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Cult of the Omnissiah

Battle for Ammoriss Rules Supplement for Necromunda


The Adeptus Mechanicus have a strong presence on Ammoriss. Their
manufactorum’s and mining operations are a well know part of life. Millions of
workers toil for the benefit of the Omnissiah and under the watchful gaze of his
priests. As a result of the widespread reach of the Adeptus Mechnicus on
Ammoriss, a minority of citizens have adopted the Cult of the Omnissiah for
themselves. The under-dwellers of Imperial Tower are no different.

The Cult of the Omnissiah is one of replacement, metal grafting, and other
many sanctioned cults allowed by the body modifications are popular within
Ecclesiarchy on Ammoriss. However, the ranks of the Cult. The more
it is one of the most popular. It is modifications, the more difficult it is
estimated that one in ten citizens are for the devotee to blend into regular
followers of the Ad-Mech’s Ammoriss society, and the deeper
philosophies. Much to the they become involved in the Cult
Ecclesiarchies dismay, the Red Tower Mechanicus.
actively promotes the Cult of the
Omnissiah and often draws from its During the Battle for Ammoriss,
adherents into the ranks of the local restlessness and terror spread
tech-adepts. throughout the lower levels of Imperial
Tower. To protect themselves, those
The Cult of the Omnissiah offers citizens loyal to the Cult of the
simple tenants to lead a spiritual life Omnissiah gathered into gangs for
by following the Emperor as self-protection, and other less noble
Omnissiah. The famous sixteen laws. purposes. They were frequently eager
These laws deem the machine as to help suppress other gangs and cults
perfection and all other forms as in their territories.
naturally flawed. As a result, bionic

Special Rules:
Gang: The Cult of the Omnissiah follows the normal rules for a Gang found in
Necromunda. They are NOT outlaws.

Recruiting the Cult

The Cult of the Omnissiah is recruited the same way as a regular gang. The gang
begins with 1,000 credits to purchase members and equipment with.

Minimum of 3 Fighters: A cult must start with no less than 3 fighters.

Adept Potential: Your cult must include one Adept Potential, no more and no less.

0-2 Lay-Brothers: Your cult may only have up to 2 Lay-Brothers.

Juves: No more than half the cult can be made up of Juves.

Servitors: Your cult can not have more servitors than it has Menials.

Menials: Your cult may include any number of Menials.

1 Adept Potential
Cost: 130
Experience: 60+1d6

The Adept Potential is the member most closely aligned with the 16 Universal Laws
of the Cult of the Omnissiah. As part of the process of becoming a fully fledged
Tech-Priest, he has taken up the mantle of Cult leader to prove himself to his
superiors. By way of his works to spread the word of the Omnissiah and support his
fellow Cult Mechanicus members, he seeks to gain entry into the exclusive order of
the Red Tower.

Due to his progression on the path to joining the Adeptus Mechanicus, the Adept
Potential has all ready begun to acquire bionic replacements and enhancements.
He has begun to shed the frail and flawed way of flesh, and to take up the
perfection of the machine.

Profile M WS BS S T W I A LD
Adept Potential 4 4 4 3 3 1 4 1 8

Equipment: An Adept Potential may be equipped with Armor Plates for 20 credits
each.

Weapons: An Adept Potential may be given weapons from the Bionics, Close
Combat, Pistol, Special, Grenades and Shells weapon lists.

Special Rules:
Leadership: An Adept Potential has the respect and adoration of his fellow Cult
members. This provides the Adept Potential with the Leader special ability. He
always counts as having a friend within 2”, this means he can always test to avoid
pinning.

Any cult member within 6” of the Adept Potential may use the Leadership
characteristic of the Adept Potential when taking a leadership test. The benefit
applies as long as the Adept Potential is not down or broken himself.

0-2 Lay Brothers


Cost: 60
Experience: 40+d6

Lay Brothers are particularly devout followers of the Cult of the Omnissiah, who
have not chosen to seek the Red Robes of a Tech-Priest. However, their technical
knowledge and ability with the Machine-Spirits is still more advanced then the
common practitioner. As a result, they often have access to the best equipment the
cult has to offer.

Profile M WS BS S T W I A LD
Lay Brother 4 3 3 3 3 1 3 1 7

Weapons: Lay Brothers may be armed with weapons chosen from basic, Hand-to-
Hand, Pistols, Special, Heavy Weapons, and Grenade and Shells lists.

Juve
Cost: 25 Credits
Experience: 0

Juves are young, inexperienced members of the cult. They are eager to join and
please the other more senior members of the cult. They are filled with the ideals of
the Omnissiah and the 16 Laws. However, they are unreliable and unsteady. In
time, their understanding will mature, and their value to the cult will increase.

Profile M WS BS S T W I A LD
Juve 4 2 2 3 3 1 3 1 6
Weapons: Juves may be armed with weapons from the Hand-to- Hand, Pistols, and
Grenades and Shells list.

