What's the difference? The Trader Outpost is Guilder-operated and the closest thing to "legal" transactions as people can get in the underhive.
The Black Market is a more shady affair that undermines the Guilder's business and is difficult to eradicate, like a parasitic thorn in the Emporium's side. They have contacts throughout every settlement. Anything can be bought here without going to Gelttown and going through the Guilders, but it will cost 125% of the flat cost to represent the fact that it's more difficult for them to procure the items. They also only buy things for 1/4 of their flat price rather than 1/2 like the Guilders but unlike the Guilders they may be willing to negotiate through other means - gambling.
------------------------
This is simply where you buy everything. Common items can always be purchased.
To find what rare items are on offer, you must first search around (tell me via PM you are doing this)
List of common weaponry:
Melee weapons:
Knife - 5
Range: Close combat
Strength: As user
Damage:
Save Mod:
Special:
Sword - 10
Range: Close combat
Strength: As user
Damage: 1
Save Mod: -
Special:
Parry - can force opponent to re-roll their highest attack dice. Two parrying weapons cancel out.
Club/maul/bludgeon/Axe - 10
Range: Close combat
Strength: As user +1
Damage: 1
Save Mod: -
Special:
Chain or Flail - 10
Range: Close combat
Strength: As user +1
Damage:
Save Mod:
Special:
It is impossible to parry against a fighter armed with this weapon.
Fumble - because the weapon is so clumsy, every fumble made by the wielder confers +2 to the opponent's combat score rather than just +1.
Massive Axe, Sword or Club - 15
Range: Close combat
Strength: As user +2
Damage: 1
Save Mod: -
Special:
Draws - due to the ponderous lurching swing required to wield this weapon, any combat which ends in a draw will always be won by your opponent regardless of weapon skill or initiative rolls. Your opponent catches you on the upswing.
Glaive - 15
Range: Close combat
Strength: As user +1
Damage:
Save Mod:
Special:
Two-handed
If at least 1 wound is caused, it automatically causes another
Can be used one-handed on bikes for maximum effect
Double-bladed knife - 15
Range: Close combat
Strength: As user
Damage: 1
Save Mod: -
Special:
Parry - this knife can parry. It also adds +1 to initiative rolls to win draws.
Spear - 15
Range: Short / Close combat
Strength: As user
Damage: 1
Save Mod: -
Special:
Can be thrown up to short range. If it hits then it can no longer be used in melee until collected after the battle.
Shield - 15
Range: Close combat
Strength: As user
Damage: 1
Save Mod: -
Special:
Defensive - This weapon adds +1 to the user's armour save in close combat, or confers a 6+ save if they do not already have one. It is most effective when paired with another melee weapon. Due to its defensive nature, it does not add +1 attack when used with another weapon.
Wrist-blade - 15 (The same as a sword, except you can keep the hand free to use another weapon. If you go up against another enemy who has a weapon that can parry, it does not cancel out as normal, they get to parry and you do not as the wrist-blade is more awkward to use than a regular sword)
Range: Close combat
Strength: As user
Damage:
Save Mod:
Special:
Chainsword or Chain Axe - 25
Range: Close combat
Strength: 4 or as user if higher
Damage: 1
Save Mod: -1
Special:
Parry (Chainsword only)
Re-roll failed wounds (Chain axe only)
Shock Maul - 25
Range: Close combat
Strength: +1
Damage: 1
Save Mod: -
Special:
Shock field - any enemy who goes down to this weapon automatically goes out of action.
Pistols:
Stub pistol - 10
Range: Short
To Hit Modifiers: - short -1 long
Strength: 3
Damage: 1
Save Modifier: -
Ammo Roll: 4+
Special - Dum Dum Bullets. A stub gun can be loaded with dum-dum bullets. A supply of these hand-made bullets costs extra, but they are more powerful than standard ammunition. It adds +1S to the weapon but if an ammo roll is failed, the weapon automatically explodes.
