N18 Collected Errors/Typos in Book of the Outcast

Jacob Dryearth

Gang Hero
Sep 6, 2016
1,249
1,688
128
I think that a good trade off for hangers-on is to use the value listed as their base cost, and add the equipment they should have to their available list as common items per a Delagate Gang. They will need to pay for it though. I feel the hangers-on are priced relatively fairy for their abilities without equipment... but this is getting off topic and into the realm of house rules. I'll continue reading and let you know if I come up with any more actual problems with the book!
 

Petitioner's City

Gang Hero
Nov 15, 2017
1,338
2,277
153
Edinburgh, UK
I didn't come up with those, but borrowed them from a comment on discord by someone who seemed trustworthy, and I didn't question it much. The Rebel lord was too complex that I bothered to do the math, for the mind-locked wyrd I think it's as easy as you suggest, take the Outcast leader cost, get free wyrd power access and add cost for mesh armour (it's a rather naked character). This won't be exactly correct, but accurate enough?

My impressions for your other questions are (not 100% sure, please correct me if I'm wrong):
  1. No. But you have access to the same equipment as those fighters as common (if they are available from the trading post), so you could re-buy most of it and give to standard Outcast Champ/Ganger.
  2. The special characters are typically overcosted, so cost should not be an issue.
  3. Yes, that's incomplete. And it's way too much details to solve completely in one single book. I think you gonna have to either accept that you lose the equipment, stash it and replace it with what you really want (be a proper outlaw and break the rules!) or simply set a strict limitation to take the character as is (don't remove or replace anything). In general, I think it's more about using anything you want rather than having the correct costs for everything. Err on the side of caution! And yes, you are correct the same problem with built-in armour (and other equipment) is the same problem here. The dilemma is, do you want this imperfect option to use anything you want, or a perfect system without this option.

I'm gonna list up some of these points as errors, because they are, but for once I think there are more important things in the game to handle.

What you need to do is work from.an average profile and determine how SG determine costs. Or just replace them all - I think the latter is much better :D
I think that a good trade off for hangers-on is to use the value listed as their base cost, and add the equipment they should have to their available list as common items per a Delagate Gang. They will need to pay for it though. I feel the hangers-on are priced relatively fairy for their abilities without equipment... but this is getting off topic and into the realm of house rules. I'll continue reading and let you know if I come up with any more actual problems with the book!

An excellent solution; I think a good way of thinking of them is that they have a reduced "hire fee" like hired guns of old. I don't think any of them are suitably coated - consider the new traders, one of whom has a boltpistol, shotgun and Stubgun, while another has a maul. Yet both are 40 credits and both have pretty good abilities that have long term impacts on the gang (with the gun-smyth arguably an impact that lasts beyond his or her time with the gang).
 

TopsyKretts

Hive Lord
Honored Tribesman
Dec 29, 2017
6,053
6,198
193
Norway
Problem is, what's the cost of medical mechadendrites? Hangers-on and all sorts of other characters have weapons without any cost :p
 

Petitioner's City

Gang Hero
Nov 15, 2017
1,338
2,277
153
Edinburgh, UK
Problem is, what's the cost of medical mechadendrites? Hangers-on and all sorts of other characters have weapons without any cost :p

Well then you and your arb/group work it out - it's one fighter so it's not too hard to do.

Or you do this and try and make it fairer :D

I use the following revised advancement costs, which I worked out to try to ensure a Juve who got all the right advances to a champ's stat line wouldn't be more expensive:

