Necromunda - Privateer (v.0.5) Current
Necromunda - Privateer (v.0.5) Current
Necromunda - Privateer (v.0.5) Current
TABLE OF CONTENTS
Table of Contents..................................................................................................................i Introduction..........................................................................................................................1 Welcome To The Fringe......................................................................................................2 Warp Travel.....................................................................................................................2 Privateers..........................................................................................................................2 Beyond the Ultima Line...................................................................................................4 Overview..............................................................................................................................5 What You Need................................................................................................................5 Narrative Gaming.............................................................................................................5 Roles of the Players.........................................................................................................6 Getting Started with N:P..................................................................................................6 The Campaign .................................................................................................................7 Encounter Creation..............................................................................................................9 Encounter Tool Box.........................................................................................................9 Cooperative Encounter Creation....................................................................................10 Cooperative Encounter Creation ...................................................................................10 Continuing Encounters...................................................................................................11 ...........................................................................................................................................12 Objectives..........................................................................................................................13 Assassination..................................................................................................................13 Bodyguard Duty.............................................................................................................13 Defenders.......................................................................................................................14 Bounty Hunt...................................................................................................................15 Milk Run........................................................................................................................15 Rescue............................................................................................................................15 Sabotage.........................................................................................................................16 Scavengers.....................................................................................................................17 Set pieces...........................................................................................................................18 Bad Atmosphere.............................................................................................................18 Brawl..............................................................................................................................18 Bystanders......................................................................................................................20 Loot Counters.................................................................................................................21 Non Standard Gravity....................................................................................................22 Random Placement........................................................................................................22 Sneaking & Spotting......................................................................................................22 Terrain Types.................................................................................................................25 Quick Draw....................................................................................................................26 Opposition Force................................................................................................................27 Size of the Opposition Force..........................................................................................27 Named Characters..........................................................................................................27 Mooks............................................................................................................................27 Juve Mook......................................................................................................................28 Henchmen Mook............................................................................................................28 Elite Mook.....................................................................................................................28 Necromunda Privateer |i
TABLE
OF
CONTENTS
Experience and Injuries..................................................................................................28 Post-Game Phase...............................................................................................................29 Post-Game Actions........................................................................................................29 Attention of the Authorities ..........................................................................................29 Making a Living.............................................................................................................31 Phase I Cargo..............................................................................................................31 Phase II Ports of Call..................................................................................................32 Phase III Events..........................................................................................................32 Phase IV Income.........................................................................................................33 Phase IV Rare Trade...................................................................................................34 Equipment Chart................................................................................................................37 Hand to Hand Weapons.................................................................................................37 Pistols.............................................................................................................................37 Basic Weapons...............................................................................................................37 Special Weapons............................................................................................................37 Heavy Weapons.............................................................................................................37 Primitive Weapons.........................................................................................................37 Grenades........................................................................................................................38 Special Ammo................................................................................................................38 Gunsights.......................................................................................................................38 Armor.............................................................................................................................38 Armor Exotics................................................................................................................38 Bionics...........................................................................................................................38 Gear................................................................................................................................38 Drugs..............................................................................................................................39 Ports Of Call......................................................................................................................40 Optional Core Rules...........................................................................................................46 Edge...............................................................................................................................46 Critical Hits....................................................................................................................47 Improvised Ability Tests................................................................................................48 Experience & Advancement..............................................................................................49 New Advancement Options...........................................................................................51 Bad experience...................................................................................................................54 Earning Bad Experience................................................................................................54 Crew Creation....................................................................................................................55 Reading Archetypes.......................................................................................................55 New Categories..............................................................................................................55 Captains..............................................................................................................................57 Asssassin........................................................................................................................57 Bounty Hunters..............................................................................................................58 Ex-Imperial Guard.........................................................................................................58 Merchantman.................................................................................................................59 Missionary......................................................................................................................59 Archetype List....................................................................................................................61 Elite................................................................................................................................61 Specialist........................................................................................................................61 N e c r o m u n d a P r i v a t e e r | ii
Crew...............................................................................................................................61 Archetypes.........................................................................................................................63 Assassin..........................................................................................................................63 Adept..............................................................................................................................63 Berserker........................................................................................................................64 Bodyguard......................................................................................................................64 Bounty Hunter Elite.......................................................................................................64 Bounty Hunter................................................................................................................65 Cat Burglar.....................................................................................................................65 Confessor.......................................................................................................................65 Courier...........................................................................................................................66 Courtesan.......................................................................................................................66 Duster.............................................................................................................................67 Death Cultist..................................................................................................................67 Ex-Enforcer....................................................................................................................68 Ex-IG Officer.................................................................................................................68 Ex-IG SpecOps..............................................................................................................69 Ex-IG Veteran................................................................................................................69 Ex-Imperial Guardsman.................................................................................................70 Ex-IG Deserter...............................................................................................................70 Ex-IG Engineer..............................................................................................................70 Flyboy............................................................................................................................70 Grease Monkey..............................................................................................................71 Grifter.............................................................................................................................72 Gun Cultist.....................................................................................................................72 Gunner............................................................................................................................73 Hedge Doctor.................................................................................................................73 Hitman............................................................................................................................73 Hive Ganger...................................................................................................................74 Impressionable Youth....................................................................................................74 Manchild........................................................................................................................76 Martial Artist..................................................................................................................76 Mechanicus Acolyte.......................................................................................................76 Medieval-World Knight.................................................................................................77 Mercenary......................................................................................................................77 Missionary......................................................................................................................78 Muscle............................................................................................................................78 Ninja...............................................................................................................................79 Olympian........................................................................................................................79 Pistolero.........................................................................................................................80 Pirate..............................................................................................................................80 Pit Slave.........................................................................................................................80 Rake...............................................................................................................................81 Rogue Trader.................................................................................................................81 Runaway Noble..............................................................................................................81 Savage............................................................................................................................81
TABLE
OF
CONTENTS
Scavvy............................................................................................................................82 Shiphand........................................................................................................................82 Smuggler........................................................................................................................83 Stalker............................................................................................................................83 Thug...............................................................................................................................83 Treasure Hunter.............................................................................................................84 Wizkid............................................................................................................................84 Wyrd..............................................................................................................................84 Xenos.................................................................................................................................86 Dark Eldar......................................................................................................................86 Demiurge........................................................................................................................86 Eldar...............................................................................................................................86 Kroot..............................................................................................................................86 Ogryn.............................................................................................................................87 Orks................................................................................................................................87 Ratling............................................................................................................................87 Tau.................................................................................................................................88 Archetype Creation............................................................................................................89 I. The Baseline..............................................................................................................89 Baseline Archetype........................................................................................................89 II. Adjustments..............................................................................................................89 Skill Tables........................................................................................................................90 Skill Descriptions...............................................................................................................92 Mutations.........................................................................................................................113 Guns & Gear....................................................................................................................116 Weapons Technologies................................................................................................116 Special Rules................................................................................................................116 Melee Weapons............................................................................................................117 15 Credits, Common....................................................................................................118 Pistols/Basic/Special....................................................................................................118 Primitive Weapons.......................................................................................................118 Exotic Weapons...........................................................................................................119 Xeno Weapons.............................................................................................................120 Grenades & Shells........................................................................................................122 Armor...........................................................................................................................123 Armor Exotics..............................................................................................................124 Weapons Exotics..........................................................................................................125 Gear..............................................................................................................................126 Drones..............................................................................................................................129 Hunters.........................................................................................................................129 Killers...........................................................................................................................130 Tau Gun Drone............................................................................................................130 Metal Man....................................................................................................................130 Home Sweet Home Space Ships.................................................................................132 Orbital Support.................................................................................................................133 Calling In Support........................................................................................................133 N e c r o m u n d a P r i v a t e e r | iv
Reserves.......................................................................................................................133 Orbital Targeting..........................................................................................................133 Travel Time..................................................................................................................133 Standard Deviation.......................................................................................................134 Changing Distance.......................................................................................................134 Support Weapons.........................................................................................................134 Drop Ships...................................................................................................................134 Ship-to-Ship Combat.......................................................................................................137 Overview......................................................................................................................137 Opposed Tests..............................................................................................................137 Range...........................................................................................................................137 Running........................................................................................................................137 Dogfighting..................................................................................................................137 Shooting Attacks..........................................................................................................137 Multiple Combatants....................................................................................................138 Damage........................................................................................................................139 Boarding Actions.........................................................................................................141 Repairing Ships............................................................................................................143 Shipyard...........................................................................................................................145 Ship Construction.........................................................................................................145 Drop Ship.....................................................................................................................145 Ship Experience...........................................................................................................145 Ship Classes.....................................................................................................................146 Scout Class...................................................................................................................146 Fringe Runner..............................................................................................................146 Tradesman....................................................................................................................147 Ship Abilities...............................................................................................................147 Fittings.............................................................................................................................149 Cargo Bay....................................................................................................................149 Smuggler Hatch...........................................................................................................149 Hold..............................................................................................................................150 Armory.........................................................................................................................150 Brig..............................................................................................................................151 Living Quarters............................................................................................................151 Passenger Cabin...........................................................................................................152 Hidey Hole...................................................................................................................152 Workshop.....................................................................................................................153 Medbay........................................................................................................................153 Reliquary......................................................................................................................154 Training Facility...........................................................................................................154 Damage Control...........................................................................................................155 Vehicle Bay..................................................................................................................155 Teleporter.....................................................................................................................155 Drop Pod......................................................................................................................156 Supply Drop Launcher.................................................................................................156 Equipment........................................................................................................................158
TABLE
OF
CONTENTS
Orbital Weapons Systems............................................................................................158 Ship-to-Ship Weapons ................................................................................................158 Ship Equipment............................................................................................................159 Dropship Equipment....................................................................................................159
N e c r o m u n d a P r i v a t e e r | vi
This work is completely unofficial and is in no way endorsed by Games Workshop. Games Workshop, the Games Workshop logo, Epic, Inquisitor, the Inquisitor logo, Inquisitor:Conspiracies, Battlefleet Gothic, the Battlefleet Gothic logo, Necromunda, the Necromunda Plate logo, the Necromunda Stencil logo, Mordheim, the Mordheim logo, City of the Damned, Blood Bowl, the Blood Bowl logo, the Blood Bowl Spike device, Fanatic, the Fanatic logo, the Fanatic II logo, Warmaster and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, Warhammer 40,000 universe and the Warhammer World are either , TM and/or Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
INTRODUCTION
The idea for Necromunda: Privateer traces its origins back in the old Heart of the Heresy days, to a topic posted by Truckler entitled Necromunda in Space. The gist of Trucklers idea was, hey, wouldnt it be cool if we could have a space-opera Necromunda, and he laid out some thoughts on blending miniatures games with role-playing games. Knowing a good idea when I saw one, I promptly stole it ahem promptly ran with it. After years of effort (or at least weeks of effort, and years of procrastination), here are the preliminary results. As you can see, there are still many holes, and god-only-know how some of the rules will actually work when the dice meet the table, but this should at least be enough to get the creative juices flowing. And, if you have any improvements or ideas to fill in the gaps, by all means share them on the Eastern Fringe (www.easternfringe.com). My goal for N:P was to create a game where players could tell a story though dice. Thus, when deciding between freedom and balance, the rules generally opt for freedom. As such, however, it may not the best vehicle for balanced, head-to-head play (but, try your hand at this if you want). To this end, N:P is designed as a game where a player takes his crew of explorers, mercenaries, or scallywags up against challenges and scenarios designed by an Arbitrator. This setup allows for more freedom on both sides of the table as the game master can always turn up the heat if the challenge is too easy. Thanks to everyone at the Eastern Fringe for your help and encouragement, thanks to everyone who has offered pictures and art, and thanks to Truckler and McCragge for hosting the discussion and this article. Enjoy, Auz
Necromunda Privateer |1
PRIVATEERS
One of the interesting side effects of the weak Astronomican is that it has created a niche market for
Designers Note: The canonical background of the 40K universe with its focus on major conflicts between armies and races, the severe restriction of space travel, and the gothic backwardness of most of the masses of humanity makes it difficult to find room for small crews of adventurers who are not Inquisitors or the elites of Imperial Society. While I have tried 2to |N ECROMUNDA PRIVATEER stay as faithful as possible, certain liberties have been taken with the 40K background to make room for the Privateer fleet.
independent traders on the Eastern Fringe. In the Imperium, warp travel is safe enough that the economics favor massive barges to transport good from one side of the galaxy to the other. However, no sane investor is willing to risk billions of credits in cargo and thousands of men on a single jump. Instead, it makes the most sense to spread the risk over a large fleet of small ships, so if the warp swallows any one of them up, the losses are trivial. So often, smaller intrasystem transports are refitted with warp drives and Gellar fields, turning them into what are called "Fringe Runners." These ships are cheap enough that it is within the means of an enterprising individual to raise the money to put together a ship and crew to set out in search of fame and wealth on the Eastern Fringe. However, all that would be for nothing anywhere else in the Imperium, because warp trade is restricted to those merchants who can secure a Charter, which is usually hereditary, and always fabulously expensive. After the Heresy, however none of the major trading cartels were willing to invest in the fringe trade because they didn't think the profit would be worth the risk. Afraid that the lack of trade would erode the Imperium's eastern boarder, the Ultima Segmentum's first High Lord, Maxwell finix al Tarkain, instituted the Charter Privatus Licens, which means, roughly, "Private man, Unrestrained." Thus, the Privateer was born. The Charter Privatus is available without cost to anyone who owns a warp capable ship, and allows the
bearer to travel unmolested over the eastern half of the Ultima Segmentum. However, even though the Charter Privatus is free, it does not come without conditions. If a ship commits piracy (attacking a ship in space under Imperial Charter), Heresy (communion with Chaos or an unsanctioned psyker), or Treason (fraternizing with xenos or other enemies of the Imperium), then the charter is revoked. Without a charter, a ship will be attacked on sight by any Imperial patrol and denied permission to land on any Imperial world. If the ship is stranded in space, it is considered treason for another imperial vessel to lend aid. Furthermore, since the ship is no longer chartered, raiding it is no longer piracy, so an unchartered ship attracts a lot of unwanted attention. In fact, some privateers specialize at hunting down and looting Skip Raiders and other un-chartered ships that operate on the Fringe. Another interesting feature about the Charter Privatus is that it is not within the power of a planetary governor to revoke. This means that for any misconduct or crimes committed within the atmosphere, the greatest sanction a planetary authority can levy on a ship is a denial of future landing rights. This protection, however, doesn't extend to the cargo or crew, so the governor can still confiscate cargo, imprison the crew, or execute the captain, but it cannot stop the ship from lifting off. This may seem like a horrible rule of law, but there was a method to Tarkain's madness. Given the relatively loose Imperial grip on the Eastern Fringe, Tarkain was afraid
Necromunda Privateer |3
that corruption, double dealing, and greed would cripple his privateer fleet. Unlike the great trading cartels, which keep corrupt planetary governors in check with the threat of crippling trade sanctions, individual privateers make easy pickings. Tarkains charter, however, at least assured the privateer crew would have a chance to escape and spread word that other privateers should avoid the system. The sanction for a planetary governors violation of the Charter Privatus is no less strict than the sanctions for a privateer captain. A planetary governor who is found to have obstructed the departure of a chartered ship is stripped of his position and executed. Thus, even after a captain and crew have been arrested for a violation of planetary law, many governors are often unwilling to seize the ship. These ships rot in orbit or are towed to bone yards until the crew is freed, or some enterprising trader bribes the harbormaster to look the other way while he and his crew steal the ship. Many of the great privateers on the fringe got their start on a ship re-commissioned in this way. Of course, some less than scrupulous privateers have used the Charter Privatus as a license to touch down, commit all sorts of heinous crime, and burn off-planet and out of the reach of the law. Several assassin groups are known to be doing just this. However, rather than cripple planetary governments (as many detractors suspected), this law has created a lucrative bounty-hunting trade to collect the prices on these privateer's heads.
BEYOND
THE ULTIMA LINE Because warp travel outside the Astronomican is so inefficient and dangerous, the High Lords of Terra have abdicated Imperial control of any systems past the Ultima Segmentum line. With so many systems within its interior under attack, it is seen as irresponsible to squander Imperial men and equipment on the galaxys frontier. The Imperial Navy, however, maintains a strong presence patrolling the boarder, both to keep ambitious planetary governors in line, and because, as threats like Hive Fleet Kraken has shown, one never knows what threats may come from the far side of the line.
It is a mistake often made in the core worlds to think that the end of Imperial space is the end of human civilization. Although one can quibble about whether or not they count as civilized, there are numerous human settlements that exist on the far side of the Ultima Line, ranging from pirate coves and temporary mining encampments to permanent settlements of simple folk who are merely trying to escape the yolk of Terra. Of course, when human or xeno raiders attack, these so-called Free Cities cannot rely upon Imperial aid, so they regularly hire privateers to supply their militias and mercenaries to help defend their homes. It is not uncommon in the least for less-than-scrupulous privateers to capitalize on a Free Citys vulnerability to charge exorbitant prices, or to demand abusive agreements such as exclusive trading rights or the right of first refusal on any alien artifacts found
4|NECROMUNDA PRIVATEER
on the planet. Privateers need tread lightly, however, because Free Cities need not recognize the Charter Privatus Licens and the protection it affords to foreign
traders. Many a privateer has found himself in some backwater jail, his ship and cargo seized, because the locals mistook his negotiating methods for extortion.
OVERVIEW
WHAT YOU NEED
Necromunda Privateer is a fanmade expansion for Games Workshops Necromunda, which is designed to move the adventure from the claustrophobic domes of Hive Primus to the wild west of the Imperium the Eastern Fringe. As an expansion, this game relies heavily on the core rules for Necromunda, which can be found in the handy (and free) Living Rule Book or LRB on gamesworkshop.com. You should assume that, unless specified otherwise, or unless it just really wouldnt make sense, all the standard rules from the LRB apply. N:P also draws from other expansions and articles that have been published by Specialist games, including: The vehicle rules from Battles in the Ash Wastes. The Outlaw Trading Post and Wyrd Powers from Outlanders.
NARRATIVE GAMING
The ultimate goal of N:P is to create an environment that fosters narrative wargame campaigns. If you think about it, every die throw and game mechanic has a bit of a story built in. Youre not just moving pieces and rolling dice, youre positioning your troops, taking shots, and accomplishing objectives. Over the course of a game, these little pieces of story coalesce into a larger narrative of heroic victories, amazing rescues, and heart wrenching failures. The idea behind narrative gaming is that you can capitalize on these little bits of story and the larger stories they grow into to suggest the plots and premises for future games and new adventures. For example, say the outcome of a tabletop game is that your crew steals some artifact from the lieutenant of a hive gang. Maybe the gang boss doesnt like that so much, so he calls in all of his markers to try and get the artifact back. So now you have to fight your way through the hive to get back to your drop ship. Maybe also the lieutenant was embarrassed by his failure in the last game, so now he hates your crew. One of the keys to running a narrative campaign, oddly enough,
The last place that N:P draws heavily from is your own imagination. N:P gives you a lot of flexibility and room for creativity, including room for being creative with the basic game rules themselves if you so wish. In other words, N:P is a sandbox. Play, and have fun.
Necromunda Privateer |5
is not to think too far ahead. If the GM plans out a string of encounters before the first die is thrown, then the campaign may begin to feel like it is on rails. After all, what is the point of playing the game if the story has already been told. A better way of approaching it is to allow the scene to be set by the narrative up to this point, and to design a scenario that translates that scene into game terms. Then, play the scenario. See who won and lost, see what casualties or other interesting story bits came up during the game play, and then pick up the narrative again from where the game left off. In the narrative above, a bunch of hive gangers is attempting to stop the crew from making it to their dropship. The scenario could be that the Crew has to fight their way from one end of the table to the other, before the hive gangers (who are deployed on the side edges of the table) cut them off. Also, to make it feel more like a hive, you could add in the bystanders set piece for some color.
the way a TV show follows a group of characters in their trials and tribulations. Its the OpFors job to supply those trials and tribulations, and the GMs job to guide the story. This is not to say, however, that the GM should have exclusive control over the plot and the campaigns narrative direction. Indeed, these things will depend heavily on the crews goals and character as well as the OpFors goals and character.
