Documente Academic
Documente Profesional
Documente Cultură
3) The very centre of the map(marked with a compass) will always remain neutral as it
remains the access point to this part of the Underhive, a set of tunnels and lifts controlled
by the guilders. It can never be owned by a player.
4) The other six hexes in the centre of the map are neutral hexes. Roll 1d6 on the terrain
table below to determine what the terrain type is for each neutral territory and then roll
randomly to see which territory type is in that hex.
Gang Territory
1) Each player starts with 7 hexes.
2) Roll randomly to see which order the players must assign their hexes in.
3) Each player must assign one of his hexes as his HQ. This territory brings in 1d6x10 income.
4) Each player has 10 points to spend on their hexes. These points allow them to assign each
hex as a different type of terrain. The random roll column is for neutral and new hexes.
5) There are 4 different terrain types to buy - desolate, wastes, civilised and premium.
Each type of terrain costs points, as follows Terrain
Cost
Random d6 Roll
Desolate
Wastes
Civilised
2-4
Premium
5-6
6) Once all of the players have assigned all of their hexes with terrain types then each player
rolls randomly to see what territory is in each of his hexes. Desolate hexes contain nothing
to begin with.
Outlaws
1) Any gang may declare itself as an outlaw gang at the start of the campaign.
2) Outlaw gangs formed at the start of the campaign get a single hex containing a civilised
territory.
3) Outlaw gang territory is placed randomly on the outer edge of the map after all other
territory has been assigned.
4) Outlaws earn the full income for a territory rather than the half amount as stated in the
rules.
5) Outlaws can voluntarily give up their hex in any end phase. They then roll up a wastes
territory and it is placed randomly on the outside edge of the map, representing them
fleeing to another hidden base. The abandoned hex becomes neutral.
6) Outlaws that lose their territory must roll up another waste territory in their end phase.
This hex is randomly placed on the outside of the map.
7) Outlaws may take over any hex as other players but may only have a single hex, giving up
their old hex as neutral territory or looting it.
8) Looted territory becomes neutral and the territory it contains can be rebuilt at a cost of half
its maximum income. e.g. a looted mine workings can be rebuilt for 60/2 or 30 credits.
Only a controlling player can rebuild a hex.
9) A gang that loses all of it's territory may become an outlaw gang rather than admit defeat.
Roll a wastes territory for them in the end phase in which they lost their last territory, and
place it randomly along the outer map edge.
10) Outlaws may attack any other hex within 4 hexes of their hex.
Wastes - 1 Point
d66 Roll
Territory
Income
Special
11
Desolate
None.
12-16
Chem Pit
2d6
21-26
Old Ruins
10
None.
31-44
Slag Heap
15
None.
45-46
Mine Workings
d6x10
51-54
Tunnels
10
55 - 62
Vents
10
63-65
Mineral Outcrop
d6x10
66
Income
Special
Civilised - 2 Points
d66 Roll
Territory
11
12-16
Water Still
d6x10
None.
21-26
Settlement
30
31-34
Holestead
d6x10
None.
35-44
Drinking Hole
d6x10
45-51
Workshop
d6x10
52-53
Guilder Contact
d6x10
54 - 56
Market Stall
d6x10
61-65
Friendly Doc
d6x10
66
Income
Special
Premium - 4 Points
d66 Roll
Territory
11
12-16
Weapon Factory
2d6x10
21-26
Scrap Yard
2d6x10
None.
31-36
Sweatshop
2d6x10
41-43
Gambling Den
2d6x10
44-46
Bionics Lab
2d6x10
51-53
Spore Cave
2d6x10
54 - 56
Gem Cave
2d6x10
None.
61-65
Archeotech Horde
2d6x10
66
Green Hivers
The Factions
1) Each player controls a faction. The faction may be named differently to your primary gang if
you wish.
2) The player creates his primary gang in the standard way, using 1000 credits.
3) A player is not limited to having a single gang in their faction, but they may start the
campaign with only one.
4) A player may elect to form a secondary gang at any point.
5) Instead of fighting for leadership, a challenger may be given his own, new, gang if possible.
