About objects. They may be limited, but nothing stops you from combining them. Like cred sniffers and forged guild seals.
Necromunda income help by object
If a fighter equipped with a Cred Sniffer was part of a game and was not taken Out of Action or Seriously Injured, at the end of the battle they earn 4D6 credits for their gang.
A gang can only benefit from the effects of one Cred Sniffer at a time.
Cred sniffers are essential to all gangs who don’t have access to a lot of income. Granted, it’s only between 6 to 24 creds since it is limited to one per gang and the operator must have both in battle and not taken out of action. However, it is a side income. Also, it can be used more than one time.
D6 Type Effect
1 Dismal Fake A truly sad knock-off. The vase nets the gang D3x5 credits.
2-3 Passable Fake A nice conversation piece. The vase nets the gang D6x10 credits.
4-5 Impressive Fake A fine example of the counterfeiters’ art. The vase nets the gang D6x20 credits.
6 Outstanding Fake? Make an Intelligence test for the gang Leader. If they fail, count this result as an Impressive Fake. If they pass, they realise what they have just in time – add D6x50 to the gang’s Stash.
I am not a big fan of this. The rarity is high, and the income is not reliable. Still, if you really don’t have much in terms of income option…
D6 Type Effect
1 Fake Instead of rolling for the scenario as normal, your opponent chooses the scenario for this battle. Remove the Dome Runner Map from your gang roster.
2 Worn and Incomplete After making the roll to determine the scenario, you may add or subtract 1 from the result.
3 Treasure Map Roll another D6. On a 1-5, the map is a Fake (see above). On a 6, it is a genuine treasure map. If your gang wins the scenario, they can add D6x20 credits to their Stash in addition to any other rewards.
4 Ancient and Faded After making the roll to determine the scenario, you may add or subtract 2 from the result.
5 Secret Pathways D3 fighters in your gang gain the Infiltrate skill for the duration of this scenario.
6 Recent and Accurate After making the roll to determine the scenario, you may add or subtract up to 3 from the result.
Unreliable when it comes to income since only one of the results brings income. Still useful though for choosing the scenario.
]he styles and fashions of uphive folk are rarely seenfirst-hand in the underhive and yet they still have huge influence of the denizens of the lower hab levels, those who toil in the manufactoria and grease the gears ofImperial industry with their blood and sweat, for they will see flashes of how the uphivers dress on news reels on their pict viewers.
Gang leaders, however, often possess the wealth to acquire such fabulous goods,and they have no hesitation in flaunting their newfound chic. If this fighter is not In Recovery during the post-battle sequence, their gang gains an extra D3x10 credits during the Collect Income step.
Extremely useful, with between 10 and 30 creds between games. At worst, it is worth two stub guns, for example. The owner doesn’t need to be in battle. He just can’t be in recovery.
Badzone peddlers and sumphole wise women often sell charms and fetishes ‘guaranteed’ to offer protection. The truly astonishing thing is some of these charms actually work! When a fighter buys a Hexagrammic Fetish, they must roll a D6. On a 1, the fetish is rubbish, though the fighter can sell it on to an unsuspecting underhiver for 3D6 credits. On a 2-5, it has some power, and if a Psyker targets the fighter with a psychic power, the Psyker suffers a -1 to theirWillpower test. On a 6, the fetish has some real juice; it works as above except the Psyker will suffer a -3 to their Willpower test.
Unreliable when it comes to income since only one of the results brings income. Might be useful otherwise.
Power is life down in the underhive, keeping the lights on, running water stills and allowing for the cultivation of edible slimes. A fully charged fuel rod can turn a rad-washed waste into a fertile settlement, and the foundation for a burgeoning community.
A gang with an Isotropic Fuel Rod can use it to turn any Territory into a Settlement Territory. Doing so uses up the Isotropic Fuel Rod, so it should be deleted from thegang roster, and permanently changes the Territory.
This one is a bit tricky, but I always consider it to be an essential object as it can transform Territory into a settlement that can bring income and more.
Necromunda reducing cost help by object
Truly decent forged documents are a rarity in the underhive, and ones good enough for a ganger to pass themselves off as a Guilder even more so – though they do exist.
Only the boldest criminals pretend to be Guilders, however, for the consequences of being discovered and caught involves a long and painful execution.
When a fighter with a Forged Guilder Seal visits the Trading Post, they reduce the Rarity of Items by 2. In addition, the prices of any items they buy are reduced by 3D6 credits to a minimum of 10 credits.
However, if they roll a double 1 or double 6 when reducing the price of an item, they have been discovered.
The item is bought as normal, however, the seal is then removed from their Fighter card, and the fighter’s gang are declared Outlaws (see page 38).
Despite its flaw of potentially turning your loyal gang into an outlaw one even if you don’t want to, it’s an extremely useful object. If you don’t care or if you are already an outlaw gang, it has no flaw. Reducing the rarity and the cost of an object more than one time during a campaign is very good.
Necromunda reducing rarity help by object
Representing the fruits of a successful career, Extravagant Goods are only available to fighters with the Gang Hierarchy (X) special rule, to Gang Leaders or to Champions.
Many gangers excel at the hunt for rare and exotic goods, building up a network of trusted suppliers and contacts. They often have ready personal access to a wealth of rare off-world trade and they delight in flaunting their status through the wearing of many strange items. Should this fighter make a Trade action in the post-battle sequence, they add an additional +1 modifier to the dice roll to determine the Rarity of the items on offer.
No flaw, very useful, and can be combined with other objects.
Necromunda skills acquisition help by object
Adeptus Mechanicus Tech-Priests use Mnemonic Inload Spikes for the swift transfer of data from one cortex to the next. Each spike contains potential secrets and skills that the user can inloaddirectly to their brain, though for those without the proper cybernetic interfaces the process can be fatal. When a gang buys an inload spike, they must choose one of their fighters to attempt to use its data. The chosen fighter must immediately roll on the Lasting Injuries table. If the fighter is still alive after making this roll they gain one skill of their choice from Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Savant or Shooting. The spike is then used up and removed from the gang’s stash.
This object is for gangs with no other way to get access to the different skills of the savant skill tree. Whichinclude connected, fixer, and savvy trader. All those skills have a big impact on the game. Unless I'm mistaken, which may be the case, you can combine savvytrader and exotic fur. Useful when you need to find an object. The key here is the wording. It says “fighter”. It does not specifywhich one. So any member of the gang from leader to juve is eligible, but not hanger on.
Note: that unborn goliath has access to any common skill tree as a primary, so goliath may not need that item.
A life before joining the Clan House has given the Unborn a wider experience of Necromunda and its societies than most Goliath ever see.
Unborn fighters can choose to have an additional Primary skill set chosen from: Agility, Brawn, Combat, Cunning, Ferocity, Shooting or Savant. However, Unbornfighters may never select skills from the Muscle skill group.
Necromunda income help by Skill
When this model makes a Trade action in the post-battle sequence, add an additional 1 to the result of the dice roll to determine the Availability level of Rare/Illegal items on offer at the Trading Post on this visit. Additionally, the cost of one item may be reduced by 20 credits on this visit. Note that this means one item, not one type of item. A single power sword may be purchased for 30 credits, but a second power sword will still cost 50 credits.
My issue with the skill tree is that three of the skills have a big impact on the game. Since the new rules you can have access to them more easily than before, which means that anyone with even a secondary access can now pick up what they need. Connected and Savvy Trader need you to make a trade action but that’s not a hindrance. Fixer has become for me the worst skill because it doesn’t have to be involved in the battle to be useful. Remember, it’s between 10 to 30 creds without doing anything. Limiting access to fixer might be a useful house rule.
Any Bounty Hunters and Hive Scum hired by this fighter’s gang (as detailed on ) will reducetheir hiring fee by D6x10 credits to a minimum of 20 credits. Roll separately for each Bounty Hunter and Hive Scum hired.
4 Too Pretty for Primus: If this fighter is still on the battlefield at the end of a battle, their gang adds 2D6x5 credits to their Stash. However, if a double is rolled, these credits are added to your opponent’s Stash instead.
I don’t see any issues with guilder’s contract. Impressive leadership is too unreliable to be of use.
During any scenario that features loot markers,scrap or any kind of harvested goods that are thentransformed into credits at the end of the battle, thefighter’s gang may add an additional +1 to the dice rollfor determining their worth. For example, if a scenariocalled for the gathering of loot and each loot markerheld by the gang at the end of the battle was worthD3x10 credits, then each one would grant the fighter’sgang (D3+1)x10 credits.
Can’t hurt to have potentially between 20 and 40 creds.
In the Receive Rewards step of the post-battle sequence, as long as this fighter is not Captured or InRecovery, their gang earns an additional D6x10 creditsfor each vehicle belonging to an opposing gang theywrecked. Note that this fighter does not need to havetaken part in the battle to gain this bonus.
When this fighter opens a Loot casket, they add an additional D6x10 credits to their gang’s Stash. I find both useful, especially if you get access to savant since nothing stops them from both being used. I prefer the second one as it can be used in the hive. Unless, of course, you allow vehicles in the hive.
Specifics to a campaign: dominion territories
Income: When collecting income from this Territory, the controlling player may choose to roll between 2D6x10 and6D6x10. However, if a double is rolled, then no income is generated and a random fighter from the gang suffers aLasting Injury.
This Territory grants the following Boon:
Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the dice roll for each Dome Runner attached to the gang.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit asingle Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from theirHouse List for free.
Specifics to a campaign: dominion territories by house
Income: The gang earns 2D6x5 credits from this Territory when collecting income.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Income: The gang earns 4D6x5 credits from this Territory when collecting income.
Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted fromtheir roster during the Update Roster step of the preceding battle.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: When collecting income, the gang gains 2D6x10 credits for every fighter on either side that was deleted fromtheir roster during the Update Roster step of the preceding battle.
Income: The gang earns 2D6x5 credits from this Territory when collecting income. However, if a double is rolled, arandomly determined fighter has a nasty encounter with a waste-lurker and must miss the next battle whilst theyrecover. No income is lost.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns 2D6x5 credits from this Territory when collecting income. A Cawdor gang has no risk ofencountering a nasty waste-lurker.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The player chooses a suit of cards. The player then draws a card from the shuffled deck of playing cards thatincludes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11,Queen 12, King 13, Ace 14) x10 credits. If they draw a card from a suit of the same color, then the Income is the valueof the card x5 credits. If it is any other suit they gain no income from the Territory. If, however, they draw a Joker, theymust pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, asdetermined by the Arbitrator.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Special: The Delaque player that controls this Territory may nominate a single enemy fighter at the start of the battle.
The Delaque have called in the fighter’s debt marker, and in return for keeping all of their limbs intact, the fighteragrees to take no part in the coming battle. The nominated fighter misses the battle.
Income: The gang earns D6x10 credits from this Territory when collecting income.The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captiveworking the mine, roll an additional D6 to generate income. If the Territory changes control, all of the Captives remainworking the mine. A Captive sent to the mines may not subsequently be Sold to Guild. While a Captive is working inthe mine, the gang may attempt a Rescue Mission at any time.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
2 of SpadesTOLL CROSSING (ORLOCK)TERRITORY BOON
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
Special: Whilst it controls this Territory, an Orlock gang has Priority in the first round of any battle. Any gang in thecampaign may pay the Orlock gang 20 credits to gain the same benefit in a single battle against another gang.
This Territory grants the following Boon:
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Synth Still,this is increased to D6x10.
Income: The gang-earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
This Territory grants Goliath gangs the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit asingle Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from theirHouse List for free.
Income: the gang earns D6x5 credits from this Territory when Collecting income.
ENHANCED BOON
Income: The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Slag
Furnace, this is increased to D6x10 credits.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6: The gang may immediatelychoose one item from the Rare Trade chart with a Rare value equal to the result of the dice roll and add it to theirStash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common Weapon or Piece ofequipment to add to the gang's Stash for half of its usual value, rounded down. If the roll is 3 or lower, then the fighterproves to be very poor at haggling and no equipment is gained. If the fighter selected has Exotic Furs, add +1 to theresult of the 2D6 dice roll.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls anArchaeotech Device, this is increased to 2D6x10.
Specifics to a campaign: Uprising Campaign scavenging
4-5 Paid in Blood: Roll 3D6 and add that many credits worth of items from the gang’s House EquipmentList to their Stash. Then, randomly select one of the gang’s fighters and make a roll on the LastingInjury Table for them.
6-7 Useful Scrap: Roll D6x10 and choose a single item on their House Equipment List up to its value incredits.
6-7 Useful Scrap: Roll D6x10 and choose a single item on their House Equipment List up to its value incredits.
8-9 Hidden Cache: Roll D6x10 and add that many credits’ worth of items from the gang’s HouseEquipment List to their Stash.
10-11 Band of Survivors: Add a Ganger to the gang’s roster. This fighter may be equipped for free with2D6x10 credits of weapons and Wargear chosen from the House Equipment List.
12 Lost Holestead: Roll a D6. On a 1-5, add a Ganger to the gang’s roster. On a 6, add a Champion to thegang’s roster.This fighter may be equipped with 4D6x10 credits of weapons and Wargear from the House Equipment List.
I'm not sure if it counts as income since it is just from the equipment list of a house. I also haven’t included the variants of uprising.
Specifics to a campaign: Uprising Campaign territories
Recruit: On a D6 roll of 4 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (asappropriate for your gang) to their roster without having to spend any credits. Equipment that is not part of thefighter’s base cost must be purchased at the normal cost, or supplied from the gang’s Stash.
Income: Roll 2D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
The Territory grants the following benefits when Ruined:
Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
Scavenging: Roll 2D3 and add this many Scavenging rolls to the gang’s Stash.
Recruit: On a D6 roll of 4 or higher, the gang can add a Skinner or Helot Cultist to their roster without having to spendany credits. Equipment that is not part of the fighter’s base cost must be purchased at the normal cost, or suppliedfrom the gang’s Stash.
Income: Roll D3x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Recruit: On a D6 roll of 3 or highter, the gang can add an Initiate or Helot Cultist to their roster without having to spendany credits. Equipment that is not part of the fighter’s base cost must be purchased at the normal cost, or suppliedfrom the gang’s Stash.
Starvation: Roll 2D6 and add this many portions of Meat to the gang’s Stash.
Equipment: Roll a D6 for each figther in the gang. On a 6, the player can choose to have one of the fighter’s Meleeweapons gain the Toxin trait for the duration of the Campaign week. Weapons with the Toxin trait have a Strengthcharacteristic of“ “.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Equipment: Roll a D6 for each figther in the gang. On a 6, the player can choose to have one of the fighter’s Meleeweapons gain the Toxin trait for the duration of the Campaign week. Weapons with the Toxin trait have a Strengthcharacteristic of “ “.
Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Patrolman, a Skinner, a Ganger or equivalent (asappropriate to your gang) to their roster without having to spend any credits. Fighters gained in this way comeequipped with 40 credits of equipment purchased from their House Equipment List at no extra cost.
Income: Roll D3x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie, Initiate, a Juve or equivalent their rosterwithout having to spend any credits. Equipment that is not part of the fighter’s base cost must be purchased at thenormal cost, or supplied from the gang’s Stash.
Scavenging: Add a Scavenging roll to the gang’s Stash.
Reputation: Roll a D6 and increase the gang’s Reputation by the amount rolled.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
Scavenging: Roll a D3 and add this many Scavenging rolls to the gang’s Stash.
Equipment: The gang can add up to 30 credits of weapons or Wargear from its House Weapon List to its Stash for free.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.
Scavenging: Roll a D3 and add this many Scavenging rolls to the gang’s Stash.
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Patrolman to their roster without having to spend anycredits. Equipment that is not part of the fighter’s base cost must be purchased at the normal cost, or supplied fromthe gang’s Stash.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Patrolman Rookie to their roster without having tospend any credits. Equipment that is not part of the fighter’s base cost must be purchased at the normal cost, orsupplied from the gang’s Stash.
Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
Equipment: Reduce the cost of items on the gang’s House Equipment List by 10 credits, to a minimum of 5 credits.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.
Scavenging: Roll 2D3 and add this many Scavenging rolls to the gang’s Stash.
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (asappropriate for your gang) to their roster without having to spend any credits. Fighters gained this way come equippedwith 25 credits of equipment purchased from their House Equipment List at no additional cost.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (asappropriate for your gang) to their roster without having to spend any credits. Equipment that is not part of thefighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.
Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
Training: Roll a D6 for each fighter in the gang. Ona 6, the fighter gains D3 Experience points.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Training: Roll a D6 for each fighter in the gang. Ona 6, the fighter gains D3 Experience points.
Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.
Better Living: The gang is able to find a competent cook. At the end of Step 2 of the pre-battle sequence, roll a D6 foreach of the gang’s fighters that is in Recovery. On a 6, a constant supply of good food has helped them recover morequickly – their box on the gang roster is cleared, and they are now available for this battle.
Income: Roll 2D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
The Territory grants the following benefits when Ruined:
Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash’s
cavenging: Add a Scavenging roll to the gang’s Stash.
Blessings: At the start of the Campaign week, roll a d6 for each fighter in the gang. On a 6, the fighter gains the Blessedcondition for the Campaign Week. Fighters with the Blessed condition gains a 6+ save if they do not already have anarmour save, and/or can never have their armour save reduced to less than 6+ by Armour Piercing.
Income: Roll D3x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Blessings: At the start of the Campaign week, roll a d6 for each fighter in the gang. On a 5 or 6, the fighter gains theBlessed condition for the Campaign Week. Fighters with the Blessed condition gains a 6+ save if they do not alreadyhave an armour save, and/or can never have their armour save reduced to less than 6+ by Armour Piercing.
Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.
Finest Things: When purchasing Weapons and Wargear, the gang reduces the cost of equipment of 100 credits ormore by 25 credits.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Finest Things: The gang may re-roll one Scavenging roll in each post-battle sequence.
Scavenging: Add one Scavenging roll to the gang’s Stash.
Ambush: Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 3 ormore, the gang with this Territory can decide who the attacker is and who the defender is for the scenario.
Income: Roll D3x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Ambush: Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 2 ormore, the gang with this Territory can decide who the attacker is and who the defender is for the scenario.
Starvation: Add 1 portion of Meat to the gang’s Stash.
Specifics to a campaign: Law or Misrule,I NTRIGUES
Category: Outlaw
Alignment Test: 2D6
Reward: 200 credits
Criteria: If, at the end of the battle, no enemy fighters are within their own deployment zone, your gang can claim thisIntrigue.
Category: Outlaw
Alignment Test: D6
Reward: 100 credits
Criteria: When one of your fighters is Engaged with an enemy fighter, instead of performing a Fight (Basic) action, theymay perform the Shakedown (Double) action. If this action is performed once, your gang can claim this Intrigue.
Category: Outlaw
Alignment Test: 2D6
Reward: 150 credits
Criteria: At the start of the third round of the battle, after rolling for Priority but before Readying fighters, onerandomly determined fighter from your crew (not a Leader or Champion) is revealed as an imposter and counts as partof the opponent’s gang for the remainder of the battle. If one of your fighters manages to take the imposter Out ofAction after they have been revealed, your gang can claim this Intrigue. If the imposter is taken Out of Action, noLasting Injury roll is made for the fighter replaced, as they never really took part in the battle.
Category: Outlaw
Alignment Test: 2D6
Reward: 150 credits
Criteria: Choose three terrain features and/or door consoles at least 6" from your deployment zone and at least 8"from each other. Any Standing and Active fighter from your gang that is within 1" of one of the chosen features mayperform the Hacking (Double) action. Make an Intelligence check for the fighter. If the check is passed, they havesuccessfully planted the code. If the code is planted three times, your gang can claim this Intrigue.
Category: Law Abiding
Alignment Test: 2D6
Reward: 100 credits
Criteria: If one of your Standing fighters is within 1" of a Seriously Injured enemy fighter, instead of performing a CoupDe Grace (Simple) action, they may perform the Plant Evidence (Basic) action. Each time this action is performed, makea note. If this action is performed twice, your gang can claim this Intrigue.
Trade is the life blood of the hive, the nourisher of order. It must flow or all will be lost to anarchy.
Category: Law Abiding
Alignment Test: 2D6
Reward: 150 credits
Criteria: If, at the end of the battle, at least four of your fighters are Standing and Active or Standing and Engagedwithin your enemy’s deployment zone, your gang can claim this Intrigue.
Category: Law Abiding
Alignment Test: 3D6
Reward: 50 credits, and a single fighter that took part in the battle gains a Cunning skill of your choice.
