Orlock

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

House Orlock is one of six Houses of Hive Primus on the hive world Necromunda. The Orlocks, as house members are commonly known, are responsible for the production of the majority of the iron in Hive Primus, which has led to the house earning the sobriquet of "House of Iron".

The Orlocks have a longstanding rivalry with the mysterious House Delaque, due to the Orlocks sabotaging a Delaque factory, which led to the Delaques losing a very lucrative business contract with the noble house Ulanti. When the Orlocks got the contract instead, things only escalated, and the Delaques retaliated by assassinating Lord Hagan Orlock. The chances of either house burying the hatchet is infinitesimally small.

As for the other houses, the Orlocks are on surprisingly good terms with the matriarchal House Escher, due to the Orlocks traditionally treating the women very well, especially compared to the other houses.


Gang Composition

A Orlock 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 Orlock gang is made up of the following fighters.

Orlock Leader

Leader
150
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
3
4+
2
Ld
Cl
Wil
Int
4+
5+
5+
5+
Save
-

Skill Access

Primary: Ferocity, Leadership, Savant

Secondary: Brawn, Shooting

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

Equipment

Access: No restrictions

Orlock Champion

Champion
110
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
5+
6+
6+
6+
Save
-

Skill Access

Primary: Ferocity, Savant

Secondary: Brawn, Leadership, Shooting

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

Equipment

Access: No restrictions

Orlock Juve

Juve
10
M
WS
BS
 S 
 T 
W
I
A
5"
5+
5+
3
3
1
3+
1
Ld
Cl
Wil
Int
7+
8+
8+
8+
Save
-

Skill Access

Primary: Ferocity

Secondary: Shooting, Savant

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.

Orlock Ganger

Ganger
40
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
6+
7+
7+
7+
Save
-

Skill Access

Primary: Ferocity, Savant

Secondary: Brawn, Shooting

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 Orlock Harpooner who is not in Recovery or Captured, the gang's player gains an Ambition Tactics Card to use in the battle in addition to any other Tactics Cards available to them. If the Orlock Harpooner takes part in the battle, this Tactics Card can and must be played on the Orlock Harpooner.


Equipment List

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

Armor

20
Common
10
Common
15
Common

Weapons (CCWs)

10
Common
40
Common
10
Common
50
Common
55
Common
50
Common
55
Common
45
Common

Weapons (Pistols)

Weapons (Basic)

10
Common
60 + ammo
Common

Ammunition is purchased for this weapon separately.

15
Common
10
Common
30 + ammo
Common

Ammunition is purchased for this weapon separately.

10
Common

Weapons (Specials)

40
Common
100
Common

Weapons (Heavies)

110
Common
145
Common
125
Common

Grenades

30
Common
45
Common

Bionics

30
Common
40
Common
60
Common
55
Common
60
Common
30
Common
90
Common
90
Common
30
Common

Wargear

20
Common
10
Common
10
Common
5
Common
30
Common
5
Common
25
Common
15
Common
5
Common
15
Common
15
Common

Tactics Cards

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

Ambition

You may play this card when you set up a Juve or Specialist onto the battlefield. Tuck this card under that fighter's card.

This fighter is treated as a Leader for the purposes of activating groups.

Ammo Boxes

You may play this card instead of activating a fighter.

You may set up D3+1 ammo caches anywhere on the battlefield.

Beat Down

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

For the duration of the round, all unarmed close combat attacks made by fighters of your gang that hit, automatically inflict a Flesh Wound unless a save roll is made. No wound roll or injury roll is made.

Bond of Brotherhood

You may play this card when one of your gang's fighters ends their activation within 3'' of another fighter in your gang who is Seriously Injured.

The Seriously Injured fighter may immediately make a recovery test, and are considered to be assisted. If the Seriously Injured fighter recovers they may stand up rather than become Pinned.

Chin Music

You may play this card to interrupt an enemy fighter's action when that fighter attacks one of your gang's fighters in close combat.

Your gang's attacked fighter may make a single unarmed attack against their attacker at +1 Strength and with the Knockback trait. If the attacker is not knocked back, Seriously Injured or taken Out of Action by this attack, their attack then resumes.

Die Trying

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

For the remainder of the battle, if any of your fighters are killed (66 on the Lasting Injury table, or similar dead result), before being removed from the battlefield the dying fighter may first stand up if prone, then make any two actions available to them as if they were Readied, and then be removed from the battlefield.

For Close Encounters

You may play this card when you activate one of your gang's fighters. Tuck this card under that fighter's card.

This fighter gains a free Shotgun with Scattershot ammunition for the remainder of the battle. If this fighter survives the battle and is not Captured, you may add this item to your gang's Stash after the battle.

Incendiary Rounds

You may play this card when you set up one of your gang's fighters who has a Autogun, Autopistol, Assault Rifle, or Heavy Stubber onto the battlefield. Tuck this card under that fighter's card.

When this fighter makes an attack with a Autogun, Autopistol, Assault Rifle, or Heavy Stubber, the weapon profile used with that weapon gains the Blaze trait.

Intimidating Appearance

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 the battle all enemy fighters who can see this fighter suffer a -1 modifier to all Cool checks, Willpower checks, and Nerve tests.

Lead by Example

You may play this card when the Leader of your gang takes an enemy fighter Out of Action.

Any of your gang's fighters who are Pinned may stand up for free. Any of your gang's fighters who are Seriously Injured may recover, taking a Flesh Wound and becoming Pinned. Any of your gang's fighters who are Broken immediately Rally.

Solidarity

You may play this at the start of any round.

For the duration of the round, fighters from your gang automatically pass any Cool checks they make as long as they are within 6'' of another fighter from your gang.

Ultra-Shooty

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 Fast Shot skill.


Campaign

No special House specific modifications to Campaign rules apply.