This is an alternative campaign setting to that provided in the Games Workshop game Necromunda. It has also been adapted to work with the variant rules described elsewhere.
The Vale of Tears was originally a world colonised by the Human Empire. For many generations, however, it has been cut off from normal commerce, and become a complex battlefield of different races, national groups, and political coalitions. As a setting for skirmishing, it should appeal to players who prefer a greater degree of flexibility in unit design, and more open-air settings, than in standard Necromunda.
A Gang consists of the following at generation :
1 Primary characteristic.
1 Leader.
0-1 Psykers.
0-2 Heavy Weapons Troops.
0-2 Special Weapons Troops.
1+ Standard Gangers.
0+ Young Gangers.
5+ Gang Territories.
The Player can choose one of these characteristics for their Gang.
Farmers. The gang has a strong horticultural tradition. The gang can always buy the following during the end-of-battle phase, at minimum price (ie. each dice is a 1) : Icrotic Slime; Slaught; Spook; Spur.
Assassins. The gang makes its own poison, which acts as Blade Venom. The gang can envom up to one weapon per gang member during the end-of-battle phase, at a special price of 5cr.
Psykers. The gang is tolerant of, and attracts, minor psionic talents. At generation, every character except Young Gangers possess a minor talent on a 0. The Leader automatically possesses a minor talent. New recruits, except Young Gangers, make a similar test after recruitment. Young Gangers test only when they gain enough experience to count as Standard Gangers, but are psionic on a 9+. When determining minor talents, reroll results of 'None', 'Cannot Be Possessed', 'Multiple Minor Powers' or 'Extra Primary Power'.
Explorers . The gang can always buy Rad Counters, Bio-Scanners, and Infra Goggles at minimum price. Additionally, they can buy Isotropic Fuel Rods at any time, albeit at three times normal cost. They may be offered Fuel Rods at normal cost, but only when they are offered for sale as a rare item.
The Leader may be equipped with any weapon, except heavy weapons.
The Psyker may be equipped with close combat or pistol weapons only.
Most Heavy Weapons Troops are Humans, who may be equipped with any Human weapon, including heavy and special weapons. A number of different races are, however, also available :
Bouncers may be equipped with weaponry including spear guns and scatter cannons.
Orrus are equipped with their integral weaponry.
Most Special Weapons Troops are Humans, who may be equipped with any weapon, except heavy weapons.A number of different races are, however, also available :
Zealots may be equipped with close combat or pistol weapons, including the Eviscerator. Close Combat weapons may be fitted with Exterminator catridges.
Malcadons are equipped with their integral weaponry.
Lo-Shan Bosses can use Lo-Shan special weapons, as well as standard Lo-Shan weapons.
These are the backbone of any Gang, and Human Standard Gangers can use any weapon except heavy or special weapons. A number of different races are also available :
Skivvys may be equipped with ranged and close combat weapons from the Skivvy list. Skivvys may be mutants.
Natives may be equipped with weapons chosen from the close combat, ranged, and special weapons from the Natives List. They may also be equipped with Blindsnake Pouches.
Jakara are equipped with their integral weaponry.
Lo-Shan may be equipped with standard Lo-Shan weapons.
These are possible recruits to the Gang, and Human Young Gangers can use only close combat weapons, pistols, or grenades. A number of different races are also available :
Natives Braves may be equipped with weapons chosen from the close combat and ranged weapons from the Natives List. They may also be equipped with Blindsnake Pouches.
Scivvy Kids may be equipped with close combat weapons from the Skivvy list. Skivvy Kids may be mutants.
The most numerous race in the Vale, Humans are very good all rounders. As well as generally high statistics, they are well organised, and retain access to a variety of technologies, although few have any real understanding of their gear.
Humans are the default race in this campaign, and the general rules all apply to them. Unique amongst the races of the Vale, Humans are capable of developing psionic powers. In those areas of space still ruled by the Empires, psionics are pursued by the forces of the Emperor for his own ends. In the Vale, human psionics are generally subject to some persecution, but those with valuable talents are often tolerated in a Gang.
Legend has it that, when the Vale was first settled by humanity, a substantial number of slaves were brought along to make the new world comfortable for their masters. With the environmental damage and war which followed settlement, many of these slaves were driven into radioactive and toxic areas. As a result, two demi-Human races have emerged.
