Post-Game Sequence
1. Injuries - Determine the extent of injuries for each fighter out of action at the end of the game. Fighters who were down or on fire at the end of the game are considered to be out of action on a roll of 4+ on a D6 and must also roll for injuries. See the Serious Injuries chart.
2. Experience - Allocate Experience points for your fighters and make any Advance rolls. See the Experience section and Scenarios for details on how this works.
3. Territory - Re-allocate territory if appropriate. Territory may be lost or won according to the scenario you have played.
4. Income - Collect income from territory as described in the Territory section.
5. Trading - Recruit new fighters and buy new equipment as described in the Trading Post section
6. Update Gang Roster - Update your total gang rating and you are ready to fight again.
After a game some fighters will be down or out of action. You will need to determine the extent of their injuries before the next game.
Out of Action - Make a roll on the Serious Injuries Chart to find out what happens to the fighter.
Down or On Fire - There is a chance that fighters who are down or on fire at the end of a game may suffer serious injury. Roll a D6: on a roll of 1-3 the righter recovers without further effect. On a roll of 4-6 he goes out of action - make a roll on the Serious Injuries Chart.
Flesh Wound - Models that suffer flesh wounds do not sustain serious injuries and will always recover fully in time for the next battle.
To use the Serious Injuries
Chart, you make a D66 roll: roll two six-sided dice, with one die representing
"tens" and one die representing "ones.
Extra experience points are always added to the fighter's total after the game is over.
A gang fighter always earns D6 Experience points for surviving a battle, even if he is hurt or captured.
Underdogs: When
a gang fights an enemy with a higher gang rating then its fighters earn extra
Experience points. The higher the enemy's gang rating the more points
the underdog earns. The number of bonus points is shown on the table below.
This shows the extra points earned for each fighter who survives the battle
both for a win and for a defeat.
|
Difference in Gang Rating |
Experience Bonus (Win / Lose) |
|
1-49 |
+1 / +0 |
|
50-99 |
+2 / +1 |
|
100-149 |
+3 / +2 |
|
150-199 |
+4 / +3 |
|
200-249 |
+5 / +4 |
|
250-499 |
+6 / +5 |
|
500-749 |
+7 / +6 |
|
750-999 |
+8 / +7 |
|
1,000-1,499 |
+9 / +8 |
|
1,500+ |
+10 / +9 |
Experience Advances
As fighters earn more experience points they are entitled to make Advance rolls.
The table below shows how many expereince points a fighter must earn before
he can make a further roll. The rull must be taken immediately after the
game when the advance is gained, while both players are present to witness the
result.
|
Experience |
Title |
|
|
0-5 |
Green Juve |
|
|
6-10 |
Juve |
|
|
11-15 |
Juve |
These two advancement
levels are |
|
16-20 |
Top Juve |
|
|
21-30 |
New Ganger |
|
|
31-40 |
Ganger |
|
|
41-50 |
Ganger |
|
|
51-60 |
Ganger |
|
|
61-80 |
Gang Champion |
|
|
81-100 |
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 |
|
|
241-280 |
Gang Hero |
|
|
281-320 |
Gang Hero |
|
|
321-360 |
Gang Hero |
|
|
361-400 |
Gang Hero |
|
|
401+ |
Mighty Ganger |
|
Once a juve has earned 21 or more Experience points he becomes a fully fledged
ganger, and may access all ganger equipment options as well as be replaced by
a ganger miniature.
Note that when a ganger reaches 61 or more Experience points he does not become a heavy or gang leader but remains a ganger - albeit a particularly tough and dangerous one called a Gang Champion.
Although the titles are different, the above advancement table is also used for the various Outlanders as well as House Gangs. The only change aside from the associated titles is that Outlander gangs have a single advancement level from 11-20 Experience points instead of two levels, from 11-15 and 16-20.