Criteria: During the Ready Fighters step of any Priority phase, randomly choose a fighter from your opponent’s crew.
For the remainder of this battle, any of your fighters within 12" of the chosen enemy fighter may perform the Shadow(Double) action. A Shadowing fighter can do nothing else this turn, but if the enemy fighter moves, the Shadowingfighter is also moved to remain within 12" of them – unless stopped by impassable terrain or enemy fighters. If at theend of the battle, you have a fighter Shadowing an enemy fighter, your gang can claim this Intrigue.
Category: Law Abiding
Alignment Test: 4D6
Reward: 50 credits per enemy fighter taken Out of Action
Criteria: You can only claim this Intrigue if the enemy is an Outlaw gang. If it is not, you may discard this Intrigue anddraw another. During the Wrap-up step, claim this Intrigue for each enemy fighter taken Out of Action.
One of the enemy's gang is an Enforcer infiltrator who needs escorting to safety.
Category: Law Abiding
Alignment Test: 3D6
Reward: 150 credits
Criteria: One randomly determined fighter from your opponent’s crew (not a Leader or Champion) is revealed as animposter and counts as part of your gang for the remainder of the battle. If the imposter is Standing and Active withinyour deployment zone when the battle ends, your gang can claim this Intrigue. If the imposter is taken Out of Action,
no Lasting Injury roll is made for the fighter who was replaced by the imposter – they never really took part in thebattle.
Specifics to a campaign: Law or Misrule, RACKETS
Linked Rackets: Out-Hive Smuggling Routes, Ghast Prospecting.
RACKET BOONS
Income: The gang earns D6x10 credits when they collect Income.
Special: Whilst it controls this Racket, the gang treats Chem-synth, Medicae Kit, Stimm-slug Stash, and any weaponwith the Gas or Toxin trait as Common.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang earns 3D6x10 credits when they collect Income.
Everything that passes in and out of the hive is checked, authorised and stamped by official process… except when it
isn’t!
Linked Rackets: Ghast Prospecting, The Cold Trade.
RACKET BOONS
Income: The gang earns D6x10 credits when they collect Income.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang earns 3D6x10 credits when they collect Income.
Ghast is the single most precious substance on Necromunda, the secret source of Lord Helmawr’s wealth.
Linked Rackets: Out-Hive Smuggling Routes, Caravan Route Control.
RACKET BOONS
Equipment: Whilst it controls this Racket, three fighters in the gang gain a dose of Ghast each battle for free.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang earns 4D6x10 credits when they collect Income.
Linked Rackets: Out-Hive Smuggling Routes, Spire Patronage.
RACKET BOONS
Equipment: Whilst it controls this Racket, one member of the gang may have a single item from the Xenos Weaponssection of the Black Market for free.
Special: Whilst it controls this Racket, the gang treats items from the Xenos Weapons section of the Black Market asCommon.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang earns 2D6x10 credits when they collect Income.
Anyone can be killed if you are willing to pay the coin.
Linked Rackets: Whisper Brokers, Corpse Guild Bond.
RACKET BOONS
Recruit: Whilst it controls this Racket, the gang may recruit two Hive Scum or one Bounty Hunter Hired Gun for free,
including their equipment, prior to every battle.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns D6x10 credits when they collect Income.
Special: If the gang also controls both of the Linked Rackets, all of its members gain the Fearsome skill.
Linked Rackets: Out-Hive Smuggling Routes, Blood Pits.
RACKET BOONS
Equipment: Whilst it controls this Racket, the gang Leader may be equipped with either a Grapplehawk or a Gyrinx Catfrom the Black Market free of charge.
Special: Whilst it controls this Racket, the gang treats Grapplehawks and Gyrinx Cats from the Black Market asCommon.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns D6x10 credits when they collect Income.
Special: If the gang also controls both of the Linked Rackets, the gang earns 2D6x10 credits when they collect Income.
Linked Rackets: None
RACKET BOONS
Special: Whilst it controls this Racket, the gang can control no other Guild Bond Racket.
Recruit: Whilst it controls this Racket, and if the gang is Law Abiding, it forms an automatic alliance with the SlaveGuild and may always add a Slaver Entourage to a crew during any pre-battle sequence.
Alternatively, or if this Racket is controlled by an Outlaw gang, the gang may recruit one Bounty Hunter and up to twoHive Scum for free during any pre-battle sequence, including their equipment.
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income. The result of the roll isincreased by +1 for every other Racket the gang controls.
Linked Rackets: None
RACKET BOONS
Special: Whilst it controls this Racket, the gang can control no other Guild Bond Racket.
Recruit: Whilst it controls this Racket, and if the gang is Law Abiding, it forms an automatic alliance with thePromethium Guild and may always add a Pyromantic Conclave to a crew during any pre-battle sequence Alternatively, or if this Racket is controlled by an Outlaw gang, the gang may recruit one Bounty Hunter and up to twoHive Scum for free during any pre-battle sequence, including their equipment.
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income. The result of the roll isincreased by +1 for every other Racket the gang controls.
Linked Rackets: None
RACKET BOONS
Special: Whilst it controls this Racket, the gang can control no other Guild Bond Racket
Recruit: Whilst it controls this Racket, and if the gang is Law Abiding, it forms an automatic alliance with the Guild of
Coin and may always add Toll Collectors to a crew during any pre-battle sequence.
Alternatively, or if this Racket is controlled by an Outlaw gang, the gang may recruit one Bounty Hunter and up to twoHive Scum for free during any pre-battle sequence, including their equipment.
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income. The result of the roll isincreased by +1 for every other Racket the gang controls.
Water is life on Necromunda and it is the responsibility of the Water Guild and their agents to protect it, or extract itfrom those who would presume to cross them.
Linked Rackets: None
RACKET BOONS
Special: Whilst it controls this Racket, the gang can control no other Guild Bond Racket
Recruit: Whilst it controls this Racket, and if the gang is Law Abiding, it forms an automatic alliance with the Water
Guild and may always add a Nautican Syphoning Delegation to a crew during any pre-battle sequence.
Alternatively, or if this Racket is controlled by an Outlaw gang, the gang may recruit one Bounty Hunter and up to twoHive Scum for free during any pre-battle sequence, including their equipment.
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income. The result of the roll is
increased by +1 for every other Racket the gang controls.
Linked Rackets: Proxies of the Omnissiah, The Cold Trade.
RACKET BOONS
Equipment: Whilst it controls this Racket, one member of the gang may have a single item from the Imperial Weaponssection of the Black Market for free.
Income: Whilst it controls this Racket, the gang gains 2D6x10 credits when they collect Income. If a double is rolled,they gain nothing.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 3D6x10 credits when they collect Income.However, if a double is rolled, they gain nothing.
Income: If the gang also controls both of the Linked Rackets, the gang gains 4D6x10 credits when they collect Income.
However, if a double is rolled, they gain nothing.
The Cult of the Redemption is not a forgiving creed and its most fanatical supporters often funnel money andequipment to those who are going to pursue its goals.
Linked Rackets: Promethium Guild Bond, Witch Seeking.
RACKET BOONS
Special: Helot Cult, Genestealer Cult and Corpse Grinder Cult gangs may never claim this Racket. If they gain control of
it, it becomes dormant until claimed by a different type of gang.
Special: Whilst it controls this Racket, all fighters in the gang may re-roll any failed Ammo checks for any weapon that
has the Blaze trait.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Linked Rackets: Archaeotech Auctioning, Promethium Guild Bond.
RACKET BOONS
Special: Whilst it controls this Racket, all fighters in the gang may re-roll any failed Ammo checks. Additionally, thegang treats all Bionics as Common.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains D6x10 credits when they collect Income.
Special: If the gang also controls both of the Linked Rackets, all fighters in the gang may add either the Shock trait orthe Seismic trait to one of their weapons for free. New weapons purchased later may also be given this Trait. Theseweapons also gain the Unstable trait. If the gang loses control of this Racket, the weapons that gained these additionalTraits lose them.
Linked Rackets: Blood Pits, Whisper Brokers.
RACKET BOONS
Income: The player of the gang that controls this Racket chooses a suit of cards and then draws a card from a shuffleddeck of playing cards. If they draw a card from the suit they chose, they earn income equal to the value of the card(Jack 11, Queen 12, King 13) x 10 credits. If they draw a card from a suit of the same colour, they earn income equal tothe value of the card x 5 credits. If it is any other suit, they gain no income.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang’s player may nominate a single enemy fighter(but not a Leader or Champion)at the start of the battle. The gang has called in the fighter’s debts. The nominatedfighter misses the battle.
Linked Rackets: Slave Guild Bond, Xenos Beast Trafficking.
RACKET BOONS
Recruit: Whilst it controls this Racket, the gang may recruit up to two Hive Scum Hired Guns for free, including theirequipment, prior to every battle.
ENHANCED BOONS
Special: If the gang also controls one of the Linked Rackets, as a post-battle action a Leader or Champion may fight inthe pits. Make a Weapon Skill check with a -1 modifier for them. If the check is passed, they permanently gain onerandom 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.
Income: If the gang also controls both of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Linked Rackets: Proxies of the Omnissiah, Blood Pits.
RACKET BOONS
Income: Whilst it controls this Racket, the gang gains 2D6x10 credits when they collect Income if they won their battle.
ENHANCED BOONS
Equipment: If the gang also controls one of the Linked Rackets, all of the gang’s Leader and Champions may each haveone of the following Extravagant Goods for free: Gold-plated Gun, Exotic Furs, Opulent Jewellery, UphiveRaiments.
Income: If the gang also controls both of the Linked Rackets, the gang’s Leader gains a Caryatid Exotic Beast for free.
This Caryatid will not leave its master if the gang loses Reputation, but will leave if the gang loses control of this Racket.
Linked Rackets: Proxies of the Omnissiah, Blood Pits. Linked Rackets: Proxies of the Omnissiah, Blood Pits.
RACKET BOONS
Special: Whilst it controls this Racket, all fighters in the gang may re-roll any failed Ammo checks.
Equipment: Whilst it controls this Racket, the gang treats all items from either the Trading Post or the Black Marketwith a Rarity of 9 or below as Common.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Linked Rackets: Guild Bond (any), Bullet Cutting.
RACKET BOONS
Recruit: Whilst it controls this Racket, the gang gains one Hanger-on of the controlling player’s choice for free.
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 3D6x10 credits when they collect Income.
Linked Rackets: Guild of Coin Bond, The Cold Trade.
RACKET BOONS
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 3D6x10 credits when they collect Income.
Linked Rackets: Peddlers of Forbidden Lore, Whisper Brokers.
RACKET BOONS
Equipment: Whilst it controls this Racket, the gang treats Ghast as a Common item.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 3D6x10 credits when they collect Income.
Linked Rackets: Caravan Route Control, Guild Bond (any).
RACKET BOONS
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 3D6x10 credits when they collect Income.
Linked Rackets: Corpse Guild Bond, Peddlers of Forbidden Lore.
RACKET BOONS
Special: Whilst it controls this Racket, the gang may ignore one Critical Injury or Memorable Death result on the
Lasting Injury table per battle. When these results are rolled, the fighter simply goes Into Recovery.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Special: Any gang in the campaign may pay the gang controlling this Racket to return a dead fighter from the grave.
This costs the original value of the fighter (including equipment) +100 credits. Roll 2D6. On a roll of 7-12 the fighter is
resurrected and gains the Fearsome skill. On a roll of 3-6 the fighter is resurrected but suffers a permanent loss of 1
Toughness and gains the Fearsome skill if they don’t have it already. On a roll of 2, the resurrection fails.
Linked Rackets: Wyrd Trade, The Resurrection Game.
RACKET BOONS
Special: Whilst the gang controls this Racket, the controlling player may re-roll the dice when determining Priority.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Special: Whilst the gang controls this Racket, its Leader and its all Champions gain a 4+ saving throw that cannot bemodified by a weapon’s Armour Piercing value.
They are specific to a campaign, and I don’t think you can’t play all three campaigns aspect at once. Sympathizer, relics and waypoints. All in all they are all random with random results. Don’t count on them as a stable source of income. Instead consider them to be a bonus income that is welcome but not necessary or essential. Don’t build your economics strategy around it.
Specifics to a campaign: THE ARANTHIAN SUCCESSION: CINDERAK BURNING
While they control these Sympathisers, this gang considers all weapons with the Blaze trait to also have the Plentiful trait, unless that weapon has the Scarce trait, in which case it loses the Scarce trait. Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
BOONS While they control these Sympathisers, a gang gains a free Slopper Hanger-on. If a gang loses control of these Sympathisers, they also lose the Slopper Hanger-on.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
BOONS
The gang that controls these Sympathisers adds D6x10 credits to its Stash.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, a gang maymake one Negotiate Repairs post-battle action inaddition to any post-battle actions taken by the gang’sfighters. This bonus action does not cost any credits,though the result is always Almost Like New.
Spark of Rebellion Phase: Additionally, the gang thatcontrols these Sympathisers adds D6x10 credits toits Stash.
BOONS
The gang that controls these Sympathisers adds D6x10 credits to its Stash.
Spark of Rebellion Phase: Additionally, while a gang controls these Sympathisers, they pick one of the following Allegiance abilities (note that they cannot choose an ability they already have access to): Deep Pockets, We Stand for Ourselves or Stars in the Ascendency. The gang also benefits from that rule.
BOONS
While they control these Sympathisers, a gang mayreduce the Rarity of items in the Trading Post by 2.
Spark of Rebellion Phase: Additionally, the gang thatcontrols these Sympathisers adds D6x10 credits toits Stash.
BOONS
While they control these Sympathisers, a gang may have a random fighter gain the Non-sanctioned Psyker rule and one psychic power. If the gang loses control of these Sympathisers, that fighter goes Into Recovery and loses both the Non-sanctioned Psyker rule and the power.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, during the pre-battle sequence, a gang may add the Silent trait to one weapon in their starting crew for the duration of the battle.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
2 of Diamonds WATER GUILD SYMPATHISERS BOONS
While they control these Sympathisers, a gang may clear the Recovery box for one fighter during each pre-battlesequence before choosing crews. Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
Hives are built on the backs of workers and slaves, sowhen a machine breaks down or hard work needs tobe done, gangs turn readily to the Slave Guild for therequired muscle.
BOONS
While they control these Sympathisers, a gang may sella captive for its full credit value as long as the capturedfighter’s gang has had a chance to rescue them.
Spark of Rebellion Phase: Additionally, the gang thatcontrols these Sympathisers adds 2D6x10 credits toits Stash.
BOONS
While they control these Sympathisers, a gang may make a free Seek Illegal Equipment Trade action during the post-battle sequence.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, during the prebattlesequence a gang can select up to D3 fighters.The selected fighters gain the benefits of a stim-slugstash for the duration of the battle.
Spark of Rebellion Phase: Additionally, the gang thatcontrols these Sympathisers adds 2D6x10 credits toits Stash.
BOONS
While they control these Sympathisers, a gang may hire a Bounty Hunter for free during the pre-battle sequence. Any Bounty Hunter hired in this way will leave the gang at the end of the battle regardless of any other rules or effects.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash. If this battle was against a gang allied to the Imperial House add 2D6x10 credits to the gang’s Stash instead.
BOONS
The gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, a gang may choose to roll a D6 during the pre-battle sequence. On a 1-3 they choose who is the attacker and defender, on a 4-6 they may include one extra model in their starting crew.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, the gang’s leader may re-roll one armour save in each battle. Spark of Rebellion Phase:
Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, a gang may reroll any of the dice to determine how many credits they earn from a scenario’s rewards. The second result must be kept even if it is worse.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, a gang may select a fighter to be blessed by House Ty. That fighter and any fighters within 6" of them (both friendly and enemy) improve their Cool characteristic by 2.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, during the prebattle sequence, a gang may choose to not have the Pitch Black rules apply for the duration of the battle.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, a gang’s fighters are all considered to be equipped with Respirators.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, a gang gains double the normal amount of credits for selling gear from their Stash or salvaging Wrecked vehicles.
Spark of Rebellion Phase: Additionally, the gang that controls thesetheseSympathisers adds 2D6x10 credits to its Stash.
BOONS
The gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits toits Stash.
BOONS
While they control these Sympathisers, during the pre-battle sequence a gang may choose to give D3 weapons +2 Strength and the Unstable and Reckless traits for the duration of the battle.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
BOONS
While they control these Sympathisers, a gang may re-roll the dice when determining which scenario will be played.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 3D6x10 credits to its Stash.
Specifics to a campaign THE ARANTHIAN SUCCESSION: THE VAULTS OF TEMENOS
Each House has its share of martyrs and heroes, and even the most secular House recognises the power that relics can have on the masses, aiding in many ways from increased morale to gang recruitment. Boon: D6x10 credits Bearer Bonus:
If the bearer is on the battlefield at the end of the battle, roll 2D6. If one of them is a 6, add a free Juve to your gang roster. If both are a 6, add a free Ganger to your gang roster. The new fighter can be equipped with weapons and Wargear as normal for a new fighter, paid for from the gang’s Stash.
Boon: D6x10 credits
Bearer Bonus: The bearer gains a 6+ armour save, that cannot be modified by any means, against damage suffered as a result of hits by a ranged weapon without the Template or Blast (X") traits.
Boon: D6x10 credits
Bearer Bonus: The bearer gains the Unstoppable trait.
Boon: D6x10 credits
Bearer Bonus: The first time each battle the bearer makes the Fight (Basic) action, no Reaction attacks may be made against them.
- Boon: D6x10 credits
Bearer Bonus: The bearer gains a 6+ armour save that cannot be modified by any means against weapons with the Melee trait.
Boon: D6x10 credits
Bearer Bonus: Once per battle, during the Priority phase, before rolling to determine priority, if the bearer is on the battlefield their gang may generate one gang tactic from those available to their gang.
Bearer Bonus: If the bearer is on the battlefield when the battle ends, the gang may add an additional D6x10 credits to their Stash.
Boon: D6x10 credits
Bearer Bonus: Any weapon used by the bearer with the Blaze trait gains +1 Strength
Boon: D6x10 credits
Bearer Bonus: The bearer gains the Bull Charge skill.
Boon: D6x10 credits
Bearer Bonus: Once per battle, at the start of their activation, the bearer may invoke the blessing of Glurg and touch the vial to their lips. For the duration of their activation, the bearer has the Berserker skill.
Boon: D6x10 credits
Bearer Bonus: The bearer gains the Backstab skill for the duration of the battle.
Boon: D6x10 credits
Bearer Bonus: Once per battle, at the start of their activation, the bearer may increase their Strength by 1 for the duration of the activation.
Boon: 2D6x10 credits
Bearer Bonus: The bearer gains the Catfall skill.
Boon: 2D6x10 credits
Bearer Bonus: The bearer may add 2 to any Cool check they make.
Boon: 2D6x10 credits
Bearer Bonus: The bearer gains the Evade skill
Boon: 2D6x10 credits
Bearer Bonus: The bearer of this Relic adds 6" to the range of their Gang Hierarchy (X) rule.
Boon: 2D6x10 credits
Bearer Bonus: The bearer gains the Overseer skill.
- Boon: 2D6x10 credits
Bearer Bonus: All fighters (friend and foe) who start their activation within 3" of the bearer must make a Willpower check, if it is failed they become subject to the Insane condition until their next activation.The bearer is immune to these effects.
Boon: 2D6x10 credits
Bearer Bonus: The bearer gains the Nerves of Steel skill.
Boon: 2D6x10 credits
Bearer Bonus: The bearer may apply a +2 modifier to all Intelligence checks they make.
Boon: 3D6x10 credits
Bearer Bonus: The bearer may re-roll failed armour saves.
Boon: 3D6x10 credits
Bearer Bonus: While the bearer has not taken a Wound, they gain a 4+ armour save that cannot be modified by any means. They lose this save as soon as they suffer a Wound.
Boon: 3D6x10 credits
Bearer Bonus: The bearer may roll a D6 each time they suffer a wound, on a 5+ they ignore the wound.
Boon: 3D6x10 credits
Bearer Bonus: At the start of each round, after rolling for Priority roll a D6; on a 1-3 the bearer gains the Crushing Blow on a 4-6 the bearer gains the Dodge skill.
Boon: 3D6x10 credits
Bearer Bonus: At the start of their activation, the bearer may make a Willpower check, if they pass then they may re-roll a single roll to Wound during this activation.
Boon: 3D6x10 credits
Bearer Bonus: The bearer gains the Hurl skill for the duration of the battle.
