Income

Calculating income after the battle

To determine your income after the battle, first count how many gangers in your gang are uninjured and can work (if they did not roll on the serious injuries chart they can collect work). For every ganger that can work, you can collect income from one territory.

NUMBER OF MODELS IN GANG

INCOME 1-3 4-6 7-9 10-12 13-15 16-18 19-21
0-29 15 10 5 0 0 0 0
30-49 25 20 15 5 0 0 0
50-79 35 30 25 15 5 0 0
80-119 50 45 40 30 20 5 0
120-169 65 60 55 45 35 15 0
170-229 85 80 75 65 55 35 15
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
560-669 155 150 145 135 125 100 70

Rare trade

Your leader may visit the local traders to search for rare items after each battle. Any gangers (not juves or heavies) that are not injured, working or otherwise earning income can help the leader. Your leader can locate D3 items, and for each ganger that helps him add + 1 to the roll.

You can visit the Guilders, or make the journey down to the outlaw trade post. You cannot visit both at the same time - your leader doesn't have much time for idle shopping.

Roll D66

11-13

Power Weapon – Roll a D6:

  • 1 – Power Axe
  • 2 – Power Fist
  • 3-4 – Power Maul
  • 5-6 – Power Sword
14

Armor-piercing rounds

This small-caliber ammunition may be used with an autogun or an autopistol to improve it's strength to 4 and the armour modifier by -1. The ammo roll of the weapon becomes 6+ since the ammo is rare and less reliable than normal rounds. A supply for one weapon costs 15 credits.

15

Rare Weapon – Roll a D6:

  • 1-2: Needle Pistol
  • 3-4: Needle Rifle
  • 5 – Web Pistol
  • 6 – One in a Million Weapon (see page 54)
16

Gas Grenades – Roll a D6:

  • 1-2 – Choke
  • 3-4 – Scare
  • 5-6 – Hallucinogen
21-22

Grenades – Roll a D6:

  • 1 – Melta Bomb
  • 2-3 – Photon Flash Flare
  • 4 – Plasma Grenade
  • 5-6 – Smoke Bomb
23

Hotshot Laser Powerpack

24

Tracer ammo

Tracer ammo can be used with an autopistol or an autogun. When firing this ammo in dark conditions that restrict his sight, he ignores any penalties to his range or hit rolls. Since the supply of tracer ammo is limited the ammo roll for this weapon becomes 6+. If the visibility conditions are normal, the tracer ammo is not used and the ammo roll remains unmodified.

25-31

Gunsight – Roll a D6:

  • 1-2 – Red-Dot Laser Sight
  • 3 – Mono Sight
  • 4 – Telescopic Sight
  • 5-6 – Infra Red Sight
32-33

Armour – Roll a D6:

  • 1-3 – Flak
  • 4 – Riot Shield
  • 5 – Carapace
  • 6 – Mesh

A riot shield is constructed from rare lightweight composites. A fighter with this item always add +1 to his cover bonus if shot from the frontal 90 degree arc. Being out in the open counts as partial cover. If carrying a riot shield only pistols and one-hand close combat weapons may be used. If used in close combat, a riot shield does not allow you to roll an extra attack die, but it does allow the fighter to parry.

34

Energy Shield - Roll a D6:

  • 1-3 Refractor Field
  • 4-5 – Hardpoint Energy Field
  • 6 – Archeotech Field

Refractor field This gives the fighter wearing it an unmodified 6+ save. In theory, this shield can absorb a direct hit from a lascannon... sometimes. The crackling energy field around the fighter stops him from being able to hide. The shield costs 80+5D6 credits.

Hardpoint Energy Field This item has been salvaged from some ancient piece of equipment. It projects a large glowing bubble 180 degrees in front of the fighter and provides him with an unmodified 5+ save. This item is carried in a large backpack, full of energy cells, wiring and confusing bits of gear. Because of its weight and bulk, a model with this item counts as encumbered in close combat. They are also unable to hide - the large glowing energy field reveals their position. This item can't be given to anyone armed with a heavy weapon - they have enough to carry as it is! It costs 120+3D6 credits.

Archeotech field This item is a remarkably well-made Refractor Field. It is light, efficient and tuned so well that the field is practically invisible. The quality of craftsmanship indicates that it was imported from off-world. The fighter wearing it receives an unmodified 5+ save. it costs 150+5D6 credits.

35-36

Bionics

Choose one of: Bionic Arm, Bionic Eye or Bionic Leg.

41

Auto-repairer

42

Bio-Booster

43

Bio-Scanner

44

Blindsnake Pouch

45

Concealed Blade

If a fighter with this item is captured, he automatically escapes with all his equipment.

46

Grav Chute

51

Utility Items - Roll a D6:

  • 1-2 - Grapnel
  • 3-4 - First Aid Kit
  • 5-6 - Flare Gun

A First Aid Kit allows a fighter to treat a friendly fighter's (or his own) flesh wound once per battle. He must move into base contact to do so (not run) and spend the rest of his turn applying bandages. The ganger being bandaged may not move or shoot, he needs to keep still. The kit costs 30+2D6 credits.