GETTING STARTED
WITH N:P The first thing that the player needs to do is recruit his crew and build his ship. To break it down, here is how you go about it:
The player has 1,000 credits to recruit his crew. Spend this cash by: Selecting a Captain: You have a lot of flexibility in creating your crew, but the character of your Captain generally sets the flavor for the rest of the ship. So the first step is to choose one of the Captain professions from the Captains section. Recruit and Equip Your Crew: The Eastern Fringe is a rogues gallery of thugs, scum, freelancers, and aliens, with the occasional honorable decent soul thrown in for color. The different characters and professions are found in the archetypes section, and their gear can be found at the Gear Summary.
ROLES
OF THE PLAYERS N:P is designed with two to three players in mind one player who runs the crew of the protagonists, and a Game Master who runs the Opposition Force (or OpFor), sets the scene, and guides rules improvisations where needed. The game works equally well (if not better), with three players, as the new player can take control of the OpFor and the GM can step back into the role of a neutral arbitrator.
The campaign follows the players crew from adventure to adventure,
6|NECROMUNDA PRIVATEER
II.
After your crew is in place, you have to acquire your ship. Usually this involves theft, bribery, and perhaps murder. (If only the pure of heart could own a ship, Imperial space would be an empty place.) You have 1,000 credits to build your ship, and outfit it with compartments and equipment. The two steps are: Select a Ship Class : The ship class determines the ships base characteristics, number of compartments, and its advancement profile. Outfit your Ship: Once you have a ship, its time to go shopping for compartments and equipment. For most crews, compartments are the main way of making income on the fringe, so give some thought to how your crew is going to make a living before your credits are gone.
Objective Selection: The next step in the campaign round is choosing what the objective is going to be for this round. For example, the player can be hired to assassinate a particular figure, to defend a village, or to deliver some artifact to a collector of antiquities. You can choose an objective from the handy list, or improvise with anything that seems to make sense given the circumstances. Encounter Creation: Next up is to create the tabletop encounter. The GM creates his opposition force, and then the side with the scenario selection chooses a scenario for the tabletop battle. Battling out the Encounter and Clean-Up Phase: The objective, opposition force, and scenario set the stage, but here, on the battlefield, is where the story unfolds and where questions are answered. Move your figs, roll the dice, and see what happens. Intermediate Post-Game Phase and Creation of the Next Encounter: When the dust settles on the encounter, it is time to take stock and see how the narrative has progressed. Was the objective completed? Is the objective now impossible? Any revelations or noteworthy events happen which scream to be played out? If the answers to these questions
III.
IV.
THE CAMPAIGN
Once you have your crew built and you ship created, it is time to start earning a living on the Fringe. From here on out, the game progresses in a number of Campaign Rounds. Each campaign round consists of the following phases: I. Roll on Cooperative Encounter Creation Table: The CEC table, for short, replaces the scenario selection table from Necromunda. It determines whether the player or GM gets to choose the objective and first scenario.
V.
Necromunda Privateer |7
set the stage for another encounter, then return to phase III. If, however, this episode of the story seems pretty well complete, you can move on to the PostGame Phase. VI. Post-Game Phase: In the post-game phase, the crew visits planets, takes post game actions, recruits new comrades, buys new equipment, and generally tries to outfit itself to face whatever trouble is coming down the pipe. When the post-game phase is complete, it is time to start all over again.
8|NECROMUNDA PRIVATEER
ENCOUNTER CREATION
So what are we looking at boss? Aris scanned the cult compound at 3000 percent zoom from the concealment of a lightly wooded hill. Looks like we have twenty to thirty contacts. Good number of women, and even a couple of children. Probably about a dozen, dozen-plus shooters. Perfect, Grearson said, Ill com the ship to have them start up the orbital guns. No you wont, crewman, Aris hissed. We go in quiet, try to disable the threats. Minimal collateral. Screw that boss. The bounty is per head . . . dead or alive. Why go to the trouble of being choosey? Our employer certainly aint. Since when did it say captain on your bunk? This isnt your crew Grear, so back down. We do this my way or Aris pulled his bolt pistol and put it to the mercs head I bury you in this hill. Grearsons eyes burned, until he looked away. Aye Aye, Cap. The heart and soul of N:P (and, indeed, all narrative wargames) is the encounter. Good and interesting encounters satisfy two goals. First, they fit with the story and keep the narrative going. Second, they provide a challenge, thereby keeping the game fun for both the player and the GM. The following are thoughts and suggestions for how to go about creating an encounter. First, a caveat. Even though these may look at times like rules, think of them more like guidelines for assembling a balanced and challenging encounter. Nothing here is intended to stifle creativity, but rather to foster it by providing structure and helpful suggestions. In other words, guidelines are helpful because it can be tough to draw on a blank slate, but coloring outside the lines is encouraged as well.
Opposition Force
The OpFor is the GMs crew for the encounter or the campaign round. The OpFor can be built to fit the situation from Archetypes, mooks, and critters.
Scenarios
Scenarios are where the rubber meets the road in terms of translating the narrative into a battle that can be played out on the tabletop. You can draw from the numerous scenarios presented in the LRB, or custom build your own to fit the situation.
Set Pieces
Set pieces are self-contained rule sets that can be added into a scenario, or combined to create custom scenarios, that inject some additional color. For example, adding the Bystander set piece changes your ordinary shootout into a shootout at a crowded market.
enough to put an underdog over the top. Also, it made sense from a narrative perspective too. If youre out manned and outgunned, a smart gang leader looks for an edge wherever he can find it. The CEC takes the Necromunda scenario selection table to the next level. To start, the GM rolls 3d6 on the CEC table to see who gets to choose the objective, the scenario, and to see what, if any, special effects are in play.
Objective Choice
The side that gets the objective choice gets to set the overall goal of the campaign round by selecting an objective from below.
Initiative
The side with the initiative gets to choose the scenario for the first encounter from those printed in the LRB or other Necromunda expansions. If the player has the initiative, he is free to suggest a Edge Special
custom scenario to the GM, but the GM has broad discretion to modify the scenario for balance, or charge Edge to offset the advantage. After the first encounter is played out, the side that won (generally, the side that didnt bottle out) captures the initiative, which means that they get to select the scenario for the next encounter. The side with the initiative can also choose to break off the engagement entirely, ending the campaign round. If they opt to break off, the other side can pass a Captains leadership test, it can seize the initiative and choose the next scenario.
trying to engagement.
break
off
the
CONTINUING ENCOUNTERS
Unlike Necromunda, which goes into a full blown post-game phase at the end of every battle, in N:P it is well within the power of the GM to string multiple encounters together in between post-game phases. At the GMs discretion, after each encounter the gang can do an intermediate post-game phase that consists of three parts.
I.
Edge
Edge is a resource that gives the crew valuable rerolls, allows them to purchase scenario modifications, or allows them a chance to veto unfavorable situations. The full rules for edge are described in the Optional Rules section.
Any gang member who goes out of action during the encounter must roll on the serious injury table. If he rolls a full recovery, then he can automatically take part in the next round of the encounter. If he rolls any other serious injury (with the exception of Survives Against the Odds), he has to pass a toughness test in order to take part in the next encounter. If he fails, he is evacd to the ship to recover. If the model rolls Survives Against the Odds, he is put in the crews reserves for the start of the next encounter.
Serious Injuries
Special
The Special column refers to rules that apply for this campaign turn. The specials are: A Step Ahead: On side just seems to be one step ahead, so even apparent failures just play their enemy deeper into the master plan. The side that starts the campaign round with the initiative can avoid losing the initiative by passing a Captains leadership check. Once the side that is a step ahead loses the initiative, however, this rule no longer applies. We Finish This: Either side gets a +2 bonus to the Captains leadership for tests to seize the initiative when the other side is
II.
Weapons that failed an ammo roll in the previous encounter dont automatically restock themselves in-between cannot be restocked between encounters. Instead, make an ammo roll. If the roll passes, the gang is able to share what ammo it has left, or able to find ammo on the battlefield. Weapons that exploded cannot be restocked. Depending on the weapons used by the GMs forces, the GM can give re-supply bonuses to certain
Restocking
weapon types. (For instance, if the gang is going up against an Imperial Guard unit, the GM may give bonuses to re-supplying Las Weapons.) If the gang is in communication with their Ship, they can call in a re-supply drop ship or pod and add their armory bonus to the restock roll.
III.
In between encounters, you can calculate experience awards for wounding Aris stared hits at Karsand body, other face
Experience
experience sources that the GM makes available. Note: you do not automatically get a D6xp for taking part in an encounter. The GM can feel free to award extra experience if he would like to, but the D6xp for taking part only gets added at the end of the campaign round. (For Example, it doesnt make much sense to hand out D6 experience to everyone for a cakewalk shootout that is only intended to set the mood, but it would be reasonable to add the D6 experience if it is a complete gangto set the mood.) down fight in mud mixed the dust of the
battlefield and her own blood. The kid had gone down, but shed gone down hard. One slaver dead, stabbed through the eye with the juves stiletto. Another, hamstrung and gutted, squirmed at Aris boots. Boss, Orvis called. We got the rest of the townsfolk. Pan is cutting them from the cages now. Of our crew, Zanig is gutshot, Toumas is banged up . . . The butchers bill was thankfully short, but illustrated all too well in red, brown, and pale flesh cooling in the twilight. The girl would probably have been long dead had Aris not pulled her from that hive and gave her a spot on his crew. He didnt owe her. Not anything. But that didnt change a god damn thing. And the rest of this scum? Runnin. Twoso saw them making west on foot. If I guessed, Id say they have a dropship stashed in the broken down farmstead bout two clicks away. Grab those who can, and mount up. Were heading west. You sure thats a good plan Boss? I mean, were low on provisions, and we gotta gets these folk back to Clearwater before we lose the light. Aris pulled his pistol from his belt, and put three rounds in the gutted slavers back. The kracks sharp and distinct in the after battle calm. The captains face was blank, emotionless, eyes hard as obsidian and as bottomless a black hole. Orvus had seen that look twice before. Once, just before Aris butchered an entire precinct of corrupt Arbiters. He didnt want to think of the second time. Mount up, Orvus. We finish this.
OBJECTIVES
ASSASSINATION
Communiqu coming in Cap. Aris Zo leaned over Grearsons shoulder to view the display. The message was simple. Name, location, amount, and the words One week. Aris smiled. Set course for Calieaux. Weve got a job. Murder for hire is a booming business on the fringe. Because of the charters protections, an assassin crew can touch down, complete the job, and burn off world before the hammer of justice comes down. On the fringe, however, the assassins bullet is often the only justice one can hope for, or expect.
Payoff
The contract price goes up the harder a target is to kill: Easy: Normal: Hard: 2D6 x 10 4D6 x 10 5D6 x 15
BODYGUARD DUTY
A merchant has contacted you because he has been threatened by a local gang, and he wants someone capable to watch his back. He is willing to pay, and thats what matters People with money on the fringe find no shortage of other people who would like to pry it from their cold dead hands. Theyre willing to pay handsomely for someone to keep led out of their bellies.
Objective
Kill (i.e., 1116 on the injury table) a target designated by the GM.
Objective
Special
Coup de Gras: Assassins are paid for killing people, not wounding them. When the target goes out of action, leave him on the table where he fell. If a member of the assassins crew spends a full turn in base-to-base contact with the unconscious target and he is not pinned, wounded, or engaged in hand-to-hand combat, the target is automatically killed and no roll on the injury table is necessary. If, however, the assassins are driven off before the target is finished off, the contract will still be complete if he rolls on a Dead result on the serious injury table.
Special
The VIP: The VIP is armed with a knife and has the following stats: M 4 WS 2 BS 2 S 3 T 3 W 1 I 3 A 1 LD 6
So long as you keep a member of your crew within 2 of the VIP, you control his movement and actions as if he were a member of your crew. If you dont have a crewmember within 2 of him, he follows the rules for bystanders. Option Capable VIP: Alternatively, the VIP can be a Character with advances and equipment selected by the GM. He also does not require constant
supervision, so he suffers no adverse effects if not within 2 of one of your crewmembers. The player should add the VIP to his gang rating for the purpose of determining the encounter difficulty. Coup de Gras: When the VIP goes out of action, leave him on the table where he fell. If a member of the GMs crew spends a full turn in base-to-base contact with the unconscious VIP and is not pinned, wounded, or engaged in hand-tohand combat, the VIP is automatically killed and no roll on the injury table is necessary. Roll on the injury table as normal if the GMs crew is driven off before the VIP is finished off.
The Defenders objective can be used when the crew needs to protect groups of people, goods, or structures. The player with the initiative at the start of the campaign round gets to chose what target type to protect.
Objective
being
Special
The Target: The GM has flexibility determining the number of targets that must be defended, but here are some guidelines. Bystanders: You are tasked with protecting 3D6 bystanders. Loot: Your job is to prevent the theft of 2D6 loot counters. Structures: You are to protect a structure from sabotage. Chose one of the targets from the Sabotage objective to protect.
Payoff
You get the following income dice in the post-game phase. The multiplier depends on how good a job you did. 5x if the VIP is not killed (i.e., if he was coup de gras or rolled an 1116 on the injury table), x10 if he was wounded but not taken out of action, and 15x if the VIP doesnt go out of action at all. Easy: Normal: Hard: 2D6 x* 3D6 x* 4D6 x*
Payoff
Your payment depends on the number of targets you protected and the difficulty of the opposition force. Defend Difficul ty Easy Medium Hard Saved All 5D6x 5 5D6x 10 5D6x 15 Saved 75%+ 3D6x 5 3D6x 10 3D6x 15 Saved 50%+ 2D6x 5 2D6x 10 2D6x 15
DEFENDERS
The good people of Tal Zado, a nothing little settlement a sector and a half past the ultima line, had a problem. Two weeks ago, half their town was snatched by slavers. Theyre afraid another is coming soon. Afraid enough to pay Aris and his crew a fat lot of credits to stand around and make sure history doesnt repeat itself.
BOUNTY HUNT
Aris crew approached the pirate camp under the cover of darkness. Piracy itself didnt concern Aris, but the promise of 25 credits per head made this an attractive problem to solve. From pirates and outlaws to nasty critters and xenos, there are a lot of things on the Eastern Fringe that need killin. These nuisances inevitably do something to piss-off the wrong people (that is, people with money), they quickly find a bounty on their heads.
Payoff
The bounty for a fighter is equal to the amount that he contributes to the crews gang rating. 0 150: 151 300: 300+: D6 x 5 D6 x 10 D6 x 15
MILK RUN
Sometimes a crew is just looking to keep a low profile, so they take on an easy mission to help offset the expenses. At least they thought it would be easy . . . .
Objective
Special
Whenever any of the defenders are taken out of action, leave their figures on the battlefield where he fell. Unconscious fighters may be moved as if they were Heavy Loot with a weight value equal to their toughness. An attacker in base-to-base contact, and who takes no action in the shooting or melee combat phases, may tag one of these unconscious fighters (i.e., slap restraints on the quarry, or snap a holo of the corpse if dead is an acceptable method of delivery.) If the defender bottles out, any unconscious fighters not within 4 of an ally are considered to be tagged. At the end of the game, roll a D6 for each tagged fighter, adding +1 if the tagged fighter is a character. Note, characters who are captured or escape must still roll on the serious injury table as normal.
Objective
Special
If the player is victorious in the initial scenario, they manage to avoid getting sucked into any intrigue and go to a full post-game phase. If they lose the initial scenario, however, the GM has the initiative and may select an objective and scenario of his choice.
Payoff
If the crew is successful in the initial scenario, roll a D6 for every crewman taken out of action. On a 6, they fully recover without needing to roll on the injury table.
RESCUE
Damnit Cap, Arturus says he saw some of the yokels snatch Doc. I
knew it was a bad idea stopping off at this inbred backwater. Grab your stubber Grearson. Aris said, sliding a clip into his bolt pistol. Were getting our man back.
Captives Equipment table to see what happened to his gear. Option Escape Attempt: The captive can use the rescue attempt as a diversion to cover his own escape. During the recovery phase, if no defender has line of sight to the captive, roll a D6 and add the captives Strength or Initiative. If the roll is a 9 or better, the captive has broken his bonds. If the captive is equipped with a hidden blade (or, at the GMs discretion, has some other hidden advantage that would help him), he may doubles his Strength or Initiative.
Objective Special
Free the captive. The Captive: The defender places the captured model on the table. The captive is restrained, and cannot move or take any actions. He may be moved by the defender, however, as if he were heavy loot with a weight equal to his toughness. Any ally ending his move within base-to-base contact with the captive frees the captive, who is now just the same as any other fighter.
Payoff
CAPTIVES EQUIPMENT
13 Close at Hand The captors were kind enough to leave your stuff close at hand. Automatically recover it when the captive is freed. 45 Distant Storage The defender may place a loot counter representing the captives equipment up to 18 inches away. The equipment is only recovered if the rescuing player reaches the counter. 6 Thats a Nice Coat . . . One of the defending named characters helped himself to the captives gear. It is lost unless this character is taken out of action. The Captives Equipment: When placing the captive, roll a D6 on the
Once the captive has made good his escape he is (quite obviously) no longer captured. Even if he is taken out of action during the encounter, roll on the injury table as normal. If the captive is not freed, remove him from the crews roster (unless, of course, the GM wants to keep that line of the narrative going).
SABOTAGE
Some folk seem to have an interest in seeing that the construction of this manufactorium falls behind schedule. They have even been kind enough to donate a couple of melta bombs to the cause . . . .
Objective
Special
The Target: the target could be a piece of machinery, a databank, a structural support in a building, or anything else that fits the narrative. The GM has flexibility in determining the Toughness and Wounds of the target, but here are some general guidelines: D6 man sized or smaller targets with T:3, W1 (e.g., communications terminals, databanks, antique vases). D3 man sized targets with T:4, W:1, 5+ Save (e.g., manufactorium machinery, water stills, etc.). D3 Large targets with T:6, W:3, 4+ Save (e.g., structural support columns, generators, chemical tanks.) 1 Gigantic target with T:10, W:5, 3+ Save (entire building, central support column for a hiveworld dome,)
support columns (i.e., 3 wounds on Toughness 6). Option Demolition Charges: If the crew doesnt have the heavy weaponry to take down the target, they can purchase disposable meltabombs for 10 credits a piece. If a fighter equipped with one of these single use Meltabombs goes out of action, place a loot counter where he went down to represent the dropped melta bomb.
Payoff
SCAVENGERS
So the fringe runner Empire Sun went down in a ball of fire, huh. Aris smiled at the irony, but his employer didnt seem amused. We dont usually do salvage opps, but well do anything thats made worth our while.
Objective
Special
As an alternative, you could have a combination of targets. For example, the target could be a building that the player could destroy with massive structural damage (i.e., 5 wounds on Toughness 10), or by taking out 3
Loot Counters:
SET PIECES
BAD ATMOSPHERE
Many planets on the fringe, while habitable, are not ideal conditions for human life. Sometimes, even the air is your enemy. fighters must roll on the hallucination table (LRB p. 46). Note: because the fighter is out of his mind, apply the effect even if the fighter is down.
Atmosphere Suits
BRAWL
Boy, looks like you need a good ol fashioned ass whooping. Me n my boys are happy to oblige.
Since atmospheric problems are a common part of life on the fringe, every crewmember is assumed to be properly equipped with an atmosphere suit to deal with all but the harshest conditions. That suit, however, doesnt do anyone much good when its shot full of holes. Thus, in general, fighters dont suffer the negative effects of Bad Atmosphere until they are wounded. An effected fighter, who is not pinned or stunned, can patch his suit by either not moving or not shooting for a turn.
Pairing Up
Each Player rolls a D6. The player who gets the highest roll chooses one match-up of one of his fighters and one of his opponents fighters. The other player then gets to choose a match up and vise versa until all fighters are engaged. If a player doesnt like a match-up chosen by his opponent, he may attempt to intercept by designating one of his unengaged fighters. If the intercepting fighter can pass an initiative test, he engages the attacker instead. Note, the players may also try to intercept an intercept. All intercepts must be declared before any dice are rolled however. Example: Captain Maris and his Martial Artist Rygan get into a tiff with three pirates controlled by the GM. The GM wins the initial D6 roll, so he chooses to have the hulking pirate leader square off with Captain Maris. Maris doesnt like his chances, so Rygan tries to intercept. A pirate crewman tries to counter Rygans intercept. The pirate passes his initiative test, so he engages Rygan, and thus the pirate leader is free to square off with Captain Maris.