6) The new gang must have a new leader who gains all the benefits of a leader(leadership
bubble, specialist, unpinning, etc.). The new leader may be from the following a) A deposed leader may start a secondary gang rather than leave the faction.
b) A ganger(not heavy or juve) with a leadership of 8 or more(7 for Scavvies).
7) Gangers from all of a players gangs may be used to work any of the factions territories.
8) Secondary gangs only count half their number when working out the factions income.
9) Secondary gang leaders gain all of the benefits of a leader and may not work territories, as
usual.
10) Secondary gangs must have a gang rating of at least 500 when formed and must follow all
of the usual rules for making a new gang(e.g. may not have more juves than other
fighters).
11) Secondary gangs may not have more members than the primary gang.
12) If a gang leader dies then the most senior member of that gang takes over as per the usual
rules.
13) Each gang may perform a separate action during each campaign turn.
14) If more than one gang is sent to the same battle then any additional gangs may not turn up
for the battle in time. Roll 1d6 for each additional gang, on a 1-4 that gang is late and
cannot take part in the battle. If the first gang loses and the second is late, then another
battle is fought over that hex, with the new gang.
15) The gang rating for each gang is used for rolling on the scenario table. If more than one of
your gangs turns up for the battle then you must add both gang ratings together when
determining the underdog bonus.
16) The leadership bubble for each gang leader only affects fighters from his own gang.
Leadership of a Gang
1) If a ganger, not a juve or heavy, ends up with a leadership higher than the leader of their
gang then they will challenge them for leadership.
2) Roll a d6 to determine what kind of challenge is to be fought D6
Result
1-2
Knife fight. The contenders are each given a knife and may
not fight with any other weapons or any other equipment.
Neither combatant counts as charging.
3-4
5-6
The potential new leader is utterly loyal to the old leader and
will not challenge them for leadership.
3) A deposed leader may form his own gang. Otherwise he must roll on the table below 1
2-4
The old leader leaves the gang and becomes a hired gun
costing 20% of his cost plus experience.
5-6
The ousted gang leader accepts the new leader and becomes
utterly loyal to him, never challenging him.
4) Defeated gangers may be dealt with as they see fit, including selling them to the slavers. If
they are allowed to stay in the gang then they have been put in their place and will never
challenge the leadership again.
5) Redemptionists will not challenge for leadership, chaos cultists will.
Faction Retirement
1) A player may retire his entire faction at the start of his turn.
2) If the new faction is the same house as the last then the player may use one of the old
gangers as his new leader. This new leader costs 120 credits, regardless of his experience,
any equipment carried by the ganger may be bought at the usual price. The new leader
gains all the benefits of being a leader including becoming a specialist.
3) The new gang gets more credits than a normal starting gang. Subtract 1000 from the value
of the old gang and divide the result by 2. This is how many extra credits the new faction
gets.
4) The new faction takes over the territories of the old.
5) This counts as using all of the players actions that turn, as the new gang settles in.
Pre-Action
1) At the start of the campaign turn roll for a new event on the event table.
2) Determine the player rating of each player. This is the combined gang rating of each of
that players gangs.
3) Each player chooses his actions for each of his gangs that turn. This is done in descending
order of player rating. The player with the highest player rating must perform their
action(s) first and then the second highest, etc.
Action
Each player may make a single action for each of his gangs. The actions that may be performed
are attack, fortify, explore, retrieval, rescue, do nothing or invoke guilder protection.
A) Attack
1) A gang may attack any hex that borders one of its own. The attacking gang must also state which
hex they are attacking from.
2) Vents and tunnels can be used to attack two hexes away.
3) Outlaws can always attack four hexes away.
4) The access point at the centre of the map allows free movement and any player may attack any hex
that borders it, as long as he is able to attack the access point hex itself.
5) Attacks follow the rules for standard battles in the rule book, the player with the lowest gang rating
rolls on the scenario table.
6) Territory may always be taken over no matter which scenario is chosen, as long as the number of
models taken out of action is 3:1 and at least one casualty is caused.
7) If a hex does not border with another friendly hex then it may be captured if the casualty ratio is 2:1.
8) If an attacker loses they he may lose the territory he attacked from.
