COST (FAME) |
TYPE | ARMOR | HITS | MOVE | ALLOWED WEAPON TYPES | NUMBER ALLOWED |
6 | LEADER | 1 | 5 | 6 | Basic, Pistol, Melee | 1 |
4 | HEAVY | 1 | 2 | 6 (4) | Basic, Pistol, Melee, Heavy | 2 |
2 | GANGER | 1 | 1 | 6 | Basic, Pistol, Melee | Any |
1 | JUVE | 0 | 1 | 8 | Pistol, Melee | 1 per Ganger |
STARTING A NEW GANG- Your gang will have three statistics to improve themselves with. They are Experience (Exp), Fame, and Credits. You start the game with 25 generic points to spend as Fame or Credit for building up your gang and arming them, and you start with one chosen territory.
GANG TYPES- Each gang has a primary and a secondary skill class from which they may choose skills (primary listed first). They may never have more secondary skills than primary. Gangs have special traits also. Outsiders are a special kind of gang that may have an unusual role in some scenarios. Outsiders cannot lose or gain territory- they always have their standard territory type which usually exists outside the underhive. Note that Primitive gangs only use melee and pistol weapons, shotguns, muskets, crossbows and flamers. Primitive gangs may also cannibalize dead models by capturing them, gaining ½ their Fame value in Fame pts.
GANG | SKILLS | TRAITS |
ORLOCKS | Shoot, Melee | Start with +2 Experience. |
GOLIATHS | Muscle, Melee | +1 Hit on Leader and Heavies. |
ESCHER | Agility, Melee | May also take Shooting skills as Secondary |
DELAQUE | Stealth, Shoot | Coats- may carry pistols/knifes without modelling them. |
VAN SAAR | Shoot, Tech | Reliable- ignore 1 fail per fight. |
CAWDOR | Faith, Melee | Juves may use basic weapons. |
TECH | Tech, Faith | Reliable- ignore 1 fail per fight. |
BRAT | Agility, Tech | Outsiders. No Heavies. Start with +2 credits. |
SCAVVY | Stealth, Melee | Outsiders. Primitive. -1 on any hazard rolls. |
NOMAD | Stealth, Shoot | Outsiders. Start with +2 Experience. |
PSYKER | Psy, Agility | Outsiders. No heavies. Start with random psy skill. |
MUTANT | Mutant, Muscle | Outsiders. Primitive. Start with random mutant skill. |
TERRITORIES- For each territory you posess, you get 1 credit per fight
(whether your gang was present at that fight or not). You must have 1 leader
or 5 members of any type to collect credit from each territory. . When a
non-outsider territory is taken by a gang, check it off the list. You may
sell or trade a territory to another gang at an agreed price, or you may
strip and abandon a territory for 3 credits (the territory goes back on
the list). Outsider gangs cannot capture new territory, but their territory
can never be raided or lost eitherNo one may take the same territory again
until all the territories have been chosen.
[]ADEPTUS: Exchange 3 rep for the right to purchase another gangs
skill type.
[]BUNKER: May sell off two weapons per fight, vs. the normal 1.
[]HIGHWAY / GARAGE: Save 2 credits on any car purchase.
[]GENERATOR: Pay no Maintenance on Plasma or Las weapons.
[]HABS: May use Fame to promote instead of Exp.
[]REFINERY: Earn 1 free fuel chit per fight.
[]STORES: Take 1 equipment card after any blip game that you do not get
equipment from.
[]TOWER: Add +1 to your roll for first move (before each fight).
[]TUNNELS: Add +1 to your roll for first placement (before each fight).
#OUTSIDER(Ash Wastes, Spire, etc): Gain +1 Exp. In a tie for least # of
skills (see Post Game).
WEAPONS - Maintenance: weapons with their cost in bold require
¼ credit to be spent each fight (round down). Heavy Weapons have
a maintenance cost of ½ credit per fight if used during the fight.
HEAVY CHOKE: Cost 1. Allows Shotguns and Ripper Guns to fire at 12"
max range.
FUELED: If you posess a fuel chit, ignore maintenance. BURNER: Cost 1, as
hand flamer, 1 shot/fight.
MOLOTOV: Cost 1 fuel. 8" range, 2" area, Oo, W, Burn. FRAG: Cost
1. 8" range, 2" blast, OO, W.
RESALE:You may sell 1 weapon/ fight (except fuel), at the cost listed. FUEL: Cost 1 per fuel chit.
