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Dome Runner
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[[File:DomeRunner.jpg|230px|right|thumb|Not to be confused with the Thunderdome.]] Dome Runners are [[Necromunda|Necromundan]] Underhive vagabonds that act as local guides to gangs that expand their territory into areas they have never visited. For all intents and purposes, they are ''very'' well-armed tour guides. ==Overview== Runners come from a variety of backgrounds, generally unfortunate, but they all have one thing in common: an exhaustive knowledge of a local area and a distinct lack of other marketable skills. This causes them to gladly settle down with a gang in exchange for reliable shelter, and once they are hired, the Dome Runners begin to root out hidden treasures within the gang's territory. Due to their poor status, Dome Runners typically only wield a [[Stub Gun]] and a [[Basic Close Combat Weapons#Combat Knife|Combat Knife]] for protection. ==Crunch== On Necromunda, at just 20 credits, Dome Runners are okay support units. They are able to re-roll on ammo checks, and the results of a loot casket to avoid frag traps. If you’re hell-bent on cracking into those d6 credits the Dome Runner can pay for herself in 4 to 20 crates. Runners also generate an extra 10 credits per game with a specific territory in a Dominion campaign, but that’s hardly enough to justify them. {|align=center border=2 cellspacing=0 cellpadding=4 |- !colspan=1| Original Necromundan Houses!! Extended Necromundan Houses !! Other Necromundan Factions |- valign=top | {{House Escher}} {{House Goliath}} {{House Orlock}} | {{House Cawdor}} {{House Delaque}} {{House Van Saar}} | {{Ironhead Squat Prospectors}} {{Palanite Enforcers}} |}
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