9) If an attacked hex is not bordered by another of the defenders hexes, then the attacker may infiltrate
1d6 gangers at the start of the battle, as long as the scenario allows special deployment for them.
10) If a gang voluntarily bottles out then it automatically loses the territory.
11) If a gang attacks a neutral territory then it may be opposed by any, or all, of the other gangs. It will
always be a gang fight for the territory and the winner automatically takes the territory.
12) Attacks on Vents or Tunnels are fought on tunnel terrain(e.g. Space hulk corridors).
13) Attacks on drinking holes must be fought over using the following random scenarios a) Bar Fight.
b) Ambush.
c) Horde.
The owner of the bar always counts as the defender in the scenario.
14) Settlement hexes are always considered fortified, using the rules below.
15) Outlaws use the outlaw scenario table as usual.
16) Gang fighters recover after each battle rather than after each turn.
17) A defending faction may choose which of it's gangs are used to defend.
B) Fortify
1)
2)
3)
4)
C) Explore
1) A gang may explore a desolate hex that it controls or into the badlands beyond the edge of the map.
2) Roll 1d6, on a 5-6 the gang has found something. Roll for territory on the wastes table. On a 1 a
random member of the gang must make a roll on the serious injury table instead.
3) A gang may attempt to explore beyond it's outer hex boundaries into the unknown of the Underside.
Choose a tile edge that does not border another hex and roll 1d6. On a 6 the gang has found
something, roll for a random territory on the territory table. On a 1 a random member of the gang
must make a roll on the serious injury table instead.
4) Newly discovered territory is owned by the player that found it.
5) Territories discovered by ratskin scouts are placed along a random outer edge of the players territory.
They are immediately claimed by the player who discovered them.
6) New territory may be worked during the post-action sequence in which they were discovered.
D) Retrieval
1) If a gang fighter dies, then a player may send a gang to retrieve the body and its equipment.
2) Any player sharing a border with the retrieving player may oppose the attempt. This does not count
as an action. Roll 1d6 on a 1-3 they successfully oppose the retrieval. On a 4-6 they may not oppose
the retrieval.
3) If the attempt is unopposed then the gang retrieves the body and equipment.
4) If the attempt is opposed then a hoard scenario is played with the retrieving gang being the defender
and all those gang opposing the attempt being the attackers.
5) The winner gets the body instead of the usual hoard.
E) Rescue
1) A player may make a rescue attempt if they have a gang fighter held captive by another gang.
2) Rescue attempts count as an action.
3) A rescue attempt must be taken as the next action after the battle in which they were captured. After
that they
F) Do Nothing
1) The faction doesn't have to anything. The faction members can take it easy and chill out this turn,
drinking to much and making the most of their territory.
H) Oppose an Action
1) Every gang from a faction is allowed to oppose one other action that turn. This does not use that
gangs actions for the turn. The actions that may be opposed are a) Retrieval
b) An attack action on a Neutral hex.
Post Action
1) In the post action segment the player may work their territories to gain income. This is
instead of after each battle.
2) All territories earn income automatically during the post action segment.
3) All living gangers may be used to perform actions, not just the ones that didn't go out of
action.
4) Extra gangs only count half their number when working out the factions income..
5) A ganger from any of the factions gangs may be used to work a territory. Each territory
that has been worked by a ganger gets to either re-roll the income for that territory or add
10 credits to a fixed income territory.
6) Gangers not working territory may still be used to look for an extra rare trade item.
7) Rare trade rolls are made in the post action sequence, not after each battle.
8) New gang fighters and hirelings may only be recruited in the post action segment, not after
each battle. They are also paid in the post action segment and will fight for a full turn for a
single payment.
9) New equipment may only be bought in the post action segment, not after each battle.
10) Rolls for inventors and settlements are made in the post action segment, not after each
battle.
11) Rolls for ratskin scouts looking for territory are made in the post action segment.
12) Any challenges for leadership occur only in the post action segment.
Additional Rules
Underdog Bonus
1) Primary gangs, not secondary, may spend their underdog bonus to gain free hirelings for a
battle.
2) Spending the underdog bonus reduces it by the same amount for determining giant killer
income bonus and experience.
