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House Favours

RAW ✔️ Necromunda Core Rulebook (2023), p243

The interests of the Clan Houses are often played out in the furious battles between underhive gangs; the House masters aiding those that will further their agendas. During step 2 of the Pre-battle sequence of any battle, a gang may petition their House or faction for aid. Roll 2D6 on the table below, adding +1 (to a maximum of +3) for every gang in the campaign with a higher Rating than them (the Houses are more likely to offer support if they think their interests might be in danger!).

  2D6  Result
2Displeasure: Such presumption demands recompense! Not only does the gang's House consider their position unworthy of aid, they feel the gang must offer up a tithe.
The player must select one of their Juves or Gangers and remove them from the gang.
3-5No Effect: Do not bore me with your cries!
Despite the gang leader's pleas, their House remains indifferent to the gang's plight – try harder, ganger!
6-8Arms Shipment: Clearly, they simply require the tools to get the job done.
The player may add 2D6x10 credits worth of equipment from their House Equipment List to their Stash.
9-10New Blood: Perhaps some fresh blood is needed.
The player may add a Juve to their gang – though they still need to buy them equipment as normal.
11-12House Trainer: Maybe they just need to be shown how to fight?
The House sends a trainer – the player may choose D3+1 of their fighters to earn D6 XP each.
13+Old Pro: These ones are special, send a member of my bodyguard at once!
The player may generate a Ganger with up to 100 credits worth of gear and 2D6 Experience to add to their gang as a permanent addition.
note

RAW ✔️ Source: The Book of Ruin

To use the Favours table, a gang must first determine which table they can roll on:

  • Clan House Gangs (Goliath, Cawdor, etc) roll on the House Favours table, or, if they are Outlaws, they must instead roll on the Outlaw Favours table.
  • Venator Gangs may roll on either the Outlaw Favours table (even if they are not Outlaws) or, if their Leader has a House Legacy, the corresponding House Favours table.
  • Genestealer Cults gangs and Genestealer Infected gangs roll on the Genestealer Cults Favours table.
  • Corpse Grinder gangs, Chaos Helots Cult gangs, and Chaos Corrupted gangs roll on the Chaos Favours table

Cawdor House Favours

RAW ✔️ House of Faith, p93

Cawdor House Favours represent the Clan House nobles, or perhaps even the Thane himself, taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, Word-Keepers giving their followers spiritual guidance or just much-needed firepower.

  2D6  Result
2Penance!: Not only have the gang's pleas for aid been disregarded, the nobles decide a penance must be paid. The gang must remove one Ganger or Juve permanently from their gang roster.
3-5Flagellation: The gang members work themselves up into a frenzy of faith awaiting aid from above that never comes. This heightened level of religious zeal means that they begin all battles during this Campaign Week with D6 Faith dice in their Faith dice pool.
6-8Scrap Shipment: The gang receives a shipment of cast-off weapons and wargear. The player's gang immediately gains 2D6x10 credits worth of weapons and Wargear chosen from either the Cawdor Brethren Equipment List if the gang is Law Abiding, or the Redemptionist Brethren Equipment List if the gang is Outlaw. Any credits not spent on these weapons are lost.
9-10Blessed of Cawdor: A 'chosen' one appears, taking control of the gang for a short time, before either dying or learning their place. The gang gains a Juve who has the Gang Hierarchy (Leader) and Group Activation (2) special rules. For the duration of this Campaign Week, or until this new Leader is killed, the gang's actual leader loses the Gang Leader special rule. This Juve and their equipment is free, i.e., the gang does not pay any credits from their Stash to hire this Juve.
11-12Vision from the God-Emperor: Roll a D6 for each member of the gang. On a 1, that fighter immediately goes into Recovery (recovering during the Wrap-up step of this battle). On a 2-5, they gain 1 XP. On a 6, they gain D6 XP.
13+The Executioner Cometh!: One of the Thane's Executioners descends from hive city to aid the gang. For the remainder of the current Campaign Week, the player's gang can include a House Agent (see page 74) without the need to petition their House or pay a credit cost.

Delaque House Favours

RAW ✔️ House of Shadow, p93

Delaque House Favours represent the Clan House nobles, or perhaps even the Star Chamber, taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, hidden benefactors sharing their secrets with emergent gang leaders.