The Skivvys and Bouncers are generally close allies. The Bouncers constitute a relatively stable life form, which may have been designed by one of the warring nations of the Vale in the distant past. They are extremely tough, although neither clever nor imaginative. Their great size and strength allows them to use some weapons unique to their race, although their lack of technical expertise, and superstition, severely limits their access to modern weaponry. They are extremely tough, and there are reports of Bouncers shrugging off small arms fire and then dismembering their attackers.
Skivvys are more variable, and continue to produce mutations. The overwhelming majority render the Skivvy non-viable, or are so disadvantageous that it is killed at birth. Many are of no great effect, and a small minority are actually advantageous. Like their larger brethren, Skivvys lack technical expertise, and generally get by with quite simple weaponry. Skivvys rarely produce psionic offspring and even these are, in obedience to 'the Emperor in the Sky', killed as soon as their talent is known.
When the Vale was cut off from the rest of the Empire by warp storms, a new race appeared on the Vale. Known by a variety of names, they appear to be living machines, almost incomprehensible to the biological races of the Vale. On the whole, they keep to themselves in their gleaming cities, but on occasion individuals will join the biological races of the Vale. Their motives remain unknown, however, and they are reknowned for their moodiness and unreliability. On the other hand, when they can be persuaded to aid a gang, they are amongst the most dangerous fighters in the Vale. In particular, as they spend time in the Vale, they improve their hardward with cannibalised parts and new programming.
Metal Ones appear to be on some sort of quasi-religious Quest, and will never serve in a Gang containing another Metal One. There are three principal types of Metal One which mix with biological forms, although others may exist within their cities. The Orrus are the heaviest armed, but most cumbersome, of the Metal Ones. The Macedons are swift, deadly scouts. The Jakara disdain ranged weapons, prefering their deadly close combat weaponry.
When the Humans arrived in the Vale, there were already native inhabitants. The Natives chose not to oppose the massive arrival of Humans and technology, and retreated to the less desirable parts of the planet, seeking to retain their own culture and lifestyle. After the Wars, many Human settlements were overrun or absorbed by Natives. Many Natives serve as Scouts and Guides for Human Gangs. Natives use only traditional weaponry, which is generally less powerful than Terran equipment, but make up for this by their extreme resilience, and their massive knowledge of the terrain and life forms of the Vale.
The Lo-Shan are a stable remnant of some earlier period of Human warfare. Designed primarily for close combat, they are not particularly clever, but are extremely brave, tough to kill, and lethal in close combat. Lo-Shan roam outside the Human settlements, but exceptional leaders, as the reputation of their group of Lo-Shan grows, can attract quite substantial numbers of their fellows to fight in the humans wars. Lo-Shan are very resilient. Additionally, because they are neither especially essential to a successful gang, nor particularly good at dealing with human beings, their losses are felt less keenly than that of other races. Against this, the weapons which they can use are very limited, and they use and maintain even those with less efficency than other races.
Lo-Shan are governed by a small number of special rules. Firstly, Lo-Shan will not join a gang which does not include a Lo-Shan Boss. The Boss is not the gang leader, but does take up a Special slot in the Gang. Secondly, Lo-Shan will never test with a humans leadership (or vice versa), and treat their Boss as a Leader. Thirdly, as Lo-Shan gain experience, they contribute to the reputation of the gang. When the total experience of a Lo-Shan gang exceeds 50, 100, 150, 200, etc., a new Lo-Shan armed with a polearm joins the gang free of charge. Fourthly, Lo-Shan losses count as 1/2 normal (round up) for bottle tests.
