Necromunda
Maggots
Unknown source
Below you will find all the
rules for using Maggots as a gang in Necromunda. I suggest you
use the 40K Ratling Snipers and some WHFB Halfling models too.
You will also need a Necromunda weapons sprue or two. The models
will need to be converted by adding different guns.
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.
Special Rules
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 credits
M |
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
Maul............10
|
Basic Weapons
Autogun............20
Lasgun............25
Shotgun[solid+scatter]............20
|
Pistols
Autopistol...............15
Hand Flamer............20
Laspistol............15
Plasma Pistol............25
Stub Gun............10
|
Grenades and Shells
Frag Grenade............30
Krak Grenade............50
Dum-Dum Bullets............5
Manstopper............5
Hot-Shot............5
|
Special Weapons
Flamer............40
Needle Rifle [Sarge & Mechs only]............230
Grenade Launcher............95
Plasma Gun............70
|
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]
MAXIMUM CHARACTERISTICS
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
4 |
5 |
7 |
4 |
4 |
3 |
8 |
3 |
9 |
MAGGOT TERRITORY CHART - roll
D66
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
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