Boon: 3D6x10 credits
Bearer Bonus: The bearer increases their Cool characteristic by 1 and once per battle, at the start of their activation, they may increase the AP of a single weapon with the Melee trait by 1 for the duration of their activation.
Specifics to a campaign:RUIN OF JARDLANDS
he gang earns D6x10 credits from this
Waypoint when collecting income. Special: The gang reduces the Rare and Illegal level of chems from the Trading Post by 2.
Income: The gang earns D6x10 credits from this Waypoint when collecting income. Special: The gang increases the maximum number of Brutes and Hangers-on they may hire based on their Reputation by 1.
Income: The gang that earns D6x10 credits from this Waypoint when collecting income.
Equipment: The gang may equip up to three of their fighters with respirators for free.
Special: The gang may apply a +1 modifier to the Availability Level roll when performing a Trade post-battle action.
Special: The gang may halve the cost of a single weapon purchased from the Trading Post during each post-battle sequence, rounded up to the nearest five credits.
Necromunda income help by named Character
SPECIAL RULES
Ex-Guilder Armouries: If Hagar is chosen to be the leader of an Outcasts gang then any fighter in his gang may buy items from the Trading Post up to a Rarity of 8 when added to the gang roster.
Well-connected: Hagar can ‘work’ his contacts as a post-battle action.If he does so then add D6x10 credits to either his gang’s Stash (if hehas been chosen as an Outcasts Leader) or D3x10 credits to the gang’sStash he is working with (if he has been chosen as a Bounty Hunter).
Outcasts Leader: This fighter may either be selected as an OutcastsLeader when making an Outcasts gang (see page 17), replacing thenormal option for an Outcasts Leader, or may be hired as a BountyHunter, following all the normal rules for Hired Guns.
To my knowledge, the only named character who has a direct impact on the economics of the game. Combine him with extravagant goods, access to the savant skills directly through the inload pike or through his gang and the economics of the campaigns will be the most important for victory.
Necromunda income help by hanger on by house
SPECIAL RULES
Seize the Prize: During the Post-battle sequence this fighter may perform the Claim Jump Post-battle action.
• Claim Jump: Roll a D6. On a result of 5+ choose a Territory controlled by your opponent – immediately gain the boons from that Territory (this does not prevent the Territory’s owner gaining the Boons).
TECHMITE AUTOVEYOR (EXOTIC BEAST).......... – CREDITS
SKILLS
A TechmiteAutoveyor has the There’s Always Another Secret skill.
The unique way that this hanger on impacts the game in the economics phase makes it very valuable. “If” the loophole about a dead “fighter” apply to him is confirmed by a FAQ then treat it as a kamikaze of capitalism. Send him to claim the boon if he survives or put his equipment in the stash if he dies. Not matter what happens, he is useful.
https://yaktribe.games/community/threads/beginners-question-box.11316/page-11
Necromunda income help by hanger on by house
0-1 Fixer...................................................................................................................................................... 50 credits
Has the fixer skill
0-1 Scabber................................................................................................................................................. 40 credits
Scabby Trader: When a gang with a Scabber sells a piece of Illegal equipment in the post-battle sequence, it gains theitem’s value less D3x10 credits (to a minimum of 5). A Scabber, provided they are not in Recovery, can make a Tradeaction in the post-battle sequence provided the gang is visiting the Black Market.
0-3 Connected Trader Savvy Trader):
○ Double the credits when selling an item fromthe stash (once per post-battle sequence).
○ Freely trade credits and items in the stashwith other gangs (if both gangs agree).
0-1 CHYMIST APPRENTICE CLAN CHYMIST 75
(AVAILABLE TO ANY GANG, BUT AT A COST OF 50 CREDITS)
SKILLS
A Chem Dealer has the Fixer skill.
0-1 TECH-MERCHANT.....................................................40 CREDITS
(AVAILABLE TO ANY GANG, BUT AT A COST OF 80 CREDITS)
Throughout the underhive there are men and women who deal exclusively in tech. Often they set up tech bazaars in towns and holesteads, peddling their wares while purporting to know exactly what secret functions they hold – and some aren’t even lying! Some gangs will hire on a Tech-merchant so as to have better access to the tech bazaar or to help them sell archaeotech finds.
*SPECIAL RULES
Techno-baubles: If a gang has a Tech-merchant, it may reduce the Rare and/orIllegal value of any item in the Trading Post or the Black Market by 2, to a minimumof 7+. If this reduction would cause the Rare or Illegal value to fall below 7+, the iteminstead becomes Common.Friends in the Trade: During every post-battle sequence, the cost of one item foundin the Trading Post or Black Market may be reduced by D3x10 credits, to a minimumof 20 credits.
This is the most interesting hanger on ever, in my opinion. Even if you don’t play a Van Saar gang, buy his service. The extra 40 credits for his cost will be paid very quickly. Especially if you play with HAGAR FREELORD, MASTER OF THE MERCATOR UMBRUS then you get a very powerful combination of capacity. It is also very useful with a gang that has a lot of access to the savant skill tree. Get one!
Necromunda income help by brute by house
Ironhead Squat Prospector Exo-Driller Has access to Wisdom of the Ancients (secondary)
I think this is the only brute to have access to a skill tree that may have an impact on the economics. So, another good reason to add it.
Necromunda income help by house favors
They are specific to a house, and they are all random with random results. Don’t count on them as a stable source of income. Don’t build your economics strategy around it. Instead, consider them to be a bonus income that is welcome but not necessary or essential.
Nercomundz income help byHOUSE FAVOURS (the book of ruin)
6-8 Arms Shipment: The House has seen fit to release a shipment of weaponry from their factories for the gang to better arm themselves. The player may add 2D6x10 credits worth of House List weapons and wargear to their gang.
Meh, Just one result about economics.
6-8 For the Cause: A like-minded soul has made a donation of arms and equipment to the outlaws. The player can choose up to 2D6x10 credits worth of Common items from the Trading Post and add them to the gang’s stash.
Meh, Just one result about economics.
6-8 Stolen Weaponry: A Guilder shipment of weapons has fallen into the hands of the cult, with the guns soon to be turned upon their creators. The player may add up to 2D6x10 credits worth of items from their House Equipment list to the gang’s stash.
Meh, Just one result about economics.
6-8 Barrel of Spud-jackers: The House masters decide to give the ganga chance to earn their favour through the brutality of close combat.The player can add 2D6x10 credits worth of weapons from the GoliathForge Tyrant Equipment List to the gang’s stash. Theseweapons must all have the Melee trait.
Meh,Just one result about economics.
6-8 Surplus Clan Equipment: The gang receives a shipment of Escher chems and weapons. The player’s gang immediately gains 2D6x10 credits worth of weapons and Wargear chosen from the Escher GangSister equipment list. Any credits not spent on these weapons is lost.
Meh, Just one result about economics.
6-8 Guns and Ammo: There is always hardware lying around in the Nexus. The gang receives a shipment of surplus weapons and ammo. The player’s gang immediately gains 2D6x10 credits to spend on new weapons and Wargear chosen from the Orlock Gunner equipment list. Any credits not spent on these weapons are lost.
Meh, Just one result about economics.
6-8 Trip to the Tech Bazaar: The most reliable of weapons are always in stock. The player can add 2D6x10 credits worth of weapons from the Van Saar Tek equipment list (see page 45). Any credits not spent on these weapons are lost.
Meh, Just one result about economics.
6-8 Scrap Shipment: The gang receives a shipment of cast-off weapons and wargear. The player’s gang immediately gains 2D6x10 credits worth of weapons and Wargear chosen from either the Cawdor Brethren Equipment List if the gang is Law Abiding, or the Redemptionist Brethren Equipment List if the gang is Outlaw. Any credits not spent on these weapons are lost.
Meh, Just one result about economics.
6-8 Tools of Subterfuge: The gang receives a shipment of House weaponsand wargear. The player’s gang immediately gains 2D6x10 credits worthof weapons and wargear chosen from the Delaque Ghost equipmentlist. Any credits not spent on these weapons are lost.
9-10 A New Bonding: The House sends a new recruit to boost the numbersof the player’s gang. The gang gains a Delaque Ghost with up to 60credits worth of weapons and Wargear for free.
Hum, two result about economics. Not bad at all.
Necromunda income help by SUB-PLOTS by house
They are specific to a house, and they are all random with random results. Don’t count on them as a stable source of income. Don’t build your economics strategy around it. Instead, consider them to be a bonus income that is welcome but not necessary or essential. But, depending on the house, you may have from two to four. Making them a better source of side income.
6 Flawless Victory: Reveal this sub-plot if, during the Wrap-up, none of your fighters are Seriously Injured or taken Out of Action, and if you have won the scenario. Your gang gains 3D6x10 credits. If at least a third of your opponent’s gang was Seriously Injured or taken Out of Action, your gang gains 4D6x10 credits instead.
8 A Slow Poison: Reveal this sub-plot should an enemy fighter that was Seriously Injured by a weapon with either the Gas or the Toxin trait go Out of Action during any subsequent Recovery phase. Your gang gains D6x10 credits. If the enemy fighter was a Champion or Leader then your gang gains 2D6x10 credits instead.
10 Queen takes King: If your gang Leader takes an enemy Leader, Champion or Bounty Hunter Out of Action, reveal this sub-plot. Your gang gains D6x10 credits. If they took the enemy Leader, Champion or Bounty Hunter Out of Action using a weapon with the Melee or Versatile trait, they gain 2D6x10 credits instead.
Three possible results is not bad at all.
2 Sumptown Shakedown: Reveal this card when a friendly fighter performs a Coup De Grace (Simple) action. Instead of rolling on the Lasting Injury table for the opponent’s fighter, instead count the result as Out Cold, and add D3x10 credits to your gang’s Stash. For the remainder of the battle, whenever a friendly fighter performs the Coup De Grace (Simple) action, the fighter taken Out of Action automatically counts the result on the Lasting Injury table as 12-26 Out Cold, and D3x10 credits are added to your gang’s Stash.
3 Prospecting Mission: Reveal this card at the start of the battle, after both crews have deployed, but before rolling for Priority. Place three markers anywhere on the battlefield at least 12" from your deployment zone, and at least 8" from each other. During the battle, if one of your fighters is activated within 1" of one of these markers they may perform the Prospect (Basic) action, and remove the marker from the battlefield. At the end of the battle, add D6x10 credits to your gang’s Stash for each marker that was removed.
6 Take a Beating: Reveal this card if you win the battle with three or fewer friendly fighters Standing and Active. If you do, add D6x10 credits to your gang’s Stash. If you won the battle with only a single friendly fighter Standing and Active, gain 2D6x10 credits instead.
Jack Mano-a-Mano: Reveal this card at the start of any activation while your Leader is Engaged with your opponent’s Leader. If your Leader takes your opponent’s Leader Out of Action with a Fight (Basic) action, add D6x10 credits to your gang’s Stash. If your Leader did so while Engaged with more than one enemy fighter, then add 2D6x10 credits to your Stash instead.
Four possible results is pretty good.
9 Reliable Tech: Reveal this Sub-plot during the Choose Crew steps of the pre-battle sequence. For the duration of the battle, only weapons with the Plentiful trait can be used; if a fighter that is part of your crew does not have such a weapon, they count as being equipped with a laspistol until the end of the battle, after which the laspistol is discarded. Should your gang win the scenario, it receives 2D6x10 credits, in addition to any scenario rewards.
Jack Explosive Message: Reveal this Sub-plot during the Wrap-up if, during the battle, one of your fighters Seriously Injured or took Out of Action at least three enemy fighters with attacks made with weapons with the Grenade trait. Your gang gains D6x10 credits, in addition to any scenario rewards.
Only two possible results is not great but better than the house favors table with no results providing an impact on the income.
3 Five Small Secrets: Reveal this Sub-plot when activating a fighter inyour crew. That fighter may immediately make the Hide Device (Basic)action, placing a marker next to their location to indicate a hiddendevice. Place a token next to the fighter’s card or otherwise indicate thatit is active on the fighter. If by the end of the game the fighter did not goOut of Action and placed at least five hidden devices, each at least 6"apart, then add 2D6x10 credits to your gang’s stash.
7 Craven is the Coward: Reveal this Sub-plot if there are three or more enemy fighters currently Broken, and no friendly fighters within 6" of one of your fighters. If this is the case, add D6x10 credits to your gang’s stash. If all enemy fighters on the battlefield are Broken, add 3D6x10 credits instead.
8 Follow the Leader: Secretly choose an enemy fighter at the start of the game – if the enemy Leader is on the battlefield you must choose them. Reveal this Sub-plot in the End phase if at least one of your fighters is within 6" and line of sight of the chosen fighter. If for three consecutive turns in each End phase you have a friendly fighter within 6" and line of sight of the chosen fighter, discard this card to add 2D6x10 credits to your gang’s stash.
Jack No Witnesses: Reveal this Sub-plot if one of your fighters takes an enemy fighter Out of Action while neither fighter is within line of sight of any other fighters. Place a marker where the enemy fighter went Out of Action (this marker can be moved just like a Loot casket as detailed in the Necromunda Rulebook). If, by the end of the game, no enemy fighters have come within 1" of the marker, add D6x10 credits to your gang’s stash.
King Memory Fades to Myth: Secretly choose one of your fighters at the beginning of the game. Each time an enemy or friendly fighter is Seriously Injured or taken Out of Action within line of sight of the fighter, make a note. If, at the end of the battle, the chosen fighter is still on the battlefield, reveal this Sub-plot. If they witnessed at least three fighters being Seriously Injured or taken Out of Action, add D6x10 credits to your gang’s stash. If they witnessed five or more fighters suffering these fates, add 3D6x10 credits to your gang’s stash instead.
Five! Five possible resultsis the best table of all the subplots that impact the economics phase.
Necromunda income help by scenario by house of “ “
I only put this here because, unlike other scenarios, they are linked to a specific house.
Scenario: Khimerix Hunt REWARDS CREDITS
The gang that took the Khimerix Out of Action adds 2D6x10 credits to their stash.
Nice and direct to the point.
RIGHTEOUS CRUSADE REWARDS CREDITS
If the attacker claims all four quarters of the battlefield, they add 2D6x10 credits to their Stash. If the defender has any fighters remaining on the battlefield at the end of the battle, they add D6x10 credits to their Stash.
A bit difficult to meet the victory condition. Don’t bet on it.
Necromunda income help by GUILD ALLIES
Note - on strong alliances, they are accessible to other gangs but not as a strong alliance meaning that you can allies with the guild, criminal and noble that brings you the most income.
Travel is restricted onNecromunda, and those rare few who may freely traverse the hives and wastes of the world, Guilders among them, are controlled by the Guild of Coin.
BENEFITS
Tollways: While the gang is allied with the Guild of Coin, whenever they would gain credits as a reward for playing a scenario roll one more D6 than normal (i.e., if the scenario reward is D6x10 credits then a gang allied to the Guild of Coin would roll 2D6x10 credits).
Note – Strangely, the guild of coins is not the best alliance when it comes to get the creds, but not bad either.
Necromunda income help by strong alliance by house
Gangs aligned with the Imperial House gain thefollowing benefits:
Strong Alliance with the imperial house (Palanite Enforcers):Imperial Appointment: When a gang allies with the Imperial House, they may select one of their Territories (or equivalent) to be officially appointed as theirs by the Imperial House. The gang may perform the Collect Tithe postbattle action:
- Collect Tithe: Receive the boon from the Territory an additional time. Enforcer Bodyguards: In the pre-battle sequence the gang may add Enforcer Bodyguards to their gang for the battle ahead. These fighters do not cost a gang any credits to hire, butif chosen, they must be included in thegang’s crew, even if crew selection isnormally random.
- Deep Pockets: When generating income fromRelics, the gang adds an additional D6x10 credits totheir Stash.
This is a collection of several passages concerning the imperial house. Obviously, it concerns mainly thepalanite enforcer. I can see a badzone enforcers gang having access to deep pockets and collecting tithes but from a background point of view they have been pretty much abandoned by the imperial house. As such, I think they should not have a strong alliance. But this is Necromunda so maybe there is a reason to justify it.
Strong Alliance (House Escher): Excessive Wealth: While the gang is allied with House Ulanti, they add 2D6x10 credits to their stash during the Collect Income step of the post-battle sequence.
Yes, a good and strong one and more than welcome considering that the Eschers are not the richest gang.
Tollways: While the gang is allied with the Guild of Coin, whenever they would gain credits as a reward for playing a scenario roll one more D6 than normal (i.e., if the scenario reward is D6x10 credits then a gang allied to the Guild of Coin would roll 2D6x10 credits).
Strong Alliance House Ran Lo (House Orlock): Checks and Balances: always looks to balance the books and ensure the flow of creds into their coffers, and those of their allies, remains steady. During the Collect Income step of the post-battle sequence, a gang allied with House Ran Lo gains an additional 2D6x10 credits if their opponent earned more credits than they did from the scenario.
Strong for a gang that have a mid easy access to the savant skills trees facing a gang with more access to the same savant skills. Other than that,it's not bad.
Strong Alliance the Iron Guild:
Guns, Guns, Guns: While the gang is allied with the Iron Guild, reduce the Rarity of all Trading Post ranged weapons by 2. In addition, the cost of Trading Post ranged weapons is reduced by D3x10 credits to a minimum of 5 credits. If the player wishes, the gang can roll to Test the Alliance and reduce the cost of Trading Post ranged weapons by D3x20 credits to a minimum of 5 credits.
Very, very interestingif you look only about ranged weapons and remember that it does not specify what kind of range weapon it is. So it goes from guns to heavy weapon. I have a doubt about versatile weapon as they are technically melee weapon with range. Cheaper guns and easy access to them is always good. For a house with so many possibilities to have wealth, it’s the proverbial cherry on the cake. For the others, it is still interesting.
strong alliance ROGUE FACTORIA
Bargain Ordnance: While a gang is allied with the Rogue Factoria, it gains access to counterfeit weaponry. When the gang visits the Black Market, it can purchase a counterfeit version of any weapon. Counterfeit weapons have their Rarity reduced by 2 and their cost lowered by 20%, rounded down to the nearest 5 credits (i.e., a Gravgun which normally costs 120 credits and has a Rarity of 11 would cost 95 credits and have a Rarity of 9). Counterfeit weapons are not as reliable as normal weapons, and either have the Reckless trait (if they also possess the Melee trait) or the Unstable trait (if they do not possess the Melee trait), and count as Illegal equipment with a Legality equal to their modified Rarity.
Not bad, but the drawbacks have to be considered before taking it to fill your coffers.
Necromunda income help by fighter class Available to all in the outland in the Outland by crew
Necromunda income help by fighter class by house in the Outland by crew
All those drivers have access to savant either as a secondary or primary. It means that they are another way to add savant to a gang who normally doesn’t have access to it outside of the MNEMONIC INLOAD SPIKE.
Necromunda income help by fighter class by house
Those are the pillars of any gangs who build their victory on the Creds. They are organized by the number of fighters with access to the savant skills tree from the least to the most access to it. After this, it is mainly the difference between “primary access to” and “secondary access to”.
Any gangs without any natural access to thesavants skill tree are on the lowest rank of income. So they are not here. They have to build their access to it.
IRONHEAD SQUAT PROSPECTORS CHARTER MASTER Has access to savant (secondary) / Has Wisdom of the Ancients (secondary)
Ironhead Squat Prospectors Drill Master Has Wisdom of the Ancients (primary)
ASH WASTE NOMADS Has access to savant (primary)
ASH WASTE NOMADS Has access to savant (secondary)
ASH WASTE NOMADS WY’TARI STORMCALLER Has access to savant (primary)
ARCHETYPE GUNSLINGER Has access to savant (secondary)
MASTERMIND Has access to savant (primary)
UNDERHIVE OUTCASTS CHAMPION by archetypes
Mastermind Has access to savant (secondary)
ORLOCK ROAD CAPTAIN (LEADER) Has access to savant (primary)
ORLOCK ROAD SERGEANT Has access to savant (secondary)
Orlock Arms Master Has access to savant (secondary)
Orlock Wrecker Has access to savant (secondary)
DELAQUE MASTER OF SHADOW Has access to savant (secondary)
DELAQUE PHANTOM Has access to savant (primary)
DELAQUE PSY-GHEIST Has access to savant (secondary)
DELAQUE GHOST Has access to savant (primary)
DELAQUE SHADOW Has access to savant (secondary)
VAN SAAR PRIME (LEADER) Has access to savant (primary)
VAN SAAR AUGMEK (CHAMPION) Has access to savant (primary)
VAN SAAR ARCHEOTEK (CHAMPION) Has access to savant (primary)
VAN SAAR NEOTEK (PROSPECT) Has access to savant (secondary)
VAN SAAR TEK (GANGER) Has access to savant (primary)
VAN SAAR SUBTEK (JUVE) Has access to savant (secondary)
House Delaque and house Van Saar may look as the winner here but remember that, for outcast gangs, you have “ During Campaign play, there can be one fighter with the Gang Hierarchy (Champion) special rule for every three fighters with the Gang Fighter (X) special rule.” That may make the outcast more interesting.
