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====Starting your Gang==== First off, you have to pick a faction for your gang. Factions determine your choice of starting wargear, the basic statline of your gang members, and the skill trees they have access to. The six Great Houses are still the main factions: * '''[[House Cawdor]]''' - Not the richest of houses, Cawdor is the stronghold of the Cult of the Redemption. To many, they are known as "The House of Redemption" due to these deep ties. Their trademark appearance is the use of masks in public when around anyone outside of their House, along with rags because they can't afford real clothing. They run most of the recycling on the Hive, scouring the waste for potential relics and holy objects. This also generated a rather interesting House Equipment in the previous version that allowed for a bit more flexibility than many of the other houses, and in the current version gives them a bunch of cobbled-together scrap weapons that shouldn't be underestimated because of their shoddy design, such as improvised crossbows and crude imitations of [[Adeptus Custodes|Guardian Spears]]. * '''[[House Delaque]]''' - House Delaque is very dark and secretive, and other houses are justifiably suspicious of them. Many of their agents look like your average diver dealer flipping fake watches on the corner. Most of this house is pale and bald-headed, which have led some people to suspect they've been infiltrated by a Genestealer Cult; the truth is even stranger and more worrying. Traditionally, they have been a very range focused faction with next to no melee support in either equipment or skills, though nowadays they also have a decent amount of access to psykers. * '''[[House Escher]]''' - Millennia of exposure to the alchemical processes used to create their pharmaceuticals have altered this house's Y chromosomes. Without exception, the males of House Escher are docile troglodytes, and breeding is done in a lab. This has created a strong matriarchal and misandrist power structure with Escher women doing virtually everything needed to keep society running, including acting as their soldiers and hired guns. Their gang lists mostly consist of agile melee fighters who compensate for sub-par strength with a plethora of poisoned weapons. Las weapons are also a house specialty and can be procured for next to nothing during the gang creation process. * '''[[House Goliath]]''' - House Goliath values size and strength above everything else, with its members using enough gene-mods and stims to match a [[Space Marine]] in bulk. The furnace and foundry workers of Necromunda, they consider the hivers of other Houses to be weak and lazy. The other houses view them as barbaric, unsophisticated, and unpredictable. In game they have improved strength and toughness stats compared to the other houses which makes them very durable and extremely deadly in melee combat. Much of their starting equipment list is comprise of industrial tools converted to blast and bash their way through the Underhive. * '''[[House Orlock]]''' - In control of most of the mines and refineries of the Hive, House Orlock is a hardened and fearless group since its Gangers see plenty of action defending their convoys and logistics lines. They are in constant tension with House Delaque due to acquiring the Ulanti Contract, previously held by Delaque. Despite their loose-leaf internal leadership, they are actually one of the most unified and disciplined Houses. Their equipment list is very practical, favoring ballistics weapons, and combined with their skill selections, are considered the most balanced House. They can match other houses where they are strong, and then take advantage of their opponents' weaknesses. * '''[[House Van Saar]]''' - Perhaps the richest of the houses, House Van Saar provides most of the other houses with their most technological items and needs thanks to the STC they found a while back. Their suits keep them from dying as a byproduct of their STC's malfunctioning, as it constantly leaks radiation that would otherwise leave them dead from radiation sickness. Trademark gang look is high-tech range weapons, with their own special brand of lasguns, energy shields, plasma weaponry, and a cannon that fires radiation! Other playable factions include: *'''[[Genestealer Cult]]s''' - The gribbly-worshippers we know and love; it doesn't seem like they get full-fledged Genestealers this time, but that's not much consolation for the ganger facing the hammers of a [[Genestealer Aberrants|Genestealer Aberrant]]. They also follow different rules for gang composition and cannot benefit from Guilder Contact territories. Updated rules are found in the Book of Ruin. *'''[[Chaos Cults]]'''- Chaos Cults also have a slightly different ruleset for gang composition, but the important take-away is that they can bring along rogue psykers and even [[Chaos Spawn|you-know-whats]]. They can also call upon the Ruinous Powers to empower a gang member, granting them bonuses based on the Chaos God that they dedicate their rituals to. Chaos is notoriously fickle, however, and a champion seeking power from his gods might end up with far more than what he bargained for. Updated rules are found in the Book of Ruin. *'''Venator Gang'''- A brand new faction