D66AdvancementCharacteristic ChangeCost Increase
11-13+1 MovementUp to 6”+ 5 credits
6” to 8″+ 10 credits
Above 8″+ 20 credits
14-16+1 WSUp to 4++ 5 credits
From 4+ to 3++10 credits
From 3+ to 2++ 20 credits
21-23+1 BSUp to 4++ 5 credits
From 4+ to 3++ 10 credits
From 3+ to 2++ 20 credits
24-26+1 StrengthUp to 3+ 5 credits
From 3 to 4+ 10 credits
Above 4+ 20 credits
31-33+1 ToughnessUp to 3+ 5 credits
From 3 to 4+ 10 credits
Above 4+ 20 credits
34-36+1 Wounds1 to 2+ 5 credits
2 to 3+10 credits
Above 3+20 credits
41-43+1 InitiativeUp to 4++ 5 credits
From 4+ to 3++ 10 credits
From 3+ to 2++ 20 credits
44-46+1 Attacks 1 to 2+ 5 credits
2 to 3+ 10 credits
Above 3+ 20 credits
51-53Roll a D6:
1-3: +1 Leadership;
4-6: +1 Cool.
Up to 6++ 5 credits
From 6+ to 5++ 10 credits
Above 5++ 20 credits
54-56Roll a D6:
1-3: + 1 Willpower;
4-6: +1 Intelligence
Up to 6++ 5 credits
From 6+ to 5++ 10 credits
Above 5++ 20 credits
61-63The fighter gains a skill. Roll a D6:
1-4: pick one of the fighter’s primary skill sets and roll a random skill
5-6: pick one of the fighter’s secondary skill sets and roll a random skill
+10 credits
64-65Special – Result Dependent on Fighter Type:
Gangers (except for Aberrants): Either:
(1) promote the fighter to a Ganger Specialist
(2) or roll for a Hive Ken skill.
(1) + 0 credits
(2) +10 credits
Specialists: Either
(1) pick any of the skill sets available to the fighter’s gang and roll a random skill from it
(2) or promote the fighter to a Champion as described in their fighter entry
(1) + 10 credits
(2) +0 credits
Others Fighters: The fighter gains a random skill from any skill set available to their gang+ 10 credits
66Special – Pick any one Advancement from this tableAs aboveAs above

EDIT: I should note, this is with my changed Trading Post costs:

PRICE CHARTS

The following charts indicate the cost of items available for sale at the Trading Post and Black Market. The cost of rare and illegal items is included, but such items cannot be bought unless they are offered for sale via a Trade chart or other arbitrator-determined event.

Please note, for some gangs, items on their Equipment List marked Common include items that are Rare or Illegal for other gangs – these gangs always treat these items as Common. In addition, certain gang-locked items are not found at the Trading Post and can only be bought by those gangs from their own merchants.

Weapons

Close Combat Weapons


Item
Price
Rarity
Size
Arc Hammer
35​
Rare​
3​
Assault Shield
35​
Rare​
1​
Axe
5​
Common​
1​
Chainglaive
40​
Rare​
2​
Chainaxe
20​
Rare​
1​
Chainsword
20​
Rare​
1​
Cleaver
10​
Common​
1​
Desire’s needle
50​
Illegal​
1​
Digi-weapon
15​
Rare​
0​
Energy Shield
35​
Rare​
1​
Eviscerator
50​
Rare​
2​
Fighting knife
5​
Common​
1​
Flail
10​
Common​
1​
Goredrinker axe
40​
Illegal​
1​
Heavy Chain Cleaver
50​
Rare​
1​
Heavy rock cutter
80​
Rare​
2​
Heavy rock drill
60​
Rare​
2​
Heavy rock saw
70​
Rare​
2​
Hex’iron blade
25​
Illegal​
1​
Kuckle Duster
5​
Common​
0​
Las cutter
60​
Rare​
2​
Lightning Claw
50​
Rare​
1​
Maul (club)
5​
Common​
1​
Mono Blade
25​
Rare​
1​
Mono Sword
40​
Rare​
1​
Polearm
10​
Common​
2​
Power Axe
25​
Rare​
1​
Power Fist
75​
Rare​
1​
Power hammer
35​
Rare​
1​
Power knife
20​
Rare​
1​
Power maul
25​
Rare​
1​
Power pick
30​
Rare​
1​
Power sword
35​
Rare​
1​
Rotary Flensing Saw
35​
Rare​
2​
Servo claw
20​
Rare​
1​
Shock baton
25​
Rare​
1​
Shock Charger
20​
Rare​
0​
Shock stave
30​
Rare​
1​
Shock Whip
30​
Rare​
1​
Spud-Jacker
10​
Common​
1​
Stiletto knife
15​
Rare​
1​
Stiletto sword
25​
Rare​
1​
Sword
10​
Common​
1​
Tenebrous scourge
60​
Illegal​
1​
Thunder hammer
55​
Rare​
1​
Two-handed axe
15​
Common​
2​
Two-Handed Club (Heavy Club)
15​
Common​
2​
Two-handed hammer
20​
Common​
2​
Two-handed sword (Greatsword)
30​
Common​
2​
Venom Claw
30​
Rare​
1​
Web Gauntlet
35​
Rare​
1​
Whip
5​
Common​
1​
Whisperbane knife
30​
Illegal​
1​
Xenarch death-arc
75​
Illegal​
1​
Pistols

