N18 Houserules for "classic" feel in N17?

Yodhrin

Juve
Jul 10, 2014
22
41
13
Never being one to do work if I can mooch it off someone else( :p ), I'm wondering if any consensus has evolved about what houserules to use to tinker with N17 to make it less...well, just a bit less. Classic Necromunda had this lovely hardscrabble punk postapocalypse-meets-western vibe that's really been lost with the new system as its focus moved uphive and I'd like to recapture that - less megaweapons and jumppacks and bionic superhumans, more crusty old shotguns and improvised gear and big impressive guns as rarities and general Underhive-ness - and for some reason it's easier to convince people to play a "supported" game with a metric ton of houserules than it is to convince them to play a "dead" game that does everything we want out of the box.
 

MusingWarboss

Hive Guilder
Oct 31, 2013
2,325
5,476
193
May not feel too appropriate but maybe try to get hold of the classic gang support PDF when N17 was released.
It had the four gangs not in the box included plus a weapon list of the classic variety for use with each gang.

Now while limited, you could just rule that each gang chooses its guns from that weapon list (probably keep the stat lines for each house). Then any extra is brought from the TP as per usual.

Dismiss all the house books and run the campaign from the ORB/NCE.
 

cronevald

Gang Hero
Jun 5, 2016
843
1,711
103
Missoula, MT
I hadn't seen this before, but I think I prefer this simplified version of Goonhammer's Lost Zone to the full deal. It's got enough suggestions to change the flavor of the game while seeming much easier to implement.

 
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TopsyKretts

Hive Lord
Dec 29, 2017
5,085
5,065
193
Norway
Some thoughts I'm working on:
  • Income Tax (absolute must-have)
  • Underdog bonus (XP + Giant Killer)
  • Max 2 champs (and possibly 1 brute) as Goonhammer suggests
  • Revert to single stats/costs for all fighters per class. Thinking about having BS/WS 3+ for leader only, all the rest will have 4+ and juves 5+.
  • Ignore Prospects and Specialist Champions, or merge them into the basic fighters (juves & champs).
  • Each gang should always have 5 territories, no winner-takes-all.
  • Skills would have to be reworked a lot, particularly for balance. A lot of skills need a boost, some skills (Shooting) need to be nerfed.
  • Possibly doubling the cost of all ranged weapons.
  • And my favourite: Make reload a double action (bring back the backup gun!).
 

Petitioner's City

Gang Hero
Nov 15, 2017
1,186
1,971
153
Edinburgh, UK
@Yodhrin, the NCR had a lot of classic munda suggestions, inspired by various groups, including the old income rules - but it's a fair bit out of date.

Some excerpts from our old/new-munda campaign experience

Anyway, here is some of the key campaign house rules from my own house group, which mixes N1995 with modernmunda, as well as being inspired by elements of Confrontation, the FFG books, and others. Costs for fighters and items are different too, some skewing more to oldmunda, some being more balancing ideas. Our income tax rules are below, under Territories and Income.

GANG CREATION

Starting Credits​

The first step is to choose and purchase the fighters that make up the gang.

You have a total of X Guilder credits with which to recruit your gang. [EDIT: I prefer 1250, but that's for other reasons]

Gang Composition​

Each gang list details of all the fighters available to that gang at recruitment, as well as their speical rules and what they can equip. Each will have a name (e.g. Greenhorn) and a type (e.g. Juve).

These fighters are purchased by paying the credits cost shown in their entry from the budget available. All gangs must always follow these rules:

  • Minimum 3 fighters: There must be at least 3 fighters in the gang.
  • 1 Gang Leader: There must be one fighter with the Gang Hierarchy (Leader) special rule.
  • 0-2 Champions: A founding gang can recruit up to two Champions – during the campaign you may not recruit other Champions, but you may obtain others through promotion of other fighters in the gang, or through other special events.
  • Gang Fighters: The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined (ie all fighters in the gang with the Gang Hierarchy (X) or Gang Auxiliary (X) rule). Hired Guns do not count for this ratio.
    • Should it occur during the course of a campaign that the number of fighters without the Gang Fighter (X) special rule exceeds the number of fighters with the Gang Fighter (X) special rule, the controlling player must either:
    • Retire a number of fighters without the Gang Fighter (X) special rule during the post-battle sequence in order to correct the imbalance, or
    • recruit fresh fighters with the Gang Fighter (X) special rule during the post-battle sequence in order to correct the imbalance.
  • Specialist: When starting a gang, one Gang Fighter (Ganger) may be promoted to Gang Fighter (Specialist) for free. During the campaign additional fighters may be promoted to Specialist from advance.
  • Gang Auxiliaries (Hangers-On): Gang Auxiliaries are additional characters, animals and beasts, and include Exotic Beasts, Hangers-On and Brutes. A starting gang may include some Gang Auxiliaries (usually Exotic Beasts available at recruitment, or Hangers On obtained from Territories); after recruitment, however, Gang Auxiliaries are normally discoverable only from Trade actions.
  • Hired Guns: A player may choose to use some of their starting credits to hire between one and five Hired Guns, bearing in mind that while powerful for a starting gang, these fighters do not gain experience and have to have their hire fee paid each game.


Picking Weapons and Wargear

At the same time as picking fighters, you must also pick their gear and the gang’s general equipment.

Using the Gang Equipment Lists​

When a gang is recruited, you pick options available from the gang’s Equipment List, including any Rare and Illegal items on it, to equip your gang fighters. The gear represents what each fighter ‘brings’ to the gang, or is equipped with by the faction.

A fighter may pick any item which they are able to equip (marked by an ‘x’ in the equipment list column), and the gang may also purchase any Gang Equipment on the House List when founded, which is added to the Stash instead of a specific fighter.

After the gang is recruited, however, any item marked as Rare or Illegal on the Equipment List may only be bought when they are found through a Rare Trade action (be it on the gang’s own Rare Trade table, or through the Marketplace). Common items, however, may be bought at any time.

Heirloom Items: When the gang is founded, determine up to three items from the Rare Trade and/or Black Market trade charts (only a maximum of three items from both charts can be determined). The items found are “Heirloom Items” you start with for free. Heirloom items may be equipped by any fighter in the gang able to use that category (i.e., close combat weapon, pistol, basic weapon, special weapon, heavy weapon, wargear, status item), irrespective of the gang’s equipment list limitations.

Splinter Gangs: Fighters in splinter gangs will instead be equipped with their last set of equipment from the old gang, which may include equipment not available on the gang equipment list. Additional equipment may be given to these fighters from the Equipment List too, although existing gear may not be removed when the gang is founded. The cost of the fighter will include their advances, injuries, old equipment, any new equipment you purchase for them and other costs accrued from their previous campaign(s).

Weapon Capacity​

Capacity and Size: Each fighter may be equipped with as many weapons as their Capacity allows:

  • Capacity is equal to a fighter’s Strength.
  • Each weapon has a value, its Size, which varies between 0 and 4.
  • A fighter can only carry a combination of weapons which to add up to equal or less than their Strength.
  • Some items of Wargear (such as servo-harnesses, suspensor harnesses, etc) enable fighters to carry more, either by increasing Strength, or by reducing the Size of objects.
Compact Weapons: Certain items have the Compact weapon trait. Up to one weapon with the Compact trait equipped by a fighter may be treated as having a Size of 0.

Wargear

Wargear: In addition, a fighter may be equipped with Wargear. Unless stated otherwise any fighter with the Gang Hierarchy (X) or Gang Fighter (X) special rule can be equipped with:

  • Armour
  • Bionics
  • Chems
  • Grenades
  • Personal Equipment
  • Weapon Accessories.
Unless stated in a fighter’s entry, only fighters with the Gang Hierarchy (X) special rule can be equipped with

  • Exotic Beasts
  • Status Items
When the gang is founded, fighters may only take wargear which is marked X for their fighter type in the equipment list; usually following gang recruitment, fighters may be equipped with any wargear the gang owns in the Stash.

Limits

There is no limit on the amount of wargear a fighter can have in general, although they may only have one of each kind of armour (suit, layer, shield and/or field armour) and – if they may possess them – only a maximum of 3 Exotic Beasts.

Weapons Accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added.

Gang Equipment

Gang Equipment encompasses communally owned items – fixed weapons, tools, relics, etc – which are not owned by a specific fighter. These do not count to the gang’s rating, but if used in a scenario, are added to the crew’s value.

Discarding Items

During a campaign, gangs may gain new equipment and seek to change fighters’ earlier gear.

  • Any fighter – as long as they are not in Recovery – may discard any Weapons or Wargear they are equipped with in favour of new Weapons or Wargear in the gang’s Stash.
  • Any weapon or item discarded in this way is placed in the gang’s Stash.

The Stash​

The Stash contains all of the gang items not equipped by fighters, gang equipment, and credits.

  • Any weapon or item of equipable wargear in the gang’s Stash and may be given to fighters in the gang, if they are able to equip it (see their entry in their gang list which tells you the categories of items they may equip).
  • In addition any item in the Stash may be traded to another gang, or sold (usually for less than its bought value).

Law-Abiding and Outlaw rules

Playing as a Law-Abiding Gang​

If you are a Law-Abiding Gang, you are able to claim bounties:

Bounties​

Law Abiding gangs can claim bounties for enemy fighters belonging to Outlaw gangs that suffered a Death or Memorable Death result on the Lasting Injury table, or that they have Captured, providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission (either Rescue Mission, or Public Execution):

  • For every fighter belonging to an Outlaw gang that suffered a Death or Memorable Death result on the Lasting Injury table during the preceding battle, this gang claims a bounty of half the value of the fighter, plus an amount equal to the total XP of the fighter, in credits rounded up to the nearest 5.
  • Law-Abiding Venator Solo gangs obtain instead the full value of the fighter, plus an amount equal to the total XP of the fighter, in credits rounded up to the nearest 5.
  • When a Law-Abiding gang claims a bounty for a fighter belonging to an Outlaw gang that they have Captured, they are worth their half their value in credits, rounded up to the nearest 5.
  • When Law-Abiding Venator Solo gangs sell Captives to the Guilders, they earn the full value of each fighter in credits rather than the usual half.

Being Outlawed​

Almost all Law-Abiding Gangs face the threat that they may be declared Outlaw by the Guilders. A gang may not have committed any crime at all and be outlawed anyway because they have been falsely accused by someone who’s scared of them or jealous of their status. Far more likely is that the gang has broken the law and just had the misfortune to be caught and punished. The law is uncompromising in the Underhive and anyone who is outlawed will have to fear their head adorning a pole as a warning to others.

After a battle, any Law-Abiding gang can decide to report their opponent to the Guilders afterwards (after re-assigning territory and receiving rewards from the scenario), as long as the other gang is also Law-Abiding. There is nothing to prevent both players reporting to the Guilders; indeed, such acrimonious counter allegations are very common.

Any accused player must roll 2D6 on the Outlaw table below to see whether the accusations against his gang come to the attention of the Guilder courts. The rolls must be witnessed by the opposing player and are modified as noted. Note that it is possible for both gangs to be outlawed if each reports the other to the Watchmen!

Outlaw Table​

2D6Result
2Outlawed Time to get out of town, your gang has been outlawed!
3-6Clean You’re a clean citizen, move along.
7-11Black Mark You’re a clean lawful citizen. In addition, the Guilders are unimpressed with the reporting gang wasting their time. They suffer an extra -1 modifier the next time they are reported to the Watchmen.
12Deputised The Guilders are so impressed (or fooled) by your law-abiding manner that you are given the chance to become Watchmen (or mercenaries) for a Guilder faction and help keep the peace. If you accept you must enter into faction with a Guilder faction of your choice, and immediately gain the benefits of this alliance (if you are already in an Alliance, you may choose to remain in the alliance or instead ally with another Guild). Mark your new Watchman status on the gang roster. As long as you are a Watchman gang, you cannot yourselves be reported by other gangs. However, if you ever lose your Guild Alliance due to Testing the Alliance or other causes, you stop being Watchmen and must immediately roll on this table.
The roll on the Outlaw Table is subject to the following modifiers:

Gang

  • -1: If any Mutants fought for you in the battle.
  • -1: If any Escaped Pitslaves fought for you in the battle.
  • -1: If any Unsanctioned Psykers fought for you in the battle.
  • +1 If your gang rating is under 1,000.
  • -1/+1 If your gang rating is between 2000-3000 (roll a D6 each game 1-3 =-1, 4-6 = +1).
  • -2/+2 lf your gang rating is over 3,000 (roll a D6 each game l-3 = -2, 4-6 = +2)
Other

  • -1: If the game used the Sneak Attack rules and you were the attacker.
  • -1: If you performed the first Shoot action in a battle.
  • -1: For each fighter who suffered a Dead or Memorable Death result in the battle.
  • -2: If you fought against any Guilders or Enforcers in the battle.
  • +2: Allied to a Guild faction.
  • +1 If none of the negative modifiers above have ever applied to your gang when you are reported.
Usuaully, Outlaw gangs can’t report other gangs to the Guilders. However, if they have recruited a Proxy Hanger-On, they may attempt to do so.

Finally, Enforcers cannot be reported to the Watchmen; they are above the Guilder’s Law. Doing so is more likely to see the reporter outlawed or killed!

Escape from the Law​

If a gang is Outlawed, it must abandon its Territories. Generate a new Territory for each Territory the gang held before, minus one (to a minimum of 1). E.g. a gang which had five will then have four. In this instance, the gang will also abandon its obligatory Settlement territory.

In addition, the gang will lose any Gang Auxiliary (Hangers-on) it had previously hired. Such low-level flunkies will often be unwilling to follow their previously Law-Abiding employers into the life of an outlaw.

Finally, if the gang is in an Alliance with a Guild Faction, it loses the Alliance.

Playing as an Outlaw Gang​

Whether a gang starts as an Outlaw gang in the campaign, or is outlawed during it, they are subject to the following rules:

  • Outlaw gangs can Forage.
  • Outlaw gangs must pay an additional amount per fighter to feed them after each game; otherwise fighters become Starving.
  • Outlaw gangs cannot sell Captives to the Guilders or claim bounties for them; instead
    • they may trade Captives with any other gang as they wish, while keeping their equipment, or Sell them into slavery on the night trains for D6x5 credits, while keeping their equipment.
    • Finally, in some cases, outlaws might be able to sacrifice them to the Dark Gods once their owner’s gang has had a chance to rescue them.
    • You may also simply choose to execute a captive.
  • All fighters in an Outlaw gang have a bounty on their head.
  • Outlaw gangs roll on the Black Market Trade Chart instead of the Legal one.
  • Outlaw gangs may form Criminal Alliances and Noble House Alliances.
  • Hired Guns (Bounty Hunters, Hive Scum, etc.), Hangers-On and Brutes hired by an Outlaw gang automatically gain the Outlaw special rule (if they did not have it already).
  • Outlaw gangs may not hire any Dramatis Personae that do not have the Outlaw special rule, nor may they petition House Agents.

Outlaw House Gangs​

When a House gang – Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar – is founded as, or later becomes an Outlaw gang, they lose their connections with their House. This means they can no roll on the House Favours table, nor can they petition House Agents, or hire certain House-specific Dramatis Personae.

If a gang has a House-specific Brute when they become an Outlaw gang, they may retain it, however if the Brute is later lost (such as due to a decrease in reputation or death), then it may not be replaced.

If a House gang manages to change alignment by paying its Guild Debt and become Law-Abiding again, they regain access to the House rare trade table, House Favours table and House Agents, may be able to purchase House-specific Brutes, and may be able to hire Law-Abiding only House-specific Dramatis Personae.

Outlaw Territory and Income​

Outlaws’ earnings and ability to provide for their gang are affected in the following way:

So Many Mouths to Feed​

Unfortunately, the gang needs to be fed and supplied one way or another. After each game, once the gang’s income have been generated and Foraging conducted, each member of the gang, including Hangers-On and Exotic Beasts, will need 3 credits worth of supplies to keep him going. Brutes and Ogryns require 6 credits. If the gang’s income isn’t enough to cover the cost of the fighter’s upkeep then credits from the gang’s stash must be used for the remainder.

Hired guns don’t need to be given supplies – their pay will keep them in rat burgers. Any cash left over is put into the gang’s stash.

Starvation​

If the gang can’t pay out 3 credits for each gang member either from their stash or from generated income they are in danger of starving to death.

Any model that doesn’t have 3 credits (or 6 for Brutes and Ogryns) spent on them reduces their Strength and Toughness by 1 for each post-battle sequence they have starved.

These penalties will accumulate from game to game and any models that are reduced to a Strength or Toughness value of 0 starve to death and should be removed from the gang roster.

You can keep the equipment of someone who has starved to death.

If someone feeds, their natural Strength and Toughness is recovered.

