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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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