  2D6  Result
2Disappeared: Not only have the gang's pleas for aid been disregarded, the Star Chamber decides a penance must be paid. The gang must delete one Ganger or Juve permanently from their gang roster.
3-5Questionable Information: The gang receives some information that may or may not be of use to them. During the pre-battle sequence, when rolling for the scenario, the player may roll 3D6 rather than the usual 2D6 and discard any one dice.
6-8Tools of Subterfuge: The gang receives a shipment of House weapons and wargear. The player's gang immediately gains 2D6x10 credits worth of weapons and wargear chosen from the Delaque Ghost equipment list. Any credits not spent on these weapons are lost.
9-10A New Bonding: The House sends a new recruit to boost the numbers of the player's gang. The gang gains a Delaque Ghost with up to 60 credits worth of weapons and Wargear for free.
11-12Ancient Memories: A psychoteric memory stone is gifted to the gang, and any or all members of the gang may tap into its stored wisdom. Any number of fighters in the gang, chosen by the controlling player, may choose to use the stone. Roll a D6 for each member of the gang that chooses to use the stone. On a 2-5, they gain 1 XP. On a 6, they gain D6 XP. However, on a roll of 1, they immediately go into Recovery as the ancient memories overwhelm them.
13+Agent of the Star Chamber: A powerful agent of the Star Chamber comes to aid the gang. For the remainder of the current Campaign week, the player's gang can include a House Agent without the need to petition their House or pay a hiring fee.

Escher House Favours

RAW ✔️ Source: House of Blades

Escher House Favours represent the influence and aid of the major factions within the clan. This could be aid from the Chymist Cults or the hab-mothers supplying chems or weaponry, or even specific help from the Wyld or the Death-maidens. If a gang is especially favoured, they may even draw the notice of the Council of Crones, who can use their great power to support the gang in its underhive battles.

  2D6  Result
2Too Many Chems: Too much of a good thing can sometimes be deadly. One of the gang's fighters, chosen by the controlling player, is permanently removed from their gang roster, along with any of that fighter's equipment.
3-5Test Subjects: To prove themselves, the gang must test out some chems to see if they are 'battle ready'. The player is awarded 50 credits which must be spent immediately to purchase Stimms from the Escher Chem-alchemy section for up to three of their fighters. Any unspent credits are wasted.
6-8Surplus Clan Equipment: The gang receives a shipment of Escher chems and weapons. The player's gang immediately gains 2D6x10 credits worth of weapons and Wargear chosen from the Escher Gang Sister equipment list. Any credits not spent on these weapons is lost.
9-10Wyld Ones: Sometimes members of the Wyld come to the aid of Escher gangs, though their help can be a mixed blessing. The player can add D3 Wyld Runners to the gang for the rest of the campaign week. If no appropriate models are available, re-roll this result. These Wyld Runners may be equipped with weapons and Wargear from the Escher Wyld Runner equipment list up to a total value of 100 credits. All the weapons used by these Wyld Runners, however, gain the Reckless trait.
11-12Chymist Cult Matron: A powerful member of the Clan House has descended from the Sirens to Hive City to aid the gang. For the rest of the campaign week, the player's gang can include a House Agent (see page 70) without the need to petition their House or pay a credits cost.
13+Chemical Warfare: Sometimes an experimental chem will be given to a gang's fighters, allowing them to experience all the reality of gang warfare without any of its consequences. At the start of any battle this campaign week, the player can declare their gang is undertaking Chemical Warfare. For the duration of the battle, all Escher fighters in their crew automatically pass any Cool checks they are required to take, and their gang need not make Bottle tests.

Goliath House Favours

RAW ✔️ House of Chains, p101

Goliath House Favours represent the beneficence of the Goliath Over-tyrant, or the Hive Alpha. At the Arbitrator's discretion, gangs belonging to House Goliath can roll on the Goliath House Favours table. This should be done at the start of a campaign week, but may be done at any time the Arbitrator deems appropriate. Players should be warned though, while these masters might bestow gifts upon the gang, they might also exact a price for those audacious enough to call upon them.

