Rogue Factoria
RAW ✔️ House of Faith, p83
Benefits
Criminal Allies: Any gang may form an Alliance with the Rogue Factoria provided it is an Outlaw gang. The nature of their operations makes Fallen Houses deeply distrustful of Law Abiding gangs.
Strong Alliance (House Cawdor): The first time a gang belonging to House Cawdor is required to Test the Alliance with this ally, do not roll. Instead count the result as Disquiet.
Bargain Ordnance: While a gang is allied with the Rogue Factoria, it gains access to counterfeit weaponry. When the gang visits the Black Market, it can purchase a counterfeit version of any weapon. Counterfeit weapons have their Rarity reduced by 2 and their cost lowered by 20%, rounded down to the nearest 5 credits (i.e., a Gravgun which normally costs 120 credits and has a Rarity of 11 would cost 95 credits and have a Rarity of 9). Counterfeit weapons are not as reliable as normal weapons, and either have the Reckless trait (if they also possess the Melee trait) or the Unstable trait (if they do not possess the Melee trait), and count as Illegal equipment with a Legality equal to their modified Rarity.
Hedge Armourers: While the gang is allied with the Rogue Factoria, they count as having an Ammo-jack Hanger-on working for their gang. This Ammo- Jack does not count against the gang's normal limit of Hangers-on. Factoria Work Gangs: In the pre-battle sequence the gang may add a Factoria Work Gang (see page 88) to their crew for the battle ahead. These Hired Guns do not cost a gang any credits to hire, but if chosen they must be included in the gang's crew, even if Crew Selection is normally random.
If the gang takes part in either The Hit, Escort Mission or the Last Stand scenario then a Factoria Work Gang must be included unless the gang rolls to Test the Alliance.
Drawbacks
Eye of the Omnissiah: In the pre-battle sequence, during the Choose Crews step, if the gang has included any fighters carrying Counterfeit weapons as part of its crew then their opponent may include a Bounty Hunter without having to pay their hiring fee. Fighters armed with Counterfeit weapons are worth their full value when sold to the Guilders.
Factoria Workers: If the gang includes any Counterfeit weaponry, they must include a Factoria Work Gang as part of their crew or instead choose to Test the Alliance.
Factoria Work Gangs
RAW ✔️ House of Faith, p88
Composition
A Factoria Work Gang consists of one Factoria Overseer, one Work Party Boss and three Factoria Workers.
Factoria Work Gang Special Rules
Bounteous Production: In any scenario that does not give special instructions for Loot caskets, a player controlling a gang that includes a Factoria Work Gang may place two Loot caskets on the battlefield, rather than the usual one.
A Band Apart: Members of the Rogue Factorias take care of their own, especially valued representatives and their favoured attendants. A Factoria Work Gang will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a Factoria Work Gang fighter goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 12-26 Out Cold.
"Here to Help": Unlike other fighters, a Factoria Work Gang is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.
Factoria Overseer
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 3+ | 3 | 3 | 3 | 4+ | 2 | 8+ | 7+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Combi-pistol (autopistol and plasma pistol) | |||||||||
| Autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 4+ | Combi, Rapid Fire (1), Sidearm |
| Plasma pistol | 6" | 12" | +2 | - | 5 | -1 | 2 | 5+ | Combi, Scarce, Sidearm |
| - | |||||||||
| Shock baton | - | E | - | - | S | - | 1 | - | Melee, Parry, Shock |
Skills: Commanding Presence, Overseer
Wargear: Mesh armour
Special Rules: Factoria Work Gang Hierarchy (Leader), Group Activation (2) Factoria Work Gang Hierarchy (Leader): During a battle, should this fighter pass a Bottle test, friendly Factoria Work Gang fighters without this special rule that have not already taken a Bottle test this round and that are within 12" of this fighter will automatically pass their Bottle test for that round. Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Factoria Work Gang fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not use this special rule themselves. The Factoria Overseer is armed with a combi-pistol (autopistol and plasma pistol) and a shock baton, and is equipped with mesh armour. The Factoria Overseer has the Commanding Presence and the Overseer skills. They may, however, only use the Overseer skill to Order another member of the Factoria Work Gang.Special Rules
Equipment
Skills
RAW ✔️ House of Faith, p88
Work Party Boss
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Laspistol | 8" | 12" | +1 | - | 3 | - | 1 | 2+ | Plentiful, Sidearm |
| Shock whip | E | 3" | -1 | - | S+1 | - | 1 | - | Melee, Shock, Versatile |
Skills: Iron Will
Wargear: Mesh armour
Special Rules: Factoria Work Gang Hierarchy (Champion), Group Activation (1) Factoria Work Gang Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Factoria Work Gang fighters without this special rule that have not already taken a Bottle test this round and that are within 6" of this fighter will automatically pass their Bottle test for that round. Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Factoria Work Gang fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not use this special rule themselves. The Work Party Boss is armed with a laspistol and a shock whip, and is equipped with mesh armour.Special Rules
Equipment
RAW ✔️ House of Faith, p88
Factoria Worker
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Reclaimed autogun | 8" | 24" | +1 | - | 3 | - | 1 | 5+ | Rapid Fire (1) |
| or | |||||||||
| Reclaimed autopistol | 4" | 12" | +1 | - | 3 | - | 1 | 5+ | Rapid Fire (1), Sidearm |
| Fighting knife | - | E | - | - | S | -1 | 1 | - | Backstab, Melee |
Wargear: Flak armour
Special Rules: Bodyguard, Indentured Fighters Bodyguard: If the Factoria Overseer is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Factoria Worker within 2" of the Factoria Overseer. Indentured Fighters: If the Factoria Overseer is removed from play for any reason, the Factoria Workers, without guidance, will automatically behave as if the crew they are part of has failed a Bottle test, regardless of how many fighters in total have been removed from play. A Factoria Worker is armed with either a reclaimed autogun or a reclaimed autopistol and a fighting knife. Each may be armed differently.Special Rules
Equipment
RAW ✔️ House of Faith, p88