Autopistol - 15
Range: Short
To Hit Modifiers: +2 short - long
Strength: 3
Damage: 1
Save Modifier: -
Ammo Roll: 4+
Laspistol - 15
Range: Short
To Hit Modifiers: +2 short -1 long
Strength: 3
Damage: 1
Save Modifier: -
Ammo Roll: 2+
Bolt Pistol - 20
Range: Short
To Hit Modifiers: +2 short - long
Strength: 4
Damage: 1
Save Modifier: -2
Ammo Roll: 6+
Sawed-off Shotgun - 20 [comes with scatter and solid shot, see shotgun shell types]
Range: Very Short
To Hit Modifiers: +2 short -1 long
Strength: varies
Damage: 1
Save Modifier: varies
Ammo Roll: varies
Special: May be used by fighters on Bikes
Hand Flamer - 20
Range: Short/fire cone
To Hit Modifiers: Auto hit
Strength: 4
Damage: 1
Save Modifier: -2
Ammo Roll: Special
Special: the hand-flamer is a one-shot weapon. It can only be fired once per engagement. It cannot be used in melee like a normal pistol.
Plasma Pistol - 25
Range: Short
To Hit Modifiers: +2 short -1 long
Strength: 4 / 6
Damage: 1
Save Modifier: -1 / -3
Ammo Roll: 4+
Special: Plasma pistols have two energy levels they can fire on, hence why two values are given for some stats. The first is low power, which is the normal mode. The second is high power which means the Plasma pistol must spend a round cooling down.
Hell pistol - 30
Range: Short
To Hit Modifiers: +2 short -1 long
Strength: 3
Damage: 1
Save Modifier: -4
Ammo Roll: 4+
Basic weapons:
Stub carbine - 15
Range: Medium
To Hit Modifiers: - short - long
Strength: 3
Damage: 1
Save Modifier: -
Ammo Roll: 4+
Special - Dum Dum Bullets. A stub gun can be loaded with dum-dum bullets. A supply of these hand-made bullets costs extra, but they are more powerful than standard ammunition. It adds +1S to the weapon but if an ammo roll is failed, the weapon automatically explodes.
Autogun - 20
Range: Medium
To Hit Modifiers: +1 short - long
Strength: 3
Damage: 1
Save Modifier: -
Ammo Roll: 4+
Shotgun (solid shot + scatter shells free) - 20
Range: Short/Medium
To Hit Modifiers: - short - long
Strength: varies
Damage: 1
Save Modifier: varies
Ammo Roll: varies
Special: knock-back. The high impact of a shotgun is quite capable of knocking a person off balance or even off their feet. If a person is shot off the side of a high ledge their roll for falling is done at -1 initiative.
Lasgun - 25
Range: Medium
To Hit Modifiers: +1 short - long
Strength: 3
Damage: 1
Save Modifier: -1
Ammo Roll: 2+
Boltgun - 35
Range: Medium
To Hit Modifiers: +1 short - long
Strength: 4
Damage: 1
Save Modifier: -2
Ammo Roll: 6+
Hellgun - 40
Range: Medium
To Hit Modifiers: +1 short - long
Strength: 3
Damage: 1
Save Modifier: -4
Ammo Roll: 6+
Special weapons:
Bolt-action sniper rifle - 30
Range: Long
To Hit Modifiers: - short +1 long
Strength: 3
Damage: 1
Save Modifier: -
Ammo Roll: 4+
Long-Las - 40
Range: Long
To Hit Modifiers: -1 short +2 long
Strength: 3
Damage: 1
Save Modifier: -1
Ammo Roll: 2+
Flamer - 40
Range: Flame cone
To Hit Modifiers: - short - long
Strength: 4
Damage: 1
Save Modifier: -2
Ammo Roll: 4+
Special: An ammo test is required every time the flamer is fired regardless of the to-hit roll.
Plasma Gun - 70
Range: Short / Medium
To Hit Modifiers: +1 short - long
Strength: 5 / 7
Damage: 1
Save Modifier: -2 / -5
Ammo Roll: 4+
Special: Plasma guns have two energy levels they can fire on, hence why two values are given for some stats. The first is low power, which is the normal mode. The second is high power which means the Plasma gun must spend a round cooling down.
