Post by Darko on Jun 24, 2014 16:21:22 GMT
Table of contents
1: Intro, gang creation, experience, skills
2: Geography of the underhive, map
3: Gelttown locations
4: The Falcons
5: Making money in the underhive, gang bases
-----------------------------------------------
Hive Ulysses/setting background
Welcome to Hive Ulysses, a large and bloated hive in the northern tundra of the ice world 4296-Gamma. It is named after the warrior-prince and later saint of the same name, who was tragically felled by a chaos berserker atop a mountain on this world, far from his home. Though their leader was killed, the armies he commanded destroyed the remaining chaos, bringing the crusade to a close. This otherwise worthless ice rock in space has a vast natural reserve of both prometheum and elements used in the creation of power armour. As such, a huge hive was established to exploit these resources for the good of the Imperium.
Five thousand years have passed since then and the resources under Hive Ulysses are all-but used up. The once proud Hive has descended into ever-increasing states of anarchy, with little support from the uncaring Imperium who has all but forgotten 4296-Gamma. The underhive and mine network is almost completely abandoned to the scummers, scavs, mutants and gangers who reside there. The noble families are leeching what profit they can still turn, although if the Hive seems doomed to die a slow death.
In the depths of the underhive, an entirely different story plays out. The low-lives down there care not for the wider Imperium, just for gaining power and thrills in their short, violent lives. One of the major gangs has just been catastrophically wiped out by a rival, leaving a huge power vacuum. In its wake, dozens of small-time gangs have sprung up, eager to carve out a slice of territory for themselves, while avoiding the ire of the far more established and powerful gangs.
With the Hive seemingly set to tear itself apart in the near future, a thriving black market exists, with the military hardware that the PDF never has cause to use regularly sold to the lower hive. Even the nobles have a hand in it, still vying to increase their own standing in the city while there is still time. Meanwhile at the very bottom, the scum are more or less blissfully unaware of the impending stagnation of their entire city. They just keep on mining the ore and killing each other, and the Imperium doesn't even notice.
~~~~~
In this game, which revives one of the oldest and most well-loved roleplaying game series from Darkstorm Gaming history, you take the role of a nefarious gang leader and his crew of cronies.
Where this game varies from previous instalments is that everything is being scaled way down to the core of the setting. There won't be any chaos freaking space marines(!) or sisters of battle squads roaming around. While the previous games were a lot of fun, I intend to really focus on the gangs themselves this time round. Simply defending your territory from the predations of your rivals while plotting their downfall and making shady alliances with other gangs to get an advantage before back-stabbing them before they back-stab you will keep you quite occupied.
Another aspect of the previous games that bogged it down over time was money and buying new equipment/base upgrades in particular, leading to it becoming a game of one-upping each other over and over again.
This time your hideouts will be your homes, your favourite drinking holes, hidden alleyways and wherever else you conquer. Your gangers will have to regularly walk the streets as a show of force, both intimidating the weaker scum who live amongst you in this cess pit and other gangs.
There will also be a great big emphasis on the players taking the initiative to go out and commit all sorts of atrocious crimes to get by, be it raiding other gangs for their loot, robbing stores and businesses (not that they typically have much down here) or even taking a great risk by attacking powerful entities, such as the trade guilds of the upper hive or larger NPC gangs. Those who manage such feats will surely gain great wealth and power, but they risk everything in the process.
Also, I will be using a simplified version of the Necromunda core rulebook rules to determine combat, injuries and experience. I know some people aren't happy about the number of games using rules systems these days (and I assure you in future games such as Space Hulk II, it will be like the good old days) but this is a Necromunda game and I want it to feel like such.
EDIT: If you are reading this and have no idea about the setting or what the hell is going on, then please simply PM me and I will explain it all. Or, alternatively, search for Lexicanum (the warhammer 40,000 wiki) and just read up on everything.
-----------------
GANG CREATION
You have 1000 Throne Gelt (Hive currency) to spend on recruiting gang members and buying starting equipment for them
- Each gang can only have one leader
- You must have a minimum of 3 people to be a gang
- You can include as many gangers as you want
- You can have as many juvies as you want so long as you don't have more juvies than gangers
- You can have up to 2 heavies
- All gang members of any rank start with a free knife
Step 1: creating a leader
Your gang leader is free of cost, but you will have to pay for their equipment.
This is the head honcho, the don, the big cheese. They're either the toughest, meanest, most intelligent, cunning, charismatic or otherwise skilled enough to be the leader of a gang.
If they die, then the ganger with the next highest LD value will take over as the new leader (and likely need a new fleshed-out character sheet as befits them).
If two potential leaders have the same LD value, then they will fight it out.
If another ganger reaches the same LD value or higher than the gang leader, then they might challenge the current leader to a fight to be in charge. Ganger scum are fickle by nature and will usurp each other if possible!
If your leaders' decisions continually prove poor, unprofitable or result in repeated deaths, the gang is more likely to rebel or want a new leader.
If your gang leader has great success and keeps the approval of his gangers, then they will be more loyal, inspired and generally more likely to do well in the jobs they are given.
If your original leader dies, then the new leader gains the ability to use special weapons and also gains the Chain of Command skill. If the leader is deposed but not killed and remains in the gang then they lose the right to use special weapons and the Chain of Command skill and the new leader gets both instead.
Their starting stats are as follows:
WS: 4
BS: 4
S: 3
T: 3
W: 1
I: 4
A: 1
LD: 8
Weapons: The gang leader can use melee, pistols, basic, special and grenades
Special Skill:
- Chain of Command: If your gang leader is leading your gang then they can use his LD value in terms of morale-based tests so long as the leader isn't out of action, dead or fleeing already. While committing your leader to battle can be risky (and sometimes unavoidable), this can make the difference between triumphing over your foes and your gang routing for the sake of their own lives.
Skills: The gang leader, new or old, is the only one who may ever take skills from the Leadership skill list.
Starting XP: 70
Starting Rank: Gang Champion rank 1 (Leader)
Experienced gangers (75 thrones)
Some gangers are simply more skilled or experienced than most and they are highly sought after by new gangs.
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
A: 1
LD: 7
Weapons: They may use melee, pistols, basic and grenades
A particular set of skills...: when one of these gangers is hired, they may EITHER add +1 to any stat OR pick one skill from any of the following tables:
Starting XP: 50
Starting Rank: Ganger rank 2
Gangers (50 thrones)
This lot make up the mainstray of your gang. They are fairly experienced and reliable, but generally not clever enough to lead a gang themselves.
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
A: 1
LD: 6
Weapons: They may use melee, pistols, basic and grenades
Starting XP: 30
Starting Rank: New Ganger
Heavies (95 Thrones) [0-2]
These are the biggest, strongest members of the gang and they bring the heavy or special weapons into turf wars.
They are also often amongst the most intelligent, as they have greater experience and know-how with maintaining weapons than others.
If the heavy firepower wasn't incentive enough, then the magic they can work on the gang's weapons usually is.
It is very rare for a Heavy to ever rise to become gang leader. However, if they ever do due to having the highest leadership and beating the current leader in a leadership challenge, or the old leader dies and they take their place or if they are the last one in the gang, then they CAN hold a dual position as heavy and leader. The restriction of a maximum of 2 heavies and 1 leader does not change in this situation.
WS: 2
BS: 3
S: 4
T: 3
W: 1
I: 3
A: 1
LD: 6
Starting XP: 60
Starting Rank: Ganger rank 3 (Heavy)
Weapons: they may use melee, pistols, special, basic, heavy and grenades
Special Skill:
- Weapon maintenance: the first time in a battle that the heavy's weapon would normally jam, it is ignored because of the extra care the heavy as put into looking after their own gear.
Skills: they are the only type of ganger that can take skills from the Heavy skill list.
Juves (25 Thrones)
Inexperienced, and usually reckless youngsters eager to join a gang, they are relatively useless and often used as meat shields by the more experienced gangers.
On the other hand, they are very cheap to hire and with a little time and effort, they can improve quickly to become fully-fledged gangers.
WS: 2
BS: 2
S: 3
T: 3
W: 1
I: 3
A: 1
LD: 5
Weapons: they may use melee, pistols and grenades
Starting XP: 0
Starting Rank: Green Juve
-----
Character sheet - every character in a gang needs one. Leaders are most important so their sheets are more extensive whereas the rest have much smaller sheets.
Leader sheet:
Name:
Gang Name:
Weapon list:
Age:
Gender:
Rank: (see the experience section)
Personality:
Appearance:
Background:
Weapons:
Armour:
Experience Points:
Skills:
Stats:
Gang member sheet:
Name:
Gender:
Rank:
Weapons:
Armour:
XP:
Skills:
Stats:
---------------------
Each fighter you recruit can be armed with one or more of the weapons listed. Initially only weapons from the starting weapons list below may be chosen, but once the game starts the entire black market is available.
A fighter can only ever carry one heavy weapon but they can carry any number of other weapons (within common sense).
When the gang is first created, some weapons may only be taken by the gang leader.
Grenades and missiles must be bought separately but other weapons are assumed to have a supply of ammo available once purchased. (Not including special ammunition)
There are three different starting weapon lists and you must choose one.
The first is melee-orientated, the second is balanced and the third is ranged-orientated. Whichever one you pick, you will ALWAYS be able to buy weapons from that list without having to check the black market.
Leader Weapons: only one of each of these can be purchased from the starting lists to represent the fact that your leader reserves the best gear for themselves, at least initially. While you could give these weapons to other gangers, your leader is probably the best fighter in your gang at the start and it'd be wiser to see how your gangers develop before giving them better gear to suit their growing skills.