Foraging​

Any fighter in an Outlaw Gang may conduct the “Foraging” Post-Battle Action (instead of other actions):

Foraging: Juves, Gangers, Prospects, Champions and even Gang Leaders can all forage, though if they forage they can’t perform any post-battle actions such as visiting the outlaw trading post, black market or working the gang’s territory. Each forager collects D6 credits worth of stuff from the wastes, which is added directly to the Gang’s Stash. Hired guns and special characters never forage, that isn’t what they’re paid for

Captives​

Captured Outlaws​

If an outlaw is captured they can be ransomed or exchange as normal.

Alternatively, outlaws generally have a bounty on their heads, that’s why there are bounty hunters after all.

If the outlaw isn’t rescued then they can be sold to the Guilders by a Law-Abiding gang for half their value plus an amount equal to their total XP, rounded up to the nearest 5 credits. You do not keep their equipment.

Law-Abiding Venator Solo gangs claim a captive’s full value plus an amount equal to their total XP, rounded up to the nearest 5 credits.

Naturally outlaws can’t collect bounty on other outlaws, more because they would be shot for trying than for ethical reasons – unless the gang has a Proxy Hanger-On in the gang or are allied with the Imperial Imposters. In which case, the gang can sell Captives to the Guilders as if they were a Law-Abiding gang.

The Captives of Outlaws​

Outlaws can either exchange or ransom fighters they capture back to their gang.

Alternatively, they can sell them into slavery on the night trains for D6x5 credits each. You may keep any of the fighter’s equipment they were equipped with when captured (excluding bionics). Some gangs (such as chaos-aligned gangs) have other options, which are detailed in each gang entry.

Finally, you may simply execute captives if you prefer, in which case you do not get any credits, but do keep their gear (excluding bionics).

Changing alignment to Law-Abiding: The Guild Debt​

Uncorrupted outlaw house gangs, as well as certain Solo gangs, may change alignment to Law-Abiding. However, an Outlaw gang can only change alignment at the end of a Week (see Campaign Weeks), and to do so, must pay their Guild Fee to do so.

The guild fee is levied against an outlaw gang to buy back their freedom is a tenth (10%) of their current gang rating (excluding Hangers-On), rounded up to the nearest 5 creds.

For example, the outlawed Dog Soldiers gang have a rating of 2,788, so the guild price to lose their Outlaw status is (2,788/10=278.8), rounded up to 280 credits.

Please note that Slave Ogryn Gangs, as well as Outlawed gangs associated with Chaos or Genestealer Cults may not pay their Guild Debt – once Outlaws, they remain Outlaws forever.

Effects​

Change the alignment of the gang to Law-Abiding.

When the gang goes clean, it will lose any Gang Auxiliaries (Hangers-On) it had previously hired. Such low-level flunkies may be unable to secure a pardon and find themselves unpopular reminders of an Outlaw past within the gang’s hideout.

Finally, if the gang is in an Alliance with a Recidivist Faction, it loses the Alliance.

Managing your gang during the campaign:

CAMPAIGN INJURIES

Going Out of Action​

During a game some fighters will go Out of Action and are removed from play. In terms of the game they are no longer capable of fighting – however, they might also have suffered a particular injury that will affect them for the rest of the campaign. As such, when a fighter goes Out of Action, their opponent rolls a D66 roll and looks up the result on the Lasting Injuries table.

Other times, a fighter might go Out of Action in between battles. When this occurs, the player rolls a D66 in the dice room or in front of another player, and looks up the result on the Lasting Injuries table.

Multiple Injuries​

If an Injury roll results in more than one Out of Action “skull” result, roll only once on the Lasting Injury chart.

Succumbing to Injuries​

If a fighter is Seriously Injured when the battle ends, roll a D6 for them during the Wrap-up. On a 3 or more, they survive without any further complications, but on a 1-2, they succumb to the injuries suffered during the battle and are treated as having gone Out of Action. A Lasting Injury roll is made for them, as described previously.

Lasting Injury Chart​

If a fighter goes Out of Action, roll on the following table and apply the result immediately:

D66Lasting InjuryEffectCost Change
11Lesson Learned.The fighter goes into Recovery but gains D6 Experience.N/A
12Impressive ScarsThe fighter goes into Recovery but gains +1 Leadership and +1 Cool. This may only occur once; future rolls are treated as 14-26: Out Cold.+10 credits
13Horrible ScarsThe fighter goes into Recovery but gains the Fearsome (Ferocity) skill if they did not have it already. This may only occur once; future rolls are treated as 14-26. If the fighter already has Fearsome, treat this result as 14-26: Out Cold.+10 credits
14-26Out Cold.The fighter misses the rest of the battle, but avoids any long-term injuries. The fighter recovers in time to perform post-battle actions.N/A
31-43Grievous Injury.The fighter goes into Recovery.N/A
44Shell Shock.The fighter misses the rest of the battle, and their Initiative is decreased by 1.. The fighter recovers in time to perform post-battle actions.-5 credits
45Deafened.The fighter misses the rest of the battle, and they no longer may be the subject of Order actions, Comms actions, or Group Activations. The fighter recovers in time to perform post-battle actions.-10 credits
46Humiliated.The fighter misses the rest of the battle, and their Leadership and Cool characteristics are each decreased by 1. The fighter recovers in time to perform post-battle actions.-10 credits
51Head Injury.The fighter goes into Recovery. In addition, their Intelligence and Willpower characteristics are each decreased by 1. Decrease the fighter’s cost by 10 credits.-10 credits
52Eye Injury.The fighter goes into Recovery. In addition, their Ballistic Skill characteristic is decreased by 1.-10 credits
53Hand Injury.The fighter goes into Recovery. In addition, their Weapon Skill characteristic is decreased by 1.-10 credits
54Hobbled.The fighter goes into Recovery. In addition, their Movement characteristic is decreased by 1.-10 credits
55Spinal Injury.The fighter goes into Recovery. In addition, their Strength characteristic is decreased by 1.-15 credits
56Enfeebled.The fighter goes into Recovery. In addition, their Toughness characteristic is decreased by 1.-15 credits
61-65Death.The fighter receives a fatal wound – not even the most talented Doc can save them.N/A
66Memorable Death.The fighter is killed instantly in spectacular bloody fashion – not even the most talented Doc can save them. If the injury was caused by an Attack action, the attacker gains D3 additional Experience.N/A

Chaotic “Gifts”​

Please note that for Chaos-aligned gangs (Chaos-corrupted gangs, Chaos Helot Cults and Corpse Grinder Cults), or when a Lasting Injury is caused by an attack with the Cursed trait, there may be a danger of a Chaotic Gift occurring instead of a Lasting Injury.

If the result was Lesson Learned, Out Cold, Grievous Injury, Critical Injury, Death or Memorable Death, apply the Lasting Injury as normal.

Otherwise roll a D6 with the following modifiers:

  • Add 1 if the Lasting Injury was inflicted by a fighter from a Chaos Corrupted gang, a Helot Chaos Cults gang or a Corpse Grinder gang.
  • Add 1 if the Lasting Injury was inflicted by an attack with the Cursed trait.
  • Add 1 if the Lasting Injury was caused by a Daemon or daemonically possessed fighter.
  • Add 1 if the fighter who suffered the Lasting Injury already has at least one other Chaotic Gift.
If the result of the roll is a 6 or more then the Lasting Injury becomes a mutation.

Fighters may also suffer a Chaotic Gift if they receive the appropriate Lasting Injury from an attack with the Cursed trait. Roll a D6. On a 6, the Lasting Injury becomes a Chaotic Gift.

In either case, do not apply the effects of the Lasting Injury to the fighter, instead make a note on their Fighter card of the corresponding Chaotic Mutation:

Lasting InjuryChaotic Mutation
Impressive ScarsPleasing Mutilations: Reduce the model’s Initiative by 1. However, the fighter gains heightened rushes of stimulation from the flesh wounds they suffer in battle. For each flesh wound the model has, the model gains +1 Initiative, +1 Attacks, and +1 Movement.
Horrible ScarsBeastly Visage: The fighter appears more and more beastly. They suffer -2 Intelligence and -1 Initiative, but gain +1 Cool and gains an extra attack dice when then Charge (this may be combined with the Berserker skill)
DeafenedDo You Hear the Voices Too? The fighter gains a 360 degrees vision arc. However, the fighter’s ranged attacks gain the Reckless trait.
Shell ShockOverweening Confidence: This fighter when activated must perform either a Fight (Basic) or Shoot (X) action. If they are not Engaged or able to make a Ranged attack against an enemy fighter, this fighter must make one Move (Basic) action or Charge (Double) action towards the nearest enemy fighter. These actions use up one or more of their actions, after which any other action can be performed (if they still have actions to perform).
HumiliatedHungering Pride: The fighter must activate before any other fighters in their crew. If there is more than one fighter in the crew with this mutation, the controlling player must choose which one to activate first. Fighters with this mutation gain 1 additional Experience point if they take an Enemy Leader or Champion Out of Action.
Head InjuryDark Madness: The fighter must make a Willpower check when they activate. If they fail, they immediately are subject to the Insanity condition (even if they are normally immune to this condition).
Eye InjuryBestial Senses: The fighter cannot be included as part of a group activation, nor can they initiate a group activation if they are a Leader or Champion. In addition, the fighter counts as being equipped with a bio-scanner.
Hand InjuryDisturbing Appendage: The fighter counts as being equipped with a Fighting Knife which cannot be removed, disarmed or destroyed. When using weapons with the Unwieldy trait or which are marked by the * entry in the equipment lists, the fighter suffers a -1 Modifier to their Weapon Skill or Ballistic Skill.
HobbledWarped Limbs: Reduce the fighter’s Move characteristic by 1. When the fighter makes a Charge action, add D3” to their charge if they normally add half, and D6” if they normally add full Movement.
Spinal InjuryCrooked Body: Ranged attacks made against the fighter suffer a -1 modifier to hit while within the attacking weapon’s Long range. However, the fighter cannot wear any (Suit) armour, but they may still wear (layers), (shields) and (field armour) – any (Suit) armour they are currently equipped with is placed in the gang’s Stash.
EnfeebledTwisted Flesh: When the fighter activates, they may remove one Flesh Wound from their Fighter card. The fighter cannot benefit from bio-boosters, medicae kits or assistance from other fighters when making Recovery tests.
The same Chaotic Gift cannot be gained more than once. If a fighter would gain a duplicate Gift, the player may choose another mutation from the Chaotic Gifts table instead. Chaotic Gifts cannot be “healed” via bionics, nor may bionics be installed for an injury once a model has received a Chaotic Gifts.

A fighter with a Chaotic Gift is a mutant and has the following special rule:

Mutant: Should this fighter be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle which is added to their Scenario rewards. In addition, any time a mutant rolls twice on the Rare Trade Chart at the Trading Post or Black Market, pass an Intelligence test – if the fighter fails, roll twice each time with the fighter offered only the lower-costed item

The boons of the Dark Gods always come with a price, and no one suffers their blessings for long without succumbing to madness and corruption. As soon as a fighter gains a number of Chaotic Gifts equal to their Toughness characteristic, they are transformed into a Chaos Spawn.

Mark the fighter from the gang’s Roster as if they died. However, a Chaos-aligned gang will attempt to the keep the Spawn. If the gang already has a Chaos Spawn, the fighter is removed from the gang roster. If the gang does not have a Chaos Spawn, a Chaos Spawn is added to the gang roster immediately.

Genestealer Infection​

When a fighter is taken out by a Coup de Grace action by either a fighter with the Gang Hierarchy (x) special rule in a Genestealer Gang, or a Purestrain Genestealer, and they do not die and are not captured, roll 2D6 at the end of the battle. On a 2, their gang is infected by the Cult.

Going into Recovery​

Some result cause a fighter to Go into Recovery. The fighter’s In Recovery box on gang roster is checked, and the fighter must miss both the post-battle sequence of the current game and the next battle in order to recover from their injuries.

A fighter who has gone Into Recovery may not perform post-battle actions at this time, nor may the gang benefit from any special rules they contribute to the gang.

During the Wrap-up after the gang’s next battle, or at the end of a week in which the gang has not fought any battles (whichever is sooner), the fighter’s In Recovery box will be cleared, and they will becomes available once again, and Leaders and Champions may perform post-battle actions. Note that no matter how may Lasting Injury rolls are made, a fighter that goes Into Recovery will only miss one game rather than multiple games.

Characteristic Penalties​

Some results on the Lasting Injuries table give a permanent penalty to a fighter’s characteristic. Their Fighter entry must be amended immediately – note that their credits value does not change. Also if a characteristic that is depicted as a target number (Weapon Skill or Initiative, for example) is reduced the actual number increases – in other words if a fighter with a Weapon Skill of 4+ receives a Hand Injury their Weapon Skill is decreased to 5+.

Repeated Injuries​

Over the course of a campaign fighters can suffer the same serious injury multiple times. Injuries affecting characteristics have cumulative effects if they are rolled again. For example, a model suffering from two Shell Shock injuries suffers a -2 Initiative penalty. Injuries which do not affect characteristics do not have a cumulative effect – if a fighter suffers an Injury like this (such as Horrible Scars), they simply go into Recovery.

Minimum Characteristics​

A fighter cannot have a characteristic below any of the following stats (other than when they do not have the characteristic, as marked ‘-‘ on their starting profile):

MWSBSSTWIALdClWillInt
1’’6+6+1116+112+12+12+12+
If a fighter is ever reduced permanently below the minimum for any characteristic due to a Lasting Injury, they will be forced to retire, unless the gang can immediately secure an appropriate bionic for the fighter.

Experience

Earning Experience​

The Experience points your fighters can earn will depend on the scenario you choose to fight. Different scenarios have different objectives, and consequently the fighters earn experience in slightly different ways.

During a game, a fighter can always gain Experience in the following standard ways:

ActionXP Gained
Each unsaved wound directly inflicted by this model on any Enemy fighter or model 1
Any action that directly causes a Crazed Cannibal, Hive Dweller, Houseless Ganger, or Exotic Beast to go out of action1
Any action that directly causes any Enemy ganger, juve, prospect or hanger-on model, or a Peril Minoris Underhive Horror, to go out of action.D3
Any action that directly causes any Enemy Champion (including the Champions of Alliance Representatives), Uphive Agent, Corrupt Enforcer, Defence Servitor, Aberrant or Peril Secundus Underhive Horror to go out of action.2D3
Any action that directly causes any Enemy Leader (including the Leaders of Alliance Representatives), Dramatis Personae, Bounty Hunter, House Agent, Brute or Peril Extremis Underhive Horror to go out of action3D3
If the above models die from 66 (Memorable Death) on Lasting Injury Chart from being taken out of action (dying from a spectacular kill blow) add:+1D3
A fighter (other than an Exotic Beast) Rallies and returns to the fightD3
[Note] As Toxin and Gas do not inflict Wounds, but instead force Injury dice, add 1 XP for each Wound a fighter has if an Out of Action result is rolled by the fighter (in addition to any XP for taking them Out of Action).
Note, that if you inflict a Wound on or take Out of Action a friendly fighter, you do not gain any Experience.


Experience is also gained by completing scenario objectives – these will be detailed in each scenario – as well as other events.

Underdog Experience Bonus

When a gang fights an enemy gang with a higher gang rating at the start of the battle, then any fighters who fought in the battle earn extra Experience points. The higher the enemy gang’s gang rating at the start of the battle, the more points the underdog earns.

The number of bonus points is shown on the table below. This shows the extra points earned for each fighter who fights in and survives the battle both for a win and a defeat:

Difference in Gang RatingExperience Bonus Win/Draw or Lose
1-49+1/0
50-99+2/+1
100-149+3/+2
150-199+4/+3
200-249+5/+4
250-499+6/+5
500-749+7/+6
750-1000+8/+7
1000-1499+9/+8
1500++10/+9

[1] As Toxin and Gas do not inflict Wounds, but instead force Injury dice, add 1 XP for each Wound a fighter has if an Out of Action result is rolled by the fighter (in addition to any XP for taking them Out of Action).

Advancements

Advancement Levels​

As fighters earn more Experience points they are entitled to purchase Advancements by spending Experience (XP) accrued. Each fighter gains an advance after each amount of XP they obtain as stated below:

Fighter TypeAdvancement Threshold
Leadersevery 20 XP
Championsevery 20 XP
Specialistsevery 10 XP
Gangersevery 10 XP
Hangers-Onevery 10 XP
Brutesevery 10 XP
Exotic Beastsevery 10 XP
Juvesevery 5 XP
Prospectsevery 5 XP

Advance Roll Table​

Make any Advance rolls that are due immediately after the battle so that both players can witness the result, or in the diceroom with a player witnessing preferably.