Sustained fire: one dice (high power only)
High Impact (high power only)
Meltagun - 95
Range: Short
To Hit Modifiers: +1 short - long
Strength: 8
Damage: D6
Save Modifier: -4
Ammo Roll: 4+
Special: As a melta weapon it also rolls 2D6 to penetrate vehicle armour.
Grenade Launcher - 130
Range: Long
To Hit Modifiers: - short -1 long
Strength: varies
Damage: varies
Save Modifier: varies
Ammo Roll: auto
Special: This weapon only uses grenades. You must buy a supply to last each battle. Special/rare grenades do not count as a supply and can only be used individually even in a grenade launcher.
Move or fire - because of its bulk and massive recoil, a fighter cannot shoot a grenade launcher if he moves.
Heavy Weapons:
Heavy Flamer - 100
Range: Flame cone
To Hit Modifiers: - short - long
Strength: 5
Damage: 1
Save Modifier: -3
Ammo Roll: 4+
Special: An ammo test is required every time the flamer is fired regardless of the to-hit roll.
Heavy Stubber - 120
Range: Long
To Hit Modifiers: - short - long
Strength: 4
Damage: 1
Save Modifier: -1
Ammo Roll: 4+
Special:
Sustained Fire: 2 dice
Heavy Bolter - 180
Range: Long
To Hit Modifiers: - short - long
Strength: 5
Damage: D3
Save Modifier: -3
Ammo Roll: 6+
Special:
Sustained fire: 2 dice
Missile Launcher - 185
Range: Very Long
To Hit Modifiers: - short - long
Strength: as missile
Damage: as missile
Save Modifier: as missile
Ammo Roll: auto
Special: Missile Launchers must have a supply of missiles bought before each engagement and can only use one at a time, either krak (heavy duty anti-armour) or frag missiles (large blast anti-infantry). See the special ammo/grenades/missile section for cost/stats.
Multilaser - 230
Range: Long
To Hit Modifiers: - short - long
Strength: 3
Damage: 1
Save Modifier: -
Ammo Roll: 2+
Special:
Sustained Fire: 4 dice
Heavy Plasma Gun - 285
Range: Long / Very Long
To Hit Modifiers: - short - long
Strength: 7 / 10
Damage: D3 / D6
Save Modifier: -2 / -6
Ammo Roll: 4+
Special: HPGs have two energy levels they can fire on, hence why two values are given for some stats. The first is low power, which is the normal mode. The second is high power which means the Plasma gun must spend a round cooling down.
Blast: HPGs are essentially ordnance and they impact with a small blast radius. While not as large as a frag missile's detonation, it is far more deadly.
High Impact
Autocannon - 300
Range: Very Long
To Hit Modifiers: - short - long
Strength: 7
Damage: D6
Save Modifier: -3
Ammo Roll: 4+
Special: High Impact
Sustained Fire: 1 dice
Lascannon - 400
Range: Very Long
To Hit Modifiers: - short - long
Strength: 9
Damage: 2D6
Save Modifier: -6
Ammo Roll: 4+
Special: High Impact
********High Impact
Weapons with a strength of 7 or more are high impact. People hit by them go out of action on a roll of a 5 or 6 rather than just a 6.
Misc:
Clip Harness - 20
A safety line that can be attached to an appropriate nook, it allows the ganger to rappel down a building or fall off somewhere yet remain safe. The line can of course be cut by another person if they are close enough.
Photo-Visor - 20
A special visor that enhances vision in poor light conditions. They allow a wearer to re-roll failed initiative tests to avoid the effects of a photon flash flare and similar devices. A fighter wearing a photovisor can also see through smoke and shoot through it with a -1 penalty.
Respirator - 20
A person wearing a respirator can re-roll a failed toughness test to resist dangerous gases.
Com-bead set (enough for 10 people, locked to the same channel) - 50 thrones
One set has enough for 10 people and they are locked to the same channel. They can only be used within the same settlement due to their limited range.
Vox Caster - 30 thrones
This heavy radio set can only communicate with other vox casters or allow a set of vox beads to transmit throughout the entire underhive.
Silencer - 10 thrones
Can be fitted to a stub pistol, autopistol, stub gun, autogun or bolt-action sniper rifle. The weapon becomes almost completely silent.