Atmospheric Effects
At the beginning of their turn, unprotected fighters must pass a toughness test or suffer the effect of the bad atmosphere. Poisonous Air: The effected fighter takes a Strength 2 hit. If wounded, he suffers a flesh wound on a 13, which gives him 1 to WS, BS, S, and T. Suffocation: The air doesnt contain enough oxygen, so the fighter quickly blacks out. Effected fighters will go out of action on a 4+ on any roll in the recovery phase. Hallucinogen: The atmosphere contains significant quantities of a powerful psychedelic. Effected
Unarmed Combat:
When fighting unarmed, all melee attacks hit with Strength 1, and use the following injury table: 1: Stunned 24: Flesh Wound 56: Down Fighters who are downed roll to recover as normal (i.e., they get up with a flesh wound on a 1, and go out of action on a 6.) Skills and equipment that do not require that the fighter be equipped with a weapon can be uses as normal. If a combatant has Martial Artist, or some other skill or ability that allows him to attack unarmed as if he had a melee weapon, he ignores the rules for unarmed combat and fights melee combat as normal.
Seems like somebody always has to go and draw a knife, ruining another bout of light-hearted fist-ocuffs. Use the rules for The Buildup. When one side hits the threshold, a member of that crew loses his cool and goes for a weapon, causing everyone to do the same. Start fighting melee combat as normal.
At the end of each round, roll a D6 for each combat. 1 The combatants stay where 2: they are. Roll a scatter die to see which direction they are facing. 3 The combatants move D3 4: inches in a random direction. They remain locked in combat. Roll a scatter die to see which direction they are facing. 5: Both combatants move D3 inches in random directions. Roll the direction for each combatant separately. One combatant moves D6 inches in a random direction. The other combatant stays where he is standing.
Characters who are fighting unarmed do not automatically take downed fighters out of action. An attacker who has downed his opponent can either engage another enemy, or he can kick his foe while he is downed. The downed fighter must take a toughness test for each enemy adjacent to him. If he passes, he absorbs the blows with no more ill effect. If he fails, he takes a number of flesh wounds equal to the amount he failed by. Anyone who attacks a combatant who is kicking a downed fighter Sucker Punch. If an unengaged fighter engages an enemy who has his back to him, or an enemy who is kicking a downed fighter, the attacker gets one free hit before the round of combat begins.
6:
If this random movement takes a fighter into an obstacle, he must pass an Initiative or Toughness test or he is stunned for the following round. At the end of each round of combat, Unengaged fighters roll a D6 and add their initiative. The fighter with the highest total may move D6 inches in a direction of his
choice, then the next-highest moves, and so on. If there are any ties, have a roll-off.
Brawl Experience
Fighters get D3xp for each opponent he downs in unarmed combat, and 5xp for each combatant he takes out of action with flesh wounds.
BYSTANDERS
Even though the population of the Eastern Fringe is much less dense than the core worlds, there are still enough people roaming around that, when a firefight breaks out, there is a good chance some innocents will be caught in the line of fire. Of course, Innocents is used in the loose sense
stays put if in cover, or immediately runs d6 toward the nearest cover. If the check fails, the bystander panics and runs d6 inches in a random direction (as determined by the scatter die). Note: this panicked move is carried out before the shot is resolved, so if the bystander runs into the line of fire, apply the shooting bystanders rules below.
Peril
Basic Information
All bystanders have the same stats as a basic juve, are unarmed, and are killed automatically if they are wounded (sometimes, it sucks being innocent).
Movement
Once the first shot of the game is fired, bystanders will move up to d6 to get into the closest cover, where they automatically go into hiding. In both players recovery phase, bystanders who are still out in the open will run (i.e., double move) toward the nearest cover. Bystanders who are panicked (see below) can take another panic check to get themselves under control and move toward cover. If this check fails, they run d6 in a random direction.
If panic causes a bystander to run off the edge of a building or into some other type of hazard, the bystander must make an initiative check: if the check fails, he or she plummets to his or her death: if the check passes, they grab onto the edge and are in hopeless peril. In every subsequent turn, the bystander must make a strength check or fall. Crew members can save a bystander in peril by moving into base-to base contact with the bystander and passing a strength check. A fighter saving a bystander may not shoot this turn, regardless of how far he moved. A successful rescue bags the gang member +5 experience.
Shooting Bystanders
Panic
During the course of the game, if any shots travel within 4 of a bystander, make a LD check. If the roll is successful, the bystander
For whatever reason, innocents are hopeless bullet magnets. If a shot passes within 1" of a bystander at any point in its range (including past the target), there is the possibility that he or she may be hit. If, after applying all the to-hit modifiers on the shot, the roll is a 1 or less, the shooter has hit the bystander: roll to wound as normal. If the bystander is panicked, they are hit if the roll is a 2 or less. However, if the bystander is in cover from the shooter, the cover cancels out the original to hit modifiers. For instance, a juve is
firing a laspistol at long range against a target in heavy cover, for a total modifier of -3. If the juve rolls a 4 or less, the bystander in the open has been caught in the fire. However, if the bystander has hard cover against the Juves shot, the hard cover cancels out 2 points of the modifier, and so the bystander is only hit on a 2 or less.
3 BE: Causing a panicked bystander to jump off a building. 1 BE: Hitting a bystander 5 BE: Killing a bystander. 5 BE: Using a bystander as a human shield.
Careful Shot
Shooters who want to make sure that they dont hit a bystander can take an additional -1 modifier to make a Careful Shot. When making a careful shot, you only hit the bystander on a natural 1, or a panicked bystander on a 1 or 2.
LOOT COUNTERS
Loot counters are a great resource for the GM.
Controlling Bystanders
A fighter may take control of a bystander within 2 by passing a leadership check. From thereafter, if the bystander starts its turn within 2 of that fighter, you may control the bystanders actions, and the bystander may use the fighters leadership when checking for panic.
Loot counters may be picked up by any model that passes over them during its movement. A fighter can carry any number of pieces of loot without affecting his movement or ability to shoot or fight. Fighters who go out of action drop Loot counters where they happen to be at the time. Remove the model but leave the counters in place. Models can transfer loot to other models in base-to-base contact during the shooting phase, but neither model may shoot during the turn. If a fighter takes an enemy out of action in hand-to-hand combat he automatically captures any loot the model is carrying.
Human Shields
A fighter in base to base contact with a bystander can pass a strength check to use the bystander as a human shield. The fighter with the human shield cannot run, but benefits from hard cover from any shots in his front 90 degree arc, and attackers cannot take a Careful Shot to avoid hitting the bystander.
Heavy Loot
Even for hardened Fringe Runners, accidentally killing an innocent messes with your head. Because of the psychological trauma of the event, the gang member gets the following Bad Experience points:
Some loot is just too heavy for a normal person to carry by themselves, so your crew will need to work together. Heavy loot has as weight value (which is assigned by the GM). To move the heavy loot, the combined strength of fighters in base-to-base contact must meet or exceed the weight value. If the fighters combined Strength is equal to the weigh,
they may move it at speed. For example, heavy loot with a weight value of 5 can be moved by 2 Strength 3 crewmen, or 1 Strength 5 Orgryn, but the Orgryn would only move at speed.
crewmen and the civilians would be spread out to start. First, choose a corner of the table and roll two D50 (that is, D100s divided by 2) to determine the placement coordinates. The first D50 is the number of inches you move up the left side of the table, and the second D50 is the number of inches you move directly into the table from the left table edge. If the random placement would leave the randomly placed item falls on a terrain feature with multiple levels, randomly select one of the levels. If the D50 rolls take the item off the table, the person doing the placing can place it anywhere on the table (unless it would make more sense to just reroll). Note, rolling D50s assumes you are playing on a standard 48x48 inch table. If you are playing on a larger or smaller table, you may want to adjust the dice rolled accordingly.
Falling: Half the distance of any falls. Jumping: Double the distance that a character can jump to clear a gap (as per LRB p. 27). (Note, however, that this doesnt effect the extra movement you get form the Leap skill.) Ranges: Add 4 to the long range of all weapons.
Sluggish: The high gravity makes it harder to react. Any fighter with a Strength is less than 4 has 1 to Initiative. Falling: Add D3 inches to the distance of any falls. Jumping: Half the distance that can be jumped. Ranges: Reduce all weapon ranges by 4. Half the distance that template weapons scatter.
RANDOM PLACEMENT
There will often be times when it makes sense to randomize where fighters or items start on the battlefield. For example, if a crew is visiting a settlement during a slaver raid, it makes sense that the
he is taken out of action then he cannot give the alarm. Shooting: If a intruder shoots a weapon roll 2D6 and add the weapons Strength to the score. If the result is over 10 then the alarm is sounded. However, this rule does not apply to silent weapons like needle guns. Note that shooting can sound the alarm even if there are no sentries left. Fighting: A sentry who is attacked in hand-to-hand combat will sound the alarm if he survives the turn. Remember that the sentrys Weapon Skill is halved until the alarm is sounded. If the intruder shoots a pistol or uses a non-silent melee weapon (such as a chainsword) in hand-to-hand combat then you must roll as described above to see whether the shots sound the alarm even if the sentry is killed. In addition, the noise of fighting may cause the alarm to be sounded even if the sentry doesnt survive to do so himself. The attacker rolls a D6. If the score is not more than the number of intruders fighting in the hand-tohand combat then the noise of the scuffle has been noticed and the alarm is sounded. For example, if three intruders mug and kill a sentry then you must roll 4 or more for this to go unnoticed.
Until the alarm is sounded sentries move as described above. In addition their Weapon Skill is halved (rounding fractions up) and they may not shoot any weapons. After the alarm is sounded sentries may move and attack freely. In addition, the defender may bring on reinforcements as described below. The alarm can be sounded in a number of different ways: Spotting: Roll 2D6 at the end of the defenders turn. Sentries can try to spot any intruders that are within the distance rolled so long as they could normally be seen i.e., they are within his arc of vision. Intruders in the open will be spotted on the D6 roll of 2 or more. Intruders in partial cover will be spotted on the D6 roll of 4 or more. Intruders in cover or hiding will be spotted on the D6 roll of a 6. Sentries will spot any intruder within their Initiative distance in inches on the D6 roll of a 2 regardless of cover or hiding. For example, a sentry with Initiative 4 spots hidden intruders within 4" on a roll of 2. If a sentry spots a intruder he sounds the alarm. Intruders are also spotted if they move within sight of a sentry during their own turn. The sentrys spotting range is the same as in his turn and the same dice rolls are required. Remember, sentries can only see within their normal arc of vision as described above. A sentry can only give the alarm if he survives the intruders turn. If
Lighting Conditions
Sometimes you dont have the luxury of waiting for the cover of darkness to make your move. Sneaking into a guarded compound, however, becomes much more challenging under the hot eyes of the sun.
The GM can represent different lighting conditions by adjusting the number of D6 the sentries get to roll for determining spotting distance. For example, at dusk the sentries could spot enemies up to 4D6 away. For daytime infiltrations sentries have an unlimited spotting distance, and spot partial cover on a 3+ and hard cover on a 5+.
-2: Concealed Weaponry. The intruder spotted is only equipped with 1 handed weapons (i.e., pistols and some melee weapons), and is not brandishing them about. +2: Openly Armed. The intruder spotted has a two-handed melee or basic weapon. +4: Armed to the Teeth. The intruder spotted has a special or heavy weapon.
There is a big difference between not being seen and not being noticed, but both are a good way of planting a knife in someones back. These rules are for trying to sneak up on someone in a crowded public place. Suspicion: The rules for spotting work the same as in a normal intrusion, but the alarm doesnt automatically sound with an intruder is spotted. Instead, roll a D6, modified as follows, and add the result to the Suspicion score (much like the build-up phase of the shootout). When the suspicion score reaches 15, the alarm is sounded. Apply the following modifiers to the Suspicion roll -1: Light Crowd. The spotters line of sight to the intruder is partially blocked by a bystander. -3: Heavy Crowd. If the spotters line of sight to the intruder is at least partially blocked by a bystander, and at least 3 bystanders are closer to the intruder and in the spotters line of sight.
Countermeasures
Security Cameras: Security cameras are deployed in the same manner as sentries, and follow all the rules for sentries, with the following exceptions: Stationary: Security cameras do not move. They do, however, rotate in place. Low Quality: -1 to all rolls to spot fighters who are within sight range. Fragile: Security cameras will be destroyed automatically if they are hit with a shot or engaged in melee combat. If the melee combatant has to move through the security cameras view, however, he will be detected on a 2+. The turn after a security camera is destroyed, the defender may choose which direction all cameras face, and security cameras are at +1 to spot sneaking fighters. Security Lighting: Security lighting is motion-sensitive fixtures that light up to alert. The defending player may deploy sentry lights during his initial set up. During the game, any intruder who approaches within 2D6 of the security light triggers the light. Sentries can roll to spot intruders in
the lights radius regardless of distance, and they have a +1 to the roll to spot them. Guard Tower or Guard Post: Sentries stationed in a guard tower or at a guard post stay more alert. The sentry may roll two scatter dice and select the die of his choice. In addition, the intruder cannot use a roll of negative movement to move the sentry out of the guard tower or guard post.
with his heavy stubber, and the table disintegrated. Soon after, the pirate all bud disintegrated as well. Light materials: Glass, thin wood, furniture, and the like tend to fall apart when introduced to bullets. If destructible terrain is caught within a blast template, or if a fighter taking cover behind would have been hit but for the modifier provided by the terrain, the terrain piece itself is struck.
TERRAIN TYPES
Brittle
It pays to be extra careful when crossing decrepit dome floors, rusting rooftops, or rotting bridges. Sometimes, however, care is a luxury. Fighters may treat brittle terrain as difficult terrain with no other ill effect. Fighters wishing to move their full movement, however, break through the terrain on a D6 roll of a 1. Fighters that break through are pinned D6 inches into their movement, and must test to avoid falling. If the brittle terrain is on the ground floor, they are automatically taken out of action if they fall.
Exploding
Max dove behind a stack of rusting barrels as autogun shells ricocheted off the tarmac at his heels. Right in front of his nose was a faded warning label. He couldnt read the language, but the pictogram of a giant fireball was clear enough. Oh crap. When a shot misses a fighter taking cover behind explosive terrain only due to the cover modifier, it hits the explosive cover instead. Roll to wound against Strength 4. If the shot wounds, treat it as if a frag grenade went of centered on the exploding terrain. Fighters who would be hit by the terrain may pass an initiative check to move D6 in a direction of their choice to try and evade the blast. They are pinned at the end of this movement.
Deep Shadows
Deep shadows pool in this terrain feature, making it an ideal hiding spot. Fighters who end their movement in deep shadow terrain may go into hiding even if they ran this turn. In addition, half the distance to spot or detect fighters in shadowed terrain.
Fortified
Destructible
The pirate ducked behind the wooden bar table. Thinks he can hide, doesnt he, Orvus thought. Silly bastard. Orvus opened up
Fortified terrain is extra good at providing defensible firing positions. 3 to hit Fighters in hard cover behind fortified terrain.
Hazardous
The shotgun round took Terris of his feet and through the shop
window. Fortunately, his flak jacket caught the round. Unfortunately, he had dozens of cuts up and down his arms from the broken glass. Fighters who fall or are pined on hazardous terrain must pass a toughness test or take an immediate flesh wound.
Live Wire
This terrain has exposed electrical conduits or perhaps an electrified puddle or fence. You can move through this terrain at speed or less without risk. If you move faster than that you must pass an initiative test or take a Strength 2 hit. If this hit wounds, the fighter is pinned. Fighters who are pinned on a Live Wire at the start of their turn take a Strength 2 hit and must pass an toughness test or be Stunned.
inches into your movement. If you were running, you slide an additional D6 inches in the direction that you were moving. If this slide takes you into an obstacle, you suffer a single hit with a strength equal to the distance you slid. If the slide takes you over an edge, you must pass an initiative check or fall. If the slide takes you to an incline, you slide to the bottom of the incline and an additional D6 inches.
QUICK DRAW
The Quick Draw rules from the shootout scenario can be used in a number of different scenarios, for example where enemies stumble upon each other in a crowded market place and each goes for his guns. To see the order in which the fighter fire, roll a D6 for each participant and add their initiative. In addition, at +1 to the roll if a fighter is drawing a pistol, 1 if the fighter is drawing a special weapon, and 2 if the fighter is drawing a heavy weapon. The GM may add additional modifiers that fit for instance, if one group gets the drop on the others.
Slick
Ice, mud, unidentified goo, the fringe has numerous options which make it tough to find your footing. Any initiative checks are at 1 when you are on a slick surface. In addition, whenever you move across a slick surface, roll a D6. On the roll of a 1, you are pinned D6
OPPOSITION FORCE
The Opposition Force, or OpFor, is effectively the GMs crew for this campaign round. The GM has a lot of flexibility to create a force with the character and gear to help bring the narrative to life on the battlefield. the GM selects an archetype, buys the equipment that he wants, and levels the fighter up to taste. To calculate the gang-rating hit for each named character, add: The archetypes base cost The base equipment cost of any
SIZE OF FORCE
THE
OPPOSITION
When building an opposition force, the GM buys his crew in gang rating, not credits. This way, the GM can more easily tailor the size of his force and the challenge to the players crew. The first thing the GM should decide is the size of the opposition force he is going to pit against the player.
starting
The expereice that the fighter would have needed to have gained his advancements.
For example, a Ninja named character with three advances would need to have 81xp the 40 that he started with, 10xp for the each of the first two advances, and 20xp for the third advance.
MOOKS
Henchmen, muscle, wise guys, cannon fodder, whatever you want to call them, mooks are an integral part of the GMs tool kit. There are a couple of good reasons to use mooks. First, and most importantly, it cuts down on the crap that a GM has to remember. It also helps speed the build process, as you can toss out a bunch of mooks with what you see is what you get (WYSIWYG) equipment and know approximately the gang rating of the crew youre fielding. Mooks come generally in three flavors: Juves, Henchmen, and Elites. To ease the buying process, it is assumed that the mook is
Static Roster
The rules generally assume that the OpFor is the GMs crew for the Campaign Round, so that any deaths sustained in one encounter cannot be replaced in later encounters. Like all these rules, this can be bent and the GM can call in reinforcements if needed to advance the story or if his forces are clearly overmatched.
NAMED CHARACTERS
Named characters are the leaders and bad-ass backbones of the GMs crew. To build a named character,
equipped with the equipment shown on the figure (up to a certain amount). For example, the Juve Mooks 50 credit cost assumes 25 credits for the juve stat line and approximately 25 credits worth of equipment, such as an autopistol and sword, a stubgun and massive weapon, or a shotgun with man stopper rounds. Individual mooks can exceed or fall below the equipment allotment without creating much of a problem, but on average you should try to keep them close to this number.
M Ws Bs C: 4 4 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Customizing Mooks
The GM can also customize mooks to add some more character to the campaign. For example, rather than fighting regular mooks, the GM can turn them into a squad of enforces by adding carapace armor, or a pack of berserk redemptionists by making them subject to frenzy. As with named characters, add the cost of any extra equipment and experience to the base cost of the mooks.
JUVE MOOK
Cost
50
Numbe Any r
Starting XP Type
(Assumes 0)
Faction:
EXPERIENCE
Ld 6
M Ws Bs 4 2 2
S 3
T 3
W 1
I 3
A 1
HENCHMEN MOOK
Cost
100
AND INJURIES Part of the fun of Necro is watching your gangers become more character as they gained experience, took injuries, and pulled off marvelous in-game feats. Just because the OpFor isnt as permanent as the players crew doesnt mean that the GM should miss out on that fun!
Named Characters gain experience and suffer injuries just like the players crew. Since Mooks are less important, they do not get experience. If they are taken out of action, roll on the following recovery chart rather than 12: Dead: food. This mook is worm
Starting XP Type
(Assumes 20)
M Ws Bs 4 3 3
S 3
T 3
W 1
I 3
A 1
Ld 7
ELITE MOOK
Cost
150
Starting XP Type
(Assumes 60)
3:
Captured: This mook is taken captive. If the player has a brig, the mook can be held for a bounty or sold into
46:
Full Recovery: Despite his close call, the mook survives unscathed.