3) Primary gangs may also buy battle cards for 75 underdog bonus each and are randomly
drawn from the deck.
4) Cost for hirelings are as follows Hireling
Underdog Cost
Pit Slave
100
10
Scummer
150
15
Ratskin Scout
150
15
Ratling Sniper
150
15
Squat Longbeard
250
25
Bounty Hunter
350
35
Ogryn Bodyguard
500
50
Sumpside Veteran
Various
Various
Wyrd
350
35
Special Character
1000
N/A
Equipment Changes
Isotropic fuel rod - Any hex may be converted into a settlement, including
desolate. The player may also place a new hex anywhere on the outer hex edges
of his territory and place the settlement within it. The new settlement is under
their control.
Flamers - These now use the old style templates. The templates can be found here
- http://gaming.yaktribe.org/community/vault/old-school-flamer-templates.198/
Pit Slave Shears - Take out of action rather than an instant kill.
Additional Scenarios
These scenarios have been written into the campaign, the links for the rules are
below Bar fight rules included.
Toll bridge - http://gaming.yaktribe.org/community/vault/toll-bridge.93/
Lord of the Spire - http://gaming.yaktribe.org/community/vault/lord-of-thespire.414/
These scenarios may be used at any time in addition to the ones in the outlander
and NCE rulebook.
Scouting Fight - http://gaming.yaktribe.org/community/threads/scoutingfight.3431/
Ld
Human
Scaly
Scavvy
Weapons
Inferno Pistol(Pistol, Rare) 75 credits
Short
Range
Long
Range
Short
Bonus
Long
Bonus
Str
Dmg
Save Mod.
Ammo Roll
Special
0-4
4-8
+2
D6
-5
4+
High Impact
Long
Range
Short
Bonus
Long
Bonus
Str
Dmg
Save Mod.
Ammo Roll
Special
0-12
12-24
+1
-1
6+
Long
Range
Short
Bonus
Long
Bonus
Str
Dmg
Save Mod.
Ammo Roll
Special
0-8
8-40
-1
-1
5+
Special The long rifle may use any mod that can be used by the hunting rifle. It is a weapon for
trained snipers and as such is considered a special weapon.
Long
Range
Short
Bonus
Long
Bonus
Str
Dmg
Save Mod.
Ammo Roll
Special
0-20
20-40
4+
Long
Range
Short
Bonus
Long
Bonus
Str
Dmg
Save Mod.
Ammo Roll
Special
0-12
12-24
+1
2D6
-6
4+
High Impact
d66 Roll
Campaign Event
11
Hive Quake. For each battle this turn a roll for treacherous conditions must be
made.
12
Zombie plague. For each battle this turn 1d6 zombies arrive on a random table
edge after all players have set up. This event continues for 2d6 turns. Each time it
is rolled another 1d6 zombies will turn up and the event will last for another 1d6
turns.
13
Mutant Invasion. Players may use the monster roll from the scavengers scenario
for any scenario this turn.
14
Shortages. All equipment and weapon costs are doubled until the next turn.
15
Scavvy King. All non outlaws must halve their Income until the next turn.
16
New Turf. Roll randomly to see what type of territory is up for grabs. Place it on a
random desolate hex or next to a random outer hex edge. It is neutral to begin
with.
21
22
Guild Sanctions. No rolls may be made on the rare trade chart this turn, players
may instead use the outlaw trade chart.
23
Bad Ammo. All the ammo being brought into the underside is sub-standard.
Everyone has a -1 to all ammo rolls this turn.
24
Bounty. The locals are sick and tired of the gangs pushing them around. All gang
fighters now have a bounty of 1d6x5 credits in their heads.
25
26
New Turf. Roll randomly to see what type of territory is up for grabs. Place it on a
random desolate hex or next to a random outer hex edge. It is neutral to begin
with.
31
Such is the way of Chaos. All players gets 1d3 free fight event cards before each
battle this turn.
32
Power Fluctuations. Roll for bad light treacherous conditions before each fight.
33
Discontentment. If a gang with an underdog bonus of 200+ wins this turn then
they take over the territory automatically.