Extra ammo - half weapon cost, rounding up
The ganger carries extra ammo. This lets them re-roll a failed ammo test, at which point the extra ammo is used up.
Grapnel - 30 thrones
A magnetic grapnel attached to a long wire which is fired from a small launcher. You shoot it, it sticks to something and then it reels you in. It can also be used as a weapon if you are desperate.
Range: Short
To hit modifier: Short +2 Long +1
Strength: 2
Damage: 1
Save mod.: -
Ammo Roll: 6+
Medi-pack - 50 thrones
A medi-pack can only be used by a ganger with the Medic skill. A medic can use the medi-pack on a friend who is downed in a fight. They must spend some time working on them, and if uninterrupted then on a 1-4 the patient recovers to a flesh wound, on a 5 they go down and on a 6 they go out of action.
Screamers - 25 (one encounter)
These small devices are triggered when stepped on and they then sound an alarm. If an enemy gang is sneaking up on your base, then every time one of them moves there is a 4+ chance they will step on a screamer. The alarm will sound and the entire gang will be alerted to the intruders' presence.
Stummers - 25 (one encounter)
These devices are the opposite of screamers. When attacking an enemy base, intruders can spread these devices around. They absorb sound, cancelling out the effects of screamers if they are present.
Gunsights
Red-dot laser sight - 40 thrones
A device fitted to the end of a weapon that traces a red light to where the shots will hit. Adds +1 to hit, can only be used on a pistol, basic or special weapon. Anyone shot at by one of these weapons gets a chance to 'spot the dot' and on a D6 roll of 6 they avoid the shot entirely.
Mono Sight - 40 thrones
A small optical device worn over one eye that assists with targeting. +1 to hit with a basic, special or heavy weapon provided the user does not move. Its +1 is of no use during overwatch when an enemy suddenly appears or disappears from sight.
Telescopic sight - 40 thrones
A simple but effective gunsight, if the user does not move then they can double the short range of their weapon. Basic or special weapons only. The bonus does not apply on overwatch.
Infra Red sight - 30 thrones
Similar to a mono-sight, it allows the user to see where enemies are hiding, rendering cover useless. Partial cover is ignored entirely, and the -2 to hit from full cover becomes only -1.
Generic explosives (cost is per single explosive) and special ammo (good for one battle) that can be taken:
Frag Grenade - 10 thrones
Strength: 3
Damage: 1
Save mod.: -1
Blast
Fire bomb - 15 thrones
Strength: 4
Damage: 1
Save Mod.: -2
Requires a successful initiative test to put out when someone is set on fire by one otherwise they continue to be hit by it until they go down or out of action.
Krak Grenade - 20 thrones
Strength: 6
Damage: D6
Save mod.: -3
Heavy: this lofty grenade is difficult to throw, and confers a -1 to hit penalty.
Demolition: the krak grenade can be affixed to any unmoving object next to the user instead of shooting in that round. This makes it a relatively cheap form of high yield explosive, second only to Meltabombs in potency.
Frag Missile - 25 thrones
Strength: 4
Damage: 1
Save mod.: -1
Large blast
Krak Missile - 40 thrones
Strength: 8
Damage: D6
Save mod.: -6
High Impact
Detpack - 50 thrones
Strength: 10
Damage: 1D6+6
Save mod.: -3
High Impact
Large blast radius
Special: These large, cumbersome mining explosives can only ever be placed and set with a timed detonator or a primitive remote explosive. Also, carrying these in a firefight is akin to becoming a walking bomb. Best used for - surprise, surprise - demolitions, they are as expensive as they are dangerous. Guaranteed damage to whatever they are attached to. Handle with caution. Takes 2 rounds in combat to set up.