List 1 - weapon/cost
Melee:
Knife - 5
Sword - 10
Club/Maul/Bludgeon - 10
Massive Axe/Club/Sword - 15
Chain/Flail - 10
Chain Knife - 20
Shock Maul - 25
Pistols:
Autopistol - 15
Stub gun - 10
Basic weapons:
Autogun - 20
Shotgun - 20
Special weapons:
Flamer - 40
Grenade Launcher - 130
Heavy weapons:
Auto-cannon - 300
Heavy Stubber - 120
Heavy Bolter - 180
Leader Only:
Chainsword or Chain Axe - 25
Bolt Pistol - 20
Boltgun - 35
List 2
Melee:
Knife - 5
Sword - 10
Club/Maul/Bludgeon - 10
Chain/Flail - 10
Pistols:
Autopistol - 15
Laspistol - 15
Stub gun - 10
Basic weapons:
Autogun - 20
Lasgun - 25
Shotgun - 20
Special weapons:
Flamer - 40
Grenade Launcher - 130
Bolt-action sniper rifle - 30
Heavy weapons:
Missile Launcher - 185
Heavy Stubber - 120
Heavy Bolter - 180
Leader Only:
Chainsword - 25
Meltagun - 95
List 3
Melee:
Knife - 5
Club/Maul/Bludgeon - 10
Pistols:
Autopistol - 15
Bolt pistol - 20
Laspistol - 15
Stub gun - 10
Basic weapons:
Autogun - 20
Boltgun - 35
Lasgun - 25
Shotgun - 20
Special weapons:
Meltagun - 95
Plasma gun - 70
Long-Las - 40
Heavy weapons:
Heavy stubber - 120
Heavy Plasma gun - 285
Man-portable Lascannon - 400
Leader Only:
Needle Rifle - 230
Plasma pistol - 25
----------------------------
New weapons
Bolt-action sniper rifle - same as autogun but much longer range, great accuracy at long range (+1) rather than short range.
Long-Las - same as lasgun but able to deliver pin-point accuracy at distance, but difficult to hit closer targets. (+2 long range, -1 short range) Slightly longer range.
Shock Maul - same as club but if an enemy goes down from a shock maul hit they automatically go out of action but suffer no serious injury after the battle.
Chain Axe - same as a chainsword except it re-rolls to wound, however it cannot parry. Same cost.
Nomad Rifle - the most powerful sniper rifle, it is a rare and prestigious weapon. Unlike the advanced needle rifle, it simply uses sheer brute force to kill rather than ingenious technology and poison. Each one is a masterfully hand-crafted weapon and they are surprisingly reliable, making them highly sought after. It is rumoured that there are only three in the entire Hive, two of which reside in the display rooms of nobles. (Long range, +1 to hit at long, -1 short, strength 6, -4Sv, D3 Dam, 3+ ammo roll)
Bolt weapons - all bolt weapons ignore an additional point of armour save. So boltguns are -2, heavy bolters -3, etc.
-----------------------------
Experience (XP)
XP determines the overall skill of your ganger, their 'rank' in the gang hierarchy and generally represents how skilled they are. The more XP a ganger earns, the faster they will increase in rank which will allow them to improve their skills and stats.
These are the usual ways of getting XP, although I may reward XP for other things, where appropriate, such as random events.
Action/XP
Put an enemy out of action - 5XP
Put an enemy leader out of action - 10XP
Put an enemy down - 2XP
Put an enemy leader down - 4XP
Badass of the Battle award (one ganger only, justification required) - 5XP
Survive a battle despite going down/out of action - 5XP
Survive a battle without going down - 10XP
Recover to 'flesh wound' from being down - 2XP
Participate in a victory - 5XP
Triumphant Leadership (Gang Leader only) - 10XP
Hit an enemy - 1XP
Secure loot - 1XP
Defeat a mutant - +10XP
Defeat a Scrap Worm - +15XP
Spotting an enemy raider - +2XP
Free a prisoner held by the enemy - +5XP
Successfully conquer or defend a territory or base - +15XP
Successful Driving Test - +1XP
Successfully initiate tailing/racing - +1XP
Penetrating a vehicle's armour by ramming it - +5XP
Run down/drive by attack an enemy - +5XP
Critically damage an enemy vehicle - +10XP
The XP/Rank track is as follows:
0-5 Green Juve
6-10 Juve rank
11-15 Juve rank
16-20 Top Juve
21-30 New Ganger
31-40 Ganger rank 1
41-50 Ganger rank 2
51-60 Ganger rank 3
61-80 Gang Champion rank 1
81-100 Gang Champion rank 2
101-120 Gang Champion rank 3
121-140 Gang Champion rank 4
141-160 Gang Champion rank 5
161-180 Gang Champion rank 6
181-200 Gang Champion rank 7
201-240 Gang Hero rank 1
241-280 Gang Hero rank 2
281-320 Gang Hero rank 3
321-360 Gang Hero rank 4
361-400 Gang Hero rank 5
401+ Mighty Ganger (May not advance further)
Every time the character levels up a rank, they gain either a characteristic advance or a new skill. This is done by me making a roll on the advances table to determine the result.
2D6 - Result
2-4 - New Skill (choose from any skill table and randomly generate one)
5 - Characteristic Increase (roll again: 1-3 = +1 Strength; 4-6 = +1 Attack)
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 Wounds; 4-6 = +1 Toughness)
9-10 - Choose any 1 skill.
11-12 - Choose any characteristic to add +1.
Minimum values: a characteristic may never be reduced below 1 no matter what.
Maximum values: (these are not scaled normally with 40k stats, so you cannot be stronger than a space marine)
WS: 8
BS: 8
S: 5
T: 5
W: 4
I: 6
A: 4
LD: 10
Skill tables that you can choose from:
- Agility
- Melee
- Stealth
- Strength
- Ferocity
- Special
- Shooting
- Heavy (Heavy only)
- Leadership (Leader only)
AGILITY SKILLS
1: Catfall
If the ganger passes an initiative test, they have rolled out of the fall and do not take damage. Falls from too high will still automatically take the ganger out of action.
2: Dodge
Gain an additional 6+ saving throw in addition to any others against shooting or hand-to-hand damage, and can never be ignored. However it cannot be taken against blast or flame weapons.
3: Jump Back
At the start of any melee fight the character can take an initiative test to safely disengage, exiting the fight without incident and moving several steps away from the opponent. If failed, the fight continues normally.
4: Leap
The ganger can take an initiative test to make leaps. If passed, they can leap over another person, or cross the distance between two building roof tops or any man-height obstacle, etc. If they fail the test then one of several things happen. If it's another person then that person takes a hit equal to the strength of the leaper. If they are jumping over a height, they will fall and take fall damage as normal. If they are leaping over any other normal type of object then they simply take a single Strength 3 hit as they fall.
5: Quick Draw
This lets you double your initiative when testing to fast draw in a stand off or similar situation. They can also switch to melee/pistol weapons in time before a charge if they are using a basic or special weapon beforehand.
6: Sprint
The ganger is extremely fast and can cover up to three times the distance as normal when running or charging.
MELEE SKILLS
1: Combat Master
If outnumbered in melee, the character gains +1 WS for every opponent over the first.
2: Disarm
The character can use this in close-combat and on a D6 roll of 4+ the opponent drops one weapon of your choice. If the disarming fighter takes his opponent down or out of action after successfully disarming them, then the disarmer gets to keep the weapon. If the opponent puts the disarmer down or out of action then they automatically retrieve their weapon.
3: Feint
The character can convert any parries it is allowed to make (typically only sword-type weapons) into +1 attack per parry available. You can only feint or parry in each turn and must decide which. Usually the maximum number of parries available will be two, if the fighter has one weapon in each hand that allows a parry.
4: Parry
The character has learned to parry even with weapons unsuited for such a move, perhaps even turning aside enemy weapons with his bare hands. If they also have a weapon like a sword that can parry then they can make their opponent re-roll an additional dice (or the same dice twice). This skill means that if the opponent also has a parrying weapon then they automatically cancel out, even if the character with this skill has no weapon or a weapon that can't usually parry.
5: Counter Attack
In combat, when both sides can make a parry they cancel out, but with this skill the character can immediately roll an extra attack dice when this happens.
6: Step Aside
The character is an expert at avoiding CQC attacks. In melee, they ignore any blows that hit them on the roll of a 4+.
STEALTH SKILLS
1: Ambush
The character is capable of concealing themselves, lying in wait and attacking other gangers from an unexpected angle. They can hide and overwatch at the same time.
2: Dive
The character can run and hide behind cover in the same move.
3: Escape Artist
If the character is ever captured after a battle, then they immediately escape with all of their equipment.
4: Evade
Ducking and weaving, this character is notoriously hard to hit. Enemies shooting at him at short range suffer a -2 to hit while at long range they suffer a -1. This only applies if the fighter is in the open, and does not stack with bonuses from cover.
5: Infiltration
The ganger is adept at getting behind enemy lines. At the start of a battle at which your side started, this ganger can begin anywhere of your choosing - be it a vantage point, or right behind an enemy! They are also better at spying than your typical thug.
6: Sneak Up
The character can make an initiative test and if passed then any sentries suffer a -2 to their roll to spot them.
STRENGTH SKILLS
1: Body Slam
The ganger adds +2 to their WS when it charges rather than just +1.
2: Crushing Blow
The character counts as having +1 Strength in close-combat.
3: Head Butt
If the ganger inflicts 2 or more hits in melee then they can instead exchange these extra hits to make just one with an additional strength bonus of +1 per extra hit exchanged. If a S4 character makes 3 hits and exchanges them, it becomes a S6 hit. The strength of this blow is so great that if the target survives then in the following round of combat they will suffer -2 to their combat score as they reel from the blow.
4: Hurl Opponent
If the character wins a combat, they can pick them up and throw them in a direction of their choosing. The thrown character takes a hit equal to the distance. This can be used to throw them into solid objects such as walls, other gangers or most effectively - off a very high place like a walkway!
5: Iron Jaw
If the ganger is hit in melee the strength of each hit is reduced by 1.
6: Strong Man
A fighter with this skill is pumped up enough to carry the largest melee weapons with a firm grip, using strength before agility in combat. They may use a single two-handed weapon in hand-to-hand combat as though it were a single-handed weapon, allowing the fighter to carry a Great Weapon in one hand and a pistol or club in the other hand, for example.