|
Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Cost |
Notes |
|
Hume Leader |
5 |
4 |
4 |
3 |
3 |
1 |
7 |
1 |
13 |
120 |
Leadership |
|
Hume Psyker |
5 |
2 |
2 |
3 |
4 |
1 |
7 |
1 |
11 |
100 |
1 Ma,1 Mi Psionic power. |
|
Hume Heavy |
5 |
3 |
3 |
3 |
3 |
1 |
5 |
1 |
11 |
60 |
Uses Hvy/Special. |
|
Bouncer |
5 |
4 |
3 |
5 |
6 |
2 |
3 |
2 |
11 |
120 |
Killer Rep. Regenerates. |
|
Orrus. |
5 |
4 |
3 |
4 |
7 |
1 |
6 |
2 |
12 |
205 |
AI. Regenerates. |
|
Hume Special |
5 |
3 |
3 |
3 |
3 |
1 |
5 |
1 |
11 |
55 |
Uses Special. |
|
Lo-Shan Boss. |
5 |
5 |
3 |
4 |
4 |
2 |
8 |
2 |
14 |
180 |
Resilient. Expendable. Inept. Leadership. |
|
Zealot. |
5 |
3 |
3 |
3 |
3 |
1 |
5 |
1 |
11 |
60 |
Frenzied. |
|
Macedon |
8 |
4 |
3 |
3 |
5 |
1 |
7 |
1 |
12 |
185 |
AI. Regenerates. |
|
Hume Ganger |
5 |
3 |
3 |
3 |
3 |
1 |
5 |
1 |
11 |
50 |
- |
|
Lo-Shan. |
5 |
4 |
2 |
4 |
4 |
2 |
7 |
2 |
12 |
50 |
Resilient. Expendable. Inept. |
|
Skivvy |
5 |
3 |
2 |
3 |
3 |
1 |
5 |
1 |
10 |
25 |
May be Mutant. |
|
Natives. |
5 |
3 |
3 |
3 |
3 |
1 |
5 |
1 |
11 |
60 |
Resilient. Native. |
|
Jakara |
6 |
4 |
3 |
3 |
7 |
1 |
6 |
1 |
12 |
210 |
AI. Regenerates. |
|
Young Hume. |
5 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
9 |
25 |
Probationer. |
|
Native Brave. |
5 |
2 |
2 |
3 |
3 |
1 |
5 |
1 |
9 |
35 |
Probation. Resilient. Native. |
|
Skivvy Kid. |
5 |
2 |
2 |
3 |
3 |
1 |
4 |
1 |
9 |
15 |
Probationer. May be Mutant. |
AI. Do not count in Gang for purposes of support. Gain power boosts rather than experience advances. May never receive or use equipment. Can always test against their leadership for unpinning. Will never test against another figures leadership. Immune to psychology. Before each battle, on a 0 the figure declines to fight. When making a bottle check, on a double, the figure leaves unilaterally, even if the rest of the Gang continues to fight.
Expendable. This figure only counts as half a gang member for total numbers and losses when considering a bottle test.
Frenzied. Figure is subject to the rules for Frenzy.
Inept. Any ammo check the figure must make will fail on a natural 0.
Killer Rep. Causes fear if charging or being charged.
Leadership. Figure can always test against leadership for unpinning. Figure makes bottle tests for gang. Other figures within 6" can use their leadership score for Leadership tests.
Mutant. As in main rules.
Native. Ignore all effects generated by Treacherous Conditions. Also, test for Hidden at In* 1.5".
Probationer. Figure is not counted as a full ganger for unpinning tests. Treat 'Captured' on Serious Injuries table as 'Returned to Gang. All equipment kept by captors'.
Psionic Ability. As in main rules.
Regeneration. During end-of-battle phase, old injuries are regenerated on a 9+ and cease to have any effect. Bionics rendered obsolete drop out and must be sold back to traders.
Resilient. In end-of-battle phase, roll twice for the figure if it goes out of action. Owning player decides which to apply.
Note that * indicates a rare weapon which cannot be bought automatically but must be offered during trading. Equipment carried by a particular character must be of a type listed for its race. So much gear is limited to Humans only, but other races have their own limited gear. If gear is acquired which is usable only by a race not currently in the Gang, it may be sold as normal or kept in the stash.
Hand to Hand Weapons. Knife. Free
Sword 10
Club 10
Chain or Flail 10
Massive Axe 15
Chainsword 25
Power Axe* 35+2d
Power Fist* 85+2d
Power Maul* 35+2d
Power Sword* 40+2d
Pistols Autopistol 15
Bolt Pistol 20
Hand Flamer 20
Las Pistol 15
Plasma Pistol 25
Stub Gun 10
Needle Pistol* 100+2d
Web Pistol* 120+3d
Basic Weapons Autogun 20
Boltgun 35
Lasgun 25
Shotgun with solid and scatter 20
Blunderbuss/Scatter Gun 7
Hand Bow 4
Musket 5
Special Weapons. Flamer 40
Grenade Launcher (not grenades) 130
Meltagun 95
Plasma Gun 70
Needle Rifle* 230+3d
Heavy Weapons. Auto-Cannon 300
Heavy Stubber 120
Heavy Bolter 180
Heavy Plasma Gun 285
Las Cannon 400
Missile Launcher (no missiles) 185
Grenades, Missiles and Ammo. Frag Grenades 30
Krak Grenades 50
Choke Grenades* 15+1d
Hallucinagen Grenades* 40+3d
Melta Bomb* 30+2d
Photon Flash Flare* 20+1d
Plasma Grenade* 30+2d
Scare Gas Grenade* 20+1d
Smoke Bomb* 10+2d
Frag Missile 35
Krak Missile 115
Dum Dum for Stub Gun 5
Man Stopper Shells 5
Hot Shot Shells 5
Bolt Shotgun Shells 15
Hotshot Laser Pack* 15
Gunsights. Red Dot Sight.* 40+2d
Mono Sight* 40+2d
Telescopic Sight* 40+2d
Infra Red Sight* 30+2d
Armour Flak Armour. 15
Carapace* 70+2d
Mesh* 25+2d
Bionics. Arm* 80+2d
Eye* 50+2d
Leg* 80+2d
Miscellaneous.