Roll D66 and consult the Advance Roll table below:

D66AdvancementCharacteristic ChangeCost Increase
11-13+1 MovementUp to 5”+ 0 credits
5” to 6”+ 5 credits
Above 6”+ 10 credits
14-16+1 WSUp to 4++ 0 credits
From 4+ to 3++ 10 credits
From 3+ to 2++ 20 credits
21-23+1 BSUp to 4++ 0 credits
From 4+ to 3++ 15 credits
From 3+ to 2++ 30 credits
24-26+1 StrengthUp to 3+ 0 credits
From 3 to 4+ 5 credits
Above 4+ 10 credits
31-33+1 ToughnessUp to 3+ 0 credits
From 3 to 4+ 5 credits
Above 4+ 10 credits
34-36+1 Wounds1 to 2+ 5 credits
2 to 3+10 credits
Above 3+20 credits
41-43+1 InitiativeUp to 4++ 0 credits
From 4+ to 3++ 5 credits
From 3+ to 2++ 10 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 7++ 0 credits
From 7+ to 6++ 5 credits
Above 6++ 10 credits
54-56Roll a D6:
1-3: + 1 Willpower;
4-6: +1 Intelligence
Up to 7++ 0 credits
From 7+ to 6++ 5 credits
Above 6++ 10 credits
61-63The fighter gains a skill. Roll a D6:
1-3: pick one of the fighter’s primary skill sets and roll a random skill
4-6: pick one of the fighter’s secondary 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) the fighter gains a random skill from any skill set available to their gang
(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


Characteristic increases​

An Advance roll of 11-56 will increase one of a fighter’s characteristics.

Maximum Characteristics​

Each of a fighter type has a profile of maximum characteristics. Common ones are presented below, but Hangers On, Brutes, Exotic Beasts and other fighters will have their own. If the characteristic indicated by the advance roll has already reached its maximum level, you may choose to increase any other characteristic by + 1 instead, adding the appropriate cost to the fighter.

MWSBSSTWIALdClWillInt
Cawdor7’’2+2+4442+44+4+4+4+
Delaque7’’2+2+4442+44+4+4+4+
Escher7’’2+2+4442+44+4+4+4+
Escher Death Maidens8”2+2+4542+44+4+4+4+
Goliath*6’’2+2+5552+44+4+4+4+
Orlock7’’2+2+4442+44+4+4+4+
Van Saar6’’2+2+4442+44+4+4+4+
Palanites7’’2+2+4442+44+4+4+4+
Slave Ogryns7’’2+4+6652+54+4+4+6+
Chaos Cultists7’’2+2+4442+44+4+4+4+
Corpse Grinders7’’2+2+5442+44+4+4+4+
Genestealer Later Gen Hybrids7’’2+2+4442+44+4+4+4+
Genestealer Early Gen Hybrids8”2+2+5542+44+4+4+4+
Genestealer Aberrants8”2+5+6653+56+4+4+4+
Solo 17’’2+2+4442+44+4+4+4+
Solo 25”2+2+4542+44+4+4+4+
Solo 36’’2+2+5552+44+4+4+4+
Solo 46’’2+2+4342+44+4+4+4+
*Goliath Gene-Smithing means that fighters may advance beyond these or may have reduced maximum characteristics – this is determined by any enhancements they were recruited with – please make a note of this on their fighter card.

New Skills​

The types of skill that a fighter can have are restricted by the gang’s House and whether the fighter is a juve, ganger. Prospect, champion, leader or another type of fighter. These restriction are indicated on the Skill tables. If you refer to these tables you ‘II see that each offers six different skills.

When a result says that a fighter can ignore the normal restrictions for his House or type, they are able to select from any of the Skill tables available to every gang – namely, Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Muscle, Savant, Shooting – as well as the table specific to their own gang (e.g., Palanite Drill, Savagery, Bravado, Muscle, etc– note, not every gang has one).

To determine a new skill for a fighter, pick the type of skill you want from those available, then roll a D6 to determine which skill has been learned. If you roll a skill that the fighter already has or that he is not allowed to take for any reason. you may pick any skill of that type.

Promotions​

Champions​

In general, the only promotion a Champion may obtain is to Leader – which occurs either when the Leader dies, or they gain a higher Leadership value than the leader & challenge them for the gang.

Gangers and Specialists​

Gangers can only be promoted to Specialists or to Gangers with a Hive Ken Skill if they roll 64-65 on the chart.

Specialists may be promoted to Champions if they roll 64-65, bearing in mind the limits on fighters without the Gang Fighter (X) special rule for the gang.

Juves and Prospects​

Once a juve or prospect has earned 25 or more Experience points they are immediately promoted, following the special rules in their entry.

In general, a Juve becomes a fully-fledged Ganger, while a Prospect has the option of becoming a Champion, a Ganger Specialist or a Ganger with a Hive Ken skill – you may pick which promotion the Prospect has, bearing in mind the limitations on the number of fighters with the Gang Hierarchy (X) rule allowed in your gang.

If a Prospect is promoted to a Champion, they gain all the special rules associated with that Champion, and their value does not change. If a Prospect becomes a Specialist, they gain all the special rules associated with a Ganger Specialist and their value does not change. If a Prospect instead gains a Hive Ken skill, they gain all the special rules associated with a Ganger, determine a random Hive Ken skill, and increase their value by 10 credits.

Note that their profile stays the same. They take on the special rules of those fighter types, while losing the special rules of their previous class.

Leadership challenges

Rise of a Usurper​

If a fighter with the Gang Hierarchy (X) or Gang Fighter (X) special rule gains an Advance which makes their Leadership characteristic higher than the Gang Leader’s Leadership, during the Post-Battle Sequence they may challenge the Leader.

Roll a D6, subtracting 1 if the fighter has the Gang Fighter (X) special rule:

D6Result
1-3Through loyalty, or cowardice, the potential Usurper refuses to issue a leadership challenge or declines the Leader’s challenge – for now. The fighter may not make a LEadership challenge until they gain another Leadership advance.
4-6The potential Usurper challenges the Leader!
IF a Challenge is issued, roll a further D6 to determine how the challenge takes place:

D6Result
1-3Both contenders must fight it out in a knife fight. Set up the fight on an empty Zone Mortalis tile with both fighters 6″ apart, with the Leader and the Usurper present. Each will be armed only with a knife, and will not have any other equipment other than bionics.
4-6The matter is resolved as a shoot-out between the two rivals, with no additional fighters. Both contenders are armed with the weapons and equipment they fought with that game. The contest is fought using two Zone Mortalis tiles or a single Kill Team board, with each fighter placed 12” apart with no cover between them.
Corpse Grinder Cultists treat this result as 1-3.
In either challenge, the Gang Leader will be controlled by the owning player, and the Usurper by another player or Arbitrator. The first fighter who is Seriously Injured or taken Out of Action is the loser. If both fighters are Seriously Injured at the same time, or both go Out of Action at the same time, then the current Gang Leader wins. Normal Experience is not gained, but the winner gains +10 Experience and – if they survive – the loser +5 Experience.

Defeated Usurper​

If the Usurper loses, and wasn’t killed, then roll a D6.

  • On a 1-3, the Gang Leader forgives them and the Usurper continues in the gang as normal. They may not Challenge the Leader again.
  • On a 4-6, realising they face the wrath of the Leader, the Usurper flees the gang or is killed by the Leader, and is removed from the Roster. They leave their equipment behind, with the exception of any bionics they had.

Ousted Leaders​

IF a Leader is defeated, then the Usurper replaces them as the Gang Leader and gains all the special rules and equipment access of the Leader just as if they had replaced a dead leader.

Roll a D6 to determine what happens to the ousted Leader, if they weren’t killed during the challenge:

  • On a 1-3, the ousted Leader accepts they have been beaten by the better fighter, and is demoted to a Champion. They may not be demoted to a Champion who may never be promoted to a Leader.
  • On a 4-6, the ousted Leader deserts the gang, together with all their equipment and disappears forever.

Territories and Income

Starting Territories​

Every gang begins with five territories, with four generated from the Territory table. Some scenarios allow gangs to gain extra territory or lose it to their rivals. The more and better territory a gang has the richer and more feared it will become.

All gangs (with the exceptions of Enforcers) possess a Hab Territory, and Palanite Enforcers possess a Palanite Precinct. These represent the gang’s base of operations. These territories cannot be lost, unless they are a gang’s final territory, in which case if a gang ever loses them, the gang disbands.

TerritoryIncomeBoon
HabD6x10If this territory is worked the gang may choose to roll two D6. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free. The fighter comes with D3x10 credits equipment chosen from their House/Fighter Equipment List at no additional cost.
Palanite Precinct(Enforcers only)D6x10When worked by a ganger, roll 2D6. If one of the dice is a 6, the gang can add a Palanite Patrolman Rookie (Juve) to their roster for free. If two 6s are rolled, the gang can add a Palanite Patrolman (Ganger) to the gang for free. The fighter comes with D3x10 credits equipment chosen from the Palanite Enforcer Equipment List at no additional cost.
In addition, a starting gang generates four territories generated from the chart below:

D66TerritoryIncomeBoon
11-12Effluent ChannelVariousSpecial: When this Territory is worked, the controlling player may choose to roll between 2D6 and 6D6. However, if at least one double is rolled, then no income is generated and the fighter working the territory rolls once on the Lasting Injury table.
13-14Wasted Level4D6Special: If the gang ever loses a Territory to another gang, they may automatically give up this Territory instead of determining another Territory.
15-16Abandoned Block10Special: If the gang has a Dome Runner or Look-Out hanger-on, this territory generates 30 credits instead
21-23Refuse DumpD6x5Special: When working this territory, on the roll of a 1 the fighter working the territory goes into recovery and no income is generated. On a 6, this territory produces an additional D6x5 income. Cawdor and Scavvy fighters may reroll the initial dice result once.
24Fungal InfestationD3x10Equipment: If a natural 6 is rolled on the D3 dice to determine income, then the gang obtains also 1 Stringer Mould for free. If a natural 1 is rolled, the ganger working the territory falls ill and goes into Recovery, although the income is still collected.
25Gunk Tank10Equipment: As long as this territory is possessed by the gang, D3 fighters in the gang gain Gunk Bombs for free when Announcing Boons of the pre-battle sequence.
26Promethium Sink10Equipment: As long as this territory is possessed by the gang, D3 fighters in the gang gain Fire Bombs for free when Announcing Boons of the pre-battle sequence.
31-32Narco DenD3x10Recruit: Gain a Chem Dealer hanger-on for free. If the Chem Dealer is ever deleted from your roster, you lose this territory as well.
33-34ManufactorumD6x10Your gang runs one of the manufactoria of the Port, and take advantage of its property to aid in battles.
Recruit: When choosing your crew using the Custom Method, you may recruit a Jotunn Ogryn Servitor Brute with Furnace Plates, a Spud Jacker and an Augmetic Fist as part of your crew for the battle (they leave the gang at the end of the battle); however if the Brute goes Out of Action during the battle, you may not work this Territory during the post-battle sequence
If a Slave Ogryn gang receives or gains this Territory, it becomes a Slave Ogryn Underground Railroad. The credits is the same, but the Boon is replaced with the following:
Special: Protecting the future of their people, while they retain this territory, all Slave Ogryns in the gang may reroll failed Leadership, Cool and Willpower tests when defending in a scenario.
35-36Mine WorkingsD6x10In a secret location in the Port’s surroundings your gang has discovered a mine. The excavations yield carnotite gems or some other valuable ores or stones. Friends of the fighters are already working in return for a slice of the proceeds, and captives are put to work…
Special: The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captive working the mine, roll an additional D6 to generate income when working this territory.
If this Territory is captured, then the new owner takes charge of all the captives the previous owner of the Mine had.
41-42Tunnels10Your gang has found a buried entrance to a labyrinth of ancient service ducts beneath the Port’s floors.
Special: Whist it controls this Territory the gang may sneak up to three fighters onto the battlefield ahead of any battle. Sneaking fighters must be part of the crew for a battle, but instead of being set up on the battlefield, they are placed to one side. At the end of the first round, the controlling player nominates any spot on the ground surface of the battlefield and sets up each sneaking fighter within 2’’ of that spot. Fighters deployed this way must be at least 8” away from enemy fighters. This may not be used if Defending, nor If fighting in the Ash Wastes or Sump Sea
43-44Vents10The gang has found a concealed entrance into a network of ancient ventilation shafts.
Special: Whilst it controls this Territory, the gang may sneak up to three fighters onto the battlefield ahead of any battle. Sneaking fighters must be part of the crew for a battle, but instead of being set up on the battlefield, they are placed to one side. At the end of the first round, the controlling player nominates any spot on the highest floor of any battlefield terrain and sets up each sneaking fighter within 2’’ of that spot. Fighters deployed this way must be at least 8” away from enemy fighters. This may not be used if Defending, nor If fighting in the Ash Wastes.
45-46Shrine2D6x5Shrines are common in the hive, and even the most cold-blooded ganger will rarely pass one without throwing in a cred as a plea for a blessing.
Special: If a double is rolled for when determining income from this territory, the gang gains a +3 modifier to Willpower tests in the next battle.
51Drinking Hole2D6x5Your gang leader has inherited an old drinking hole in payment of an outstanding gambling debt.
Special: The player who owns this may change the roll to determine scenario by +/- 1.
52Fighting Pit2D6x5Violence is life, death, and entertainment in the underhive, and some of the most feared fighters are made on the cinder floors of fighting pits under the
eyes of baying crowds.

Special: When worked by a fighter, make a Weapon Skill check with a -1 modifier for them. If the check is passed, they permanently gain one random Combat or Brawn skill. If the check is failed, nothing happens. If however the check is failed on the roll of a 1, the fighter suffers one roll on the Lasting Injury table. No matter the result, the income is earned.
53WorkshopD6x10The family or friends of one of your gang fighters runs a workshop in the local settlement. You can trade in bits of scrap metals in return for cheap repair work or cash.
Recruit: Gain a free Ammo Jack hanger-on. If the Ammo Jack is deleted from your roster, you lose the Workshop as well.
54Whisper BrokersD6x10More valuable than jewels and more elusive than clean water, knowledge is true power.
Special: Whilst it controls this territory, the gang may draw an additional D3 Tactics cards in the pre-battle sequence to form its initial deck of cards.
55FacilitatorD6x10A local intermediary for the Guilds and Crimelords has offered you favourable rates in return for your business. As a result you are able to increase your income substantially.
Special: A gang with this territory may reroll a Test the Alliance roll, however the second result must be accepted.
56Rogue DocD6x10One of the local medical practitioners has offered to patch up your wounded fighters at favourable rates in return for blood and tissue donations from your gangers. If a ganger wants to part with a pint of blood, the Doc will grant some credits.
Recruit: Gain a Rogue Doc hanger-on for free. If the Rogue Doc is deleted from your roster, you lose this territory as well.
61Archaeotech DealerD6x10Special: If the gang rolls a 6 on the income roll, the gang may double the income earned from the device. However if two 6s are rolled, no income is gained.
62Conveyor Way2D6x10Special: The Gang may add +1 to their priority roll in the first round of any game (rerolls do not obtain this bonus). This may not be used if Defending.
63Gambling Den2D6x10Special: Your gang runs a gambling den. Although the income from running a game is good, it is a risky business because Underhivers are notorious cheats and bad losers too. If you decide to run a gambling session you receive 2D6x10 credits. However, if you roll a double you lose that number of credits from the total income you collect during this post-battle sequence instead – eg. a double 4 means you lose 80 credits.
Note that losses are deducted from your income before making reductions for basic running costs. If a gang is
unable to pay gambling debts out of its income then the difference must be made up from its Stash. If this still isn’t enough to cover the gang’s debts then weapons or equipment must be sold off.
64Collapsed DomeVariousSpecial: When this Territory is worked, the controlling player may choose to roll between 2D6x10 and 6D6x10. However, if a double is rolled, then no income is generated and the fighter working the territory suffers a Lasting Injury.
65Tech BazaarD6x10Special: If this territory is owned, the gang may select one Leader or Champion to make a Haggle post-battle action (instead of their other actions). Roll 2D6.
– On an 8+, the fighter may roll on the Rare Trade Chart if Law-Abiding or Black Market chart if Outlawed. The result may be bought by the gang for half of its usual value, rounded down to the nearest 5 credits.
– If the roll is lower than 7, pick a Common Weapon or piece of Wargear. This may be bought by the gang for half of its usual value, rounded down.
– If the roll is 3 or lower, then the fighter proves to be very poor at haggling and no equipment is gained.
If the fighter selected has Exotic Furs, add +1 to the result of the 2D6 dice roll.
66New ArrivalsSpecial: You befriend a group of settlers who have migrated from Upper City to the Port to start a new life. Thanks to your contacts and influence you are able to give the green hivers a good start, and naturally they are grateful for your assistance and only too pleased to help in the future. You may choose any type of territory from the chart. The territory represents the vocation of the settlers or a discovery they have chanced across in their journey to the sub-hive or wastes.

Collecting Income​

At the end of a battle a gang can collect income from its territories as described below. This is done as soon as the game is over so that players can witness each other’s dice rolls, or done in the diceroom.

Each fighter with the Gang Fighter (X) who is not in Recovery or Captured can work one of your Territories,representing their efforts scavenging the wastes, trading, working, running gambling sessions, collecting money owed and dealing with favoured contacts.

Each territory may only be worked by one fighter in each post-battle sequence.

You must also declare all the fighter being sent to territories before rolling for any of their generated income.

Over-Extending Territories​

As a gang fights through a week, its resources will become over-extended.

