Maggots are Ratlings; the small sub-humans that serve in the armies of the Imperium. In the distant past there was a population explosion on the Ratling homeworld and some nomadic ratlings gathered their possessions and left the planet. After trying to re-establish themselves on many uninhabitable planets, some eventually settled on the hive world of Necromunda. The Ratlings being as stubborn as they are, were not going to let the inhospitable gangs of the many spires stop them from setting up encampments around the perimeters of the main spire complexes.
As the years passed Necromunda became more and more inhospitable and dangerous as new gangs emerged and declared wars on enemies and the enviroment worsened; the ratlings developed alongside all the intolerance. Maggots [as they became known as by the Necromundans] are partially nomadic but when they find a suitable spot to camp they set up home and trade their rare fungal foods, which they brought and cultivate from their original homeworld. To protect themselves the maggots group together under the leadership of a maggot Leader who'll lead his co-workers against anyone who wants to suppress them.
Small Size - Because of the maggots natural small size they are able to run and hide in the same turn as they have the ability to scurry into dark small corners.
Territory - Roll 4 times on the special Maggot territory table.
Hired Guns - Maggots may any have hired guns except for Scum who just laugh at the sight of a maggot. They may not take any special characters.
Starting Profiles and costs
1 Maggot Leader - Cost 110 credits
M | WS | BS | S | T | W | I | A | Ld |
4 | 3 | 5 | 2 | 3 | 1 | 5 | 1 | 8 |
Weapons - A Maggot Leader may be given equipment chosen from the Hand-to-Hand, Pistols, Basic, Special weapons and Grenades lists.
All the usual 'Leader rules' are used for Maggot Leaders.
1+ Maggots - Cost 40 creditsM | WS | BS | S | T | W | I | A | Ld |
4 | 2 | 4 | 2 | 3 | 1 | 5 | 1 | 7 |
Weapons - A Maggot may be given equipment chosen from the Hand-to-Hand, Pistols, Basic Weapons and Grenades lists.
0-2 Mechs - Cost 60 credits
Mechs are technically minded maggots who are always tinkering with or producing new or better weapons.
M | WS | BS | S | T | W | I | A | Ld |
4 | 2 | 4 | 2 | 3 | 1 | 5 | 1 | 7 |
Weapons - A Mech may be given equipment chosen from the Hand-to-Hand, Pistols, Basic, Special, and Grenades lists.
Maggot Weapons List
Hand-to-Hand
Knife............free |
Basic Weapons
Autogun............20 |
Pistols
Autopistol...............15 |
Grenades and Shells
Frag Grenade............30 Dum-Dum Bullets............5 |
Special Weapons
Flamer............40 |
Maggot Experience System
Starting Experience
MAGGOT............20+1D6
MECH............60+1D6
SARGE............60+1D6
Maggot Skills
MAGGOTS - Agility / Shooting / Stealth
MECHS - Agility / Ferocity / Shooting / Stealth / Techno
SARGE - Agility / Combat / Ferocity / Shooting / Stealth
Gaining Experience
0-20............NO JUVES FOR MAGGOTS - all maggots are fully trained and are picked from the toughest.
21-30......New Maggot [starting level for maggots]
31-40......Maggot
41-50......Maggot
51-60......Maggot
61-70......Commando [starting level for Sarges + Mechs]
71-80......Commando
81-100......Commando
101-120......Champion
121-140......Champion
141-160......Champion
161-180......Lieutenant
181-200......Lieutenant
201-240......Lieutenant
241-280......Captain
281-320......Captain
321-360......Captain
361-400......Major
401+......Colonel [cannot improve further]
Advance Roll Table - roll 2D6
2............New Skill [any table]
3............New Skill
4............New Skill
5............Roll Again : 1-3= +1 strength 4-6= +1 attack
6............Roll Again : 1-3= +1 weapon skill 4-6= +1 ballistic skill
7............Roll Again : 1-3= +1 iniative 4-6= +1 leadership
8............Roll Again : 1-3= +1 weapon skill 4-6= +1 ballistic skill
9............Roll Again : 1-3= +1 wound 4-6= +1 toughness
10............New Skill
11............New Skill
12............New Skill [any table]
M | WS | BS | S | T | W | I | A | Ld |
4 | 5 | 7 | 4 | 4 | 3 | 8 | 3 | 9 |
11-15......Ruins......10......working the ruins produces 10 creds
16-21......Cafeteria......2D6*10......one of your maggots runs a cafe, and earns 2D6*10 creds.
22-31......Vents......10......see Sourcebook
32-41......Homeworld Contact......D6*10......on an additional roll of 6 you receive a free sniper rifle
42-51......Tunnels......10......see Sourcebook
52-61......Slag Heap......15
62-65......Herd of Were-Ducks......2D3*10......If you roll a double, it is a full moon and you receive triple the income rolled.
66......Archeotech Hoard......2D6*10+......see Sourcebook