Orlock Legendary Names
RAW ✔️ House of Iron, p93
An Orlock ganger lives and dies by their reputation, their fighters following them not just because they are the toughest underhiver around, but because everyone knows it. Road Captains, leaders and champions spend their lives amassing legends about themselves, some by doing great deeds – with plenty of witnesses – others by letting their followers talk them up in drinking holes and wasteland dives. Whether a legend is true or not, all that matters is that it takes on a life of its own. Soon people start referring to the Orlock by their nickname, which in turn is a self-fulfilling prophecy, as they strive to live up to it no matter what.
Orlock Legendary Names are special names that can be given to an Orlock Leader or Champion, granting them additional benefits. For example, Orlock Gang Leader Rothgo Jax, could be given the Legendary Name 'Iron Hard', thus becoming Rothgo 'Iron Hard' Jax, and gaining the benefits of the Iron Hard name. Legendary names are not without their cost, however, as the flip side of being a legend is living up to your own hype. Each Legendary Name comes with a drawback, each of which is included as part of the Legendary Name's special rules.
Using Legendary Names
Legendary Names are Advancements. They can be purchased for fighters using Experience points, and they can be given to characters when they are recruited:
- Any fighter can have up to two Legendary Names.
- Any fighter with the Gang Hierarchy (X) special rule can have up to three Legendary Names.
Legendary Names may be taken by fighters as follows:
- Legendary Names can be gained as an Advancement. A fighter may be given a random Legendary Name (from one of the three categories available) for 3 XP, or may choose a Legendary Name for a cost of 6 XP. In both cases, this Advancement increases the fighter's value by 5 credits. If a fighter gains a random Legendary Name that they cannot use, simply roll again.
- Any fighter with the Gang Hierarchy (X) special rule may choose a Legendary Name when they are recruited, as well as choosing a skill (as described in their profile).
Unbelievable Escapes
Some fighters are just impossible to kill. The ganger has a reputation for surviving things no ordinary person should – shrugging off rounds to the chest, stepping out of the way of incoming fire like they were dodging a punch, or snapping off knives driven into their gut, before knocking the attacker on their backside.
1. Iron Hard
This fighter counts the first Serious Injury or Out of Action result they suffer during any battle as a Flesh Wound instead. However, if this fighter is taken Out of Action, their crew will automatically fail the next Bottle test it is required to make.
2. Bullet Dodger
Once per battle, when an enemy fighter makes a ranged attack that targets this fighter, you can force that enemy fighter to re-roll all successful to hit rolls made as part of that ranged attack. During this fighter's next activation after this ability has been used, they can only make Move (Simple) actions.
3. Badzone Legend
This fighter can make a special 3+ save roll against any damage sustained as a result of any environmental hazard (i.e., damage not originating from an attack by another fighter). During this fighter's next activation after this ability has been used, they cannot initiate or take part in Group Activations.
4. Promethium-proof Killer
This fighter ignores all of the effects of the Blaze trait. However, this fighter cannot benefit from or utilise the Leading by Example special rule.
5. Slippery Scummer
If the fighter is ever captured (see the Necromunda Rulebook), they can choose to have another fighter from their gang be captured in their place. If this ability is used and another fighter is taken captive in this way, then the gang cannot and will not attempt a Rescue of that fighter.
6. Blade Breaker
When this fighter is hit by an attack made by an enemy fighter using a weapon with either the Melee trait, the Versatile trait, or both, immediately roll a D6. On a roll of a natural 6, the hit automatically becomes a miss and the enemy fighter is immediately Disarmed (just as if they had been hit on a roll of 6 by a weapon with the Disarm trait).
Impressive Leadership
In the underhive, it takes a big personality to lead a gang, and an even bigger one to be remembered after you're on your way to the corpse-starch factorum. Impressive leaders intimidate those around them, use their guns to make unforgettable statements and get extra creds just for turning up.
1. Bigman
When this fighter makes a Group Activation, they may include fighters within 6" rather than the usual 3". However, this fighter must reduce the benefit of any cover they are in by 1 (i.e., while in Full Cover, enemy fighters only suffer a -1 modifier to their hit rolls when targeting this fighter, rather than the usual -2).
2. Lucky
Once per battle, this fighter can change the result of any one dice they have rolled to a 6 (you may decide to use this ability after the dice have been rolled). However, in a battle that uses the Reinforcement rules, this fighter's Fighter card must be placed in the Reinforcement deck.
3. Impressive Scars
As long as a friendly fighter has a line of sight to this fighter, the distance between that fighter and this fighter does not matter for the purposes of the Leading by Example special rule. However, this fighter must reduce the number of fighters they can include in a Group Activation by 1.
