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The Underside

Map Based Necromunda Campaign


The Map
1) Each player begins with seven hexes to represent their territory.
2) The players territories are randomly placed in a circle around a set of seven hexes which
represent an Underhive city. The central seven hexes(the grey ones in the picture) are
neutral to begin with and represent contested territory.

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

On a double the ganger gains the hideous


scar injury but no income.

21-26

Old Ruins

10

None.

31-44

Slag Heap

15

None.

45-46

Mine Workings

d6x10

Captured fighters sent here add +1 to the


d6 roll.

51-54

Tunnels

10

Infiltration(see rule book).

55 - 62

Vents

10

Infiltration(see rule book).

63-65

Mineral Outcrop

d6x10

On a 6 you get an extra d6x10 credits.

66

Roll on the civilised chart.

Income

Special

Civilised - 2 Points
d66 Roll

Territory

11

Roll on the wastes table.

12-16

Water Still

d6x10

None.

21-26

Settlement

30

After a battle roll d6.On a 6 you get a Juve


with a knife.

31-34

Holestead

d6x10

None.

35-44

Drinking Hole

d6x10

On a 6 you can modify the scenario table


by 1.

45-51

Workshop

d6x10

Ignore 1 ammo failure.

52-53

Guilder Contact

d6x10

+5 credits income for each loot counter.

54 - 56

Market Stall

d6x10

Adds one to the number of rolls on the rare


trade chart.

61-65

Friendly Doc

d6x10

The doc acts as a medic, allowing the


owner of the territory to re-roll one injury
per battle.

66

Roll on the Premium chart.

Income

Special

Premium - 4 Points
d66 Roll

Territory

11

Roll on the civilised table.

12-16

Weapon Factory

2d6x10

May ignore one failed ammo roll per battle.

21-26

Scrap Yard

2d6x10

None.

31-36

Sweatshop

2d6x10

If either dice is a 6 you may get a free juve


with a knife. If both dice are a 6 you can
get 2 free juves.

41-43

Gambling Den

2d6x10

On a double 1 no income but a scummer


owes you, you gain his services for free for
a turn.

44-46

Bionics Lab

2d6x10

On a double 1 no income is gained but you


may have a free bionic implant .

51-53

Spore Cave

2d6x10

On a double 1 no income and hideous scars


for anyone working the territory.

54 - 56

Gem Cave

2d6x10

None.

61-65

Archeotech Horde

2d6x10

On a double 1, no income is gained but you


get a free piece of archeotech.

66

Green Hivers

Choose any territory.

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

Gun fight. The contenders are placed 12 apart and are


armed with the weapons they had in their last battle.

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

The ousted leader slinks away and is never seen again.

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.

The Campaign Turn


The campaign turn is split into three segments, Pre-Action, Action and Post Action segments.

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)

The gang sets up fortifications in a hex in an attempt to keep out intruders.


Fortifying a hex costs 15 credits.
The hex is fortified in that players action.
A player defending a fortified hex gets to place 2d3 barricades before they deploy their gang during a
battle.
5) Settlements are always considered to be fortified. There is no need to fortify them any more.

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.

G) Invoke Guilder Protection


1)
2)
3)
4)
5)

A faction may invoke the protection of the guilders.


All of a factions gangs must perform this action.
The player may not be attacked that turn.
The player cannot perform any actions or gain any income that turn from any of his gangs.
This has been added to allow for holidays and other absences from the campaign. Beware it's use as
it will stunt the growth of your gang(s) compared to the others in the campaign.

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

Hire Fee(For normal hiring)

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/

Rules Changes and Clarification


Hiding - A model may only hide if it is under heavy cover. A hiding model can be seen by another
model if it is no longer under heavy cover.
Charging Hidden Fighters - An initiative test must be taken before the charge. If it is failed the
model cannot charge the hidden fighter.
High Impact Weapons - These weapons do not kill gang fighters on a double for their injury roll.
Falling - Any edge with a 1 or higher barrier is considered protected and no roll to fall needs to be
made.
Captured Captured results cannot be re-rolled with medic. Friendly docs also do not affect them.
Leap and Sprint These movement bonus from these skills no longer stacks.
Climbing and Shooting A fighter partially up a ladder that is allowed to shoot, may only do so with
a pistol or grenade. They do so at -1 to hit.