Stub gun dum-dum bullets - 5 thrones
Shotgun shells:
Solid Slug:
Range: Short/Medium
To Hit Modifiers: - short -1 long
Strength: 4
Damage: 1
Save Modifier: -
Ammo Roll: 4+
Scatter Shot:
Range: Short/Medium
To Hit Modifiers: +1 short -1 long
Strength: 3
Damage: 1
Save Modifier: 1
Ammo Roll: 4+
Special: (good for one battle)
Man-Stopper shotgun shell - 5
Range: Short/Medium
To Hit Modifiers: - short - long
Strength: 4
Damage: 1
Save Modifier: -2
Ammo Roll: 4+
Hot-shot shotgun shell - 5
Range: Short/Medium
To Hit Modifiers: - short -1 long
Strength: 4
Damage: 1
Save Modifier: -
Ammo Roll: 6+
Special: re-roll failed rolls to wound
Bolt shotgun shell - 15
Range: Medium
To Hit Modifiers: +1 short - long
Strength: 4
Damage: 1
Save Modifier: -1
Ammo Roll: 6+
Hot-Shot power pack - 15
This can only be used with Laspistols, Hellpistols, Lasguns and Hellguns. It increases their strength to 4 but also decreases their ammo roll to 6+.
Armour - You can only get armour at the trading post, and they are as follows:
Metal armour - 6+ save (10 thrones)
Mesh armour - 5+ save (30 thrones)
Flak armour - 4+ save (50 thrones)
Carapace armour: 3+ save, -1 initiative (75 thrones)
Rare items - by checking the Trader Outpost when it's open for business and having a more thorough look around, you may be able to find some very rare items are for sale.
Rare trade table:
11-16 Power weapon - roll a D6
1 - Power Axe - 35+3D10 thrones
Range: Close combat
Strength: 5 / 6 or as user if higher
Damage: 1
Save Mod: -2 / -3
Special: Has two set of stats as it can either be wielded one handed or two handed for greater effect.
2 - Power Fist - 85+3D10 thrones
Range: Close combat
Strength: 8
Damage: 1
Save Mod: -3
Special: High Impact
3 - Power Maul - 35+3D10 thrones
Range: Close combat
Strength: 5 or as user if higher
Damage: 1
Save Mod: -3
Special: an enemy who goes down to a blow from a power maul will automatically go out of action.
4 - Power Sword - 40+3D10 thrones
Range: Close combat
Strength: 5 or as user if higher
Damage: 1
Save Mod: -3
Special: Parry
5 - Lightning Claw - 60+3D10 thrones
Range: Close combat
Strength: 5
Damage: 1
Save Mod: -3
Special: Re-roll failed rolls to wound.
6 - Power Blade 40+3D10
Range: Close combat
Strength: 5 or as user if higher
Damage: 1
Save Mod: -3
Special: Wrist-mounted and leaves hand free for another weapon, can parry but if another weapon against them can parry it doesn't cancel out like normal and the other person gets to parry while the power blade user doesn't.
21-26 Rare Weapon - Roll a D6
1-3 Needle Weapon - Roll a D6.
-- 1-4 needle pistol - 100+4D10
Range: Short
To Hit Modifiers: +2 short - long
Strength: 3
Damage: 1
Save Modifier: -1
Ammo Roll: 6+
-- 5-6 needle rifle - 230+4D10
Range: Long
To Hit Modifiers: - short +1 long
Strength: 3
Damage: 1
Save Modifier: -1
Ammo Roll: 6+
Special (both):
Toxic dart: No roll to wound is necessary with these weapons. They automatically inflict a single wound.
Injuries: Enemies hit by needle weapons do not use the normal injury chart. Instead, consult the following:
1: The poison wears off, but the fighter is left drowsy. Counts as a flesh wound.
2-3: Paralysis. The target drops to the floor stiff and cannot move or act for the rest of the battle. They are down and cannot test to recover.
4-6: Comatose. The target goes limp, frothing at the mouth as poison works to systematically shut down their body. They immediately go out of action.
4 Web Pistol - 120+4D10
Range: Very short
To Hit Modifiers: - short -1 long
Strength: Special
Damage: 1
Save Modifier: -
Ammo Roll: 6+
Webbing: if the shot hits then there is no roll to wound. The target is ensnared and they may do nothing except try to break free. This requires getting a score of 9 or more by rolling a D6 and adding the character's strength characteristic to it. If they fail then they can do nothing and they automatically suffer 1 wound, although armour saves are permitted against this.