4. Too Pretty for Primus
If this fighter is still on the battlefield at the end of a battle, their gang adds 2D6x5 credits to their Stash. However, if a double is rolled, these credits are added to your opponent's Stash instead.
5. Iron Stare
Enemy fighters wishing to target this fighter with a ranged attack must first pass a Cool check if this fighter has a line of sight to that enemy fighter. In addition, this fighter never counts as the closest fighter for the purposes of Target Priority.
6. Rock Steady
As long as this fighter is Standing and Active, or Standing and Engaged, you can roll two D6 for Bottle tests and apply the lowest result. However, if your gang fails its Bottle test, friendly fighters must reroll a successful Cool check to see if they flee the battlefield.
Improbable Beat-Downs
Every Orlock has a tale of the time they knocked some underhive killer for six – some of them are even true! Leaders with legendary reputations about their combat prowess are said to be able to kill a foe with a single punch or land a bullet between their enemy's eyes from the other side of a dome!
1. One Punch
When making an unarmed attack (see the Necromunda Rulebook) this fighter may choose to roll a single Attack dice, irrespective of their Attacks characteristic or any other bonuses. If this attack hits, it is resolved at Strength 8 and Damage 2, and no Save roll can be made (with the exception of Field armour).
2. Bullet Lord
Once per battle, rather than rolling the Firepower dice, this fighter can choose the result of the dice roll to be a 3. However, after working out the effects of the attack, the fighter's weapon counts as having failed an Ammo check.
3. Two-guns
When this fighter uses the Twin Guns Blazing rule, after working out the effect of their attacks, enemy fighters within 6" must make a Nerve test. However, during any round in which this fighter uses the Twin Gun Blazing rule they cannot make, or participate in, a Group Activation.
4. Chancer
Whenever this fighter hits an enemy fighter with an Improbable Shot, they gain D3 XP. When spending Experience on skill Advancements, this fighter cannot choose skills, and must always gain a randomly determined new skill instead.
5. Headshot
If this fighter takes an enemy fighter Out of Action with their
first Shoot (Basic) action of the battle, they gain D3 XP. However, all
missed ranged attacks made by the fighter count as Stray Shots.
6. One Shot
Once per battle this fighter can choose to automatically hit with a ranged weapon attack, provided the weapon does not have the Rapid Fire (X) trait or the Blast (X) trait. However, if this fighter can take a Shoot (Basic) action during their activation they must do so. Note that, when this fighter uses this ability, they must still roll the Firepower dice.
Orlock Crew Legendary Names
RAW ✔️ Apocrypha Necromunda: Blood, Ash, and Gunshine, p6
Presented below are the rules for Orlock Crew Legendary Names, bringing the legendary names of the Orlock Leaders and Champions to those heroic individuals that crew their vehicles. If the Arbitrator wishes, these new rules may be included in their campaign.
Incredible Drives is a new category of Orlock Legendary Names (as detailed in Necromunda: House of Iron). Unlike other Legendary Names, Incredible Drives can only be taken by Iron Riders (Orlock vehicle crew). Whenever an Iron Rider spends experience to acquire a Primary skill, they may instead acquire an Orlock Crew Legendary Name.
Incredible Drives
House Orlock has a well-deserved reputation as the best drivers around, many of the interests and industries of the Clan House tied to the ash wastes. Orlock gangers often learn to drive all kinds of vehicles, whether or not they ever leave the cavernous interior of the hive Nexus, though those that operate out in the wastes are true masters of the road.
1. Roadkill
Once per battle, at the start of this model's activation, they can use this ability. For the duration of this activation, fighters only pass the Initiative test to avoid being run over on a roll of a natural 6.
2. Big Rig Boss
If this Crew is equipped with a vehicle with a Toughness characteristic of at least 6, then once per battle they can automatically pass a Loss of Control test, there is no need to roll the dice.
3. Cinderak City Drift
Once per battle, this model may perform a Drift (Basic) action as a Free action during its activation.
4. Stunt Driver
The first time in each battle this model Rolls as a result of a failed Loss of Control test, instead of being automatically Wrecked, the vehicle loses 1 Hull Point (the vehicle is still moved in a random direction as per the Rolls result).
5. Wheels of Pain
Whenever a fighter ends their activation on this vehicle and not on a Transport area, they suffer a S3, AP-, D1 hit that does not pin them.
6. Duke of the Road
Once per battle, after performing a Ram (Double) action, this vehicle may immediately perform a Fire All (Basic) action as a Free action targeting a vehicle that was hit by the Ram (Double) action.