Maximum Statistics Are now as follows Type


M
WS
BS

Ld

Human

Scaly

Scavvy

Determining Gang Rating in Multiple Player Games


1) A players gang rating for a fight is the sum of all the gangs he has in the battle.
2) In battles where players ally with each other, to determine the gang rating of your
opponents for the underdog bonus you must add up the gang ratings of all your opponents
and divide it by the number of players in your alliance.
e.g. If you had 4 opponents with a gang rating of 9000 and there were 3 players fighting on
your side then you would use 9000 divided by 3, or 3000, to determine your underdog
bonus.
3) In battles where no one is allied then your underdog bonus is the sum of your enemies
gang rating divided by the number of enemy gangs in the battle.
e.g. 4 gangs fight a battle against each other. The total gang rating for all 4 gangs is 8000.
8000/4 is 2000 and this is used to determine the underdog bonus for each gang.
Additional Gangs
Chaos Cultists - They follow the rules for Redemptionists but may hire Wyrd hirelings.
Squats - https://yaktribe.org/community/vault/squat-mining-gangs-in-necromunda.647/
Orks - https://yaktribe.org/community/vault/orks-in-da-ive.133/
Additional Hirelings
Ogryn Bodyguard - https://yaktribe.org/community/vault/ogryn-bodyguard.99/
cost 50 credits
Squat Longbeard In the squat list.
Cost 25 credits

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

Storm Bolter(Special Weapon, Common) 65 credits


Short
Range

Long
Range

Short
Bonus

Long
Bonus

Str

Dmg

Save Mod.

Ammo Roll

Special

0-12

12-24

+1

-1

6+

Sustained fire 1 dice

Long Rifle(Special Weapon, Common) 45 credits


Short
Range

Long
Range

Short
Bonus

Long
Bonus

Str

Dmg

Save Mod.

Ammo Roll

Special

0-8

8-40

-1

-1

5+

Head Shot, Move or Fire.

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.

Multi-Laser(Heavy Weapon, Common) 220 credits


Short
Range

Long
Range

Short
Bonus

Long
Bonus

Str

Dmg

Save Mod.

Ammo Roll

Special

0-20

20-40

4+

Sustained fire 2 dice

Multi-Melta(Heavy Weapon, Common) 200 credits


Short
Range

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

Tunnel cave in. No tunnels may be used this turn.

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

Slave Traders. No juves may be hired this turn.

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

Hive fog. Roll for toxic fog before each fight.

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

The Healer. A skilled wyrd may heal injuries for 50 credits.

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).

Bar Fight Scenario


SCENARIO SELECTION: Any attacks on a drinking hole must be fought using this scenario. This is the only
time that the scenario may be played.
TERRAIN:
The bar is best represented by an 18square playing table. One edge must hold the bar itself which is a 1 wide
table set 3 into the room (see layout). The other three edges are considered to have walls/windows in and
anyone moving off the board will be removed from the game. Each player takes it in turn to place furniture for the
bar.
1d6+3 bar patron models must be placed around the bar. The players take turns to place the models anywhere ,
apart from behind the bar.
A large doorway must be placed on the table edge opposite the bar. This is the bar entrance.
GANGS:
The defender sets up his gang first. The defender must use his gang leader and d3+3 other gang fighters of his
choice. The defenders leap over the bar as the attackers burst into the bar. The defenders may be placed
anywhere behind the bar.
The attacker then sets up d6+3 of his gang anywhere within 6 of the bar entrance.
STARTING THE GAME:
Each player rolls 1d6. The player who rolls the highest goes first.
ENDING THE GAME:
The normal rules for bottling out apply except that the defender will only start taking bottle
tests after 50% of his gang is lost.
SCENARIO SPECIAL RULES:
This scenario has the following special rules:
Drunk:
The defending gang have been drinking all morning and are less affected by their surroundings.
For this game all members of the defending gang on the board have -1 Initiative. But +1 leadership, to a
maximum of 10.
Cramped: The bar is cramped and so no one is going to be foolish enough to risk bringing the roof
down. No weapons that use templates may be used in this scenario.
Bar Patrons
Bar patrons count as juves armed with stub guns and knives.
Bar patrons can be used as cover but don't count towards target priority.
If a shot misses it's target and is within 1 of a bar patron then roll to hit them without any bonuses. If a bar
patron is struck then it counts as a wounding hit and the rest of the bar patrons will become hostile to the gang
that caused the hit, the other gang may now control them.
EXPERIENCE:
Fighters who take part in the scenario earn experience points as noted below:
+D6
Survives: If a fighter survives the battle then D6 experience points are earned.
+5
Per Wounding Hit: A fighter earns 5 points for each wounding hit he inflicts during the battle. Make
a note on the gang roster every time a fighter scores a hit and wounds his target. Though you can score
multiple wounds from one shot using some weapons only 5 points are earned when this happens, not 5
per wound.
+10
Winning Gang Leader: The winning Gang Leader earns an extra 10 experience points.
INCOME
If the attacker wins then he gains control of the drinking hole this turn, they may work the territory this turn
instead of the defender.
If the defender wins then they can work the drinking hole for 2d6x10 credits this turn instead of the usual 1d6x10.