POST-GAME PHASE
Once the fighting is over and the last gun has fallen silent, and after the gang has cared for its wounded and buried its dead, then it is time to move on and cash in.
POST-GAME ACTIONS
During the post-game phase, every member of the crew gets one postgame action (or PGA). What the fighter can do with his action depends on many things, including his skills, different compartments in the ship, and even the port-o-call on which the crew has landed.
Fighters who suffer a debilitating injuries must take the following PGA.
PG A
Recuperate
Actions 1
Every PGA is has a description with the following information: Name of the Action
PG A
If a fighter suffered went out of action and rolled 2136 on the serious injury table, he must spend his PGA recuperating. By Serious Injury of 2136
ATTENTION OF AUTHORITIES
THE
Unload Actions 2 Cargo Income: 2D6 x (Cargo) By Crew, Juve Effect of the Action . Prerequisite s
Whenever an outlaw takes a postgame action, you must roll a D6. If the result is a 6, he has caught the attention of the authorities. To see what the authorities do about it, roll 2d6, add the outlaws Notoriety, and subtract the outlaws leadership, and then refer to the Attention of the Authorities table. An outlaws Notoriety is how likely he is
For example, Crew or Juves can take the Unload Cargo PGA to get 2D6 x the value of your cargo in income. You need to spend two Actions, however, doing so.
to be recognized as an outlaw while wandering around a settlement. Notoriety is primarily based on the outlaws experience. Juves have 0 notoriety, Crewman (21xp) have +1, Veteran Crewman (61 xp) have +2, Crew Heroes (201 xp) have +3, and Mighty Heroes (401 xp) have a +4. In addition, a crewman or gangs Notoriety can increase either temporarily or permanently depending on the outcome of certain events and scenarios. Non-outlaws who have to roll to see if they attract the attention of the authorities always have a notoriety of +1, regardless of their experience.
This fighter is locked up for a considerable amount of time. Unless his mates spring him, his adventuring days are over. You may attempt a rescue mission to get this fighter back. Otherwise, remove him from your roster.
12
34
56
7+
MAKING
A LIVING The N:P post-game phase adds additional detail to the income and rare-trade portions of the standard Necromunda post-game phase. There are five parts to the N:P post-game phase:
Phase I Cargo Phase II Ports of Call Phase III Events Phase IV Income Phase V Rare Trade
For instance, a Cargo Bay filled with raw materials will generate 2D6x5 credits, whereas a Cargo Bay filled with contraband will generate 2D6x15 credits. The cargo types work as follows:
Raw materials are bulky and heavy, so usually raiders and thieves leave them behind. Raw Materials cannot be destroyed or looted.
PHASE I CARGO
Ship compartments like Cargo Bays and Smuggler Hatches make you money by being filled and emptied of that magical quicksilver of commerce stuff. Of course, exactly what stuff you care to fill them with, and exactly how legal that stuff is, is entirely up to you. Really, it is a question of risk and reward. If you play it safe and trade in iron-ore, youll be paid, but your profit will be modest. If, however, you are trading in a riskier commodity say, for instance, Tau weaponry the payday will be huge. Of course, you have to get them past the planetary authorities first. . . To cut down on record keeping, you can select what cargo you will be trafficking in at the beginning of the trade portion of the post-game phase. In N:P, cargo is simplified to three basic types raw materials, trade goods, and contraband. The type of goods determines the income multiplier for each of your bays.
Trade Goods are the bread and butter of the legitimate trader (and, indeed some times they could even be bread and butter). While they may still be snatched by pirates, you dont (usually) have to worry about customs looting your bays.
Any Crewman unloading contraband is considered to be an Outlaw for this post-game phase only. Outlaws unloading contraband attract the attention of the authorities as normal.
The income rolled for cargo represents the profit you make off the sale minus your costs in acquiring the cargo in the first place. Of course, your profit margin gets a bump if you acquired the cargo at gunpoint. Stolen goods may not be selected unless you completed a scenario in which you stole the goods, or if you have some other way of acquiring the booty (for example, with the piracy action.) Otherwise, stolen goods count as contraband for every other purpose.
PHASE II PORTS
OF CALL As all merchants know, getting rich has as much to do with where your selling as with what. A ship full of water in the desert will make you rich. A ship full of sand, however, just makes you look silly.
Roll a D66 on the Ports of Call table to see what planets are within your ships range. You may move one entry up the table for each point of your ships Movement characteristic. (For instance, if you ship has a movement of 2 and you roll a 41: Authoritarian Government, you may land there, at 42: Tau Controlled Planet, or 43: Medieval world.) Note that you may not wrap around the table so if you roll a 66: Marooned, youre, well, marooned. Some ports of call have fly-over effects as well, that may be triggered when you pass a planet, but do not land. For example, if you travel past the Chaos Moon port-o-call, you will be attacked by a chaos ship on the roll of a 3+.
3x 1s Customs
A customs official searches your ship. He confiscates any illegal items he finds. You gain no income from Contraband or Stolen Goods .
5x 1s Customs Raid
The customs inspectors received a tip that you are transporting highly illegal contraband, trafficking in xeno weaponry, harboring a dangerous outlaw or alien life form, or all of the above. All contraband and stolen goods are confiscated and Illegal items (xeno weaponry, certain drugs, etc.) are is confiscated on the roll of 4+. Additionally, outlaws must roll to attract the attention of the authorities, and Xenos are captured on the roll of a 4+.
3x 2s Malfunction
It seems like something is always breaking, doesnt it. Your ship takes one point of damage to random location on the Ship Damage Table. You may attempt to repair the damage with a repair post-game action.
3x 3s Planetary Event
Some Ports of Call have special events that are listed as Planetary Events. These are only triggered if this event is rolled. If the Port-ocall does not have a planetary event, ignore this result.
3x 6s Easy Work
A crewmember of your choice completes his task early and has time to take another Post Game Action.
5x 6s Boon
An old comrade, relative, or stranger who heard of your deeds decides to give you a present. Add one randomly selected item from
PHASE IV INCOME
This phase consists of three substeps. (1) First, multiply the dice rolled in the events phase by their respective 5x, 10x, 15x, or 20x multiplier for the crews total income. From the total income, you may purchase upgrades to your ship. Any cash leftover is then washed through the Gangs upkeep percentage (see below). What is left goes to the gangs stash.
(2)
(3)
Upkeep
Fuel, maintenance, bribes, it keep a lot of credits to keep a fringe runner in the sky. . . . Every crew has an upkeep value, which is based on the type of ship, and the number and composition of the crew. To determine the upkeep value, add up the upkeep percentages for the ship type, the crew, and any other miscellaneous items that may add to the upkeep.
UPKEEP
Ship Elite Crew Specialist Crew/Juves Miscellaneous Per Class 7% 5% 3% Per Item
For example, a Fringe Runner (upkeep 20%), with a crew of 2 Elites (7% each), 2 Specialists (5% each), and 7 Crew (3% each) would have an upkeep of 65% Thus, if the Total Income is 200 credits, 70 credits would go to the ships stash and 130 credits would go toward upkeep.
The Bazaar
Most planets and port cities have large markets where many traders and craftsmen converge to exchange goods and hock their wares to off-world traders. Those with keen eyes or clever negotiation skills can often find a bargain if they are willing to take the time to look.
PG A
Maintenance
If the haul isnt large enough to cover basic maintenance, then the ship starts to fall apart quick. Every ship type has a maintenance floor of a certain number of credits. If the number of credits devoted to upkeep is greater than the maintenance floor, then everything runs smoothly. For every 20 credits it falls below the maintenance floor, however, you have to pass a ship Wounds (i.e. reliability) test or the ship takes one point of damage on the Ship Damage Table. From our earlier example, the Fringe Runners maintenance requirement is 75 credits, so the 130 credits spent on upkeep is sufficient to keep the ship in good running order. If the crew only brought in 100 credits (65 to upkeep, 35 to stash), the ship would have to pass a Wounds check or it would take one point of damage. Bazaar
Actions 1
Roll once one the rare trade chart in the ORB. You may purchase any items rolled without paying the variable cost (but if an item only has a variable cost, like the Mung Vase, you must still pay the cost as normal). Leaders may roll D3 times. By Captain, Elite, Crew
No matter how tight the hand of authority, or how devout the words of the theocracy, there will also be the inbetween places with inbetween people who deal in the goods frowned own by more legitimate traders.
PG A
Roll once one the Outlaw Trading Post in the outlaw rules. Leaders may roll D3 times. You may purchase any items rolled without paying the variable cost (but if an item only has a variable cost, like the Mung Vase, you must still pay the cost as normal). Outlaws need not roll to attract the attention of the authorities at the outlaw trading post. Freelancers, however, do need to roll to attract the Authoritys eyes. By Captain, Elite, Crew
A Dealer
The alternative to wandering the bazaar is to cut right to the chase and locate a dealer who trades in what you are looking for. Depending on exactly what you are looking for, however, that may be easier said than done, and you are likely to pay a premium because, after all, you are the one who came to him. Like in Mordheim, every rare item in Necromunda: Privateer has a rarity value, which is typically between 5 and 12. To locate the item, a crewman must take the following post-game action:
PG A
Dealer
Actions 1
Roll 2D6. If the value is equal to or greater than the rarity value of the item you are searching for, you have found it and may purchase it for its full price (plus any variable cost). Alternatively, you may purchase one uncommon items from the dealer. By Captain, Elite, Crew
EQUIPMENT CHART
HAND
TO
HAND WEAPONS
Cost 10 10 25 10 Free/5 15 15 35+3D6 85+3D6 35+3D6 40+3D6 10 55+3D6 10 Rarity Common Common Common Common Common Common Common Rare 9 Rare 12 Rare 9 Rare 10 Common Rare 11 Common
Item Bayonet (p) Chain or Flail (p) Chainsword Club, Maul, Bludgeon (p) Knife (p) Massive Weapon (p) Polearm (p) Power Axe Power Fist Power Maul Power Sword Sword (p) Suppression Shield Spear (p)
Hunting Rifle Kroot Rifle (x) Lasgun LongLas Pulse Carbine (x) Pulse Rifle (x) Shoota (x) Shotgun Snazzgun (x) Splinter Rifle (x)
SPECIAL WEAPONS
Item Flamer Grenade Launcher (grenades extra) Light Stubber Meltagun Needle Rifle Plasma Gun Rail Rifle (x) Scout Sniper Shuriken Catapult (x) Cost 40 100 65 95 230+4D6 70 90+4D6 75+3D6 65+3D6 Rarity Common Common Common Common Rare 13 Common Rare 10 Rare 9 Rare 8
PISTOLS
Item Autopistol Bolt Pistol Grabber Hand Flamer Laspistol Needle Pistol Presser Beam Pulse Pistol Shuriken Pistol Slugga Splinter Pistol Stub gun Web Pistol Cost 15 20 30+3D6 25 15 100+4D6 30+3D6 25+2D6 30+2D6 15+D6 10 120+4D6 Rarity Common Common Rare 8 Common Common Rare 11 Rare 8 Rare 8 Rare 7 Rare 6 Common Rare 11
HEAVY WEAPONS
Item Auto Cannon Big Shoota Dark Lance (x) Heavy Bolter Heavy Plasma Gun Heavy Stubber Lascannon Missile Launcher (Missiles Extra) Shuriken Cannon (x) Splinter Cannon (x) Cost 300 280+3D6 180 285 120 320 150 200+4D6 100+2D6 Rarity Common Rare 10 Common Common Common Common Common Rare 8 Rare 8
BASIC WEAPONS
Item Autogun Auto Carbine Boltgun Combat Shotgun CutLas Eldar Lasgun (x) Cost 20 25+D6 35 30+D6 30+D6 40+2D6 Rarity Common Rare 5 Common Rare 5 Rare 5 Rare 8
PRIMITIVE WEAPONS
Item Bolos Cost 15+D6 Rarity Rare 5
5 6 8 15 20 15+d6
ARMOR
Item Carapace Chainmail (p) Flak APL Gauntlets Greaves Helmet Closed Helmet Leathers (p) Mesh Platemail (p) Cost 70+3D6 20 10+2D6 160+5D6 5 5 7 10 5 25+3D6 40+2D6 Rarity Rare 9 Common Rare 5 Rare 11 Common Common Common Common Common Rare 7 Rare 7
GRENADES
Item Caltrops Choke Grenades Flash Bangs Frag Grenades Frag Missiles Hallucinogen Krak Grenades Krak Missiles Melta Bomb Photon Flash Flare Plasma Grenades Scare Gas Grenades Smoke Bomb Tox Bombs Cost 10+D6 15+2D6 20 30 35 40+4D6 50 115 40+3D6 20+2D6 30+3D6 20+2D6 10+3D6 20 Rarity Rare 5 Rare 6 Common Common Common Rare 7 Common Common Rare 8 Rare 6 Rare 8 Rare 6 Rare 5 Rare 6
ARMOR EXOTICS
Item Ability Booster Hardening Mechanical Wings Resurrection Suite Smoke Suit Vital Monitor Weapon Resistance Cost 30+3D6 15+2D6 40+3D6 15+3D6 30+3D6 5+2D6 35+2D6 Rarity Rare +2 Rare +1/2 Rare +2 Rare +1 Rare +2 Rare +1/2 Rare +1
SPECIAL AMMO
Item Bolt Shotgun Shells Flechette Shotgun Shells Hot-Shot Shotgun Shells Manstopper Shotgun Shells Hotshot Laser Powerpack Dum-Dum Bullets Cost 15 10+D6 5 5 15 5 Rarity Common Rare 8 Common Common Rare 6 Common
BIONICS
Item Arm Eye Hand Leg Lobo Chip Skull Chip Pit Slave Buzz Saw Pit Slave Chainsaw Pit Slave Claw Pit Slave Hammer Pit Slave Rock Drill Pit Slave Shears Cost 80+3D6 50+3D6 50+3D6 80+3D6 20+D6 30+3D6 25+10D6 25+10D6 15+10D6 20+10D6 15+10D6 15+10D6 Rarity Rare 9 Rare 9 Rare 8 Rare 9 Rare 5 Rare 7 Rare 8 Rare 8 Rare 8 Rare 8 Rare 8 Rare 8
GUNSIGHTS
Item Infrared Sight Mono Sight Red Dot Sight Telescopic Sight Cost 30+3D6 40+3D6 40+3D6 40+3D6 Rarity Rare 8 Rare 9 Rare 7 Rare 9
GEAR
Item Auto-Repairer Blade Venom (I) BioBooster Cost 80+4D6 10+D6 50+4D6 Rarity Rare 10 Rare 5 Rare 8
BioScanner Blindsnake Pouch Bottle of Wildsnake Camouflage Clip Harness Concealed Blade Extra Clip Filter Plugs Grav Chute Grapnel Infra-Goggles Medi-Pack Mung Vase One-in-a-Million Weapon Photo Contacts Photo Visor Treasure Map Respirator Screamers Servitor Silencer Spare Parts Stummers
50+3D6 30+2D6 10+D6 7 10 10+D6 5 10 40+4D6 30+4D6 30+3D6 80+4D6 D6x10 Weapon x2 15 10 D6x10 10 10+3D6 25+2D6 15+2D6 5 10+3D6
Rare 7 Rare 7 Uncommon Common Common Rare 5 Common Common Rare 7 Rare 6 Rare 6 Rare 7 Rare 10 Rare 12 Common Common Rare 10 Common Rare 6 Rare 9 Rare 6 Common Rare 6
DRUGS
Item Icrotic Slime (I) Kalma (I) Slaugh (I) Spook (I) Spur (I) Stinger Mould Stim Cost 50+3D6 5+D6 5+2D6 10+3D6 5+3D6 15+2D6 10 Rarity Rare 10 Rare 4 Rare 6 Rare 9 Rare 8 Rare 12 Common
PORTS OF CALL
11 Lost Colony You land and discover the place is a ghost town. The ghosts were kind enough to leave their stuff, however. . . You may not recruit any crew members. Planetary Event: You get to figure out where everyone went. -10 to the next roll on the CEC. The following two post game actions are available. You may not take any other income-generating post-game actions or search for rare trade. PG A
Roll a D6 1: Frustrated: -1 to the crews Edge for the next campaign round. 25: Find: Add 1 relic to the crews stash. 6: Mother load: Add D3 relics to the crews stash. By Crew, Specialist, Elite
13 I know a Place . . . The Eastern Fringe is filled with small settlements that survive on, and welcome, Privateer trade. No special rules are associated with this port o call, but many crews have special abilities that take effect at this location. 14 Naval Yard Any rare trade rolls to locate ship repair parts automatically succeed. The crew may purchase one ship compartment or upgrade at price. On the D6 roll of a 6, a Grease Monkey offers to joint your crew for price. 15 Chaos Moon The forces of Chaos have overrun this system, and Chaos raiders attack anyone in striking distance. Flyby: on the roll of a 3+, a Chaos ship attacks you. 16 Paradise You step off the ship and into heaven. Someone must have forgot to tell them that in the future this is only war. Every member of your crew takes some much-needed R&R. The crew gets +D6 Edge for the next campaign round. 21 Fledgling Hive World A huge, half-finished iron and plasticrete skeleton climbs from a plain as construction slaves in enviro-suits work ant-like to grow the hives. Double the income for raw materials 10 credits to recruit Hive Gangers. 22 Invasion Threat
Loot
Actions 1
Income: D6 x 10 credits. For each 6 rolled, add one randomly selected rare-trade item to your stash. By Captain, Crew, Juves
PG A
Scavenge
Actions 1
-4 to the roll to locate any specific rare trade item. Any item you find, however, is free. By Captain, Elite, Crew
12 Lost Ruins You have found the bones of an ancient civilization. Who knows what treasures await. The Excavate post-game action is available. You may not take any other incomegenerating post-game actions or search for rare trade. Planetary Event: A Randomly selected member of your crew has suffered an accident. Roll once on the serious injury table. PG A
Excavate
Actions 1
This planet is in the path of a Tyranid hive fleet or a Tau invasion force. All the planets inhabitants are looking for a way off-planet before the bombs start falling and are willing to pay top-dollar for passage. Cargo only generates half normal income Passenger Compartments make twice the normal income. On a D6 roll of a 6, a Mercenary offers to joint your crew in exchange for passage. 23 I know a Place . . . The Eastern Fringe is filled with small settlements that survive on, and welcome, Privateer trade. No special rules are associated with this port o call, but many crews have special abilities that take effect at this location. 24 Feral World Roll 2D6: for every 6, a Savage Juve offers to join your crew for free. Stalkers recruited start with +10 experience and one free roll on the advancement table. -2 to rare trade rolls. 25 Forgeworld This planet is covered in an oily black smoke from the carpet of factories that blanket the surface. +1 to the income rolls for Raw Materials Servitors are common +2 to recruit rare archetypes with access to Engineering skill table 26 Free World Terra would have you believe that every human not subjugated by the Imperium is a tool of Chaos. The truth is, however, that there are settlements beyond the Ultima Line that truly are free from the grasp of the Emperor and the Demons of the warp. Xenos, Mutants, and Psychers are not considered outlaws, and Xeno technology will not be seized by customs. Imperial Archetypes are considered outlaws, with a +2 to attract the attention of the authorities. 31 Port-o-Call A conveniently placed asteroid in an otherwise dead system has been terraformed into a refueling base for interstellar travel. Its bars tend to collect freelancers looking to go out on the next ship.