representing <s>the best from every gang with no negatives</s> a group of Bounty Hunters. A white Dwarf release with no hint of balance (they can pick any model/weapon/bit of gear from any gang or the trader lists and carry up to 5 weapons each rather than the usual 3). The closest to a disadvantage that they get is that they are a bit pricey and in a campaign they don't hold territory so won't get as much money unless they get lucky with capturing fallen gangers. Balance issues aside they let you take any model you like and use it, which can be a modder's dream and give you a legal way to field whatever group of models take your fancy, so bar the cheese are a nice idea that could lead to some awesome modelling opportunities. Rules included in May 2018's White Dwarf and slated to be overhauled to address balance issues. *'''The Guilders''' - A brand new faction representing the divisions of the Merchants' Guild that keep up the supply of vital resources to the Hives, such as the Water Guild, the Power Guild, and [[Grimdark|the Corpse Guild]]. They don't appear directly in the game, but other gangs can ally with them for extra benefits...if they're willing to deal with the costs of doing business. *'''[[Palanite Enforcers]]''' - The Hive law enforcement are listed in the Book of Judgment. These guys aren't the [[Adeptus Arbites]] professional FBI, they're the US police. They're here to shoot your dog and enact gratuitous violence. They don't take shock batons because they plan on taking you alive, they use shock batons because they hurt more than stabbing you. Load up and savour the sweet sound of police brutality. And when things get really tough, they bring out the riot shields, assault rams, and grenade launchers because there is no such thing as collateral damage. **'''Badzone Enforcers''' - Introduced in White Dwarf 477, these guys are like the Palanites, except with a bit of Mad Max thrown in for style points. Things are always tough for these guys: their higher-ups get the best gear, their grunts get whatever they can find and the middle men? Well, they get what they're given. Unlike their well supplied cousins, these guys can hold territory beyond their Precinct. *'''[[Corpse Grinder Cults]]''' - A bunch of <s>closet</s> Khorne worshippers, down to wearing skull masks and wielding a variety of chain weapons originally intended to process dead bodies into corpse starch. Interestingly, they are the first view into the aforementioned Corpse Guild, being menial workers who went insane from constantly cutting up corpses and devoted themselves to "the Lord of Skin and Sinew" as cannibals. Introduced with The Book of Ruin. *'''[[Ogryn]] Slave Gang''' - These cyber-Ogryns are similar to House Goliath in that they value brawn over brains. They've risen up against their masters and now fight for their freedom in a classic slave revolt. As a result, your army has a rather static loadout and you absolutely have to watch out for enemies who try to capture your troops - they're worth more than a pretty penny as prisoners! Introduced with House of Chains. *'''The Outcasts''' - Where the Venators are considered elites among the gangers, the Outcasts are better viewed as the dregs of the admittedly seedy underworld of the underhive. While weak, they are hyper-customizeable with options for different skillsets for your leaders and the ability to tie your gang with either a major house, a noble house, a guild, or nothing. Introduced with Book of Outcasts. *'''[[Ash Waste Nomads]]''' - The Mad Max-style scavengers that make a living in the ash wastes outside of the Hive. Rumor has it that these were the original inhabitants of Necromunda before the Imperium came and fucked it all up. They prefer the use of long rifles to pick off trespassers from afar, aided by the insectoid steeds known as Dustback Helamites. *'''[[Ironhead Squat Prospectors]]''' - Why yes, the OG [[Squats]] are still here! Considered distant relatives to the also recently-revealed [[Leagues of Votann]], these Squats more cleanly channel the old wide-headed helmet aspects of yore. When you first make your Gang - and any time you add members to it - you must obey the following rules: *At least one "Leader". Starting out, you get to recruit an actual "Leader" model, which has a superior (or mostly superior) statline to your other choices, but costs the most credits; at any time in the future when you need a new Leader, such as the old one dying, or you're starting a new Gang by splitting an old one, you have to promote a non-Leader to Leader, which typically means a worse starting statline and worse efficiency in terms of statline per credit (relevant in case your opponent captures them alive and sells them off, for example). As a result, you will never again get the chance to recruit a Leader. *"Champions", from 0 to at most 2 + 1 for every 10 Reputation points (e.g. a total of 4 at Reputation 24). Champions recruited fresh cost the second most, but typically have the second best statline. Champions can come both from promoting up Gangers and Juves, or be recruited - only in the latter case does the restriction apply. Future books will introduce house-specific Champion types such as the Goliath Stimmer. *"Gangers" at least equal to the number of all non-Gangers (Juves, Champions, and