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i Necro
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House Traits by Gerrid Robb
To further differenciate between the Houses (other then just their appearance) apply the following rules and modifiers.

Goliath
Members of a Goliath Gang have their beginning Strength raised by 1 and their maximum raised by 2. Their beginning Toughness raised by 1 and maximum Toughness raised by 2. Goliaths' beginning and maximum Movement rating is reduced by 1 and they will never wear armor (it covers up their bulging muscles)

Orlock
All Orlocks begin play with Mesh Armor. Orlocks can take one re-roll per failed Ammo Roll, gernades included. They may also make one re-roll per failed Leadership Rolls, Bottle Rolls included

Cawdor
All Cawdor are subject to Hatred of all non-Redemptionists. Make a Leadership Test for each Cawdor member at the beginning of their turn. If the test fails, the model experiences Hatred

Delaque
All Delaque begin play with a randomly determined Stealth Skill, either Photo-Contacts or Photo-Visors. Delaque may shoot while hiding without revealing themselves though they suffer a -1 to their roll. Other figures must pass an Initiative Test -2 to spot a hidden Delaque regardless of their proximity. Should a Delaque Charge from hiding, the victim must pass an Initiative Test -2. If they fail, they cannot defend themselves. Treat this attack the same as a ranged attack except replace BS for WS.

Van Saar
The bio-suits of the Van Saar are the equivalent of Carapace Armor but do not inflict the Initiative reduction. and they all begin play with a randomly determined Techno Skill. All Ammo Roll Target Numbers are reduced by 1 due to the superior quality of Van Saar weapons

Escher
Escher's begin play with a randomly determined Agility Skill and their beginning Initiative Rating is increased by 1 while their maximum is increased by 2. Their beginning Movement is increased by 1 and their maximum is increased by 2 as well.


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