You may recruit common freelancers for 10 credits +2 to recruit rare freelancers
32 Pirate Cove The less, shall we say, legitimate traders have set up a temporary haven on the edge of imperial space. Free trade is the rule, and the port is open to all comers, so long as youre not coming under Imperial authority, that is. Ignore Customs and Attention of the Authorities events Contraband only generates D6x10 credits Smuggler, Grifter Archetypes are common 33 Agriworld The shuttle breaks the clouds to find golden fields of grain rippling in a gentle breeze for as far as the eye can see. Food is plentiful and cheap. The crews upkeep is reduced by 15%. 34 Deathworld The conditions on this planet are exceedingly harsh, but somehow, the hardy local population manages to claw out an existence. Visitors must be careful, lest they fall victim to one of the planets many dangers. Archetypes recruited from the death world start with +10 experience. Roll an advancement as normal Planetary Event: A randomly selected crewmen suffers a serious injury. 35 Refugee Camp The dominant feature of this planet is a sprawling camp of refugees who fled a war in a nearby system. Poverty is ubiquitous and disease is rampant. The residents are desperate for a way out. Roll 3D6. For each 6, a juve offers to join your crew. The juves archetype is: 1: Impressionable Youth 23: Thug 4: Grease Monkey 5: Shiphand 6: Cat Burglar Planetary Event: A randomly selected member of your crew catches a nasty disease. He is at 1 to all stats for the next campaign round.
36 The Ork Problem This planet was attacked by Orks in recent years, and while the attack was turned back, they occupied the planet long enough that certain regions were saturated with spores, which means that a fresh crop of Orks is continuously popping up. -10 credits, and +2 to rare trade rolls to recruit Ork archetypes. +2 to search for rare Ork weapons Ork bounties pay an additional 10 credits. 41 Authoritarian Government The current Imperial governor has one of the best equipped and best trained security forces on the Fringe, which he uses to rule his planet with an iron fist. When so many things are considered illegal, however, the black market cant help but flourish. All outlaws have +3 Notoriety. Roll one extra D6 contraband income for each 2D6 of contraband you are trading in. 42 Tau Controlled Planet +2 to recruit Tau archetypes +2 on rare trade rolls for Tau weaponry and equipment Planetary Event: After you make your post game actions, the Tau decides your ship and your crew needs to become part of the greater good, so youre forced to shoot your way off-world. Fight a dogfight against GM Controlled Ships. 43 I know a Place . . . The Eastern Fringe is filled with small settlements that survive on, and welcome, Privateer trade. No special rules are associated with this port o call, but many crews have special abilities that take effect at this location. 44 Backwater You find yourself in a dead section of space. The only town in rage is a backwards hole of inbred locals, who dont get many visitors. If you roll this result, you may not use the ships speed to travel to a different Port-ocall. -1 on Attention of the Authorities rolls. Make a Ships Initiative (security) check: if you fail, one of the crews specialists has been kidnapped by the locals, and is considered captured.
45 Trading Post This planet sits on the hub of several trade routs and is the economic capital of the region. Rare goods from all points in the galaxy collect here, so if you looking for something, your bond to find it. Unfortunately, the huge supply of goods of all types has driven down prices. +3 on all rare trade rolls for the Dealer PGA. Elites and Crews can roll D2 times for Bazaar and Black Market PGAs. -2 on every D6 of income from trade goods and raw materials. This will not modify any die below 1. 46 Corrupt Governor The planetary authority has been known to play loose with the Charter Privitas. You should be on your guard. If you attract the attention of the authorities 3 or more times, the authorities move in to seize your ship. The crew must defend a Boarding Action. Roll 3D6 to determine the size of the dice pool for the authorities. The crew manages to get off world if they get 5 successes, or if the attackers bottle out. Flyby. On a 4+, the authorities charge a 30 credit tax. If the crew refuses to pay, they are subject to a Customs Raid. 51 Warfront This planet has become the latest flashpoint in the never-ending war. Its dangerous, but risk and reward are a freelancers lifeblood. Ex-Imperial Guardsmen recruited from this planet start with +10 experience and a free advance, but are considered outlaws.
52
Penal Colony +20 credits per bounty. Contraband makes x20 credits. Ship is automatically inspected by customs. All outlaws are at +2 Notoriety.
53 I know a Place . . . The Eastern Fringe is filled with small settlements that survive on, and welcome, Privateer trade. No special rules are associated with this port o call, but many crews have special abilities that take effect at this location. 54 Monastery World The major settlement on this planet is founded around the base of an ancient imperial monastery. Confessor and Missionary archetypes are inspired. They are at +1 Initiative and Leadership for the next campaign round. Missionary Crews roll a 3D6: for each six, you may add a Juve missionary to the crew for free. 55 Tyranid Infestation Rumor has it that the Tyranids have invested the lower levels of this metropolis. No one is talking about it, but people are scared and looking get off world. +2 to income dice for passenger compartments. For each 6 rolled, however, a Tyranid creature seriously injures a randomly selected member of your crew. If the injured crewmember survives, he gets D6 experience, and D3 Bad Experience. Planetary Event. A randomly selected crew member is perused by a gang of cultists. If he passes a Leadership check, he manages to evade their pursuit and gains D6 experience for his efforts. He is captured if he fails. The cultists will not ransom him back, so he is lost to the crew unless he is rescued or escapes. 56 Demiurge Fleet On the D6 roll of a 4+, you are not allowed to dock with the fleet and must land at the nearby Backwater (#61) instead. Non-Demiurge Outlaws are at +1 notoriety. Orks at +4 notoriety. Planetary Event: One of the Demiurge requests your assistance with a project. If you spend D3 post game actions helping
Scavenge Actions 1 the Dead Roll a D6 for every Scavenger: 1: Caught in a Cross-Fire: Roll on the serious injury table. 25: Decent Haul: Income: D6 x 5 credits. 6: Large Battlefield: You may purchase 2D6 x 10 credits worth of common weapons and equipment. By Captain, Elite, Crew
PG A
him, he will modify your weapons or armor with up to D6x10 credits worth of Exotics. 61 Backwater You find yourself in a dead section of space. The only town in rage is a backwards hole of inbred locals, who dont get many visitors. If you roll this result, you may not use the ships speed to travel to a different Port-ocall. -1 on Attention of the Authorities rolls. Make a Ships Initiative (i.e., Security) check: if you fail, one of the crews specialists has been kidnapped by the locals, and is considered captured. 62 Imperial Outpost This world is the home of a Space Marine chapter, an Imperial Guard army, or an bureaucratic hub of the administratium. Flyby: On a D6 roll of a 4+, the Imperial forces request that you land. You may not travel past this port o call. All outlaws are at +2 notoriety, and attract the attention of the authorities on a 5+. Treat every customs event as if it were a Customs Raid. 63 I know a Place . . . The Eastern Fringe is filled with small settlements that survive on, and welcome, Privateer trade. No special rules are associated with this port o call, but many crews have special abilities that take effect at this location. 64 Medieval World This planet, which recently emerged from a warp storm, has the technological level of the middle ages. Fearing that a sudden influx of imperial weapons and goods would destabilize the planet, the regional governor has declared it off-limits. All PGAs must roll to attract the Attention of the Authorities. May only purchase primitive weapons Knight archetype common Following post game action is available: PG A
Sell up to D3 non-primitive weapons for twice their original cost. This action attracts the attention of the authorities on a 4+, and the crewman is at +2 notoriety for this action. By Captain, Elite, Specialist
Arms Deal
Actions 1
65 Retired IG Settlement This planet was gifted to an IG regiment that had completed its tour of duty. On the D6 roll of a 6, an Ex-IG Veteran offers to join your crew. Ex-IG crews can roll twice. All Ex-IG archetypes recruited gain +10 experience and a free advance.
66 Marooned Due to a mechanical failure, you get stranded on an uninhabited planet. May collect no income or rare trade this post-game phase All your crewmen get 2 experience for surviving the harsh conditions.
If using the Cooperative Encounter Creation rules, either the player or the GM can use a point of Edge to try and veto the other sides choice of an objective, a scenario, or a set piece. Roll a D6: on a 4+, the side may not use the selected Objective, Scenario, or Set Piece, and must choose an alternative. Note, either the GM or the player can spend any amount of edge to re-roll the veto die. For example, a 10 is rolled on the CEC table, allowing the player to pick the objective and the GM to pick the scenario. The player chooses Assassination as the objective. The GM, however, wants to surprise the players crew at the space port, and thus chooses the Ambush scenario from the LRB. The player tries to vetos that choice by spending a point of Edge, and is successful, as the roll comes up a 6. Thus, the GM can either choose a new scenario, or spend some edge to try and veto the veto.
Edge Re-Rolls
Spend one edge to re-roll any one die. This can be a die you rolled or a die rolled by the other side that directly affects one of your fighters. There is only so much luck can do, however, so each player can only spend one point of edge per turn. For example, at a critical point in the game, a snipers shot hits Captain Aris. The player spends a point of edge to force the GM to reroll the snipers shot. The second shot misses, so the GM spends a point of edge to re-roll the shot again. Third time is a charm, and the shot connects. Since both players already spent edge, neither can spend any edge to re-roll the result of the to-wound roll.
As an alternative to the veto, Edge can be spent to modify the scenario by adding a set piece. Set pieces have a suggested edge cost, but the GM should feel free to modify this cost to fit the situation..
Breaking Rules
Edge is a versatile resource that can be put to use in a variety of ways to advance the narrative and the fun of the game by bending, or out-and-out breaking the rules.
There are far to many possibilities to create comprehensive rules for how to handle these situations, so ultimately it will come down to the GMs decision as to whether the rule can be broken and how much edge it will cost. As a rule of thumb, however, if it would be cool, fun, and advance the story, the GM should charge some edge to let the activity in.
6: Weapon Specific
Apply the effect for the weapon the fighter is using. Stub/Shotgun: Stinger. The shot causes the targets to lose all feeling in one arm. The target may not use 2 handed weapons until he passes a toughness test in the recovery phase. Auto: Sprayed. The target is hit with multiple rounds and suffers D3 wounds. Las: Penetrator. The shot blows straight through the target, hitting the guy behind him as well. The shot continues on in a straight line until it hits an obstacle or reaches impassible cover. Roll to hit the first target within 1 of this flight path. Bolt: Bleeder. The explosive bolt round has caused massive bleeding. The target must pass a toughness test or take an immediate flesh wound in addition to the result shown on the injury die. Flame/Plasma: Bloodcurdling Scream The victim of the blast lets out a scream that shakes the morale of nearby friends. Allies within 2D6 inches must take a break test. Blast Templates: Staggered. The hit blows the target off his feet, moving him D3 in a direction determined by the scatter die. Test for falling after this movement. If the
CRITICAL HITS
That one stung . . . If you roll a 6 to wound, roll on the following critical hit table:
12: Stunned
The target has his bell rung, and can do little more than stare dumbly at the battle going on around him. Make a toughness test whenever the target is going to escape pinning. If the toughness test is failed, the target remains pinned. If a stunned fighter is engaged in hand-to-hand combat, he fights with only his Weapon Skill (rounded down). He may then make a toughness test at the end of each round of combat to shake off the effects.
3: Flourish
Not only did he drop his quarry, he looked good doing it. The attacker gets 1 bonus experience point for this wounding hit, or 3 bonus experience points if the target goes out of action directly from the hit.
4: Vulnerability
Apply an additional 1 save modifier or treat the wound as high impact (attackers choice).
5: Crippling Wound
movement takes the target completely over a ledge, he automatically falls. Melee Weapons: Grievous Wound. If your opponent goes out of action directly from this hit, you may force him to reroll his roll on the serious injury table.
that give a bonus to whatever type of test is being attempted. For example, it makes sense that a crewman with the Mechanic skill would be better than a nonmechanic at hotwiring a stolen car, even though there is no specific rules to that effect in the skill description. Indeed, even the fact that a fighter has access to a certain skill table (even if he has no skills from that table) suggest that he has a certain inherent aptitude that may be worth a bonus or at least enough to offset a negative modifier. For example, say the player wants to hack a locked hatch on an enemy ship. Since this doesnt fall neatly into any characteristic, the GM makes it a leadership check, but assigns a 2 modifier. Any fighters with access to the Techno or Engineering skill tables, however, may be more familiar with the lock, so they only have a 1 modifier. Giardano, the crewman making the test, also has the Mechanic skill, so the GM rules that he has an even check. The player says that he also wants Giardano to use his shock maul to try and overload the circuit. The GM likes the thought, so give Giardano +1 to the test, but warns that if the test fails by more than 2, the battery of the shock maul has been burnt out, and the maul is unusable for the rest of the game.
Modifiers
The GM may assign positive or negative modifiers for an action that is easier or harder than normal. Since a positive modifier is generally good and a negative modifier is bad, it is easiest to apply these modifiers to the characteristic being tested rather than the die roll. For instance, if a Ex-Imperial Guardsman (S3) needs to take a Strength test with a 1 modifier, he would be considered Strength 2 and therefore pass on a D6 roll of a 1 or 2. Another useful place to look for modifiers is a fighters skills, skill tables, and equipment, even if there arent official rules attached
Skill Tables
Every archetype has a number of skill tables listed in its Advances section. Whenever this fighter gains a new skill, they can roll a skill on one of these tables.
Specialty Skills
A number of skills available in N:P are not included on any skill tables, as they are generally only available to certain archetypes. Some specialty skills, however, are linked to a certain skill table (for example, the Low Profile skill is linked to the Stealth skill table). Fighters who have access to the linked skill table can take these types of specialty skills if they roll a 2 or 12 on the Advances table, or if they roll a skill they already have on the linked skill table.
For example, a Ninja, who has access to the Stealth skill table, can select the Low Profile skill if he rolls a 2 or 12 for an advancement, or if he rolls Sneak Up (which he already has) on the Stealth advancement table.
Archetype Skills
Individual specialty skills listed in the Advances box are the signature skills of a particular archetype. If a fighter meets the prerequisites, he may select an archetype skill anytime he could gain a new skill. 2 ADVANCE ROLLS Broad Experience: the fighter may select any of his archetype skills, may roll on any skill table, or select any specialty skill from the skill tables he ordinarily has access to. New Skill: the fighter may select any of his archetype skills or may roll on any skill table he has access to. Characteristic Increase: roll again. 13: +1 Strength 46: +1 Attack Characteristic Increase: roll again. 13: +1 Weapon Skill 46: +1 Ballistic Skill Characteristic Increase: roll again. 13: +1 Initiative 46: +1 Leadership Characteristic Increase: roll again. 13: +1 Weapon Skill 46: +1 Ballistic Skill Characteristic Increase: roll again. 13: +1 Wound 46: +1 Toughness New Skill: the fighter may select any of his archetype skills or may roll on any skill table he has access to. Broad Experience: the fighter may select any of his archetype skills, may roll on any skill table, or select any specialty skill from the skill tables he ordinarily has
34
10 11 12
access to.
BAD EXPERIENCE
The fringe is a dangerous placethat goes without saying. Most dont realize, however, that the danger to your soul is just as pressing as the danger to your body.
Many privateers see bad things, and many have done worse. Murder, cruelty, ruthlessnessin the void, these horrors are almost virtues. Living like this, however, is not without ill effects: mild psychosis, irrational fears, superstitions, and just plain ol craziness are par for the course. psychosis you already have, roll Bad Experience D3 BE Taken out of action D3 BE Getting captured 5 BE Wounding a member of your own crew. 1 BE Failing a leadership test 2 BE Weapon Explosion D6 BE Falling 12 or more inches D3 BE Cockiness: too much quick success can go to ones head. Any time a fighter advances twice after one game, make a leadership check. If he fails, he gets D3 bad experience. again on the psychosis table.
Bad Habits
1: 2: 3: 4: 5: 6: 1: 2: 3: 4: 5: 6: 1: 2: 3: 4: 5: 6:
Antisocial Bloodthirsty Careless Scardy Cat Wimp Rash Lazy Cruel Reckless Cowardly Phobia Disruptive
Character Flaws
If you roll a habit or a character flaw the fighter already has, apply that result on the next table up. (For instance, if you roll a 3 on the Bad Habits table, but the fighter is already Careless, he becomes Reckless in addition.) If you roll a
Psychoses
CREW CREATION
In the future, there is only war. What they dont tell you, however, is that not everyone fights in the climactic battles. Those who dont, however, must still eek out an existence out of the stars. Either you have a niche, or you die thats just the way it works on the Fringe. Not everyone needs to be wiz with an autogun either. Ships need fixing, cargo needs loading, and deals need to be made. But, all the same, its not wise to leave home without enough people familiar with the business of a firefight. Unlike Necromunda, there are no strict gang lists in N:P. Instead, players recruit their crews from a list of Archetypes representing the various different personalities and professions you are likely to meet on the fringe. <Brackets>: The character automatically gains this ability or unlocks this option upon reaching 201 experience.
NEW CATEGORIES
In addition to the information found in Necromunda, such as cost, starting, and skill tables, the Archetype entries for N:P includes the following information: Rarity, Type, Faction, Special, and Advances.
Rarity
If you are looking for an extra shiphand, you can pull into any port on the fringe and pull one off the street. If you are looking to recruit an elite assassin, however, your quest is going to be much more difficult. When creating your initial crew, you can recruit any archetype regardless of rarity. Once the campaign has begun, however, you must search for rare archetypes as if they were rare trade items. For instance, to recruit an Assassin, you would have to send a crewman or leader searching for rare trade, and you would have to roll 10+ on 2D6.
READING ARCHETYPES
As an archetype becomes more experienced, new options, advances, and skill tables become available to him. In order to present the information in the easiest and most intuitive form possible, N:P uses brackets and parenthesis as a shorthand for when the option becomes available. Here is what they mean: [Brackets]: The character automatically gains this ability or unlocks this option upon reaching 21 experience. {Brackets}: The character automatically gains this ability or unlocks this option upon reaching 61 experience.
Types
Each Archetype falls into one of four different types, Elites, Specialists, Crewmen, and Juves. Crewmen and Juves use the same archetype entry its just that Juves are less experienced than full Crewmen in the same way that Juves in Necromunda were less experienced Gangers.
If an archetype has two costs divided by a slash (i.e., 25/50) that means you can purchase this archetype as either a Juve or as Crewman. If you purchase a Crewman, he starts with the C: statline, and you must pay the higher price. When a Juve reaches 21 experience, he become a fullfledged Crewman and automatically gains any [bracketed] special abilities. [Bracketed] advances and skill tables can now also be selected following the normal rules for advances.
(including Imperials) play fast and loose with the rules. Some folk, however, either by profession or bad luck, step over the line too many times, attracting the wrong kind of attention from those in power. With the exception of those who violate the conditions of the Charter Privatus (who are technically outlawed on all Imperial worlds), just because youre an outlaw on one world doesnt mean that youre an outlaw on another. A planetary governors jurisdiction ends at his planets highest orbit, and the governors of other planets are not bound by law or duty to enforce each others decrees. (Indeed, there is often infighting and disputes between governors that cause one governor to decline enforcement precisely because it would be to his rivals benefit.) Because of this situation, the most common way of enforcing interplanetary law is by bounty. You may have escaped the planet, but you cant escape the price on your head. Some planetary governments make a significant amount of cash on bounties collected on travelers who were unfortunate enough to be recognized and picked up by the local enforcers.
Factions
The number of organizations and splinter groups with their own agenda in the Eastern Fringe is uncountable, but they can roughly be divided up into four factions, which are: Imperials: Imperials have an official tie to Terra and the seat of Imperial governance. As such, they typically have authority that is independent of, and concurrent with that of planetary governors of the systems they visit. Imperial crews are immune from Customs, Attention of the Authorities, and Detainment results. With certain exceptions (such as for some types of Inquisitors), Imperial Crews may not employ Outlaws or Xenos. Freelancers: By far the majority of crewmen on the Eastern Fringe are folks just trying eek out a living, perhaps with a little adventure on the side for good measure. Outlaws: The iron grip of Imperial authority doesnt stretch all the way out to the fringe, so most folks
Xenos: While rare, it is not at all unheard of for aliens to take up with a freelancer crew. Of course, this creates certain difficulties because, under imperial law, harboring an alien species carries with it severe punishments, including death. Some captains, especially those who trade in alien artifacts, feel this worth the risk. Xenos are subject to all of the rules for Outlaws, but on imperial control planets, they attract the attention of the authorities on a 4+ and have +1 notoriety. Having a Xeno on board gives the crew a +2 bonus when searching for rare items made by that aliens race. For instance, having a Tau on
board would give you +2 when searching for Plasma Carbines, but no bonus when searching for Shuriken Catapults.
Special
The Special section lists the abilities that the crewman automatically receives. Abilities in brackets are automatically received when a crewman reaches the necessary experience level.
Advances Advances are skills that the crewman can select instead of rolling on a skill table as normal. Bracketed advances may not be selected until the fighter has reached the necessary experience level.
