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The Pangolin Saloon

The Adepta Sororitas in the Underhive

By Andreas Fransson and Pontus Jennerholm

With judicious additions from Phil Tortorici and Dick Mitchell


(This article came about partially because of the demise of my Novices article, which was even advertised to show up in a Citadel Journal, but was yanked at the last moment. I had planned to write a version of it for Necromunda, started it, and put it aside after doing some of preliminary modifications on the piece I found on the Vault of Origins. Heck, I even have stuff on that site. Their work wasn’t a bad start, but for my needs, it needed to move more in the direction of my Novice article. So I credit these guys, for being first, but I pinched what they have done, anyway.


I had started to put together an Adepta Sororitas army, as my main Warhammer 40K army, and wanted to work the Necromunda Escher gang models into my army as well. Making them Sororitas Redemtionists was a little too easy, and there was no longer a 2nd edition Frateris Militia. John Blanche’s Escher conversion in the codex got me thinking that I could do more with my figures than this. I know that nuns-in-training are called novices, and this would be as good starting point, as any. For those of you who been play 40k way too long, In the Warhammer 40K Compilation, there was an article on the Imperial Guard’s trainees- the White Shields- and this article also helped in developing the Novice concept. Presently, the battle sister line squads, themselves fulfill the role of Novice, and I’d like to think that they got the idea from me. Well, I’d like to think that. The Sister Repentia has also inspired me to re-visit the subject.


One of the original problems I had with the writing of this was that the Escher figures were way too hard-looking to represent cadets from the Schola Progenium, which is where Sororitas are trained, in the back story. An alternative source of trainees had to be found in order for me to use these figures properly. Way back when I was a mere child, one hundred years ago, I remember reading a story about a young-looking Catholic priest who went to live with the street children of post WWII Naples, in an attempt to save them. This is the background I chose to adapt to create my Adepta Sororitas Novices, and as they are also called- Blessed Urchins.)



Blessed Urchins


Sometimes the ranks of the Adepta Sororitas deplete faster than new recruits can be trained or arrive, and on the very distant planets of the Imperium, other means must be taken to maintain their ranks. This type of recruitment usually happens on the worlds where the Orders Hospitaller, has an established mision. On these worlds the Sisters of the Orders Hospitaller have established shelters to help the needy, to heal and feed them and preach in word and example the glory and duty of the Emperor. The Ecclesiarchy also uses these missions as listening posts, for the gathering of any news of possible heresy. A contingent of Sisters, taken from the Orders Militant are usually assigned the mission to provide security. This is not considered to be a glorious service for to the Emperor. Adepta Sororitas that have failed in their duty in one way or another, or have become too old for active duty, are sent to these missions, and it is usually the last service that some make to the Emperor. It is a long and arduous penance that a sister must serve to hope to be reinstated back into the ranks of the Orders Militant. Only in times of deep crisis- and there are many times of crisis- will these sisters be called back to the ranks- and many find their redemption in death for the Emperor. So there are times that the mission is vulnerable to attack by the ungrateful in its sector.


If there is a lot of gang activity in the Order's jurisdiction, the Sister whose appearance is the least mature or the youngest appearing is called from the garrison of the Order Militant and is ordained to venture the hive or villages that surround the mission to infiltrate into the population gather converts; first through example, and then contest. It is here that the Sister may attempt to join up with one of the many all-female gangs that exist within her Order's jurisdiction. She will do this without the trappings and armaments of her order and work her way up through the ranks to eventually lead the gang, and then, as it’s new leader reveal herself for what she really is, and save the gang in the name of the Emperor.


This sister needs piety and devotion as she goes out of her cloistered life into the dregs of the world. A young Adepta who hesitated in her duty, and still fulfilled it, is usually the best candidate because she feels that she must atone. And atonement she will have, as those of the Schola Progenium are not accustomed to the masses. Rituals of purity are performed for days before the Sister is turned out to redeem the fallen, and then herself, for the love of the Emperor. Gangs are often corrupt and it is not unknown for such a Sister to have contact with Chaos and Genestealer Cults whilst going about her duty. This type of contact provides both Orders much needed inside information on how far the people of the planet have strayed from the ways of the Ecclesiarchy. Generally, the strongest gangs have already strayed too far from the path of the Ecclesiarchy to be reclaimed, and must be put down by stronger means, but the newer gangs are more malleable and can be shown the way. During the rituals a tracker is blessed and implanted into the candidate. It is this way that the mission, can determine if the Sister is fulfilling her role with faith, and not the blasphemy of indecision, or tolerance. Usually, these trackers are of such a short range, that if the Sister strays too far from mission contact is lost and another black mark is made onto her Book of Life. The Mission maintains a store of Auspexes that can recognize the signal if such a need arises. But a most foul and heretical chirugeon, can detect and remove the device, before it self destructs.


On some worlds, especially if their world is under threat of invasion, desperate gangs may be only too happy to join the Mission. The Mission’s Mother Superior will often promises rewards to the ganger, but if any of the gang actually survive, the only reward that will be offered is induction into the Sisterhood. There is little else as an option. The Blessed Urchins are then used as labourers and trustees around the Hospitaller's compound and are trained in the skills that are needed to formerly enter the sisterhood. Eventually these Novices give up their street behaviour and skills and fight in the formal manner of the Sisters of Battle. In times of crisis, those same skills can be the edge that keeps them alive. These gangs, led by the Sister, who they have

learn to trust, are often used in defense of their mission.


The Sister Superior who has founded this Novice Squad still retains the armour and equipment she wore whilst running with the gang, rather than the traditional Power Armour and Bolter of her Sisters.


This is one of the ways that the leader remains faithful to her charges.




