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Firstly I would say that you should head along the lines of a great 'heist'.
The pirates in search of wealth to be named heir, know that the upper hive has a multitude of riches more than could ever be plundered by merely just looting ships in space. So the general jist of your story line in my opinion is that they have infiltrated the planet and the hive. The pirate ship is hidden in ravines amongst the ash wastes and they intend (like every other gang in necromunda) to elevate them selves to the upper hive and earn favour amongst the noble houses to live a life of luxury and wealth, or in your pirates case to gain access to the nobles houses in order to steal and loot. Obviously the quickest way to the top would be to kill as quickly and efficiently anyone standing in their way, which are the other gangs. By taking their territories from them your gang will grow in reputation, wealth and become more of a force to be reckoned with. This would in turn open up opportunities to work for guilders and make new contacts forever making the goal of ascending to the upper hive closer.
I would suggest the following limitations:
Gang does not start off outlaw (as they are infiltrating no one actually knows they are there)
Cabal Leader (the pirate princess) 1
Cabal Pirate Heavy (dark eldar splinter cannon) 1
Cabal Pirates (gangers effectively with splinter rifles) 0-4 max
Cabal Initiates (Juves - these should be local under hive people that have been recruited to your gang as eldar are actually relatively few in number but there are always people willing to work for a few creds. Also when they advance beyond the juve status they should take on the stats for a normal ganger as obviously they will never actually become eldar)
As eldar are aliens and therefore would be rejected at all trading posts you should only be allowed to visit trading post and work territories with your Initiates. To reflect that your leader is not able to search for rare trade and a Initiate has to do it in her stead you only get 1 rare trade roll (this is offset by the fact you have dark Eldar weaponry)
Dark eldar weaponry in its design is alien and therefore Cabal leader pirate and heavies can use them
-3 to your roll when being reported to watchmen as eldar are alien.
Dark eldar armour confers a 5+ save in game and is available to all eldar members (leader heavy pirate) however to reflect the fact that it will be unable to be repaired and maintained due to its alien design and will in the course of battle while offering protection become damaged and broken when hit by weapons and projectiles, every time a successful armour save is made roll 1 D6 again,
1-4 remains undamaged
5-6 becomes damaged
If armour becomes damaged it saving throw is reduced by 1 to a 6+. If it is damaged again subsequently (taking into account you'll be making less saves now its a 6+) It becomes so damaged that it is no longer viable to wear.
You should consider making some form of 'Goal' similar to spyrers oaths which will be difficult to achieve however represents the amount of wealth, territory and other means for the pirates to ascend the underhive every working towards their prize.
Ill think of some more stuff, if your still running this and want to make some definitive rules i dont mind helping. good luck
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