Capture: If the owner's side wins the fight, then any enemy that has been webbed/ensnared as above that fails to escape by the end of the battle is automatically captured.
5 Combat Shotgun - 60+3D6
Range: Short
To Hit Modifiers: <as shotgun shell>
Strength: <as shotgun shell>
Damage: <as shotgun shell>
Save Modifier: <as shotgun shell>
Ammo Roll: <as shotgun shell>
Special: the combat shotgun is notorious for its high rate of fire and it can fire twice per round.
6 Assault Gun - 70+3D6
Range: Medium
To Hit Modifiers: +1 short - long
Strength: 3
Damage: 1
Save Modifier: -1
Ammo Roll: 5+
Special: Similar to an autogun or boltgun in appearance, it is surprisingly high-tech and can produce an incredible rate of fire for a rifle. It must always use one sustained fire dice.
31 Melta Bomb
Range: Must be placed
To Hit Modifiers: ----
Strength: 8
Damage: D6
Save Modifier: -4
Ammo Roll: -
Special: Cannot be thrown like any other grenade. It must be placed carefully. It 'hits' automatically and will detonate one round after being placed. It has no real blast radius and can only be employed against vehicles or buildings or other stationary objects.
32 Plasma Grenade - 30+2D6
Range: Varies on user's strength
To Hit Modifiers: -
Strength: 5
Damage: 1
Save Modifier: -2
Ammo Roll: -
33 Executioner Shells - 20+2D6
These are shells that can be used for a single battle by a bolt pistol or boltgun. They add +1 to hit at long range and increase the weapon's armour penetration by 1.
34 Incendiary Shells - 30+3D6
These are shells that can be used for a single battle by a bolt pistol or boltgun. They change the weapon's damage to D6.
35-36 Monoweapon. Roll a D6 - Weapon cost x2
A monoweapon increases the weapon's armour penetration value by 2 points.
1-2 Sword
3 Great Weapon
4 Glaive
5 Knife. Roll a D6. 1-3 Knife, 4-6 Double-bladed knife.
6 Chain-weapon. Roll a D6. 1-2 Chain blade, 3-4 Chainsword, 5-6 Chain Axe.
41-42 Cheap Bionics
- Any 1 bionic for half price
43 Auto Repairer - 80+4D10
Any ganger who fails an ammo test can re-roll it with a 50% chance to pass anyway. The auto-repairer is bulky and always remain at the base. It requires a heavy to be in the gang to use it.
44 Bio-booster - 50+4D10
This only works once per game. The first injury in a battle the ganger suffers, then he counts 1-3 as a flesh wound instead of just 1.
45 Bio-scanner - 50+3D10
A small device the size of a pistol, it detects life signs in the vicinity. It allows the user to find enemies who are hiding, see ambushes lying in wait and detect intruders.
46 Blindsnake pouch - 30+2D10
The ratskins milk venom from the albino blindsnake, mix the toxin with a certain secret fungi and place the resultant paste into a small leather pouch which is worn around the neck. The spirit of the blindsnake is said to watch out for bad spirits and to guide its owner in the darkness. The mixture in the leather pouch is absorbed by the fighter's skin and enhances his natural psychic sensitivity, endowing him with a sort of rudimentary sixth sense.
If shot by an enemy on overwatch, 4+ chance to evade the attack. Also might sense imminent danger.
51 Grav-chute - 40+4D10
A heavy backpack with thrusters. While worn, the wearer cannot take fall damage from any height.
52 Isotropic Fuel Rod - 50+4D10
Highly prized, this can be expended in exchange for receiving a new Settlement territory.
53 - Master-crafted close-combat weapon - weapon cost x2. Roll a D6
1-3 - Common one-handed weapon
4-5 - Common two-handed weapon
6 - Power weapon
The weapon is the immaculate, hand-crafted work of an artificer. The weapon adds +1 to the user's combat score. You can choose any weapon from the category you were offered, just remember to take into account how expensive it will be.
54 - Storm Bolter - 70+3D6 thrones
Range: Medium
To Hit Modifiers: +2 short - long
Strength: 4
Damage: 1
Save Modifier: -2
Ammo Roll: 6+
Special: Always uses 2 sustained fire. Requires strength four or higher to use.
