Only War: Necromunda Outlanders [Pit Slaves]

Overview

Pit Slaves – These are the poor souls who escaped a lifetime in the pits doing hard labor or fighting as gladiators. Each member is fitted with cybernetic attachments to allow of various tasks. Unlike many gangs, they are always on the run so they cannot be sent back to the pits.

Motivation

[Escape/Survival] All pit slaves are former criminals in the eyes of the law, and most definitely property of horrible place. For this reason they are always on the move, trying to keep one step ahead of both the law along with any ambitious gangs looking to collect on their bounties.

Gang Creation – Each pit clave will start with the following features:

[Traits] + Weapon Skill, +3 Strength, +3 Toughness, -3 Willpower
[Skills] Awareness, Parry, and Stealth
[Talents] Sound Constitution, Iron Jaw, Lightning Reflexes
[Regimental Favored Weapon] – Pit Slaves do not have favored weapons, only what they can find.

Additional Features/Restrictions

[Cybernetics] – Each pit slave is fitted with at least one cybernetic tool that has replaced a single arm. This is a large tool that can act as a weapon, and utility for some circumstances. Regardless of the type of cybernetic replacement, it can be used to parry.

[One Handed Weapons] Since one arm has been replaced with some sort of industrial tool, this means they can only use one handed weapons.

[Armor] – Pit slaves can only use flak vests on the torso. There are no restrictions on helmets.

Specializations – Pit Slave gangs can have 1 Sergeant (Pit Slave Boss), 1 Tech Priest (Techno), 1 Medic, and Weapon Specialists.

Pit Slave Boss – Use Sergeant creation rules with the following addition.

[Additional Talent] – True Grit
[Pit Slave Cybernetic] – Must choose one Pit Slave Cybernetic. This cybernetic will replace one arm.

Pit Slave Techno – Use tech-Priest creation rules with the following addition.

[Cybernetic Craftsmen] – The Techno can create or repair any cybernetic with ease. Treat any roll dealing with cybernetics as one difficulty level lower.
[Pit Slave Cybernetic] – Must choose one Pit Slave Cybernetic. This cybernetic will replace one arm.

Pit Slave Medic – Use Medic creation creation rules with the following addition.

[Cybernetic Surgeon] Can graft cybernetics with ease. Treat any roll dealing with cybernetic surgery as one difficulty level lower.
[Pit Slave Cybernetic] – Must choose one Pit Slave Cybernetic. This cybernetic will replace one arm.

Pit Slave Weapon Specialist – Use Weapon Specialist creation creation rules with the following addition.

[Additional Talent] – Blademaster (used in conjunction with their cybernetic weapon/tool
[Pit Slave Cybernetic] – Must choose one Pit Slave Cybernetic. This cybernetic will replace one arm.

New Cybernetics – Pit Slaves can use their strength bonus for melee damage with their cybernetic.

[New Cybernetic] Rock Drill – 1D10+5 I, Pen 10, Felling (5), Proven (3), Razor Sharp, Tearing

[New Cybernetic] Industrial Shears – 1D10+2 R, Pen 7, Crippling (5), Razor Sharp

[New Cybernetic] Claw – 1D10+3 R, Pen 2, Razor Sharp

[New Cybernetic] Chainsaw – 1D10+2 R, Pen 3, Balanced, Tearing

[New Cybernetic] Hammer – 1D10+5 I, Pen 3, Unbalanced, Crippling (3)

[New Cybernetic] Buzzsaw – 2D10 R, Pen 3, Tearing

This conversion is part of the greater Necromunda/Only War conversion series. Find the Archive here!

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