CAPTAINS
There are hundreds of different paths toward fame and fortune on the Eastern Fringe. The problem is, there are 10 times as many that lead to ruin, damnation, and an early grave amidst the uncaring stars. The path of any particular crew, however, largely depends on the character of its captain. You may chose one of the following captain-types for your ship.
Captain
An Assassin, Ninja, or Hitman can be made captain of the ship for an additional 30 credits. The captain gains the Leader skill and a Leadership of 8.
Contract
ASSSASSIN
With the freedom provided by the Charter Privitas has come a cottage industry of off-world hitters, who touch down, smoke a VIP, and burn off-world before the local law can lay a finger on them. Career assassins, however, often amass sizable bounties, so its not uncommon for them to have to dodge Bounty Hunters.
If the Captain passes a Leadership test, he may acquire a contract for a hit. The contracts Value is D6, and this figure can be adjusted by +/- 1 for each point by which the Captain passed his leadership check. This Value rating determines the payout as well as how difficult the hit is. To determine whether the hit is successful, use the rules for Boarding Actions. The defenders dice pool is equal to the value of the contract, and the target number of successes needed to complete the hit is equal to the value of the contract rounded up.
Other members of the crew can use their post-game action to assist with the hit to add a number of dice listed on the Boarding Action table to the Assassins pool. Juves with post-game actions may assist as well as lookouts and the like, but given their marginal effectiveness, they only add a die each, rounded down. Every crewman taking part in the hit is considered an outlaw and must roll to see if he attracts the attention of the authorities. The assassins have the advantage of planning and stealth. Ideally, theyd strike out of nowhere, take down the mark, and be gone before the targets security forces lift a finger. For the first round of combat only, reduce the defenders dice pool by one for each Stealth or Leadership skill possessed by the crew participating in the hit. If the hit is successful, the Assassin makes D6x10 credits per point of the Value rating of the contract.
the captain of the ship for an additional 30 cr. If he is made captain, he gets the Leader skill and a Leadership of 8. A bounty hunter crews ignore the Bounty Hunters I Work Alone rule, and can have 0-2 Bounty Hunter Elites, and any number of Bounty Hunters. We Deal in Lead: The first rule of keeping together a bounty hunter crew: any bounty hunters leader who tells his crewmen to load and unload boxes isnt going to have a crew for long. A bounty hunter ship may not gain income from cargo bays or the mining rig attachment to drop ships. I Know a Place . . .: Whenever you can land at the I Know a Place porto-call, you may instead land at the Penal Colony (52).
EX-IMPERIAL GUARD
When an Imperial Guard regiment is decommissioned and given a planet to settle, some guardsman find it impossible to settle down. Instead, they take to the stars, where the try their hand at trading, or hire themselves out as mercenaries or pirate hunters.
BOUNTY HUNTERS
With all the pirates, aliens, criminal, scum, heretics, and mutants floating around imperial space, it is not at all uncommon for bands of bounty hunters to put up money for a ship and make themselves a living by bringing the lawless in for justice. Bounty hunters are, by nature, highly independent and not much used to taking orders, however, when leadership is needed, it naturally falls to the oldest, most grizzled, most wily member of the crew.
Captain
An Ex-IG officer can be made the captain of your ship for 20 credits. If he is made the captain, he gains the Leader skill. In addition, the crew gains the following benefits: Iron Will: The captain has managed to live through the meat grinder that is the Imperial Guard; he sure as hell isnt going to flinch in the face of some pirates. The Captain gets the iron will skill for free.
Captain:
Loyalty: The captain will not be challenged for leadership by any other ex-IG soldiers. In addition, if he is ever challenged for leadership, if he passes a leadership check, one randomly selected ex-IG crewmen joints the Captain in fighting the leadership challenge. Recruiting: The gang gets +2 to the rare trade roll to recruit eximperial guardsmen. In addition, all limits for ex-IG are increased by +2.
MISSIONARY
It is your conviction that the light of the Emperor must reach every dark corner of the Imperium, even if it must be spread via heavy flamer.
Captain
MERCHANTMAN
Turn a profit and move on that is your motto. Turn a profit, and try to stay out of trouble. Unfortunately, this is easier said than done on the fringe.
A Confessor or Missionary may be made captain of a Missionary ship for 35 credits. The captain gains the Leader skill, access to the Leadership Skill table, and Leadership of 8. In addition, the crew gains the following benefits. Intolerant: You may not recruit Xenos, Mutants, or Psykers. Any xenos, Mutants, or Psyker captured must be be executed. They may not be ransomed, exchanged for hostages, or turned in for a bounty. Their equipment has also been undoubtedly tainted, and must be destroyed as well. The crew, however, gains +1 Edge for the remainder of the campaign round anytime one of these heretics is given the Emperors justice. Emperors Zeal: Every member of the crew is subject to hatred if the opposing force contains a xeno, mutant, or psycher. The Emperors Work: The crew may not collect income from cargo bays or smugglers hatches. Up to three of your crewmen, however, may take the following post-game action:
PG A
Captain
Any Freelancer can be made captain of a Merchantman ship by paying 30 credits. The captain gains the Leader skill, access to the Leadership Skill table, and Leadership of 8. In addition, his crew gains the following bonuses: Trade Routes: The captain knows all the best shipping lanes, allowing him to make excellent time bringing his goods to market. Add +1 to the ships Movement. Crack Negotiator: When rolling for income, any D6s that come up 1s may be re-rolled. Note: this re-roll happens after applying any events based on the dice rolls. For example, if the player rolls three 1s, he still triggers a customs inspection, but he may re-roll the dice to get more cash. Eye for a Bargain: Whenever the Captain takes the Bazaar post
Preach
Actions 1
12: Offering: Income of D6x5 credits 3: Tithe: Income of D6x10 credits 4: Conviction: A wealthy noble is overcome during the ceremony and donates heavily. Income of D6x20 credits. 5: Donation: One of the faithful donates a relic. The crew gains one rare item randomly generated from the trading post. 6: Recruit: Add a Missionary juve to your crew.
By
ARCHETYPE LIST
ELITE
Archetype Assassin Bounty Hunter Elite Confessor Ex-IG Officer Ex-IG SpecOpps Gunner Ninja Rogue Trader Cost 85 110 50 85 60 60 70 60 Faction Outlaw Freelance r Freelance r Freelance r Freelance r Freelance r Freelance r Freelance r Ex-IG Guardsman Flyboy Grease Monkey Hitman Hive Ganger Impressionable Youth Martial Artist Medieval World Knight Mercenary Missionary Cost 50 100 40 50 35 30 60 65 Faction Outlaw Freelance r Freelance r Freelance r Outlaw Freelance r Outlaw Outlaw Olympian Pirate Pistolero Pit Slave Rake Runaway Noble Shiphand Savage Cost 25/5 0 45/6 5 40/7 0 35/6 0 55 Faction Freelance r Freelance r Freelance r Outlaw Freelance Scavvy Stalker Thug 55 30/5 5 25/4 5 30/5 0 25/5 0 15 45/5 5 30/5 5 30/5 5 25/5 0 30/6 0 25/5 0 30/5 0 30/5 0 25/5 5 40 20/2 5 15/4 5 25/4 0 40/6 0 15/4 0 r Freelance r Freelance r Freelance r Outlaw Freelance r Freelance r Freelance r Freelance r Freelance r Freelance r Freelance r Outlaw Freelance r Freelance r Freelance r Freelance r Freelance r Freelance r Outlaw Freelance r Outlaw
SPECIALIST
Archetype Adept Courier Courtesan Ex-IG Engineer Grifter Hedge Doctor Smuggler Wyrd
CREW
Archetype Berserker Bodyguard Bounty Hunter Cat Burglar Ex-IG Veteran
ARCHETYPES
ASSASSIN
Cost
80
Numbe 01 r Faction:
ADEPT
Cost
50 20+D6
Numbe 01 r Faction:
Outlaw Melee, Pistols, Basic, G&S, Equip Special, Blade Venom, Silencer M 4 SPECIAL W s 4 Bs 4 S 3 T 3 W 1 I 4 A 1 Ld 7
Starting XP Type
ADVANCES
ADVANCES
BODYGUARD
Cost
ADVANCES
35/(65) 0/(20+D6)
Numbe 0+ r Faction:
Starting XP Type
Common Freelance r Melee, Pistols, [Basic], G&S, Equip Flak Armor M Ws Bs C: 4 3 3 J: 4 2 2 SPECIAL Guard S 3 3 T 3 3 W 1 1 I 3 3 A 1 1 Ld 7 6
Crew
BERSERKER
Cost
25/50 0/(20+D6)
Numbe 0+ r Faction:
Starting XP Type
M Ws Bs C: 4 3 3 J: 4 2 2 SPECIAL Frenzy
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
ADVANCES
Crew
100 60+D6
Numbe 01 r Faction:
Starting XP Type
Elite
Rare 10
SPECIAL
I Work Alone You may only have one bounty hunter of any type. Detain, Bounty, Small Fry Bounty Combat, Agility, Ferocity, Shooting, Stealth Freeze!, Intimidate
J:
ADVANCES
CAT BURGLAR
Cost
ADVANCES
Bounty Hunter By David Graham
SPECIAL
I Work Alone: You may only have one bounty hunter of any type. Bounty, [Small Fry Bounty], {Detain} Combat, Shooting, [Stealth]
35/55
Numbe 0+ r
Starting 0/(20+D6) Faction: XP Type Crew Common Outlaw Equip Melee, Pistols, G&S, Grapnel
M Ws Bs 4 4 SPECIAL 3 2 3 2
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
C : J:
Cost
30/(60)
Numbe 01 r Faction:
Starting XP Type
10/(30+D6)
Crew
CONFESSOR
Cost
ADVANCES
BOUNTY HUNTER
50
Numbe 01 r Faction:
Freelance
COURTESAN
Cost
40 20+D6
Numbe 01 r Faction:
Starting XP Type
SPECIAL
Redeemer, Intolerant
ADVANCES
COURIER
Cost
95 20+D6
Numbe 0+ r Faction:
Starting XP Type
M Ws Bs S: 4 3 3
S 3
T 3
W 1
I 3
A 1
Ld 7
ADVANCES
SPECIAL
Agility, Ferocity, [Stealth] Jump Pack Training, Local Sense, {Killer Rep}
Duster By Krugg
ADVANCES
SPECIAL
DUSTER
Cost
DEATH CULTIST
Numbe 0+ r Cost
35/60
20/50 0 (20+D6)
Numbe 0+ r Faction:
10 (30+D6), 10 Faction: BE Crew Common Freelance Type r Equip Melee, Pistols, [Basic], G&S,
Starting XP
Starting XP Type
Crew
Rare 6
Freelance r
Dusters make their bones scraping out a living on the most desolate and inhospitable planets. M Ws Bs C: 4 3 3 J: 4 2 2 SPECIAL S 3 3 T 3 3 W 1 1 I 3 3 A 1 1 Ld 7 6
M Ws Bs C: 4 3 2 J: 4 2 1 SPECIAL
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
Free Gear: Respirator Scavenger, Perseverance, Roll once on the Bad Experience Table Shooting, Ferocity, [Muscle] [Iron Stomach], [Salvage], {Low Maintenance}
ADVANCES
ADVANCES
Combat, Ferocity, [Agility] Glancing Blow, [Acrobatic Charge], [Battle Fury], {Thousand Cuts Stance}
EX-ENFORCER
Cost
EX-IG OFFICER
Numbe 0+ r Faction: Cost
25/65 0 (20+D6)
85 60+D6
Numbe r Faction:
Starting XP
Starting XP Type
Common Freelance Type r Melee, Pistols, [Basic], G&S, Equip [Shock Maul], [Suppression Shield], [Flak], [Mesh] M Ws Bs C: 4 3 3 J: 4 2 2 Detain SPECIAL Washout: Juve Ex-Enforcers start with 10+D6 Bad Experience. Roll once on the Bad Experience table. Combat, Shooting, [Ferocity] Freeze!, [The Look], [Drone Controller], {Dead-to-Rights} S 3 3 T 3 3 W 1 1 I 3 3 A 1 1 Ld 7 6
Crew
Freelance r Melee, Pistols, Basic, Special, Equip G&S, Flak, Mesh, Carapace M Ws Bs E: 4 4 4 S 3 T 3 W 1 I 4 A 1 Ld 8
Elite
Rare 10
ADVANCES
ADVANCES
SPECIAL
EX-IG SPECOPS
Cost
EX-IG VETERAN
Cost
60
Numbe 01 r
50 40+D6
Numbe 02 r Faction:
Starting XP Type
Faction:
Starting XP Type
Elite
Crew
Rare 8
Choose one of the following: Sniper: Marksman, +1 Bs, Choose between Ws and Bs advances SPECIAL Recon: Infiltrate, +1 Ws, Choose between Ws and Bs advances Grenadier: Impressive Hurl, +1 S, Ignore Grenade Ammo Rolls on a 4+ Gunner: Heavy Weapons Training, Suppression Fire
Ex-IG Veteran By David Graham
ADVANCES
Shooting, Combat, Stealth, Ferocity, Agility, Small Unit Tactics, Radio Man, <Professional>
ADVANCES
SPECIAL
Veteran
Shooting, Combat, Stealth, Muscle Small Unit Tactics, Radio Man, <Heavy Weapons Training>
Cost
50 20+D6
Numbe 0+ r Faction:
Starting XP Type
Crew
EX-IG ENGINEER
Cost
ADVANCES
EX-IMPERIAL GUARDSMAN
60 30+D6
Numbe 01 r Faction:
Starting XP Type
SPECIAL
ADVANCES
Cost
20/(40)
Numbe 0-2 r
Starting +D6/(20+D6), Faction: XP 10BE Type Crew Common Outlaw Equip Melee, Pistols, Basic, G&S, Flak
FLYBOY
Cost
ADVANCES
EX-IG DESERTER
SPECIAL
Mechanic, Demolition
Shooting, Engineering, Techno Small Unit Tactics, Radio Man, {Drone Controller}
M Ws C : J: 4 4 SPECIAL 3 2
Bs 3 2
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
15/(30) 0/(20+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
ADVANCES
GREASE MONKEY
Cost
25/(45) 0/(20+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
ADVANCES
GRIFTER
Cost
GUN CULTIST
Numbe 01 r Cost
45 20+D6
35/60 0/(20+D6)
Numbe 0+ r Faction:
Starting XP Type
Faction:
Starting XP Type
Specialis Rare 9 Outlaw t Equip Melee, Pistols, G&S A combination of gambler and drifter, these souls wander from hand to hand, courting Lady Luck and trying to stay one step ahead of Johnny Law. M Ws Bs S: 4 2 3 S 3 T 3 W 1 I 4 A 1 Ld 7
Crew
Rare 6
Freelance r
Much like the blade cults, gun cults have sprung up in the cracks of the Imperium. Gun Cultists believe that the essence of the Emperor is distilled in a particular weapons type. M Ws Bs C: 4 3 3 J: 4 2 2 SPECIAL S 3 3 T 3 3 W 1 1 I 3 3 A 1 1 Ld 7 6
SPECIAL
ADVANCES
Shooting, Stealth, Agility {High Roller}, Slight of Hand, Bluff ADVANCES Shooting, Ferocity, [Techno] Spread Fire, [Headshot], [Burn Em Down], {Weaponsmith}, <Utmost Faith>
GUNNER
Cost
HITMAN
Numbe 0+ r Cost
60 60+D6
20/(45)
Numbe 0+ r
Starting XP Type
Faction:
Elite
Starting 0/(20+D6) Faction: XP Common Outlaw Type Crew Equip Melee, Pistols, [Basic], G&S
M Ws Bs C: 4 3 3 J: 4 2 2 SPECIAL Loner
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
ADVANCES
HEDGE DOCTOR
Cost
35 20+D6
Numbe 0+ r Faction:
Starting XP Type
M Ws Bs S: 4 2 2
S 2
T 3
W 1
I 3
A 1
Ld 7
Medic, Triage, Timid SPECIAL Professional Rivalry: The Doc becomes Disruptive if you have another crewmember with Medic as a special ability. Techno, Agility, Stealth Field Dress, {Chemist}
ADVANCES
ADVANCES
Stealth, Shooting, [Agility], {Combat} [Killers Touch], [Sneak Attack], [Headshot], {Illicit Contract}
HIVE GANGER
Cost
IMPRESSIONABLE YOUTH
Numbe 0+ r Faction: Cost
25/50 0/(20+D6)
15 -10
Numbe 01 r Faction:
Starting XP Type
Starting XP Type
Crew
Juve
Rare 6
Freelance r
Every now and again, a crew will find itself burdened with a stowaway who is little more than a child. Usually, the stowaway is left at the nearest space-port, but sometimes the kid manages to endear himself to the crew, and he or she is allowed to stick around. J: M Ws Bs 3 1 1 S 2 T 2 W 1 I 2 A 1 Ld 5
ADVANCES
Disobedient: If the impressionable youth is left in reserves, the captain must pass a leadership test or else the little bastard has stowed away on the landing ship. You must take him into combat, and unless he is within 2 of another crew member, he is subject to the rules for stupidity. In addition, any models within 2 are at 1 initiative because they have to watch out for the impressionable youth. Agility Negative Experience: The impressionable youth starts with 10 experience. He gets 1 advance at 5 experience, and a second advance when he reaches 0 experience. Upon reaching 0 experience, he gets +1 Movement, Strength, Toughness, Initiative, and Leadership (Growth spurt, if you would). Impressionable: Upon reaching 0 experience, select a role model for the youth by randomly selecting a member of your crew. From now on, treat the impressionable youth as the juve in the Archetype of his role model. Note: this does not change his stats, but he gains any special abilities and skill tables of his new Archetype.
ADVANCES
SPECIAL
ARCHETYPES
Cost
20/45 0 (20+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
MECHANICUS ACOLYTE
Cost
ADVANCES
MANCHILD
55 0
Numbe 01 r Faction:
Starting XP Type
Specialis Rare 8 Freelance t r Melee, Pistol, [Basic], G&S, Equip Pitslave Weapons While ordinary cloistered and insular, Acolytes of the Adaptus Mechanicus are sometimes indentured by their masters to privateer crews in order to gain experience in the wider world before they are indoctrinated into the deeper mysteries of the machine god. M Ws Bs S: 4 2 2 S 3 T 3 W 1 I 3 A 1 Ld 6
MARTIAL ARTIST
Cost
ADVANCES
Muscle, Ferocity, [Crew] Bull Rush, [Stalwart], [Shrug It Off]. [Strong Back]
40/55 0 (20+D6)
Numbe 0+ r Faction:
Starting XP
M Ws Bs C: 4 3 2 J: 4 3 2 SPECIAL
S 4 3
T 3 3
W 1 1
I 4 3
A 1 1
Ld 7 6
Unarmed Combat
ADVANCES
SPECIAL
Crew
Rare 7
Mixed Loyalties: Mechanicus, Private Agenda, Mechanic, Bionic Trader The Mechanicus Acolyte comes equipped with an implanted respirator and photo visor. Techno, Engineering, [Shooting] Technologist, [Drone Controller] [Bionic Compatibility]
ARCHETYPES
MEDIEVAL-WORLD KNIGHT
Cost
30/55 0 (20+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
Rare 7
ADVANCES
Combat, Ferocity, [Muscle] The Look, [Defensive Stance], [Shrug It Off], {Ignore Pain}
MERCENARY
Cost
30/55 0 (20+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
ADVANCES
ARCHETYPES
Cost
20/45 0 (20+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
Intolerant, Alms
MUSCLE
Cost
ADVANCES
30/50 0 (20+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
Roll one Bad Habit from the Bad Experience Table. Unarmed Combat, [Intimidate]
ADVANCES
MISSIONARY
ARCHETYPES
NINJA
Cost
OLYMPIAN
Numbe 01 r Cost
85 40+D6
35/60 0 (20+D6)
Numbe 0+ r Faction:
Starting XP Type
Faction:
Starting XP Type
Freelance r Melee, Pistol, G&S, Smoke Equip Grenades, Grapnel, Throwing Stars M Ws Bs E: 4 4 3 S 3 T 3 W 1 I 4 A 1 Ld 7
Elite
Rare 9
Crew
SPECIAL
Not a Warrior: This Character has no aptitude for weapons. Anytime he rolls a 6 or 8 on the advance table, roll a D6: on a 13 he rolls for Ws/Bs as normal. On a 4+, re-roll the advance, or choose one of this characters Advances skills. Godlike Body, Throwing Arm
ADVANCES
Combat, Stealth, Agility, Ferocity {Sneak Attack}, {Diving Charge}, {Unseen Walk}
ADVANCES
SPECIAL
Agility, Strength, [Ferocity] [Sprint], [Leap], [Swift], [Burst of Speed], [Impressive Hurl], {Hand-Eye Coordination}, {Adrenaline Control}
ARCHETYPES
Cost
25/50 0 (20+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
Rare 7
Freelance r
PIT SLAVE
Cost
ADVANCES
PISTOLERO
25/50
Numbe 0+ r Faction:
M Ws Bs C: 4 2 3 J: 4 1 2 SPECIAL
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
ADVANCES
Shooting, Agility, [Ferocity] [Fan the Hammer], [Diving Roll], [Headshot], {Trick Shot}, <Pistol Marksman>
Antisocial, Perseverance Pit Slaves may purchase Pit Slave weapons at the base cost. SPECIAL ADVANCES Indenture: Rather than recruit a runaway, you may purchase a Pit Slave from an authorized dealer for +2D6 Credits. The Pit slave is considered a freelancer, but roll once on the Bad Habits table.
