Had a thought about fixing/clarifying what happens to a models weapons if they are captured and not ransomed or traded. RAW there is a slight grey area as to what happens to a captured model that is rescued's equipment. Personally I interpret it as a captured model who isn't traded/ransomed loses their equipment to the other mob in the post game of the battle they were captured whether they are rescued or not (this is harsh to Muties due to them not being able to trade or ransom and the relative cost of their gear vs any other mob however any captives taken by Muties will also automatically lose their gear). However my proposal to clear up is to make the rescue mission during the post game of that battle. The rescue mission would take place after experience and serious injuries but before any income is rolled and would always be Gotcha or Convoy (Orks would use the same Oddmob list on the rescue table as Grots and Diggas) to represent the mob trying to rescue making a rescue attempt before the captors have returned to their base. Any models that were taken out of action in the game where the model was captured would have to act as if they suffered from an Old Battle Wound with a failed result meaning they started the rescue mission with a flesh wound (e.g if they rolled a 1 before the rescue mission they start with a flesh wound already where as if they roll anything else they start as normal). Scrap counters from the previous fight would be carried by the mobs as taken from the previous mission in addition to scrap for the rescue mission (to represent that the mobs still haven't been to their respective traders) for Gotcha D3 scrap counters would be added in the defenders camp, for convoy scrap would be treated as written. After the rescue mission if the captive has been rescued, the rescuing mob rolls for any scrap counter they have captured this mission (NOT scrap they were already carrying) using their Leaders Initiative, on a successful roll they have found the captives gear if none are successful or they didn't gain any scrap the gear goes to the captors. Freeing a captive from a vehicle would be treated exactly the same as from the ground providing there is no crew onboard, if the vehicle had crew (excluding drivers) they would need to be removed/dealt with before allowing the captive to be freed, when shooting at a vehicle with a captive on board the captive would count as Gubbinz and penetrating hits would be treated as such with a destroyed Gubbinz (for the captive) resulting in the captive being thrown from the vehicle and suffering a S3 hit (they're tied up so they don't get the on a 4+), once knocked from the vehicle they still need to be rescued by base contact in the normal way. After the rescue income for both fights conditions scrap would be rolled however only one actual income (working the mines, talking to da komitee etc.) would be rolled and fighters who went out of action in either fight would be unable to generate. To cover the Odd scenario where there has been a captive from both sides in the one scenario then in this case the mob with the lowest gang rating can choose whether they are attacking or defending. The rescuing mob must bring their captive in a vehicle in the rescue mission and also an additional scrap counter in a vehicle to represent their gear. As Muties wont have a vehicle to bring a captive in they would only ever be able to be the defender. This should cover all situations except the ridiculous case of Muties being both mobs and both getting captives in the same fight, only solution I can think of for this would be to do We woz ere first with both mobs setting up and defending their own respective captive. Thoughts?