Item
Price
Rarity
Size
Arc Pistol
110​
Rare​
1​
Autopistol
15​
Common​
1​
Blackpowder Pistol
5​
Rare​
1​
Bolt pistol
60​
Rare​
1​
Combi-Pistol
As
below
Rare​
1​
Primary Component: – Pick One
– autopistol
10 +​
– boltpistol
55 +​
– laspistol
10 +​
– stubgun
5 +​
Secondary Component – Pick One:
– grav pistol
+70​
– hand flamer
+40​
– meltapistol
+105​
– needler pistol
+30​
– plasma pistol
+55​
– radpistol
+45​
Grav Pistol
80​
Rare​
1​
Hand Bow (normal arrows)
5​
Common​
1​
Hand Flamer
60​
Rare​
1​
Flechette Pistol (with solid and fleshbane ammo)
40​
Rare​
1​
Inferno pistol
135​
Rare​
1​
Laspistol
15​
Common​
1​
Las Sub-Carbine
20​
Rare​
1​
Needle pistol
40​
Rare​
1​
Plasma pistol
80​
Rare​
1​
Pulse Pistol
40​
Illegal​
1​
Rad Pistol
55​
Special​
1​
Sling Pistol
40​
Rare​
1​
Stubgun
10​
Common​
1​
Web pistol
120​
Rare​
1​
Withertouch pistol
75​
Illegal​
1​
Basic Weapons

Item
Price
Rarity
Size
Autogun
20​
Common​
2​
Blunderbuss (with Grapeshot)
20​
Rare​
2​
Bow
5​
Rare​
2​
Cawdor Polearm/ autogun
20​
Rare​
2​
Cawdor Polearm/ blunderbuss (with grape shot)
30​
Rare​
2​
Combat shotgun (with salvo & shredder ammo)
70​
Rare​
2​
– firestorm ammo
+20​
Rare​
Crossbow
10​
Rare​
2​
Lascarbine
30​
Rare​
2​
Lasgun
20​
Common​
2​
Musket
5​
Rare​
2​
Ripper Gun
80​
Illegal​
3​
Sawn-off shotgun (with Scatter Shot)
20​
Common​
2​
– Solid shot
10​
Common​
Shotgun (with solid and scatter ammo)
40​
Common​
2​
– inferno ammo
+15​
Rare​
Stubcannon
30​
Common​
2​
Throwing knives
15​
Common​
1​
Special Weapons

Item
Price
Rarity
Size
Arc Rifle
185​
Rare​
2​
Assault Grenade Launcher (Grenades Extra)
60​
Rare​
4​
Autoslugger
45​
Common​
2​
Balefire thrower
135​
Illegal​
2​
Boltgun
110​
Rare​
2​
Chem Thrower
100​
Rare​
2​
Combi-weaponCost is both parts combined:
Rare​
2​
Primary Component:
– autogun
15​
– bolter
80​
– lasgun
15​
Secondary Component:
– flamer
+55​
– grav-gun
+100​
– meltagun
+120​
– needler
+40​
– plasmagun
+70​
Concussion Carbine
40​
Illegal (for non-Enforcers)​
Firepike
120​
Rare​
Flamer
90​
Rare​
2​
Galvanic Rifle
135​
Rare​
2​
Grav-gun
135​
Rare​
2​
Grenade Launcher (grenades extra)
40​
Rare​
2​
Hrud fusil
175​
Illegal​
2​
Kai hellspear
120​
Illegal​
2​
Kroot long rifle
40​
Rare​
2​
Krumper Rivet Gun
60​
Rare​
2​
Long las
50​
Common​
2​
Long rifle
40​
Common​
2​
Meltagun
140​
Rare​
2​
Necrotic beamer
150​
Illegal​
2​
Needle Long Rifle
80​
Rrea​
2​
Needle rifle
55​
Rare​
2​
Neural flayer
120​
Illegal​
2​
Plasmagun
140​
Rare​
2​
Pulse Rifle
80​
Illegal​
2​
Rad Beamer
80​
Special​
2​
Rad Gun
80​
Special​
2​
Radium Carbine
70​
Rare​
2​
Rak’Gol razor gun
80​
Illegal​
2​
Scrap Flamer
40​
Common​
2​
SLHG Assault Ram (Grenades Extra)
70​
Illegal (for non-Enforcers)​
3​
Sling gun
75​
Rare​
2​
Sniper Rifle
50​
Rare​
2​
Stake-crossbow
60​
Rare​
2​
Storm Bolter
160​
Rare​
2​
Storm Welder
55​
Rare​
2​
Warpstorm bolter
135​
Illegal​
2​
Web gun
170​
Rare​
2​
Yu’vath puzzle box
200​
Illegal​
1​
Heavy Weapons

