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MUTANT MOBS

Version 2.0

Initial Resources:
You have 1000 Throne Geld to spend on recruiting
and arming your warband. You must have a
minimum of 3 models.
Hired Guns:
Mutant Mob warbands may recruit up to 3 Hired
Guns.
Starting Experience & Skills:
All fighters start with the following experience
point totals. All non-Construct Mutant Mob
members gain experience as normal. Mutant Mobs
gain Underdog Bonuses as detailed in the
Necromunda Community Edition Rulebook.
Unit Type
Boss
Blaster
Masher
Spook
Dreg
Sub

NEC eq
Leader
Heavy
Heavy
Heavy
Ganger
Juve

XP
50+D6
40+D6
40+D6
20+D6
10+D3
0

Territory & Income:


Mutant Mob warbands select territories and collect
income exactly as described in the Necromunda
rulebook. They receive the Giant Killer Bonus as
listed.
Additionally, they may cannibalize one of their
own or a fighter they have captured who has not
been successfully rescued, ransomed or exchanged
if they cannot or will not pay the 3 Geld per
member to avoid suffering from starvation (see
Addendum for starvation/upkeep rules). If so, the
warband avoids starvation but immediately becomes a Radical warband, with all the associated
negatives.

Subversion Rating: 6
Investigation Rating: 4

Special Rules:
Poorly Equipped: Mutant weaponry is unreliable, old, and of generally low quality. As such, Mutant
Mob members with the rank of Spook, Dreg or Sub must take an Ammo Roll if they roll a natural 1 or
6 on their to Hit roll.
Shallow end of the Gene Pool: All mutations for Mutant Mobs cost -5 Geld each (to a minimum of 5
Geld). (I have left this in for now, let me know if you think we should remove it)
One Foot On The Slippery Slope: Mutant Mobs may use Summoning. If so, they are considered a
Radical warband. Mutant Mobs can only ever summon Warp Predators or Daemons of Tzeentch.
Bunch of Animals: Mutants tend to attract various pets wherever they go. To represent this, a
mutant mob may purchase up to 150pts worth of Beasts. All Beasts selected in this way must be
represented by a suitable model (and should probably be controlled with a Beastmaster).

Recruitment
1 Boss
M
-

WS
+2

0-2 Mashers

Base +90 TG
BS
+1

S
-

T
-

W
-

I
+1

A
-

Ld
+2

Species: Any non-Astartes Human, Wyrd, or


Mutant.
Weapons: The Boss may select weapons from the
HtH, Pistols, Basic, Special, and Grenades list.
Equipment: The Boss may select any equipment
from the Armor, Gunsights, and Equipment lists.
Special: The Boss always counts as having a
friend within 2 for the purposes of recovering
from pinning. Additionally, friendly models within
6 of the Boss may use the Boss Leadership
characteristic when taking any Leadership-based
test.

M
-

WS
+1

BS
-

Base +40 TG
S
-

T
-

W
+1

M
-

M
-

WS
+1

BS
-

T
-

W
+1

I
-

A
+1

Ld
+2

WS
+1

Base +15 TG
BS
-

S
-

T
-

W
-

I
-

A
-

Ld
+1

Species: Any non-astartes human, abhuman squat, abhuman - ratling, or mutant.


Weapons: Spooks may select weapons from the
HtH, Pistols, and Grenades list.
Equipment: Spooks may select equipment from
the Armor and Equipment lists.
Special: Spooks must purchase a level 1, 2 or 3
Wyrd upgrade on recruitment.

Base +40 TG
S
-

A
+1

Species: Abhuman - Ogryn, or Big Mutie.


Weapons: Mashers may select weapons from the
HtH or Grenades & Ammo list.
Equipment: Mashers have access to the Armor
and Equipment lists.
Special: Each Masher may select one Special
weapon from the following list:
-Ripper Gun
-Scatter Cannon
-Spear Gun
This is subject to the normal limitations in their
species listing.
0-4 Spooks

0-2 Blasters

I
-

Ld
+2

Species: Human, Abhuman Squat, or Mutant.


Weapons: Blasters may select weapons from the
HtH, Pistols, Special, Heavy, and Grenades list.
Equipment: Blasters may select equipment from
the Armor and Equipment lists.

0+ Subs
M
-

WS
-

Base TG
BS
-

S
-

T
-

W
-

I
-

A
-

Ld
-

Species: Any non-Astartes Human, Abhuman


Squat, Abhuman Ratling, or Mutant.
Weapons: Subs may select weapons from the
HtH, Pistols, and Grenades list.
Equipment: None.
2+ Dregs
M
-

WS
-

Base +10 TG
BS
+1

S
-

T
-

W
-

I
-

A
-

Ld
-

Species: Any non-Astartes Human, Abhuman


Squat, Abhuman Ratling, or Mutant.
Weapons: Dregs may select weapons from the
HtH, Pistols, Basic, and Grenades list.
Equipment: Dregs may select any equipment
from the Equipment lists.

Weapons & Equipment Lists


All costs are included within the armory

Hand-to-Hand
Knife
Stilleto, Dirk1
Throwing Knife
Sword1
Club, Maul, Bludgeon
Chain, Flail
Massive Weapon
Chainsword2
Chain-Axe2
Man-Catcher2
Electro-Flail3
Force Staff4 (Max. 2)
Pistols
Hand Bow
Autopistol
Stub Gun
Hand Cannon1
Laspistol
Hellpistol3
Hand Flamer1
Web Pistol3
Plasma Pistol2
Web Pistol
Basic1
Bow
Musket
Scatter Gun
Autogun
Lasgun
Las Carbine
Bolt Carbine2
Bolter3
Shotgun (Solid/Scatter)
Hunting Rifle

Special2
Flamer
Autoslugger
Grenade Launcher
Ripper Gun
Scatter Cannon
Spear Gun
Webber3
Scatter Cannon
Pistol Sword4
Webber
Needle Rifle4
Heavy1
Heavy Stubber
RPG Launcher
Multi-Laser
Heavy Flamer
Grenade & Ammo
Frag Grenades1
Krak Grenades2
Smoke Grenades1
Fire Bomb
Tox Bomb
Dum-Dums
Man-Stoppers
Bolt Shell
Hotshot Shell
Overcharge Cell
Armor
Light Armor
Flak Armor
Medium Armor2
Heavy Armor2

Gun-Sights
Red-Dot Laser
Telescopic Sight
1.
2.
3.
4.

Equipment
Charm
Clip Harness
Control Collar
Liquid Courage (One Use)
Photo-Contacts/Visor
Respirator

Not available to Subs


Only available to Heavies & Bosses
Only available to Bosses
Only available to Wyrds

Subs
Dregs
Spooks
Masher
Blaster
Boss

Agility
X
X
X
X

Combat
X
X
X
X
X

Ferocity
X
X
X
X
X
X

Muscle
X
X
X
X
X

Shooting
X

Stealth
X
X
X
X
X

Techno
X
X
-

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