PIRATE
Cost
20/45
Numbe 0+ r
Starting 0 (20+D6) Faction: XP Common Outlaw Type Crew Equip Melee, Pistol, [Basic], G&S
Muscle, Ferocity Strong Back, [Shrug It Off], [Bull Rush], {Bionic Compatibility}, {Technologist}
M Ws Bs C: 4 3 3 J: 4 2 2 SPECIAL [Raider]
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
ARCHETYPES
Cost
25/50 0 (20+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
RUNAWAY NOBLE
Cost
ADVANCES
RAKE
40 0
Numbe 02 r Faction:
Starting XP Type
Unencumbered, Cutter
Juve
Rare 8
ROGUE TRADER
Cost
Starting XP Type
60+D6 Rare 9
Faction:
Elite
SAVAGE
Cost
ADVANCES
80
Numbe 01 r
SPECIAL
15/40 0 (20+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
SPECIAL
Common Freelance r
Equip Primitive
M Ws Bs C: 4 3 3 J: 4 2 2
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
ARCHETYPES
SPECIAL Luddite, Antisocial, Stalwart
SHIPHAND
Cost
20/40 0 (20+D6)
Numbe 0+ r Faction:
ADVANCES
Starting XP Type
Crew
SCAVVY
Cost
30/55
Numbe 0+ r
Starting 0 (20+D6) Faction: XP Common Outlaw* Type Crew Equip Melee, Pistol, [Basic], G&S
Dim Bulb: If purchased as a juve, the Shiphand suffers from Childlike. Strong Back Muscle, Deck Hand, [Combat] Bull Rush, Impressive Hurl
ADVANCES
SPECIAL
1 Mutation. The Scavvys faction depends on the mutation rolled. Low Maintenance, Shunned Stealth, Ferocity, [Agility] Dirty Fighter, [Intimidate], [Unseen Walk], Scavenger
ADVANCES
M Ws Bs C: 4 3 2 J: 4 2 1
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 6 5
Shiphand By Auzure
ARCHETYPES
Shooting, Stealth Low Profile, {Hard Bargainer}
Smuggler By Auzure
STALKER
Cost
ADVANCES
35/55 0 (30+D6)
Numbe 0+ r Faction:
Starting XP Type
Crew
SMUGGLER
Cost
60 20+D6
Numbe 01 r Faction:
Starting XP Type
M Ws Bs S: 4 3 3
S 3
T 3
W 1
I 3
A 1
Ld 7
THUG
SPECIAL Illicit Trader, Black Market Sense
Cost
ADVANCES
15/40
Numbe 0+ r
Starting 0 (20+D6) Faction: XP Common Outlaw Type Crew Equip Melee, Pistols, [Basic], G&S
M Ws Bs C: 4 3 3 J: 4 2 2
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
ARCHETYPES
SPECIAL Cowardly M Ws Bs S: 4 2 2 SPECIAL S 2 T 2 W 1 I 3 A 1 Ld 7
Prodigy, Salvage
ADVANCES
TREASURE HUNTER
Cost
55 20+D6
Numbe 01 r Faction:
Starting XP Type
WYRD
Cost
ADVANCES
60 20+D6
Numbe 02 r Faction:
Starting XP Type
SPECIAL
Researcher
ADVANCES
WIZKID
Cost
25 0
Starting XP Type
ADVANCES
SPECIAL
ARCHETYPES
XENOS
DARK ELDAR
Cost
+30 +10
Numbe r Faction:
M Ws Bs X:
I A Ld +2 +1
SPECIAL
ELDAR
Cost
ADVANCES
Starting XP Type
SPECIAL
[Engineering], {Techno}
Dauntless, Shrug-It-Off
+25 +10
Numbe r Faction:
Starting XP Type
ADVANCES
Xeno
I A Ld +2 +1
DEMIURGE
Cost
+20
Numbe r Faction:
Equip
M Ws Bs X: -1
T W +1
Ld
KROOT
Cost Numbe
ADVANCES
Starting XP Type
Rare +2
SPECIAL
ARCHETYPES
r Starting XP Type Equip Faction:
OGRYN
Cost
+65
Numbe r Faction:
M Ws Bs C: 4 3 3 J: 4 2 2 SPECIAL
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
Starting XP Type
ADVANCES
ORKS
Cost
+25
Numbe r Faction:
Starting XP Type
RATLING
Cost
ADVANCES
SPECIAL
Childlike, High Upkeep, Weapons which are not normally Unweildy must be Orgrynized. They cost +10 credits, and become Unweildy 4. Hard as Nails, Loyal, Abhuman Muscle Shrug-If-Off, Bull Rush, [Ignore Pain], {Strong Back}, {Guard},
Xeno
+10
Numbe r Faction:
Ld -1
ADVANCES
SPECIAL
M Ws Bs X: -1
Ld -1
SPECIAL
M Ws Bs C: 4 3 3 J: 4 2 2 SPECIAL
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
ADVANCES
TAU
Cost
+10
Numbe r Faction:
Starting XP Type
Xeno
Ld
ADVANCES
SPECIAL
Numbe r Faction:
ADVANCES
ARCHETYPES
ARCHETYPE CREATION
Primary Stats (M, WS, BS, T, W, A): +/- 10 cr. per point.
I. THE BASELINE
First, you start with the baseline, which is the standard ganger or juve from Necromunda. In specific, here is the entry:
Secondary Stats (S, I, LD): +/- 5 cr. per point. Starting Experience: + 10 cr. for every 10 experience less; -10 cr. for every 10 experience more. Note, Skill Tables: +/- 5 cr. for greater or lesser access Melee: -5 cr. if no access Pistols: -5 cr. if no access Basic Weapons: -10 cr. if no access Special Weapons: +15 cr. for access Heavy Weapons: +30 cr. for access, archetype becomes Elite Post Game Actions: -10 cr. if 0 post game actions. Special Abilities: +/- 5 to 15 cr. for minor special abilities/downfalls depending on their power level. Starting Access to Rare equipment: +2 for starting access to rare equipment, max +5.
BASELINE ARCHETYPE
Cost
25/50 20+D6
Numbe r Faction:
Starting XP Type
Crew
II. ADJUSTMENTS
Next, you adjust his base cost up or down depending on the following criteria:
ADVANCES
Skill Table 1, Skill Table 2, [Skill Table 3] Adv. Skill, [Adv. Skill], {Adv. Skill}
SKILL TABLES
AGILITY
1: Catfall 2: Dodge 3: Jump Back 4: Leap 5: Fast Hands 6: Sprint 6: Miracle Worker Ferocity 1: Berserk Charge 2: Hard as Nails 3: Impetuous 4: Killer Reputation 5: Nerves of Steel 6: True Grit
COMBAT
1: Combat Master 2: Disarm 3: Feint 4: Parry 5: Unarmed Combat 6: Step Aside
HEAVY
1: Accuracy 2: Suppression Fire 3: Bulging Biceps 4: Long Shot 5: Monkey Grip 6: Walking Fire
DECK HAND
1: Strong Back 2: Boarding Vet 3: Fixer 4: Deck Boss 5. Harpooner 6. Chef Action
LEADERSHIP
1: Professional 2: Firm Hand 3: Motivate 4: Tactician 5: Inspirational 6: Iron Will
ENGINEERING
1: More Power 2: Machinists Touch 3: Troubleshooter 4: Fabricator 5: Fine Tuning
MUSCLE
1: Body Slam 2: Crushing Blow 3: Impressive Hurl 4: Hurl Opponent 5: Iron Jaw 6: Strong Man
ARCHETYPES
Piloting 1: Ace 2: Jump Sense 3: Evasive Maneuvering 4: Push It 5: Fighter Jock 6: Natural 2: Fast Shot 3: Gunfighter 4: Hip Shooting 5: Marksman 6: Rapid Fire
5: Infiltration 6: Sneak Up
TECHNO
1: Armorer 2: Chemist 3: Inventor 4: Medic 5: Specialist 6: Weaponsmith
STEALTH
1: Ambush 2: Dive 3: Escape Artist
SHOOTING
1: Crack Shot
4: Evade
SKILL DESCRIPTIONS
ABHUMAN
While far from accepted, these xenos are close enough to humans that there is no order to shoot them on sight. These xenos are not considered to be outlaws, and will not be taken into custody during a raid by customs. (They may, however, still be an outlaw if they belong to an outlaw archetype.)
AGORAPHOBIA
This character is unnerved by open spaces. Whenever this character is not within 2 inches of cover, he gets -1 Initiative, -1 Leadership, and cannot use another characters leadership.
ALMS
This character adds 0% to the ships upkeep. In addition, he may take the Beg post game action:
PG A
Able Crewman are the experienced veterans of a Fringerunners crew. Increase the ships Wounds and Initiative by +1.
Beg
Actions 1
ACCURACY (HEAVY)
This crewman is especially skilled with blast weapons. Any weapon this fighter uses that has a blast template will only scatter half the distance indicated by the scatter dice.
ALOOF
ACE (PILOTING)
The pilot is a master of aerial and space maneuvering. If an Ace piloting, the ship gets +1 to its Weapon Skill. If an Ace is piloting a drop ship, he reduces the penalty for landing stunts by 2.
This character may not be a leader and will never challenge for leadership. In addition, once weapons or equipment are given to him, you may not remove them to give them to another character.
AMICABLE (LEADERSHIP)
This fighter brings a certain likableness that smoothes life on the ship considerably. +1 to the Ships Leadership.
When this fighter charges, he may ignore difficult terrain and gains a 2+ unmodified save against any overwatch shots.
AMBUSH (STEALTH)
Once per game, the fighter gets +1 to all his stats and is immune to pinning for one turn. If he is wounded, roll on the injury table as normal at the start of his next turn.
If he does not move, this fighter is allowed to go into overwatch and hide in the same turn. Normally a fighter must expend his entire turn to go into overwatch, but a fighter with Ambush may do both.
ANTISOCIAL
The armorer checks all weapons being used by the crew before the battle starts. If the armorer did not have to spend his previous postgame action Recuperating, any fighter in the gang may add +1 to any and all ammo rolls (including a roll to determine if a weapon explodes). A roll of a 1 always fails regardless of the required result. You may gain bonuses from up to two Armorers.
This fighters system adapts so well to bionic implants that he may remove bionics during the postgame phase and substitute them with a new bionic part. In addition, after 100 experience, he may support an extra bionic arm or pit slave weapon. The extra arm must be purchased separately.
This character has +2 to the rare trade roll for finding an artifact. You may re-roll the result on the artifact table for any artifacts found by this character.
This characters contacts know where to get the best Bionics. +3 to the rare trade roll to find any Bionics.
This fighters fury is so great that he can ignore grievous wounds when locked in melee combat. If the fighter is taken out of action in melee combat, immediately fight another round of combat. Whatever the result, this fighter is taken out of action at the end of this bonus combat.
The fighter adds +2 to its Weapon Skill the turn that it charges instead of only +1. In addition, this fighter adds Bull Rush as an Archetype Advancement skill.
BOUNTY
This characters fire arc is 360 degrees. In addition, the Sneak Attack sill is ineffective against this fighter, and he can spot enemies in a 360 degree arc before the alarm has sounded.
Whenever your crew captures an enemy, on the roll of a 5+, this fighter identifies him as an outlaw with a bounty on his head. You may turn the outlaw and its equipment its evidence you see to the nearest planetary authority for a bounty as if you were taking part in the Bounty Hunt objective.
A fighter with this skill rolls double the number of attack dice as listed on the fighters profile in the turn he charges. A fighter making a Berserk Charge may not parry by any means in the turn he charged.
If the goods are illegal, chances are this fighter knows where to look for them, and what they are worth. If this character is trying to locate any illegal item, he gets +1 to his rare trade roll, and subtracts 2d6 from the items variable cost.
Whenever visibility is limited, for instance by treacherous conditions or night fighting, Blind Fighters may add twice their Initiative value
could
PG A
Burglary
Actions 1
BLOODTHIRSTY
If this character is within charge distance of an enemy, he must charge unless he can pass a leadership check.
Income: D6 x 5 credits. A fighter taking this action is considered an outlaw with +1 notoriety. By Burglary skill.
BLUFF (LEADERSHIP)
This character can use his silver tongue to save his hide. Once per turn, one enemy within 8 inches must pass a leadership check or be unable to target this fighter with any hostile actions. The bluff is ruined, however, if this character takes a hostile action against the target of the bluff.
This fighter may take one shot at an enemy who is charging him from his front 90 degree arc. No modifiers apply to this shot, and the target is not pinned by the shot.
BURST
OF
This character gets +2 movement for a turn. However, he must pass a toughness test or be pinned at the end of his movement.
SPEED (AGILITY)
If this character is taking part either in attacking or defending a boarding action, add +2 dice to the dice pool.
CARELESS
The ganger doesnt take the time to properly care for his weapons. Subtract 1 from all ammo rolls.
This fighter is allowed move and shoot with weapons that are normally move-or-fire. However, if this fighter moves and fires in the same turn, he suffers a 1 to hit penalty.
CATATONIC
If this character passes a Strength test while charging, he may push his opponent back D6 inches. If pushed, his opponent must pass a Strength test or he fights as Weapon Skill (rounded down) for the first round of combat.
The fighter has finally seen too much, and his mind snaps like a dry piece of kindling. You find him after the battle rocking back and forth, a glazed over look in his eyes. The fighter can no longer take part in any battles or in the post game, but the gang must still provide for him (i.e., he counts toward the crews upkeep). You may decide to expel him from the crew, but to do so gives the leader 5 BE. Roll 2d6 during every postgame phase: on the roll of a 2, the catatonic fighter snaps out of it.
BURGLARY
CATFALL (AGILITY)
This fighter can pass an initiative test to avoid damage from falling. Though uninjured, the fighter is still pinned if he fell from a height of more than 3 inches. Falls of more
ARCHETYPES
than 12 still automatically take the fighter out of action.
PG A
Comfort
Actions 1
This character is a master at making the crews provisions stretch. 5% to the Crews upkeep.
CHEMIST (TECHNO)
Remove up to D6 + this characters Leadership Bad Experience accumulated by members of your gang this campaign round. You may not remove Bad Experience from past campaign rounds. By Comforting Presence skill.
Chemist
Actions 1
If this character passes a leadership check, add one of the following to your stash: D3 Stims 1 dose of Slaught 1 dose of Blade Venom By Chemist Skill
This fighter has learned to focus and control his inner rage. He automatically passes any leadership test required to control frenzy.
COWARDLY
CHILDLIKE
This fighter suffers from Stupidity. He will stop suffering from Stupidity, however, if his Initiative plus Leadership characteristics are ever greater than 10.
If there are no allies within 2, this character must take a break check whenever he is hit with a shot. If the check fails, he breaks instead of being pinned.
CLUMSY
Double the distance to spot this character. Also, his initiative is 1 to avoid falling.
This fighter may re-roll the Injury dice when rolling injuries he has inflicted by shooting. You must accept the result of the second roll. Alternatively, you may re-roll the result on the Critical Hit table instead.
CRUEL
If at the beginning of his turn, this fighter is within 4 of an enemy who is stunned, down, or otherwise helpless, he must pass a leadership check or he loses his turn (which is spent doing something mean and painful to his helpless foe.)
A model with Crushing Blow adds +1 to the Strength of weapons used in hand-to-hand combat. He may also re-roll critical hits in hindto-hand combat.
CUTTER (COMBAT)
This character takes pride in taking down his foes toe-to-toe. He gets +2 experience for every wounding hit scored in melee combat.
DEMOLITION (TECHNO)
DEADBEAT
Planted explosives (such as MeltaBombs or Krak grenades) have +2 Strength. In addition, this character can use a planted explosive to blow a man-sized hole in a wall or building.
This crewman just lays around the ship all day, claiming injury, illness, or the like. He will not take any post game actions, and, unless the Captain passes a leadership check, the deadbeat is treated as being out of commission due to old battle wounds until the next postgame phase. If you try to kick him off the crew, however, hell steal everything in your stash, and half your income for that post-game phase.
DEPRAVED
DEAD-TO-RIGHTS (SHOOTING)
At the beginning of the post-game phase, the captain must pass a leadership check. If he fails, this character has slipped out during the night and committed some horrible atrocity upon the local population. Due to the fall-out and the attention focused on your ship, every member of the crew is considered an outlaw for this postgame phase, and outlaws are at +1 notoriety.
One pinned enemy within 8 inches of this fighter must take a leadership check. If the check fails, the enemy may not recover from pinning so long as this fighter takes no other action. If the enemy is engaged in hand-to-hand combat, he is automatically taken out of action and Captured. This skill only works if this fighter would be able to shoot the pinned enemy.
DAUNTLESS (FEROCITY)
Odds, this guy doesnt care about odds. This fighter may take a Leadership check at the start of melee; if the check passes, neither combatant adds their Weapon Skill to the D6 roll.
DERVISH (COMBAT)
The captain may give the orders, but the Deck Boss is who makes sure everyone is where they need to be and doing what they need to be doing. Adds +1 to the crews Edge so long as the Deck Boss is alive.
If this fighter engages another enemy with a follow-up move, he may fight this combat immediate. The Dervish may fight a number of combats per turn up to his Initiative.
DISRUPTIVE
No skills or sword parries may be used in melee combat against this character if he selects this stance. This character, however, may use no other skills either.
DISTRACTION (LEADERSHIP)
Enemies within 12 inches and line of sight have trouble concentrating, and therefore suffer an additional 1 penalty to all dice rolls. If the character with this skill is pinned,
ARCHETYPES
down, or broken, this skill does not apply.
DETAIN (COMBAT)
Models taken out of action in close combat by this fighter are automatically captured, regardless of who wins the game, and whether or not this character himself is taken out of action.
Whenever this character is pinned, if he passes an initiative test, he may move D3 in a direction of his choice.
If the first round of melee combat was a draw, this character pulls a nasty trick to give him the advantage. Halve your opponents Weapon Skill, rounding up, for the second round of combat only.
DISARM (COMBAT)
This character may leap up to D6 from a ledge (or 2D6 if they have the Leap skill) in an attempt to charge a model on a lower level. If the leap falls short, the character takes falling damage as normal. If the leap is long enough to reach the target, however, fight a round of combat as normal. In addition to the normal damage of combat, the loser also takes the damage from the fall.
The model can use this skill at the start of each hand-to-hand combat against his opponent. Select a single weapon to attempt to disarm. On the to-wound table, compare this fighters Weapon Skill (as Strength) against his opponents Weapon Skill (as Toughness) to see what target number is needed. If the test is passed then the weapon is unusable with the opponent losing any benefits the weapon offered (e.g. an extra Attack dice for using two close combat weapons). The enemy fighter cannot draw another weapon until the start of the following hand-to-hand combat phase. Once the enemy fighter is no longer in hand-to-hand combat, it is assumed he has reclaimed any disarmed weapons.