Menial
Cost: 50
Experience: 20 +d6

Menials form the bulk of the Cult. They are dependable adherents tot eh cult, and
willing to help defend the 16 Universal Laws by word or deed.

Profile M WS BS S T W I A LD
Menial 4 3 3 3 3 1 3 1 7

Weapons: Menials may be armed with weapons from the Hand-to-Hand, Pistols,
Basic, or Grenads and Shells lists.

Servitors
Cost: 80 credits
Experience: 50+d6

Servitors are lobotomized souls reprogrammed by Tech-Adepts and their ilk to


perform their duties thoughtlessly. They cannot think for themselves, and can only
take direction from their masters.

Profile M WS BS S T W I A LD
Servitor 4 3 3 3 3 1 3 1 6

Equipment: A Servitor maybe equipped with Armor Plates for 20 credits each.

Weapon: A servitor MUST be given one weapon from the Heavy weapon list and
Bionics list. Once a Heavy Weapon is selected for a Servitor, it cannot be upgraded
or changed for a different weapon.

Skills: All Servitors have the Muscle skill Bulging Biceps.

Special Rules:
The cult must have a Lay-Brother or Adept Potential to use any Servitors. If none
are available, then the Servitor may not be used, and is instead placed into the cults
stash. He no longer adds to the gangs rating or cost upkeep.

Weapon Link: The servitor has a heavy weapon grafted to them. As a result, they
are always treated as encumbered in hand-to-hand. As a side-effect, the servitor
does not benefit from any gun sights.

Not a Free thinker: Servitors can only receive orders and follow its programming.
As a result, it cannot run or charge. They may not hide. IN a scenario that requires
a servitor to begin in hiding, it is instead placed out of sight. Servitors may not go
on overwatch. They cannot earn income or work the Trading post.
Servitors are immune to fear and terror.

Servitors must begin within 8” of another cult member at all times. If it is more
than 8” away, the servitor must use its move to get within 8”.

Programming: Servitors are pre-programmed to perform basic tasks and


functions. Before each game, roll a d6 and consult the Servitor Programming chart.

1- Shooting: Choose a shooting skill for this game.


2- Well-Oiled machine: The servitor gains the Weaponsmith skill for this game.
3- Camouflage: The Servitor may Hide as normal this game.
4- Tracking: The Servitor may use Overwatch this game.
5- Machine Spirits: The servitor can be pinned and ignores all flesh wounds.
6- Saturation Fire: Choose one Heavy Skill for this game.

Experience: Servitors do not gain any additional experience once starting


experience has been determined. Any experience a Servitor would have gained is
simply lost.

Repairing a Servitor: Servitors cannot gain experience in order to overcome


serious injuries. However, they can be repaired by a Lay-Brother or Adept Potential.
The repairing cult member can do nothing else during the post battle sequence.
The cult then spends 50 credits on parts and equipment to repair the injury. The
injury is simply removed from the Servitor.

If the Adept Potential or Lay Brother went Out of Action during the game, then
repairs cannot be made by that model during the post battle sequence. You do not
have to repair serious injuries immediately on a Servitor, you can wait until a future
post battle sequence.

Armor Plates
Servitors and Adept Potentials often have armored plates grafted to them for
enhanced protection and to move away from the fragility of flesh. However, these
metal grafts are bulky and cumbersome. A maximum of three metal plates can be
added to a single model. Each plate improves the models armor saves by 1, but
reduces their initiative by one. The minimum initiative for a model can have is 1.

Bionics
Bionics are unique weapons and attachments fitted to Servitors and Adept
Potentials to help them with their duties. Once purchased, they cannot be removed
or replaced. If they are damaged, then they will act as a club.
In the post-battle sequence, a Lay-Brother or Adept Potential can attempt to repair
damaged bionics, assuming they were not put out-of-action during the previous
game. If they repair bionics, then they cannot contribute to any other post-battle
sequence activity including gathering income, repairing servitors, or working
territories.
Roll a d6. On a 6, all damaged Bionics are replaced. Otherwise, they stay
damaged. If the Cult has a workshop territory then the roll is a 4+ to succeed.

Other hand-to-hand weapons: If a model with a Bionic is armed with more than one
hand-to-hand weapon then the special rules for the Bionic Weapon only applies to
hits with the Bionic Weapon. Remember, per the rules in the Necromunda
rulebook, you alternate hits with close combat weapons. Therefore, only every
other hit can use the special Bionic Weapon rules.

Special Rules: In the event that a Bionic Weapon has a special rule that mimics a
skill, then all rules that apply to the skill also apply to the weapon. Only the parry
skill is stackable.