  • For the first battle of the Campaign Week, a gang will earn the full amount of each territory income generated
  • For its second, they will earn one-half from each Territory collected
  • For its third, one-quarter income from each Territory.
  • After their third battle of the week, they cannot collect income from any of Territories (even if one or more of them have not been collected from that week).
Apply the reduction before adding the total to the rest of your credits earned at the next step.

Determining your Profit​

Add up all the credits generated from the following after the battle:

  • Credits from Scenario Rewards
  • Credits from Territories Worked
  • Credits from Skills
  • Credits from Bounties and Selling Captives
This is the gang’s Income. Once you have your total income for the battle, apply that amount to the following chart and cross reference the number of fighters in your gang (i.e. models with the Gang Hierarchy and Gang Fighter special rule) at the end of the preceding battle, as well as your gang’s brutes. Do not count any captured fighters, hangers-on, exotic beasts or hired guns currently with the gang.

The amount cross listed between your income and the number of fighters in your game is the Profit, the amount of credits that are added to your Stash, and which may be used to buy items at the trading post or black market, to take a fighter to the doc, or any other action that requires credits.

Income-to-Profit Chart​

Credits Raised0-3 Fighters & Brutes4-6 Fighters & Brutes7-9 Fighters & Brutes10-12 Fighters & Brutes13-15 Fighters & Brutes16- 18 Fighters & Brutes19+
0-292015105000
30-4930201510500
50-79503020151050
80-1198050302015105
120-169100805030201510
170-2291251008050302015
230-29915012510080503020
300-379175150125100805030
380-4592001751501251008050
460-55922520017515012510080
560+250225200175150125100

ALLIANCE PAYMENTS​

If a gang must pay a fee to a guild because there were credit awards associated with a scenario, this must come out of the scenario earnings before credits are applied to the income chart above. If the guild demands more credits than were earned as a scenario reward, the player earns no credits from the scenario rewards and they must Test the Alliance.

HIRED GUN RETAINER FEES​

If a gang wishes to retain a Hired Gun, their retainer fees are taken from the Profit; if the gang did not make enough Profit, then they may use cash in their Stash – or sell items to keep the Hanger-On on.

If they cannot afford to retain the Hired Gun, the Hired Gun leave the gang.

Giant Killer Bonus​

When a gang fights and beats an enemy with a higher gang rating it receives extra income. The gang’s contacts are impressed by its success and traders are keen to expand their dealings with the Giant Killers.

Multiply the difference in Rep before the battle by 10; you earn the extra amount as Profit which is added to your Stash. Profit a gang earns after beating an enemy with a higher gang rating. Note this is added to the gang’s profit, after income:

Difference in ReputationProfit Bonus For Winning
1+10 credits
2+20 credits
3+30 credits
4+40 credits
5+50 credits
& etc& etc

Outlaws and Income​

Outlaws’ Income​

Outlaw gang’s income works as normal – however, they have an extra complication.

Foraging (Outlaws Only)​

To avoid starving, any fighter not Captured or In Recovery in an Outlaw Gang may conduct the “Foraging” Post-Battle Action (instead of other actions):

Foraging (Outlaws only): Juves, Gangers, Prospects, Champions and even Gang Leaders can all forage, though if they forage they can’t perform any other post-battle actions or special tasks such as working territory, visiting the outlaw trading post, black market or working the gang’s territory. Each forager collects D6 credits worth of stuff from the wastes, which is added directly to the Gang’s Stash. Hired guns and special characters never forage, that isn’t what they’re paid for.

STARVATION (Outlaws OnLY)​

Unfortunately, an Outlaw gang sometimes struggles to feed its gangers. After each game, once the gang’s income have been generated and Foraging conducted, each member of the gang, including Hangers-On and Exotic Beasts, will each need 3 credits worth of supplies to keep them going. Brutes and Ogryns require 6 credits each.

Any model that doesn’t have 3 credits spent on them after a game reduces their Strength and Tougness by 1 for each post-battle sequence they haven’t been fed. This effect is cumulative and if a fighter is reduced to Strength and/or Toughness 0, they will die, and must be removed from the roster. The gang keeps their equipment.

Hired guns don’t need to be given supplies – their pay will keep them in rat burgers. Any cash left over is put into the gang’s stash.

TRADING BETWEEN GANGS [MORE OF AN RPG RULE]

Trading Items or Territories​

Gangs might desire to trade a territory to a rival in return for something else, or trade wargear or other things.

If an agreement is reached over anything, and it proceeds successfully (see below), the items or territories are immediately exchanged. If the trade is not successful, then the items remain with the gang that offerred them.

Trading Captives​

For captives, regardless of whether a Rescue has been attempted, the two gangs controlling players can come to an agreement to secure the Captive’s return. This could be a payment of credits, a trade for another Captive, even surrendering a Territory, or a valuable item of equipment or anything else – this is entirely up to the two players to decide and either gangs is free to decline an offer made by the other.

If an agreement is reached over anything, and it proceeds successfully (see below), the Captured fighter is returned immediately and becomes available to the gang once more. If the trade is not successful, then the Captured fighter remains with the gang that captured them.

Making a Trade​

To represent a trade, each gang must appoint an Ambassador from among its Leaders, Champions, Prospects, Specialists or Gangers not in Recovery.

Both players then must make a Leadership test for their Ambassador, adding +1 if they are trading for Captives:

  • If both Ambassadors’ tests succeed, the objects of the trade are immediately exchanged, and each Ambassador gains D3 XP.
  • If one of the two Ambassadors fails the test, the Trade does not occur but otherwise nothing happens.
  • If both Ambassadors fail the test, the Trade goes disastrously wrong and a fight occurs. The objects of the Trade are not exchanged. Furthermore, each Ambassador and two randomly selected members of each gang with the Gang Fighter (X) special rule must roll an Injury dice. If an Out of Action result is rolled, roll on the Lasting Injury table for that fighter (fighters who need to be taken to the Doc must be taken after the next fight if no fighter is available to take them). If a Flesh Wound or Seriously Injured result is rolled, the fighter makes it back unharmed.

TRADING POST AND BLACK MARKET:

Each gang has their own house rare chart (since i don't think an escher gang should always be able to buy a plasma cannon, a van saar gang carapace, etc)

After a gang determines its Profit, you can spend any remaining or added credits in the Stash on additional fighters for the gang, discovering specialist Hangers-On and mercenary Hired guns, or at the Marketplace – be it a legal bazaars & markets of the Port, or through one of its many black market fences.

The three activities a gang can do at the Marketplaces of the Port and beyond are:
  • Recruitment
  • Sell Current Equipment
  • Buy New Equipment
The key way to buy items and fighters is via Rare Trade Actions and then consulting the Price Charts:

  • Rare Trade Actions
    • Law-Abiding Rare Trade Chart
    • Outlaw Rare Trade Chart
  • Price Charts

Recruiment​

  • New Fighters: New fighters are recruited in the same way as the original gang. Gangs can recruit whatever type of fighter the player wishes, but the usual restrictions apply regarding gang composition. Fighters are equipped from the stash, not the options available to a fighter at gang recruitment.
  • Gang Auxiliaries: Not all members of a gang might be fighters – or even human! If found via a Rare Trade roll, players may hire Gang Auxiliaries – gang members who fulfil different roles for a gang, be it large muscle, technical help or beasts that fight alongside your leaders & champions.
  • Hired Guns: Players may always hire mercenary fighters for the gang if they wish. Refer to the Hired Guns section for details. Hired Guns are wanderers who are willing to sell their expert skills to anyone prepared to pay.

Selling Equipment​

A player may wish to trade-in gear at the same time as they buy new ones. However, the second-hand value of gear is not high due to the considerable wear and tear inflicted on it by your fighters.

  • Common items are sold for their full price, minus D6x10 credits, to a minimum of 5 credits.
  • Rare and Illegal items are sold for their full price, minus D3x10 credits, to a minimum of 5 credits.
The profit from selling items is added directly to the Stash.

Buying Equipment​

Alongside recruitment, advances and skills, buying equipment will form the core activity between games – (a) if you have the credits and (b) if you find anything useful!

Equipment Classes​

There are three levels of availability of items in Necromunda:

  • Common
  • Rare
  • Illegal
All equipment will be one of these three, and during the campaign a gang might struggle to access Rare and Illegal items.

Common Items​

Common items can be bought quite readily in any Underhive settlement, be it from a house merchant, a trading post or directly from a workshop. Common items can be bought quite readily in any market. Players can purchase as many of these items as they want.

Simply remove the credits from the gang’s Stash and put the item in the Stash.

Common items may be equipped by any fighter in the gang who is able to use them, or kept in the Stash for later use .

Rare and Illegal Items​

Rare and illegal items are hard or even impossible to find. Only occasionally do such items turn up for sale. Players must be prepared to snap up useful items as they are offered, especially the really hard-to-get weapons and equipment.

When a fighter is recruited they may be bought any Common, Rare or Illegal item they can access on their House Equipment List – representing their own gear they bring to the gang.

However, during the campaign, while each while the items on the gang’s House Equipment List include the things the gang is most likely to source from their faction’s traders and agents, it is not always guaranteed that an Escher gang will be able to buy a luxury plasma cannon, a Goliath gang their Stimm-slug stashes, a Chaos Cult their warp rounds, and so on.

Rare Trade Actions​

Items marked Rare or Illegal on a House Equipment List, and items listed as Rare or Illegal in the Trading post and Black Market, are only available to be bought through Trade Actions as a post-battle action:

  • For this, Leaders, Champions and certain other fighters are able to seek Rare or Illegal Equipment from either
    • the House Merchants, via a House Tradeaction, from the table in their gang entry
    • the Legal Trading Post through a Regular Trade action, if Law-Abiding
    • the Black Market, through a Black Market Trade action, if Outlawed
  • Each action involves the fighter rolling a D66 on a table once for each Leader, Champion or other fighter able to perform a Trade action, on only one of the rare trade tables available to them (usually their gang’s table, or either the Legal Trading Chart or the Black Market Trading Chart).
  • The player may buy any of the items offered, but only one of each item unless the same result is rolled more than once, or multiple of the same item is offered (for example with Digi-Weapons, or Chems).
  • Each item bought is added to the Stash.

Law-Abiding Rare Trade Chart​

Any Law-Abiding Leader or Champion may roll on the Trading Post Rare Trade Table as their post-battle action

D66Rare Item or Fighter Found
11-16Close Combat Weapons – roll a D6:
1-4: Non-Energy Weapons – Roll a D6:
1-3: Chain Weapon – Roll a D6:
1-2: Chainsword; 3: Chain Axe; 4: Chain Glaive, 5: Rotary Flensing Saw; 6: Heavy Chain Cleaver
4-5: Industrial Weapon – Roll D6:
1: Heavy Rock Cutter; 2: Heavy Rock Drill; 3: Heavy Rock Saw, 4: Lascutter, 5-6: Servo Claw
6: Toxin Weapon – Roll a D6:
1-4 : Stiletto Knife ; 5-6 : Stiletto Sword
5-6: Energy Weapons – Roll a D6:
1: Digi Weapon – Roll D6:
1-4, 1 Digi-Weapon; 5, 2 Digi-Weapons; 6: 3 Digi-Weapons.
2-3, Power Weapon, Roll D6:
1-2: (Roll a D6: 1-2: Power Fist, 3-4: Power Hammer, 5-6: Thunder Hammer)
3-4: (Roll a D6: 1-2: Lightning Claw, 3-4: Power Knife, 5-6: Power Sword)
5-6: (Roll a D6: 1-2: Power Axe; 3-4: Power Pick, 5-6: Power Maul)
4-6: Shock Weapon, Roll D6:
1-2: Shock Whip; 3-4: Shock Baton; 5-6: Shock Stave
21-26Ranged Weapon – roll a D6:
1-2: Pistol – roll a D6:
1-2: Las Sub-Carbine
3-4: Hand Flamer
5: Bolt Pistol
6: Roll a D6:
1: Blackpowder Pistol, 2: Flechette Pistol, 3: Needle Pistol, 4: Plasma Pistol, 5 Web Pistol, 6, Exotic Pistol: (Roll a D6: 1-3: Arc Pistol, 4-6: Inferno Pistol)
3-4: Rifle– roll a D6:
1-2: Hive Weapon – Roll a D6:
1: Bow, 2: Combat Shotgun, 3: Crossbow, 4: Lascarbine, 5: Musket, 6: Storm-Welder
3-4: Ubiquitous Special Weapon – Roll a D6:
1-2: Flamer, 3-4: Grenade Launcher (grenades extra), 5-6: Sniper Rifle
5: Boltweapon – Roll a D6:
1-5: Boltgun, 6: Storm Bolter
6: Exotic Weapon – Roll a D6:
1: Grav Gun, 2: Meltagun,
3: (Roll a D6: 1-3: Needle Rifle, 4-6: Needle Long Rifle)
4: Plasmagun, , 5: Webgun,
6: (Roll a D6: 1-3: [Roll a D6: 1-2: Arc Rifle, 3-4: Galvanic Rifle, 5-6: Radium Carbine]; 4-6: Stake-Crossbow)
5: Heavy Weapons – roll a D6:
1-2: Roll a D6: 1-2: Autocannon, 3-4: Heavy Bolter, 5-6: Missile Launcher (Missiles Extra)
3-4: Heavy Flamer
5: Roll a D6: (1-2: Lascannon, 3-4: Mining Laser, 5-6: Multi-Laser)
6: Roll a D6: (1: Grav Cannon, 2: Mole Launcher, 3: Multi-Melta, 4: Plasma Cannon, 5-6: Seismic Cannon)
6: Combi-Weapon– Roll a D6
1-3: Combi-Pistol – Roll 1D6 for each component:
Primary Component, Roll 1D6:
1: Boltpistol; 2: Laspistol; 3-4: Autopistol; 5-6: Stubgun
Secondary Component, Roll 1D6:
1-2: Plasmapistol; 3: Needler Pistol; 4-6: Hand Flamer
4-6: Combi-Rifle – Roll 1D6 for each component:
Primary Component, Roll 1D6:
1-2: Boltgun; 3-4: Lasgun; 5-6: Autogun
Secondary Component, Roll 1D6:
1: Plasmagun; 2: Meltagun; 3: Grav-Gun; 4: Needler; 5-6: Flamer
31-33Grenades and Bombs – pick either thrown Grenades or Grenade Launcher Ammunition and roll a D6 on the following lists:
Thrown Grenades – Roll a D6:
1-2: Status Grenades – Roll a D6:
1: Choke Gas Grenades; 2 : Photon Flash Grenades, 3 : Psyk-Out Grenades, 4: Rad Grenades, 5: Scare Gas Grenade, 6: Stun Grenades
3-5: Assault Grenades – Roll a D3:
1 : Anti-plant Grenades, 2: Plasma Grenades; 3: Incendiary Grenades
5: Demolitions – Roll a D6:
1: Demolitions charges; 2-3: Krak Grenades; 4-5: Blasting Charges; 6: Meltabombs
6: Bombs – Roll a D6:
1-3: Gas Trap; 4-6: Melta Trap
Grenade Launcher or Missile Launcher Ammunition – Roll a D6 :
1-3: Fissile, roll a D6: 1-4: Krak Grenades or Krak Missiles; 5-6: Plasma Grenades or Plasma Missiles
4-5: Non-Lethal, roll a D6: 1-2: Choke Gas GL Ammo; 3-4: Scare Gas GL Ammo; 5-6: Stun GL Ammo
6: Other, roll a D6: 1-3: Anti-Plant Grenades or Anti-Plant Missiles; 4-6: Photon Flash Grenades or Missiles
34-36Weapon Accessories – Roll a D6:
1-4: Additional Ammunition – Roll D6:
1: Dum Dum Bullets
2: Roll a D3: 1: Phosphor Rounds, 2: Anti-Plant Rounds, 3: Rad Rounds
3: Roll a D6: 1-3: Fragmentation Rounds, 4-6: Manstopper Rounds
4: Poisoned Arrows
5: Executioner Ammo
6: Roll a D6: 1-3: Firestorm Ammo, 4-6: Inferno Ammo
5-6: Weapon Accessory – roll a D6:
1: Auxiliary Grenade Launcher or Gunshroud
2: Infra-sight
3: Las Projector
4: Hot Shot Power Pack or Macro-Magazine
5: Mono-sight
6: Suspensors
41-43Armour – roll a D6:
1: Field Armour and Energy Shields – Roll a D6:
1-2: Conversion Field; 3: Displacer Field; 4: Energy Shield, 5-6: Refractor Field
2-3: Layers and Shields – Roll a D6:
1-2: Ablative Overlay, 3: Armoured Undersuit, 4: Assault Shield, 5: Servo Harness (Partial), 6: Servo Harness (Full)
4-6: Suit of Armour – roll a D6:
1: Carapace Armour, Roll a D6:
1-3: Light Carapace Armour; 4-6 Heavy Carapace Armour;
2: Special Flak – Roll a D6:
1-2: Layered Flak Armour, 3-4: Hardened Flak Armour; 5-6: Hardened Layered Flak Armour;
3-4: Hazard Suit;
5-6: Mesh Armour
44-46Bionics – roll a D6:
1-3: Choose one of any Mundane bionic available. One fighter in the gang may have one bionic of this class bought for them.
4-5: Choose one of any Mundane or Improved Bionic. One fighter in the gang may have one bionic of either of these classes bought for them.
6: choose one of any Mundane, Improved or Superior bionic available. One fighter in the gang may have one bionic of any of these clasesbought for them.
51-55Hive Wargear – roll a D66:
11-12: Ammo Cache
13-14: Archaeotech Device
15-16: Bio-Booster
21-22: Bio-scanner
23-24: Blindsnake Pouch
25-26: Chem Synth
31-32: Grav Chute
33-34: Guilder Cartograph
35-36: Industrial Respirator
41: Isotropic Fuel Rod
42: Jump Booster
43-44: Magnoculars
45-46: Medicae Kit
51-52: D3 Microbeads
53-54: Photo Goggles
55: Radcounter
56: Ratskin Map
61-62: Stimm-Slug Stash
63-64: Suspensor Harness
65-66: Web Solvent
56Extravagant Goods – Roll D6:
1: Roll a D6: 1-3: Exotic Furs, 4-6: Opulent Jewellery
2: Gold-Plated Gun – pick either a Common weapon or roll a D26 on this chart – you may purchase a Gold-Plated version of the determined weapon, costing 25% more credits more than normal.
3: Master-Crafted Weapon – pick either a Common weapon or roll a D26 on this chart – you may purchase a Master-Crafted version of the determined weapon, costing 25% more credits more than normal.
4: Mung Vase
5: Uphive Raiments
6: Servo Skull – Roll a D26:
11-13: Gun Skull; 14-16: Medi Skull; 21-23: Sensor Skull; 24-26: Harrier Skull
61-63Hanger-On, Roll a D66:
11-16: Pick either an Ammo-Jack, Bullet Merchant or Tech Merchant
21-26: Pick either an Augmeticist, Rogue Doc or Slopper
31-36: Pick either a Data-Scrivener, Narker or Propagandist
41-46: Pick either a Brute Handler or Chem Dealer
51-56: Pick either a Dome Runner or Gang Look Out
61-66: Pick either a Fixer, Shivver or Whisper Merchant
64-66Creature Comforts Roll a D6:
1-3: Exotic Beast – Roll a D6:
1-3: Critter, 4-6: Giant Rat
4-5: Brute – Roll a D6:
1-2: Jotunn Servitor Ogryn, 3-4: Luther-Pattern Ambot; 5-6: Sump Beast
If you can afford the Brute, and you are above the Reputation threshold, you recruit it to your gang. If you are below the Reputation threshold for a Brute (1 per 10 Rep), you cannot obtain the Brute.
6: Caryatid
If you have Rep 15 or above, you obtain a Caryatid; if you already have one, or if you do not have Rep 15, you may pick a single item from the Legal Trading Post worth equal to or less than (the gang’s Reputation x 10) credits.


