - Spirit Weapon: Only Totem Warriors and Shamans may use Spirit Weapons
Spirit Staff - E - - S+3 -4 D3 - Spirit Weapon: Only TotemN Warriors and Shamans may use Spirit Weapons, Unwieldy
Blunderbuss - T - - 2 - 1 6 Knockback, Scattershot
Handbow 0-8 8-16 1 - 3 Special 1 3 Low Penetration: Any armour save of 4+ or better is increased to 2+. Silent, Bow
Rifle 0-12 12-24 - - 3 - 1 4
Spear - E - - +1 -1 1 - Melee, Backstab, Unweildy

Special Rules

Silent: Ranged weapons with this trait do not raise the alarm when shot, unless it hits and the target is not taken Out of Action or has a Serious Injury by the time that Sentry is activated.

Bow: Bows can have poisons applied to them in the same way as close combat weapon.

Scavenged: Scavenged weapons are poorer quality versions of their namestay, because of being rebuilt from many different parts or a particularly old or badly maintained example. Ammo checks are 1 worse than normal, so if a weapons ammo check is 2+ normally a reclaimed version would be 3+ and so on and so forth.

Blindsnake Pouch

The Natives milk venom from the the albino blindsnake, mix the toxin with certain fungi, and place the resultant paste into a small leather pouch which is worn around he neck. The spirit of the blindsnake is said to watch out for bad spirits and the guide it's owner. The mixture in the leather pouch is absorbed by the fighter's skin and enhances his natural psychic sensitivity, endowing them with a rudimentary sixth sense. 
Rules: Renegades equipped with a Blindsnake Pouch confers a 6+ Dodge save against shooting attacks. Against attacks with a Blast marker, a successful dodge can move them 2" out of the blast radius. If a model with a Blindsnake Pouch also has the Dodge skill, they instead gain +1 modifier to their roll and may move an extra inch when attempting to avoid blasts.

Native Venom

Contrary to popular belief Farport does have some native flora and fauna (besides fungal growths). These are almost universally poisonous and inedible to the majority of the populace. Native Renegades cultivate particular plants and creatures that produce a sticky venom that can applied to close combat weapons and arrows. Any model that has Native venom may inflicts Toxin damage should they hit their target in addition to any other damage. This can only be used with Melee weapons and Bows.

Shamanism

Shamanism calls upon the elemental forces of the Farport to aide the Shaman in defeating the invaders.

1) Shadow Walk (Simple) Continuous effect
Anyone attempting to shoot the Shaman must first pass a Willpower check. In addition, anyone attempting to shoot the Shaman suffers an additional -1 to Hit modifier, the Shaman may pass through any terrain without penalty e.g. Walls or hazards. This power immediately ends if the Shaman makes any actions that would affect an enemy model such as shooting or attacking in close combat

2) Hive Terror (Basic)
Any in line of sight of the Shaman must make a Cool Check to avoid losing their cool and fleeing. Native Renegades may roll an Initiative Check to avoid this effect.

3) Spirit Curse (Basic)
Pick an enemy model within 24" and within line of site. All of the targets weapons gain the "Unstable" Trait, if any weapon already has the unstable trait, then they will instead explode on 1-5. In addition, any attempt by the target to hit, will suffer an additional -1 to Hit.

4) Blessings of the Spirits (Basic)
Pick a friendly model within 1" of the Shaman. If the selected model is Down, then their status is immediately reduced to Pinned and suffering a Flesh Wound, if they are suffering a Flesh Wound(s) then one Flesh Wound is removed as the flesh of the target is knitted back together. In the post battle sequence the Shaman can attempt to cast this to heal one permanent injury on a successful Will Check. This cannot be used to remove Death or Critical Injury State.

5) Swarm Summoning (Simple) Continuous Effect
The Shaman is able to summon the creatures of Farport to them usually a swarm of rats which swarm out to attack enemies nearby. The Controlling player of the Shaman immediately Generates D3+2 Carrion Creatures (page 219), placing them within 12" of the Shaman. The Creatures remain under the control of the Shaman as long as the power is in effect. Should the power end for any reason, the Carrion Creatures are immediately removed from the board. The Carrion immediately spend their activation as normal when this spell is cast and activate when the Shaman activates on future rounds as if they activated as a group. The Shaman must activate before he Carrion and if the Shaman fails their "maintain control" action they cannot act and are removed.
The Carrion use the Shamans Leadership, Cool, Willpower and Intelligence while the power is in effect.

Carrion


M WS BS S T W I A Ld Cl Wil Int
6” 5+ 6+ 3 3 1 3+ 1 - - - -


6) Hypnosis (Basic)
Twitching and spasming under the control of the Shaman, an enemy fighter is forced to slowly raise their weapon and take aim upon one of their friends. Select an enemy fighter that is within 9" of the Shaman. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by the Native Renegade player.

No comments:

Post a Comment