Cawdor

Provided below are the house rules we use for Cawdor gangs.

House Cawdor is one of six Houses of Hive Primus on the hive world Necromunda, and the stronghold of the Cult of the Redemption whose prophets foretell of universal destruction. The poorest of the Houses, they scavenge through the detritus of the hive, their "holy" wargear made from cast-off scrap and battered weaponry.

They are the numberless foot soldiers of the Redemption, the spreaders of faith to the underhive and the seekers of relics from among its ruins...each ganger happy to die for the faith.The unforgiving creed of the Cult demands a strict code of conduct; those who break the rules are driven away and become outlaws. The codes of their religion forbid them from showing their faces in public upon pain of death and so the Cawdor can be recognised by the hooded jackets or heavy, elaborate masks which they wear to conceal their features. These masks are often quite bizarre or disturbing in design.

The path of righteousness is at its purest in House Cawdor, with regular public witch hunts and mass burnings of heretics and mutants, who they are especially quick to turn on, even in the more tolerant Underhive. Cawdor attitudes to the other Houses are strongly coloured by their beliefs, seeing others who do not follow the Redemption as worthless, soulless infidels to be re-educated violently or systematically purged, and Cawdor brethren see even Redemptionists from other Houses as little better than sinners. Active Cawdor support of outlawed Redemptionists in other Houses is often supposed, and the relationship between House Cawdor and the others is strained. They are, however, on at least stable terms with House Orlock with whom their territory borders.


Gang Composition

A Cawdor gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader (if the Leader is killed, see page 24 of Gang War).
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has.
  • The total number of Gangers in the gang must be equal to or higher than the total number of other fighters in the gang, not counting Hangers On or Hive Scum.
  • When a starting gang is founded up to one Ganger may carry a Special Weapon. During campaign play, additional Gangers will become eligible to carry Special Weapons as they gain advances.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unweildy trait take up the space of two weapons.
  • A fighter does not start with Armor and the cost of Armor is not included in their profile.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • A gang may hire as many Mercs as they can afford, while observing the total number of Gangers restriction described above.
  • A gang may hire a maximum of one Hangers-on for every full 5 points of Reputation the gang has.
  • A gang may hire up to five Hired Scum to fight in one battle.
  • A gang may hire up to one Bounty Hunter to fight in one battle (if certain criteria are met).

Fighters

A starting Cawdor gang is made up of the following fighters.

Cawdor Leader

Leader
125
M
WS
BS
 S 
 T 
W
I
A
5"
3+
4+
3
3
2
4+
2
Ld
Cl
Wil
Int
4+
5+
4+
7+
Save
-

Skill Access

Primary: Combat, Ferocity, Leadership

Secondary: Agility, Brawn

Starting: Cawdor Leaders start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Cawdor Champion

Champion
120
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
4+
5+
4+
8+
Save
-

Skill Access

Primary: Brawn, Ferocity

Secondary: Agility, Combat, Leadership

Starting: Cawdor Champions start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Cawdor Juve

Juve
25
M
WS
BS
 S 
 T 
W
I
A
5"
5+
5+
3
3
1
3+
1
Ld
Cl
Wil
Int
6+
6+
6+
10+
Save
-

Skill Access

Primary: Ferocity

Secondary: Agility, Combat

Equipment

Access: When starting a Juve only has access to Pistols, Close Combat Weapons, and Grenades. During campaign play a Juve with three or more advances has no Equipment restrictions.

Cawdor Ganger

Ganger
45
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
6+
6+
6+
8+
Save
-

Skill Access

Primary: Combat, Ferocity

Secondary: Agility, Brawn

Equipment

Access: When starting a Ganger has access to Armor, Basic Weapons, Close Combat Weapons, Grenades, Pistols, and Wargear. During campaign play, a Ganger with at least one advance gains access to Special Weapons.

150 credits

If a gang has a Cawdor Zealot who is not in Recovery or Captured, the gang's player gains a Righteous Day Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Cawdor Zealot is not part of the gang's Crew for the battle.


Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Cawdor may select from the following House Equipment list.

Armor

10
Common
20
Common

Weapons (CCWs)

15
Common
10
Common
35
Common
20
Common
55
Common
5
Common
20
Common
50
Common
55
Common
10
Common
25
Common
15
Common

Weapons (Pistols)

10
Common
10
Common
55
Common
10
Common

Weapons (Basic)

15
Common
60 + ammo
Common

Ammunition is purchased for this weapon separately.

45
Common
5
Common
15
Common
10
Common
30 + ammo
Common

Ammunition is purchased for this weapon separately.

Weapons (Specials)

80
Common
95
Common
55 + ammo
Common

Ammunition is purchased for this weapon separately.

105
Common
105
Common

Weapons (Heavies)

155
Common
145
Common

Grenades

50
Common
30
Common

Bionics

90
Common
90
Common
90
Common
25
Common

Wargear

10
Common
10
Common
5
Common
15
Common
5
Common
5
Common
20
Common

Tactics Cards

In addition to neutral Tactics Cards, the following are exclusively available to gangs belonging to this House:

Blessed Visions

You may play this card when activating a fighter. Tuck this card under that fighter's card.

This fighter gains the benefits of the Inspirational skill for the remainder of the battle.

Chainsword Virtuoso

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card under that fighter's card.

For the duration of this battle, all of this fighter's Chainsword weapon profiles gain the Deadly trait.

Deadmen Walking

You may play this at the beginning of any End phase.

Your gang does not have to make a Bottle test this round. Any of your gang's fighters who are prone immediately stand up. Any of your gang's fighters who are Broken automatically Rally. Then every Active fighter on your gang must move 2D3'' towards the nearest enemy, and will move into base contact with an enemy fighter if able.

Divine Motivation

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card under that fighter's card.

When activated this fighter may attempt a Willpower check if they are Active. If this check is successful the fighter gains one additional action that they may use during this activation, but if the check is failed the fighter begins raving fanatically and takes a Charge action.

Faith Through Fear

You may play this card when one of your fighters fails a Leadership, Cool, or Willpower check (including a Nerve test).

The fighter is considered to have passed their check, and until the end of the current round they also automatically pass any other Leadership, Cool, or Willpower checks they must make.

Faith Through Fire

You may play this card at the start of any round.

For the duration of this round, your gang's fighters that have a Blaze marker on them may ignore the Blaze marker until the end of the Action phase, moving and taking actions as normal. In addition, all of their close combat attacks that have the Melee trait gain the Blaze trait during their activation. At the end of the Action phase, each of your fighters who ignored their Blaze marker suffer an immediate Strength 3, AP -1, Damage 1 hit.

For The Lost!

You may play this card when one of your gang's fighters is taken Out of Action.

Each of your gang's Engaged fighters may select one of their weapons that has the Melee trait and make a single attack with it against an enemy fighter they are Engaged with; enemy fighter(s) attacked in this way do not make Reaction attacks.

Glorious Firebrand

You may play this card when you set up one of your gang's fighters onto the battlefield. Select one of the fighter's ranged weapons that has the Blaze or Melta trait, and tuck this card under that fighter's card.

The selected weapon automatically passes all Ammo checks it is required to make.

Let It Burn!

You may play this card to interrupt an enemy fighter's activation when they try to get rid of a Blaze marker on themselves.

The enemy fighter's attempts to get rid of the Blaze marker fail and their activation ends immediately.

Redemption

You may play this card when one of your gang's fighters fails to inflict any wounds in close combat.

You may reroll all of the fighter's close combat hits that failed to wound.

Righteous Day

You may play this card at the beginning of the Action phase of any round.

Your gang takes priority. All of your gang's fighters that are Active and Readied Group Activate together, and each fighter in the group must declare a Charge when activated.

Ultra-Enflamed

You may play this card at the beginning of a round.

For the duration of the round, all of your gang's fighters on the battlefield gain the Berserker skill.


Campaign

No special House specific modifications to Campaign rules apply.