COST | MELEE WEAPON | DICE | GRAZE | SPECIAL |
½ | Knife | o | W | |
½ | Club | o | S | Graze=KO if 2 handed |
1 | Shield | -o | -- | Deduct roll from any incoming attack |
1 | Axe | oo | W | |
1 | Sword | oR | W | R= one Reroll |
2 | Chains | -- | -- | NOR. Takes no hands. |
2 | Flail / Whip | oo | S | NOR. |
3 | Chain Sword | Oo | W | |
4 | Power Sword | OoR | W | R= one Reroll |
4 | Power Maul | Oo | KO | |
5 | Power Axe | OO | W | |
6 | Power Glove | OO | K |
COST | PISTOL WEAPON | DICE | GRAZE | FAIL | SPECIAL |
½ | Zip Gun | oo | W | X | Reload. Doesn't have to be modeled. |
½ | Stub Gun | oo | S | J | Only adds 1 white to melee. |
½ | Hand Bow | oo | W | -- | Reload. |
1 | Las Pistol | oo | S | -- | - |
1 | Auto Pistol | oo | W | J | - |
3 | Full Auto Pistol | oo | W | J | Rapid Fire. |
2 | Bolt Pistol | oo | K | X | KB |
3 | Hand Flamer | Oo | W | X | Burn. Hand Flamer Template. Fueled. |
4 | Shuriken Pistol | ooo | W | J | - |
6 | Plasma Pistol | OO | W | J | Line Effect. |
COST | BASIC WEAPON | DICE | GRAZE | FAIL | SPECIAL |
½ | Crossbow | oo | W | -- | Reload. |
½ | Musket | oo | W | X | KB. Reload. |
1 | Lasgun | oo | S | -- | - |
1 | Autogun | oo | W | J | - |
1 | Shotgun | oo | S | J | KB. 1" area. |
2 | Bolter | oo | K | X | KB |
4 | Shuriken Catapult | ooo | W | J | - |
4 | Storm Bolter | Oo | K | X | KB. Rare- Brat or Tech gang only. |
5 | Sniper Rifle | ooo | W | J | Ignore range penalties if no move. ". |
COST | HEAVY WEAPON | DICE | GRAZE | FAIL | SPECIAL |
5 | Heavy Stub | OO | S | J | Split Fire. |
5 | Grenade Launcher | OO | S | X | 2" Blast. May fire any grenade type. |
5 | Automusket | OOO | W | X | Split Fire. KB. Reload. |
6 | Flamer | Oo | W | X | Flamer Template. Burn. Fueled. |
6 | Meltagun | OOo | W | J | Flamer Template. |
6 | Ripper Gun | OOo | S | J | Split Fire. KB. 8" Range. |
7 | Plasma Gun | OO | W | J | Line Effect. |
7 | Heavy Bolter | OO | K | X | Split fire. KB. Rapid Fire. |
7 | Missile Launcher | OO | W | X | 2" Blast. Ignore Range Penalties. |
8 | Las Cannon | OOO | S | -- | Or fire two shots with OO dice. |
COST | VEHICLE | MOVE | RAM | TRANSPORT + CREW (open) |
8 | Charger | 16 | 2 | 3 closed + Driver, Gunner |
8 | Jaguar | 14 | 1 | 1 closed + Driver, Gunner, 2 Passengers |
10 | Bronco | 12 | 3 | 6 closed + Driver, Gunner |
16 | Bus | 10 | 3 | 6 closed + Driver, Gunner, 10 Passengers |
6 | Bike | 2 x 8 | (+1) | Driver |
VEHICLES - You may purchase Cars and fuel - treat them as weapons.
Cars burn up 1 fuel chit per fight if used. Fuel chits cost 2 Credits each.
Vehicle resale values are -1 credit per point of damage on the vehicle.
These vehicles have no mounted weapons. They can take transport hits but
not weapon hits.
DRIVERS may only fire pistol weapons in a 90 degree fixed forward arc.
GUNNERS may fire any weapon in a 180 degree fixed right arc.
PASSENGERS may fire only pistol or basic weapons in a 180 degree fixed right
or left arc (split evenly).
HIRED GUNS- Your gang may recruit a single hired gun (or two scum) for
1 fight, at the cost listed in credits. They will bail if your gang bails.
They do NOT count towards your bail total. They may NOT be looted or captured.
If they survive, you may "keep" them on for another fight by paying
the keep fee. They may reveal blips but may not pick up loot. You may loan
weapons to hired guns, but they cannot use your skills. Whoever hired a
character last gets first pick on that character if there is a shortage.
HIRE | KEEP | TYPE | ARMOR | HITS | MOVE | WEAPONS | MELEE | SKILLS |
½ | ¼ | Scum | 1 | 1 | 6 | Autopistol, Club | oooo W | |
1 | ½ | Ratskin | 1 | 1 | 8 | Autogun, Axe | oooo W | -1 on Hazard Rolls |
1 | ½ | Wyrd | 1 | 1 | 6 | Laspistol, Knife | oooo W | 2 random Psyker cards |
1 | 1 | Bounty Hunter | 1 | 2 | 6 | Heavy Shotgun + others (see below) | see below | see below |
(Skills in parenths are already incorporated into the stats).
SCENARIOS- determine what a fight is all about- how to set it up, who
plays gang x (usually determined by vote), what the gangs have to gain for
playing. Read the scenario carefully and ensure all players understand it
before starting. Use easy scenarios until all gangs are ready for a medium.
Hard scenarios should only be played when the gangs are ready to end the
campaign.
BLIPS- You must move adjacent to a blip to reveal it. If it is a hazard, you will be affected as described on the chart below. If it is a loot, you must spend an action to pick it up- then draw 1 random equipment card. You can use found equipment immediately or any time thereafter, or if you do not have to discard it, you may sell it for the value listed on the card in credits. Junk blips cannot be picked up unless you have a special skill that makes them valuable to you- they are worthless.