Advance Roll Table
Make Advance rolls immediately after the battle so that both players can witness
the result. Roll 2D6. This Advance Roll Table is used for all the Gangs
and Outlanders with the exception of Spyrers. Each Spyrer type has a unique
Advance Roll Table.
|
2D6 |
Result |
|
2 |
New Skill - Choose any of the Skill tables and randomly generate a skill from it. |
|
3-4 |
New Skill - Select one of the standard Skill tables for your gang and randomly generate a skill from it. |
|
5 |
Characteristic
Increase - Roll again: |
|
6 |
Characteristic
Increase - Roll again: |
|
7 |
Characteristic
Increase - Roll again: |
|
8 |
Characteristic
Increase - Roll again: |
|
9 |
Characteristic
Increase - Roll again: |
|
10-11 |
New Skill - Select one of the standard Skill tables for your gang and randomly generate a skill from it. |
|
12 |
New Skill - Choose any of the Skill tables and randomly generate a skill from it. |
Characteristic Increase
Characteristics may not be increased beyond maximum limits as shown on the characteristic
profile below. If one of the two characteristics indicated by the Advance
roll has already reached its maximum level, you must take the other. If
both have already been taken to their maximum level, you may choose to increase
any other permitted characteristic by +1 instead.
|
Maximum Value for Race/Type |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Normal Human / Ratskin |
4 |
6 |
6 |
4 |
4 |
3 |
6 |
3 |
9 |
|
Pit Slave |
4 |
6 |
6 |
6 |
6 |
3 |
5 |
4 |
10 |
|
Redemptionist |
4 |
6 |
6 |
4 |
4 |
3 |
6 |
3 |
10 |
|
Scavvy |
4 |
6 |
5 |
4 |
4 |
3 |
6 |
3 |
8 |
|
Scaly |
4 |
7 |
6 |
6 |
5 |
4 |
5 |
4 |
10 |
|
Orrus |
4 |
7 |
6 |
6 |
5 |
3 |
5 |
4 |
9 |
|
Malcodon |
8 |
7 |
6 |
5 |
4 |
3 |
6 |
3 |
9 |
|
Yeld |
8 |
6 |
7 |
4 |
4 |
3 |
6 |
3 |
9 |
|
Jakara |
7 |
7 |
6 |
4 |
4 |
3 |
7 |
3 |
9 |
|
Allegiance/Type |
Agility |
Combat |
Ferocity |
Muscle |
Shooting |
Stealth |
Techno |
|
|
Cawdor |
Juves |
- |
X |
X |
- |
- |
- |
- |
|
Gangers |
X |
X |
X |
- |
- |
- |
- |
|
|
Heavies |
- |
- |
X |
X |
X |
- |
X |
|
|
Leader |
X |
X |
X |
X |
X |
- |
X |
|
|
Escher |
Juves |
X |
X |
- |
- |
- |
- |
- |
|
Gangers |
X |
X |
- |
- |
- |
X |
- |
|
|
Heavies |
X |
- |
- |
X |
X |
- |
X |
|
|
Leader |
X |
X |
X |
- |
X |
X |
X |
|
|
Delaque |
Juves |
- |
- |
- |
- |
X |
X |
- |
|
Gangers |
X |
- |
- |
- |
X |
X |
- |
|
|
Heavies |
- |
- |
- |
X |
X |
X |
X |
|
|
Leader |
X |
X |
X |
- |
X |
X |
X |
|
|
Goliath |
Juves |
- |
- |
X |
X |
- |
- |
- |
|
Gangers |
- |
X |
X |
X |
- |
- |
- |
|
|
Heavies |
- |
X |
- |
X |
X |
- |
X |
|
|
Leader |
- |
X |
X |
X |
X |
X |
X |
|
|
Orlock |
Juves |
- |
- |
X |
- |
X |
- |
- |
|
Gangers |
- |
X |
X |
- |
X |
- |
- |
|
|
Heavies |
- |
X |
- |
X |
X |
- |
X |
|
|
Leader |
X |
X |
X |
- |
X |
X |
X |
|
|
Van Saar |
Juves |
- |
- |
- |
- |
X |
- |
X |
|
Gangers |
- |
X |
- |
- |
X |
- |
X |
|
|
Heavies |
- |
X |
- |
X |
X |
- |
X |
|
|
Leader |
X |
X |
X |
- |
X |
X |
X |
|
|
Pit Slave |
Pit Slaves |
- |
X |
X |
X |
- |
- |
- |
|
Techno |
- |
- |
- |
- |
X |
X |
X |
|
|
Chief |
X |
X |
X |
X |
- |
- |
- |
|
|
Ratskin |
Braves |
X |
- |
- |
- |
- |
X |
- |
|
Ratskins |
X |
X |
- |
- |
- |
X |
- |
|
|
Shaman |
X |
X |
X |
- |
- |
X |
- |
|
|
Chief |
X |
X |
X |
X |
X |
X |
- |
|
|
Redemptionist |