FEROCITY SKILLS
1: Berserk Charge
On a turn that the ganger charges they double their number of attacks (not including attacks gained from other methods, such as using two melee weapons), but cannot parry that turn even if they have the Parry skill.
2: Hard as Nails
The fighter is so tough and resistant that he gets a 6+ armour save. If the fighter actually wears armour, his increased resistance increases the save roll of that armour by 1. If the armour already has a 2+ save, then they gain a 6+ invulnerable save on top of that save, even if the armour save is reduced or negated entirely by a weapon's armour modifier.
3: Impetuous
After a melee fight, this ganger can lunge into combat with a second opponent if they are close by. There is no fight until the next round.
4: Killer Reputation
The ganger has such a fearsome reputation as a vicious, depraved psychopath that his foes are terrified at the thought of facing him. This causes a fear test if this ganger charges an enemy.
5: Nerves of Steel
If the ganger fails a test to avoid being pinned down by enemy suppressing fire, they can re-roll the dice.
6: True Grit
When testing to see the extent of injury during a fight, 1-2 is a flesh wound, 3-5 is down and only on a 6 are they out of action.
SPECIAL SKILLS
1: Chemist
A fighter with this skill might occasionally create some form of drug that might enhance their abilities before a fight.
Roll a D6:
1 - Poisonous. The ganger suffers -1 to all stats, to a minimum of 1, for this fight.
2 - Eagle Eye. +1BS
3 - Speed. +1 Initiative
4 - Steroids. +1 Strength
5 - Painkillers. +1 Wound
6 - Rage. Uses rules for Frenzy
2: Fixer
Gangers only. This ganger has a certain know-how or dubious contacts in the black market. They never reveal their secrets, but somehow they are much more easily able to get a hold of rare and vaunted items. You may choose any 1 rare item and send this ganger to work their contacts to try and find a special seller. Roll a d6:
1 - Catastrophe. The ganger asks the wrong people and is attacked. Immediately suffer a roll on the serious injury chart.
2-4 - Failure. The rare item is not available.
5-6 - Success! The rare item is available to be bought by your gang only.
3: Inventor
Occasionally this person might just cobble together something rather impressive. If they do, you're in for a treat...
Every week a D6 will be rolled. On the roll of a 6, you automatically get one free random piece of rare trade.
4: Medic
The ganger has some experience patching up fellow fighters. After a battle you can ask the GM to re-roll one serious injury result if you so desire.
5: Specialist
Gangers or Juvies only. The ganger has shown an affinity for the more complex weapons out there and can now use special weapons.
6: Weaponsmith
This ganger can ignore any failed jam/ammo and weapon explodes results on a 4+.
SHOOTING SKILLS
1: Crack Shot
When this ganger injures an opponent they roll two injury dice and pick the one that's worst for the enemy.
2: Fast Shot
The ganger can choose to, rather than firing normally, shoot up to his attack characteristic's value. Ie a character with 3 attacks can shoot 3 times in a round. Each shot can be at a different target. They can only use this skill with pistols or basic weapons, as special or heavy weapons are too cumbersome for this. Fast shot may be used with Gunslinger but not Rapid Fire. Ie a ganger with 2 attacks and 2 pistols would be able to shoot up to 4 times, using both pistols at the same time for each attack.
3: Gunslinger
The ganger is best with pistols and can wield one in each hand, firing them both accurately at the same time.
4: Hip Shooting
The character can run and shoot in the same round, but suffers a -1 to hit. This skill cannot be used with heavy weapons. Gun sights are unusable while doing this and it is still impossible to run and shoot with weapons that only ever allow someone to move or shoot, such as heavy weapons.
5: Marksman
The ganger gains +1 to hit with rifles and sniper rifles. List of eligible weapons: Stubgun, Autogun, Lasgun, Boltgun, Hellgun, Bolt-action sniper rifle, Long-las, Nomad Rifle.
6: Rapid Fire
If the character does not move, then they can shoot twice. If a ganger gets this skill twice or more then they can use it repeatedly, albeit with a different weapon each time.
HEAVY SKILLS (HEAVY ONLY)
1: Accuracy
The heavy is especially skilled with weapons that have a blast radius. Any weapon this fighter uses that has a blast radius will only scatter half as far if they miss.
2: Armourer
The heavy meticulously checks all the weapons being used by the gang. Any fighter in the gang adds +1 to any ammo roll or roll to check if their weapon explodes. However, a roll of a 1 always fails.
3: Bulging Biceps
The heavy can move and shoot with a heavy weapon with a -1 penalty. They can only walk, not run.
4: Long Shot
The heavy is skilled at making aimed shots with a heavy weapon. If the fighter only fires a single shot, then they will have a +1 to hit. This skill may not be used with any weapons such as flamethrowers or that explode in a blast radius, e.g. flamers and grenades.
5: Monkey Grip
The heavy has learned to use the substantial weight of their heavy weaponry in melee. In close combat, they can use heavy weapons as a two-handed club.
6: Knock Back
In an attempt to disorientate their attackers in close combat, the heavy can attempt to knock them back with their heavy weapon before any attack dice are rolled. They must make a strength test and if they pass then the opponent suffers -2 to their combat score. If they fail, then their wide swing has missed and they automatically suffer one additional hit as well as any other hits their opponent may make. A roll of a 6 is always a failure.
LEADERSHIP SKILLS (LEADER ONLY)
1: Barter
The leader has a reputation for being a loyal customer with many of the local traders. When the leader visits the trading post, they will always be offered one random piece of rare trade that is not available to the other gangs.
2: Fence
The leader is known as a trustworthy source of good quality used equipment. Whether or not this is actually true, the leader can charge more for his secondhand equipment. Instead of receiving only 50% value of equipment he sells, he will receive 75% value.
3: Haggle
Your leader drives a hard bargain at the trading posts. When purchasing a piece of rare trade, you may re-roll the variable cost of the item. However, the second roll must be accepted, even if it is worse.
4: Informant
The leader has earned a trusted friend who can often give him useful or interesting information about past, present or future events or info, whether it is about other players, their territories, next week's rare trade, or perhaps even a hint at future plot developments that other players aren't privy to. The informant remains anonymous and only meets at a certain time at night to protect their own identity. The informant can be visited as many times in a week as the player wishes, and there is no penalty for the first time each week. However, each subsequent visit increases the risk that the informant is discovered and disappears after telling too many secrets. This starts as a 4+ and increases to a 3+, 2+ and then automatic with each subsequent visit.
5: Inspirational/Intimidating
Whether they are loved or feared by their underlings, they command the highest loyalty and respect. They will never be challenged for leadership of the gang while they live.
6: Iron Will
This skill allows the leader to re-roll any failed bottle checks as long as he is not down or out of action.
-------------------
Gang Rating
GR is an abstract representation of roughly how powerful your gang is compared to others. I will calculate it and update it at the end of every week in-character time.
GR = value of fighters (in thrones) + experience of fighters
ie ganger Jim is worth 150 thrones and he has 200 experience, meaning he adds 350 to the overall GR.
This is useful for all the players, after all, if one gang appears to be getting too powerful then it's likely others will band together to take them down a notch.
--------------------
Serious Injuries
In the all-too-common turf wars and street skirmishes that we will no doubt see many of over the course of this game, it is very likely that gang members will be taken out of action.
This can mean many things and until a fight is resolved the actual outcome is uncertain.
They may recover just fine, or they might suffer debilitating injuries, or they may even die. Sometimes one side is completely knocked out of action which leaves all participants in a fight to the mercy of the victorious gang!
This is why in most fights one gang will retreat after too many of their gangers go out of action, either by the decision of the controlling player to disengage or because the gangs' morale buckles and they retreat anyway.
After each battle every ganger who went out of action will have a roll made by me on a chart that will determine what happened to them.
Now, as you don't want this to happen very often, try and fight battles when you have the advantage and in any case always try and use cover! Armour is fairly rare in the underhive and even if you do have it it's best to hide behind a metal wall or convenient pile of rubble.
In a fight, sometimes the gangers will only suffer flesh wounds - these aren't serious and they won't get a roll on the chart of doom.
There is also another state that gangers can be in: 'down' - this just means they're on the ground and in a bad way but they're still in the fight. If they are still down at the end of a fight they have a 50% chance to suffer serious injury and 50% chance to recover with no serious harm done to them.
NEW serious injury table, roll a D100:
1-10 - Killed outright. The character was killed by their injuries. If the opposing group was victorious then they claim the weapons and equipment of the dead ganger.
11-20 - Multiple Injuries. Miraculously the character has survived a score of wounds. Roll another D6 times on this table, re-rolling 'dead' 'multiple injuries' and 'full recovery' results.
21-30 - Chest Wound. A vicious injury to the torso has weakened the character as a whole. Their toughness is reduced by 1.
31-33 - Left leg smashed. The leg is still attached but is permanently damaged. The character can no longer run or charge or use the sprint skill. If both legs suffer this result then the character can only shamble along very slowly as if they were at crawling speed.
34-35 - Left leg destroyed. The leg was vaporized, blown off or amputated after the battle. The character can no longer move other than crawling or using a walking stick. If both legs suffer this result the character can only crawl.
36-38 - Right leg smashed. The leg is still attached but is permanently damaged. The character can no longer run or charge or use the sprint skill. If both legs suffer this result then the character can only shamble along very slowly as if they were at crawling speed.
39-40 - Right leg destroyed. The leg was blown off or amputated after the battle. The character can no longer move other than crawling or using a walking stick. If both legs suffer this result the character can only crawl.
41-43 - Left arm smashed. The arm is still attached but it is permanently damaged. The character suffers -1 strength with that arm.
44-45 - Left arm destroyed. The was blown off or amputated after the battle. The character can no longer use that arm at all (obviously).
46-48 - Right arm smashed. The arm is still attached but it is permanently damaged. The character suffers -1 strength with that arm.
49-50 - Right arm destroyed. The was blown off or amputated after the battle. The character can no longer use that arm at all(obviously).