  2D6  Result
2Back to the Pit!: The House masters see no reason to give the gang aid, and punish them for their weakness in asking for it. One of the gang's fighters, chosen by the player, is permanently removed from their gang roster, along with any of that fighter's equipment.
3-5Test of Strength: If the gang would ask the favour of the House masters they must prove themselves in combat, and should they survive, the lessons learned will be reward enough. Randomly select one fighter in your gang. This fighter receives D3+2 XP but must make a roll on the Lasting Injuries table. If a Critical Injury result is rolled, a (Champion) or (Leader) belonging to your gang can immediately make the Medical Escort post-battle action.
6-8Barrel of Spud-jackers: The House masters decide to give the gang a chance to earn their favour through the brutality of close combat. The player can add 2D6x10 credits worth of weapons from the Goliath Forge Tyrant Equipment List (see page 47) to the gang's stash. These weapons must all have the Melee trait.
9-10Vat Leavings: Strength breeds strength, and the House masters decide the gang is a good place to train up some of the weaker members of the clan. The player can add up to two Goliath Bruisers (Ganger) to their gang for free. These Goliath Bruisers are always Vatborn and do not receive any Gene-smithing upgrades (see page 103). However, they must make a roll on the Lasting Injury table for each of these fighters and immediately apply the results (re-roll results of Critical Injury and Memorable Death). Equipment for these fighters must be purchased as normal.
11-12Cranial Jolt: Goliaths have a unique method of rapidly training up fighters, and the masters have seen fit to share this precious technology with the gang. The player randomly chooses one of their fighters. This fighter then gains a random skill from either a Primary or Secondary skill set chosen by the player. If the fighter already has the generated skill, the player may instead choose a skill from that skill set.
13+Glory for Goliath: Impressed with the strength of the gang, the masters decide to visit their boons upon one of its fighters. The player chooses one of the fighters in their gang. This fighter can choose a Gene-smithing upgrade (see page 103) available to their lineage (Vatborn, Natborn or Unborn). After gaining this upgrade, the fighter immediately goes Into Recovery.

Orlock House Favours

RAW ✔️ House of Iron, p89

Orlock House Favours represent the largess of the Clan Families and their patriarchs or matriarchs taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up-and-comers, or Road Bosses giving their clan brothers and sisters a helping hand.

  2D6  Result
2A Long Walk: Clearly the gang needs to be taught a lesson in what it means to be an Orlock.
One of the gang's fighters, chosen by the player, is permanently removed from their gang roster, along with any of that fighter's equipment.
3-5Hard Times: An Orlock can make do with whatever tools are at hand.
Up to three fighters in your gang can be given weapons from their equipment list for free. These weapons are kept until the end of the current campaign week, however, these free weapons gain the Unstable and Limited traits, if they did not already have them.
6-8Guns and Ammo: There is always hardware laying around in the Nexus. The gang receives a shipment of surplus weapons and ammo.
The player's gang immediately gains 2D6x10 credits to spend on new weapons and Wargear chosen from the Orlock Gunner equipment list. Any credits not spent on these weapons are lost.
9-10A Band of Prospects: _The Road Boss sends some young bloods looking to prove themselves._
The player can add D3 Wreckers to their gang for the rest of this campaign week. These Wreckers may be equipped with weapons and Wargear from the Orlock Wrecker equipment list up to a total value of 100 credits. All the weapons used by these Wreckers, however, gain the Reckless trait.
11-12Visit from the Road Boss: A powerful member of the Clan House has arrived from the wastes to aid the gang.
For the rest of this campaign week, the player's gang can include a House Agent without the need to petition their House or pay a credit cost.
13+Orlock's Finest: The gang receives a crate of Merdena's Finest Wild Snake.
Make a note of this crate in the gang's Stash. It may be consumed before any battle, removing it from the Stash, to allow all fighters in your crew to automatically pass any Cool checks they are required to pass for the duration of that battle.

Van Saar House Favours

RAW ✔️ House of Artifice, p89

Van Saar House Favours represent the largess of the clan masters taking a personal interest in a particular gang. They might also represent more powerful gangs helping out up and comers, Primes and Archeoteks of great renown aiding their clan brothers and sisters in whichever manner they deem most appropriate.