Income increase by tactics by house
They are specific to a gang,.All in all, they are all random with random results. Don’t count on them as a stable source of income. Instead, consider them to be a bonus income that is welcome but not necessary or essential. Don’t build your economics strategy around it.
43-44 Lucky Score Play this gang tactic at the end of the scenario. If the scenario included any reward in the form of credits, your gang adds an extra D6x10 credits in addition to those it won.
ASH WASTE NOMADS GANG TACTICS
25-26 Raiders without Equal : Play this gang tactic during the Wrap-up phase of the post-battle sequence. Add D3x10 credits to your gang’s Stash for each enemy vehicle that was Wrecked during the battle.
11-12 Mother Lode! Play this gang tactic during the Wrap-up phase of the post-battle sequence.If your gang won the scenario, add2D6x10 credits to your gang’s Stash.
41-42 Scrapper’s Delight Play this gang tactic when a friendly fighter opens a Loot casket, before rolling to determine the casket’s contents. Instead of rolling to determine the Loot casket’s contents, add D3x10 credits to your gang’s Stash and then remove the Loot casket from the battlefield.
53-54 Supplies Delivered Play this gang tactic during the Wrap-up phase of the post-battle sequence. Add D3x10 credits to your gang’s Stash for every friendly vehicle that took part in the battle and isn’t Wrecked.
65-66 Rugged Construction Play this gang tactic during the Post-battle Actions phase of the post-battle sequence. Halve the credits cost (rounding up to the nearest 5 credits) of the Negotiate Repairs action.
Necromunda income help by vehicule tactics equipment by house
They are specific to a gang,. All in all they are all random with random results. Don’t count on them as a stable source of income. Instead, consider them to be a bonus income that is welcome but not necessary or essential. Don’t build your economics strategy around it.
41-42 Biker Bounty Play this gang tactic during the post-battle sequence when receiving scenario rewards. Add D3x5 credits to your gang’s Stash for each enemy fighter subject to the Mounted condition taken Out of Action during this battle.
31-32 Cheap Construction Play this gang tactic during the post-battle sequence when performing the Negotiate Repairs post-battle action.Reduce the cost of one Negotiate Repairs action by 50%, rounding up to the nearest 5 credits.
53-54 Scrap Dealers Play this gang tactic during the post-battle sequence when making the Negotiate Repairs
post-battle action. Reduce the cost of repairs by D6x10 credits to a minimum of 5 credits.
65-66 Where There’s Scrap There’s Creds Play this gang tactic during the post-battle sequence during the Receive Rewards step. Add D3x5 credits to your gang’s Stash for each Wrecked enemy vehicle and enemy fighter subject to the Mounted condition who was taken Out of Action.
Specific to Outlands
Vehicule equipements:
Each Guild of Coin Ridgehauler and trailer may be equipped with a cargo load. While equipped with at least one
cargo load, the following rules apply: Valuable Cargo: If at the end of the battle the Guild of Coin Ridgehauler is not Wrecked and still on the battlefield, the controlling gang adds D3x10 credits to their Stash for each cargo load the Ridgehauler and its trailers have.If the Guild of Coin Ridgehauler is Wrecked then the opposing gang adds D6x10 credits to their Stash for eachcargo load the Ridgehauler and its trailers have.
Necromunda income help by vehicle equipment by house
Valuable Cargo: If, at the end of the battle, the Ironhead Squat Prospectors SkalvianExplorator is not Wrecked and still on the battlefield, the controlling gang adds D3x10 credits to their Stash if the Ironhead Squat Prospectors SkalvianExplorator had a cargo load. If the Ironhead Squat Prospectors SkalvianExplorator is Wrecked, then the opposing gang adds D6x10 credits to their Stash if the Ironhead Squat Prospectors SkalvianExplorator had a cargo load.
Flow of Chems: If making a Trade post-battle action (see Trading Run previously) with an Ironhead Squat Prospectors SkalvianExplorator equipped with a Ironhead container, then any chems purchased from the Trading Post have their credit cost halved (rounding up to the nearest 5 credits).
To my understanding, these two vehicle equipments are the only ones with a direct impact on the economics. Because they are specific to squats, they are a welcome addition to a gang which has at best a mid tiers access to income through skills and objects. Side note, with their hanger on and brutes, the squats have a unique way to increase their wealth.
Necromunda income help by territory
All in all they are all random with random results. Don’t count on them as a stable source of income. Instead consider them to be a bonus income that is welcome but not necessary or essential. Don’t build your economics strategy around it. Also, some are specifics to gangs
See below with the comparison between Van Saar and Delaque
Basically, in the optic of winning by creds, this is the best settlement.
TERRITORY BOONThis Territory grants the following Boon:
Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the D3 result for each Dome Runner attached to the gang.
This Territory grants the following Boon:
Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income.
Recruit: If the gang is a Law-abiding gang, they may recruit a Rogue Doc Hanger-on for free
TERRITORY BOON
This Territory grants the following Boon:
Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income.
Recruit: If the gang is a Law-abiding gang, they may recruit an Ammo-jack Hanger-on for free.
TERRITORY BOON
This Territory grants the following Boon:
Income: When collecting income from this Territory, the controlling player may choose to roll between 2D6x10 and 6D6x10. However, if a double is rolled, then no income is generated and a random fighter from the gang rolls on the Lasting Injury table.
Necromunda income help by territory by house
All in all, they are all random with random results. Don’t count on them as a stable source of income. Instead, consider them to be a bonus income that is welcome but not necessary or essential. Don’t build your economics strategy around it. Also, some are specifics to gangs.
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns 2D6x5 credits from this Territory when collecting income. However, if a double is rolled, a randomly determined fighter has a nasty encounter with a waste-lurker and must miss the next battle whilst they recover. No income is lost.
ENHANCED BOON
This Territory grants Cawdor gangs thefollowing Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns 2D6x5 credits from this Territory when collecting income. A Cawdor gang has no risk of encountering a nasty waste-lurker.
TERRITORY BOON
This Territory grants the following Boon:
Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.
ENHANCED BOON
This Territory grants Cawdor gangs the following Boons:
Reputation: Whilst it controls this Territory,the gang adds +1 to its Reputation.
Income: When collecting income, the gang gains2D6x10 credits for every fighter on either side thatwas deleted from their roster during the UpdateRoster step of the preceding battle.
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns 2D6x5 credits from this Territory when collecting income.
ENHANCED BOON
This Territory grants Cawdor gangs the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Income: The gang earns 4D6x5 credits from this Territory when collecting income.
TERRITORY BOON
This Territory grants the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The player chooses a suit of cards. The player then draws a card from a shuffled deck of playing cards that includes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11, Queen 12, King 13, Ace 14) x10 credits. If they draw a card from a suit of the same colour, then the Income is the value of the card x5 credits. If it is any other suit, they gain no income from the Territory. If, however, they draw a Joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator.
ENHANCED BOON
This Territory grants Delaque gangs the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Special: The gang that controls this Territory may nominate a single enemy fighter at the start of the battle before the first roll for Priority. The gang have called in the fighter’s debt marker, and in return for keeping all of their limbs intact, the fighter agrees to take no part in the coming battle. The nominated fighter misses the battle.
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
This Territory grants Escher gangs thefollowing Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns 2D6x5 credits from this
Territory when collecting income. If the gang also controls a Synth Still, this is increased to 2D6x10.
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x5 credits from thisTerritory when collecting income.
ENHANCED BOON
This Territory grants Goliath gangs thefollowing Boons:
Reputation: Whilst it controls this Territory, thegang adds +2 to its Reputation.
Recruit: The gang may choose to roll two D6 afterevery battle. On a roll of 6 on either dice, the gangmay recruit a single Juve from their House List forfree. If both dice come up as 6, then the gang mayrecruit a Ganger from their House List for free.
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
This Territory grants Goliath gangs the following Boon:
Income: The gang earns 2D6x5 credits from
this Territory when collecting income. If the gang
also controls a Slag Furnace, this is increased to
2D6x10 credits.
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x10 credits from this Territory when collecting income. The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captive working the mine, generate an additional D6x10 credits. If the Territory changes control, all of the Captives remain working the mine and can be ransomed back to their original owners if the Territory’s new owner wishes. A Captive sent to the mines may not subsequently be Sold to the Guild.
While a Captive is working the mine, their gang may attempt a Rescue Mission at any time.
ENHANCED BOON
This Territory grants Orlock gangs the following Boon:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
This Territory grants Orlock gangs the following Boon:
Special: Whilst it controls this Territory, thegang has Priority in the first round of any battle.Any gang in the campaign may pay the gang 20credits to gain the same benefit in a single battleagainst another gang.
TERRITORY BOON
This Territory grants the following Boons:
Income: The gang earns D6x10 credits from this Territory when collecting income.
Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6. The gang may immediately choose one Rare (X) item from the Trading Post where X is less than or equal to the dice roll and add it to their Stash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common weapon or piece of equipment to add to the gang’s Stash 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.
ENHANCED BOON
This Territory grants Van Saar gangs the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.
All in all,a strategy of winning by wealth is possible. It is more possible for a few gangs like Delaque and Van Saar who can quickly have access to the best of the best equipment and weapons. Cawdor don’t care much about that phase unless you want to go to the prosperity credo. For the others it’s mostly about financing themselves. It’s particularly true for the squat who have a very expensive equipment. Escher and Goliath need as much help as possible for their gang. Orlock are in the middle which fit them well as the middle average gang. Outcast are what you plan them to be. Genestealer and chaos gangs are in the same place as Escher and Goliath. The houses that have been corrupted either by chaos or genestealer are mostly unaffected by it due to the fact that they have access to their skill. A corrupted slaneesh Van saar or a Genestealer corrupted Delaque can still dominate the economics phase. For venator, it’s between the outcast and the house from which they came from.
All of this is just hypothesis. I haven’t had the time to compare a Cawdor gang with only access to some objects like acred sniffer and a Van Saar gang with the same objects and the savant tree skills.
Also remember, this is Necromunda so if the gang facing you has shiny shiny stuff, just take it.
Side note - here is a comparison of the madness of economics between the two richest gangs
VAN SAAR SUBTEK (JUVE)...........................................35 CREDITS
DELAQUE SHADOW (JUVE)...................................................................25 CREDITS EACH
Why does it matter? Because of this. You can’t rely on territories at first, but with that beautiful object that is “ISOTROPIC FUEL ROD 60 CREDITS – RARE (10)”, you can transform a territory into a settlement that produces income. Just remember that the skill “fixer”doesn’t need the fighter to be in a fight. What stops you then to have ten juve who can bring you “D3x10 credits” between every fight and that you may never deploy unless forced to once they get the skill.
Some gangs, such as that of an ogryn gang, bad zone enforcer, outcast, venator may not make use of it. That is another thing that must be houserule even if Games Workshop make a ruling in a future necromunda FAQ.
– ACE OF TERRITORY BOON
This Territory grants the following Boons:Income: The gang earns D6x10 credits from thisTerritory when collecting income.
Reputation: Whilst it controls this Territory,the gang adds +1 to its Reputation.Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gangmay recruit a single Juve from their House List for free. If both dice come up as 6, then the gang mayrecruit a Ganger from their House List for free.
Double effectiveness creds and a free fighter that will bring you more “fixer” in some cases. I'm not sure about aclanless outcast unaffiliated hive scum.
Secret Stash
Play this gang tactic during theReceive Rewards step of the Postbattlesequence.If at least one of your fighters survived the battlewithout going Out of Action, add 3D6x10 creditsto your gang’s Stash.
Paid in Full Play this gang tactic during theReceive Rewards step of the Postbattlesequence.
For each friendly fighter who was taken Out ofAction this battle, add D6x10 credits to yourgang’s Stash.S
Decoy Play this gang tactic at the start ofthe battle before the first roll forPriority.
Secretly select one of your fighters. If, at the endof the battle, the fighter has been taken Out ofAction by an enemy Champion or Leader, theyearn D3 XP and 2D6x10 credits are added to yourgang’s Stash.
Prime Salvage Play this gang tactic during theReceive Rewards step of thePost-battle sequence.Add D6x10 credits to your gang’s Stash for eachWrecked enemy vehicle.
Necromunda income help by object
They literally sniff out the rare alloys in cred chits and direct the user to their location.Cred Sniffers are modified auspexes created by enterprising archaeo-thieves.
If a fighter equipped with a Cred Sniffer was part of a game and was not taken Out of Action or Seriously Injured, at the end of the battle they earn 4D6 credits for their gang.
A gang can only benefit from the effects of one Cred Sniffer at a time.
Cred sniffers are essential to all gangs who don’t have access to a lot of income. Granted, it’s only between 6 to 24 creds since it is limited to one per gang and the operator must have both in battle and not taken out of action. However, it is a side income. Also, it can be used more than one time.
MUNG VASE 2D6X10 CREDITS – RARE (12)
D6 Type Effect
1 Dismal Fake A truly sad knock-off. The vase nets the gang D3x5 credits.
2-3 Passable Fake A nice conversation piece. The vase nets the gang D6x10 credits.
4-5 Impressive Fake A fine example of the counterfeiters’ art. The vase nets the gang D6x20 credits.
6 Outstanding Fake? Make an Intelligence test for the gang Leader. If they fail, count this result as an Impressive Fake. If they pass, they realise what they have just in time – add D6x50 to the gang’s Stash.
I am not a big fan of this. The rarity is high, and the income is not reliable. Still, if you really don’t have much in terms of income option…
DOME RUNNER MAP TABLE
D6 Type Effect
1 Fake Instead of rolling for the scenario as normal, your opponent chooses the scenario for this battle. Remove the Dome Runner Map from your gang roster.
2 Worn and Incomplete After making the roll to determine the scenario, you may add or subtract 1 from the result.
3 Treasure Map Roll another D6. On a 1-5, the map is a Fake (see above). On a 6, it is a genuine treasure map. If your gang wins the scenario, they can add D6x20 credits to their Stash in addition to any other rewards.
4 Ancient and Faded After making the roll to determine the scenario, you may add or subtract 2 from the result.
5 Secret Pathways D3 fighters in your gang gain the Infiltrate skill for the duration of this scenario.
6 Recent and Accurate After making the roll to determine the scenario, you may add or subtract up to 3 from the result.
Unreliable when it comes to income since only one of the results brings income. Still useful though for choosing the scenario.
EXTRAVAGANT GOODS Representing the fruits of a successful career, Extravagant Goods are only available to fighters with the Gang Hierarchy (X) special rule, to Gang Leaders or to Champions.
UPHIVE RAIMENTS 50
]he styles and fashions of uphive folk are rarely seenfirst-hand in the underhive and yet they still have huge influence of the denizens of the lower hab levels, those who toil in the manufactoria and grease the gears ofImperial industry with their blood and sweat, for they will see flashes of how the uphivers dress on news reels on their pict viewers.
Gang leaders, however, often possess the wealth to acquire such fabulous goods,and they have no hesitation in flaunting their newfound chic. If this fighter is not In Recovery during the post-battle sequence, their gang gains an extra D3x10 credits during the Collect Income step.
Extremely useful, with between 10 and 30 creds between games. At worst, it is worth two stub guns, for example. The owner doesn’t need to be in battle. He just can’t be in recovery.
HEXAGRAMMIC FETISH35 CREDITS – RARE (10)
Badzone peddlers and sumphole wise women often sell charms and fetishes ‘guaranteed’ to offer protection. The truly astonishing thing is some of these charms actually work! When a fighter buys a Hexagrammic Fetish, they must roll a D6. On a 1, the fetish is rubbish, though the fighter can sell it on to an unsuspecting underhiver for 3D6 credits. On a 2-5, it has some power, and if a Psyker targets the fighter with a psychic power, the Psyker suffers a -1 to theirWillpower test. On a 6, the fetish has some real juice; it works as above except the Psyker will suffer a -3 to their Willpower test.
Unreliable when it comes to income since only one of the results brings income. Might be useful otherwise.
ISOTROPIC FUEL ROD60 CREDITS – RARE (10)
Power is life down in the underhive, keeping the lights on, running water stills and allowing for the cultivation of edible slimes. A fully charged fuel rod can turn a rad-washed waste into a fertile settlement, and the foundation for a burgeoning community.
A gang with an Isotropic Fuel Rod can use it to turn any Territory into a Settlement Territory. Doing so uses up the Isotropic Fuel Rod, so it should be deleted from thegang roster, and permanently changes the Territory.
This one is a bit tricky, but I always consider it to be an essential object as it can transform Territory into a settlement that can bring income and more.
Necromunda reducing cost help by object
FORGED GUILDER SEAL 55
Truly decent forged documents are a rarity in the underhive, and ones good enough for a ganger to pass themselves off as a Guilder even more so – though they do exist.
Only the boldest criminals pretend to be Guilders, however, for the consequences of being discovered and caught involves a long and painful execution.
When a fighter with a Forged Guilder Seal visits the Trading Post, they reduce the Rarity of Items by 2. In addition, the prices of any items they buy are reduced by 3D6 credits to a minimum of 10 credits.
However, if they roll a double 1 or double 6 when reducing the price of an item, they have been discovered.
The item is bought as normal, however, the seal is then removed from their Fighter card, and the fighter’s gang are declared Outlaws (see page 38).
Despite its flaw of potentially turning your loyal gang into an outlaw one even if you don’t want to, it’s an extremely useful object. If you don’t care or if you are already an outlaw gang, it has no flaw. Reducing the rarity and the cost of an object more than one time during a campaign is very good.
Necromunda reducing rarity help by object
EXTRAVAGANT GOODS
Representing the fruits of a successful career, Extravagant Goods are only available to fighters with the Gang Hierarchy (X) special rule, to Gang Leaders or to Champions.
EXOTIC FURS 50
Many gangers excel at the hunt for rare and exotic goods, building up a network of trusted suppliers and contacts. They often have ready personal access to a wealth of rare off-world trade and they delight in flaunting their status through the wearing of many strange items. Should this fighter make a Trade action in the post-battle sequence, they add an additional +1 modifier to the dice roll to determine the Rarity of the items on offer.
No flaw, very useful, and can be combined with other objects.
Necromunda skills acquisition help by object
MNEMONIC INLOAD SPIKE 100
Adeptus Mechanicus Tech-Priests use Mnemonic Inload Spikes for the swift transfer of data from one cortex to the next. Each spike contains potential secrets and skills that the user can inloaddirectly to their brain, though for those without the proper cybernetic interfaces the process can be fatal. When a gang buys an inload spike, they must choose one of their fighters to attempt to use its data. The chosen fighter must immediately roll on the Lasting Injuries table. If the fighter is still alive after making this roll they gain one skill of their choice from Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Savant or Shooting. The spike is then used up and removed from the gang’s stash.
This object is for gangs with no other way to get access to the different skills of the savant skill tree. Whichinclude connected, fixer, and savvy trader. All those skills have a big impact on the game. Unless I'm mistaken, which may be the case, you can combine savvytrader and exotic fur. Useful when you need to find an object. The key here is the wording. It says “fighter”. It does not specifywhich one. So any member of the gang from leader to juve is eligible, but not hanger on.
Note: that unborn goliath has access to any common skill tree as a primary, so goliath may not need that item.
OUTSIDER
A life before joining the Clan House has given the Unborn a wider experience of Necromunda and its societies than most Goliath ever see.
Unborn fighters can choose to have an additional Primary skill set chosen from: Agility, Brawn, Combat, Cunning, Ferocity, Shooting or Savant. However, Unbornfighters may never select skills from the Muscle skill group.
Necromunda income help by Skill
Savant :
This model can make a Trade action during the post-battle sequence, in addition to any other actions they make (meaning they could even make two Trade actions). They cannot do this if they are unable to make actions during the post-battle sequence.2- CONNECTED
the Receive Rewards step of the post-battle sequence, as long as this model is not Captured or In Recovery, their gang earns an additional D3x10 credits. Note that they do not need to have taken part in the battle to gain this bonus.3- Fixer
6- SAVVY TRADER
When this model makes a Trade action in the post-battle sequence, add an additional 1 to the result of the dice roll to determine the Availability level of Rare/Illegal items on offer at the Trading Post on this visit. Additionally, the cost of one item may be reduced by 20 credits on this visit. Note that this means one item, not one type of item. A single power sword may be purchased for 30 credits, but a second power sword will still cost 50 credits.