HAZARD TABLE: Note that all hazards except mutants have a permanent 3"
area effect. This area will not extend into or out of a building. If you
start inside the area and move out, you will not be affected. If you move
into or stay in the area, you will be affected unless KOed or dead.
Hole-Roll 1 red Vs. Armor. Graze=Stun, Kill=KO. If on an upper level and
anything is rolled on the die, place the model on the level below. Catfall
skill will reduce the roll by 1.
Shock- Roll 1 red Vs. Armor. Graze=Stun, Kill=KO.
Poison Gas / Rad- Roll 1 white, ignore armor. Graze = Wound. Kill = kill.
Mutant- Place a mutant there. Default Mutant Stats: Move 8, Armor 0, 1 hit,
Stub and Knife (melee ooo).
A mutant will move towards and attack the nearest figure at the end of every
turn of the gang who discovered them. Any other player can run them. They
may hide if no one is in range. They cannot be captured or looted, and they
ignore all hazards and other mutants!
LOOTING- You must be adjacent to a dead or KOed figure. You may take
1 weapon / action spent.
Note down any weapons taken, as they can be taken off you! You may loot
your own or other models.
CARRYING: You must be adjacent to a dead or KO figure. It takes an action to pick them up. You may not perform other actions while carrying them. Move at your or their rate (whichever is slower). It takes no actions to drop them. If you carry them off the board or until the scenario ends, you have captured them and their weapons. You may carry your own or other models.
BAIL OUT: Your bail value for a fight starts at zero, and goes up by 1 for every killed or KOed ganger, and by ½ for every wounded ganger or killed/KOed juve. Your Heavy counts as a wounded ganger if he has only 1 hit left. Your Leader counts as a wounded ganger when he has only 3 hits left. When you reach or exceed the bail value for the scenario, your gang must bail starting on their next turn. They may not attack other gangs or examine debris blips. They may not loot or carry other gang members, only their own. Enemy gangs may not attack bailed targets unless they are within 6" (but mutants, hazards, etc. will).
POST GAME- After a fight is over, go through the following steps IN
ORDER to see what you got.
TERRITORY- Take 1 Credit for each territory you hold after a fight (as per Territory rules above).
FAME- Take 1 Fame point just for being in a fight. The gang with the least amount of members (by Fame value) gets +1 Fame (tie = none).
RECRUITMENT- Recruit new members by deducting the cost of new members from your gangs Fame.
RESPECT- Anyone may buy a Rep skill for 3 Fame points.
EXPERIENCE- Add 1 Exp. Just for staying until the end of a fight or until bailed. The gang with the least skills gets +1 Exp (tie = none).
PROMOTION: Any character that survives a fight may be promoted at the following Exp. costs: Juve > Ganger: 1. Ganger > Heavy: 2. Heavy > Leader: 2. You may only promote to leader if your leader is killed. You may not skip any steps unless filling a leader slot (pay for each step).
SKILLS:You may buy a skill card for 3 experience points. (Secondary count cannot exceed Primary).
CAPTURED: If you captured a character from an opposing gang, you may ransom them back to the original owner at an agreed value- you do not have to include the prisoners weapons if you dont want to. If they dont want to, or if you or the prisoner are an Outsider, you must sell them to the slavers (at ½ their Req value in credits) and keep the weapons. Cannibals may eat prisoners (½ their Fame value = Fame gained).
WOUNDED: Roll a d6 for each wounded member after a fight. Leaders and
heavies count as wounded if they have ½ or less of their normal number
of hits.
1: COMPLICATIONS- The character dies! LEADER: Permanently reduce their hits
by 1!
2: OUT OF IT- The character must miss the next fight. LEADER: does not recover
hits before next fight.
3-5: RECOVERED- No ill effects, may be used in the next fight as normal.
6: LESSON LEARNED- As recovered, gang gets +1 Experience.
BID OUT- (or, how to end a campaign). To bid out, your gang must survive
at least 1 HARD scenario, and must have at least 25 credits in cash (remember,
you can sell any amount of equipment cards, but can only sell 1 weapon per
fight). The cost to bid out is 20 + 2 red dice in credits. Once out, calculate
your Out Points (OP) by following the formulas below. This will be the starting
point value for your gang in the next campaign. When choosing gangs and
territories for a new campaign, go from lowest OP to highest. Ties for OP
go to the first gang out. NOTE: hard scenarios have three stages- Hard,
Painful, and Aaagh!. The sooner you bid out, the more grief youll
avoid. Here are the ways to get OP when you bid out:
Survive a Hard Scenario- +1 (hard), +2 (Painful), +4 (Aaagh!).
Surviving Members: +1 for every 5 Fame worth of members
Skills: +1 for every two skills.
Cash: +1 for every 5 credits (May sell territories for 3 credits to help
here).
Guns: +1 for every 10 credits worth of weapons (including Vehicles).
Consolation: If you have less than 10 OP, add +2 to your total.
NOTE: For all calculations, truncate (do not round up).