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 Sisters in Necromunda from Andreas Fransson & Pontus Jennerholm

 

Sisters of Battle


Every once in a while, settlements are overrun by criminals, or worse. Sometimes things are even so bad that the uphive administration is alerted of the situation, and decides to take action. The most common way is to send in a couple of Arbitrator squads, och perhaps an Imperial Guard unit, but in some cases the Sisters of Battle are summoned to deal with the trouble-makers.

The following rules describe how Sisters of Battle can be used in games of Necromunda:

Starting a garrison

The garrison is run by a Sister Superior. To her help she has three Battle Sisters.

Starting a garrison is done exactly as when any other gang is founded. The garrison gets five rolls on the Territories list, and collects income after each battle as normal. The territories represent the area that the garrison patrols. The credits they collect is however not the normal income of a gang. It represents the status and prestige of the garrison in the eyes of the uphive administration. This prestige allows them to request reinforcements in the form of equipment or even additional Sisters.

Here are the profiles:

1 Sister Superior (cost: 280 incl. standard equipment, experience: 60+D6)

M WS BS S T W I A Ld
Sister Superior 4 3 4 3 4 1 4 1 8

Weapons: The Sister Superior is normally armed with a Boltgun and Frag Grenades. She may exchange them with weapons from the assault, pistols, basic, special, and grenades lists.

Armour: The Sister Superior wares Power Armour.

Leader: The Sister Superior counts as being the Leader, and all rules for Leaders apply to her.

Sacred rites: The rules for sacred rites, as printed on page 45 in the Sisters of Battle Codex, apply when the unit is lead by a Sister Superior.

1+ Battle Sisters (cost: 240 incl. standard equipment, experience: 60+D6)

M WS BS S T W I A Ld
Battle Sister 4 3 4 3 4 1 4 1 8

Weapons: The Battle Sister is normally armed with a Boltgun and Frag Grenades, She may exchange them with weapons from the assault, pistols, basic, and grenades list.

Armour: The Battle Sister wares Power Armour.

Specialists: Up to one Battle Sister at a time can be appointed Weapons Specialist. This Sister may in addition to the above equipment carry a special or heavy weapon.

Skills

Sister Superior: Agility, Combat, Ferocity, Shooting, Stealth, Techno.

Battle Sisters: Ferocity, Shooting, Techno.

Income

The Sister Superior counts as being the Leader, and may therefor not collect any income. All Battle Sisters are considered Gangers, and collect income in the normal manner.

Profile maximums

M WS BS S T W I A Ld
4 6 7 4 5 3 7 3 10

Special rules

Ammo rolls: Since the garrison is well-equipped, and the Sisters spend a lot of time polishing their weapons, all Ammo rolls are made against a natural 2+ on a D6, regardless of the weapon's listed rating.

Pinned tests: Because of the Sisters' absolute faith in the Emperor, and uncorruptable loyalty to their superiors, they may always make the Initiative roll at the beginning of the turn to see if they remain pinned - even if no friendly model is around.

Captured enemies: Roll a D6 and use the following table to determine what happens to the captured fighter:

1 Summary execution The fighter is executed for his crimes against the Imperium.
2 Police Brutality Roll once on the Serious Injuries. Re-roll if the result is "Dead" or "Captured". The injuries can be cancelled for D6x5 credits.
3-4 Bail The fighter can be bailed out for D6x5 credits.
5 Paroled The fighter is sentenced a short prison sentence. Roll a D6 before each following game; On a roll of 5+, the ganger has been released and will be available for the upcoming battle. The fighter also receives an additional D6 experience points for the time
6 Released After a brief interrogation, the fighter is released on his own recognisance.

* The above table is taken from the Adeptus Arbites force list published by Dartfrog. I just couldn't help myself. :-)

Captured Sisters: If a Sister is captured, her comrades must attempt a rescue operation. They may not pay a ransom to free the captive as the Imperium does not negotiate with outlaws and terrorists.


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