My issue with the skill tree is that three of the skills have a big impact on the game. Since the new rules you can have access to them more easily than before, which means that anyone with even a secondary access can now pick up what they need. Connected and Savvy Trader need you to make a trade action but that’s not a hindrance. Fixer has become for me the worst skill because it doesn’t have to be involved in the battle to be useful. Remember, it’s between 10 to 30 creds without doing anything. Limiting access to fixer might be a useful house rule.
House Orlock Bravado Skill: GUILDER CONTACTS
Any Bounty Hunters and Hive Scum hired by this fighter’s gang (as detailed on ) will reducetheir hiring fee by D6x10 credits to a minimum of 20 credits. Roll separately for each Bounty Hunter and Hive Scum hired.
LEGENDARY NAME: IMPRESSIVE LEADERSHIP
4 Too Pretty for Primus: If this fighter is still on the battlefield at the end of a battle, their gang adds 2D6x5 credits to their Stash. However, if a double is rolled, these credits are added to your opponent’s Stash instead.
I don’t see any issues with guilder’s contract. Impressive leadership is too unreliable to be of use.
House Cawdor PIETY SKILLSSCAVENGER’S EYE
During any scenario that features loot markers,scrap or any kind of harvested goods that are thentransformed into credits at the end of the battle, thefighter’s gang may add an additional +1 to the dice rollfor determining their worth. For example, if a scenariocalled for the gathering of loot and each loot markerheld by the gang at the end of the battle was worthD3x10 credits, then each one would grant the fighter’sgang (D3+1)x10 credits.
Can’t hurt to have potentially between 20 and 40 creds.
Squat Prospectors Wisdom of the Ancients
1. WHERE THERE’S SCRAP, THERE’S CREDS!
In the Receive Rewards step of the post-battle sequence, as long as this fighter is not Captured or InRecovery, their gang earns an additional D6x10 creditsfor each vehicle belonging to an opposing gang theywrecked. Note that this fighter does not need to havetaken part in the battle to gain this bonus.
6. THERE’S ALWAYS ANOTHER SECRET
When this fighter opens a Loot casket, they add an additional D6x10 credits to their gang’s Stash. I find both useful, especially if you get access to savant since nothing stops them from both being used. I prefer the second one as it can be used in the hive. Unless, of course, you allow vehicles in the hive.
Specifics to a campaign: dominion territories
King of SpadesCOLLAPSED DOMETERRITORY BOON
Income: When collecting income from this Territory, the controlling player may choose to roll between 2D6x10 and6D6x10. However, if a double is rolled, then no income is generated and a random fighter from the gang suffers aLasting Injury.
6 of SpadesOLD RUINSTERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the dice roll for each Dome Runner attached to the gang.
7 of SpadesSETTLEMENTTERRITORY BOON
Income: The gang earns D6x10 credits from this Territory when collecting income.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit asingle Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from theirHouse List for free.
Specifics to a campaign: dominion territories by house
3 of Diamonds BONE SHRINE (CAWDOR)TERRITORY BOON
Income: The gang earns 2D6x5 credits from this Territory when collecting income.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Income: The gang earns 4D6x5 credits from this Territory when collecting income.
2 of DiamondsCORPSE FARM (CAWDOR)TERRITORY BOON
Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted fromtheir roster during the Update Roster step of the preceding battle.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: When collecting income, the gang gains 2D6x10 credits for every fighter on either side that was deleted fromtheir roster during the Update Roster step of the preceding battle.
Ace of Diamonds REFUSE DRIFT (CAWDOR)TERRITORY BOON
Income: The gang earns 2D6x5 credits from this Territory when collecting income. However, if a double is rolled, arandomly determined fighter has a nasty encounter with a waste-lurker and must miss the next battle whilst theyrecover. No income is lost.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns 2D6x5 credits from this Territory when collecting income. A Cawdor gang has no risk ofencountering a nasty waste-lurker.
5 of DiamondsGAMBLING DEN (DELAQUE)TERRITORY BOON
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The player chooses a suit of cards. The player then draws a card from the shuffled deck of playing cards thatincludes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11,Queen 12, King 13, Ace 14) x10 credits. If they draw a card from a suit of the same color, then the Income is the valueof the card x5 credits. If it is any other suit they gain no income from the Territory. If, however, they draw a Joker, theymust pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, asdetermined by the Arbitrator.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Special: The Delaque player that controls this Territory may nominate a single enemy fighter at the start of the battle.
The Delaque have called in the fighter’s debt marker, and in return for keeping all of their limbs intact, the fighteragrees to take no part in the coming battle. The nominated fighter misses the battle.
King of DiamondsMINE WORKINGS (ORLOCK)TERRITORY BOON
Income: The gang earns D6x10 credits from this Territory when collecting income.The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captiveworking the mine, roll an additional D6 to generate income. If the Territory changes control, all of the Captives remainworking the mine. A Captive sent to the mines may not subsequently be Sold to Guild. While a Captive is working inthe mine, the gang may attempt a Rescue Mission at any time.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
2 of SpadesTOLL CROSSING (ORLOCK)TERRITORY BOON
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
Special: Whilst it controls this Territory, an Orlock gang has Priority in the first round of any battle. Any gang in thecampaign may pay the Orlock gang 20 credits to gain the same benefit in a single battle against another gang.
9 of DiamondsNARCO DEN (ESCHER)TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Synth Still,this is increased to D6x10.
10 of DiamondsSLAG FURNACE (GOLIATH)TERRITORY BOON
Income: The gang-earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
This Territory grants Goliath gangs the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit asingle Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from theirHouse List for free.
Queen of DiamondsSMELTING WORKS (GOLIATH)TERRITORY BOON
Income: the gang earns D6x5 credits from this Territory when Collecting income.
ENHANCED BOON
Income: The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Slag
Furnace, this is increased to D6x10 credits.
3 of Spades TECH BAZAAR (VAN SAAR)TERRITORY BOON
Income: The gang earns D6x10 credits from this Territory when collecting income.
Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6: The gang may immediatelychoose one item from the Rare Trade chart with a Rare value equal to the result of the dice roll and add it to theirStash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common Weapon or Piece ofequipment to add to the gang's Stash for half of its usual value, rounded down. If the roll is 3 or lower, then the fighterproves to be very poor at haggling and no equipment is gained. If the fighter selected has Exotic Furs, add +1 to theresult of the 2D6 dice roll.
ENHANCED BOON
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls anArchaeotech Device, this is increased to 2D6x10.
Specifics to a campaign: Uprising Campaign scavenging
4-5 Paid in Blood: Roll 3D6 and add that many credits worth of items from the gang’s House EquipmentList to their Stash. Then, randomly select one of the gang’s fighters and make a roll on the LastingInjury Table for them.
6-7 Useful Scrap: Roll D6x10 and choose a single item on their House Equipment List up to its value incredits.
6-7 Useful Scrap: Roll D6x10 and choose a single item on their House Equipment List up to its value incredits.
8-9 Hidden Cache: Roll D6x10 and add that many credits’ worth of items from the gang’s HouseEquipment List to their Stash.
10-11 Band of Survivors: Add a Ganger to the gang’s roster. This fighter may be equipped for free with2D6x10 credits of weapons and Wargear chosen from the House Equipment List.
12 Lost Holestead: Roll a D6. On a 1-5, add a Ganger to the gang’s roster. On a 6, add a Champion to thegang’s roster.This fighter may be equipped with 4D6x10 credits of weapons and Wargear from the House Equipment List.
I'm not sure if it counts as income since it is just from the equipment list of a house. I also haven’t included the variants of uprising.
Specifics to a campaign: Uprising Campaign territories
ASH GATE BENEFITS
Recruit: On a D6 roll of 4 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (asappropriate for your gang) to their roster without having to spend any credits. Equipment that is not part of thefighter’s base cost must be purchased at the normal cost, or supplied from the gang’s Stash.
Income: Roll 2D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
The Territory grants the following benefits when Ruined:
Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
Scavenging: Roll 2D3 and add this many Scavenging rolls to the gang’s Stash.
CHAOS FANE BENEFITS
Recruit: On a D6 roll of 4 or higher, the gang can add a Skinner or Helot Cultist to their roster without having to spendany credits. Equipment that is not part of the fighter’s base cost must be purchased at the normal cost, or suppliedfrom the gang’s Stash.
Income: Roll D3x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Recruit: On a D6 roll of 3 or highter, the gang can add an Initiate or Helot Cultist to their roster without having to spendany credits. Equipment that is not part of the fighter’s base cost must be purchased at the normal cost, or suppliedfrom the gang’s Stash.
Starvation: Roll 2D6 and add this many portions of Meat to the gang’s Stash.
FUNGAL SPAWL BENEFITS
Equipment: Roll a D6 for each figther in the gang. On a 6, the player can choose to have one of the fighter’s Meleeweapons gain the Toxin trait for the duration of the Campaign week. Weapons with the Toxin trait have a Strengthcharacteristic of“ “.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Equipment: Roll a D6 for each figther in the gang. On a 6, the player can choose to have one of the fighter’s Meleeweapons gain the Toxin trait for the duration of the Campaign week. Weapons with the Toxin trait have a Strengthcharacteristic of “ “.
Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
GUILDER STRONGHOLD BENEFITS
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Patrolman, a Skinner, a Ganger or equivalent (asappropriate to your gang) to their roster without having to spend any credits. Fighters gained in this way comeequipped with 40 credits of equipment purchased from their House Equipment List at no extra cost.
Income: Roll D3x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie, Initiate, a Juve or equivalent their rosterwithout having to spend any credits. Equipment that is not part of the fighter’s base cost must be purchased at thenormal cost, or supplied from the gang’s Stash.
Scavenging: Add a Scavenging roll to the gang’s Stash.
HAB LEVEL BENEFITS
Reputation: Roll a D6 and increase the gang’s Reputation by the amount rolled.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
Scavenging: Roll a D3 and add this many Scavenging rolls to the gang’s Stash.
MANUFACTORUM LEVEL BENEFITS
Equipment: The gang can add up to 30 credits of weapons or Wargear from its House Weapon List to its Stash for free.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.
Scavenging: Roll a D3 and add this many Scavenging rolls to the gang’s Stash.
PRECINCT FORTRESS BENEFITS
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Patrolman to their roster without having to spend anycredits. Equipment that is not part of the fighter’s base cost must be purchased at the normal cost, or supplied fromthe gang’s Stash.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Patrolman Rookie to their roster without having tospend any credits. Equipment that is not part of the fighter’s base cost must be purchased at the normal cost, orsupplied from the gang’s Stash.
Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
RECLAMATION ZONEBENEFITS
Equipment: Reduce the cost of items on the gang’s House Equipment List by 10 credits, to a minimum of 5 credits.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.
Scavenging: Roll 2D3 and add this many Scavenging rolls to the gang’s Stash.
SETTLEMENT BENEFITS
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (asappropriate for your gang) to their roster without having to spend any credits. Fighters gained this way come equippedwith 25 credits of equipment purchased from their House Equipment List at no additional cost.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Recruit: On a D6 roll of 3 or higher, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (asappropriate for your gang) to their roster without having to spend any credits. Equipment that is not part of thefighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.
Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
SLAVE PIT SBENEFITS
Training: Roll a D6 for each fighter in the gang. Ona 6, the fighter gains D3 Experience points.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Training: Roll a D6 for each fighter in the gang. Ona 6, the fighter gains D3 Experience points.
Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.
THERMAL VENT BENEFITS
Better Living: The gang is able to find a competent cook. At the end of Step 2 of the pre-battle sequence, roll a D6 foreach of the gang’s fighters that is in Recovery. On a 6, a constant supply of good food has helped them recover morequickly – their box on the gang roster is cleared, and they are now available for this battle.
Income: Roll 2D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
The Territory grants the following benefits when Ruined:
Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash’s
cavenging: Add a Scavenging roll to the gang’s Stash.
UNDERHIVE SHRINE BENEFITS
Blessings: At the start of the Campaign week, roll a d6 for each fighter in the gang. On a 6, the fighter gains the Blessedcondition for the Campaign Week. Fighters with the Blessed condition gains a 6+ save if they do not already have anarmour save, and/or can never have their armour save reduced to less than 6+ by Armour Piercing.
Income: Roll D3x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Blessings: At the start of the Campaign week, roll a d6 for each fighter in the gang. On a 5 or 6, the fighter gains theBlessed condition for the Campaign Week. Fighters with the Blessed condition gains a 6+ save if they do not alreadyhave an armour save, and/or can never have their armour save reduced to less than 6+ by Armour Piercing.
Starvation: Roll a D3 and add this many portions of Meat to the gang’s Stash.
WALL OUTPOST BENEFITS
Finest Things: When purchasing Weapons and Wargear, the gang reduces the cost of equipment of 100 credits ormore by 25 credits.
Income: Roll D6x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Finest Things: The gang may re-roll one Scavenging roll in each post-battle sequence.
Scavenging: Add one Scavenging roll to the gang’s Stash.
WASTELANDS BENEFITS
Ambush: Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 3 ormore, the gang with this Territory can decide who the attacker is and who the defender is for the scenario.
Income: Roll D3x10 and add this many credits to the gang’s Stash.
BENEFITS WHEN RUINED
Ambush: Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 2 ormore, the gang with this Territory can decide who the attacker is and who the defender is for the scenario.
Starvation: Add 1 portion of Meat to the gang’s Stash.
Specifics to a campaign: Law or Misrule,I NTRIGUES
SIX OF DIAMONDSCLEAR THE SMUGGLING ROUTES
Category: Outlaw
Alignment Test: 2D6
Reward: 200 credits
Criteria: If, at the end of the battle, no enemy fighters are within their own deployment zone, your gang can claim thisIntrigue.
SEVEN OF DIAMONDS COLLECT A DEBT
Category: Outlaw
Alignment Test: D6
Reward: 100 credits
Criteria: When one of your fighters is Engaged with an enemy fighter, instead of performing a Fight (Basic) action, theymay perform the Shakedown (Double) action. If this action is performed once, your gang can claim this Intrigue.
EIGHT OF DIAMONDS REVEAL THE IMPOSTER
Category: Outlaw
Alignment Test: 2D6
Reward: 150 credits
Criteria: At the start of the third round of the battle, after rolling for Priority but before Readying fighters, onerandomly determined fighter from your crew (not a Leader or Champion) is revealed as an imposter and counts as partof the opponent’s gang for the remainder of the battle. If one of your fighters manages to take the imposter Out ofAction after they have been revealed, your gang can claim this Intrigue. If the imposter is taken Out of Action, noLasting Injury roll is made for the fighter replaced, as they never really took part in the battle.
KING OF DIAMONDS CORRUPT THE MACHINE
Category: Outlaw
Alignment Test: 2D6
Reward: 150 credits
Criteria: Choose three terrain features and/or door consoles at least 6" from your deployment zone and at least 8"from each other. Any Standing and Active fighter from your gang that is within 1" of one of the chosen features mayperform the Hacking (Double) action. Make an Intelligence check for the fighter. If the check is passed, they havesuccessfully planted the code. If the code is planted three times, your gang can claim this Intrigue.
ACE OF SPADES STITCH THEM UP!
Category: Law Abiding
Alignment Test: 2D6
Reward: 100 credits
Criteria: If one of your Standing fighters is within 1" of a Seriously Injured enemy fighter, instead of performing a CoupDe Grace (Simple) action, they may perform the Plant Evidence (Basic) action. Each time this action is performed, makea note. If this action is performed twice, your gang can claim this Intrigue.
SIX OF SPADES KEEP THE TRADE FLOWING
Trade is the life blood of the hive, the nourisher of order. It must flow or all will be lost to anarchy.
Category: Law Abiding
Alignment Test: 2D6
Reward: 150 credits
Criteria: If, at the end of the battle, at least four of your fighters are Standing and Active or Standing and Engagedwithin your enemy’s deployment zone, your gang can claim this Intrigue.
EIGHT OF SPADES WATCH FROM THE SHADOWS
Category: Law Abiding
Alignment Test: 3D6
Reward: 50 credits, and a single fighter that took part in the battle gains a Cunning skill of your choice.
Criteria: During the Ready Fighters step of any Priority phase, randomly choose a fighter from your opponent’s crew.
For the remainder of this battle, any of your fighters within 12" of the chosen enemy fighter may perform the Shadow(Double) action. A Shadowing fighter can do nothing else this turn, but if the enemy fighter moves, the Shadowingfighter is also moved to remain within 12" of them – unless stopped by impassable terrain or enemy fighters. If at theend of the battle, you have a fighter Shadowing an enemy fighter, your gang can claim this Intrigue.
QUEEN OF SPADES BRING THEM IN DEAD OR ALIVE
Category: Law Abiding
Alignment Test: 4D6
Reward: 50 credits per enemy fighter taken Out of Action
Criteria: You can only claim this Intrigue if the enemy is an Outlaw gang. If it is not, you may discard this Intrigue anddraw another. During the Wrap-up step, claim this Intrigue for each enemy fighter taken Out of Action.
KING OF SPADES RETRIEVE THE INFORMER
One of the enemy's gang is an Enforcer infiltrator who needs escorting to safety.
Category: Law Abiding
Alignment Test: 3D6
Reward: 150 credits
Criteria: One randomly determined fighter from your opponent’s crew (not a Leader or Champion) is revealed as animposter and counts as part of your gang for the remainder of the battle. If the imposter is Standing and Active withinyour deployment zone when the battle ends, your gang can claim this Intrigue. If the imposter is taken Out of Action,
no Lasting Injury roll is made for the fighter who was replaced by the imposter – they never really took part in thebattle.
Specifics to a campaign: Law or Misrule, RACKETS
ACE OF HEARTS NARCO-DISTRIBUTION
Linked Rackets: Out-Hive Smuggling Routes, Ghast Prospecting.
RACKET BOONS
Income: The gang earns D6x10 credits when they collect Income.
Special: Whilst it controls this Racket, the gang treats Chem-synth, Medicae Kit, Stimm-slug Stash, and any weaponwith the Gas or Toxin trait as Common.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang earns 3D6x10 credits when they collect Income.
TWO OF HEARTS OUT-HIVE SMUGGLING ROUTES
Everything that passes in and out of the hive is checked, authorised and stamped by official process… except when it
isn’t!
Linked Rackets: Ghast Prospecting, The Cold Trade.
RACKET BOONS
Income: The gang earns D6x10 credits when they collect Income.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang earns 3D6x10 credits when they collect Income.
THREE OF HEARTS GHAST PROSPECTING
Ghast is the single most precious substance on Necromunda, the secret source of Lord Helmawr’s wealth.
Linked Rackets: Out-Hive Smuggling Routes, Caravan Route Control.
RACKET BOONS
Equipment: Whilst it controls this Racket, three fighters in the gang gain a dose of Ghast each battle for free.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang earns 4D6x10 credits when they collect Income.
FOUR OF HEARTS THE COLD TRADE
Linked Rackets: Out-Hive Smuggling Routes, Spire Patronage.
RACKET BOONS
Equipment: Whilst it controls this Racket, one member of the gang may have a single item from the Xenos Weaponssection of the Black Market for free.
Special: Whilst it controls this Racket, the gang treats items from the Xenos Weapons section of the Black Market asCommon.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang earns 2D6x10 credits when they collect Income.
LIFE COIN EXCHANGE (FIVE OF HEARTS)
Anyone can be killed if you are willing to pay the coin.
Linked Rackets: Whisper Brokers, Corpse Guild Bond.
RACKET BOONS
Recruit: Whilst it controls this Racket, the gang may recruit two Hive Scum or one Bounty Hunter Hired Gun for free,
including their equipment, prior to every battle.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns D6x10 credits when they collect Income.
Special: If the gang also controls both of the Linked Rackets, all of its members gain the Fearsome skill.
SIX OF HEARTS XENOS BEAST TRAFFICKING
Linked Rackets: Out-Hive Smuggling Routes, Blood Pits.
RACKET BOONS
Equipment: Whilst it controls this Racket, the gang Leader may be equipped with either a Grapplehawk or a Gyrinx Catfrom the Black Market free of charge.