Item
Price
Rarity
Size
Autocannon
215​
Rare​
3​
Demiurg energy drill
135​
Illegal​
3​
Grav Cannon
240​
Rare​
3​
Harpoon launcher
95​
Common​
3​
Heavy bolter
215​
Rare​
3​
Heavy concussion ram
95​
Rare​
3​
Heavy Crossbow (shells extra)
50​
Rare​
3​
Heavy flamer
150​
Rare​
3​
Heavy stubber
120​
Common​
3​
Lascannon
240​
Rare​
3​
Mining laser
170​
Rare​
3​
Missile launcher (missiles extra)
135​
Rare​
3​
Mole Launcher
135​
Rare​
3​
Multi-laser
185​
Rare​
3​
Multi-melta
240​
Rare​
3​
Plasma cannon
215​
Rare​
3​
Radcannon
110​
Rare​
3​
Seismic cannon
185​
Rare​
3​
Wargear

Additional Ammunition


See here for all profiles.

Ammo Type
Availability
Cost
Rarity
AcidAuto, Bolt, Bow, Shotgun (use Salvo or Solid Shot profile), Stub
15​
Rare
AmputatorAuto, Shotgun ( use Salvo or Solid Shot profile), Stub
20​
Illegal
Dum DumStub
5​
Rare
ExcrutiatorStub
5​
Illegal
ExecutionerShotguns
20​
Rare
ExpanderAuto and Stub
20​
Illegal
ExplosiveBow
15​
Com.
FireBow
15​
Com.
FirestormCombat Shotgun (Shredder)
20​
Rare
FleshbaneAuto, Bolt, Stub
10​
Rare
FragmentationAuto, Shotgun ( use Salvo or Solid Shot profile), Stub
10​
Rare
GasAuto, Blackpowder, Bolt, Shotgun, Stub
15​
Rare
HolyAuto, Blackpowder, Bolt, Bow, Shotgun, Stub
5​
Rare
HuntingBow
10​
Rare
InfernoShotgun (Solid Shot)
15​
Rare
ManstopperAuto, Shotgun, Stub
10​
Rare
PenetratorBolt
10​
Illegal
Phosphor roundsAuto, Bolt, Shotgun, Stub
5​
Rare
Plantbuster roundsAuto, Shotgun, Stub
5​
Rare
PoisonedBow
10​
Rare
Rad roundsAuto, Bolt, Shotgun, Stub
10​
Rare
RetributionSawn-off Shotgun (scatter); Shotgun (scatter)
20​
Rare
ShatterAuto, Blackpowder, Bolt, Shotgun, Stub
10​
Rare
StaticAuto, Bolt, Shotgun, Stub
10​
Illegal
TimorisAuto, Bow, Needle, Stub
10​
Rare
WarpAuto, Bolt, Shotgun, Stub
10​
Illegal
Autoweapons: The following types of ammunition can be purchased for use in any autogun or autopistol, flechette pistol, or the autoweapon component of any combi-weapon, autocannon or heavy stubber:

Blackpowder: The following types of ammunition can be purchased for use in any musket or flintlock pistol. Blunderbusses may not use these, however.