34
Beer Shortage. For this turn all hirelings cost half to hire(rounded up) as they have
nothing better to do but fight.
35
Time to quit. The gang fighter with the most old battle wounds retires, he is
replaced with a free juve with a knife. If there are several candidates, roll randomly
to see who retires.
36
New Turf. Roll randomly to see what type of territory is up for grabs. Place it on a
random desolate hex or next to a random outer hex edge. It is neutral to begin
with.
41
House feud. Randomly choose two house gangs, they hate each other for the
duration of the turn.
42
Boom Time. Each gang adds 2d6x5 to its income this turn.
43
44
Bountiful Fungus Harvest. When working out income halve the number in your
gang. Outlaws may add +2 to all foraging rolls.
45
New Cavern. Double the number of loot counters for scavenger fights and all hoard
missions will earn 3d6x10 credits instead of 3d6x5.
46
New Turf. Roll randomly to see what type of territory is up for grabs. It is neutral to
begin with. In addition, it is under the control of the guilders and they are using it
to stage a lord of the spire match. Any player may use an action to participate one
of their gangs in the match, regardless of map position. The winner of the lord of
the spire battle takes the territory and any further battles over this hex are fought
as normal. The new territory is placed on a random outer hex edge of their
territory.
51
Caravan. All players double the number of rare trade rolls they make.
52
Over-Production. A randomly rolled common weapon costs half price this turn.
53
The Hoard. A massive hoard has been found out in the badlands and all the gangs
scramble to take control of it. Any player may use an action to send a single gang
to try to take control of the hoard. The player with the lowest rating becomes the
defender in a hoard scenario, with the other participants being the attackers. The
hoard is worth 3d6x20 credits and also has a single piece of archeotech in it that
the winner can take(see outlanders book page 12).
54
Prison Break. All new gangers are hired with 3d6 experience. Juves get 1d6
experience.
55
Stinger Mould Harvest. A player may pay 5 creds to re-roll any injury, once.
56
New Turf. A toll bridge has been discovered. Place it on a random desolate hex or
next to a random outer hex edge. It is neutral to begin with. Any battles fought
over this hex must use the toll bridge scenario.
61
New Dome. A player may buy new territory at 100 credits each. They may be
placed on any desolate hex owned by the player or on an outer tile edge of his
choosing. Roll randomly to see what the hex contains after it is placed.
62
Master Teacher. For 25 credits a player may chose which advance his gang fighter
gains when he advances. If a skill is chosen it must still be rolled for randomly.
63
Defence force surplus. This turn flack jackets, photo-visors and respirators are
common items.
64
65
Safari. Rich idiots take a holiday to the underside. Each player adds 1d6x25
credits to his stash for ripping them off.
66
Archeotech. A dome full of archeotech has been looted. This turn any player may
buy archeotech as if it was a common item(see outlanders book page 12).
Weapon Summary
Pistols
Str
Special
Cost
Stub Gun
0-8
8-16
+1
-1
4+
10
Autopistol
0-8
8-16
+2
4+
15
Laspistol
0-8
8-16
+1
2+
15
Hand Flamer
-1
5+
20
Bolt Pistol
0-8
8-16
+2
-1
6+
25
30
Plasma Pistol(Low)
0-8
8-16
+1
-1
4+
Plasma Pistol(High)
0-8
8-16
+1
-2
6+
Gets Hot
30
Needle Pistol
0-8
8-16
+2
-1
6+
80+4D6
Web Pistol
0-6
6-9
-1
6+
120+4D6
Inferno Pistol
0-4
4-8
+2
D6
-5
4+
High Impact
75+4d6
Ammo
Roll
Special
Cost
Basic Weapons
Str
Dmg Save
Mod.
Autogun
0-12
12-24
+1
4+
20
Lasgun
0-8
12-24
+1
2+
25
Boltgun
0-12
12-24
+1
6+
35
Hunting Rifle
0-8
8-32
-1
4+
Head Shot
25
Shotgun(Scatter)
0-4
4-18
+1
-1
4+
Pellets
20
Shotgun(Solid Slug)
0-4
4-18
+1
-1
4+
Knock-Back
20
Shotgun(Manstopper)
0-4
4-18
+1
4+
Knock-Back
Shotgun(Hot Shot)
0-4
4-18
+1
-1
6+
Shotgun(Bolt Round)
0-4
4-24
+1
6+
15
Special Weapons
Str
Dmg Save
Mod.