Special: Whilst it controls this Racket, the gang treats Grapplehawks and Gyrinx Cats from the Black Market asCommon.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang earns D6x10 credits when they collect Income.
Special: If the gang also controls both of the Linked Rackets, the gang earns 2D6x10 credits when they collect Income.
NINE OF HEARTS SLAVE GUILD BOND
Linked Rackets: None
RACKET BOONS
Special: Whilst it controls this Racket, the gang can control no other Guild Bond Racket.
Recruit: Whilst it controls this Racket, and if the gang is Law Abiding, it forms an automatic alliance with the SlaveGuild and may always add a Slaver Entourage to a crew during any pre-battle sequence.
Alternatively, or if this Racket is controlled by an Outlaw gang, the gang may recruit one Bounty Hunter and up to twoHive Scum for free during any pre-battle sequence, including their equipment.
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income. The result of the roll isincreased by +1 for every other Racket the gang controls.
TEN OF HEARTS PROMETHIUM GUILD BOND
Linked Rackets: None
RACKET BOONS
Special: Whilst it controls this Racket, the gang can control no other Guild Bond Racket.
Recruit: Whilst it controls this Racket, and if the gang is Law Abiding, it forms an automatic alliance with thePromethium Guild and may always add a Pyromantic Conclave to a crew during any pre-battle sequence Alternatively, or if this Racket is controlled by an Outlaw gang, the gang may recruit one Bounty Hunter and up to twoHive Scum for free during any pre-battle sequence, including their equipment.
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income. The result of the roll isincreased by +1 for every other Racket the gang controls.
JACK OF HEARTS GUILD OF COIN BOND
Linked Rackets: None
RACKET BOONS
Special: Whilst it controls this Racket, the gang can control no other Guild Bond Racket
Recruit: Whilst it controls this Racket, and if the gang is Law Abiding, it forms an automatic alliance with the Guild of
Coin and may always add Toll Collectors to a crew during any pre-battle sequence.
Alternatively, or if this Racket is controlled by an Outlaw gang, the gang may recruit one Bounty Hunter and up to twoHive Scum for free during any pre-battle sequence, including their equipment.
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income. The result of the roll isincreased by +1 for every other Racket the gang controls.
QUEEN OF HEARTS WATER GUILD BOND
Water is life on Necromunda and it is the responsibility of the Water Guild and their agents to protect it, or extract itfrom those who would presume to cross them.
Linked Rackets: None
RACKET BOONS
Special: Whilst it controls this Racket, the gang can control no other Guild Bond Racket
Recruit: Whilst it controls this Racket, and if the gang is Law Abiding, it forms an automatic alliance with the Water
Guild and may always add a Nautican Syphoning Delegation to a crew during any pre-battle sequence.
Alternatively, or if this Racket is controlled by an Outlaw gang, the gang may recruit one Bounty Hunter and up to twoHive Scum for free during any pre-battle sequence, including their equipment.
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income. The result of the roll is
increased by +1 for every other Racket the gang controls.
KING OF HEARTS ARCHAEOTECH AUCTIONING
Linked Rackets: Proxies of the Omnissiah, The Cold Trade.
RACKET BOONS
Equipment: Whilst it controls this Racket, one member of the gang may have a single item from the Imperial Weaponssection of the Black Market for free.
Income: Whilst it controls this Racket, the gang gains 2D6x10 credits when they collect Income. If a double is rolled,they gain nothing.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 3D6x10 credits when they collect Income.However, if a double is rolled, they gain nothing.
Income: If the gang also controls both of the Linked Rackets, the gang gains 4D6x10 credits when they collect Income.
However, if a double is rolled, they gain nothing.
TWO OF CLUBS REDEMPTIONIST BACKERS
The Cult of the Redemption is not a forgiving creed and its most fanatical supporters often funnel money andequipment to those who are going to pursue its goals.
Linked Rackets: Promethium Guild Bond, Witch Seeking.
RACKET BOONS
Special: Helot Cult, Genestealer Cult and Corpse Grinder Cult gangs may never claim this Racket. If they gain control of
it, it becomes dormant until claimed by a different type of gang.
Special: Whilst it controls this Racket, all fighters in the gang may re-roll any failed Ammo checks for any weapon that
has the Blaze trait.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
THREE OF CLUBS PROXIES OF THE OMNISSIAH
Linked Rackets: Archaeotech Auctioning, Promethium Guild Bond.
RACKET BOONS
Special: Whilst it controls this Racket, all fighters in the gang may re-roll any failed Ammo checks. Additionally, thegang treats all Bionics as Common.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains D6x10 credits when they collect Income.
Special: If the gang also controls both of the Linked Rackets, all fighters in the gang may add either the Shock trait orthe Seismic trait to one of their weapons for free. New weapons purchased later may also be given this Trait. Theseweapons also gain the Unstable trait. If the gang loses control of this Racket, the weapons that gained these additionalTraits lose them.
FOUR OF CLUBS GAMBLING EMPIRE
Linked Rackets: Blood Pits, Whisper Brokers.
RACKET BOONS
Income: The player of the gang that controls this Racket chooses a suit of cards and then draws a card from a shuffleddeck of playing cards. If they draw a card from the suit they chose, they earn income equal to the value of the card(Jack 11, Queen 12, King 13) x 10 credits. If they draw a card from a suit of the same colour, they earn income equal tothe value of the card x 5 credits. If it is any other suit, they gain no income.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang’s player may nominate a single enemy fighter(but not a Leader or Champion)at the start of the battle. The gang has called in the fighter’s debts. The nominatedfighter misses the battle.
FIVE OF CLUBS BLOOD PITS
Linked Rackets: Slave Guild Bond, Xenos Beast Trafficking.
RACKET BOONS
Recruit: Whilst it controls this Racket, the gang may recruit up to two Hive Scum Hired Guns for free, including theirequipment, prior to every battle.
ENHANCED BOONS
Special: If the gang also controls one of the Linked Rackets, as a post-battle action a Leader or Champion may fight inthe pits. Make a Weapon Skill check with a -1 modifier for them. If the check is passed, they permanently gain onerandom 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.
Income: If the gang also controls both of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
SIX OF CLUBS SPIRE PATRONAGE
Linked Rackets: Proxies of the Omnissiah, Blood Pits.
RACKET BOONS
Income: Whilst it controls this Racket, the gang gains 2D6x10 credits when they collect Income if they won their battle.
ENHANCED BOONS
Equipment: If the gang also controls one of the Linked Rackets, all of the gang’s Leader and Champions may each haveone of the following Extravagant Goods for free: Gold-plated Gun, Exotic Furs, Opulent Jewellery, UphiveRaiments.
Income: If the gang also controls both of the Linked Rackets, the gang’s Leader gains a Caryatid Exotic Beast for free.
This Caryatid will not leave its master if the gang loses Reputation, but will leave if the gang loses control of this Racket.
SEVEN OF CLUBBULLET CUTTING
Linked Rackets: Proxies of the Omnissiah, Blood Pits. Linked Rackets: Proxies of the Omnissiah, Blood Pits.
RACKET BOONS
Special: Whilst it controls this Racket, all fighters in the gang may re-roll any failed Ammo checks.
Equipment: Whilst it controls this Racket, the gang treats all items from either the Trading Post or the Black Marketwith a Rarity of 9 or below as Common.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
EIGHT OF CLUBS SETTLEMENT PROTECTION
Linked Rackets: Guild Bond (any), Bullet Cutting.
RACKET BOONS
Recruit: Whilst it controls this Racket, the gang gains one Hanger-on of the controlling player’s choice for free.
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 3D6x10 credits when they collect Income.
NINE OF CLUBS CARAVAN ROUTE CONTROL
Linked Rackets: Guild of Coin Bond, The Cold Trade.
RACKET BOONS
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 3D6x10 credits when they collect Income.
TEN OF CLUBS WYRD TRADE
Linked Rackets: Peddlers of Forbidden Lore, Whisper Brokers.
RACKET BOONS
Equipment: Whilst it controls this Racket, the gang treats Ghast as a Common item.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 3D6x10 credits when they collect Income.
JACK OF CLUBS PRODUCTION SKIMMING
Linked Rackets: Caravan Route Control, Guild Bond (any).
RACKET BOONS
Income: Whilst it controls this Racket, the gang gains D6x10 credits when they collect Income.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Income: If the gang also controls both of the Linked Rackets, the gang gains 3D6x10 credits when they collect Income.
QUEEN OF CLUBS THE RESURRECTION GAME
Linked Rackets: Corpse Guild Bond, Peddlers of Forbidden Lore.
RACKET BOONS
Special: Whilst it controls this Racket, the gang may ignore one Critical Injury or Memorable Death result on the
Lasting Injury table per battle. When these results are rolled, the fighter simply goes Into Recovery.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Special: Any gang in the campaign may pay the gang controlling this Racket to return a dead fighter from the grave.
This costs the original value of the fighter (including equipment) +100 credits. Roll 2D6. On a roll of 7-12 the fighter is
resurrected and gains the Fearsome skill. On a roll of 3-6 the fighter is resurrected but suffers a permanent loss of 1
Toughness and gains the Fearsome skill if they don’t have it already. On a roll of 2, the resurrection fails.
KING OF CLUBS PEDDLERS OF FORBIDDEN LORE
Linked Rackets: Wyrd Trade, The Resurrection Game.
RACKET BOONS
Special: Whilst the gang controls this Racket, the controlling player may re-roll the dice when determining Priority.
ENHANCED BOONS
Income: If the gang also controls one of the Linked Rackets, the gang gains 2D6x10 credits when they collect Income.
Special: Whilst the gang controls this Racket, its Leader and its all Champions gain a 4+ saving throw that cannot bemodified by a weapon’s Armour Piercing value.
They are specific to a campaign, and I don’t think you can’t play all three campaigns aspect at once. Sympathizer, relics and waypoints. All in all they are all random with random results. Don’t count on them as a stable source of income. Instead consider them to be a bonus income that is welcome but not necessary or essential. Don’t build your economics strategy around it.
Specifics to a campaign: THE ARANTHIAN SUCCESSION: CINDERAK BURNING
One d6x10 SYMPATHISERS
Ace of Diamonds PROMETHIUM GUILD SYMPATHISERS BOONS
While they control these Sympathisers, this gang considers all weapons with the Blaze trait to also have the Plentiful trait, unless that weapon has the Scarce trait, in which case it loses the Scarce trait. Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
4 of Diamonds CORPSE GUILD SYMPATHISERS
BOONS While they control these Sympathisers, a gang gains a free Slopper Hanger-on. If a gang loses control of these Sympathisers, they also lose the Slopper Hanger-on.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
5 of Diamonds GUILD OF COIN SYMPATHISERS
BOONS
The gang that controls these Sympathisers adds D6x10 credits to its Stash.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
6 of Diamonds IRON GUILD SYMPATHISERS
BOONS
While they control these Sympathisers, a gang maymake one Negotiate Repairs post-battle action inaddition to any post-battle actions taken by the gang’sfighters. This bonus action does not cost any credits,though the result is always Almost Like New.
Spark of Rebellion Phase: Additionally, the gang thatcontrols these Sympathisers adds D6x10 credits toits Stash.
7 of Diamonds IMPERIAL IMPOSTER SYMPATHISERS
BOONS
The gang that controls these Sympathisers adds D6x10 credits to its Stash.
Spark of Rebellion Phase: Additionally, while a gang controls these Sympathisers, they pick one of the following Allegiance abilities (note that they cannot choose an ability they already have access to): Deep Pockets, We Stand for Ourselves or Stars in the Ascendency. The gang also benefits from that rule.
10 of Diamonds ROGUE FACTORIA SYMPATHISERS
BOONS
While they control these Sympathisers, a gang mayreduce the Rarity of items in the Trading Post by 2.
Spark of Rebellion Phase: Additionally, the gang thatcontrols these Sympathisers adds D6x10 credits toits Stash.
Queen of Diamonds PSI-SYNDICA SYMPATHISERS
BOONS
While they control these Sympathisers, a gang may have a random fighter gain the Non-sanctioned Psyker rule and one psychic power. If the gang loses control of these Sympathisers, that fighter goes Into Recovery and loses both the Non-sanctioned Psyker rule and the power.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
King of Diamonds HOUSE CATALLUS SYMPATHISERS
BOONS
While they control these Sympathisers, during the pre-battle sequence, a gang may add the Silent trait to one weapon in their starting crew for the duration of the battle.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
Two d6x10 SYMPATHISERS
2 of Diamonds WATER GUILD SYMPATHISERS BOONS
While they control these Sympathisers, a gang may clear the Recovery box for one fighter during each pre-battlesequence before choosing crews. Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
3 of Diamonds SLAVE GUILD SYMPATHISERS
Hives are built on the backs of workers and slaves, sowhen a machine breaks down or hard work needs tobe done, gangs turn readily to the Slave Guild for therequired muscle.
BOONS
While they control these Sympathisers, a gang may sella captive for its full credit value as long as the capturedfighter’s gang has had a chance to rescue them.
Spark of Rebellion Phase: Additionally, the gang thatcontrols these Sympathisers adds 2D6x10 credits toits Stash.
8 of Diamonds COLD TRADER SYMPATHISERS
BOONS
While they control these Sympathisers, a gang may make a free Seek Illegal Equipment Trade action during the post-battle sequence.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
9 of Diamonds NARCO LORD SYMPATHISERS
BOONS
While they control these Sympathisers, during the prebattlesequence a gang can select up to D3 fighters.The selected fighters gain the benefits of a stim-slugstash for the duration of the battle.
Spark of Rebellion Phase: Additionally, the gang thatcontrols these Sympathisers adds 2D6x10 credits toits Stash.
Jack of Diamonds FALLEN HOUSE SYMPATHISERS
BOONS
While they control these Sympathisers, a gang may hire a Bounty Hunter for free during the pre-battle sequence. Any Bounty Hunter hired in this way will leave the gang at the end of the battle regardless of any other rules or effects.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash. If this battle was against a gang allied to the Imperial House add 2D6x10 credits to the gang’s Stash instead.
Ace of Spades House HOUSE ULANTI SYMPATHISERS
BOONS
The gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
2 of Spades HOUSE GREIM SYMPATHISERS
BOONS
While they control these Sympathisers, a gang may choose to roll a D6 during the pre-battle sequence. On a 1-3 they choose who is the attacker and defender, on a 4-6 they may include one extra model in their starting crew.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
3 of Spades HOUSE KO’IRON SYMPATHISERS
BOONS
While they control these Sympathisers, the gang’s leader may re-roll one armour save in each battle. Spark of Rebellion Phase:
Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
4 of Spades HOUSE RAN LO SYMPATHISERS
BOONS
While they control these Sympathisers, a gang may reroll any of the dice to determine how many credits they earn from a scenario’s rewards. The second result must be kept even if it is worse.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
5 of Spades HOUSE TY SYMPATHISERS
BOONS
While they control these Sympathisers, a gang may select a fighter to be blessed by House Ty. That fighter and any fighters within 6" of them (both friendly and enemy) improve their Cool characteristic by 2.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
6 of Spades ELECTRO GUILD SYMPATHISERS
BOONS
While they control these Sympathisers, during the prebattle sequence, a gang may choose to not have the Pitch Black rules apply for the duration of the battle.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
7 of Spades AIR GUILD SYMPATHISERS
BOONS
While they control these Sympathisers, a gang’s fighters are all considered to be equipped with Respirators.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.
10 of Spades WASTELAND SCRAPPER
BOONS
While they control these Sympathisers, a gang gains double the normal amount of credits for selling gear from their Stash or salvaging Wrecked vehicles.
Spark of Rebellion Phase: Additionally, the gang that controls thesetheseSympathisers adds 2D6x10 credits to its Stash.
Jack of Spades SECOND BEST SMUGGLER SYMPATHISERS
BOONS
The gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits toits Stash.
Queen of Spades HERETEK SYMPATHISERS
BOONS
While they control these Sympathisers, during the pre-battle sequence a gang may choose to give D3 weapons +2 Strength and the Unstable and Reckless traits for the duration of the battle.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 2D6x10 credits to its Stash.
Three d6 x10 SYMPATHISERS
King of Spades EXPLORATOR SYMPATHISERS
BOONS
While they control these Sympathisers, a gang may re-roll the dice when determining which scenario will be played.
Spark of Rebellion Phase: Additionally, the gang that controls these Sympathisers adds 3D6x10 credits to its Stash.
Specifics to a campaign THE ARANTHIAN SUCCESSION: THE VAULTS OF TEMENOS
DECK OF RELICS One d6x10 RELICS
- GANG RELIC (INSIGNIFICIS ESOTERICA)
Each House has its share of martyrs and heroes, and even the most secular House recognises the power that relics can have on the masses, aiding in many ways from increased morale to gang recruitment. Boon: D6x10 credits Bearer Bonus:
If the bearer is on the battlefield at the end of the battle, roll 2D6. If one of them is a 6, add a free Juve to your gang roster. If both are a 6, add a free Ganger to your gang roster. The new fighter can be equipped with weapons and Wargear as normal for a new fighter, paid for from the gang’s Stash.
- BULLETS OF THE FALLEN SAINT (INSIGNIFICIS AEGIS) – ACE OF DIAMONDS
Boon: D6x10 credits
Bearer Bonus: The bearer gains a 6+ armour save, that cannot be modified by any means, against damage suffered as a result of hits by a ranged weapon without the Template or Blast (X") traits.
- THE PILGRIM’S COIN (INSIGNIFICIS AEGIS) – SIX OF DIAMONDS
Boon: D6x10 credits
Bearer Bonus: The bearer gains the Unstoppable trait.
- LOR’S LUCKY RATHIDE (INSIGNIFICIS AEGIS) – SEVEN OF DIAMONDS
Boon: D6x10 credits
Bearer Bonus: The first time each battle the bearer makes the Fight (Basic) action, no Reaction attacks may be made against them.
THE BOOK OF BRAYNE (INSIGNIFICIS AEGIS) – EIGHT OF DIAMONDS
- Boon: D6x10 credits
Bearer Bonus: The bearer gains a 6+ armour save that cannot be modified by any means against weapons with the Melee trait.
- SKULL OF IRON (INSIGNIFICIS ESOTERICA) – TEN OF DIAMONDS
Boon: D6x10 credits
Bearer Bonus: Once per battle, during the Priority phase, before rolling to determine priority, if the bearer is on the battlefield their gang may generate one gang tactic from those available to their gang.
Boon: D6x10 credits- EYES OF THE MERCATOR (INSIGNIFICIS ESOTERICA) – QUEEN OF DIAMONDS
Bearer Bonus: If the bearer is on the battlefield when the battle ends, the gang may add an additional D6x10 credits to their Stash.
- FIRE OF REDEMPTION (INSIGNIFICIS SMITEUS) – SEVEN OF SPADES
Boon: D6x10 credits
Bearer Bonus: Any weapon used by the bearer with the Blaze trait gains +1 Strength
- WHEEL OF PAIN (INSIGNIFICIS SMITEUS) – EIGHT OF SPADES
Boon: D6x10 credits
Bearer Bonus: The bearer gains the Bull Charge skill.
- VIAL OF GLURG THE GUNK SAINT (INSIGNIFICIS SMITEUS) – TEN OFSPADES
Boon: D6x10 credits
Bearer Bonus: Once per battle, at the start of their activation, the bearer may invoke the blessing of Glurg and touch the vial to their lips. For the duration of their activation, the bearer has the Berserker skill.
- BLADE OF SHANKS (INSIGNIFICIS SMITEUS) – QUEEN OF SPADES
Boon: D6x10 credits
Bearer Bonus: The bearer gains the Backstab skill for the duration of the battle.
- DJANGOR’S BEARD (INSIGNIFICIS SMITEUS) – KING OF SPADES
Boon: D6x10 credits
Bearer Bonus: Once per battle, at the start of their activation, the bearer may increase their Strength by 1 for the duration of the activation.
DECK OF RELICS Two d6x10 RELICS
- SHARDS OF THE ACEROS (MINORIS AEGIS) – TWO OF DIAMONDS
Boon: 2D6x10 credits
Bearer Bonus: The bearer gains the Catfall skill.
- CRONE’S TEETH (MINORIS AEGIS) – THREE OF DIAMONDS
Boon: 2D6x10 credits
Bearer Bonus: The bearer may add 2 to any Cool check they make.
- GELT OIL (MINORIS ESOTERICA) – NINE OF DIAMONDS
Boon: 2D6x10 credits
Bearer Bonus: The bearer gains the Evade skill
- VEIL OF VERONOS (MINORIS ESOTERICA) – JACK OF DIAMONDS
Boon: 2D6x10 credits
Bearer Bonus: The bearer of this Relic adds 6" to the range of their Gang Hierarchy (X) rule.