51-56 - Head wound. A serious head injury leaves the character somewhat unhinged. At the start of each game roll a D6 to determine how they are affected. On a 1-3 they are dazed and confused and use the rules for Stupidity. On a 4-6 they are enraged and uncontrollable and use the rules for Frenzy.
57-58 - Blinded in left eye. Whether they have just lost sight or their eye has been ripped out, they can no longer see with it and they suffer -1BS. If they are blinded in both eyes their WS and BS is immediately reduced to 1 unless they get a replacement in which case they return to what they had previously except at -1. If they get both eyes replaced their BS is restored.
59-60 - Blinded in right eye. Whether they have just lost sight or their eye has been ripped out, they can no longer see with it and they suffer -1BS. If they are blinded in both eyes their WS and BS is immediately reduced to 1 unless they get a replacement in which case they return to what they had previously except at -1. If they get both eyes replaced their BS is restored.
61-65 - Partially deafened. The character survives but is half deaf. If they go deaf again their leadership is halved.
66-68 - Shell Shock. They may suffer traumatic flashbacks or the like during battle, and must take a leadership test every round in a fight or else attack the closest person, friend or foe.
69-70 - Left hand injury. Lose D5 fingers on that hand. -1WS.
71-72 - Right hand injury. Lose D5 fingers on that hand. -1WS.
73-75 - Old Battle Wound. The character recovers but occasionally their old wound plays up before a fight, affecting their health. A d6 roll of 6 means they cannot fight and are incapacitated.
76-80 - Bitter Enmity. Although they make a full physical recovery, the character has been psychologically scarred by the experience. They develop serious anger issues when it comes to the enemy in question. Roll a d6 to see who they hate (and makes them use the rules for Hatred in battle):
1-2 The individual who inflicted the injury.
3-4 The leader of the gang who inflicted the injury.
5-6 The entire gang responsible for the injury.
80-85 - Captured. They end up captured by the enemy side if they won. If the victorious side won then re-roll this result.
86-87 - Horrible scars. The character recovers but is horribly disfigured. They now cause Fear.
88-89 - Impressive scars. They are left with impressive scars that are a testament to their bravery and skill in battle. They gain +1LD. Multiple impressive scars are not cumulative.
90-100 - Survives against the odds. Whether they were seriously wounded or left for dead, the character makes a full recovery and gains +D6 experience points.
--------------------------
TERRITORY
Territory is the lifeblood of any gang. You start with five randomly generated territories and can collect income from them every week in-game.
Unlike previous games, your gangers automatically collect income from them in their spare time without you fussing over sending ganger abc to territory 123.
However, your income is reduced every week depending on how many gangers you have. They all demand a cut of the proceeds to spend on booze, drugs, food and whatever else they desire. Shown below is how much you earn based on income compared to gang size.
Remember not to let your gang grow beyond a size you can afford to support, as you'll not earn a profit and be left behind next to the other gangs!
Right new idea, upkeep is now worked via a flat % reduction.
Number of people in gang - percent reduction from income
1-3 - 5%
4-6 - 10%
7-9 - 15%
10-12 - 20%
13-15 - 25%
16-18 - 30%
19-21 - 35%
22-24 - 40%
25-27 - 45%
28-30 - 50%
-----------------------------
GIANT KILLER BONUS
If the underdogs take on the big local gang and win, then grateful locals will come forward and reward them, or maybe your gang just went on a spree of petty theft on their way out of enemy territory.
Difference in Gang Rating/Income bonus for winning a fight
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
Territory list - the actual types of territory you can own, fight over and so forth.
Chem Pit (5 thrones)
An extensive and highly dangerous chemical pit lies nearby. The pit is a source of constantly changing chemicals, sulphurous deposits and all kinds of poisonous and corrosive substances. If you want to collect chemicals from the pit and sell them to local addicts or "scientists" then you will get a small pay.
Old Ruins (10 thrones)
There is an exposed area of ancient ruins not far from your settlement. If a ganger searches through the ruins he may find scrap pieces of archeotech, bits of old metal or interesting old curios.
Slag (15 thrones)
Near your esttlement there is an extensive network of tunnels and crawlholes full of iron slag and other solidified chemical wastes. A ganger can break it up ready to sell to local Guilders.
Mineral Outcrop (40 thrones)
Not far from your settlement there is an outcrop of mineral wastes where a ganger can collect valuable sparstones, adonite crystals and igneous adamantorite, or one of the many other kinds of mineral gems that are formed in the underhive.
Settlement (30 thrones)
The families of your gang fighters own holes or workshops inside the settlement where the gang is based. These holdings help to support the gang by providing food, shelter and a vital link with the local traders. In addition, there is a chance of a young relative leaving the settlement to join your gang, which will gain you 1 Juve.
Mine Workings (25 thrones)
In a secret location in the wastes your gang has discovered a mine. The excavations yield carnotite gems or some other valuable ores or stones. Friends of the gangers are already working in return for a slice of the proceeds. You collect your share of the profits as your gangers don't have the time to work there. You can also send slaves into the mines to increase your profit by +10 per slave. This is typically an option reserved for captured gang members, but if you want to be a body snatcher for the sake of money, then who's going to stop you... well, you'll probably find out.
Tunnels (10 thrones)
Your gang has found a buried entrance to a labyrinth of ancient service ducts beneath the dome floor, full of scrap. Also, with enough exploration, you might find that your tunnels might lead somewhere unexpected...
Vents (10 thrones)
The gang has found a concealed entrance into a network of ancient ventilation shafts, full of techno-gubbinz.
Homestead (30 thrones)
One of the gang members comes from a homestead out in the wastes. The homestead produces a crop of nutritious slime which the ganger can help his family carry to the local trade post in return for a cut of the profit.
Water Still (25 thrones)
The gang has discovered and renovated an old water still out in the wastes. The still is worked by the family or friends of one of the gangers. Guilder slave trains carry the water to local settlers making the gang a share of the proceeds.
Drinking Hole (60 thrones)
Your gang leader has inherited an old drinking hole in payment of an outstanding gambling debt. The hole earns a small sum and also provides the gang with a convenient base in the local settlement. It is a profitable business and a prize territory.
Guilder Contact (35 thrones)
A local Guilder has offered you favourable rates in return for your business doing various jobs.
You can also sell rare artefacts to the Guilder contact instead of on the Black Market for a substantially better price.
Friendly Doc (15 thrones)
One of the local medical practitioners has offered to pay you in return for blood and tissue donations from your gangers. The Doc will also give you +15 thrones for dead bodies (typically your gangers, or prisoners), providing him with a useful supply of organs and limbs.. or worse, a victim to experiment on (if alive).
Workshop (40 thrones)
The family or friends of one of your gang fighters runs a workshop in the local settlement. You can trade in bits of scrap or other odds and ends in return for cheap repair work or cash.
Gambling Den (4D10 thrones/special)
Your gang runs a gambling den in an old disused hole in your settlement. Although the income from running a game is good, it is a risky business because underhivers are notorious cheats and bad losers too. If you decide to run a gambling session, then it is possible to win or lose substantial amounts, even if you try to rig the game in your favour.
How much is at stake obviously depends on who is at the game. A scummer isn't going to have much, but a Guilder or other Gang Leaders will likely have much more to stake. Such arrangements are risky, but potentially very profitable if they go without a hitch... assuming everyone keeps their hands on the table and weapons holstered.
EDIT: it now has a flat but random income. To represent the chance of a losing streak on your gang's part, if you roll any number twice (or more) then that amount is deducted. E.g. if you rolled three 5s and one 7, then your income for this territory would be +2 and -15 for a total of -8.
Spore Cave (25 thrones)
Your gang has discovered a hidden cave where many kinds of rare fungi grow, such as pearl spore and iron mould. A ganger can harvest the fungi and sell it to local traders.
Archeotech (20 thrones/special)
Your gang has discovered a hidden entrance into a small unexplored dome full of treasures from eras long since forgotten. Your gangers can collect remnants of ancient technical devices for a good amount of money.
However, you can exploit this hidden treasure trove for more money each week if you desire, adding any number of +D10 thrones up to a maximum of 6D10 thrones in one go. However, the risk of people at the trading post getting suspicious and discovering that you have found a new source of Archeotech greatly increases. If you roll any doubles then you have been spotted by someone and the word will be spread. If the secret gets out then your gangers will venture into the dome one day to find it full of scavengers, prospectors and other treasure hunters seeking their fortune, picking it bare.
If this happens, then the territory becomes Old Ruins instead.
Green Hivers (choose)
You befriended a group of settlers who have migrated from the upper Hive City to the Underhive to start a new life. Possibly your gang chanced upon the settlers lost or dying in the wastes. Maybe they are relatives or friends of one of your gangers who have deliberately sought them out. Thanks to your contacts and influence you are able to give the green hivers a good start, and naturally they are grateful for your assistance and only too pleased to help in the future. You may choose any type of territory from the chart. The territory represents the vocation of the settlers or a discovery they have chanced across in their journey to the Underhive. The territory yields the appropriate income for its type.
-----------------------
THE TRADING POST
This was mentioned earlier in the post.
The Trading Post is open every weekend (in real life, by England time) where you can spend your hard-earned Thrones.
But what can you spend them on?
New Recruits - these are recruited in the same way as the original gang, using the starting weapons' list you chose.
Recruiting Hired Guns - players can hire mercenary fighters, assassins, spies, guides and other useful people.
Bounties - you can check to see if there are any new bounties, or post one of your own. Putting a high price on another gang leader's head is going to make life very difficult for them indeed.
Weapons and Equipment - Obviously in the underhive arms race, everyone will periodically want to add new gear to their force. While you can always purchase items that are on your starting list, other items will be more difficult to acquire, and often whatever the traders just so happen to have available for sale at that time is the best you'll get.
There will be new rare items up for sale every weekend, but if they aren't bought by one of the players then you can bet someone else will, and you'll be lucky to see another example of such rare and valuable items.
Selling - you can also sell unwanted items for half price, rounding up.