Auto-Repairer* 80+3d
Archeotech* (d6*10)
Bio-Booster* 50+2d
Bio-Scanner* 50+2d
Blade Venom* 6+1d
Wild Snake* 5+1d
Icrotic Slime* 50+2d
Kalma* 1d
Rad Counter* 10+2d
Slaught* 5+1d
Spook* 10+2d
Spur* 5+2d
Blindsnake Pouch* 30+1d
Clip Harness 10
Concealed Blade* 5+1d
Filter Plugs 10
Grav Chute* 40+2d
Grapnel* 30+2d
Infra-Goggles* 30+2d
Isotropic Fuel Rod* 50+3d
Lobo Chip 20
Medi-Pack* 80+2d
Mung Vase* d6*10
One in a Million Weapon* (x2 weapon cost)
Photo-Contacts 15
Photo-Visor 10
Native Map* d6*10
Respirator 10
Silencer* 20+1d
Skull Chip* 30+2d
Weapon Reload* (half weapon cost)
Weapons. Autogun 20
Autopistol 15
Blunderbuss/Scatter Gun 7
Hand Bow 4
Musket 5
Shotgun 20
Stub Gun 10
Spear Gun 55
Scatter Cannon 80
Club Free
Chain or Flail 10
Massive Axe 15
Weapons. Autogun 20
Autopistol 15
Blunderbuss/Scatter Gun 7
Hand Bow 4
Musket 5
Shotgun 20
Stub Gun 10
Club Free
Chain or Flail 10
Massive Axe 15
Frag Grenades 30
Toxic Bombs 20
Man Stopper Shells 5
Dum Dums for Stub Gun 5
Armour Flak Armour. 15
Metal Ones do not carry, and will not use, human equipment.
Ranged Weapons. Autopistol 15
Blunderbuss 7
Hand Bow 4
Musket 5
Stub Gun 10
Special Weapons. Shotgun with solid and scatter 20
Autogun 20
LasGun 25
Close Combat Weapons. Clubs Free
Chains 10
Massive Axe 15
Knife Free
Sword 15
Grenades and Shotgun Shells. Frag Grenades 30
Man Stopper Shells 5
Hot Shot Shell 5
Bolt Shell 15
Dum Dums 15
Grenades, Missiles and Ammo. Choke Grenades* 15+1d
Photon Flash Flare* 20+1d
Scare Gas Grenade* 20+1d
Smoke Bomb* 10+2d
Hotshot Laser Pack* 15
Armour Flak Armour. 15
Miscellaneous. Blade Venom* 6+1d
Wild Snake* 5+1d
Icrotic Slime* 50+2d
Kalma* 1d
Rad Counter* 10+2d
Slaught* 5+1d
Spook* 10+2d
Spur* 5+2d
Blindsnake Pouch* 30+1d
Clip Harness 10
Concealed Blade* 5+1d
Grapnel* 30+2d
Weapon Reload* (half weapon cost)
Special Weapons. Power Sword*
Power Axe*
Plasma Pistol
Bolt Pistol
Autogun
Lasgun
Frag Grenades 30
Frag Grenades 30
Standard Weapons. Massive Axe Free
Autopistol
Laspistol
Stub Gun
Miscellaneous. Blade Venom* 6+1d
Wild Snake* 5+1d
Icrotic Slime* 50+2d
Kalma* 1d
Rad Counter* 10+2d
Slaught* 5+1d
Spook* 10+2d
Spur* 5+2d
Blindsnake Pouch* 30+1d
Clip Harness 10
Concealed Blade* 5+1d
Grapnel* 30+2d
Weapon Reload* (half weapon cost)