Black Market Rare Trade Chart​

Any Outlaw Leader or Champion may roll on the Black Market Post Rare Trade Table as their post-battle action:

D66Rare or Illegal Item or Fighter Found
11-13Close Combat Weapons – roll a D6:
1-4: Imperial Weapons – Roll a D6:
1-2: Chain Weapon – Roll a D6:
1-2: Chainsword; 3: Chain Axe; 4: Chain Glaive, 5: Rotary Flensing Saw; 6: Heavy Chain Cleaver
3: Industrial Weapon – Roll D6:
1: Heavy Rock Cutter; 2: Heavy Rock Drill; 3: Heavy Rock Saw, 4: Lascutter, 5-6: Servo Claw
4: Power Weapons – Roll a D6:
1: Power Hammer; 2: Lightning Claw; 3: Power Knife; 4: Power Sword; 5: Power Axe; 6: Power Pick
5: Shock Weapon – Roll a D6:
1-2: Shock Whip; 3-4: Shock Baton; 5-6: Shock Stave
6: Toxin Weapon – Roll a D6:
1-4 : Stiletto Knife ; 5-6 : Stiletto Sword
5-6: Corrupted and XenosWeapons – Roll a D6:
1: Desire’s Needle;
2: Goredrinker Axe;
3: Hex’Iron Blade;
4: Tenebrous Scorge;
5: Whisperbane Knife;
6: Xenarch Death-Arc
14-16Ranged Weapon – roll a D6:
1-2: Pistol – roll a D6:
1-3: Common Weapon – Roll a D6:
1-3: Blackpowder Pistol, 4-6: Las Sub-Carbine
4-5: Hand Flamer
6: Exotic Weapon – Roll a D6: 1: Bolt Pistol, 2: Flechette Pistol, 3: Needle Pistol, 4: Plasma Pistol, 5: Web Pistol, 6: Withertouch Pistol
3-4: Rifle– roll a D6:
1-2 – Roll a D6:
1: Bow, 2: Combat Shotgun, 3: Crossbow: 4:Lascarbine, 5: Musket, 6 : Storm-Welder
3-4: Roll a D6:
1-2: Flamer, 3-4: Grenade Launcher (grenades extra), 5-6: Sniper Rifle
5: Exotic Weapon – Roll a D6:
1: Boltgun, 2: Grav Gun, 3: Meltagun, 4: (Roll a D6: 1-3: Needle Rifle, 4-6: Needle Long Rifle) 5: Plasmagun, 6: Webgun
6: Xenos and Corrupted Weapon – Roll a D6:
1-3: Xenos Weapon – Roll a D6:

1: Hrud Fusil, 2: Kroot Rifle, 3: Necrotic Beamer,
4: Rak’Gol Razor Gun, 5: Sling Gun, 6: Yu’vath Puzzle Box
4-6: Corrupted Weapon – Roll a D6:
1-2: Balefire Thrower, 3-4: Kai Hallspear, 5-6: Warpstorm Bolter
5: Heavy Weapons – roll a D6:
1-2: Roll a D6: 1-2: Autocannon, 3-4: Heavy Bolter, 5-6: Missile Launcher (Missiles Extra)
3-4: Heavy Flamer
5: Roll a D3: 1: Lascannon, 2: Mining Laser, 3: Multi-Laser
6: Roll a D6: 1: Grav Cannon, 2: Mole Launcher, 3: Multi-Melta, 4: Plasma Cannon, 5: Seismic Cannon, 6: Demiurg Energy Drill
6: Combi-Weapon– Roll a D6
1-3: Combi-Pistol – Roll 1D6 for each component:
Primary Component, Roll 1D6:
1-2: Laspistol; 3-4: Autopistol; 5-6: Stubgun
Secondary Component, Roll 1D6:
1-3: Plasmapistol; 4-6: Hand Flamer
4-6: Combi-Rifle – Roll 1D6 for each component:
Primary Component, Roll 1D6:
1-3: Lasgun; 4-6: Autogun
Secondary Component, Roll 1D6:
1-2: Plasmagun; 3-4: Meltagun; 5-6: Flamer;
21-23Grenades and Bombs – pick either thrown Grenades or Grenade Launcher Ammunition and roll a D6 on the following lists:
Thrown Grenades – Roll a D6:
1-2: Status Grenades – Roll a D6:
1: Stun Grenades; 2: Choke Gas Grenades; 3: Scare Gas Grenades; 4: Photon Flash Grenades ; 5: Anti-plant Grenades ; 6: Rad Grenades
2-4: Explosive Grenades – Roll a D6:
1: Demolitions charges; 2: Krak Grenades; 3: Blasting Charges; 4: Incendiary Grenades; 5: Plasma Grenades; 6: Meltabombs
5: Black Market Grenades- Roll a D6:
1: Mindflect Shards, 2: Shard Grenades, 3-4: Phosphor Canister, 5-6: Tox Bombs
6: Bombs – Roll a D6:
1-3: Gas Trap; 4-6: Melta Trap
Grenade Launcher or Missile Launcher Ammunition – Roll a D6 :
1-3: Fissile, roll a D6: 1-4: Krak Grenades or Krak Missiles; 5-6: Plasma Grenades or Plasma Missiles
4-5: Non-Lethal, roll a D6: 1-2: Choke Gas GL Ammo; 3-4: Scare Gas GL Ammo; 5-6: Stun GL Ammo
6: Other, roll a D6: 1-3: Anti-Plant Grenades or Anti-Plant Missiles; 4-6: Photon Flash Grenades or Missiles
24-26Weapon Accessories – Roll a D6:
1-4: Additional Ammunition – Roll D6:
1-3: Roll a D
6: 1: Dum Dum Bullets, 2: Fragmentation Rounds, 3: Manstopper Rounds, 4: Phosphor Rounds, 5: Anti-Plant Rounds, 6: Rad Rounds
4-5: Roll a D6: 1: Firestorm Ammo, 2: Fleshbane or Poisoned Arrows, 3: Gas, 4: Inferno Ammo, 5: Shatter Rounds, 6: Timoris
6: Roll a D6: 1: Amputator, 2: Excrutiator, 3: Executioner, 4: Expander, 5: Static Rounds, 6: Warp Rounds
5-6: Weapon Accessory – roll a D3:
1: roll a D6
: 1-2: Auxiliary Grenade Launcher, 3-4: Gunshroud, 5-6: Suspensors
2: Roll a D6: 1-2: focusing Crystal, 3-4: Hot Shot Power Pack, 5-6: Macro-Magazine
3: Roll a D6: 1-2: Infra-sight, 3-4: Las Projector, 5-6: Mono-sight
31-33Armour – roll a D6:
1: Field Armour and Energy Shields – Roll a D6:
1-2: Conversion Field; 3: Displacer Field; 4: Holochomatic Field; 5-6: Refractor Field
2-3: Layers and Shields – Roll a D6:
1: Ablative Overlay, 2: Armoured Undersuit, 3: Cameleoline Cloak, 4: Ceramite Shield, 5: Servo Harness (Partial), 6: Servo Harness (Full)
4-6: Suit of Armour – roll a D6:
1: Carapace Armour – Roll a D6:
1-3: Light Carapace Armour; 4-6 Heavy Carapace Armour;
2: Special Flak – Roll a D6:
1-2: Layered Flak Armour, 3-4: Hardened Flak Armour; 5-6: Hardened Layered Flak Armour;
3: Hazard Suit;
4-5: Mesh Armour
6: Unusual Armour – Roll a D6:
1: Archaeo-Carapace, 2-3: Armour Weave, 4-5: Reflec Shroud, 6: Mantle Malifica.
34-36Bionics – roll a D6:
1-4: Choose one of any Mundane bionic available. One fighter in the gang may have one bionic of this class bought for them.
5-6: Choose one of any Mundane or Improved Bionic. One fighter in the gang may have one bionic of either of these classes bought for them.
41-46Chems – roll a D6:
1: 1 dose of Spur (and supplier)
2: 1 dose of ‘Slaught (and supplier)
3: 1 dose of Obscura (and supplier)
4-5: 1 dose of Frenzon (and supplier)
6: 1 dose of Ghast (and supplier)
If you roll this result as a scenario reward or loot result, you do not find a supplier, but instead obtain D3 of the chem.
51-55Hive Wargear – roll a D66:
11-12: Ammo Cache
13-14: Bio-Booster
15-16: Bio-scanner
21-22: Blindsnake Pouch
23-24: Chem Collar
25-26: Chem Synth
31-32: Cred Sniffer
33-34: Data-Thief
35-36: Hexagrammic Fetish
41-42: Industrial Respirator
43-44: Jump Booster
45: Magnoculars
46: Medicae Kit
51-52: D3 Microbeads
53-54: Photo Goggles
55-56: Radcounter
61: Ratskin Map
62: Sanctioning Writ
63: Signal Jammer
64: Suspensor Harness
65: Stimm-Slug Stash
66: Web Solvent
55Exotic Good – Roll a D36:
11-12: Archaeotech Device
13-14: Falsehood
15-16: Forged Guilder Seal
21-22: Halo Device
23-24: Malefic Artefact
25-26: Mnemonic Inload Spike
31-32: Psi-Grub
33-34: Threadneedle Worms
35-36: Xenoculum
56Extravagant Goods – Roll D6:
1: Roll a D6: 1-3: Exotic Furs, 4-6: Opulent Jewellery
2: Gold-Plated Gun – pick either a Common weapon or roll a D26 on this chart – you may purchase a Gold-Plated version of the determined weapon, costing 25% more credits more than normal.
3: Master-Crafted Weapon – pick either a Common weapon or roll a D26 on this chart – you may purchase a Master-Crafted version of the determined weapon, costing 25 more credits more than normal.
4: Mung Vase
5: Uphive Raiments
6: Servo Skull – Roll a D26:
11-13: Gun Skull; 14-16: Medi Skull; 21-23: Sensor Skull; 24-26: Harrier Skull
61-63Hanger-On, Roll a D66:
11-13: Pick either an Ammo-Jack, Bullet Merchant or Tech Merchant
14-16: Heretek
21-23: Pick either an Augmeticist, Rogue Doc or Slopper
24-26: Cadaver Merchant
31-33: Pick either a Data-Scrivener, Narker or Propagandist
34-36: Agitator
41-43: Pick either a Brute Handler or Chem Dealer
44-46: Pick either a Dome Runner or Gang Look Out
51-53: Scabber
54-56: Proxy
61-66: Pick either a Fixer, Shivver or Whisper Merchant
64-66Creature Comforts Roll a D6:
1-3: Exotic Beast – Roll a D6:
1-2: Critter, 3: Giant Rat, 4: Gyrinx; 5: Hacked Cybermastiff; 6: Grapplehawk
4-5: Brute – Roll a D6:
1: Luther-Pattern Ambot. 2: Scrapcode-Infected Ambot; 3: Iron Automata; 4: Jotunn Ogryn; 5: Mutated Ogryn; 6: Sump Beast.
If you can afford the Brute, and you are above the Reputation threshold, you recruit it to your gang. If you are below the Reputation threshold for a Brute (1 per 10 Rep), you cannot obtain the Brute.
6: Caryatid
If you have Rep 15 or above, you obtain a Caryatid; if you already have one, or if you do not have Rep 15, you may pick a single item from the Legal Trading Post worth equal to or less than (the gang’s Reputation x 10) credits.

HOUSE RARE TRADE TABLES

Cawdor


House Cawdor Rare Trade Table​

Instead of rolling on the Rare Trade or Black Market charts, a Cawdor Leader or Champion may roll on this chart – representing the items the Clan House’s affiliated merchants supply – or what they produce from their their own scrap ingenuity!

In addition, for every 10 Reputation a gang has, they may roll once on the table during each post-battle sequence whether a Leader or Champion rolls on the table, or not.

Fighters with the Pious special rule roll on the House Cawdor Rare Trade Table; fighters with the Fanatical special rule on the Cawdor Redemptionist Table. Any extra rolls gained from Rep must be taken on the table appropriate to your leader (if they have the Pious special rule, roll on the Cawdor table; if they have the Fanatical special rule, roll on the Redemptionist table).

  • House Cawdor Rare Trade Table
  • Redemptionist Rare Trade Table
The items you determine represent what the trader is willing to offer the gang (or what the fighters reclaim), and may be bought by the gang if you can afford them and you choose to do so. Items are put into the Stash. Irrespective of which table an item comes from, once it is in the gang’s Stash, it may be equipped by any fighter in the gang (although Status Items may only be equipped by fighters with the Gang Hierarchy (X) special rule)

Unless specified, any weapon may be reclaimed or normal.