- NUMBERS OF COGNUS (MINORIS ESOTERICA) – ACE OF SPADES
Boon: 2D6x10 credits
Bearer Bonus: The bearer gains the Overseer skill.
- THE PATRIARCH’S VASE (MINORIS ESOTERICA) – TWO OF SPADES
- Boon: 2D6x10 credits
Bearer Bonus: All fighters (friend and foe) who start their activation within 3" of the bearer must make a Willpower check, if it is failed they become subject to the Insane condition until their next activation.The bearer is immune to these effects.
- LIKENESS OF GAELOS (MINORIS ESOTERICA) – THREE OF SPADES
Boon: 2D6x10 credits
Bearer Bonus: The bearer gains the Nerves of Steel skill.
FIVE OF SPADES- FINGERS OF VALDON (MINORIS ESOTERICA)
Boon: 2D6x10 credits
Bearer Bonus: The bearer may apply a +2 modifier to all Intelligence checks they make.
DECK OF RELICS Three d6x10 RELICS
- ANGEL FEATHERS (MAJORIS AEGIS) – FOUR OF DIAMONDS
Boon: 3D6x10 credits
Bearer Bonus: The bearer may re-roll failed armour saves.
- FOOTPRINT OF SAINT MINA (MAJORIS AEGIS) – FIVE OF DIAMONDS
Boon: 3D6x10 credits
Bearer Bonus: While the bearer has not taken a Wound, they gain a 4+ armour save that cannot be modified by any means. They lose this save as soon as they suffer a Wound.
- CHAINS OF ST. SORONOUS (MAJORIS ESOTERICA) – KING OF DIAMONDS
Boon: 3D6x10 credits
Bearer Bonus: The bearer may roll a D6 each time they suffer a wound, on a 5+ they ignore the wound.
- SHROUD OF TEMENOS (MAJORIS ESOTERICA) – FOUR OF SPADES
Boon: 3D6x10 credits
Bearer Bonus: At the start of each round, after rolling for Priority roll a D6; on a 1-3 the bearer gains the Crushing Blow on a 4-6 the bearer gains the Dodge skill.
- BONES OF HELM’AYR (MAJORIS SMITEUS) – SIX OF SPADES
Boon: 3D6x10 credits
Bearer Bonus: At the start of their activation, the bearer may make a Willpower check, if they pass then they may re-roll a single roll to Wound during this activation.
- BLOOD OF SOMNUS (MAJORIS SMITEUS) – NINE OF SPADES
Boon: 3D6x10 credits
Bearer Bonus: The bearer gains the Hurl skill for the duration of the battle.
- FELSTYR’S LANCE (MAJORIS SMITEUS) – JACK OF SPADES
Boon: 3D6x10 credits
Bearer Bonus: The bearer increases their Cool characteristic by 1 and once per battle, at the start of their activation, they may increase the AP of a single weapon with the Melee trait by 1 for the duration of their activation.
Specifics to a campaign:RUIN OF JARDLANDS
One d6x10 waypoint
- GAMMA’S SHADOW – ACE OF SPADES:
Two d6x10 waypoint
- REFUELLING STATION GOLD-SIGMA – TWO OF DIAMONDS
- THE YOKE OF PURIFICATION FOUR OF DIAMONDS
- RADMOORS NETWORK – FIVE OF DIAMONDS:
- TUBEWAY ONE– TEN OF DIAMONDS:
- THE DUST ROAD – JACK OF DIAMONDS:
- MARTYR’S BLOOD – QUEEN OF DIAMONDS:
- GATES OF JARDLAN – SEVEN OF SPADES :
- SCAVENGER’S ROW – KING OF SPADES:
- HALL OF THE ANCESTORS – EIGHT OF SPADES
- RHO-GOLD BARRACKS – TEN OF SPADES
- PROMETHIUM REFINERIES OF HIVE NOX – JACK OF SPADES:
Three d6 x10 waypoint
- GAMMA-LIGHT BAZAAR THREE OF DIAMONDS
- SIX CRONES DISTILLERY SIX OF DIAMONDS:
- SLICK SUMP FOUNDRIES – KING OF DIAMONDS
- NECROMAGNIUM UNDERWAY ENTRANCE– FOUR OF SPADES
- COUNCIL CHAMBER OF THE TAPFERKEIT – SIX OF SPADES:
- DEEP RIFT GATE – NINE OF SPADES:
Special
- WAYPSKYBLIGHT– ACE OF DIAMONDSOINT BOON:
he gang earns D6x10 credits from this
Waypoint when collecting income. Special: The gang reduces the Rare and Illegal level of chems from the Trading Post by 2.
- TWICE-BIT– NINE OF DIAMONDS: WAYPOINT BOON
Income: The gang earns D6x10 credits from this Waypoint when collecting income. Special: The gang increases the maximum number of Brutes and Hangers-on they may hire based on their Reputation by 1.
- CAMP KARRVA – TWO OF SPADES
Income: The gang that earns D6x10 credits from this Waypoint when collecting income.
Equipment: The gang may equip up to three of their fighters with respirators for free.
- CLANHOLD WESTFORT – THREE OF SPADES:
Special: The gang may apply a +1 modifier to the Availability Level roll when performing a Trade post-battle action.
- ARMOURY OF KYGOTH HOLDFAST – QUEEN OF SPADES: WAYPOINT BOON
Special: The gang may halve the cost of a single weapon purchased from the Trading Post during each post-battle sequence, rounded up to the nearest five credits.
Necromunda income help by named Character
HAGAR FREELORD, MASTER OF THE MERCATOR UMBRUS
SPECIAL RULES
Ex-Guilder Armouries: If Hagar is chosen to be the leader of an Outcasts gang then any fighter in his gang may buy items from the Trading Post up to a Rarity of 8 when added to the gang roster.
Well-connected: Hagar can ‘work’ his contacts as a post-battle action.If he does so then add D6x10 credits to either his gang’s Stash (if hehas been chosen as an Outcasts Leader) or D3x10 credits to the gang’sStash he is working with (if he has been chosen as a Bounty Hunter).
Outcasts Leader: This fighter may either be selected as an OutcastsLeader when making an Outcasts gang (see page 17), replacing thenormal option for an Outcasts Leader, or may be hired as a BountyHunter, following all the normal rules for Hired Guns.
To my knowledge, the only named character who has a direct impact on the economics of the game. Combine him with extravagant goods, access to the savant skills directly through the inload pike or through his gang and the economics of the campaigns will be the most important for victory.
Necromunda income help by hanger on by house
Squat Prospector Claim Jumper
SPECIAL RULES
Seize the Prize: During the Post-battle sequence this fighter may perform the Claim Jump Post-battle action.
• Claim Jump: Roll a D6. On a result of 5+ choose a Territory controlled by your opponent – immediately gain the boons from that Territory (this does not prevent the Territory’s owner gaining the Boons).
TECHMITE AUTOVEYOR (EXOTIC BEAST).......... – CREDITS
SKILLS
A TechmiteAutoveyor has the There’s Always Another Secret skill.
The unique way that this hanger on impacts the game in the economics phase makes it very valuable. “If” the loophole about a dead “fighter” apply to him is confirmed by a FAQ then treat it as a kamikaze of capitalism. Send him to claim the boon if he survives or put his equipment in the stash if he dies. Not matter what happens, he is useful.
https://yaktribe.games/community/threads/beginners-question-box.11316/page-11
Necromunda income help by hanger on by house
Available to all
FIXER
0-1 Fixer...................................................................................................................................................... 50 credits
Has the fixer skill
SCABBER
0-1 Scabber................................................................................................................................................. 40 credits
Scabby Trader: When a gang with a Scabber sells a piece of Illegal equipment in the post-battle sequence, it gains theitem’s value less D3x10 credits (to a minimum of 5). A Scabber, provided they are not in Recovery, can make a Tradeaction in the post-battle sequence provided the gang is visiting the Black Market.
0-3 UNDERHIVE TRADER 50
0-3 Connected Trader Savvy Trader):
○ Double the credits when selling an item fromthe stash (once per post-battle sequence).
○ Freely trade credits and items in the stashwith other gangs (if both gangs agree).
ESCHER
0-1 CHYMIST APPRENTICE CLAN CHYMIST 75
Goliath
0-1 CHEM DEALER – 25 CREDITS
(AVAILABLE TO ANY GANG, BUT AT A COST OF 50 CREDITS)
SKILLS
A Chem Dealer has the Fixer skill.
Van Saar
0-1 TECH-MERCHANT.....................................................40 CREDITS
(AVAILABLE TO ANY GANG, BUT AT A COST OF 80 CREDITS)
Throughout the underhive there are men and women who deal exclusively in tech. Often they set up tech bazaars in towns and holesteads, peddling their wares while purporting to know exactly what secret functions they hold – and some aren’t even lying! Some gangs will hire on a Tech-merchant so as to have better access to the tech bazaar or to help them sell archaeotech finds.
*SPECIAL RULES
Techno-baubles: If a gang has a Tech-merchant, it may reduce the Rare and/orIllegal value of any item in the Trading Post or the Black Market by 2, to a minimumof 7+. If this reduction would cause the Rare or Illegal value to fall below 7+, the iteminstead becomes Common.Friends in the Trade: During every post-battle sequence, the cost of one item foundin the Trading Post or Black Market may be reduced by D3x10 credits, to a minimumof 20 credits.
This is the most interesting hanger on ever, in my opinion. Even if you don’t play a Van Saar gang, buy his service. The extra 40 credits for his cost will be paid very quickly. Especially if you play with HAGAR FREELORD, MASTER OF THE MERCATOR UMBRUS then you get a very powerful combination of capacity. It is also very useful with a gang that has a lot of access to the savant skill tree. Get one!
Necromunda income help by brute by house
Ironhead Squat
Ironhead Squat Prospector Exo-Driller Has access to Wisdom of the Ancients (secondary)
I think this is the only brute to have access to a skill tree that may have an impact on the economics. So, another good reason to add it.
Necromunda income help by house favors
They are specific to a house, and they are all random with random results. Don’t count on them as a stable source of income. Don’t build your economics strategy around it. Instead, consider them to be a bonus income that is welcome but not necessary or essential.
Nercomundz income help byHOUSE FAVOURS (the book of ruin)
6-8 Arms Shipment: The House has seen fit to release a shipment of weaponry from their factories for the gang to better arm themselves. The player may add 2D6x10 credits worth of House List weapons and wargear to their gang.
Meh, Just one result about economics.
OUTLAW FAVOURS
6-8 For the Cause: A like-minded soul has made a donation of arms and equipment to the outlaws. The player can choose up to 2D6x10 credits worth of Common items from the Trading Post and add them to the gang’s stash.
Meh, Just one result about economics.
CHAOS FAVOURS
6-8 Stolen Weaponry: A Guilder shipment of weapons has fallen into the hands of the cult, with the guns soon to be turned upon their creators. The player may add up to 2D6x10 credits worth of items from their House Equipment list to the gang’s stash.
Meh, Just one result about economics.
GOLIATH HOUSE FAVOURS
6-8 Barrel of Spud-jackers: The House masters decide to give the ganga chance to earn their favour through the brutality of close combat.The player can add 2D6x10 credits worth of weapons from the GoliathForge Tyrant Equipment List to the gang’s stash. Theseweapons must all have the Melee trait.
Meh,Just one result about economics.
Escher house favours
6-8 Surplus Clan Equipment: The gang receives a shipment of Escher chems and weapons. The player’s gang immediately gains 2D6x10 credits worth of weapons and Wargear chosen from the Escher GangSister equipment list. Any credits not spent on these weapons is lost.
Meh, Just one result about economics.
ORLOCK HOUSE FAVOURS
6-8 Guns and Ammo: There is always hardware lying around in the Nexus. The gang receives a shipment of surplus weapons and ammo. The player’s gang immediately gains 2D6x10 credits to spend on new weapons and Wargear chosen from the Orlock Gunner equipment list. Any credits not spent on these weapons are lost.
Meh, Just one result about economics.
VAN SAAR HOUSE FAVOURS
6-8 Trip to the Tech Bazaar: The most reliable of weapons are always in stock. The player can add 2D6x10 credits worth of weapons from the Van Saar Tek equipment list (see page 45). Any credits not spent on these weapons are lost.
Meh, Just one result about economics.
CAWDOR HOUSE FAVOURS
6-8 Scrap Shipment: The gang receives a shipment of cast-off weapons and wargear. The player’s gang immediately gains 2D6x10 credits worth of weapons and Wargear chosen from either the Cawdor Brethren Equipment List if the gang is Law Abiding, or the Redemptionist Brethren Equipment List if the gang is Outlaw. Any credits not spent on these weapons are lost.
Meh, Just one result about economics.
DELAQUE HOUSE FAVOURS
6-8 Tools of Subterfuge: The gang receives a shipment of House weaponsand wargear. The player’s gang immediately gains 2D6x10 credits worthof weapons and wargear chosen from the Delaque Ghost equipmentlist. Any credits not spent on these weapons are lost.
9-10 A New Bonding: The House sends a new recruit to boost the numbersof the player’s gang. The gang gains a Delaque Ghost with up to 60credits worth of weapons and Wargear for free.
Hum, two result about economics. Not bad at all.
Necromunda income help by SUB-PLOTS by house
They are specific to a house, and they are all random with random results. Don’t count on them as a stable source of income. Don’t build your economics strategy around it. Instead, consider them to be a bonus income that is welcome but not necessary or essential. But, depending on the house, you may have from two to four. Making them a better source of side income.
ESCHER SUB-PLOTS (ANY SUIT)
6 Flawless Victory: Reveal this sub-plot if, during the Wrap-up, none of your fighters are Seriously Injured or taken Out of Action, and if you have won the scenario. Your gang gains 3D6x10 credits. If at least a third of your opponent’s gang was Seriously Injured or taken Out of Action, your gang gains 4D6x10 credits instead.
8 A Slow Poison: Reveal this sub-plot should an enemy fighter that was Seriously Injured by a weapon with either the Gas or the Toxin trait go Out of Action during any subsequent Recovery phase. Your gang gains D6x10 credits. If the enemy fighter was a Champion or Leader then your gang gains 2D6x10 credits instead.
10 Queen takes King: If your gang Leader takes an enemy Leader, Champion or Bounty Hunter Out of Action, reveal this sub-plot. Your gang gains D6x10 credits. If they took the enemy Leader, Champion or Bounty Hunter Out of Action using a weapon with the Melee or Versatile trait, they gain 2D6x10 credits instead.
Three possible results is not bad at all.
Orlock SUB-PLOTS (ANY SUIT)
2 Sumptown Shakedown: Reveal this card when a friendly fighter performs a Coup De Grace (Simple) action. Instead of rolling on the Lasting Injury table for the opponent’s fighter, instead count the result as Out Cold, and add D3x10 credits to your gang’s Stash. For the remainder of the battle, whenever a friendly fighter performs the Coup De Grace (Simple) action, the fighter taken Out of Action automatically counts the result on the Lasting Injury table as 12-26 Out Cold, and D3x10 credits are added to your gang’s Stash.
3 Prospecting Mission: Reveal this card at the start of the battle, after both crews have deployed, but before rolling for Priority. Place three markers anywhere on the battlefield at least 12" from your deployment zone, and at least 8" from each other. During the battle, if one of your fighters is activated within 1" of one of these markers they may perform the Prospect (Basic) action, and remove the marker from the battlefield. At the end of the battle, add D6x10 credits to your gang’s Stash for each marker that was removed.
6 Take a Beating: Reveal this card if you win the battle with three or fewer friendly fighters Standing and Active. If you do, add D6x10 credits to your gang’s Stash. If you won the battle with only a single friendly fighter Standing and Active, gain 2D6x10 credits instead.
Jack Mano-a-Mano: Reveal this card at the start of any activation while your Leader is Engaged with your opponent’s Leader. If your Leader takes your opponent’s Leader Out of Action with a Fight (Basic) action, add D6x10 credits to your gang’s Stash. If your Leader did so while Engaged with more than one enemy fighter, then add 2D6x10 credits to your Stash instead.
Four possible results is pretty good.
VAN SAAR SUB-PLOTS (ANY SUIT)
9 Reliable Tech: Reveal this Sub-plot during the Choose Crew steps of the pre-battle sequence. For the duration of the battle, only weapons with the Plentiful trait can be used; if a fighter that is part of your crew does not have such a weapon, they count as being equipped with a laspistol until the end of the battle, after which the laspistol is discarded. Should your gang win the scenario, it receives 2D6x10 credits, in addition to any scenario rewards.
Jack Explosive Message: Reveal this Sub-plot during the Wrap-up if, during the battle, one of your fighters Seriously Injured or took Out of Action at least three enemy fighters with attacks made with weapons with the Grenade trait. Your gang gains D6x10 credits, in addition to any scenario rewards.
Only two possible results is not great but better than the house favors table with no results providing an impact on the income.
DELAQUE SUB-PLOTS
3 Five Small Secrets: Reveal this Sub-plot when activating a fighter inyour crew. That fighter may immediately make the Hide Device (Basic)action, placing a marker next to their location to indicate a hiddendevice. Place a token next to the fighter’s card or otherwise indicate thatit is active on the fighter. If by the end of the game the fighter did not goOut of Action and placed at least five hidden devices, each at least 6"apart, then add 2D6x10 credits to your gang’s stash.
7 Craven is the Coward: Reveal this Sub-plot if there are three or more enemy fighters currently Broken, and no friendly fighters within 6" of one of your fighters. If this is the case, add D6x10 credits to your gang’s stash. If all enemy fighters on the battlefield are Broken, add 3D6x10 credits instead.
8 Follow the Leader: Secretly choose an enemy fighter at the start of the game – if the enemy Leader is on the battlefield you must choose them. Reveal this Sub-plot in the End phase if at least one of your fighters is within 6" and line of sight of the chosen fighter. If for three consecutive turns in each End phase you have a friendly fighter within 6" and line of sight of the chosen fighter, discard this card to add 2D6x10 credits to your gang’s stash.
Jack No Witnesses: Reveal this Sub-plot if one of your fighters takes an enemy fighter Out of Action while neither fighter is within line of sight of any other fighters. Place a marker where the enemy fighter went Out of Action (this marker can be moved just like a Loot casket as detailed in the Necromunda Rulebook). If, by the end of the game, no enemy fighters have come within 1" of the marker, add D6x10 credits to your gang’s stash.
King Memory Fades to Myth: Secretly choose one of your fighters at the beginning of the game. Each time an enemy or friendly fighter is Seriously Injured or taken Out of Action within line of sight of the fighter, make a note. If, at the end of the battle, the chosen fighter is still on the battlefield, reveal this Sub-plot. If they witnessed at least three fighters being Seriously Injured or taken Out of Action, add D6x10 credits to your gang’s stash. If they witnessed five or more fighters suffering these fates, add 3D6x10 credits to your gang’s stash instead.
Five! Five possible resultsis the best table of all the subplots that impact the economics phase.
Necromunda income help by scenario by house of “ “
I only put this here because, unlike other scenarios, they are linked to a specific house.
House Escher
Scenario: Khimerix Hunt REWARDS CREDITS
The gang that took the Khimerix Out of Action adds 2D6x10 credits to their stash.
Nice and direct to the point.
House Cawdor
RIGHTEOUS CRUSADE REWARDS CREDITS
If the attacker claims all four quarters of the battlefield, they add 2D6x10 credits to their Stash. If the defender has any fighters remaining on the battlefield at the end of the battle, they add D6x10 credits to their Stash.
A bit difficult to meet the victory condition. Don’t bet on it.
Necromunda income help by GUILD ALLIES
Note - on strong alliances, they are accessible to other gangs but not as a strong alliance meaning that you can allies with the guild, criminal and noble that brings you the most income.
GUILD OF COIN
Travel is restricted onNecromunda, and those rare few who may freely traverse the hives and wastes of the world, Guilders among them, are controlled by the Guild of Coin.
BENEFITS
Tollways: While the gang is allied with the Guild of Coin, whenever they would gain credits as a reward for playing a scenario roll one more D6 than normal (i.e., if the scenario reward is D6x10 credits then a gang allied to the Guild of Coin would roll 2D6x10 credits).
Note – Strangely, the guild of coins is not the best alliance when it comes to get the creds, but not bad either.