Novices |
- |
- |
X |
- |
- |
- |
- |
|
Brethren |
- |
- |
X |
- |
X |
- |
- |
|
|
Zealots |
- |
X |
X |
- |
- |
- |
- |
|
|
Deacons |
- |
- |
X |
X |
X |
- |
X |
|
|
Leader |
X |
X |
X |
X |
X |
- |
X |
|
|
Scavvy |
Scavvies |
X |
- |
X |
- |
- |
X |
- |
|
Scalies |
- |
- |
X |
X |
- |
X |
- |
|
|
Boss |
X |
X |
X |
X |
X |
X |
- |
|
A normal Underhive gang may control any number of territories at once, but an Underhive gang may only generate income from at most 10 territories at once, regardless of how many it controls. Some territories have one or more "special" abilities; in general these take effect regardless of whether income is generated from that territory or not after a given scenario.
Outlanders
Outlanders and Outlaw gangs may only ever control one single territory.
Gangs that are outlawed may choose to retain any one of the Underhive territories
that they own when they are outlawed, but beginning Outlander gangs must generate
their single territory from either the Outlander Territories table or the Redemptionist
Territories table, as appropriate. Once during each post-game sequence,
Outlanders may choose to abandon their current territory and generate a new
one from the Outlander Territories table. Redemptionists always
abandon their current territory for a new one generated from the Redemptionist
Territories table during every post-game sequence.
Whenever an Outlander/Outlaw gang has the opportunity to gain a territory (by winning a scenario, discovering one via a Ratskin Scout, etc.) the gang must choose either to abandon their current territory and occupy the new territory, or to loot and destroy the new territory, in which case the gang gains income from the territory and destroys it in the process, but retains its base territory unaltered. Redemptionists may only choose to loot territories that they capture, and may never choose to occupy any territory except those generated from the Redemptionist Territories table.
At the end of a battle a gang can collect income from its territories. This is done as soon as the game is over so that players can witness each others' dice rolls.
Each ganger who survives the game without going out of action can generate income from any one of the gang's territories. Fighters who go out of action during or after a game cannot generate income as they are recuperating from their wounds. Fighters who sustain flesh wounds can collect income as normal.
Leaders, heavies, and juves in the Underhive never collect income - only gangers may.
Collecting Income
Each ganger can generate income from one territory. The player chooses
the territories he wishes to collect income from and adds up the total amount
generated. Most territories generate a variable income, D6x10 or 2D6x10
credits, in which case the player makes the appropriate dice rolls to determine
the total.
Regardless of how many territories or how many gangers a gang has it may never collect income from more than 10.
The gang must spend a proportion of its income on basic necessities such as food, drink, ammunition and general weapon maintenance. This is determined by cross-referencing the gang's income with the number of models in the gang.
The more models in a
gang the more it costs to maintain, to buy ammo, equipment, food and other supplies.