D66HOUSE CAWDOR RARE TRADE TABLE
11-16Close Combat Weapon:, Roll a D6:
1-2: Master-Crafted Weapon, Roll a D6:
1-3: Master-Crafted Fighting Knife,
4: Master-Crafted Two-Handed Axe;
5: Master-Crafted Two-Handed Sword;
6: Master-Crafted Chain-glaive
3-5: Chainglaive (May be Reclaimed)
6: Reclaimed Power Sword
21-26Ranged Weapon, Roll a D6:
1: Master-Crafted Weapon, Roll a D6:
1-2: Master-Crafted Cawdor Polearm-Autogun;
3-4: Master-Crafted Cawdor Polearm/Blunderbuss (with Grapeshot);
5-6: Master-crafted Long Rifle
2-3: Flamer weapon, roll a D6:
1-2: Hand Flamer (May be Reclaimed) ; 3: Flamer (May be Reclaimed) ; 4: Combi-Autogun/Flamer (May be Reclaimed) ; 5: Combi-Lasgun/Flamer (May be Reclaimed) ; 6: Heavy Flamer (May be Reclaimed)
4-5: Other Special Weapon roll a D6:
1: Reclaimed Boltgun, 2-5: Grenade Launcher (May be Reclaimed) , 6: Stake-Crossbow
6: Other Heavy Weapon, roll a D6:
1-3: Autocannon (May be Reclaimed); 4-6: Heavy Crossbow
31-33Weapon Accessories, Roll D6:
1-3: Additional Ammunition; Roll a D6:
1-2 Dum Dum Rounds;
3: Incendiary Grenades for GL or Incendiary Shells for Heavy Crossbow;
4: Krak Grenades for GL or Krak Shell for Heavy Crossbow;
5-6: Inferno Ammo for Shotgun
4-6: Weapon Accessory, Roll a D6;
1-3: Infra-Visor; 4-6: Mono-Sight
34-36Armour, Roll D6:
1-2: Armoured Undersuit; 3-5: Mesh Armour; 6: Light Carapace Armour;
41-43Gang Equipment, Roll D6:
1-3: Trap, roll a D6: 1-3: Gas Trap; 4-6: Incendiary Trap
4-6: Cawdor Terrain, roll a D6:
1-3: Hive Incense,
4-5: Holy Gang-Relic, 6: Caged Heretic
44-46Grenades , Roll D6:
1: Blasting Charges, 2: Choke Gas Grenades; 3: Incendiary Grenades,
4: Krak Grenades, 5-6: Tox Bombs
51-56Personal Equipment, Roll a D6:
1-4: Fighter Equipment, Roll a D6:
1-3: Hexagrammic Fetish; 4-6: Photo-Goggles;
5-6: Status Items, Roll a D6:
1-2: Critter, 3-4: Giant Rat; 5-6: Sheen Bird
61-64Hanger-On, Roll a D6
1-3: Hive Preacher; 4-6: Flagellator
65-66Clan Brutes
If you have space and are able to afford them, you may recruit a Cawdor Stig-Shambler.
D66REDEMPTIONIST RARE TRADE TABLE
11-16Close Combat Weapon, Roll a D6:
1-2: Master-Crafted Weapon, Roll a D6: 1-2: Master-Crafted Chain-Axe; 3-4: Master-Crafted Chainsword; 5-6: Master-Crafted Eviscerator.
3-5: Chain Weapon: 1-2: Chainaxe; 3-4: Chainsword; 5-6: Eviscerator
6: Power Sword
21-26Ranged Weapon, Roll a D6:
1: Master-Crafted Weapon, roll a D6:
1-3: Master-Crafted Autogun; 4-6: Master-Crafted Autopistol
2-4: Flamer weapon, roll a D6:
1: Hand Flamer; 2-3: Firepike; 4: Combi-Autogun/Flamer; 5: Combi-Lasgun/Flamer; 6: Heavy Flamer
5-6: Other Special Weapon roll a D6:
1: Roll a D6: (1-3: Bolt pistol, 4-6: Boltgun), 2-4: Grenade Launcher, 5: Roll a D6 (1-2: Inferno Pistol, 3-6: Meltagun), 6: Roll a D6 (1-2: Plasma Pistol, 3-6: Plasmagun)
31-33Weapon Accessories, Roll D6:
1-3: Additional Ammunition; Roll a D6:
1-2 Dum Dum Rounds;
3: Incendiary Grenades for GL or Incendiary Shells for Heavy Crossbow;
4: Krak Grenades for GL or Krak Shells for Heavy Crossbow;
5: Inferno Ammo for Shotgun;
6: Retributor Ammo for Shotgun
4-6: Weapon Accessory, Roll a D6;
1-3: Exterminator Cartridge
4-6: Weapon Sight: (roll a d6: 1-3: Infra-Visor; 4-6: Mono-Sight)
34-36Armour, Roll D6:
1-2: Layer, Roll a D6:
1-3: Armoured Undersuit; 4-6: Incombustible Hauberk;
3-6, Armour, Roll a D6: 1-3: Mesh Armour; 4-5: Light Carapace Armour; 6: Refractor Field
41-43Gang Equipment, Roll D6:
1-3: Trap, roll a D6:
1-3: Gas Trap; 4-6: Incendiary Trap
4-6: Cawdor Terrain, roll a D6:
1-3: Hive Incense, 4-5: Holy Gang-Relic, 6: Caged Heretic
44-46Grenades , Roll D6:
1: Blasting Charges, 2: Choke Gas Grenades; 3-5: Incendiary Grenades, 6: Krak Grenades,
51-56Personal Equipment, Roll a D6:
1-4: Fighter Equipment, Roll a D6:
1-2: Hexagrammic Fetish; 3-4: Photo-Goggles; 5-6: Pyromantic Mantle
5-6: Status Items, Roll a D6:
1-3: Exotic Beast, roll a d6:
1-3: Cherub-Servitor Exotic Beast; 4-6: Critter
4-6: Servo-Skull, roll a D3:
1: Gun skull, 2: Medi-skull; 3: Sensor Skull
61-64Hanger-On, Roll a D6
1-3: Hive Preacher; 4-6: Flagellator
65-66Clan Brutes
If you have space and are able to afford them, you may recruit a Cawdor Stig-Shambler.

Chaos Helots

Chaos Helot Cult Rare Trade Table​

Instead of rolling on the Rare Trade or Black Market charts, an Helot Cult Leader or Champion may roll on this chart instead – representing the items the Clan House’s affiliated merchants supply. In addition, for every 10 Reputation a gang has, they may roll once on the table during each post-battle sequence whether a Leader or Champion rolls on the table, or not.

The items you determine represent what the traders are willing to offer the gang, and may be bought by the gang if you can afford them and you choose to do so. Items are put into the Stash and may be given to any eligible fighter (see the House Equipment List).

D66 RollChaos Helot Cult Rare Trade Table
11-16Close Combat Weapons, Roll D6:
1-5: Chain Weapon, Roll a D6:
1-2: Chainaxe; 3-4: Chainsword; 5-6: Chainglaive
6: Unholy Weapon, roll a D6:
1: Desire’s needle, 2: Goredrinker axe, 3-4: Hex’iron blade, 5: Tenebrous scourge, 6:Whisperbane knife,
21-26Ranged Weapon
1-2: Primitive Weapon, Roll a D6:
1-2: Blackpowder Pistol, 3: Bow, 4: Crossbow, 5: Hand Bow, 6: Musket
3-5: Hive War Weapon, Roll a D6:
1: Hand Flamer, 2-3: Flamer, 4-5: Grenade Launcher, 6: Heavy Flamer
6: Unholy Weapon roll a D6:
1-3: Withertouch pistol, 4: Balefire thrower, 5: Kai hellspear, 6: Warpstorm bolter
31-33Weapon Accesssories – Roll D6:
1-3: Additional Ammunition; Roll a D6:
1: Dum Dum Rounds; 2: Krak Grenades for GL, 3: Scare Gas Grenade; 4-6: Warp Rounds
4-6: Weapon Accessory; Roll D6:
1-3 Infra sight; 4-6: Mono sight
34-36Armour – Roll D6:
1-3: Hazard Suit, 4-5: Mesh Armour, 6: Mantle Malifica
41-43Gang Equipment, Roll a D6:
1-3: Chaos Relic; 4-5: Gas Trap, 6: Melta Trap
44-46Grenades, Roll a D6:
1: Blasting Charges, 2: Demolition Charge, 3: Krak Grenades, 4: Scare Gas Grenades, 5-6: Shard Grenades
51-56Personal Equipment, Roll a D6:
1: Hacked Cyber-Mastiff, 2-5: Photo-Goggles, 6: Malefic Artefact
61-63Hanger On, Roll a D6:
1-2: Agitator; 3-4: ‘Narker; 5-6: Propagandist
64-65Faction Brutes, Roll a D6:
If you have space and are able to afford them, you may recruit a Mutated Ogryn, Srapcode-Infected Ambot or Warp Horror.
66Chaos Familiar
IF the fighter does not have one already, they gain a Chaos Familiar as an Exotic Beast. If they already have one, you may choose any other result from this table.

CGC

Corpse Grinder Cult Rare Trade Table​

Instead of rolling on the Rare Trade or Black Market charts, a Corpse Grinder Cult Butcher or Cutter may roll on the Corpse Grinder Cult Rare Trade Table instead – representing the items the cult’s secret merchants and fences supply.

In addition, for every 10 Reputation a gang has, they may roll once on the table during each post-battle sequence whether a Butcher or Cutter rolls on the table, or not.

The items you determine represent what the traders are willing to offer the gang, and may be bought by the gang if you can afford them and you choose to do so. Items are put into the Stash and may be given to any eligible fighter (see the Cult Equipment List).

D66 RollResult
11Malefic Objects, Roll a D6:
1: Malefic Artefact (see Marketplace), 2-3: Goredrinker Axe; 4-5: Hex’Iron Blade, 6: Mantle Malefica (see Marketplace)
12-16Close Combat Weapons , Roll a D6:
1-3: Grabhook
4-6, roll a D6: 1-2: Chainaxe; 3-4: Chainsword; 5-6: Chainglaive
21-26Ranged Weapon, Roll a D6:
1: Hand Flamer, 2-3: Flamer, 4-5: Grenade Launcher, 6: Heavy Flamer
31-33Weapon Accesssories, Roll D6:
1: Dum Dum Rounds; 2: Fragmentation Rounds, 3: Manstopper Rounds; 4-5: Hunting Arrows, 6: Warp Rounds
34-36Armour, Roll D6:
1-3: Armoured Undersuit, 4-6: Hazard Suit
41-43Gang Equipment
1-2: Chaos Relic; 3-4: Gas Trap, 5-6: Melta Trap
44-46Grenades
1-2: Krak Grenades, 3-4: Scare Gas Grenades, 5-6: Shard Grenades (see Marketplace)
51-56Personal Equipment, Roll a D6:
1-2: Bio-Booster, 3: Photo-Goggles, 4-5: Stimm-Slug Stash, 6: Hacked Cyber-Mastiff
61-63Faction Hangers-On, Roll a D6:
1-2: Agitator; 3-4: Cadaver Merchant; 5-6: Pit Trainer
64-65Faction Brutes
If you have space and are able to afford them, roll a D6:
1-4: you may recruit a Sump Beast, or Mutated Ogryn
5-6: one of your Gang HIerarchy Warp Horror.
66Chaos Familiar
If the fighter does not have one already, they gain a Chaos Familiar as an Exotic Beast. If they already have one, you may choose any other result from this table.

Delaque

House Delaque Rare Trade Table​

Instead of rolling on the Rare Trade or Black Market charts, a Delaque Leader or Champion may roll on this chart instead – representing the items the Clan House’s affiliated merchants and fences supply.

In addition, for every 10 Reputation a gang has (rounded down), they may roll once on the table during each post-battle sequence whether a Leader or Champion rolls on the table, or not.

The items you determine represent what the house’s agents and merchants are willing to offer the gang, and may be bought by the gang if you can afford them and you choose to do so. Items are put into the Stash and may be given to any eligible fighter (following the House Equipment List).

D66 RollDelaque Merchant Trade Result
11-16Close Combat Weapon – Roll a D6:
1: Digi Weapon – Roll a D3: (1: 1x Digi-Weapon; 2: 2x Digi-Weapon; 3: 3x Digi-Weapon)
2-3: Shock Weapon – Roll a D6: (1-3: Shock Maul; 4-5: Shock Stave; 6: Master-Crafted Shock Stave)
4: Powered Weapon – Roll a D6: (1-2: Power Axe; 3-4: Serpent’s Fangs; 5-6: Shivver Sword)
5: Stiletto Weapon – Roll a D6: (1: Master-Crafted Stiletto Knife; 2-4: Stiletto Knife; 5-6: Stiletto Sword)
6: Web Gauntlet
21-26Ranged Weapon – Roll a D6:
1-2: Silent Killers – Roll a D6:
1: Hand Bow; 2-3: Flechette Pistol, 4: Needle Long Rifle, 5-6: Sniper Rifle
3-4: Flamer – Roll a D6:
1-2: Hand Flamer, 3-4: Flamer, 5-6: Heavy Flamer
5-6: Rarer Weapon – Roll a D6:
1: Boltgun;
2: Roll a D6: (1-3: Grav Pistol; 4-5: Grav Gun; 6: Grav Cannon);
3: Roll a D6: (1-4: Meltagun, 5-6: Lascannon);
4: Roll a D6 (1-4: Plasmapistol, 5-6: Plasmagun);
5: Roll a D6 (1-3: Webgun; 4-6 Web Pistol);
6: Master-Crafted Weapon – Roll a D6:
(1-3: Master-Crafted Flechette Pistol; 4: Roll a D6 [1-3: Master-Crafted Autopistol; 4-6: Master-Crafted Autogun]; 5: Roll a D6 [1-3: Master-Crafted Laspistol; 4-6: Master-Crafted Lasgun]; 6: Roll a D6 [1-3: Master-Crafted Grav-Pistol; 4-6: Master-Crafted Grav-gun])
31-33Weapon Accesssories – Roll a D6:
1-3: Additional Ammunition – Roll a D6:
1-2: Dum Dum Rounds; 3: Fleshbane Rounds, 4: Manstopper Rounds; 5: Static Rounds; 6: Timoris Rounds
4-6: Weapon Accessory – Roll D6:
1-2: Infra-sight; 3-4: Mono-Sight; 5-6: Suspensor
34-36Armour – Roll a D6:
1-2: Armoured Undersuit; 3-4: Mesh Armour;
5: Displacer Field; 6: Holochromatic Field
41-43Chems – Roll a D6:
1-3: 1 dose of Obscura 4-6: 1 dose of Ghast
44-46Gang Equipment – Roll a D6:
1-3: Trap – Roll a D6: (1: Gas Trap; 2: Stun Trap; 3-4: Sightblind Trap; 5-6: Web Trap)
4: Psychoteric Artefact
5: Shadow Veil
6: Whisperbox
51-56Personal Equipment – Roll a D6:
1-2: Fighter Equipment – Roll a D6:
1: Bio-scanner; 2: Magnoculars; 3-4: D3 Microbeads; 5-6: Photo-Goggles;
3-4: Spyware, Roll a D6:
1: Data Thief; 2: Falsehood; 3: Psi-Grub; 4: Signal Jammer; 5-6: Web Solvent
5: Bionics, Roll a D6:
1-2: Superior Bionic Eye; 3-4: Superior Cortex Cogitator; 5-6: Superior Lobo-Chip
6: Exotic Beasts and Status Items, Roll a D6:
1-3: Exotic Beast, Roll a D6: (1-3: Cephalopod Spekter, 3-4-6: Psychoteric Wyrm)
4-6: Sensor Skull
61-64Clan Hangers On – Roll a D6:
1-2: Psychoteric Thrall, 3-4: Spyker, 5: Whisper Merchant; 6: Augmeticist
6566Clan Brutes
If you have space and are able to afford them, you may recruit a Piscean Spektor
If you cannot, pick a single item from any available on this chart.

Escher

House Escher Rare Trade Table​

Instead of rolling on the Rare Trade or Black Market charts, an Escher Leader or Champion may roll on this chart instead – representing the items the Clan House’s affiliated merchants supply. In addition, for every 10 Reputation a gang has, they may roll once on the table during each post-battle sequence whether a Leader or Champion rolls on the table, or not.

The items you determine represent what the traders are willing to offer the gang, and may be bought by the gang if you can afford them and you choose to do so. Items are put into the Stash and may be given to any eligible fighter (see the House Equipment List).

D66 RollEscher Merchant Trade Chart
11-16Close Combat Weapon:, Roll a D6:
1-2: Chain and Industrial Weapon – Roll a D6:
1-2: Chainaxe; 3-4: Chainsword; 5-6: Servo-Claw
3: Power or Shock Weapon– Roll a D6:
1: Power Axe; 2: Power Hammer; 3: Power Knife; 4-5: Power Sword; 6: Shock Whip, roll a D6: 1-5: Shock Whip; 6: Master-Crafted Shock Whip
4-6: Stiletto Weapon – Roll a D6:
1-3: Stiletto Knife; 4-5: Stiletto Sword; 6: Master-Crafted Stiletto Sword
21-26Ranged Weapon– Roll a D6:
1-3: Pistol, roll a D6:
1: Combi-Boltpistol/Needle Pistol; 2-3: Hand Flamer; 4-5: Needle Pistol; 6: Plasma Pistol;
4-5: Special Weapon, roll a D6:
1: Boltgun, roll a D6:
1-3: Boltgun, 4-6: Combi-Weapon, roll a D6: (1: Combi-Boltgun/Flamer, 2: Combi-Boltgun/Melta, 3-5: Combi-Boltgun/Needler, 6: Combi-Boltgun/Plasmagun);
2: Flamer; 3: Grenade Launcher, 4: Meltagun; 5: NEedle Rifle, roll a D6 (1-3: Needle Rifle, 4-6: Needle Long Rifle), 6: Plasmagun;
6: Heavy Weapon, Roll a D6:
1-3 Heavy Flamer, 4-6: Plasma Cannon
31-33Weapon Accesssories – Roll D6:
1-3: Additional Ammunition; Roll a D6:
1: Dum Dum Rounds; 2: Gas Ammo (either Boltgun or Shotgun); 3: Choke Gas Grenades, 4: Krak Grenades for GL, 5: Scare Gas Grenades for GL , 6: Terror Darts for Needle Weapon
4-6: Weapon Accessory; Roll D6:
1: Gunshroud; 2-4: Hot Shot Power Pack, 5: Las Projector, 6: Mono-Sight
34-36Armour – Roll D6:
1-2: Armoured Undersuit; 3-5: Mesh Armour; 6: Light Carapace Armour
41-43Gang Equipment – Roll a D6:
1-2: Traps – Roll a D6: 1-2: Blade Cages; 3-4: Decapitators; 5-6: Gas Trap;
3-4: Gas Censers;
5-6: Chymist Cult Relic
44-46Grenades – Roll a D6:
1: Choke Gas Grenades; 2: Krak Grenades, 3: Photon Flash Grenades, 4: Scare Gas Grenades; 5: Stun Grenades, 6: Tox Bombs
51-56Personal Equipment, Roll a D6:
1-4: Fighter Equipment, Roll a D6: 1-3: Chem-Synth; 4-6: Photo-Goggles;
5-6: Status Items, Roll a D6: 1: Critter, 2: Giant Rat; 3-4: Phelynx; 5-6: Phyrr Cat
61-64Clan Hanger-On
1-3: Apprentice Clan Chymist; 4-6: Shivver
65-66Clan Brutes
If you have space and are able to afford them, you may recruit a Escher Khimerix.