  2D6  Result
2Mind Wipe: The House masters believe the gang has more than enough tools to achieve its goal, and punishes it for not evaluating its resources correctly. One of the gang's fighters, chosen by the player, is permanently removed from their gang roster, along with all of that fighter's equipment.
3-5Unwilling Upgrade: If the gang would ask the favour of the House masters, its members must also prove they are willing to advance the knowledge of the House. Randomly select two fighters in your gang. Every weapon carried by those fighters that does not have the Melee trait gains the Unstable trait until the end of this Campaign week, unless it already has it. If a chosen fighter is part of the starting crew for a battle and finishes that battle without being Seriously Injured or taken Out of Action, they immediately gain an additional D3 XP.
6-8Trip to the Tech Bazaar: The most reliable of weapons are always in stock. The player can add 2D6x10 credits worth of weapons from the Van Saar Tek equipment list (see page 45). Any credits not spent on these weapons are lost.
9-10Smooth Skin: The most ambitious, and often successful young bloods travel from gang to gang, proving their skill through the fires of battle. The player can add one Neotek to their gang for the rest of the current Campaign week. If no appropriate models are available, re-roll this result. The Neotek is equipped with an armoured undersuit and gravcutter as normal, and a 'Hystrar' pattern energy shield and plasma pistol free of charge. However, the plasma pistol (both profiles) gains the Reckless trait.
11-12Cranial Inload: The Van Saar, long ago, engineered a method to temporarily bestow muscle memory patterns upon test subjects, and their masters have seen fit to share this technique with the gang. The player randomly chooses one of their fighters, and this fighter gains a single random skill from either a Primary or Secondary skill set chosen by the player. If the fighter already has the generated skill, the player may instead choose a skill from that skill set.
13+Gifts of the Archeoteks: The player may choose one of their fighters and immediately give them a single piece of Archaeo-Cyberteknika (or upgrade one of their pieces of Cyberteknika) for free.

Outlaw Favours

RAW ✔️ Source: The Book of Ruin

Outlaw Favours represent locals and wanderers offering aid to the outlaws, or the benefits of living free among the badzones. Despite not having the support of a Clan House or other master, outlaws never seem to want for support on Necromunda.

  2D6  Result
2A Bad Business: One of the members of the gang has met with an unfortunate 'accident. The player must choose one of their Juves or Gangers and remove them from the gang. If they are a Venator gang, remove a Hunter instead.
3-5Treacherous Scum: The player may include a free Hive Scum hired gun as part of their crew in their next scenario. The Scum is far from trustworthy however, and in the End phase of each round the player must make a Leadership check with their Leader. If this check is failed, the Scum flees the battlefield and is removed from play.
6-8For the Cause: A like-minded soul has made a donation of arms and equipment to the outlaws. The player can choose up to 2D6x10 credits worth of Common items from the Trading Post and add them to the gang's stash.
9-10Young Guns: A would-be recruit looking to join up finds their way to the gang. The player may add a free Juve or Ganger if they are a Clan House Gang, or a free Hunter, if they are a Venator gang, to their roster. This fighter comes with up to 60 credits of equipment from their Gang Equipment list or House Equipment list.
11-12Badzone Wisdom: Living out in the bad zones the outlaws have learnt a thing of two about survival. The player may choose D3+1 of their fighters to receive D6 Experience points each.
13+Wasteland Wanderer: A noteworthy badzones wanderer has taken an interest in the outlaws, joining up with them for a while to further their own agendas. The player chooses a Bounty Hunter or Dramatis Personae Bounty Hunter, and may add them to their gang for free for the duration of this campaign week.

Genestealer Cult Favours

RAW ✔️ Source: The Book of Ruin

Genestealer Cults Favours represent the cult performing psychic rites to establish a connection to the distant being lurking beneath the ruins of Hive Secundus, and taking guidance from its mental commands.