Ammo
Roll
Special
Cost
Autoslugger
0-12
12-24
+1
5+
45
Long Rifle
0-8
8-40
-1
-1
5+
45
Storm Bolter
0-12
12-24
+1
-1
6+
65
40
Flamer
-2
4+
Grenade Launcher
0-14
14-28
-1
6+
60
Plasma Gun(Low)
0-8
8-24
+1
-2
4+
80
Plasma Gun(High)
0-12
12-24
+1
-3
6+
80
Meltagun
0-6
6-12
+1
D6
-5
4+
High Impact
95
Needle Rifle
0-16
16-32
+1
-1
6+
180
+4D6
Heavy Weapons
Str
Dmg Save
Mod.
Ammo
Roll
Special
Cost
Heavy Flamer
D3
-3
3+
100
Heavy Stubber
0-20
20-40
-1
4+
120
Missile
Launcher(Frag)
0-20
20-72
-2
6+
Gas Cloud
140
Missile
Launcher(Frag)
0-20
20-72
D6
-5
6+
High Impact
140
Heavy Bolter
0-20
20-40
D3
-2
6+
180
Multi-Melta
0-12
12-24
2D6
-6
4+
High Impact
200
Multi-Laser
0-20
20-40
4+
220
Heavy Plasma
Gun(Low)
0-20
20-40
D3
-4
4+
240
Heavy Plasma
Gun(High)
0-20
20-40
D6
-5
6+
240
Autocannon
0-20
20-72
D6
-5
4+
260
Lascannon
0-20
20-60
2D6
-6
2+
300
Melee Weapon
Str
Damage
Save Mod.
Special
Cost
Knife
User
First Free
Chain, Flail
User + 1
Nullify, Clumsy
10
User + 1
10
Massive Weapon
User + 2
15
Sword
User
Parry
15
Chainsword
-2
Parry, Noisy
25
Power Axe
User + 3
2 Handed
35+3D6
Shock Maul
-2
Out-of-Action, Injury
35+3D6
Power Sword
User + 2
Parry
40+3D6
Power Fist
User + 5
D3
85+3D6
Grenade
Str
Damage
Save Mod.
Special
Cost
Smoke Bombs
10+3D6
Choke
15+2D6
Scare
20+2D6
20+2D6
Photon Flash
Blast, Blind
Frag
-1
Gas Cloud
25
Plasma
-2
35+3D6
Krak
D6
-3
40
Melta Bomb
2D6
-5
Demolition
40+3D6
Hallucinogen
40+4D6
Tox Bomb
N/A
20
Outlander Weapons
Missiles
Cost
Availabilty
Frag Missiles
35
Common
50
Common
Str
Dmg Save
Mod.
