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Cult of the Redemption
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===Necromunda (1995)=== Mechanically, they acted quite different from most other gangs both on the tabletop and in the between game phases: '''Firstly''', they may never acquire territory like other gangs, due to the fact that its members may be members of other gangs in houses, or have commitments when they take the hood off. This means their income is entirely based on donations. This is actually useful to a player in some ways, because it negates the need to feed and shelter your cultists because they can eat at home, removing some of the paperwork. Unfortunately it does mean that credits come to you in a slow trickle and you may not be able to afford nice things. '''Secondly,''' thanks to the huge number of faithful waiting for the opportunity to don the hood and start burning heretics, there is the possibility that you can get new gangers without having to pay for them. Whenever a ganger ''(of any type)'' dies, there is a 50% chance that a new devotee with a knife will join you for free. '''Thirdly,''' they ''Hate'' Mutants, Psykers, Ghouls and Zombies, and they may not use hired guns of any kind unless the particular rules say so. Redemptionists are insular like that. '''Fourthly,''' they may not ransom or exchange captured prisoners. They burn them at the stake unless the opposing player can mount a rescue mission. Having a Priest in your gang gives you the option to convert some captured gangers, but if that fails they'll burn the heretic anyway. The unit types for Redemptionist Gangs are as follows: *'''Priests:''' your typical gang leader. Gets access to the best stuff and all skill advance trees, comes with the ability to inspire his gang and convert captured enemies. *'''Deacons:''' the right hand man of the Priest. Come with fewer skill trees than he does and have no special rules. However they do get access to the same range of equipment, and the Techno tree, meaning they are similar to Heavies in other gangs. *'''Crusaders:''' your basic ganger, get access to basic weapons. *'''Devotees:''' your Juvies - are shit, have access to fewer weapons than most other gangs and can only take skills from the ''Ferocity'' tree, unless they roll 2 or 12 on the advance table. *'''Zealots:''' Psycho nut-jobs whose only purpose in life is to [[Rip and Tear]] heretics. Can only take from an exclusive list of melee weapons ''(which include [[Awesome|Eviscerators]])'' and they suffer ''Frenzy'', doubling their attacks but reducing your overall control of them. There are two ways to build up your Redemptionist gang, and one could turn into the other several times throughout a campaign. If you have a '''Priest''' then the gang becomes a '''<u>Crusade</u>''' and you are allowed to take '''Deacons''' who can buy from a larger list of ranged and special weapons, giving your gang much more versatility rather than "beat it to death". Having a Priest also allows you to use "Inspirations", which are practically a poor man's [[Sisters of Battle|Act of Faith]]. Allowing you to recover one ganger from pinning, re-roll a failed leadership check or re-roll a recovery check once per turn. If you are running a Crusade, you must have one '''Crusader''' or '''Devotee''' for every '''Priest, Deacon''' or '''Zealot''' in your gang, therefore Deacons/Zealots cannot amount to more than half of your gang. If your Priest dies and you have no Deacons to replace him, the gang automatically becomes a mob. Without a '''Priest''' leading them, they are made up of a '''<u>Mob</u>''' of citizens who make up for being shit with their enthusiasm: gaining additional leadership based on the number of individuals in the gang. Unfortunately they are not permitted to hire any '''Deacons''' ''(who would automatically become Priests in the absence of one anyway, so you are forced to just hire a new priest at full cost)'' The Mob rules represent a spontaneous uprising of the faithful, consisting of a lot of cheap, poorly armed fodder. Like the Crusade, Mobs come with restrictions: you must also have one '''Devotee''' for every '''Crusader''' ''or'' '''Zealot''' in your gang. So if you are using the Mob rules, half of your gang must be made up of Devotees. If they gain enough experience to be promoted, they stay where they are until a space opens up for them. This has deeper ramifications if you were demoted from a Crusade and had lots of Crusaders and Zealots, meaning that you cannot hire any new gangers ''(other than Devotees or a Priest)'' until the balance has been restored.
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