--------------------
1: Intro, gang creation, experience, skills
2: Geography of the underhive, map
3: Gelttown locations
4: The Falcons
5: Making money in the underhive, gang bases
-----------------------------------------------
Hive Ulysses/setting background
Welcome to Hive Ulysses, a large and bloated hive in the northern tundra of the ice world 4296-Gamma. It is named after the warrior-prince and later saint of the same name, who was tragically felled by a chaos berserker atop a mountain on this world, far from his home. Though their leader was killed, the armies he commanded destroyed the remaining chaos, bringing the crusade to a close. This otherwise worthless ice rock in space has a vast natural reserve of both prometheum and elements used in the creation of power armour. As such, a huge hive was established to exploit these resources for the good of the Imperium.
Five thousand years have passed since then and the resources under Hive Ulysses are all-but used up. The once proud Hive has descended into ever-increasing states of anarchy, with little support from the uncaring Imperium who has all but forgotten 4296-Gamma. The underhive and mine network is almost completely abandoned to the scummers, scavs, mutants and gangers who reside there. The noble families are leeching what profit they can still turn, although if the Hive seems doomed to die a slow death.
In the depths of the underhive, an entirely different story plays out. The low-lives down there care not for the wider Imperium, just for gaining power and thrills in their short, violent lives. One of the major gangs has just been catastrophically wiped out by a rival, leaving a huge power vacuum. In its wake, dozens of small-time gangs have sprung up, eager to carve out a slice of territory for themselves, while avoiding the ire of the far more established and powerful gangs.
With the Hive seemingly set to tear itself apart in the near future, a thriving black market exists, with the military hardware that the PDF never has cause to use regularly sold to the lower hive. Even the nobles have a hand in it, still vying to increase their own standing in the city while there is still time. Meanwhile at the very bottom, the scum are more or less blissfully unaware of the impending stagnation of their entire city. They just keep on mining the ore and killing each other, and the Imperium doesn't even notice.
~~~~~
In this game, which revives one of the oldest and most well-loved roleplaying game series from Darkstorm Gaming history, you take the role of a nefarious gang leader and his crew of cronies.
Where this game varies from previous instalments is that everything is being scaled way down to the core of the setting. There won't be any chaos freaking space marines(!) or sisters of battle squads roaming around. While the previous games were a lot of fun, I intend to really focus on the gangs themselves this time round. Simply defending your territory from the predations of your rivals while plotting their downfall and making shady alliances with other gangs to get an advantage before back-stabbing them before they back-stab you will keep you quite occupied.
Another aspect of the previous games that bogged it down over time was money and buying new equipment/base upgrades in particular, leading to it becoming a game of one-upping each other over and over again.
This time your hideouts will be your homes, your favourite drinking holes, hidden alleyways and wherever else you conquer. Your gangers will have to regularly walk the streets as a show of force, both intimidating the weaker scum who live amongst you in this cess pit and other gangs.
There will also be a great big emphasis on the players taking the initiative to go out and commit all sorts of atrocious crimes to get by, be it raiding other gangs for their loot, robbing stores and businesses (not that they typically have much down here) or even taking a great risk by attacking powerful entities, such as the trade guilds of the upper hive or larger NPC gangs. Those who manage such feats will surely gain great wealth and power, but they risk everything in the process.
Also, I will be using a simplified version of the Necromunda core rulebook rules to determine combat, injuries and experience. I know some people aren't happy about the number of games using rules systems these days (and I assure you in future games such as Space Hulk II, it will be like the good old days) but this is a Necromunda game and I want it to feel like such.
EDIT: If you are reading this and have no idea about the setting or what the hell is going on, then please simply PM me and I will explain it all. Or, alternatively, search for Lexicanum (the warhammer 40,000 wiki) and just read up on everything.
-----------------
GANG CREATION
You have 1000 Throne Gelt (Hive currency) to spend on recruiting gang members and buying starting equipment for them
- Each gang can only have one leader
- You must have a minimum of 3 people to be a gang
- You can include as many gangers as you want
- You can have as many juvies as you want so long as you don't have more juvies than gangers
- You can have up to 2 heavies
- All gang members of any rank start with a free knife
Step 1: creating a leader
Your gang leader is free of cost, but you will have to pay for their equipment.
This is the head honcho, the don, the big cheese. They're either the toughest, meanest, most intelligent, cunning, charismatic or otherwise skilled enough to be the leader of a gang.
If they die, then the ganger with the next highest LD value will take over as the new leader (and likely need a new fleshed-out character sheet as befits them).
If two potential leaders have the same LD value, then they will fight it out.
If another ganger reaches the same LD value or higher than the gang leader, then they might challenge the current leader to a fight to be in charge. Ganger scum are fickle by nature and will usurp each other if possible!
If your leaders' decisions continually prove poor, unprofitable or result in repeated deaths, the gang is more likely to rebel or want a new leader.
If your gang leader has great success and keeps the approval of his gangers, then they will be more loyal, inspired and generally more likely to do well in the jobs they are given.
If your original leader dies, then the new leader gains the ability to use special weapons and also gains the Chain of Command skill. If the leader is deposed but not killed and remains in the gang then they lose the right to use special weapons and the Chain of Command skill and the new leader gets both instead.
Their starting stats are as follows:
WS: 4
BS: 4
S: 3
T: 3
W: 1
I: 4
A: 1
LD: 8
Weapons: The gang leader can use melee, pistols, basic, special and grenades
Special Skill:
- Chain of Command: If your gang leader is leading your gang then they can use his LD value in terms of morale-based tests so long as the leader isn't out of action, dead or fleeing already. While committing your leader to battle can be risky (and sometimes unavoidable), this can make the difference between triumphing over your foes and your gang routing for the sake of their own lives.
Skills: The gang leader, new or old, is the only one who may ever take skills from the Leadership skill list.
Starting XP: 70
Starting Rank: Gang Champion rank 1 (Leader)
Experienced gangers (75 thrones)
Some gangers are simply more skilled or experienced than most and they are highly sought after by new gangs.
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
A: 1
LD: 7
Weapons: They may use melee, pistols, basic and grenades
A particular set of skills...: when one of these gangers is hired, they may EITHER add +1 to any stat OR pick one skill from any of the following tables:
Starting XP: 50
Starting Rank: Ganger rank 2
Gangers (50 thrones)
This lot make up the mainstray of your gang. They are fairly experienced and reliable, but generally not clever enough to lead a gang themselves.
WS: 3
BS: 3
S: 3
T: 3
W: 1
I: 3
A: 1
LD: 6
Weapons: They may use melee, pistols, basic and grenades
Starting XP: 30
Starting Rank: New Ganger
Heavies (95 Thrones) [0-2]
These are the biggest, strongest members of the gang and they bring the heavy or special weapons into turf wars.
They are also often amongst the most intelligent, as they have greater experience and know-how with maintaining weapons than others.
If the heavy firepower wasn't incentive enough, then the magic they can work on the gang's weapons usually is.
It is very rare for a Heavy to ever rise to become gang leader. However, if they ever do due to having the highest leadership and beating the current leader in a leadership challenge, or the old leader dies and they take their place or if they are the last one in the gang, then they CAN hold a dual position as heavy and leader. The restriction of a maximum of 2 heavies and 1 leader does not change in this situation.
WS: 2
BS: 3
S: 4
T: 3
W: 1
I: 3
A: 1
LD: 6
Starting XP: 60
Starting Rank: Ganger rank 3 (Heavy)
Weapons: they may use melee, pistols, special, basic, heavy and grenades
Special Skill:
- Weapon maintenance: the first time in a battle that the heavy's weapon would normally jam, it is ignored because of the extra care the heavy as put into looking after their own gear.
Skills: they are the only type of ganger that can take skills from the Heavy skill list.
Juves (25 Thrones)
Inexperienced, and usually reckless youngsters eager to join a gang, they are relatively useless and often used as meat shields by the more experienced gangers.
On the other hand, they are very cheap to hire and with a little time and effort, they can improve quickly to become fully-fledged gangers.
WS: 2
BS: 2
S: 3
T: 3
W: 1
I: 3
A: 1
LD: 5
Weapons: they may use melee, pistols and grenades
Starting XP: 0
Starting Rank: Green Juve
-----
Character sheet - every character in a gang needs one. Leaders are most important so their sheets are more extensive whereas the rest have much smaller sheets.
Leader sheet:
Name:
Gang Name:
Weapon list:
Age:
Gender:
Rank: (see the experience section)
Personality:
Appearance:
Background:
Weapons:
Armour:
Experience Points:
Skills:
Stats:
Gang member sheet:
Name:
Gender:
Rank:
Weapons:
Armour:
XP:
Skills:
Stats:
---------------------
Each fighter you recruit can be armed with one or more of the weapons listed. Initially only weapons from the starting weapons list below may be chosen, but once the game starts the entire black market is available.
A fighter can only ever carry one heavy weapon but they can carry any number of other weapons (within common sense).
When the gang is first created, some weapons may only be taken by the gang leader.
Grenades and missiles must be bought separately but other weapons are assumed to have a supply of ammo available once purchased. (Not including special ammunition)
There are three different starting weapon lists and you must choose one.
The first is melee-orientated, the second is balanced and the third is ranged-orientated. Whichever one you pick, you will ALWAYS be able to buy weapons from that list without having to check the black market.
Leader Weapons: only one of each of these can be purchased from the starting lists to represent the fact that your leader reserves the best gear for themselves, at least initially. While you could give these weapons to other gangers, your leader is probably the best fighter in your gang at the start and it'd be wiser to see how your gangers develop before giving them better gear to suit their growing skills.