Boltweapons: The following types of ammunition can be purchased for use in any boltgun, bolt pistol, heavy bolter, or any combi-weapon that includes a bolt-weapon component.

Bows: The following types of ammunition can be purchased for use in any hand bow, bow, crossbow or stake-crossbow.

Shotguns: Shotgun ammunition can be used for either a Combat Shotgun, Shotgun or Sawn-off Shotgun. The ammunition is applied onto the type of ammunition (Salvo, Scatter, Solid or Shredder) specified by the ammunition type.

Stub weapons: The following types of ammunition can be purchased for a Stubgun, stub cannon, long rifle, sniper rifle, or any combi-Stubgun.

GRENADE LAUNCHER AMMUNITION

The following types of ammunition can be purchased for any assault grenade launcher, grenade launcher, SLHG, or auxiliary grenade launcher.

Item
Price
Rarity
Anti-plant grenades
10​
Rare​
Choke Gas Grenades
20​
Rare​
Flares
5​
Common​
Frag Grenades
10​
Common​
Krak Grenades
25​
Rare​
Photon Flash Grenades
10​
Rare​
Plasma Grenades
30​
Rare​
Scare Gas Grenades
20​
Rare​
Smoke Grenades
10​
Common​
Stun Rounds
10​
Rare​
MISSILE LAUNCHER AMMUNITION

The following types of ammunition can be purchased for any missile launcher, as well as Heavy Crossbows.

Item
Price
Rarity
Anti-plant
10​
Rare​
Flares
5​
Common​
Frag
25​
Common​
Krak
40​
Rare​
Plasma
40​
Rare​
Smoke
10​
Common​
Armour

(Suits)


Item
Price
Rarity
Archaeo-carapace
100​
Rare​
Armourweave
20​
Illegal​
Carapace armour
light
60​
Rare​
heavy
80​
Rare​
Flak armour
5​
Common​
Furnace Plates
5​
Common​
Hardened Flak Armour
15​
Rare​
Hardened Furnace Plates
15​
Rare​
Hardened Layered Flak Armour
25​
Rare​
Hazard suit
10​
Rare​
Layered Flak Armour
15​
Rare​
Mantle Malifica
75​
Illegal​
Mesh armour
15​
Rare​
Plate Mail
15​
Common​
Reflec shroud
30​
Rare​
Primitive Armour
3​
Common​
(Layers)

Item
Price
Rarity
Ablative Overlay
20​
Rare​
Armoured Undersuit
25​
Rare​
Cameleoline Cloak
35​
Rare​
Gutterforged Cloak
10​
Common​
Incombustible Hauberk
20​
Rare​
Servo Harness
full
120​
Rare​
partial
80​
Rare​
(Shields)

Item
Price
Rarity
Scrap Shield
10​
Common​
Ceramite shield
40​
Rare​
(Field Armour)

Item
Price
Rarity
Conversion Field
40​
Rare​
Displacer Field
50​
Rare​
Refractor Field
35​
Rare​
Holochromatic Field
50​
Illegal​
Bionics

ItemPriceRarity
AUDIO BIONICS
Heuristic Auris
– Mundane20Rare
– Superior50Rare
CRANIAL BIONICS
Bionic Skull
– Mundane10Rare
– Superior30Rare
Brain Bionics
Cortex-Cogitator
– Mundane10Rare
– Improved20Rare
– Superior40Rare
Lobo Chip
– Mundane20Rare
– Improved45Rare
– Superior70Rare
Pain Suppressor
– Mundane15Rare
– Superior60Rare
Stimulamygdala
– Mundane10Rare
– Superior30Rare
MOTIVE BIONICS
Bionic Leg
– Mundane20Rare
– Superior50Rare
OCULAR BIONICS
Bionic Eye
– Mundane20Rare
– Superior80Rare
SYNDEXTROUS BIONICS
Augmetic WeaponSpecialRare
Bionic Arm
– Mundane20Rare
– Superior60Rare
TORSONIC BIONICS
Skeletal Enhancers
– Mundane30Rare
– Superior80Rare
VASCULAR BIONICS
Aortic Supercharger
– Mundane30Rare
– Superior70Rare
Chems