Ammo
Roll
Special
Cost
Blunderbuss
0-8
8-12
+3
-1
4+
Gas Cloud
10
Bolt Launchers
0-8
8-16
+1
-1
2+
Twin Linked
N/A
Discus/Throwing Axe
Sx2
Sx3
-1
Auto
Pistol
140
Exterminator
N/A
20
Handbow
0-8
8-12
-1
4+
Laser Gauntlets
0-12
12-24
+1
2+
N/A
Mirror Shield
0-8
8-16
+1
2+
N/A
Musket
0-8
8-24
-1
4+
10
Scatter Cannon
0-8
8-16
+3
-1
-1
6+
50
Scattergun
0-8
8-16
+2
4+
10
Spear Gun
0-12
12-24
+1
D3
-3
6+
50
Web Spinner
0-6
6-12
+2
+1
2+
Entangle, Abseil
N/A
Str
Damage
Special
Eviscerator
Monomolecular Sword
User + 1
Parry
Pitslave Chainsaw
Parry, Noisy
Pitslave Buzzsaw
Pitslave Claw
Grapple
D3
Demolition
Pitslave Hammer
Pummel
Pislave Shears
Snip
Spirit Totem
Price Charts
Ammo
Cost
Availabilty
Sights
Cost
Availabilty
Dum-Dum
Common
Infra-Red
30+3D6
Rare
Manstopper Shells
Common
Telescopic
30+3D6
Rare
Common
Mono
40+3D6
Rare
Bolt Shells
15
Common
Red-Dot Laser
40+3D6
Rare
15+2D6
Rare
Hellfire Bolts
20+3D6
Rare
Armour
Cost
Availabilty
Bionics
Cost
Availabilty
Flak
10+2D6
Rare
Chest
50+3D6
Rare
Mesh
25+2D6
Rare
Eye
50+3D6
Rare
80+3D6
Rare
Carapace
60+3D6
Rare
Arm
Force Field
100+4D6
Rare
Leg
80+3D6
Rare
Trade Item
Cost
Availabilty
Outlaw Item
Cost
Availabilty
Auto-Repairer
80+4D6
Rare
Archeotech
1D6x10
Rare
Berserker Chip
25+3D6
Rare
Blade Venom
10+1d6
Rare
Bionic Implant
50+3D6
Rare
Bottle of Wildsnake
10+1D6
Rare
50+3d6
Rare
Rare
Bio-Booster
50+4D6
Rare
Icrotic Slime
Bio-Scanner
50+3D6
Rare
Rad Counter
10+3D6
Blindsnake Pouch
30+2D6
Rare
Kalma
5+D6
Rare
10
Pitslave
Clip Harness
10
Common
Concealed Blade
10+D6
Rare
10
Pitslave
Drum Magazine
15+2D6
Rare
20
Ratskins
Filter Plugs
10
Common
Ratskins
15
Ratskins
Grav Chute
40+4D6
Rare
Grapnel
30+4D6
Rare
'Slaught
5+3D6
Rare
Infra-Red Goggles
30+3D6
Rare
Spook
15+3D6
Rare
5+3D6
Rare
50+4D6
Rare
Spur
Lobo-Chip
20
Common
Stinger Pouch
10+3D6
Rare
Mung Vase
D6x10
Rare
Sump Dynamo
40+4D6
Rare
Medi Pack
80+4D6
Rare
Photo-Contacts
15
Common
Photo-Visor
25+2D6
Rare
Ratskin Map
D6x10
Rare
Respirator
15+2D6
Rare
Screamers/Stummers
10+3D6
Rare
Silencer
10+2D6
Rare
Skull Chip
30+3D6
Rare
Stinger Pouch
10+3D6
Rare
Suspensor
50+3D6
Rare
Weapon Reload
Common
Injury
11-15
Dead
16
Multiple Injuries. Roll again on this table d3+1 times, re-rolling captured and full
recovery.
21
22
Chest wound. -1 T.
23
24
25
Head Wound. Roll d6 for EACH head wound before a game. 1-3 Stupidity, 4-6
Frenzy.
26
31
32
33
34-36
Old battle wound. Roll d6 for EACH old battle wound. On a 1 the fighter misses
this game.
41-55
Full recovery.
56
Bitter Enmity. Hates someone. 1-4 its the person who gave the wound. 5-6 the
leader of the gang that gave the wound.
61-63
Captured. MUST exchange hostages, 1 for 1. Can pay a negotiated amount for
the release or play a rescue mission.