List 1 - weapon/cost
Melee:
Knife - 5
Sword - 10
Club/Maul/Bludgeon - 10
Massive Axe/Club/Sword - 15
Chain/Flail - 10
Chain Knife - 20
Shock Maul - 25
Pistols:
Autopistol - 15
Stub gun - 10
Basic weapons:
Autogun - 20
Shotgun - 20
Special weapons:
Flamer - 40
Grenade Launcher - 130
Heavy weapons:
Auto-cannon - 300
Heavy Stubber - 120
Heavy Bolter - 180
Leader Only:
Chainsword or Chain Axe - 25
Bolt Pistol - 20
Boltgun - 35
List 2
Melee:
Knife - 5
Sword - 10
Club/Maul/Bludgeon - 10
Chain/Flail - 10
Pistols:
Autopistol - 15
Laspistol - 15
Stub gun - 10
Basic weapons:
Autogun - 20
Lasgun - 25
Shotgun - 20
Special weapons:
Flamer - 40
Grenade Launcher - 130
Bolt-action sniper rifle - 30
Heavy weapons:
Missile Launcher - 185
Heavy Stubber - 120
Heavy Bolter - 180
Leader Only:
Chainsword - 25
Meltagun - 95
List 3
Melee:
Knife - 5
Club/Maul/Bludgeon - 10
Pistols:
Autopistol - 15
Bolt pistol - 20
Laspistol - 15
Stub gun - 10
Basic weapons:
Autogun - 20
Boltgun - 35
Lasgun - 25
Shotgun - 20
Special weapons:
Meltagun - 95
Plasma gun - 70
Long-Las - 40
Heavy weapons:
Heavy stubber - 120
Heavy Plasma gun - 285
Man-portable Lascannon - 400
Leader Only:
Needle Rifle - 230
Plasma pistol - 25
----------------------------
New weapons
Bolt-action sniper rifle - same as autogun but much longer range, great accuracy at long range (+1) rather than short range.
Long-Las - same as lasgun but able to deliver pin-point accuracy at distance, but difficult to hit closer targets. (+2 long range, -1 short range) Slightly longer range.
Shock Maul - same as club but if an enemy goes down from a shock maul hit they automatically go out of action but suffer no serious injury after the battle.
Chain Axe - same as a chainsword except it re-rolls to wound, however it cannot parry. Same cost.
Nomad Rifle - the most powerful sniper rifle, it is a rare and prestigious weapon. Unlike the advanced needle rifle, it simply uses sheer brute force to kill rather than ingenious technology and poison. Each one is a masterfully hand-crafted weapon and they are surprisingly reliable, making them highly sought after. It is rumoured that there are only three in the entire Hive, two of which reside in the display rooms of nobles. (Long range, +1 to hit at long, -1 short, strength 6, -4Sv, D3 Dam, 3+ ammo roll)
Bolt weapons - all bolt weapons ignore an additional point of armour save. So boltguns are -2, heavy bolters -3, etc.
-----------------------------
Experience (XP)
XP determines the overall skill of your ganger, their 'rank' in the gang hierarchy and generally represents how skilled they are. The more XP a ganger earns, the faster they will increase in rank which will allow them to improve their skills and stats.
These are the usual ways of getting XP, although I may reward XP for other things, where appropriate, such as random events.
Action/XP
Put an enemy out of action - 5XP
Put an enemy leader out of action - 10XP
Put an enemy down - 2XP
Put an enemy leader down - 4XP
Badass of the Battle award (one ganger only, justification required) - 5XP
Survive a battle despite going down/out of action - 5XP
Survive a battle without going down - 10XP
Recover to 'flesh wound' from being down - 2XP
Participate in a victory - 5XP
Triumphant Leadership (Gang Leader only) - 10XP
Hit an enemy - 1XP
Secure loot - 1XP
Defeat a mutant - +10XP
Defeat a Scrap Worm - +15XP
Spotting an enemy raider - +2XP
Free a prisoner held by the enemy - +5XP
Successfully conquer or defend a territory or base - +15XP
Successful Driving Test - +1XP
Successfully initiate tailing/racing - +1XP
Penetrating a vehicle's armour by ramming it - +5XP
Run down/drive by attack an enemy - +5XP
Critically damage an enemy vehicle - +10XP
The XP/Rank track is as follows:
0-5 Green Juve
6-10 Juve rank
11-15 Juve rank
16-20 Top Juve
21-30 New Ganger
31-40 Ganger rank 1
41-50 Ganger rank 2
51-60 Ganger rank 3
61-80 Gang Champion rank 1
81-100 Gang Champion rank 2
101-120 Gang Champion rank 3
121-140 Gang Champion rank 4
141-160 Gang Champion rank 5
161-180 Gang Champion rank 6
181-200 Gang Champion rank 7
201-240 Gang Hero rank 1
241-280 Gang Hero rank 2
281-320 Gang Hero rank 3
321-360 Gang Hero rank 4
361-400 Gang Hero rank 5
401+ Mighty Ganger (May not advance further)
Every time the character levels up a rank, they gain either a characteristic advance or a new skill. This is done by me making a roll on the advances table to determine the result.
2D6 - Result
2-4 - New Skill (choose from any skill table and randomly generate one)
5 - Characteristic Increase (roll again: 1-3 = +1 Strength; 4-6 = +1 Attack)
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 Wounds; 4-6 = +1 Toughness)
9-10 - Choose any 1 skill.
11-12 - Choose any characteristic to add +1.
Minimum values: a characteristic may never be reduced below 1 no matter what.
Maximum values: (these are not scaled normally with 40k stats, so you cannot be stronger than a space marine)
WS: 8
BS: 8
S: 5
T: 5
W: 4
I: 6
A: 4
LD: 10
Skill tables that you can choose from:
- Agility
- Melee
- Stealth
- Strength
- Ferocity
- Special
- Shooting
- Heavy (Heavy only)
- Leadership (Leader only)
AGILITY SKILLS
1: Catfall
If the ganger passes an initiative test, they have rolled out of the fall and do not take damage. Falls from too high will still automatically take the ganger out of action.
2: Dodge
Gain an additional 6+ saving throw in addition to any others against shooting or hand-to-hand damage, and can never be ignored. However it cannot be taken against blast or flame weapons.
3: Jump Back
At the start of any melee fight the character can take an initiative test to safely disengage, exiting the fight without incident and moving several steps away from the opponent. If failed, the fight continues normally.
4: Leap
The ganger can take an initiative test to make leaps. If passed, they can leap over another person, or cross the distance between two building roof tops or any man-height obstacle, etc. If they fail the test then one of several things happen. If it's another person then that person takes a hit equal to the strength of the leaper. If they are jumping over a height, they will fall and take fall damage as normal. If they are leaping over any other normal type of object then they simply take a single Strength 3 hit as they fall.
5: Quick Draw
This lets you double your initiative when testing to fast draw in a stand off or similar situation. They can also switch to melee/pistol weapons in time before a charge if they are using a basic or special weapon beforehand.
6: Sprint
The ganger is extremely fast and can cover up to three times the distance as normal when running or charging.
MELEE SKILLS
1: Combat Master
If outnumbered in melee, the character gains +1 WS for every opponent over the first.
2: Disarm
The character can use this in close-combat and on a D6 roll of 4+ the opponent drops one weapon of your choice. If the disarming fighter takes his opponent down or out of action after successfully disarming them, then the disarmer gets to keep the weapon. If the opponent puts the disarmer down or out of action then they automatically retrieve their weapon.
3: Feint
The character can convert any parries it is allowed to make (typically only sword-type weapons) into +1 attack per parry available. You can only feint or parry in each turn and must decide which. Usually the maximum number of parries available will be two, if the fighter has one weapon in each hand that allows a parry.
4: Parry
The character has learned to parry even with weapons unsuited for such a move, perhaps even turning aside enemy weapons with his bare hands. If they also have a weapon like a sword that can parry then they can make their opponent re-roll an additional dice (or the same dice twice). This skill means that if the opponent also has a parrying weapon then they automatically cancel out, even if the character with this skill has no weapon or a weapon that can't usually parry.
5: Counter Attack
In combat, when both sides can make a parry they cancel out, but with this skill the character can immediately roll an extra attack dice when this happens.
6: Step Aside
The character is an expert at avoiding CQC attacks. In melee, they ignore any blows that hit them on the roll of a 4+.
STEALTH SKILLS
1: Ambush
The character is capable of concealing themselves, lying in wait and attacking other gangers from an unexpected angle. They can hide and overwatch at the same time.
2: Dive
The character can run and hide behind cover in the same move.
3: Escape Artist
If the character is ever captured after a battle, then they immediately escape with all of their equipment.
4: Evade
Ducking and weaving, this character is notoriously hard to hit. Enemies shooting at him at short range suffer a -2 to hit while at long range they suffer a -1. This only applies if the fighter is in the open, and does not stack with bonuses from cover.
5: Infiltration
The ganger is adept at getting behind enemy lines. At the start of a battle at which your side started, this ganger can begin anywhere of your choosing - be it a vantage point, or right behind an enemy! They are also better at spying than your typical thug.
6: Sneak Up
The character can make an initiative test and if passed then any sentries suffer a -2 to their roll to spot them.
STRENGTH SKILLS
1: Body Slam
The ganger adds +2 to their WS when it charges rather than just +1.
2: Crushing Blow
The character counts as having +1 Strength in close-combat.
3: Head Butt
If the ganger inflicts 2 or more hits in melee then they can instead exchange these extra hits to make just one with an additional strength bonus of +1 per extra hit exchanged. If a S4 character makes 3 hits and exchanges them, it becomes a S6 hit. The strength of this blow is so great that if the target survives then in the following round of combat they will suffer -2 to their combat score as they reel from the blow.
4: Hurl Opponent
If the character wins a combat, they can pick them up and throw them in a direction of their choosing. The thrown character takes a hit equal to the distance. This can be used to throw them into solid objects such as walls, other gangers or most effectively - off a very high place like a walkway!
5: Iron Jaw
If the ganger is hit in melee the strength of each hit is reduced by 1.
6: Strong Man
A fighter with this skill is pumped up enough to carry the largest melee weapons with a firm grip, using strength before agility in combat. They may use a single two-handed weapon in hand-to-hand combat as though it were a single-handed weapon, allowing the fighter to carry a Great Weapon in one hand and a pistol or club in the other hand, for example.