  2D6  Result
2Brood Cull: Weakness within the brood cannot be allowed to fester and grow. The player chooses one of their Neophyte Hybrids (or Ganger) and removes them from their gang. The gang may add the Neophyte's weapons and equipment to the gang's stash.
3-5Industry of War: The Brood turns its claws to the creation of more weapons for the cause, leading to a temporary increase in firepower. The player may select up to 100 credits worth of weapons and wargear from their House Equipment list. However, the weapons are far from the highest quality, and they all have the Unstable and Reckless traits, if they did not have these traits already.
6-8Alien Evolution: More hybrids are born or drawn to the cult, boosting its numbers with capable fighters. The player must remove a Neophyte Hybrid (or Ganger) from their roster, adding its equipment to the gang's stash. They may then add a Hybrid Acolyte (or Ganger) to their gang for free. The new fighter has no equipment, but may come with a Third Arm.
9-10Brood Whispers: Psychic whispers from cursed Secundus echo in the minds of the brood. The player chooses a fighter in their gang. This fighter can gain a random skill from either its Primary or Secondary skill groups.
11-12Psychic Bond: A blessed awakening has occurred and a member of the brood has blossomed into a psychic being under the command of the brood alpha. Choose a Neophyte Hybrid (or Ganger) or a Hybrid Acolyte (or a Juve). The chosen fighter is now a psyker, and may choose a single psychic power from the Cult Wyrd Powers. Cult Wyrd Powers is now a Primary skill group for the fighter.
13+A True Birth: A new generation of Purestrain Genestealers are born to the brood, making for powerful new weapons in the cult's growing arsenal. The player may include a Purestrain Genestealer with the Infiltrate skill in their gang for one battle this campaign week. This creature is, however, too valuable to risk in a protracted battle, and so is removed from play in the End phase of a randomly determined round. Roll a D3 between steps 7 and 8 of the pre-battle sequence. The number rolled indicates the round in which the Purestrain Genestealer is removed from play. However, it is still a Purestrain Genestealer, and cannot be removed from play early by Tactics cards, Campaign Events or similar outcomes.

Chaos Favours

RAW ✔️ Source: The Book of Ruin

Chaos Favours represent gifts of the Dark Gods, as well as the warping power of Chaos as it takes root within the gang.

  2D6  Result
2Devoured by Spawn: Gifts of the Dark Gods are seldom without their price. If the gang has a Chaos Spawn then remove a random fighter from the gang's roster. If the gang does not have a Chaos Spawn, remove a random fighter from the gang's roster then add a Chaos Spawn to the gang.
3-5Dark Omens: It is a portentous time for the gang to make their rituals to the Chaos gods. If the gang's Cult Demagogue performs the Lead Ritual post-battle action this cycle then they can choose to re-roll the dice to determine the outcome of the ritual. However, if they do, any doubles rolled count as a double 1.
6-8Stolen Weaponry: A Guilder shipment of weapons has fallen into the hands of the cult, with the guns soon to be turned upon their creators. The player may add up to 2D6x10 credits worth of items from their House Equipment list to the gang's stash.
9-10Fresh Converts: Eager new converts to the cult fight for the chance to stand at the side of the demagogue and prove their worth to the Dark Gods. The player can add up to three Helot Cultists (or Gangers in the case of Chaos Corrupted Gangs, or Skinners in the case of Corpse Grinder Cults) to their gang roster. However, for each fighter added beyond the first, all the new fighters must make a roll on the Lasting Injury table (i.e, if two Helot Cultists were added, both would make one roll on the Lasting Injury table, and if three were added each would make two rolls). These new fighters come with no equipment.
11-12Hour of the Witch: Dark energies swirl around the gang as the power of the Warp waxes. Choose one of the gang's fighters. The chosen fighter is now a psyker, and may choose a single psychic power from the Chaos Cult Wyrd Powers. Chaos Cult Wyrd Powers is now a Primary skill group for the fighter. If the chosen fighter was a Cult Witch, they can instead gain a new psychic skill from the Chaos Cult Wyrd Powers.
13+Eye of the Gods: The gaze of the Dark Gods has fallen upon the gang, and it now falls to them to prove themselves worthy of their master's attentions. During the gang's next game, when one of the gang's fighters takes an enemy fighter Out of Action, roll on the table below.
  D6  Result
1Unimpressed: The kill was not worthy of the attention of the Chaos gods and they punish the fighter by striking it from their memory. The fighter gains no Experience points for taking the enemy fighter Out of Action.
2-3Growing Interest: The Chaos gods are watching the fighter's progression with interest. The next time in this battle the fighter takes an enemy fighter Out of Action add 1 to the dice result. This result is cumulative.
4-6+Dark Favour: The Chaos gods see fit to bestow a temporary boon upon the fighter for their actions. For the remainder of the battle the fighter can increase one of their characteristics by 1. This effect is cumulative, though each time it is received the fighter must choose a different characteristic to improve.