Necromunda income help by strong alliance by house
BENEFITS OF THE IMPERIAL HOUSE
Gangs aligned with the Imperial House gain thefollowing benefits:
Strong Alliance with the imperial house (Palanite Enforcers):Imperial Appointment: When a gang allies with the Imperial House, they may select one of their Territories (or equivalent) to be officially appointed as theirs by the Imperial House. The gang may perform the Collect Tithe postbattle action:
- Collect Tithe: Receive the boon from the Territory an additional time. Enforcer Bodyguards: In the pre-battle sequence the gang may add Enforcer Bodyguards to their gang for the battle ahead. These fighters do not cost a gang any credits to hire, butif chosen, they must be included in thegang’s crew, even if crew selection isnormally random.
- Deep Pockets: When generating income fromRelics, the gang adds an additional D6x10 credits totheir Stash.
This is a collection of several passages concerning the imperial house. Obviously, it concerns mainly thepalanite enforcer. I can see a badzone enforcers gang having access to deep pockets and collecting tithes but from a background point of view they have been pretty much abandoned by the imperial house. As such, I think they should not have a strong alliance. But this is Necromunda so maybe there is a reason to justify it.
House Escher
Strong Alliance (House Escher): Excessive Wealth: While the gang is allied with House Ulanti, they add 2D6x10 credits to their stash during the Collect Income step of the post-battle sequence.
Yes, a good and strong one and more than welcome considering that the Eschers are not the richest gang.
House Orlock
Strong alliance: GUILD OF COIN
Tollways: While the gang is allied with the Guild of Coin, whenever they would gain credits as a reward for playing a scenario roll one more D6 than normal (i.e., if the scenario reward is D6x10 credits then a gang allied to the Guild of Coin would roll 2D6x10 credits).
Strong Alliance House Ran Lo (House Orlock): Checks and Balances: always looks to balance the books and ensure the flow of creds into their coffers, and those of their allies, remains steady. During the Collect Income step of the post-battle sequence, a gang allied with House Ran Lo gains an additional 2D6x10 credits if their opponent earned more credits than they did from the scenario.
Strong for a gang that have a mid easy access to the savant skills trees facing a gang with more access to the same savant skills. Other than that,it's not bad.
House Delaque
Strong Alliance the Iron Guild:
Guns, Guns, Guns: While the gang is allied with the Iron Guild, reduce the Rarity of all Trading Post ranged weapons by 2. In addition, the cost of Trading Post ranged weapons is reduced by D3x10 credits to a minimum of 5 credits. If the player wishes, the gang can roll to Test the Alliance and reduce the cost of Trading Post ranged weapons by D3x20 credits to a minimum of 5 credits.
Very, very interestingif you look only about ranged weapons and remember that it does not specify what kind of range weapon it is. So it goes from guns to heavy weapon. I have a doubt about versatile weapon as they are technically melee weapon with range. Cheaper guns and easy access to them is always good. For a house with so many possibilities to have wealth, it’s the proverbial cherry on the cake. For the others, it is still interesting.
Cawdor
strong alliance ROGUE FACTORIA
Bargain Ordnance: While a gang is allied with the Rogue Factoria, it gains access to counterfeit weaponry. When the gang visits the Black Market, it can purchase a counterfeit version of any weapon. Counterfeit weapons have their Rarity reduced by 2 and their cost lowered by 20%, rounded down to the nearest 5 credits (i.e., a Gravgun which normally costs 120 credits and has a Rarity of 11 would cost 95 credits and have a Rarity of 9). Counterfeit weapons are not as reliable as normal weapons, and either have the Reckless trait (if they also possess the Melee trait) or the Unstable trait (if they do not possess the Melee trait), and count as Illegal equipment with a Legality equal to their modified Rarity.
Not bad, but the drawbacks have to be considered before taking it to fill your coffers.
Necromunda income help by fighter class Available to all in the outland in the Outland by crew
SCUM RACER Has access to savant (secondary)
GUILD OF COIN HAULIER Has access to savant (secondary)
GUILD OF COIN CHRONOS PATTERN IRONCRAWLER unknown
They are available to all in the outland but not to the hive campaign unless vehiclesare allowed by the players.
Necromunda income help by fighter class by house in the Outland by crew
PALANITE RANGERHas access to savant
ESCHER HELION Has access to savant (primary)
ORLOCK IRON RIDER Has access to savant (secondary)
DELAQUE WRAITH Has access to savant (secondary)
IRONHEAD SQUAT PROSPECTORS GEARHEAD Has access to savant (secondary)
GOLIATH ROAD THUG Has access to savant (secondary)
CAWDOR ROAD PREACHER Has access to savant (secondary)
REDEMPTIONIST ROAD PREACHER Has access to savant (secondary)
All those drivers have access to savant either as a secondary or primary. It means that they are another way to add savant to a gang who normally doesn’t have access to it outside of the MNEMONIC INLOAD SPIKE.
Necromunda income help by fighter class by house
Those are the pillars of any gangs who build their victory on the Creds. They are organized by the number of fighters with access to the savant skills tree from the least to the most access to it. After this, it is mainly the difference between “primary access to” and “secondary access to”.
Any gangs without any natural access to thesavants skill tree are on the lowest rank of income. So they are not here. They have to build their access to it.
IRONHEAD SQUAT PROSPECTORS
IRONHEAD SQUAT PROSPECTORS CHARTER MASTER Has access to savant (secondary) / Has Wisdom of the Ancients (secondary)
Ironhead Squat Prospectors Drill Master Has Wisdom of the Ancients (primary)
Ashes Waste Nomads
ASH WASTE NOMADS Has access to savant (primary)
ASH WASTE NOMADS Has access to savant (secondary)
ASH WASTE NOMADS WY’TARI STORMCALLER Has access to savant (primary)
UNDERHIVE OUTCASTS LEADER by archetypes
ARCHETYPE GUNSLINGER Has access to savant (secondary)
MASTERMIND Has access to savant (primary)
UNDERHIVE OUTCASTS CHAMPION by archetypes
Mastermind Has access to savant (secondary)
House Orlock
ORLOCK ROAD CAPTAIN (LEADER) Has access to savant (primary)
ORLOCK ROAD SERGEANT Has access to savant (secondary)
Orlock Arms Master Has access to savant (secondary)
Orlock Wrecker Has access to savant (secondary)
House Delaque
DELAQUE MASTER OF SHADOW Has access to savant (secondary)
DELAQUE PHANTOM Has access to savant (primary)
DELAQUE PSY-GHEIST Has access to savant (secondary)
DELAQUE GHOST Has access to savant (primary)
DELAQUE SHADOW Has access to savant (secondary)
House Van Saar
VAN SAAR PRIME (LEADER) Has access to savant (primary)
VAN SAAR AUGMEK (CHAMPION) Has access to savant (primary)
VAN SAAR ARCHEOTEK (CHAMPION) Has access to savant (primary)
VAN SAAR NEOTEK (PROSPECT) Has access to savant (secondary)
VAN SAAR TEK (GANGER) Has access to savant (primary)
VAN SAAR SUBTEK (JUVE) Has access to savant (secondary)
House Delaque and house Van Saar may look as the winner here but remember that, for outcast gangs, you have “ During Campaign play, there can be one fighter with the Gang Hierarchy (Champion) special rule for every three fighters with the Gang Fighter (X) special rule.” That may make the outcast more interesting.
Income increase by tactics by house
They are specific to a gang,.All in all, they are all random with random results. Don’t count on them as a stable source of income. Instead, consider them to be a bonus income that is welcome but not necessary or essential. Don’t build your economics strategy around it.
OUTCASTS GANG TACTICS
43-44 Lucky Score Play this gang tactic at the end of the scenario. If the scenario included any reward in the form of credits, your gang adds an extra D6x10 credits in addition to those it won.
ASH WASTE NOMADS GANG TACTICS
25-26 Raiders without Equal : Play this gang tactic during the Wrap-up phase of the post-battle sequence. Add D3x10 credits to your gang’s Stash for each enemy vehicle that was Wrecked during the battle.
IRONHEAD SQUAT PROSPECTORS GANG TACTICS
11-12 Mother Lode! Play this gang tactic during the Wrap-up phase of the post-battle sequence.If your gang won the scenario, add2D6x10 credits to your gang’s Stash.
41-42 Scrapper’s Delight Play this gang tactic when a friendly fighter opens a Loot casket, before rolling to determine the casket’s contents. Instead of rolling to determine the Loot casket’s contents, add D3x10 credits to your gang’s Stash and then remove the Loot casket from the battlefield.
53-54 Supplies Delivered Play this gang tactic during the Wrap-up phase of the post-battle sequence. Add D3x10 credits to your gang’s Stash for every friendly vehicle that took part in the battle and isn’t Wrecked.
65-66 Rugged Construction Play this gang tactic during the Post-battle Actions phase of the post-battle sequence. Halve the credits cost (rounding up to the nearest 5 credits) of the Negotiate Repairs action.
Necromunda income help by vehicule tactics equipment by house
They are specific to a gang,. All in all they are all random with random results. Don’t count on them as a stable source of income. Instead, consider them to be a bonus income that is welcome but not necessary or essential. Don’t build your economics strategy around it.
ESCHER VEHICLE GANG TACTICS
41-42 Biker Bounty Play this gang tactic during the post-battle sequence when receiving scenario rewards. Add D3x5 credits to your gang’s Stash for each enemy fighter subject to the Mounted condition taken Out of Action during this battle.
GOLIATH VEHICLE GANG TACTICS
31-32 Cheap Construction Play this gang tactic during the post-battle sequence when performing the Negotiate Repairs post-battle action.Reduce the cost of one Negotiate Repairs action by 50%, rounding up to the nearest 5 credits.
CAWDOR VEHICLE GANG TACTICS
53-54 Scrap Dealers Play this gang tactic during the post-battle sequence when making the Negotiate Repairs
post-battle action. Reduce the cost of repairs by D6x10 credits to a minimum of 5 credits.
65-66 Where There’s Scrap There’s Creds Play this gang tactic during the post-battle sequence during the Receive Rewards step. Add D3x5 credits to your gang’s Stash for each Wrecked enemy vehicle and enemy fighter subject to the Mounted condition who was taken Out of Action.
Specific to Outlands
Vehicule equipements:
CARGO LOADS
Each Guild of Coin Ridgehauler and trailer may be equipped with a cargo load. While equipped with at least one
cargo load, the following rules apply: Valuable Cargo: If at the end of the battle the Guild of Coin Ridgehauler is not Wrecked and still on the battlefield, the controlling gang adds D3x10 credits to their Stash for each cargo load the Ridgehauler and its trailers have.If the Guild of Coin Ridgehauler is Wrecked then the opposing gang adds D6x10 credits to their Stash for eachcargo load the Ridgehauler and its trailers have.
Necromunda income help by vehicle equipment by house
CARGO LOADS:
Valuable Cargo: If, at the end of the battle, the Ironhead Squat Prospectors SkalvianExplorator is not Wrecked and still on the battlefield, the controlling gang adds D3x10 credits to their Stash if the Ironhead Squat Prospectors SkalvianExplorator had a cargo load. If the Ironhead Squat Prospectors SkalvianExplorator is Wrecked, then the opposing gang adds D6x10 credits to their Stash if the Ironhead Squat Prospectors SkalvianExplorator had a cargo load.
IRONHEAD CONTAINER
Flow of Chems: If making a Trade post-battle action (see Trading Run previously) with an Ironhead Squat Prospectors SkalvianExplorator equipped with a Ironhead container, then any chems purchased from the Trading Post have their credit cost halved (rounding up to the nearest 5 credits).
To my understanding, these two vehicle equipments are the only ones with a direct impact on the economics. Because they are specific to squats, they are a welcome addition to a gang which has at best a mid tiers access to income through skills and objects. Side note, with their hanger on and brutes, the squats have a unique way to increase their wealth.
Necromunda income help by territory
All in all they are all random with random results. Don’t count on them as a stable source of income. Instead consider them to be a bonus income that is welcome but not necessary or essential. Don’t build your economics strategy around it. Also, some are specifics to gangs
Ace of Diamonds Settlement
See below with the comparison between Van Saar and Delaque
Basically, in the optic of winning by creds, this is the best settlement.
2 of Diamonds Old Ruins
TERRITORY BOONThis Territory grants the following Boon:
Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the D3 result for each Dome Runner attached to the gang.
3 of Diamonds Rogue Doc ShopROGUE
This Territory grants the following Boon:
Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income.
Recruit: If the gang is a Law-abiding gang, they may recruit a Rogue Doc Hanger-on for free
7 of Diamonds Workshop
TERRITORY BOON
This Territory grants the following Boon:
Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income.
Recruit: If the gang is a Law-abiding gang, they may recruit an Ammo-jack Hanger-on for free.
8 of Diamonds Collapsed Dome
TERRITORY BOON
This Territory grants the following Boon:
Income: When collecting income from this Territory, the controlling player may choose to roll between 2D6x10 and 6D6x10. However, if a double is rolled, then no income is generated and a random fighter from the gang rolls on the Lasting Injury table.
Necromunda income help by territory by house
All in all, they are all random with random results. Don’t count on them as a stable source of income. Instead, consider them to be a bonus income that is welcome but not necessary or essential. Don’t build your economics strategy around it. Also, some are specifics to gangs.
9 of Diamonds Refuse Drift (CAWDOR)
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns 2D6x5 credits from this Territory when collecting income. However, if a double is rolled, a randomly determined fighter has a nasty encounter with a waste-lurker and must miss the next battle whilst they recover. No income is lost.
ENHANCED BOON
This Territory grants Cawdor gangs thefollowing Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns 2D6x5 credits from this Territory when collecting income. A Cawdor gang has no risk of encountering a nasty waste-lurker.
10 of Diamonds Corpse Farm (CAWDOR)
TERRITORY BOON
This Territory grants the following Boon:
Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.
ENHANCED BOON
This Territory grants Cawdor gangs the following Boons:
Reputation: Whilst it controls this Territory,the gang adds +1 to its Reputation.
Income: When collecting income, the gang gains2D6x10 credits for every fighter on either side thatwas deleted from their roster during the UpdateRoster step of the preceding battle.
Jack of Diamonds Bone Shrine (CAWDOR)
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns 2D6x5 credits from this Territory when collecting income.
ENHANCED BOON
This Territory grants Cawdor gangs the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Income: The gang earns 4D6x5 credits from this Territory when collecting income.
King of Diamonds Gambling Den (DELAQUE)
TERRITORY BOON
This Territory grants the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The player chooses a suit of cards. The player then draws a card from a shuffled deck of playing cards that includes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11, Queen 12, King 13, Ace 14) x10 credits. If they draw a card from a suit of the same colour, then the Income is the value of the card x5 credits. If it is any other suit, they gain no income from the Territory. If, however, they draw a Joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator.
ENHANCED BOON
This Territory grants Delaque gangs the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
Special: The gang that controls this Territory may nominate a single enemy fighter at the start of the battle before the first roll for Priority. The gang have called in the fighter’s debt marker, and in return for keeping all of their limbs intact, the fighter agrees to take no part in the coming battle. The nominated fighter misses the battle.
4 of Spades Narco Den NARCO DEN (ESCHER)
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
This Territory grants Escher gangs thefollowing Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns 2D6x5 credits from this
Territory when collecting income. If the gang also controls a Synth Still, this is increased to 2D6x10.
5 of Spades Slag Furnace (GOLIATH)
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x5 credits from thisTerritory when collecting income.
ENHANCED BOON
This Territory grants Goliath gangs thefollowing Boons:
Reputation: Whilst it controls this Territory, thegang adds +2 to its Reputation.
Recruit: The gang may choose to roll two D6 afterevery battle. On a roll of 6 on either dice, the gangmay recruit a single Juve from their House List forfree. If both dice come up as 6, then the gang mayrecruit a Ganger from their House List for free.
7 of Spades Smelting Works (GOLIATH)
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
This Territory grants Goliath gangs the following Boon:
Income: The gang earns 2D6x5 credits from
this Territory when collecting income. If the gang
also controls a Slag Furnace, this is increased to
2D6x10 credits.
8 of Spades Mine Workings (ORLOCK)
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x10 credits from this Territory when collecting income. The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captive working the mine, generate an additional D6x10 credits. If the Territory changes control, all of the Captives remain working the mine and can be ransomed back to their original owners if the Territory’s new owner wishes. A Captive sent to the mines may not subsequently be Sold to the Guild.
While a Captive is working the mine, their gang may attempt a Rescue Mission at any time.
ENHANCED BOON
This Territory grants Orlock gangs the following Boon:
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
10 of Spades Toll Crossing (ORLOCK)
TERRITORY BOON
This Territory grants the following Boon:
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
This Territory grants Orlock gangs the following Boon:
Special: Whilst it controls this Territory, thegang has Priority in the first round of any battle.Any gang in the campaign may pay the gang 20credits to gain the same benefit in a single battleagainst another gang.
King of Spades Tech Bazaar (VAN SAAR)
TERRITORY BOON
This Territory grants the following Boons:
Income: The gang earns D6x10 credits from this Territory when collecting income.
Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6. The gang may immediately choose one Rare (X) item from the Trading Post where X is less than or equal to the dice roll and add it to their Stash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common weapon or piece of equipment to add to the gang’s Stash 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.
ENHANCED BOON
This Territory grants Van Saar gangs the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.
All in all,a strategy of winning by wealth is possible. It is more possible for a few gangs like Delaque and Van Saar who can quickly have access to the best of the best equipment and weapons. Cawdor don’t care much about that phase unless you want to go to the prosperity credo. For the others it’s mostly about financing themselves. It’s particularly true for the squat who have a very expensive equipment. Escher and Goliath need as much help as possible for their gang. Orlock are in the middle which fit them well as the middle average gang. Outcast are what you plan them to be. Genestealer and chaos gangs are in the same place as Escher and Goliath. The houses that have been corrupted either by chaos or genestealer are mostly unaffected by it due to the fact that they have access to their skill. A corrupted slaneesh Van saar or a Genestealer corrupted Delaque can still dominate the economics phase. For venator, it’s between the outcast and the house from which they came from.
All of this is just hypothesis. I haven’t had the time to compare a Cawdor gang with only access to some objects like acred sniffer and a Van Saar gang with the same objects and the savant tree skills.
Also remember, this is Necromunda so if the gang facing you has shiny shiny stuff, just take it.
Side note - here is a comparison of the madness of economics between the two richest gangs
VAN SAAR SUBTEK (JUVE)...........................................35 CREDITS
DELAQUE SHADOW (JUVE)...................................................................25 CREDITS EACH
Why does it matter? Because of this. You can’t rely on territories at first, but with that beautiful object that is “ISOTROPIC FUEL ROD 60 CREDITS – RARE (10)”, you can transform a territory into a settlement that produces income. Just remember that the skill “fixer”doesn’t need the fighter to be in a fight. What stops you then to have ten juve who can bring you “D3x10 credits” between every fight and that you may never deploy unless forced to once they get the skill.
Some gangs, such as that of an ogryn gang, bad zone enforcer, outcast, venator may not make use of it. That is another thing that must be houserule even if Games Workshop make a ruling in a future necromunda FAQ.
SETTLEMENT
– ACE OF TERRITORY BOON
This Territory grants the following Boons:Income: The gang earns D6x10 credits from thisTerritory when collecting income.
Reputation: Whilst it controls this Territory,the gang adds +1 to its Reputation.Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gangmay recruit a single Juve from their House List for free. If both dice come up as 6, then the gang mayrecruit a Ganger from their House List for free.
Double effectiveness creds and a free fighter that will bring you more “fixer” in some cases. I'm not sure about aclanless outcast unaffiliated hive scum.
Tactical cards
UNDERDOG TACTIC
Secret Stash
Play this gang tactic during theReceive Rewards step of the Postbattlesequence.If at least one of your fighters survived the battlewithout going Out of Action, add 3D6x10 creditsto your gang’s Stash.
Paid in Full Play this gang tactic during theReceive Rewards step of the Postbattlesequence.
For each friendly fighter who was taken Out ofAction this battle, add D6x10 credits to yourgang’s Stash.S
Decoy Play this gang tactic at the start ofthe battle before the first roll forPriority.
Secretly select one of your fighters. If, at the endof the battle, the fighter has been taken Out ofAction by an enemy Champion or Leader, theyearn D3 XP and 2D6x10 credits are added to yourgang’s Stash.
Prime Salvage Play this gang tactic during theReceive Rewards step of thePost-battle sequence.Add D6x10 credits to your gang’s Stash for eachWrecked enemy vehicle.
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