Item
Price
Rarity
Detox
10​
Common​
Frenzon
15​
Rare​
Ghast
15​
Illegal​
Icrotic slime
35​
Rare​
Kalma
5​
Common​
Obscura
20​
Illegal​
Slaught
10​
Rare​
Spur
15​
Rare​
Stinger mould
40​
Rare​
Gang Equipment

ItemPriceRarity
Ammo cache60Rare
Booby traps
– frag trap20Common
– gas trap40Rare
– melta trap50Rare
Fixed Weapons
– Autoslugger30Common
– Heavy Stubber90Common
– Twin-Linked Heavy Stubber130Common
Gang Relic40Common
Guilder cartograph40Rare
Isotropic fuel rod60Rare
Mnemonic inload spike65Illegal
Ratskin mapD6x10Rare
Grenades

Item
Price
Rarity
Anti-plant grenades
10​
Rare​
Blasting charges
20​
Rare​
Choke gas grenades
15​
Rare​
Demolitions charges
50​
Rare​
Fire Bombs
10​
Common​
Flares
5​
Common​
Frag Grenades
10​
Common​
Gunk bombs
20​
Common​
Incendiary charges
20​
Rare​
Krak grenades
25​
Rare​
Melta Bombs
30​
Rare​
Mindflect Shards
25​
Illegal​
Phosphor canister
25​
Rare​
Photon flash grenades
10​
Rare​
Psyk-Out Grenades
40​
Rare​
Plasma grenades
30​
Rare​
Rad Grenades
10​
Rare​
Scare gas grenades
15​
Rare​
Shard grenades
20​
Illegal​
Smoke grenades
10​
Common​
Stun grenades
10​
Rare​
Tox Bombs
30​
Rare​
Personal Equipment

Item
Price
Rarity
Archaeotech device
2D6x10​
Rare​
Backpack
5​
Com.​
Bio-booster
25​
Rare​
Bio-scanner
20​
Rare​
Blind Snake pouch
30​
Rare​
Bomb delivery rats
15​
Rare​
Chem Collar
20​
Rare​
Chem-synth
15​
Rare​
Chrono crystal
500​
Illegal​
Cred sniffer
30​
Illegal​
Data-thief
35​
Illegal​
Drop rig
5​
Common​
Falsehood
40​
Illegal​
Filter plugs
10​
Common​
Forged Guilder seal
40​
Illegal​
Grapnel launcher
25​
Common​
Grav-chute
30​
Rare​
Halo device
150​
Illegal​
Hexagrammic fetish
25​
Rare​
Industrial respirator
30​
Rare​
Jump Booster
35​
Rare​
Lho-Sticks
5​
Common​
Lock-punch
5​
Common​
Magnacles
15​
Common​
Magnoculars
15​
Rare​
Malefic artefact
3D3x10​
Illegal​
Medicae kit
20​
Rare​
Microbead
5​
Rare​
Photo-goggles
30​
Rare​
Photo-Lumens
10​
Common​
Psi-grub
30​
Illegal​
Pyromantic Mantle
35​
Rare​
Radcounter
30​
Rare​
Respirator
15​
Common​
Sanctioning writ
20​
Illegal​
Second Best
10​
Common​
Signal Jammer
15​
Illegal​
Skinblade
5​
Common​
Stimm-slug stash
25​
Rare​
Strip kit
10​
Common​
Suspensor harness
20​
Rare​
Threadneedle worms
30​
Illegal​
Web solvent
15​
Rare​
Wild Snake
20​
Common​
Xenoculum
2D6x10​
Illegal​
Weapon Accessories

ItemPriceRarity
Auxiliary Attachments
Auxiliary Grenade Launcher30Rare
Bayonet (Pistol, Basic and Special weapons)5Com.
Exterminator Cartridge
(Chain Weapons and Basic Auto-, Las- and Shotgun Weapons Only)
30Illegal
Enhancement
Focusing Crystal (Pistol, Basic and Special Lasweapons)15Rare
Gunshroud (Pistol, Basic and Special Autoweapons, Boltweapons, Lasweapons and Stubweapons)10Rare
Hot Shot Power Pack15Rare
Las-projector (Pistol, Basic, Special)25Rare
Macro-Magazine (Autopistols, Autoguns, Boltpistols, Boltguns, Combat Shotguns Only)25% of weapon cost, rounded up to nearest 5 creditsRare
Suspensor60Rare
Weapon Sights
Infra-sight † (any ranged weapon)25Rare
Mono-sight † (Basic, Special, Heavy)25Rare
Telescopic-sight † (Pistol, Basic, Special)20Common
Status Items

Status Items may be equipped only by fighters with the Gang Hierarchy (X) rule. A gang may recruit an Exotic Beast if they discover them through a Rare Trade action.