GSC

Genestealer Cult Rare Trade Table​

Instead of rolling on the Rare Trade or Black Market charts, a Genestealer Cult Leader or Champion may roll on this chart instead – representing the items the cult’s own suppliers. In addition, for every 10 Reputation a gang has, they may roll once on the table during each post-battle sequence whether a Leader or Champion rolls on the table, or not.

The items you determine represent what the wider cult network are willing to offer the gang, and may be bought by the gang if you can afford them and you choose to do so. Items are put into the Stash and may be given to any eligible fighter (see the House Equipment List).

D66Result
11-16Close Combat Weapon, Roll a D6:
1-4: Combat and Industrial Weapons:
1-2 Chain Sword; 3: Heavy Rock Cutter, 4: Heavy Rock Drill, 5: Heavy Rock Saw; 6: Lascutter,
5-6: Power Weapon:
1: Power Hammer; 2: Power Knife, 3: Power Maul, 4: Power Pick, 5: Shock Maul, 6: Shock Stave
21-26Ranged Weapon, Roll a D6:
1-3: Pistol, roll a D6:
1: Boltpistol; 2-3: Hand Flamer; 4-5: Needle Pistol, 6: Web Pistol
4-5: Special Weapon, roll a D6:
1-2: Flamer; 3: Grenade Launcher: 4: Needle Rifle, 5: Sniper Rifle, 6: Webgun
6: Heavy Weapon, Roll a D6:
1: Heavy Flamer, 2: Mole Launcher, 3-4: Mining Laser; 5-6: Seismic Cannon
31-33Additional Ammunition, Roll a D6:
1-3: Additional Ammunition; Roll a D6: 1-2: Dum Dum Rounds; 3-4: Krak Grenades for GL, 5-6: Photon Flash Grenades
34-36Armour, Roll a D6:
1-3: Layers and Fields, roll a D6: 1-2 Armoured Undersuit; 3: Conversion Field, 4: Full Servo Harness, 5-6: Partial Servo Harness 4-6: Suit, roll a D6: 1-2: Hazard Suit, 3: Mesh Armour, 4: Layered Flak Armour, 5: Heavy Carapace Armour, 6: Light Carapace Armour.
41-43Gang Equipment, Roll a D6:
1-2: Cult Relic, 3-4: Gas Trap, 5-6: Melta Trap
44-46Grenades, Roll a D6:
1: Blasting Charges, 2: Incendiary Grenades, 3: Krak Grenades, 4: Melta Bombs, 5: Scare Gas Grenades, 6: Stun Grenades
51-56Personal Equipment, Roll a D6:
1-4: Fighter Equipment, Roll a D6: 1-2: Bio-Booster; 3-4: Photo-Goggles; 5-6: Psi-Grub
5-6: Status Items: Cyber-Mastiff
61-63Hanger On, Roll a D6:
1-2: Agitator; 3-4: ‘Narker; 5-6: Rogue Doc
64-65Clan Brutes, Roll a D6:
If you have space and are able to afford them, you may recruit a Mutated Ogryn (representing a Cult-infected Ogryn or Larger Aberrant) or Sump Horror (representing some kind of Aberrant cult monster).
66Genestealer Psychic Familiar
IF the fighter does not have one already, they gain a Genestealer Cult Psychic Familiar as an Exotic Beast. If they already have one, you may choose any other result from this table.

Goliaths

House Goliath Rare Trade Table​

Instead of rolling on the Rare Trade or Black Market charts, a Goliath Leader or Champion may roll on this chart instead – representing the items the Clan House’s affiliated merchants supply. In addition, for every 10 Reputation a gang has, they may roll once on the table during each post-battle sequence whether a Leader or Champion rolls on the table, or not.

The items you determine represent what the traders are willing to offer the gang, and may be bought by the gang if you can afford them and you choose to do so. Items are put into the Stash and may be given to any eligible fighter (see the House Equipment List).

D66 RollHouse Goliath Rare Trade Table Result
11-16Close Combat Weapon – Roll a D6:
1-2: Chain Weapon – Roll a D6:
1-2: Chain Axe; 3-4: Chain Sword; 5: Master-Crafted Pulverise; 6: Master-Crafted Renderizer
3-4: Industrial Weapon – Roll a D6:
1-2: Heavy Rock Saw; 3: Master-Crafted Spud-Jacker; 4-6: Servo Claw
5-6: Power Weapon – Roll a D6:: 1-3: Power Axe; 4-6: Power Hammer
21-26Ranged Weapon
1-3: Pistol, roll a D6:
1-2: Boltpistol; 3-4: Hand Flamer; 5-6: Combi-Pistol, Roll a D6:
(1: Combi-Autpistol/Hand Flamer; 2: Combi-Autopistol/Plasmapistol; 3: Combi-Boltpistol/Hand Flamer; 4: Combi-Boltpistol/Plasmapistol; 5: Combi-Stubgun/Hand Flamer; 6: Combi-Stubgun/Plasmapistol)
4-5: Basic and Special Weapon, roll a D6:
1: Boltgun, roll a D6: 1-3: Boltgun, 4-6: Combi-Weapon, roll a D6:
(1-2: Combi-Boltgun/Flamer, 3-4: Combi-Boltgun/ Melta, 5-6: Combi-Boltgun/Plasmagun);
2: Combat Shotgun (Salvo & Shredder); 3: Flamer; 4: Grenade Launcher: , 5: Meltagun, 6: Plasmagun;
6: Heavy Weapon, Roll a D6:
1-3 Heavy Flamer, 4: Heavy Bolter, 5: Missile Launcher (Frag & Krak); 6: Multi-Melta
31-33Weapon Accesssories – Roll D6:
1-3: Additional Ammunition; Roll a D6:
1-2 Dum Dum Rounds; 3: Executioner Ammo, 4: Inferno Ammo, 5: Krak Grenades for GL or Krak Missiles for ML, 6: Scare Gas Grenades for GL
4-6: Weapon Accessory; Roll D6: 1-2: Auxiliary Grenade Launcher (Grenades Not Included); 3-4: Gunshroud; 5-6: Suspensor
34-36Armour – Roll D6:
1-2: Armoured Undersuit; 3: Ceramite Shield, 4: Hardened Furnace Plates, 5: Light Carapace Armour, 6: Heavy Carapace Armour
41-43Gang Equipment
1-2: Amneo Canisters, 3-4: Heavy Rivet Cannon, 5-6: Relic of the Forge
44-45Grenades
1: Blasting Charges, 2: Incendiary Grenades, 3: Krak Grenades, 4: Melta Bombs, 5: Scare Gas Grenades, 6: Stun Grenades
51-56Personal Equipment, Roll a D6:
1-4: Fighter Equipment, Roll a D6: 1-2: Bio-Bosster; 3-4: Photo-Goggles; 5-6: Stimm-slug Stash
5-6: Status Item – Sump Kroc
61-64Clan Hanger-On, Roll a D6:
1-2: Brute Handler, 3-4: Chem Dealer, 5-6: Pit Trainer
65-66Clan Brutes
If you have space and are able to afford them, you may recruit a Goliath ‘Zerker, or pay to upgrade an existing fighter to be a ‘Zerker.

Orlock

House Orlock Rare Trade Table​

Instead of rolling on the Rare Trade or Black Market charts, an Orlock Leader or Champion may roll on this chart instead – representing the items the Clan House’s affiliated merchants supply. In addition, for every 10 Reputation a gang has, they may roll once on the table during each post-battle sequence whether a Leader or Champion rolls on the table, or not.

The items you determine represent what the traders are willing to offer the gang, and may be bought by the gang if you can afford them and you choose to do so. Items are put into the Stash and may be given to any eligible fighter (see the House Equipment List).

D66Rare Trade Result
11-16Close Combat Weapon, Roll a D6:
1-2: Combat Weapons, Roll a D6:
1-2: Assault Shield; 3-4: Chainsword; 5: Master-Crafted Fighting Knife; 6: Master-Crafted Two-Handed Hammer
3-4: Industrial Weapon, Roll a D6:
1: Heavy Rock Cutter, 2: Heavy Rock Drill, 3: Heavy Rock Saw; 4: Lascutter, 5: Master-Crafted Arc Hammer; 6: Servo Claw
5-6: Power Weapon, Roll a D6:
1: Power Hammer; 2-3: Power Knife, 4: Power Maul, 5: Power Pick, 6: Shock Whip
21-26Ranged Weapon, Roll a D6:
1-3: Pistol, roll a D6:
1-2: Boltpistol; 3: Master-Crafted Boltpistol; 4-5: Hand Flamer; 6: Plasmapistol
4-5: Basic and Special Weapon, roll a D6:
1: Boltgun, roll a D6:
(1-3: Boltgun, 4: Master-Crafted Boltgun; 5: Combi-Boltgun/Grenade Launcher, 6: Combi-Boltgun/ Melta);
2: Combat Shotgun (Salvo & Shredder); 3: Flamer; 4: Grenade Launcher: 5: Meltagun, 6: Plasmagun;
6: Heavy Weapon, Roll a D6:
1: Heavy Bolter; 2-3 Heavy Flamer, 4-5: Mining Laser; 6: Seismic Cannon
31-33Weapon Accesssories – Roll D6:
1-3: Additional Ammunition; Roll a D6:
1: Dum Dum Rounds; 2: Executioner Ammo, 3: Fragmentation Rounds, 4: Inferno Ammo, 5: Krak Grenades for GL, 6: Manstopper Rounds
4-6: Weapon Accessory; Roll a D6:
1-2: Auxiliary Grenade Launcher
3-4: Macro-Magazine, pick 1 macro-magazine (Autopistol Macro-Magazine, Autogun Macro-Magazine, Boltpistol Macro-Magazine, Boltgun Macro-Magazine, Combat Shotgun Macro-Magazine)
5-6: Suspensor
34-36Armour – Roll D6:
1-3: Layers and Fields, roll a D6:
1-2 Armoured Undersuit; 3: Conversion Field, 4: Full Servo Harness, 5-6: Partial Servo Harness
4-6: Suit, roll a D6:
1-2: Hazard Suit, 3-4: Layered Flak Armour, 5: Heavy Carapace Armour, 6: Light Carapace Armour.
41-43Gang Equipment
1-2: Promethium Barrels, 3: Road Relic, 4: Servitor Sentry, 5-6: Tool Box
44-46Grenades
1: Blasting Charges, 2: Incendiary Grenades, 3: Krak Grenades, 4: Melta Bombs, 5: Scare Gas Grenades, 6: Stun Grenades
51-56Personal Equipment, Roll a D6:
1-4: Fighter Equipment, Roll a D6: 1-3: Bio-Bosster; 4-6: Photo-Goggles
5-6: Status Items: Cyber-Mastiff
61-64Clan Hanger-On
1-2: Bullet Merchant; 3-4: Grease Monkey; 5-6: Prize Fighter
65-66Clan Brutes
If you have space and are able to afford them, you may recruit an Orlock Lugger.


Ogryns

Slave Ogryn Rare Trade Table​

Instead of rolling on the Black Market Rare Trade chart, a Slave Ogryn Leader or Champion may roll on this chart instead – representing the items the underground supply of goods funnels to the rebellion. In addition, for every 10 Reputation a gang has, they may roll once on the table during each post-battle sequence whether a Leader or Champion rolls on the table, or not.

The items you determine represent what the traders are willing to offer the gang, and may be bought by the gang if you can afford them and you choose to do so. Items are put into the Stash and may be given to any eligible fighter (see the House Equipment List).

D66 RollSlave Ogryn Rare Trade Chart
11-16Close Combat Weapon, Roll a D6:
1-2: Arc Hammer; 3-4: Chain Axe; 5: Chainglaive; 6: Power Hammer
21-26Ranged Weapon, Roll a D6:
1-2: Flamer; 3-4: Krumper Rivet Gun; 5: Heavy Flamer; 6: Ripper Gun (see Black Market)
31-33Weapon Accessories, Roll a D6:
1-3: Additional Ammunition – Roll a D6:
1-3: Dum Dum Rounds; 4-6: Manstopper Rounds
4-6: Suspensor
34-36Grenades – Roll a D6:
1-2: Blasting Charges ; 3-4: Demolition Charges; 5: Incendiary Charges, 6: Krak Grenades
41-43Armour – Roll D6:
1: Armoured Undersuit; 2-3: Ceramite Shield; 4: Hazard Suit; 5: Light Carapace Armour; 6: Partial Servo-Harness
44-46Bionics– Roll a D6:
1: Mundane Aortic Supercharger; 2: Mundane Bionic Leg; 3: Bionic Skull;
4: Cortex-Cogitator – Roll a D6: 1-3: Mundane; 4-5: Improved; 6 – Superior (see Trading Post for cost);
5: Mundane Pain Suppressor; 6: Mundane Skeletal Enhancers
51-56Personal Equipment – Roll a D6:
1-4: Fighter Equipment, Roll a D6: 1-2: Bio-booster; 3-4: Industrial Respirator; 5-6: Stimm-slug Stash;
5-6: Status Items: Hacked Cyber-Mastiff
61-64Hangers-On, Roll a D6:
1-2: Augmeticist; 3-4: Rogue Doc; 5-6: Slopper;
65-66Brute – Roll a D6:
1-3: Sump Horror; 4-6: Ambot


Van Saar

House Van Saar Rare Trade Table​

Instead of rolling on the Rare Trade or Black Market charts, a Van Saar Leader or Champion may roll on this chart instead – representing the items the Clan House’s affiliated merchants supply (or what they invent in their forge). In addition, for every 10 Reputation a gang has, they may roll once on the table during each post-battle sequence whether a Leader or Champion rolls on the table, or not.

The items you determine represent what the traders are willing to offer the gang (or your fighters are able to create), and may be bought by the gang if you can afford them and you choose to do so. Items are put into the Stash and may be given to any eligible fighter (see the House Equipment List).

D66Van Saar Rare Item
11-16Close Combat Weapon:, Roll a D6:
1-2: Combat Weapons – Roll a D6:
1-2: Chain Sword; 3-4: Lascutter, 5-6: Servo-Claw
3-4: Artificer Weapons – Roll a D6:
1-2: D3 Digi-Lasers; 3: Power Knife, 4: Power Sword; 5: Shock Baton; 6: Shock Stave
21-26Ranged Weapon
1-2: Pistol, roll a D6:
1: Boltpistol;
2: Combi-pistol, roll D6: [1: Combi-Laspistol/Gravpistol; 2-3: Combi-Laspistol/Meltapistol; 4-5: Combi-Laspistol/Plasmapistol; 6: Combi-Laspistol/Rad pistol];
3: Hand Flamer;
4: Master-Crafted Laspistol;
5: Master-Crafted Las-Sub Carbine;
6: Roll a D6: [1-2: Gravpistol, 3-6: Plasmapistol]
3-4: Basic Weapons, roll a D6:
1-2: Master-Crafted Lascarbine;
3-4: Master-Crafted Lasgun;
5-6: Master-Crafted Suppression Laser
5: Special Weapon, roll a D6:
1: Boltgun; 2: Flamer; 3: Grav Gun; 4: Meltagun; 5: Plasmagun; 6: Webgun;
6: Heavy Weapon, roll a D6:
1: Gravcannon; 2: Lascannon, 3-4: Multi-Laser; 5: Multi-Melta; 6: Plasma Cannon
31-33Weapon Accesssories – Roll D6:
1-3: Additional Ammunition: Rad Rounds
4-6: Weapon Accessory – Roll D6: 1: Focusing Crystal; 2: Hot Shot Power Pack; 3: Infra-sight; 4: Las-Projector; 5: Mono-Sight; 6: Suspensor
34-36Armour – Roll D6:
1-2: Field – Roll a D6:
1-2: Conversion Field; 3-4: Displacer Field; 5-6: Refractor Field
3-4: Layer – Roll a D6:
1-2 Armoured Bodyglove; 3-4: Partial Servo Harness; 5-6: Stimulant Bodyglove
5-6: Suit – Roll a D6:
1-2: Hazard Suit; 3-4: Mesh Armour; 5-6: Light Carapace Armour
41-43Gang Equipment
1-2: Archaeo-Relic; 3-4: Energy Sink; 5-6: Thermal Mine
44-46Grenades
1: Anti-Plant Grenades, 2: Krak Grenades, 3: Melta Bombs, 4: Photon Flash Grenades, 5: Plasma Grenades, 6: Stun Grenades
51-56Personal Equipment – Roll a D6:
1: Fighter Equipment, Roll a D6:
1: Bio-booster; 2: Grav Chute; 3-4: Microbeads; 5-6: Photo-Goggles;
2: Scanning Equipment, Roll a D6:
1-2: Bio-Scanner; 3-4: Magnoculars; 5-6: Signals Jammer
3-4: Bionics, Roll a D6: 1-3: Improved Cortex Cogitator; 4-6: Superior Cortex Cogitator;
5-6: Status Items, Roll a D6: 1-2: Cyberarchnid; 3-4: Medi-Skull, 5-6: Sensor Skull
61-64Clan Hanger-On – Roll a D6:
1-2: Cogitator Core Servitor; 3-4: Data-Scrvener; 5-6: Tech Merchant
65-66Clan Brutes
If you have space and are able to afford them, you may buy an Arachni-Rig Servo Suit to upgrade one of your fighters.

