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.


1. Injuries

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.
 


2. Experience

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 
merged together for all Outlanders.

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: 
1-3 = +1 Strength;  4-6 = +1 Attacks

6

Characteristic Increase - Roll again: 
1-3 = +1 WS;  4-6 = +1 BS

7

Characteristic Increase - Roll again: 
1-3 = +1 Initiative;  4-6 = +1 Leadership

8

Characteristic Increase - Roll again: 
1-3 = +1 WS;  4-6 = +1 BS

9

Characteristic Increase - Roll again: 
1-3 = +1 Wounds;  4-6 = +1 Toughness

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

-


3. Territory

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.


4. Income

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


5. Trading

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: 
     1: Power Axe 
     2: Power Fist 
     3: Power Maul 
     4-6: Power Sword

11

Special: Gamble and Lose - 
Lose 2D6 credits

15

Rare Weapon.  Roll a D6: 
     1-3: Needle Weapon 
     (D6: 1-4: Needle Pistol, 
             5-6: Needle Rifle) 
     4-5: Web Pistol 
     6: One in a Million Weapon

12-13

Special: Robbed - Roll a D6: 
     1-5: Lose 3D6 credits 
     6: Lose nothing

16

Gas Grenades.  Roll a D6: 
     1-2: Choke 
     3-4: Scare 
     5-6: Hallucinogen

14-15

Special: Cheated - 
Lose 3D6+10 credits

21-22

Grenades.  Roll a D6: 
     1: Melta-bomb 
     2-3: Photon Flash Flare 
     4: Plasma Grenade 
     5-6: Smoke Bomb

16

Special: Gamble and Win - 
Gain 2D6 credits

23-24

Hotshot Laser power pack

21

Power Weapon.  Roll a D6: 
     1: Power Axe 
     2-3: Power Maul 
     4-6: Power Sword

25-31

Gun Sight.  Roll a D6: 
     1-2: Red Dot Laser Sight 
     3: Mono Sight, 
     4: Telescopic Sight 
     5-6: Infra Red Sight

22

Gas Grenades.  Roll a D6: 
     1-2: Choke 
     3-4: Scare 
     5-6: Hallucinogen

32-34

Armor.  Roll a D6: 
     1-4: Flak 
     5: Carapace 
     6: Mesh

23

Grenades.  Roll a D6: 
     1: Melta-bomb 
     2-3: Photon Flash Flare 
     4: Plasma Grenade 
     5-6: Smoke Bomb

35

Bionics: Choose one of: 
Bionic Arm, Bionic Eye, Bionic Leg

24

Gun Sight.  Roll a D6: 
     1-2: Red Dot Laser Sight 
     3: Mono Sight, 
     4: Telescopic Sight 
     5-6: Infra Red Sight

36

Auto-repairer

25

Armor.  Roll a D6: 
     1-4: Flak 
     5: Carapace 
     6: Mesh

41

Bio-Booster

26

Bionics: Choose one of: 
Bionic Arm, Bionic Eye, Bionic Leg

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 - 
You may modify your next roll on the Scenario table by +1 or -1, applied after the dice are rolled 

   

63-64

Special: Tip-off - 
You may re-roll the dice for your next roll on the Scenario table

   

65-66

Special: Inside Information - 
If you pay an informant his 10 credit asking fee, you may select the scenario next time you play a game rather than roll on the Scenario table


6. Update Gang Roster

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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