New Recruits
Yes, your House is lovely. Orlocks are the true character in an Orlock gang, Eschers in Eschers, and so forth. Anyone else only stays with you for one game. And this is right and proper.
BUT IT IS ALSO BORING!
It's always wonderful when your Scum mows down an entire enemy gang using his boltgun. But then you realise he got no experience from that. Damn, hmm?
Now let's say you had a permanent Scum. He mows down an entire enemy gang using his boltgun. After the battle, he gets Marksman and Gunfighter. Now, he swaps his boltgun for a bolt pistol and a plasma pistol. He mows the entire gang down quicker, and everyone's happy.
There, see? Isn't it so much better to have permanent recruits?
No permanent recruits (except your standard Leaders, Gangers and Heavies) start off with experience. It just doesn't factor in with your gang.
So, without further ado (there's been quite enough ado already), I present:
EQUIPMENT: When a Prizefighter is recruited, he will come with a Flail and a Knife. He may carry Hand to Hand weapons, Pistols, and Grenades. He may also carry Special Weapons, but the cost of these cannot cover more than half his equipment cost. SKILLS: A Prizefighter may advance in Combat, Muscle, and Ferocity. TO THE DEATH!: A Prizefighter will always fight to the death (or the serious, serious mauling), no matter what. To represent this, if a Prizefighter causes a Serious Injury and it turns up as Captured, the Prizefighter slits his throat and leaves him to bleed his life's blood onto the cold ground. If it turns up a Full Recovery, roll again. However, if the Prizefighter contracts a Serious Injury and it turns up Captured, the Prizefighter will goad his captor into killing him anyway (not very smart, is he?), and if it turns up a Full Recovery, the person who dealt the injury will smite him one for his arrogance - roll again on the Serious Injury table. COST: Even though it's on the profile - 80 credits. (including flail and knife) Prizefighter Advancements:
D6 roll:
Advancement
1
New Skill: Choose any skill table and roll on it.
2
New Skill: Choose a skill table from the Prizefighter skill tables (Combat, Muscle, and Ferocity) and roll on it.
3
Characteristic Advance: Roll 1D6:
1-2: +1 S
3-4: +1 T
5-6: +1 WS
4
Characteristic Advance: Roll 1D6:
1-3: +1 S
4-5: +1 WS
6: +1 W
5
Characteristic Advance: Roll 1D6:
1-2: +1 WS
3-4: +1 I
5: +1 W
6: +1 BS
6
New Skill: Choose a skill table from the Prizefighter skill tables (Combat, Muscle, and Ferocity) and roll on it.
EQUIPMENT: A Waterdancer carries two knives. He will carry no other hand to hand weapons. After each battle, you may roll a die to see if your Waterdancers will break from convention. On a 4+, all your Waterdancers may buy new weapons, but only at that time. At any other time, the Waterdancers will stick with what they've got. SKILLS: A Waterdancer may advance in Combat, Agility, and Stealth. COST: 125 credits (including knives) WATERDANCE (pierce the sack): A Waterdancer is a disconcerting opponent - leaping from the shadows, dancing around you in combat, and then sticking a knife through your neck. To represent this, the Waterdance rule negates the armour save of any creature the Waterdancer is fighting with a lower Initiative than the Waterdancer, that creature's armour save is ignored. Also, when the Waterdancer charges, if the creature it charges is of lower WS than the Waterdancer, the Waterdancer gets in two immediate hits. Waterdancer Advancements:
D6 roll:
Advancement
1
New Skill: Choose any skill table and roll on it.
2
New Skill: Choose a skill table from the Waterdancer skill tables (Combat, Agility, and Stealth) and roll on it.
3
Characteristic Advance: Roll 1D6:
1-2: +1 I
3-4: +1 Ld
5-6: +1 WS
4
Characteristic Advance: Roll 1D6:
1-3: +1 I
4-5: +1 WS
6: +1 W
5
New Skill: Choose a skill table from the Waterdancer skill tables (Combat, Agility, and Stealth) and roll on it.