Hired Guns

Recruiting Hired Guns​

Any player may hire up to 5 Hired Guns at any time. They can be recruited when a player creates their gang (using part of their starting credits to pay the Hire Fee), and during the campaign they can be recruited from the Trading Post or Black Market after any game.

A gang can dispense with the services of a Hired Gun after any game. They are added to the Hired Guns page of the roster, and a Fighter card will need to be filled out them. They can be hired again for subsequent battles – as such, players might find it useful to keep an appropriate Fighter card, already filled in, for each Hired Gun model they have.

Hired Guns don’t belong to the gang they fight with and they generally don’t help the gang except by fighting (unless stated in their entry). This means that Hired Guns don’t count as members of the gang for purposes of collecting income or for deducting cost of living expenses. Hired Guns count as gang members for the purposes of working out when the gang must start taking Bottle tests.

Hire Fee​

All scum and hired guns (including Dramatis Personae) have two values, their True Cost, which is the total value of their recruit cost and their equipment, and their hire fee, which is a quarter of their True Cost, rounded up to the nearest 5 credits.

The Hire Fee is what you pay to hire a hired gun when you hire them, and then subsequently after each battle to retain them. Remove the fee from the gang’s Wealth, and the hired gun is added to the gang’s Hired Gun roster.

For example, a hive scum (30 credits) with a shotgun (30) credits, has a True Cost of 60 credits. Their hire fee is therefore 15 credits. A bounty hunter (80 credits) with a boltgun (80 credits), power axe (35 credits), and Plate Mail (15 credits) has a True Cost of 210, and costs 55 credits to hire.

For hired guns with a fixed cost, it is simply the case of dividing their given cost by 4: Mad Dog Mono’s True Cost is 90 credits, making his hire fee 25 credits; Kria Kytaro’s True Cost is 240 credits, and her Hire Fee is 60 credits; etc..


A Hired Gun increases the gang’s Crew Rating in the same way as any other fighter – however, this occurs after the Choose Crew step and before determining Underdog bonuses, per following rule, “You get what you pay for”

“You Get What You Pay For”​

Unless stated by a scenario, unlike other fighters, Hired Guns are not counted during the Choose Crew step of the pre-battle sequence.

Instead, at the end of this step, up to any of the following three options may be added to the crew if available to the gang for that battle:

  • 2 Hired Guns
  • 1 Hired Gun and 1 member of a single-member Allied Representative Party
  • Or all members of a multi-fighter Allied Representative party
These fighters are in addition to the starting crew value of the scenario, and their True Cost and/or Allied Party Rating is added to the Crew’s total value – this may take the overall value of the starting crew above the number specified by the scenario.

It is at this point that Tactics Cards for the gang are determined as well as Underdog Bonuses.

Other Hired Guns the gang has hired and who are able to fight are added to the Reinforcement deck if the scenario uses Reinforcements.

If a Hired Gun is part of the starting crew or fights as a Reinforcement, you must pay the Hire Fee after the battle again to retain them for future battles. Hired Guns who do not show up do not need their Hire Fee paid again to retain their services, until they have fought in a battle.

Hired Guns and Allies Recruited from Tactics Cards & Scenario Special Rules​

However, if a gang recruits additional hired guns through tactics cards, scenario special rules, etc., these are in addition to the limit of 2 Hired Guns in the starting crew.

Advances, Injuries and being Captured​

Hired Guns never gain Experience, they cannot purchase Advancements, and they do not suffer Lasting Injuries – if they go Out of Action, they simply play no further part in the battle.

However, Hired Guns (including Dramatis Personae) may be captured.

Retaining Hired Guns​

Subsequently after each battle they fight in, if you wish to retain their services, you pay their hiring fee again from either the gang’s Profit and/or the Stash (Hired Guns who did not participate in the battle do not need their fee paid).

If the Hired Gun was captured that game then they cannot be paid. If they are subsequently ransomed or rescued then the naturally grateful Hired Gun will not demand any payment for the Rescue attempt, nor one further battle. Note Hired Guns must be ransomed together with all of their weapons and equipment.

If there is insufficient credit in the gang’s stash to pay a Hired Gun, then they leave the gang and the gang may not recruit further Hired Guns until it has fought another battle.

Hired gun equipment​

No additional equipment can be added to their Fighter card after recruitment.

If a hired gun runs out of a weapon, ammunition or grenade during a battle, it is assumed they find new stock between battles.

Dramatis Personae​

Dramatis Personae are special Hired Guns that can only be hired by one gang at a time. They may be captured, but do not suffer Lasting Injuries.

Instead, when a Dramatis Personae is taken Out of Action or otherwise would be removed from a gang’s roster, simply roll a D6:

  • on a 1-2, they may be hired by the gang again
  • a 3-5, they can only be hired by the gang again after the gang has have fought at least one other battle
  • on a 6, the Dramatis Persona suffer such injuries or loss of reputation that they may not be hired by the gang again this Week

Alongside a lot of other rules, this does create a full melange of old and new. Anyway, I hope it helps inspire you.

Revised Equipment 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​
Desire’s needle
50​
Illegal​
1​
Digi-weapon
15​
Rare​
0​
Energy Shield
35​
Rare​
1​
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​
Las cutter
60​
Rare​
2​
Lightning Claw
50​
Rare​
1​
Maul (club)
5​
Common​
1​
Mono Blade
15​
Rare​
1​
Mono Sword
25​
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 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​
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-weapon – Cost 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​
Firepike
120​
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​
Special​
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


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 blackpowder pistol. Blunderbusses may not use these, however.

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.


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​
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​
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​
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.
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
10 + Upgrades​
Rare​
Giant Rat
50​
Rare​
Grapplehawk
70​
Illegal​
Gyrinx cat
70​
Illegal​
Hacked cyber-mastiff
45​
Illegal​
Extravagant Goods

Item
Price
Rarity
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​

Recruitable at the Trading Post

Brutes


A gang may recruit a Brute if they discover them through a Rare Trade action.

Brute
Recruit Cost
Rarity
Ambot
215 + equip. (185 for Orlock gangs)​
Rare​
Jotunn Servitor-Ogryn
210 + equip. (180 for Goliath gangs)​
Rare​
Sump Beast
200 + equip.​
Rare​
Hangers-On

A gang may recruit a Hanger-On if they discover them through a Rare Trade action, or other means.

Hanger-On
Recruit Cost
Rarity
Ammo-Jack​
50​
Rare​
Ragnar Gunnstein, Squat Ammo Jack​
100​
Rare​
Apprentice Clan Chymist​
75 (Escher only)​
Rare​
Augmeticist​
60​
Rare​
Brute Handler​
55 (Goliaths) / 110 (other gangs)​
Rare​
Bullet Merchant​
25 (Orlocks) / 75 (other gangs)​
Rare​
Chem Dealer​
25 (Goliaths) / 50 (other gangs)​
Rare​
Cogitator Core Servitor​
80 (Van Saar only)​
Rare​
Data-Scrivener​
20​
Rare​
Dome Runner​
20​
Rare​
Fixer​
50​
Rare​
Flagellator​
30 (Cawdor only)​
Rare​
Gang Look Out​
20​
Rare​
Grease Monkey​
40 (Orlocks only)​
Rare​
Hive Preacher​
70 (Cawdor & Redemptionists only)​
Rare​
Narker​
30​
Rare​
Pit Trainer​
75 (Goliath Only)​
Rare​
Prize Fighter​
40 (Orlocks only)​
Rare​
Propagandist​
30​
Rare​
Rogue Doc​
50​
Rare​
– Doc Arachnos, Rogue Doc​
100​
Rare​
Shivver​
60 (Escher) / 120 (other gangs)​
Rare​
Slopper​
20​
Rare​
– Bigby Crumb, Ratling Slopper​
50​
Rare​
Tech Merchant​
40 (Van Saar) / 80 (other gangs)​
Rare​
Hired Guns

A gang may recruit up to five Hired Guns and/or Dramatis Personae at one time.

Hired Gun
True Cost
Hire Fee
0-1 Bounty Hunter
120 + equipment​
¼​
0-5 Escaped Pitslave
50 + equipment​
¼​
0-5 Hive Scum
30 + equipment​
¼​
0-1 House Agent
Varies​
¼​
0-1 Gunslinger
50 + equipment​
¼​
0-1 Ratskin Scout
60 + equipment​
¼​
0-1 Wyrd
80​
20​
– Beastmaster Wyrd
180​
45​


Law-Abiding Dramatis Personae

Hired Gun
Availability
True Cost
Hire Fee
Bounty Hunters
Apollus Kage​
All​
305​
80​
Aramista Dae Catallus​
All​
250​
65​
Arbelesta Raen Catallus​
All​
250​
65​
Attilus the Axe​
Goliath​
290​
75​
Baertrum Arturos III​
All​
290​
75​
Belladonna​
All​
275​
70​
Betti Banshee​
Escher​
225​
60​
Calthyxis​
Delaque​
195​
50​
The Deserter​
All​
225​
60​
Djangar ‘Gunfists’​
Goliath​
290​
75​
Eyros Slagmyst​
All​
275​
70​
Freikstorn Strix​
All​
290​
75​
Gor Half-Horn​
All​
235​
60​
Grendl Grendlsen​
All​
280​
70​
The Headsman​
Cawdor​
210​
55​
Hermaphage Magos​
Genecult​
310​
80​
Krotos Hark​
All​
220​
55​
Kal Jericho​
All​
340​
85​
Kria Kytoro​
Escher​
240​
60​
Lisbeth the Iron Angel​
Van Saar​
315​
80​
Mortanna Shroud​
All​
330​
85​
Ortruum 8-8​
All​
250​
65​
Rex Spires​
All​
315​
80​
Scrutinator-Primus Servalen and KB-88​
All​
240​
60​
Slate Merdena and Macula​
Orlock​
360​
90​
Thaetos 23-2​
All​
285​
75​
Von Buren, Rogue Archeotek​
Van Saar​
285​
75​
Vorgen ‘Gunner’ Mortz​
All​
305​
80​
Wilcox ‘Wildsnake’ Cinderjack​
Orlock​
190​
50​
Yar Umbra​
All​
230​
60​
Yolanda Skorn​
All​
230​
60​
Hive Scum
DO6O-K13​
Orlock​
115​
30​
Grub Targeson​
All​
105​
30​
Mad Dog Mono​
All​
90​
25​
Old Three Eyes​
Goliath​
175​
45​
Scabbs​
All​
200/100​
50/25​
Tess Arc-Up​
Goliath​
90​
25​
Yageloth​
Delaque​
200​
50​
House Agents
Ajex Gorgoth​
Goliath​
*​
Varies​
Arachnotek Golem​
Van Saar​
*​
Varies​
Cyniss​
Escher​
*​
Varies​
Margo Merdena​
Orlock​
*​
Varies​
Necrana​
Escher​
*​
Varies​
Servant of the Silent Ones​
Delaque​
*​
Varies​
Recruitable at the Black Market

BRUTES


A gang may recruit a Brute if they discover them through a Rare Trade action, or other means

Brute
Recruit Cost
Rarity
Ambot​
215 (185 for Orlock gangs) + equipment​
Rare​
Iron Automata​
220 + equipment​
Illegal​
“Jotunn” Ogryn Servitor​
210 / 180 (Goliath Gangs) + equipment​
Rare​
Mutated Ogryn​
210 + equipment​
Illegal​
Scrapcode-Infected Ambot​
220 + equipment​
Illegal​
Sump Beast​
170 + equipment​
Rare​
Hangers-On

A gang may recruit a Hanger-On if they discover them through a Rare Trade action, or other means

Hanger-On
Recruit Cost
Rarity
Agitator​
30​
Illegal​
Ammo-Jack​
50​
Rare​
Ragnar Gunnstein, Squat Ammo Jack​
100​
Rare​
Apprentice Clan Chymist​
75 (Escher only)​
Rare​
Augmeticist​
60​
Rare​
Brute Handler​
55 (Goliaths) / 110 (other gangs)​
Rare​
Bullet Merchant​
25 (Orlocks) / 75 (other gangs)​
Rare​
Cadaver Merchant​
20​
Illegal​
Chem Dealer​
25 (Goliaths) / 50 (other gangs)​
Rare​
Cogitator Core Servitor​
80 (Van Saar only)​
Rare​
Data-Scrivener​
20​
Rare​
Dome Runner​
20​
Rare​
Fixer​
50​
Rare​
Flagellator​
30 (Cawdor & Redemptionists only)​
Rare​
Hive Preacher​
70 (Cawdor & Redemptionists only)​
Rare​
Gang Look Out​
20​
Rare​
Grease Monkey​
40 (Orlocks only)​
Rare​
Heretek​
40​
Illegal​
Narker​
30​
Rare​
Pit Trainer​
75 (Goliath Only)​
Rare​
Prize Fighter​
40 (Orlocks only)​
Rare​
Propagandist​
30​
Rare​
Proxy​
25​
Rare​
Rogue Doc​
50​
Rare​
– Doc Arachnos, Rogue Doc​
100​
Rare​
Scabber​
40​
Illegal​
Shivver​
60 (Escher) / 120 (other gangs)​
Rare​
Slopper​
20​
Rare​
– Bigby Crumb, Ratling Slopper​
50​
Rare​
Tech Merchant​
40 (Van Saar) / 80 (other gangs)​
Rare​
Outlaw Hired Guns

A gang may recruit up to five Hired Guns and/or Dramatis Personae at one time.

Hired Gun
True cost
Hire Fee
Bounty Hunter
120 + equipment​
¼ total​
Escaped Pitslave
50 + equipment​
¼ total​
Hive Scum
30 + equipment​
¼ total​
Gunslinger
50 + equipment​
¼ total​
Ratskin Scout
60 + equipment​
¼ total​
Wyrd
80​
20​
– Beastmaster Wyrd
180​
45​
Outlaw Dramatis Personae

Hired Gun
True Cost
Hire Fee
Bounty Hunters
Alyce Shivver
165​
45​
Calthyxis
195​
50​
Eightfold Harvest Lord
220​
60​
The Headsman
210​
55​
Hermaphage Magos
310​
80​
T.H.R.U.G. 12 ‘Sparky’
320​
80​
Von Buren, Van Saar Rogue Archeotek
285​
75​
Yolanda Skorn
305​
80​
Hive Scum
The Abomination of Badzone 12
280​
70​
Cor ‘Two Guns’ Coran
120​
30​
Estus Jet
130​
35​
Gaen ‘The Gunk Queen’ Gorvos
150​
40​
Grub Targeson
105​
30​
Jonny Razor
105​
30​
Jorth Slither
120​
30​
Mad Dog Mono
90​
25​
Psyreena Skar
105​
30​
Rattus Tatterskin
105​
30​
Queen Lorsha
100​
30​
Vunder Gorvos
145​
40​
Yageloth
200​
50​
House Agents
The Redeemer and Deacon Malakev
(Cawdor & Redemptionist)
*​
*​
 
Last edited:

Petitioner's City

Gang Hero
Nov 15, 2017
1,186
1,971
153
Edinburgh, UK
Wow that's a lot of work!

It is, there's a fair bit more - we rewrote a fair bit of the game, and the gangs, the hired guns, the tactics cards, the scenarios, etc., all among those :D It's not perfect, and it creates its own issues, but I really recommend people make the game their own. The only issue is when you then play against another group :O

I mean there are other great examples on the web - your own work, @Killer Shrike , @JawRippa, @John Compton, among others, and indeed @Merton with their wonderful Lost Zone rules.

I do wish GW still had Citadel Journal in a web form, where they could host fan edits.