Exotic Beasts

Item
Price
Rarity
Caryatid
Free (Special)​
Rare​
Critter
Rare​
Giant Rat
Rare​
Grapplehawk
Illegal​
Gyrinx cat
Illegal​
Hacked cyber-mastiff
Illegal​
Trained Cyber-Mastiff
Rare​
Extravagant Goods

Item
Price
Rarity
Book of the Redemption
50​
Illegal​
Exotic furs
30​
Rare​
Gold-plated gun
+20​
Rare​
Master-crafted weapon
25% Cost of chosen weapon, rounded up to nearest 5 credits​
Rare​
Mung vase
2D6x10​
Rare​
Opulent jewellery
40​
Rare​
Uphive raiments
30​
Rare​
Servo-Skulls

Item
Price
Rarity
Gun skull
40​
Rare​
Harrier-skull
30​
Rare​
Medi skull
55​
Rare​
Sensor skull
60​
Rare​
 
Last edited:

Petitioner's City

Gang Hero
Nov 15, 2017
1,338
2,277
153
Edinburgh, UK
It's one hangers-on, but many other types of characters with unique equipment without costs.
As I say, as a group/lead player, go through every fighter in this situation (i.e. the Hired Guns and Hangers-On) and work it out. As I have shared, it is not impossible, and will probably benefit your group - and any group - to fix Advancement cost penalties anyway.

Edit: I'm not saying how I've calculated costs is best, but I do think (as part of of YCE) there should be a concerted attempt to balance costs and fix things like Advancements making juves and gangers too expensive as they advance, and fix the out of whack costs of early Hired Guns (Yolanda, for example) or ongoing too-good-for-their cost weapons (like boltguns).

Plus once you've worked out how much you value a power sabre, or Slade's longshot plasma pistol, you can always give it away as treasure to another player :D
 
Last edited:

Thoon Hulk

New Member
May 24, 2019
1
1
13
Charlottesville, VA
Notes from the Campaign section:

Pg 85:

"Habs" building increases the settlement's Building structure limit by 1. But it also takes a slot, so that means it doesn't do anything on it's own. It does turn on the Drinking Hole - Bullet Hall chain, and the Scrap Reprocessing Plant, so maybe intended to just be a pre-req?

"Bullet Hall" Building says you can add a hired gun to your gang free of charge, but doesn't put any guidelines around which type of hired gun. Can you get a free bounty hunter with equipment for each battle?
 
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Jam Warrior

Ganger
Jul 28, 2014
213
319
63
Andover, UK
What's with the 'defences' in The Big Score scenario? It references pg 49 which is just walls and stuff, mentions minefields which are a different thing on the settlement buildings table on pg 85, and implies some kind of automated attacks that target both gangs, but there are no rules for any kind of sentry guns or similar in the book.
 

TopsyKretts

Hive Lord
Honored Tribesman
Dec 29, 2017
6,053
6,198
193
Norway
Is the power claw missing a +? To Strength as seems to be a bit over priced for just a save mod & pulverise?
Power claw is unchanged. Note that this was an unique weapon only available to the iron automata, which already has S5, so it didn't need any boost.
 

BranBuccarcher

Gang Champion
Honored Tribesman
Nov 14, 2018
473
509
148
Carmarthen
Power claw is unchanged. Note that this was an unique weapon only available to the iron automata, which already has S5, so it didn't need any boost.
May just treat this like the web gauntlet and give a S5 to merit its cost in that case, if anyone ever actually goes to buy one...
 