FEROCITY SKILLS
1: Berserk Charge
On a turn that the ganger charges they double their number of attacks (not including attacks gained from other methods, such as using two melee weapons), but cannot parry that turn even if they have the Parry skill.
2: Hard as Nails
The fighter is so tough and resistant that he gets a 6+ armour save. If the fighter actually wears armour, his increased resistance increases the save roll of that armour by 1. If the armour already has a 2+ save, then they gain a 6+ invulnerable save on top of that save, even if the armour save is reduced or negated entirely by a weapon's armour modifier.
3: Impetuous
After a melee fight, this ganger can lunge into combat with a second opponent if they are close by. There is no fight until the next round.
4: Killer Reputation
The ganger has such a fearsome reputation as a vicious, depraved psychopath that his foes are terrified at the thought of facing him. This causes a fear test if this ganger charges an enemy.
5: Nerves of Steel
If the ganger fails a test to avoid being pinned down by enemy suppressing fire, they can re-roll the dice.
6: True Grit
When testing to see the extent of injury during a fight, 1-2 is a flesh wound, 3-5 is down and only on a 6 are they out of action.
SPECIAL SKILLS
1: Chemist
A fighter with this skill might occasionally create some form of drug that might enhance their abilities before a fight.
Roll a D6:
1 - Poisonous. The ganger suffers -1 to all stats, to a minimum of 1, for this fight.
2 - Eagle Eye. +1BS
3 - Speed. +1 Initiative
4 - Steroids. +1 Strength
5 - Painkillers. +1 Wound
6 - Rage. Uses rules for Frenzy
2: Fixer
Gangers only. This ganger has a certain know-how or dubious contacts in the black market. They never reveal their secrets, but somehow they are much more easily able to get a hold of rare and vaunted items. You may choose any 1 rare item and send this ganger to work their contacts to try and find a special seller. Roll a d6:
1 - Catastrophe. The ganger asks the wrong people and is attacked. Immediately suffer a roll on the serious injury chart.
2-4 - Failure. The rare item is not available.
5-6 - Success! The rare item is available to be bought by your gang only.
3: Inventor
Occasionally this person might just cobble together something rather impressive. If they do, you're in for a treat...
Every week a D6 will be rolled. On the roll of a 6, you automatically get one free random piece of rare trade.
4: Medic
The ganger has some experience patching up fellow fighters. After a battle you can ask the GM to re-roll one serious injury result if you so desire.
5: Specialist
Gangers or Juvies only. The ganger has shown an affinity for the more complex weapons out there and can now use special weapons.
6: Weaponsmith
This ganger can ignore any failed jam/ammo and weapon explodes results on a 4+.
SHOOTING SKILLS
1: Crack Shot
When this ganger injures an opponent they roll two injury dice and pick the one that's worst for the enemy.
2: Fast Shot
The ganger can choose to, rather than firing normally, shoot up to his attack characteristic's value. Ie a character with 3 attacks can shoot 3 times in a round. Each shot can be at a different target. They can only use this skill with pistols or basic weapons, as special or heavy weapons are too cumbersome for this. Fast shot may be used with Gunslinger but not Rapid Fire. Ie a ganger with 2 attacks and 2 pistols would be able to shoot up to 4 times, using both pistols at the same time for each attack.
3: Gunslinger
The ganger is best with pistols and can wield one in each hand, firing them both accurately at the same time.
4: Hip Shooting
The character can run and shoot in the same round, but suffers a -1 to hit. This skill cannot be used with heavy weapons. Gun sights are unusable while doing this and it is still impossible to run and shoot with weapons that only ever allow someone to move or shoot, such as heavy weapons.
5: Marksman
The ganger gains +1 to hit with rifles and sniper rifles. List of eligible weapons: Stubgun, Autogun, Lasgun, Boltgun, Hellgun, Bolt-action sniper rifle, Long-las, Nomad Rifle.
6: Rapid Fire
If the character does not move, then they can shoot twice. If a ganger gets this skill twice or more then they can use it repeatedly, albeit with a different weapon each time.
HEAVY SKILLS (HEAVY ONLY)
1: Accuracy
The heavy is especially skilled with weapons that have a blast radius. Any weapon this fighter uses that has a blast radius will only scatter half as far if they miss.
2: Armourer
The heavy meticulously checks all the weapons being used by the gang. Any fighter in the gang adds +1 to any ammo roll or roll to check if their weapon explodes. However, a roll of a 1 always fails.
3: Bulging Biceps
The heavy can move and shoot with a heavy weapon with a -1 penalty. They can only walk, not run.
4: Long Shot
The heavy is skilled at making aimed shots with a heavy weapon. If the fighter only fires a single shot, then they will have a +1 to hit. This skill may not be used with any weapons such as flamethrowers or that explode in a blast radius, e.g. flamers and grenades.
5: Monkey Grip
The heavy has learned to use the substantial weight of their heavy weaponry in melee. In close combat, they can use heavy weapons as a two-handed club.
6: Knock Back
In an attempt to disorientate their attackers in close combat, the heavy can attempt to knock them back with their heavy weapon before any attack dice are rolled. They must make a strength test and if they pass then the opponent suffers -2 to their combat score. If they fail, then their wide swing has missed and they automatically suffer one additional hit as well as any other hits their opponent may make. A roll of a 6 is always a failure.
LEADERSHIP SKILLS (LEADER ONLY)
1: Barter
The leader has a reputation for being a loyal customer with many of the local traders. When the leader visits the trading post, they will always be offered one random piece of rare trade that is not available to the other gangs.
2: Fence
The leader is known as a trustworthy source of good quality used equipment. Whether or not this is actually true, the leader can charge more for his secondhand equipment. Instead of receiving only 50% value of equipment he sells, he will receive 75% value.
3: Haggle
Your leader drives a hard bargain at the trading posts. When purchasing a piece of rare trade, you may re-roll the variable cost of the item. However, the second roll must be accepted, even if it is worse.
4: Informant
The leader has earned a trusted friend who can often give him useful or interesting information about past, present or future events or info, whether it is about other players, their territories, next week's rare trade, or perhaps even a hint at future plot developments that other players aren't privy to. The informant remains anonymous and only meets at a certain time at night to protect their own identity. The informant can be visited as many times in a week as the player wishes, and there is no penalty for the first time each week. However, each subsequent visit increases the risk that the informant is discovered and disappears after telling too many secrets. This starts as a 4+ and increases to a 3+, 2+ and then automatic with each subsequent visit.
5: Inspirational/Intimidating
Whether they are loved or feared by their underlings, they command the highest loyalty and respect. They will never be challenged for leadership of the gang while they live.
6: Iron Will
This skill allows the leader to re-roll any failed bottle checks as long as he is not down or out of action.
-------------------
Gang Rating
GR is an abstract representation of roughly how powerful your gang is compared to others. I will calculate it and update it at the end of every week in-character time.
GR = value of fighters (in thrones) + experience of fighters
ie ganger Jim is worth 150 thrones and he has 200 experience, meaning he adds 350 to the overall GR.
This is useful for all the players, after all, if one gang appears to be getting too powerful then it's likely others will band together to take them down a notch.
--------------------
Serious Injuries
In the all-too-common turf wars and street skirmishes that we will no doubt see many of over the course of this game, it is very likely that gang members will be taken out of action.
This can mean many things and until a fight is resolved the actual outcome is uncertain.
They may recover just fine, or they might suffer debilitating injuries, or they may even die. Sometimes one side is completely knocked out of action which leaves all participants in a fight to the mercy of the victorious gang!
This is why in most fights one gang will retreat after too many of their gangers go out of action, either by the decision of the controlling player to disengage or because the gangs' morale buckles and they retreat anyway.
After each battle every ganger who went out of action will have a roll made by me on a chart that will determine what happened to them.
Now, as you don't want this to happen very often, try and fight battles when you have the advantage and in any case always try and use cover! Armour is fairly rare in the underhive and even if you do have it it's best to hide behind a metal wall or convenient pile of rubble.
In a fight, sometimes the gangers will only suffer flesh wounds - these aren't serious and they won't get a roll on the chart of doom.
There is also another state that gangers can be in: 'down' - this just means they're on the ground and in a bad way but they're still in the fight. If they are still down at the end of a fight they have a 50% chance to suffer serious injury and 50% chance to recover with no serious harm done to them.
NEW serious injury table, roll a D100:
1-10 - Killed outright. The character was killed by their injuries. If the opposing group was victorious then they claim the weapons and equipment of the dead ganger.
11-20 - Multiple Injuries. Miraculously the character has survived a score of wounds. Roll another D6 times on this table, re-rolling 'dead' 'multiple injuries' and 'full recovery' results.
21-30 - Chest Wound. A vicious injury to the torso has weakened the character as a whole. Their toughness is reduced by 1.
31-33 - Left leg smashed. The leg is still attached but is permanently damaged. The character can no longer run or charge or use the sprint skill. If both legs suffer this result then the character can only shamble along very slowly as if they were at crawling speed.
34-35 - Left leg destroyed. The leg was vaporized, blown off or amputated after the battle. The character can no longer move other than crawling or using a walking stick. If both legs suffer this result the character can only crawl.
36-38 - Right leg smashed. The leg is still attached but is permanently damaged. The character can no longer run or charge or use the sprint skill. If both legs suffer this result then the character can only shamble along very slowly as if they were at crawling speed.
39-40 - Right leg destroyed. The leg was blown off or amputated after the battle. The character can no longer move other than crawling or using a walking stick. If both legs suffer this result the character can only crawl.
41-43 - Left arm smashed. The arm is still attached but it is permanently damaged. The character suffers -1 strength with that arm.
44-45 - Left arm destroyed. The was blown off or amputated after the battle. The character can no longer use that arm at all (obviously).
46-48 - Right arm smashed. The arm is still attached but it is permanently damaged. The character suffers -1 strength with that arm.
49-50 - Right arm destroyed. The was blown off or amputated after the battle. The character can no longer use that arm at all(obviously).