Weapon Summary
Pistols

Short Long Short Long


Range Range Bonus Bonus

Str

Dmg Save Ammo


Mod.
Roll

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+

Flamer, Ammo Roll, Catch Fire(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+

Toxic Dart, Injuries, Silent

80+4D6

Web Pistol

0-6

6-9

-1

6+

Webbed Targets, Solvent, Capture

120+4D6

Inferno Pistol

0-4

4-8

+2

D6

-5

4+

High Impact

75+4d6

Ammo
Roll

Special

Cost

Basic Weapons

Short Long Short Long


Range Range Bonus Bonus

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+

Knock-Back, Catch Fire(5+)

Shotgun(Bolt Round)

0-4

4-24

+1

6+

15

Special Weapons

Short Long Short Long


Range Range Bonus Bonus

Str

Dmg Save
Mod.

Ammo
Roll

Special

Cost

Autoslugger

0-12

12-24

+1

5+

Sustained Fire 1 Dice

45

Long Rifle

0-8

8-40

-1

-1

5+

Head Shot, Move or Fire

45

Storm Bolter

0-12

12-24

+1

-1

6+

Sustained fire 1 dice

65
40

Flamer

-2

4+

Flamer, Ammo Roll, Catch Fire(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+

Sustained fire 1 dice, Gets Hot

80

Meltagun

0-6

6-12

+1

D6

-5

4+

High Impact

95

Needle Rifle

0-16

16-32

+1

-1

6+

Toxic Dart, Injuries, Silent

180
+4D6

Heavy Weapons

Short Long Short Long


Range Range Bonus Bonus

Str

Dmg Save
Mod.

Ammo
Roll

Special

Cost

Heavy Flamer

D3

-3

3+

Flamer, Ammo Roll, Catch


Fire(3+), Move AND Fire

100

Heavy Stubber

0-20

20-40

-1

4+

Sustained fire 2 dice

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+

Sustained fire 2 dice

180

Multi-Melta

0-12

12-24

2D6

-6

4+

High Impact

200

Multi-Laser

0-20

20-40

4+

Sustained fire 2 dice

220

Heavy Plasma
Gun(Low)

0-20

20-40

D3

-4

4+

Blast, High Impact

240

Heavy Plasma
Gun(High)

0-20

20-40

D6

-5

6+

Blast, High Impact

240

Autocannon

0-20

20-72

D6

-5

4+

Sustained fire 1 dice, High Impact

260

Lascannon

0-20

20-60

2D6

-6

2+

High Impact, Terrifying Force

300

Melee Weapon

Str

Damage

Save Mod.