TopsyKretts

Hive Lord
Honored Tribesman
Dec 29, 2017
6,053
6,198
193
Norway
Quelle horreur! :ROFLMAO:

But if worried, you can have one power claw for the IA, and another for fighters :)

Or just accept it as is :D
To be honest, the problem is they moved character-specific weapons to the trading post. Why? There are many other weapons in the same situation that's not available for other fighters: artisan needle pistol, auto-needler, bladed cyber arm, bone sceptre, custom power blade, duelling sabre, god cleaver, grab hook ++
 

libratorr

New Member
Sep 16, 2017
4
0
6
How are you coming up with those costs? Are you taking 122 for a leader and adding the equipment (don't have my other books at the moment to check)? If they don't have a base cost they can't actually be upgraded to a leader according to my reading of the book.

So far I have found there a few things that aren't addressed:
  1. If you use an Outcast Delegation as the core of your gang. can you rehire the unique fighter types when they die?
  2. If you use an Outcast Delegation as the core of your gang. can you hire a second special champion, or more special gangers?
  3. The rules for upgrading a model are incomplete IMHO. It says you can either have them keep their equipment or replace it with those available to an Outcast Leader. OK, so I hire an Ammo Jack and get a power hammer, boltgun, mesh armor, great ammo roll ability, and solid profile for just 50 credits. I can choose to replace all that gear with... nothing... and they still cost the same? The whole sentence about replacing their skills and equipment with those available to an Underhive Outcast Leader just brings up so many questions.
    • Are we to assume the equipment for hangers-on in NOT included in the cost now?
    • What about dramatis personae, we know they generally have their equipment costs included, but don't pay full price for skills and characteristics.
    • What happens if my upgraded leader loses wargear or equipment through campaign play... is their cost reduced? This is the same problems with built in armor in 2017.
    • Lets say I use Kal Jerico as my leader. He has 2 master crafted Laspistols and a sword (if i recall). I pay his hire cost and get all that stuff. I then decide to give him a plasma pistol and make a new equipment set consisting of that gun, one of his laspistols, and the sword. What the hell is the cost of that equipment set card for crew rating purposes?
1. If they die.
Remember the special rules rules for delegations as written in the source book for each delegation (eg: page 84 of House of Blades for the Nautican Syphoning Delegation) includes the "A Band Apart" rule (same for all delegations that I've seen*): Members of the [delegation] take care of their own, especially valued representatives and their favoured attendants. A [insert delegation name] Delegation will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a [insert delegation name] Delegation fighter goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 12-26 Out Cold.

So...pretty unlikely you'll ever lose a delegation member.

Unless I'm reading the delegation rules incorrectly. The rules that BotO literally points you to as source for each delegation's rules...that are the first rules you'll land on when you look up the complete rules for the Delegation members.

Probably worth noting Book of the Outcast on founding an outcast delegation on page 22: "The remainder of your Stash may be spent as normal on Underhive Outcasts fighters; they all count as members of the Delegation for rules purposes".
So it is possible that RAW Delegation gangs don't have to worry about injuries.
Nice.

2. No, you cannot hire members separately (BotO page 22, paragraph 3). But you can ally with the same Guild in question (page 20 of BotO) as an affiliated Merchant Guild or likewise affiliated Criminal Organisation - so you could theoretically field two Subnauticans.

*Haven't checked Book of Shadows
 

TopsyKretts

Hive Lord
Honored Tribesman
Dec 29, 2017
6,053
6,198
193
Norway
You read it incorrectly. A band apart is when the delegation is allied to a gang! So temporary, similar to hired guns, on top of crew limit.

If they can, t die, you wouldn't need loss of a leader.

When you make a permanent gang none of that temporary stuff applies.
 

libratorr

New Member
Sep 16, 2017
4
0
6
You read it incorrectly. A band apart is when the delegation is allied to a gang! So temporary, similar to hired guns, on top of crew limit.

If they can, t die, you wouldn't need loss of a leader.

When you make a permanent gang none of that temporary stuff applies.
So "Water Harvest" (HoB p 84) or "This one's still moving" (House of Faith p 86) don't apply to Delegation Gangs?

It's weird, the other rules for adding a delegation ally to a gang appear in the benefits and drawbacks section of each ally section...yet "A Band Apart" and "Water Harvest" etc are in yet another section continuous with the rules for each individual Delegation member (which I presume are meant to be used with delegation gangs).