55 - Thunder Hammer - 125+4d6 thrones
Range: Close combat
Strength: x2 user strength
Damage: 1
Save Mod: -5
Special: High Impact. Two-handed.
56 - Combi-weapon. Roll a D6:
1 - Combi-flamer
2 - Combi-melta
3 - Combi-Plasma
4 - Combi-grenade launcher
5 - Combi-bolter (twin-linked bolter)
6 - Combi-Needle pistol
A combi weapon is treated like a normal boltgun. However, once per battle the owner can fire the secondary weapon (they get one shot only with it per battle).
The only one that is different to this is the combi-bolter which is treated like a twin-linked weapon - every hit scored counts as two hits. It is the only twin-linked weapon that can be carried independently of a vehicle mount.
61 - One in a Million weapon - weapon cost x2
Roll a D6 to see what type of weapon you get offered:
1-2 - Pistol
3 - Basic
4 - Special
5 - Heavy
6 - Rare
The weapon is the immaculate, hand-crafted work of an artificer. It will always pass ammo rolls and will never explode, or if it would normally automatically fail an ammo roll then it can now pass on a 4+. You can choose any weapon from the category you were offered, just remember to take into account how expensive it will be.
62 - Ratskin Map - D10x10 thrones. Roll a D10:
1 – the map leads to a Scrap Worm nest
2-4 – the map is a fake and leads to a dead end or barren area in the wastes.
5-6 – Vague and inaccurate, the map is a poorly-drawn copy of the real thing, but with enough time, effort and people scouring the underhive trying to figure it out, they may just find something of value. It's useful but provides no bonus to searching.
7-8 – Worn and incomplete. This confusing mess is essentially accurate, if hard to decipher. It follows the same rules as above, except they get +10 instead of just +5 for every ganger out searching.
9 – Ancient and faded. Barely legible, this map is nonetheless a genuine ancient relic. Follows the same rules as above except +15 to find the cache.
10 – Recent and accurate. The map was made not long ago and is complete. Same rules as above except +20 to find the cache.
63 Mung Vase. D10x10 thrones. Roll a D10:
1-4 – The vase is an obvious and worthless fake. Whoever you attempt to sell it to throws you and your vase out onto the street. The vase is broken and you have wasted your cash.
5-7 – It's a fake but quite a nice one and the trade gives you D10 thrones for it.
8-9 – Of fine craftsmanship but not an original artifact, you still sell it for a decent price of 30x1d10 thrones.
10 – It's the genuine article, worth thousands of thrones. Of course, no one in their right mind would ever let a ganger walk away with this. Hivers would die by the score to get their hands on this! And even if they escape, once the word gets out that someone possesses one, there's sure to be war. If the gang can successfully find a rich enough buyer in the upper hive then they stand a good chance of being able to escape the underhive for good. However, getting there will likely prove nigh impossible and with all the other gangs out for their blood they're sure to be in trouble.
64 Inferno Pistol. 300+4d100 thrones
An exceptionally rare weapon, it is similar to a meltagun but far smaller.
Range: Very Short
To Hit Modifiers: +1 short -1 long
Strength: 8
Damage: D6
Save Modifier: -6
Ammo Roll: 4+
Special: An Inferno pistol is always a one-in-a-million weapon, meaning it always passes its ammo rolls. As a melta weapon it also rolls 2D6 to penetrate vehicle armour.
65 Refractor Field - 100+4D10 thrones.
A military-grade force field generator, it casts the owner in a golden glow. They have an unmodifiable 5+ invulnerable save against all ranged attacks that can be taken in addition to any other saves. However, all enemies have +1 to spot and hit them.
66 Nomad Rifle - 250+4D10
Range: Very Long
To Hit Modifiers: -1 short - long
Strength: 7
Damage: 1
Save Modifier: -4
Ammo Roll: 4+
Special: High Impact. Special weapon. Requires 4 strength or higher to use. The Nomad Rifle is a sniper rifle that cannot be fired if the user moves - it is so large and its recoil is so great that they must first brace themselves. 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.