64
65
66
Bonus
Win/Lose
Experience
Title
0-5
Green Juve
1-49
+1/0
50-99
+2/+1
6-10
Juve
100-149
+3/+2
11-15
Juve
150-199
+4/+3
16-20
Top Juve
200-249
+5/+4
21-30
New Ganger
250-499
+6/+5
31-40
Ganger
500-749
+7/+6
41-50
Ganger
750-999
+8/+7
51-60
Ganger
1000-1499
+9/+8
61-80
Gang Champion
1500+
+10/+9
91-100
Gang Champion
101-120
Gang Champion
121-140
Gang Champion
141-160
Gang Champion
161-180
Gang Champion
181-200
Gang Champion
201-240
Gang Hero
2d6
Result
Any Skill
3-4
House Skill
241-280
Gang Hero
281-320
Gang Hero
321-360
Gang Hero
361-400
Gang Hero
401+
Mighty Ganger
1-3 W, 4-6 T
10-11
House Skill
12
Any Skill
Skill Tables
D6
Agility Skills
D6
Combat Skills
Catfall
Combat Master
Dodge
Disarm
Jump Back
Feint
Leap
Parry
Quick Witted
Counter Attack
Sprint
Step Aside
D6
Stealth Skills
D6
Muscle Skills
Ambush
Body Slam
Dive
Bulging Biceps
Escape Artist
Hard as Nails
Evade
Juggernaut
Infiltration
Hurl Opponent
Sneak Up
Iron Jaw
D6
Ferocity Skills
D6
Techno Skills
Berserk Charge
Armourer
Impetuous
Fixer
Iron Will
Inventor
Killer Reputation
Medic
Nerves of Steel
Specialist
True Grit
Weaponsmith
D6
Shooting Skills
Crack Shot
Fast Shot
Gunfighter
Hip Shooting
Marksman
Rapid Fire
Note - If a fighter gains a skill he already has then he may choose another skill from that table.
1-49
+5
50-99
+10
100-149
+15
150-199
+20
200-249
+25
250-499
+50
500-749
+100
750-999
+150
1000-1499
+200
1500+
+250
1-3
4-6
7-9
10-12
13-15
16-18
19+
0-29
15
10
30-49
25
20
15
50-79
35
30
25
15
80-119
50
45
40
30
20
120-169
65
60
55
45
35
15
170-229
85
80
75
65
55
35
15
230-299
105
100
95
85
75
55
35
300-379
120
115
110
100
90
65
45
380-459
135
130
125
115
105
80
55
460-559
145
140
135
125
115
90
65
560+
155
150
145
135
125
100
70
Result
11
Power Weapon
1-3 Power Sword(40+3d6)
4-5 Power Axe(35+3d6)
6 Power Fist(85+3d6)
12
Rare Weapon
1-3 Needle Weapon, roll again.
1-4 Needle Pistol(80+4d6), 5-6 Needle Rifle(180+4d6)
4 Web Pistol(120+4d6)
5 Inferno Pistol(75+4d6)
6 One in a Million Weapon(see page 54)
13-14
Gas Grenades
1-3 Choke(15+2d6)
4-5 Scare(20+2d6)
6 Hallucination(40+4d6)
15-16
Grenades
1 Melta(40+3d6)
2-3 Photon Flash(20+2d6)
4 Plasma(35+3d6)
5-6 Smoke(10+3d6)
21-23
Ammo
1-3 Hotshot Laser(15+2d6)
4-5 Drum Magazine(15+2d6)
6 Hellfire Bolts(20+3d6)
24-25
Gunsight
1-2 Red Dot Laser(40+3d6)
3 Mono-Sight(40+3d6)
4-5 Telescopic(30+3d6),
6 Infra-red(30+3d6)
26
Heavy Gear
1-4 Auto-repairer(80+4d6)
5-6 Suspensor(50+3d6)
31-33
Armour
1-3 Flak(10+2d6)
4-5 Mesh(25+2d6)
6 Exotic, roll again.
1-4 Carapace(60+3d6), 5-6 Force Field(100+4d6)
34
Medi-pack(80+4d6)
35
36
Bionic
Choose one arm(80+3d6),
leg(80+3d6),
chest(50+3d6),
implant(35+3d6).
41-46
Items
1 Skull Chip(30+3d6)
2 Shock Maul(35+3d6)
3 Grapnel(30+4d6)
4 Grav Chute(40+4d6)
5 Bio-scanner(50+3d6)
6 Bio-booster(50+4d6)
51-56
Items
1 Concealed Blade(10+1d6)
2 Respirator(15+2d6)
3 Photo-visor(25+2d6),
4 Berserker Chip(25+2d6)
5 Blindsnake Pouch(30+2d6)
6 Infrared Goggles(30+3d6)
61-63
Raid Gear
1-3 Silencer(10+2d6)
4-6 Screamers(10+3d6) or Stummers(10+3d6)
64
Stinger Pouch(10+3d6).
65
Ratskin Map(1d6x10).
66