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==Unique Mechanics== ===System 1995=== House Cawdor gangs are the fiercest of the House Gangs, being the only gang where every member can learn Ferocity skills - even heavies. They are also the only House Gang (besides [[House Goliath]]) where somebody other than a heavy can learn Muscle skills, albeit that honor is restricted to Cawdor gang leaders. In exchange, they have absolutely no capacity for Stealth and the weapons available to them are about as effective as you'd think a bunch of cobbled-together scraps and discarded weaponry would be. They're also one of only two gangs outside of [[House Escher]] where somebody other than a gang leader can learn Agility skills. In terms of composition, Cawdor gang members are either "Pious" or "Fanatics" depending on their degree of faith and whether they adhere to the ''Pax Redemptos'' or not, meaning that gangs of mostly Fanatics are automatically outlaws. Though gangs can change alignment quite fluidly throughout a campaign, it does mean that certain alliances, hangers-on, or special characters may get unintentionally ejected merely from your roster selection. ===System 2017=== House Cawdor is the redhead stepchild of Necromundian Clan Houses. Their gangs are supposed to be numerous, with rules for taking additional [[Cawdor_Bonepicker|Bonepickers]] and [[Cawdor Brethren|Bretheren]] in every mission to overwhelm the enemy like [[Skaven]]. However, they fail miserably at that, as their Fighter are not as cheap as they should be (for example, [[Delaque Ghost]] or [[Gang Sister]] cost the same as [[Cawdor Brethren]] ''or cheaper'' while having better stats and gear), and both [[Cawdor_Firebrand|vanilla Champions]] and their [[Redemptionist_Deacon|Redemptionist counterparts]] are absolutely schizophrenic, with rules tailored for range but only having close combat skills like Brawn and Combat. Tactic Cards in HoF are either overspecialized or underpowered and, once again, sometimes simply worse than counterparts from other Houses. Subplots give absolutely no credits, which is against the whole "horde gang" shtick. Let's also not forget having no access to any skills required to dance around Pinning. All in all, Cawdor gangs have to rely on dumb luck, close range firepower and literal miracles to win a fair fight. ===Articles of Faith=== Speaking about miracles, similar to the Adepta Sororitas, all Cawdor/Redemptionist gangs have access to Faith abilities that they may use during a battle. As mentioned above, the Redemption is not actually a single unified creed, and consists of many splinter cults. Although most generally agree on the same thing, there are fluff and crunch differences between Paths. A path must be chosen by the Gang Leader and it cannot be changed unless the Leader dies and is replaced. They are essentially one-trick ponies and are VERY restrictive in what they do. Don't forget many Acts of Faith punish the fighter that failed to manifest them. *'''Path of the Faithful:''' Representing the "moderate" Redemptionists. Their powers tend to interact with enemy psykers or have a range of generic effects. Most of the useful ones require the fighter to be in 9 or 12" from the enemy at the beginning of the activation. *'''Path of the Fanatic:''' Those who embody the frenzied faith of the Redemption. Including the Red Walk, Disciples of the Burning Brand, and the Children of the Blessed Day. Their powers tend to be about performing superhuman feats, such as crazy leaps of faith or extra actions. Your fighters, however, pay for most of the awesome stuff in blood (literally, with Flesh Wounds). *'''Path of the Doomed:''' those who tend to relish death and nihilism. Including the Forsaken Truth, Scions of the Void, and the Cult of True Resurrection. Their powers tend toward sacrificing themselves as suicide bombers, creating big distractions to interfere with nearby enemies, not dying or summoning reinforcements. This path tends to be the most expensive in Faith dice to cast. *'''Path of the Redeemer:''' representing the most extreme variants of the Creed, including the Red Redemption, Glorium Excrucium, and the followers of Klovis. They see it as their duty to cleanse the souls of the faithless ''(IE: purging Heretics)'' Their powers boost chain weapons, can set your melee weapons ablaze, halt enemy actions or outright wound enemy fighters while they're killing yours. {{House Cawdor}} {{Necromunda}} [[Category: Necromunda]] [[Category: Warhammer 40,000]]
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