51-56 - Head wound. A serious head injury leaves the character somewhat unhinged. At the start of each game roll a D6 to determine how they are affected. On a 1-3 they are dazed and confused and use the rules for Stupidity. On a 4-6 they are enraged and uncontrollable and use the rules for Frenzy.
57-58 - Blinded in left eye. Whether they have just lost sight or their eye has been ripped out, they can no longer see with it and they suffer -1BS. If they are blinded in both eyes their WS and BS is immediately reduced to 1 unless they get a replacement in which case they return to what they had previously except at -1. If they get both eyes replaced their BS is restored.
59-60 - Blinded in right eye. Whether they have just lost sight or their eye has been ripped out, they can no longer see with it and they suffer -1BS. If they are blinded in both eyes their WS and BS is immediately reduced to 1 unless they get a replacement in which case they return to what they had previously except at -1. If they get both eyes replaced their BS is restored.
61-65 - Partially deafened. The character survives but is half deaf. If they go deaf again their leadership is halved.
66-68 - Shell Shock. They may suffer traumatic flashbacks or the like during battle, and must take a leadership test every round in a fight or else attack the closest person, friend or foe.
69-70 - Left hand injury. Lose D5 fingers on that hand. -1WS.
71-72 - Right hand injury. Lose D5 fingers on that hand. -1WS.
73-75 - Old Battle Wound. The character recovers but occasionally their old wound plays up before a fight, affecting their health. A d6 roll of 6 means they cannot fight and are incapacitated.
76-80 - Bitter Enmity. Although they make a full physical recovery, the character has been psychologically scarred by the experience. They develop serious anger issues when it comes to the enemy in question. Roll a d6 to see who they hate (and makes them use the rules for Hatred in battle):
1-2 The individual who inflicted the injury.
3-4 The leader of the gang who inflicted the injury.
5-6 The entire gang responsible for the injury.
80-85 - Captured. They end up captured by the enemy side if they won. If the victorious side won then re-roll this result.
86-87 - Horrible scars. The character recovers but is horribly disfigured. They now cause Fear.
88-89 - Impressive scars. They are left with impressive scars that are a testament to their bravery and skill in battle. They gain +1LD. Multiple impressive scars are not cumulative.
90-100 - Survives against the odds. Whether they were seriously wounded or left for dead, the character makes a full recovery and gains +D6 experience points.
--------------------------
TERRITORY
Territory is the lifeblood of any gang. You start with five randomly generated territories and can collect income from them every week in-game.
Unlike previous games, your gangers automatically collect income from them in their spare time without you fussing over sending ganger abc to territory 123.
However, your income is reduced every week depending on how many gangers you have. They all demand a cut of the proceeds to spend on booze, drugs, food and whatever else they desire. Shown below is how much you earn based on income compared to gang size.
Remember not to let your gang grow beyond a size you can afford to support, as you'll not earn a profit and be left behind next to the other gangs!
Right new idea, upkeep is now worked via a flat % reduction.
Number of people in gang - percent reduction from income
1-3 - 5%
4-6 - 10%
7-9 - 15%
10-12 - 20%
13-15 - 25%
16-18 - 30%
19-21 - 35%
22-24 - 40%
25-27 - 45%
28-30 - 50%
-----------------------------
GIANT KILLER BONUS
If the underdogs take on the big local gang and win, then grateful locals will come forward and reward them, or maybe your gang just went on a spree of petty theft on their way out of enemy territory.
Difference in Gang Rating/Income bonus for winning a fight
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
Territory list - the actual types of territory you can own, fight over and so forth.
Chem Pit (5 thrones)
An extensive and highly dangerous chemical pit lies nearby. The pit is a source of constantly changing chemicals, sulphurous deposits and all kinds of poisonous and corrosive substances. If you want to collect chemicals from the pit and sell them to local addicts or "scientists" then you will get a small pay.
Old Ruins (10 thrones)
There is an exposed area of ancient ruins not far from your settlement. If a ganger searches through the ruins he may find scrap pieces of archeotech, bits of old metal or interesting old curios.
Slag (15 thrones)
Near your esttlement there is an extensive network of tunnels and crawlholes full of iron slag and other solidified chemical wastes. A ganger can break it up ready to sell to local Guilders.
Mineral Outcrop (40 thrones)
Not far from your settlement there is an outcrop of mineral wastes where a ganger can collect valuable sparstones, adonite crystals and igneous adamantorite, or one of the many other kinds of mineral gems that are formed in the underhive.
Settlement (30 thrones)
The families of your gang fighters own holes or workshops inside the settlement where the gang is based. These holdings help to support the gang by providing food, shelter and a vital link with the local traders. In addition, there is a chance of a young relative leaving the settlement to join your gang, which will gain you 1 Juve.
Mine Workings (25 thrones)
In a secret location in the wastes your gang has discovered a mine. The excavations yield carnotite gems or some other valuable ores or stones. Friends of the gangers are already working in return for a slice of the proceeds. You collect your share of the profits as your gangers don't have the time to work there. You can also send slaves into the mines to increase your profit by +10 per slave. This is typically an option reserved for captured gang members, but if you want to be a body snatcher for the sake of money, then who's going to stop you... well, you'll probably find out.
Tunnels (10 thrones)
Your gang has found a buried entrance to a labyrinth of ancient service ducts beneath the dome floor, full of scrap. Also, with enough exploration, you might find that your tunnels might lead somewhere unexpected...
Vents (10 thrones)
The gang has found a concealed entrance into a network of ancient ventilation shafts, full of techno-gubbinz.
Homestead (30 thrones)
One of the gang members comes from a homestead out in the wastes. The homestead produces a crop of nutritious slime which the ganger can help his family carry to the local trade post in return for a cut of the profit.
Water Still (25 thrones)
The gang has discovered and renovated an old water still out in the wastes. The still is worked by the family or friends of one of the gangers. Guilder slave trains carry the water to local settlers making the gang a share of the proceeds.
Drinking Hole (60 thrones)
Your gang leader has inherited an old drinking hole in payment of an outstanding gambling debt. The hole earns a small sum and also provides the gang with a convenient base in the local settlement. It is a profitable business and a prize territory.
Guilder Contact (35 thrones)
A local Guilder has offered you favourable rates in return for your business doing various jobs.
You can also sell rare artefacts to the Guilder contact instead of on the Black Market for a substantially better price.
Friendly Doc (15 thrones)
One of the local medical practitioners has offered to pay you in return for blood and tissue donations from your gangers. The Doc will also give you +15 thrones for dead bodies (typically your gangers, or prisoners), providing him with a useful supply of organs and limbs.. or worse, a victim to experiment on (if alive).
Workshop (40 thrones)
The family or friends of one of your gang fighters runs a workshop in the local settlement. You can trade in bits of scrap or other odds and ends in return for cheap repair work or cash.
Gambling Den (4D10 thrones/special)
Your gang runs a gambling den in an old disused hole in your settlement. Although the income from running a game is good, it is a risky business because underhivers are notorious cheats and bad losers too. If you decide to run a gambling session, then it is possible to win or lose substantial amounts, even if you try to rig the game in your favour.
How much is at stake obviously depends on who is at the game. A scummer isn't going to have much, but a Guilder or other Gang Leaders will likely have much more to stake. Such arrangements are risky, but potentially very profitable if they go without a hitch... assuming everyone keeps their hands on the table and weapons holstered.
EDIT: it now has a flat but random income. To represent the chance of a losing streak on your gang's part, if you roll any number twice (or more) then that amount is deducted. E.g. if you rolled three 5s and one 7, then your income for this territory would be +2 and -15 for a total of -8.
Spore Cave (25 thrones)
Your gang has discovered a hidden cave where many kinds of rare fungi grow, such as pearl spore and iron mould. A ganger can harvest the fungi and sell it to local traders.
Archeotech (20 thrones/special)
Your gang has discovered a hidden entrance into a small unexplored dome full of treasures from eras long since forgotten. Your gangers can collect remnants of ancient technical devices for a good amount of money.
However, you can exploit this hidden treasure trove for more money each week if you desire, adding any number of +D10 thrones up to a maximum of 6D10 thrones in one go. However, the risk of people at the trading post getting suspicious and discovering that you have found a new source of Archeotech greatly increases. If you roll any doubles then you have been spotted by someone and the word will be spread. If the secret gets out then your gangers will venture into the dome one day to find it full of scavengers, prospectors and other treasure hunters seeking their fortune, picking it bare.
If this happens, then the territory becomes Old Ruins instead.
Green Hivers (choose)
You befriended a group of settlers who have migrated from the upper Hive City to the Underhive to start a new life. Possibly your gang chanced upon the settlers lost or dying in the wastes. Maybe they are relatives or friends of one of your gangers who have deliberately sought them out. Thanks to your contacts and influence you are able to give the green hivers a good start, and naturally they are grateful for your assistance and only too pleased to help in the future. You may choose any type of territory from the chart. The territory represents the vocation of the settlers or a discovery they have chanced across in their journey to the Underhive. The territory yields the appropriate income for its type.
-----------------------
THE TRADING POST
This was mentioned earlier in the post.
The Trading Post is open every weekend (in real life, by England time) where you can spend your hard-earned Thrones.
But what can you spend them on?
New Recruits - these are recruited in the same way as the original gang, using the starting weapons' list you chose.
Recruiting Hired Guns - players can hire mercenary fighters, assassins, spies, guides and other useful people.
Bounties - you can check to see if there are any new bounties, or post one of your own. Putting a high price on another gang leader's head is going to make life very difficult for them indeed.
Weapons and Equipment - Obviously in the underhive arms race, everyone will periodically want to add new gear to their force. While you can always purchase items that are on your starting list, other items will be more difficult to acquire, and often whatever the traders just so happen to have available for sale at that time is the best you'll get.
There will be new rare items up for sale every weekend, but if they aren't bought by one of the players then you can bet someone else will, and you'll be lucky to see another example of such rare and valuable items.
Selling - you can also sell unwanted items for half price, rounding up.
--------------------