The number indicated on the chart below is the profit in credits earned after
deducting basic maintenance costs. The profit is added to the gang's stash.
Giant Killer Bonus
When a gang fights and beats an enemy with a higher gang rating it receives
extra income. The gang's contacts are impressed by its success and local
traders are keen to expand their dealings with the new Giant Killers.
The chart below shows the extra income a gang earns after beating an enemy with
a higher gang rating. Note that this is added to the income earned from
territory, not to its profit.
|
Difference in Gang Rating |
Income Bonus for Winning |
|
1-49 |
+5 |
|
50-99 |
+10 |
|
100-149 |
+15 |
|
150-199 |
+20 |
|
200-249 |
+25 |
|
250-499 |
+50 |
|
500-749 |
+100 |
|
750-999 |
+150 |
|
1,000-1,499 |
+200 |
|
1,500+ |
+250 |
Outlanders
Outlanders and Outlaw gangs may generate income in the normal way from their
one territory, by working it with a ganger or equivalent gang member (Ratskins,
Scavvies, Brethren, etc.). If this territory is a normal Underhive territory
then any income generated is halved due to the difficulties of functioning in
the Outlands. If this territory is one from the Outlanders or Redemptionist
tables, full income is generated.
Outlanders may also generate income by foraging: each member of an Outlander/Outlaw gang (including leaders, heavies, juves and so on) who did not roll on the Serious Injuries table may forage in the badlands. To do so, these gang fighters must forego their other responsibilities (leaders may not go to the Trading Post, gangers may not work a territory, etc.) and instead each forager generates D6 credits worth of income.
Finally, Outlanders may generate income by looting territories, as described in the Territory section above. Looting a territory generates twice the maximum amount of income that the territory normally generates (so looting a 30-credit Settlement generates 60 credits, looting a 2D6x10-credit Gambling Den or Archeotech Hoard generates 240 credits, and so on).
Outlanders must deal
with the more harsh and difficult conditions of the Outlands. Instead
of cross-referencing the gang's income with its number of members on the table
below to determine its overall profits, 3 credits are deducted from the gang's
income for each gang member, to pay for food and basic supplies. Any gang
fighter that must go without 3 credits' worth of food suffers the effects of
starvation, receiving a -1 to his Strength and Toughness for the next scenario.
These effects are cumulative from scenario to scenario until 3 credits are spent
to feed the starving fighter, and any model who has either his Strength or Toughness
reduced to 0 dies of starvation, though his weapons and equipment are retained
by his gang.
|
Number of Models in Gang |
|||||||
|
Income |
1-3 |
4-6 |
7-9 |
10-12 |
13-15 |
16-18 |
19+ |
|
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 |
|
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 |
|
560-669 |
155 |
150 |
145 |
135 |
125 |
100 |
70 |
Money from the gang's stash (ie. after deductions for gang upkeep, etc.) can be spent on recruiting new fighters and buying new equipment. Fighters may trade in old equipment, and also swap equipment between themselves. Weapons purchased, swapped, or taken from storage must be of an appropriate type for the fighter as indicated in the recruitment lists. Weapons and equipment are purchased as shown by the trading charts. Bear in mind that models must always carry the appropriate weaponry. Any weaponry or other equipment that the gang keeps but does not give to a fighter is hoarded. New recruits are recruited in the same way as original gang members with the normal army list restrictions applying. Players may hire mercenary fighters for the gang if they wish. Refer to the Hired Guns section for details.
When to Buy
Players should complete their recruiting and trading after the battle is over,
making any appropriate dice rolls while both players are present.
Trading
Common items can be bought quite readily in any Underhive settlement, and players
can purchase as many of these items as they want. The price for common
items is fixed, so players always pay the same price for them.
Rare items are hard or even impossible to find. To represent their scarcity each player makes a die roll at the start of his trading session to determine what goods are offered him. Roll a D3 (D6: 1-2 = 1, 3-4 = 2, 5-6 = 3). This is the number of items offered to the gang leader as he scours the Trade Posts and visits his contacts.