Special

Cost

Knife

User

First Free

Chain, Flail

User + 1

Nullify, Clumsy

10

Club, Maul, Bludgeon

User + 1

10

Massive Weapon

User + 2

2 Handed, Draw, Massive Blow

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

Gas Cloud, Smoke

10+3D6

Choke

Gas Cloud, Choke

15+2D6

Scare

Gas Cloud, Scare

20+2D6
20+2D6

Photon Flash

Blast, Blind

Frag

-1

Gas Cloud

25

Plasma

-2

Blast, Plasma Ball

35+3D6

Krak

D6

-3

-1 Hit throw, Demolition

40

Melta Bomb

2D6

-5

Demolition

40+3D6

Hallucinogen

Gas Cloud Hallucinate

40+4D6

Tox Bomb

N/A

Gas Cloud, One Shot, Stays in Play

20

Outlander Weapons

Missiles

Cost

Availabilty

Frag Missiles

35

Common

Super Krak Missiles

50

Common

Short Long Short Long


Range Range Bonus Bonus

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

Flamer, One Shot, Catch Fire 5+,


Volatile

20

Handbow

0-8

8-12

-1

4+

Silent, Envenom, Pistol

Laser Gauntlets

0-12

12-24

+1

2+

N/A

Mirror Shield

0-8

8-16

+1

2+

Parry, Special Save 5+, Mirror

N/A

Musket

0-8

8-24

-1

4+

10

Scatter Cannon

0-8

8-16

+3

-1

-1

6+

Sustained fire 2 dice

50

Scattergun

0-8

8-16

+2

4+

10

Spear Gun

0-12

12-24

+1

D3

-3

6+

Bolt Thrower, Knock back D6

50

Web Spinner

0-6

6-12

+2

+1

2+

Entangle, Abseil

N/A

Outlander Melee Weapon

Str

Damage

Special

Eviscerator

Two-Handed, Unparryable, Mighty Blow, Draws, Noisy

Monomolecular Sword

User + 1

Parry

Pitslave Chainsaw

Parry, Noisy

Pitslave Buzzsaw

Pitslave Claw

Grapple

Pitslave Rock Drill

D3

Demolition

Pitslave Hammer

Pummel

Pislave Shears

Snip

Spirit Totem

Two-Handed, Spirit Infused

Price Charts
Ammo

Cost

Availabilty

Sights

Cost

Availabilty

Dum-Dum

Common

Infra-Red

30+3D6

Rare

Manstopper Shells

Common

Telescopic

30+3D6

Rare

Hot Shot Shells

Common

Mono

40+3D6

Rare

Bolt Shells

15

Common

Red-Dot Laser

40+3D6

Rare

Hotshot Laser Pack

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

Pitslave Armour Plates

Concealed Blade

10+D6

Rare

Pistlave Tool Upgrade

10

Pitslave

Drum Magazine

15+2D6

Rare

Ratskin Blindsnake Pouch

20

Ratskins

Filter Plugs

10

Common

Ratskin Blade Venom

Ratskins

15

Ratskins

Grav Chute

40+4D6

Rare

Ratskin Spirit Ward

Grapnel

30+4D6

Rare

'Slaught

5+3D6

Rare

Infra-Red Goggles

30+3D6

Rare

Spook

15+3D6

Rare

5+3D6

Rare

Isotropic Fuel Rod

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

Post Battle Sequence


1. Roll for Injury
Roll for each fighter down at the end of the game makes a full recovery on a 1-3 and is injured on
a 4-6.
High impact injuries cause death on any double.
Where applicable 1-3 is left 4-6 right.
d66

Injury

11-15

Dead

16

Multiple Injuries. Roll again on this table d3+1 times, re-rolling captured and full
recovery.

21

Infected wound. Fighter misses the next d3 games.

22

Chest wound. -1 T.

23

Leg wound. -1 M. One injury per leg, max.

24

Arm Wound. 1 S for that arm.

25

Head Wound. Roll d6 for EACH head wound before a game. 1-3 Stupidity, 4-6
Frenzy.

26

Partially blinded. -1BS. Two injuries per eye, max.

31

Partially Deafened. -1 Initiative.

32

Shell shock. -1 Ld.

33

Hand Injury. -1 WS. Two injuries per hand, max.

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

Horrible Scars. Fighter causes fear.

65

Impressive scars. +1 Ld.

66

Survives against the odds. +2d6 experience.

2. Work out Experience and Advances


Experience Table

Underdog Bonus Table


Difference in Gang
Rating

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

1-3 Str, 4-6 Attack

281-320

Gang Hero

1-3 WS, 4-6 BS

321-360

Gang Hero

1-3 Init, 4-6 Ld

361-400

Gang Hero

1-3 WS, 4-6 BS

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.

3. Work out Income


Each ganger who lived to the end of the turn may be used to work a territory, whether or not he
went out of action during any of the battles that turn.
When working out the total number of gang fighters for income, all secondary gangs of a faction
halve their number, rounding up.
e.g. Your primary gang has 12 members and you have a second gang with 9 members, the total of
gang members you have when working out income is 12 + 5 = 17.

Giant Killer Bonus


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

1000-1499

+200

1500+

+250

Income Vs. Savings


Income

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

4. Rare Trade Chart


d66

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

Isotropic Fuel Rod(50+4d6)

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

Mung Vase(must agree to buy before rolling for price, 1d6x10).

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