A Flare Gun has a range of 18" and can be fired once per battle much like an autopistol. If the fighter misses the projectile will scatter like a grenade. If an enemy is hit the flare counts as having a strength of 1. The flare illuminates the area 12" around the point where it lands for one turn. Any hidden models in the area are revealed, and treacherous conditions that restrict visibility can be ignored when shooting at these targets. The Flare Gun costs 25+2D6 credits.

52

Infra-Goggles

53

Medi Pack

54

Tactical Flashlight

A fighter equipped with a flashlight can ignore any adverse weather effects that affect his vision. Any enemies shooting at the fighter may ignore adverse weather effects as well, but they suffer a -1 to hit penalty when shooting him from the front as they are blinded by the flashlight beam. It costs 20 + 2D6 credits.

55

Screamers

56

Skull Chip

61

Silencer

62

Stummers

63

Stinger Mould

You can apply this rare mould to a seriously injured ganger. This allows you to re-roll the serious injury dice after the battle, or alternatively it can be used to remove an old injury from one of your gangers. This item has only one use.

One patch costs 45+2D6 credits.

64

Heavy Defences. Roll a D5:

  • 1-2 – Wire Weed
  • 3-4 – Frag Mines
  • 5-6 – Weapon Mount

Defensive items are added last, after all the other terrain pieces have been added.

Wire weed is common in defences, where it's more effective than barbed wire and needs no maintenance, just feeding occasionally! Wire weed is considered impassable terrain. If a fighter ends his turn in a patch of wire weed, he sustains an automatic flesh wound. The gang with this item may now set up 3 wire weed patches 6" long when defending any of its territories. Wire weed costs 30+2D6 credits.

Frag Mines are cheap, nasty, and extremely effective. Since these mines kill indiscriminately, they cannot be used in population centers - the locals would not tolerate this. This item can only be used when defending your Chem Pits, Ruins, Slag heaps and wastes. When Frag Mines are in play, roll a D6 every time an opposing fighter runs. On a roll of a 6 they step on a mine at the end of their move. Resolve this as a direct hit with a frag grenade centered on the enemy. Walking and charging the enemy in hand-to-hand does not put the fighters at risk - it is assumed they are watching for traps. After two mines have exploded, no more rolls are made. Frag Mines cost 45+3D6 credits.

Weapon Mount This item allows you to attach a weapon hardpoint to a piece of terrain. The weapon can be a basic, special or heavy weapon, but you must purchase the weapon separately. When mounted, this weapon can be used by any model in base contact with it. This mount allows unskilled juves or gangers to fire special and heavy weapons, so they are in high demand. You may only purchase one Weapon Mount for your gang, and it can only be used to defend your hideout. Leaving it elesewhere will result in the weapon being stolen together with the mount. What's more, your gang must have at least one model capable of servicing the weapon. You can't use a mounted rocket launcher if you don't have a heavy to maintain it.

65

Grenade Launcher Attachment

This is a weapon attachment that allows your fighter to fire a grenade up to 24" once per battle (grenades not included). Grenades must be carefully modified before they can be fired from this launcher, and reloading cannot be done on the battlefield. This item can only be attached to a Basic Weapon, and you may not use any other attachments like sights. Any grenade type apart from Melta Bombs can be used with this weapon. Grenades must be purchased separately, and they cannot be thrown by hand after they have been modified. The launcher costs 40+4D6 credits.

66

Weapon reload

You can purchase extra ammo for one of the weapons in your gang. The ammo costs half of the weapon's cost, rounding down and improves the ammo roll of the weapon by +1. Weapons with an auto ammo roll become 6+ instead.

Roll D66

11

Gamble and Lose

You have to gamble at an Outlaw trading post, though it's not a law (because there aren't any). Most of the business is conducted around the gambling tables and it's considered a character flaw not to gambie - it implies you're not prepared to take risks, and that makes you an easy roll. You lose 2D6 credits and come away a little wiser.

12

Robbed

You reach for your creds and find them gone, some scrag has stolen them from right under your nose. You look around but there are dozens of likely candidates at hand. Roll a D6. On a 6 you spot the culprit flinch from your gaze and grab him before he legs it. You get your money back and give him a lesson in manners. On a 1-5 you draw a blank and have to count the cost of losing 3D6 credits (nobody's fool enough to keep all their creds in one place).

13

Cheated

You trade for a bargain piece that seems sound at first but is in fact flawed, damaged, badly-made or counterfeit and basically useless. Lose 3D6+10 credits and look a bit closer next time.

14-16

Gamble and Win

You gamble away a pile of credits but then luck smiles on you and you win it back with some interest. Gain an extra 2D6 credits.