Roll a D66 for each item and consult either the Underhive Rare Trade chart of the Outlander Rare Trade chart, as appropriate, to determine what is on offer. The player may buy any of the items offered, but only one of each item unless the same result is rolled more than once.
Each player rolls separately for his trading.
Gangers and Trading
To improve his chance of finding rare items, a player may use a ganger to search
around the Trade Post. A ganger who does this must forego any other action
such as collecting income (either from a territory or by foraging). For
each ganger employed in this fashion you may add a further +1 randomly generated
rare item to the list of those offered for sale.
Selling
A player may wish to trade weapons at the same time as he buys new ones.
Gangs can automatically sell equipment for half its listed price. In the
case of rare weapons which have a variable price the gang receives half of the
fixed cost component only. Alternately, old weaponry can be hoarded for
future use.
|
Rare Trade Charts |
|||
|
For Underhivers |
For Outlanders |
||
|
D66 Roll |
Item |
D66 Roll |
Item |
|
11-14 |
Power Weapon.
Roll a D6: |
11 |
Special: Gamble
and Lose - |
|
15 |
Rare Weapon.
Roll a D6: |
12-13 |
Special: Robbed
- Roll a D6: |
|
16 |
Gas Grenades.
Roll a D6: |
14-15 |
Special: Cheated
- |
|
21-22 |
Grenades.
Roll a D6: |
16 |
Special: Gamble
and Win - |
|
23-24 |
Hotshot Laser power pack |
21 |
Power Weapon.
Roll a D6: |
|
25-31 |
Gun Sight.
Roll a D6: |
22 |
Gas Grenades.
Roll a D6: |
|
32-34 |
Armor.
Roll a D6: |
23 |
Grenades.
Roll a D6: |
|
35 |
Bionics: Choose
one of: |
24 |
Gun Sight.
Roll a D6: |
|
36 |
Auto-repairer |
25 |
Armor.
Roll a D6: |
|
41 |
Bio-Booster |
26 |
Bionics: Choose
one of: |
|
42 |
Bio-Scanner |
31 |
Archaeotech |
|
43 |
Blindsnake Pouch |
32 |
Bio-Scanner |
|
44 |
Concealed Blade |
33 |
Blade Venom |
|
45 |
Grav Chute |
34 |
Blindsnake Pouch |
|
46 |
Grapnel |
35 |
Bottle of Wild Snake |
|
51 |
Infra-Goggles |
36 |
Infra-Goggles |
|
52 |
Isotropic Fuel Rod |
41 |
Icrotic Slime |
|
53-54 |
Medi Pack |
42 |
Kalma Fixer |
|
55 |
Mung Vase |
43 |
Rad Counter |
|
56 |
Ratskin Map |
44 |
Ratskin Map |
|
61 |
Screamers |
45 |
Screamers |
|
62 |
Skull Chip |
46 |
Silencer |
|
63 |
Silencer |
51 |
'Slaught Fixer |
|
64 |
Stummers |
52 |
Spook |
|
65-66 |
Weapon reload |
53 |
Spur Fixer |
|
54 |
Stinger Mold Patch |
||
|
55 |
Stummers |
||
|
56 |
Weapon Reload |
||
|
61-62 |
Special: Rumor
- |
||
|
63-64 |
Special: Tip-off
- |
||
|
65-66 |
Special: Inside
Information - |
||
Once all of the above steps are complete, update the gang's roster to ensure that all the information it contains is current and up-to-date. Re-evaluate the cost of each gang member, keeping in mind that equipment with a variable cost only adds the fixed portion to the value of the ganger carrying the equipment. Total up the cost of all the gang's members and all of the gang's experience points to form the Gang Rating, and update the Gang Rating on the roster sheet. The gang is now ready to play again.
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