Cult of the Omnissiah


Weapon List
Bionic Weapons Cost Auto Pistol 15
Buzz Saw 25 credits Las Pistol 15
Chainsaw 25 credits Stub Gun 10
Claw 15 credits
Hammer 20 credits Basic Cost
Rock Drill 15 credits Autogun 20
Shears 15 Lasgun 25
credits Shotgun 20

Hand-to-Hand Weapons Cost Special Cost


Knife (first knife is free) 5 Flamer 40
Chain/Flail 10 Grenade Launcher 130
Club 10 Plasma Gun 70

Pistols Cost Heavy Cost


Heavy Stubber 120 Bolt Shotgun 15
Heavy Bolter 180 Dum Dum 5
Auto-cannon 300 Frag 30
Heavy Plasma 285 Hotshot Shotgun 5
Krak 50
Grenades and Shells Cost Manstopper 5

Bionic Weapons
Any model may only have one Bionic weapon.

Buzz Saw victim strikes a wall or obstacle he


Buzz saws are used to cut scrap parts stops there. If he hits another model,
and other large cutting jobs. It is then both models suffer a hit as if
essentially a whirling disk of toothed hurled. If the thrown model goes off
steel. The Buzz Saw can part steel or the edge of a building, use the rules
flesh with a just an easy swing. found in the Necromunda Rulebook for
falling models.
Str Dam Save Ammo
5 1 -3 - Str Dam Save Ammo
Special Rules: None 4 1 -1 -
Special Rules: Throw as above
Chainsaw
Chainsaws are another versatile Hammer
devise used to cut scrap metal, piping, Giant hammers are often useful in the
cables, and other industrial jobs. The foundries and manufactorum’s of the
chainsaw is often attached to a wrist Ad-Mech. Such facilities are especially
stump or forearm. Compared to other common in North Ammoriss. The
bionic weapons, the chainsaw’s long, force of a hammer blow can often
jagged, edged blade is comparatively drive an opponent to their knees
easy to wield in combat. before they can recover. Any
opponent in hand-to-hand with a
Str Dam Save Ammo hammer equipped model has its
4 1 -1 - weapon skill halved (rounding down)
Special Rules: parry unless it can roll under its Initiative on
a d6 at the start of each hand-to-hand
Claw combat phase.
The claw, or big grabber, is useful for
moving heavy loads and objects. It is Str Dam Save Ammo
popular in the many mines that the 4 1 -1 -
Adeptus Mechanicus operate. Models Special: See above
armed with a claw can pick-up and
hurl his opponent if he wins a round of Rock Drill
hand-to-hand combat. This hurl is in Since mining is such a common
addition to hitting his opponent. A practice for the Ad-Mech to facilitate
hurled opponent can be thrown d6” in on North Ammoriss, Rock Drill
a direction chosen by the thrower. implants are relatively common.
The victim suffers a single hit at a These devices can bore through slag,
strength equal to half the distance minerals, and rock with ease. If a
thrown (rounding up). If the thrown model armed with a Rock Drill inflicts
two or more hits in hand-to-hand wound, immediately roll a second d6.
combat then they may exchange all On a subsequent roll of 6, the
hits for a single increased strength opposing model has had his head
and damage hit. The bonus is +1 snipped off unless he can make a
strength and +1 damage for each hit saving throw (armor, dodge, etc)
after the first that is exchanged.
Any opponent that has its head
Str Dam Save Ammo snipped off is simply dead. No roll is
4 1 -3 - needed on the serious injury table.
Special: See Above The beheaded model is simply
removed from the opponent’s roster.
Shears The beheaded model cannot be
Huge shears help servitors and tech- helped by the medic skill, medi-packs
priests dispose of scrap materials and etc. They are dead.
other industrial waste. These shears
are also very capable of snipping off Str Dam Save Ammo
pieces of people too. If a model User +1 1 -1 -
armed with Shears hits and opponent Special: See above
in hand-to-hand and rolls a 6 to

Cult of the Omnissiah


Experience Table
Experience Title
0-5 Green Juve (Starting point for Juves)
6-10 Juve
11-15 Juve
16-20 Top Juve
21-30 Menial (Starting point for Menials, Juves that reach this level
become Menials)
31-40 Menial
41-50 Menial (Starting Point for Lay Brothers)
51-60 Menial
61-80 Lay Brother (Starting Point for Adept Potentials)
81-100 Lay Brother
101-120 Lay Brother
121-140 Lay Brother
141-160 Lay Brother
161-180 Lay Brother
181-200 Lay Brother
201-240 Adept
241-280 Adept
281-320 Adept
321-360 Adept
361-400 Adept
401+ Tech-Priest- Cult members may not advance any higher.
Cult of the Omnissiah
Skill List
Agility Combat Ferocity Muscle Shooting
Stealth Techno
Adept x x x x x x
Lay x x x x
Menial x x
x
Juve x x

Cult of the Omnissiah


Bionic Upgrade
If a 2 or a 12 is rolled on the advancement table, the Cult of the Omnissiah cultist
may choose to upgrade with a Bionic upgrade (or armored plates) instead of
choosing a new skill. The gang will need to have the credits available to purchase
the upgrade, and the cultist being upgraded will have to miss the next battle as
they recover from the surgery. Any gang member can only have one bionic
upgrade. Any future upgrades rolled can only be for additional armored plates.

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