The following rules describe how Sisters of Battle can be used in games of Necromunda:

Starting a Mission

Blessed Urchins are lead by a Sister of Battle.

Starting a Mission of the Blessed Urchins is done exactly as when any other gang is founded. The mission gets four rolls on the Territories list, and always receives a Settlement, as its home base and collects income after each battle as normal. If the mission rolls under a 26, 53-54, or 63, the player must re-roll these territories. These territories represent the patrol sector of the Mission. The credits they collect is however not the normal income of a gang. It represents tithes based on the status and prestige of the Mission in the eyes of the peoples of the sector. Part of this prestige, allows the Mission to start with Armour.

Here are the profiles:

1 Sister of Battle (cost: 150 creds)( experience: 60+D6)


M

WS

BS

S

T

W

I

A

Ld

Sv

Sister of Battle

4

3

4

3

4

1

4

1

8

5+


Weapons: The Sister of Battle may be armed with weapons from the Hand to Hand, Pistol, Basic, Special, and Grenades lists.

Armour: The Sister Of Battle wears Mesh Armour. (5+ save)

Leader: The Sister Superior counts as being the Leader, and all rules for Leaders apply to her.

Sacred rites: While not a true Sister Superior, the Leader can use a much-limited version of Sacred Rites.

Before each game roll on the Blessed Urchin Sacred Rights Table, adding +1 if the gang won its last game, and –1 if it bottled out in the last game.

BLESSED URCHIN SACRED RIGHTS TABLE

D6 Result

1-2 No effect.

  1. The Mission is immune to fear and terror for the duration of the scenario.

  2. The Mission is subject to frenzy.

  3. The Mission adds +1 to its Leadership for the duration of the battle. This cannot take its Leadership over 10.

  4. The Mission hates the enemy.



1+ Novice (cost: 70 creds )(experience: 20+D6)


M

WS

BS

S

T

W

I

A

Ld

Sv

Novice

4

3

3

3

3

1

3

1

7

5+


Weapons: The Novice may be armed with weapons from the Hand to Hand, Pistol, Basic, and Grenades lists.

Armour: The Novice wears Mesh Armour. (5+save)

Specialists: Up to one Novice at a time can be appointed Weapons Specialist. This Novice may in addition to the above equipment carry a special or heavy weapon.

Urchin: (cost: experience: 0)


M

WS

BS

S

T

W

I

A

Ld

Sv

Urchin

4

2

2

3

3

1

3

1

6

6+


Weapons: The Urchin may be armed with weapons from the Hand to Hand, and Pistol lists.

Armour: The Urchin wears Flak Armour. (6+ save)



Skills

Sister Superior: Agility, Combat, Ferocity, Shooting, Stealth, Techno.

Novice: Combat, Ferocity, Shooting.

Urchin: Combat, Shooting.

Income

The Sister of Battle counts as being the Leader, and may therefore not collect any income. All Novices are considered Gangers, and collect income in the normal manner. If the Mission Gang loses its battle, roll a D6 for each territory. On a 1, that territory does not tithe this time through.

Profile maximums

M

WS

BS

S

T

W

I

A

Ld

4

6

7

4

5

3

7

3

10

Special rules

Ammo rolls: Since the Mission is better equipped, then the gangs in the sector, and its followers are learning discipline, as well as other skills, all Ammo rolls are one better than the listed Ammo roll. I.e. a bolter has an ammo roll of 5+ rather than its normal 6+.


Team Discipline: Urchins will work in teams of at least two models. This applies to movement, and charges.

Captured enemies: Roll a D6 and use the following table to determine what happens to the captured fighter:

1

Summary execution

The fighter is executed for his crimes against the Imperium.

2

Police Brutality

Roll once on the Serious Injuries. Re-roll if the result is "Dead" or "Captured". The injuries can be cancelled for D6x5 credits.

3-4

Bail

The fighter can be bailed out for D6x5 credits.

5

Paroled

The fighter is sentenced a short prison sentence. Roll a D6 before each following game; On a roll of 5+, the ganger has been released and will be available for the upcoming battle. The fighter also receives an additional D6 experience points for the time

6

Released

After a brief interrogation, the fighter is released on his own recognizance.


* The above table is taken from the Adeptus Arbites force list published by Dartfrog. I just couldn't help myself. :-)

If the captured enemy is female, it is possible for her to be redeemed in the eyes of the Emperor. Follow the procedure listed for Reedeemer on the Redemptor Priest section, in the Outlanders Sourcebook. It functions the same as written with these exceptions:

  1. The convert gets to keep her weapons and equipment, and is purchased armour out of the Mission’s treasury. She cannot be added to the roster, unless she has the armour that fits her rank.

  2. The prisoner, if she refuses to repent, is exiled, and the mission retains her equipment. Using the procedure in the Paroled section above, the exiled ganger may rejoin her gang.

Any mutants or aliens that are captured are automatically killed. After a suitable blessing, the usable equipment is salvaged by the mission.

Captured Missionite: If a Misssionite is captured, her comrades must attempt a rescue operation. They may not pay a ransom to free the captive, as the Imperium does not negotiate with outlaws and terrorists.

 

Mission Equipment

Basic Weapons Cost in credits

Autogun 20

Boltgun 35

Lasgun 25

Shotgun 20

(solid and scattershot)


Pistols Cost in credits

Autopistol 15

Bolt Pistol 20

Hand Flamer 20

Plasma Pistol 25

Stub Gun 10


Hand-to Hand Weapons Cost in credits

Knife Free/ 5

Sword 10

Club, maul or bludgeon 10

Chainsword 25


Special Weapons Cost in credits

Flamer 50

Meltagun 105


Heavy Weapons Cost in credits

Heavy Stubber 130

Heavy Bolter 200



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