House Prospector Team

This is my modified take on the House Prospector Team created by Chris Ward, Stuart Witter and Rob Atkins for the Ash Wastes setting.

Team Composition

Minimum 3 fighters.

Chief Engineer

The team must have a single Chief Engineer.

Engineers

The team may have any number of Engineers.

Apprentices

The team may have 0-2 Apprentices.

Pit Slaves

The team may have 0-4 Pit Slaves.

Chief Engineer

130 credits

60+D6 experience

Hand-picked by their patrons in Hive City, a prospector team's chief engineer leads the team's expeditions into the wastes.

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

Weapons

Hand-to-Hand, Pistols, Basic, Special, Extra

Standard Issue

A Chief Engineer automatically has a respirator for free.

Nerves of Steel

A Chief Engineer automatically has the Nerves of Steel skill for free.

Leader

If the Chief Engineer is killed, this ability is passed on to her successor.
The leader automatically has the Nerves of Steel skill for free, can choose any of the skills usually available to the Chief Engineer, and can use Special weapons.
If the leader is not down or broken, any fighter within 6" may use her Leadership for Leadership tests and Initiative for Pinning tests.
When visiting the Trading Post, the leader grants 1D3 rolls on the Rare Trade Chart.

Engineer

60 credits

20+D6 experience

M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7

Weapons

Hand-to-Hand, Pistols, Basic, Extra

Standard Issue

An Engineer automatically has a respirator for free.

Acquisitions

When visiting the Trading Post, an Engineer grants 1 roll on the Rare Trade Chart.

Apprentice

30 credits

0 experience

M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6

Weapons

Hand-to-Hand, Pistols, Extra

Standard Issue

An Apprentice automatically has a respirator for free.

New Blood

An Apprentice that earns 20 xp becomes a full-fledged Engineer, gaining the Acquisitions ability and the ability to use basic weapons.

Pit Slave

40 credits

20+D6 experience

M WS BS S T W I A Ld
4 3 3 3 3 1 3(1) 1 7

Weapons

Hand-to-Hand, Pistols, Extra

Cyborg

A Pit Slave may be equipped with up to one Pit Slave Weapon and up to three armour plates.

Indentured Slave

A Pit Slave automatically has a lobo chip for free.
If a Techno removes a captured Pit Slave's lobo chip, the Pit Slave will immediately join the Techno's gang.

Equipment

The Houses of Hive City produce prodigious quantities of weapons, ammunition and other equipment, and as their eyes and ears out in the Ash Wastes, their prospectors are well equipped. In addition to the House's usual common equipment, all weapons that are usually treated as common during gang creation remain common equipment for the entire campaign.

Skills

Agility Combat Ferocity Hive KenCitadel Journal 30, p46-53 Muscle Shooting Stealth Techno TradingGang War 5, p11-12
Chief Engineer As Gang Leader Y
Engineer As Ganger Y
Chief Engineer As Juve
Pit Slave Y Y N Y N N

Maximum Statistics

Chief Engineers, Engineers and Apprentices use their House's normal values for their maximum statistics. Pit Slaves use the following values:

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

Patron House

When creating a House Prospector team, choose one of the six main Houses. The patron house determines the team's access to equipment and skills as indicated above.

Leadership

Members of a House Prospector team will never challenge the Chief Engineer for leadership. If the Chief Engineer dies, her Leader ability is passed to the Engineer with the most Techno skills - or the Engineer with the highest experience if there is a tie.

Income

A House Prospector team may not work territories, and instead possesses a House Prospector Contract. After every game, roll on the Prospector Finds table. All income is added directly to their stash.

A gang that seizes the Prospector team's territory may loot it for 100 credits, and you must pay 50+4D6 credits to replace the stolen gear. If you do not have enough credits in your stash, the excess is written off.

Transport

A House Prospector team follows the normal rules for vehicle availability. You may not buy beasts unless you have vehicles with sufficient transport capacity to carry them.

Hired Guns

To ensure their discretion, you must pay double the normal fee for any hired guns you employ.

Guild Law

As representatives of their House, a Prospector team may not jeopardise their relationship with the Guild by committing illegal acts. If you hire an outlaw hired gun, halve your income from finds after the next battle. If you attack a Guilder, you earn no income from finds after the next 1D3 battles.