the Leader) combined. Gangers can only be recruited - you have no way to promote them from any other role. These typically have the third highest (second lowest) cost, with a statline to match. Gangers can also can become Specialists, which lets them take skills without counting against any specific limits. *You can have as many "Juves" as you like, subject to the Ganger tax; they are usually your cheapest, and usually have the worst statline, although for most Gangs, they actually have a better Move stat than the other roles. Juves and Specialists can promote to Champions, or, if necessary, Leaders directly, Gangers can promote to Specialists, and Champions can promote to Leader. **House of Chains introduces Prospects, Juve-tier Gangers who have the ability to upgrade to another model type (usually a gang-specific Champion). They also tend to have unique equipment choices. Genestealer Cults set up their Gangs like so: *At least one Adept, who acts as a Leader-equivalent. Unlike normal Leaders, they do not have skills to start with but gain access to unique abilities that only they can use as well as unique wargear like boneswords and toxin injector claws. Additional abilities can be bought like secondary skills. *Acolytes, following the same rules as Champions from any other gang. However, they can take four weapons instead of the usual three. *0-2 Aberrants, which have the Unstoppable skill inherent in their profile along with very high stats and powerful melee weapons. They follow the same advancement rules as Gangers but cannot promote to Specialists. *Neophytes, which follow the same overall rules as Gangers in terms of both promotion and recruitment. Chaos Cults set up their Gangs as follows: *One Demagogue, who acts as a Leader-equivalent. They can learn skills like regular leaders, but start with the special "Cult Leader" skill (any fighters from the same gang within 9" use the Demagogue's Cool and Willpower for checks). *Up to two Disciples, who are Champions for all intents and purposes. *Up to one [[Psyker|Witch]], a rogue psyker with lower accuracy than even the Cultists and cannot be made the replacement Leader if the Demagogue is slain, but is otherwise roughly equal to a Disciple in its statline and activation ability. Obviously, they start with one psychic power and can buy more as if they were secondary skills. *Cultists, which follow the same overall rules as Gangers in terms of both promotion and recruitment. *[[Chaos Spawn|The Unnameable Beasts]], which are not recruited via conventional means and have the following special rules: **They are not recruited normally in campaign battles, and instead occur when a Dark Ritual roll with a gang member as its focus dramatically fails. The former cultist is considered dead for the purposes of the gang roster and fighter limits, and any gear the victim might have been carrying is lost. Up to two can be taken in a one-off skirmish. **They have d6 Movement (changing every time it moves or charges), and their Weapon Skill, Strength, Toughness, Wounds, Initiative, and Attacks are randomly generated upon creation. They have no score for the other stats; Willpower and Cool tests always pass, but Leadership and Intelligence tests always fail. **They cannot gain Experience or Advancements, and are unable to use weapons and equipment. Additionally, the only actions they can make are Move, Charge, Fight, and Coup de Grace. **They cannot be Pinned and ignore Flesh Wounds, Serious Injuries, and Lasting Injuries. However, they are difficult for a cult to control; in the post-battle sequence, up to three Cultists not taken out of action or Seriously Injured must be nominated to restrain their former comrade. A d6 is rolled for each nominated cultist, and if at least one scores a 4+ they keep the thing under control- otherwise, the abomination breaks loose and flees into the underhive, effectively removing it from the Roster. Any cultist who rolls a 1 gets a Lasting Injury as the freak lashes out at them. Enforcers set up their gangs like so: *1 Captain (Leader), who may be either a Palanite or a Subjugator. *0-2 Sergeants (Champions), either Palanite or Subjugator. *At least 2 Patrolmen (Gangers), who must be the same type of Enforcer as the Captain. The number of Patrolmen must be equal to or greater than the total number of Captains or Sergeants in the gang. *Enforcers cannot start out with Rookies (Juves), but may take one for free each time one of their gangers dies or is retired during the post-battle sequence. Badzone Enforcers set up their gangs like this: *1 Captain (Leader), who can mix and match Palanite and Subjugator gear. *0-2 Sergeants (Champions) at the get go, can get more and can mix and match Palanite and Subjugator gear. *At least 1 Patrolman (gangers). The number of patrolmen must be equal to or greater than total the number of Sergeants and the Captain. Their Enforcer Boltguns, Enforcer Shotguns and Concussion Carbines all gain Scarce, though. One of them can be a Specialist from the get go, who gets Tools of the Trade. *Any amount of Enlisted Hive Scum. These guys are expendable as hell, to the point they can't benefit from Group Activations or Gang Hierarchy. These guys can become Patrolmen, if they live long enough.
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