21

Power Weapon. Roll a D6:

  • 1 – Power Axe
  • 2 – Power Fist
  • 3-4 – Power Maul
  • 5-6 – Power Sword
22

Gas Grenades – Roll a D6:

  • 1-2 – Choke
  • 3-4 – Scare
  • 5-6 – Hallucinogen
23

Grenades – Roll a D6:

  • 1 – Melta Bomb
  • 2-3 – Photon Flash Flare
  • 4 – Plasma Grenade
  • 5-6 – Smoke Bomb
24

Gunsight – Roll a D6:

  • 1-2 – Red-Dot Laser Sight
  • 3 – Mono Sight
  • 4 – Telescopic Sight
  • 5-6 – Infra Red Sight
25

Armour – Roll a D6:

  • 1-4 – Flak
  • 5 – Carapace
  • 6 – Mesh
26

Bionics

Choose one of: Bionic Arm, Bionic Eye or Bionic Leg.

31

Archeotech

32

Bio-Scanner

33

Blade Venom

34

Blindsnake Pouch

35

Bottle of Wildsnake

36

Infra-Goggles

41

Icrotic Slime

42

Kalma Fixer

43

Rad Counter

44

Tracer ammo

Tracer ammo can be used with an autopistol or an autogun. When fighting in treacherous conditions that restrict his sight, he adds +1 to shooting to hit rolls. In addition, since the supply of tracer ammo is limited the ammo roll for this weapon becomes 6+. If the visibility conditions are normal, the tracer ammo is not used and the ammo roll remains unmodified.

45

Screamers

46

Silencer

51

'Slaught Fixer

52

Spook

53

Spur Fixer

54

Stinger Mould

You can apply this rare mould to a seriously injured ganger. This allows you to re-roll the serious injury dice after the battle, or alternatively it can be used to remove an old injury from one of your gangers. This item has only one use.

One patch costs 25+2D6 credits.

55

Stummers

56

Weapon reload

You can purchase extra ammo for one of the weapons in your gang. The ammo costs half of the weapon's cost, rounding down and improves the ammo roll of the weapon by +1. Weapons with an auto ammo roll become 6+ instead.

61

'Roids

This is a jar of foul-smelling brown goo that contains the distilled essence of giant rat glands, as well as proteins and other nutrients. When consumed by a fighter, it permanently adds +1 strength to his stats. It also has the side-effect of making the fighter twitchy and more liable to get startled by loud noises. Reduce his leadership by 1.

One jar of 'Roids costs 35+2D6 credits.

62

Utility Items - Roll a D6:

  • 1-2 - Grapnel
  • 3-4 - First Aid Kit
  • 5-6 - Flare Gun

A First Aid Kit allows a fighter to treat a friendly fighter's (or his own) flesh wound once per battle. He must move into base contact to do so (not run) and spend the rest of his turn applying bandages. The ganger being bandaged may not move or shoot, he needs to keep still. The kit costs 30+2D6 credits.

A Flare Gun has a range of 18" and can be fired once per battle much like an autopistol. If the fighter misses the projectile will scatter like a grenade. If an enemy is hit the flare counts as having a strength of 1. The flare illuminates the area 12" around the point where it lands for one turn. Any hidden models in the area are revealed, and treacherous conditions that restrict visibility can be ignored when shooting at these targets. The Flare Gun costs 25+2D6 credits.

63

Wyrd Healer

A legendary healer is passing through the underhive. Pursued by authorities, he will not stay for long. You may send one of your fighters to the Wyrd for healing. The fighter must go alone, and he takes 50 credits to pay the Wyrd. Choose who is going to go, and roll a D6:

  • 1 - Disappears. The fighter vanishes, and is never heard from again. Remove him from your gang roster, as well as the 50 credits.
  • 2 - Refused. The Wyrd is unable or unwilling to help. The fighter makes his way back and you get to keep the 50 credits.
  • 3-4 Healed. Choose one of the fighter's serious injuries and remove it from the roster. Remove 50 credits from your stash as payment.
  • 5-6 – Fully Healed. All of the fighter's injuries are completely healed, even beneficial ones like impressive scars. Remove 50 credits from your stash as payment.
64

Weapon Trainer

An extraordinary trainer is passing through this area. He specialises in exotic weapons, and he is willing to pass his skills on, for a price. You may send a ganger to him for training (Juves lack experience - who would trust a juve with a grenade launcher?). The ganger must miss the next battle since he is away training, and he returns with the ability to use special weapons (grenade launchers, flamers, plasma guns etc.)

The trainer expects to be paid 50+4D6 for his time.

65

Unassailable Master Wu

This individual has accomplished something very unusual in the underhive - he survived long enough to grow old. Nobody is quite sure how old he is, but one thing is certain - nobody has fought him and lived. He holds a fearsome reputaion for killng opponents with a single strike. occasionally this ancient and mostly senile man takes apprentices to help him with household chores.

You may send one of your juves off for training (Gangers are too old for his tastes). The juve must miss the next battle while he is performing mindless repetitive tasks at the old man's command. He gains +1 Weapon Skill from this slightly traumatic experience.

66

Weapon Surplus

A weapons trader caravan was hit nearby, and a lot of the stock has been "redistributed". When buying Pistols and Basic Weapons, you purchase two identical weapons for the price of one. The bargains won't last forever! The massive surplus also means you are unable to sell any of your weapons this time round - nobody wants to buy your used junk.