DODGE (AGILITY)
A model with this skill receives a 6+ unmodified save. The save is taken separately and in addition to any saves for armor. If a fighter successfully dodges from a weapon which uses a template or blast marker, then you may move the model up to 2 inches. As long as this move gets him outside the template the fighter avoids the hit. Otherwise, the fighter is hit as normal.
DIVE (STEALTH)
A fighter with this skill can run and hide in the same turn. (Normally a fighter who runs cannot hide, but a fighter with this skill can do both.)
This fighter may never be captured after a battle, and may never be pinched or incarcerated by the authorities. If you roll a captured result on the serious injury table, then the fighter escapes unharmed together with his equipment.
EVADE (STEALTH)
This fighter ducks and weaves as he moves making him very hard to
hit. Any enemy shooting from short range suffers a 2 to hit penalty, while any enemy shooting at long range suffers a 1 penalty. This penalty only applies if the fighter is in the open and not if he is behind cover.
shooting skills, and the weapons ammo roll is auto until the end of the turn.
If this fighter can pass an initiative check, he manages to step out of the way and trip the charging attacker. The attacker continues to move D6 in a straight line and is pinned at the end of his move.
Whenever this fighter takes part in the Quick Draw set piece, he may double his initiative. In addition, his fast hands offset the encumbrance of slinging a rifle in melee, and so he may carry a single basic or special weapon and still receive a bonus for fighting with two hand-to-hand weapons as if he had only had hand-to-hand weapons.
If a pilot with evasive maneuvering is running from a fight, he gets +2 to his Weapons Skill. Note, however, that if the pilot opts to do evasive maneuvering, the ship may not return fire if it wins combat, even if it has a dorsal turret. If the pilot is in a drop ship, all overwatch shots during landing are at 1 to hit.
A fighter with this skill can shoot as many times as his attacks characteristic. This skill may only be used with pistols and basic weapons (as special and heavy weapons are too cumbersome). Fast shot may be used with gunfighter, but not rapid fire.
FEINT (COMBAT)
FABRICATOR (ENGINEERING)
The engineer is an expert in metal craft, so if he has the proper equipment, he is able to handmake any spare parts that are difficult to find. If the fabricator has access to a machine shop, he may ignore the rarity requirement and the variable cost for repairs. If there are multiple rarities in order to avoid a permanent statistic loss, he may only ignore the lower value: thus you must still search for the higher value to avoid permanent damage.
During each hand-to-hand combat the model can re-roll one of his Attack dice.
This character counts as having a medi-pack. If he uses this skill in conjunction with a medi-pack, the recipient automatically recovers to a flesh wound.
FAN
THE
If this character does not move, he may shoot a pistol of his choice with 1 Sustained Fire die. This skill may not be combined with other
HAMMER (SHOOTING)
A fighter Jock may make a pinpoint strike and receive the bonus for multiple combatants. However, instead of rolling the ships sensors to see if the strike is successful, he must make an initiative test.
The engineer always makes sure that the ships systems are running
ARCHETYPES
in the finest possible working order, and because of this extra care, the ship is extra reliable. Over the course of a campaign round, you may re-roll a number of reliability saves equal to the engineers Initiative. rating. Free Gear may not be traded to another member of the crew.
FREEZE! (FEROCITY)
This fighter is known to keep his subordinates in line and performing. For each member of the crew with the Firm Hand skill, you may ignore the effects of one negative skill or detrimental effect for one crew member with fewer experience. You must choose which crew member, and which detrimental effect you with to ignore at the start of the campaign round.
The enforcers will tell you that every now and again a well worded command will cause an enemy to hesitate just long enough to take him down. One enemy within 6 inches must take a leadership check. If the check fails, that enemy may not move next turn.
GAMBLER
If this fighter takes his post-game action to produce income for the ship, you may re-roll any one income die. This re-roll is taken before any events, but you must accept the second roll.
Whenever this character rolls a 6 or 8 on the advancement table, he increases his Weapon Skill on the roll of a 1-5, and his Ballistic Skill on the roll of a 6.
This character may take a postgame action to try his luck. Usually, however, there isnt much luck involved because the Gambler is legitimately good at cards (or is a master of cheating), and thus will collect d6x5 credits. If you roll a 6, the Gambler is on a roll: you may roll another d6 and add it to the first. If, however, you roll a 1 at any time, he goes bust and you lose all your winnings and take an additional d6x5 credits for loss. If this roll comes up a 1, the grifter has been caught cheating and his opponents take their satisfaction out of his hide: he must roll on the serious injury table, and he misses the next game.
FRAGILE MIND
Stress causes this fighter to act in strange ways. If the fighter fails a leadership check, treat him as if he was hit by a hallucinogen grenade.
This fighter knows how to roll with the punches, thus avoiding most of their power. This fighter may pass an initiative check to change any downed result to a flesh wound in melee combat.
This fighter receives for free the piece of gear listed next to his name. Although you do not have to pay for it, the cost of the gear is still added to the fighters cost for the purposes of determining gang
racial maximums for Toughness, Wounds, and In addition, this may re-roll any skills from the Muscle skill
GUARD (AGILITY)
If this character first passes an Initiative test, he may substitute himself for an ally within 2 who is the target of a shooting attack, or who is engaged in hand-to-hand combat. Physically switch the position of the guard and the target. This skill may only be used once a turn.
This character may assist an individual who is searching for rare trade. +D3 to locate the rare trade item, and D6x5 to its cost. By Hard Bargainer Skill
GUNFIGHTER (SHOOTING)
Harpooner is an honorary title given to master gunners. +1 to the Ships Ballistic Skill while this fighter is on board.
The fighter can aim and fire a pistol from each hand. This enables him to take two shots in the shooting phase if he is armed with two pistols. If equipped with a basic, special, or heavy weapon, the fighter will be too encumbered to make use of both pistols and cannot use this skill. This skill may be used with Fast Shot or Rapid Fire, but only adds 1 additional attack.
HEADSHOT (SHOOTING)
If this character does not move, shooting attacks at close range are at +1 strength with an additional 1 save modifier.
This character can now use heavy weapons and his type is now changed to Elite.
PERSEVERANCE (FEROCITY)
Regardless of whether or not this character was injured, he can always take a post-game action.
This character automatically receives one random piece of equipment from the trading post. You may not sell this piece of equipment or trade it to any other fighter.
If this character passes an initiative check, he may catch any weapon thrown at him (including grenades). This character can then throw the weapon back, rolling to hit as normal.
HIGH ROLLER
HIGH UPKEEP
HARD
AS
The fighter is so tough and resistant that he gets a 6+ armor save. If the fighter wears armor, increase the save roll by 1.
NAILS (FEROCITY)
The fighter is allowed to shoot even if he ran in the same turn. However, if he does run he will suffer a futher 1 to hit and cannot use bonuses from any gun sights. Even with this skill it is impossible for this fighter run and shoot with a move or fire weapon.
If the fighter wins a round of combat, he may throw his opponent instead of inflicting normal damage. The fighter may throw his opponent a number of inches equal to D3 plus his Strength in the direction of his choice. When he lands, the fighter automatically takes one hit at a strength equal to the distance thrown, rounding up. If a thrown fighter hits another fighter, they both take damage as described above. Thrown fighters that hit a solid object, he stops where thrown, and take a hit with a strength equal to the distance rolled.
IMPETUOUS (FEROCITY)
This fighter may increase the range of his follow-up move in hand-tohand combat from 2 to 4. In addition, this fighter gains {Dervish} as an Archetype Advancement.
If this character receives a downed result, he continues to fight as if he suffered a flesh wound. Roll for recovery as normal, however, and remove him from play if he goes out of action.
If this fighter wins the round of melee combat, or if it is a draw, you can move both combatants 2 in a direction of your choice and position the fighters as you see fit. If this movement causes the enemy fighter to be pushed next to a wall, ledge, or other obstacle, the opponent fights at his Weapon Skill, rounded down, for the following round of combat.
ILLICIT CONTRACT
the
following
Any weapon whose range is determined by this characters Strength gains an extreme range equal to the maximum range.
Illicit Actions 1 Contract Income: D6 x 5 or {D6 x 10} credits. On the roll of a 1, this character must pass an initiative test or suffer a serious injury. By Illicit Contract Skill
INFILTRATION (STEALTH)
A fighter with this skill is always placed on the battlefield after the opposing gang and can be placed anywhere on the table as long as it is out of sight of the opposing gang. If both players have models that can infiltrate roll a D6 each, lowest roll sets up first.
The smuggler is expert at not only sneaking goods past planetary customs officials, but also at fetching top dollar for good that are of questionable legality. If the smuggler did not go out of action in the previous battle, you may add
This fighter has eyes and ears scattered around the fringe. During the post-game phase, make a leadership check. If the check passes, you may add or subtract 2 to the next roll on the CEC table. If the leadership check rolls a 2, you
may add or subtract 4. This skill is cumulative with modifiers from other sources.
INNOCUOUS (STEALTH)
INVESTIGATOR (DECKHAND)
If this character has not yet attacked this scenario, enemies must pass a leadership check to target him.
INSPIRATIONAL (LEADERSHIP)
This fighter is an expert at gathering leads to track down rare items and hard to find archetypes. If he fails a rare trade roll by 2 or less, he may reroll with a +2 bonus. This skill may only be used once during the post-game phase.
This fighter commands the highest loyalty and respect. If the fighter with this skill also has the Leader skill, then allies within 12 can use his leadership for any leadership tests. Otherwise, this fighter gains the Small Unit Tactics skill.
This fighter reduces the Strength of each hit he suffers in melee combat by 1 point.
INTIMIDATE (FEROCITY)
One of this characters jobs is to look imposing and to threaten physical pain in order to speed negotiations. This fighter may take the following post-game action:
PG A
If this fighter passes a toughness test, ignore the effects of gas weapons, poisons, or diseases.
This skill allows the leader to re-roll any failed bottle checks as long as he is not down or out of action.
Intimidate
Actions 1
This fighter may accompany another member of the crew on his or her post-game action. The crewman taking the post-game action may re-roll any one dice roll, but the re-rolled result stands, even if its worse. By Intimidate Skill
At the beginning of any hand-tohand combat phase, the fighter may attempt to disengage from combat. Before any other actions or skills are used, the fighter rolls a D6. If the result is less than the fighters initiative he may immediately jump 2 straight back, leaving the opponent behind.
INTOLERANT
This character cannot be a member of any crew that contains a Xeno, mutant, or psycher. If a Xeno, mutant, or psyche is added to the crew, this fighter will leave with any equipment he has.
INVENTOR (TECHNO)
Roll a D6 after each battle. On a roll of a 6 the model has invented something! Add one randomly
Although no one understands the warp, some longtime pilots and navigators gain a feel for its ebb and flow. Maybe they are just lucky, but they tend to get to their destination a little bit safer than everyone else. If the fighter with this skill is onboard, you may re-roll the result of the Port-O-Call table.
A fighter with this skill has such a reputation as a vicious and depraved killer that his foes quail when he charges them. The fighter causes fear as described in the psychology section of the LRB.
Any enemies taken out of action by this character roll twice on the serious injury table. This character chooses the result.
When armed with 2 knives, this fighter gets +1 Weapon Skill and +1 Initiative.
Maimed, bleeding, this fighter just wont quit. This fighter may fire 1handed weapons while down with a -1 penalty to hit.
This character is adept at understanding the perils both physical and political of the local environment. If this character passes a Leadership check, you may cancel one planetary event or negative result from a Port o Call. Note, this ability cannot be used to cancel the attention of the authorities or customs.
LONER
LAZY
The ganger will not run unless he is within 2 of another model. Note, the ganger may still charge as normal, but if it he is going to fall short, he pulls up after 4 of movement and ends his turn.
This character may not use another characters leadership and counts as 1 initiative when an ally is within 2 inches..
LEADER
This character can always test to escape pinning, and allies within 6 can use his leadership for any leadership tests. In addition, he gains access to the Leader skill table.
The heavy is skilled at making aimed shots from heavy weapons. If the fighter fires only a single shot from a heavy weapon, this shot will have a +1 to-hit modifier. This skill may not be used with any heavy weapons that use a template.
LEAP (AGILITY)
The fighter may leap D6 inches during his movement phase in addition to his normal movement. He may leap only once in his turn, and if the total movement is more than 4 inches, the fighter is treated as though he ran. A leap will take a fighter over any man-high
On the roll of a 5+, this character ignores attention from the authorities.
LUDDITE
This character does not trust, and may not use, modern weapons or equipment. He may only use weapons and armor from the Primitive Weapons List.
Income: D6 x 10 credits. On the roll of a 6, the master thief also steals a rare item randomly selected from the trading post. This character is +1 notoriety for this post-game phase. By Burglary & Master Thief Skills
No one knows what it is about the guy, but machines just want to run for him. All his rolls on the ship repair table are at 1. This skill may be rolled up to three times for the maximum of 3.
MCGUYVERISM (TECHNO)
This fighter is a master at using the environment to create improvised weapons. If this character does not move or shoot, he can take a leadership check to see if he can identify a something suitable to make a weapon. If the check passes, he can make a single attack with the following profile:
Short Long Str. Dam Save Ammo
MARKSMAN (SHOOTING) A fighter with this skill may ignore the normal restrictions that force him to shoot at the nearest target. Instead, he can shoot at any target he can see. In addition, if this fighter does not move, he may take shots with basic or special weapons at extreme range, which is determined by adding the weapons short range to its long range (so a shotgun with 4 short range and 18 long range would have a 22 extreme range). Shots at extreme range suffer the same to hit modifier as long range. MECHANIC (ENGINEERING)
The character is considered to have +1 leadership when attempting to repair anything.
3D6 -
D6
D3
D3
--
If the LD check passes with a 2, the attack also uses the blast template.
MEDIC (TECHNO)
MASTER THIEF
Can only be taken if the character has the Burglary skill. This character may take the following post-game action:
PG A
The fighter has some experience patching up his fellows. If the crew has a Medic taking part in the encounter, you may re-roll the result of one serious injury roll for one fighter after the battle, though the second roll must be kept. Multiple medics cannot be used to treat the same fighter.
MISGIVINGS (STEALTH)
Master Thief
Actions 1
This character cannot be shot or engaged in hand-to-hand combat unless the shooter first passes a Leadership check. Attackers may choose to ignore this character, even if he or she is the closest target.
If the engineer passes a leadership check to make a repair by more than 3 points, the ship gets D6 experience.
NATURAL (PILOTING)
This fighter has loyalties to a group or faction other than the Captain, planting the seeds for a possible conflict of interest. The captain must pass a leadership check if the crew is to embark on an action adverse to the group that this fighter is loyal to. If the check fails, this fighter refused to take part in the fight. If the check comes up a 12, this character betrays the crew at a time of the GMs choosing.
Whenever a natural gains experience in a ship, he gets an additional D3 experience. (i.e., for surviving a ship-to-ship fight, the pilot would get D6+D3xp).
NERVES
OF
This fighter may attempt to avoid pinning even if he does not have a friendly fighter within 2 inches. If the fighter was already allowed to attempt to escape pinning (e.g., he has a friend in 2 inches) then he may re-roll any failed pinning test.
STEEL (FEROCITY)
This fighter has a secure enough grip on his heavy weapon to make use of it in hand-to-hand combat. The heavy weapon counts as a Massive Weapon in melee combat, and does not encumber this fighter.
NOBILITY
[any suggestions?]
OPPORTUNIST (COMBAT)
The engineer knows how to suck the most speed possible from the ships engines for a short period of time. When the captain demands more power, the ship gains +2 Strength, but at the end of each round it must make a Wounds (reliability) check. If the check fails, the power goes away. If the reliability check comes up a 6, roll a second reliability check: if this check fails, the strain on the engines has caused a point of damage to the Ships Strength, which must be repaired as normal.
If his opponent fumbles in melee, this fighter may immediately roll one wound with a weapon of his choice. If he elects to do so, he does not get the fumble bonus to his combat score, and he fights at -1 Weapon Skill for the remainder of the round.
PARRY (COMBAT)
MOTIVATE
A model with the Parry skill may parry in hand-to-hand combat even if he does not have a sword or another weapons suitable for parrying. The model knocks aside blows using the flats of his hands or the haft of his weapon. If the model has a weapon that may parry, it may force an opponent to re-roll up to 2 Attack dice when parrying, rather than just 1.
Friendly units within 6 of this character can check to escape pinning at the beginning of the
PHOBIA
1-2:
3-4:
5-6:
Critters: All non-humanoid creatures cause fear. Those that cause fear cause terror instead Heights: This character must pass a leadership check to go above ground level. While on upper levels, he is at 1 Initiative and Leadership Xenophobia: All aliens and psykers cause fear. Those that already cause fear cause terror instead.
private agenda. If the leadership check is a 12, this fighter leaves the crew permanently.
PRODIGY
At the end of every campaign round, this fighter gains an additional D6 experience. This skill no longer has any effect after the character hits 61xp.
PROFESSIONAL (LEADERSHIP)
As a post game action, this character may make 2d6 credits that go to net income. On the roll of a 12 [11+] {10+}, however, the character manages to lift a randomly generated rare item.
PG A
This character gets the job done. Once an encounter, he may re-roll any one die, or you may force your opponent to re-roll any one die that affects this character directly (such as rolls to hit, wound, etc.).
PROUD
This character may not use another characters leadership or benefit from other characters skills.
Pick Pocket
Actions 1
Income: 2D6 Credits (which go directly to the stash). On the roll of a 12 [11+] {10+}, the character manages to steal a rare item randomly selected from the trading post. By Captain, Elite, Crew
This character may generate one random power from the Wyrd Major Power table of his choice. Any time this character rolls a 2 or 12 on the advance table, they may generate an additional Wyrd Major Power from the same table.
This character generates one random power from the Wyrd Minor Power table, ignoring the no power, multiple powers, and major powers results. Any time this character rolls a 2 or 12 on the advance table, they may generate an addition Wyrd Minor Power.
PRIVATE AGENDA
At the beginning of the post-game phase, the ships captain must take a leadership check. If the check fails, this fighter spends his postgame action on his own mysterious
The pilot knows how to suck every last ounce of power out of a drop ship. Increase its speed by +2. Also, if the drop ship is on the tabletop, it gets +2 inches of movement.
PG A
Redeem
Actions 1
This character has some experience on the vox and thus knows a couple of tricks to make sure his message gets through loud and clear. The ships Leadership characteristic is increased by 2 for the purpose of calling in support.
This post-game action may be used on a captive who is not a xeno or a mutant. Both the redeemer and the captive take a leadership check. If the redeemer passes and the captive fails, you may add the captive to your gang roster. By Redeemer skill
RESEARCHER (TECHNO)
When this fighter is a raider in a Boarding Action, add one additional die to the raiders die pool.
This character spends his port leave sifting through dusty tomes and forgotten libraries searching for a lead on the next mother load.
PG A
Research
Actions 1
If the fighter does not move during his turn, then he may shoot twice in the shooting phase. This skill only works with pistol or basic weapons.
RASH
The gang member is often only concerned at blasting away with his weapon, firing off shots with out thinking of his fellow gang members around him. A shot may hit a friendly gang member if it passes within double the normal distance used to calculate stray shots.
If this character passes a Leadership check, he has found a lead on a nearby treasure hoard. Roll a location on the Port o Call table. The next time you are able to visit this Port o Call, your crew may visit the Lost Civilization Port o Call instead. By Researcher skill
SALVAGE (TECHNO)
This character following PGA:
PG A
can
take
the
Salvage
Actions 1
RECKLESS
The fighter counts cover a one less than usual (full cover 1, partial cover 0).
REDEEMER
Instead of collection income from D3 loot counters, you may add for free one randomly selected item from the rare trade table to your stash. By Salvage Skill
This character may attempt to show captured enemies the Emperors light.
SCARDY CAT
The ganger may not test to escape pinning, even if there is another model within 2.
SCAVENGER
the
that his opponent is not holding in his hands. To steal the item, the grifter selects an pistol-sized or smaller item and makes an initiative check. If the check passes, the add the item to the grifters inventory (and the opponent is none the wiser). If he fails, treat him as if he fumbled during that round of combat.
Scavenge
Actions 1
Add D6 credits to your stash. On the roll of a 6, you may also add D3 Spare Parts or Extra Clips. By Scavenger Skill
This character may spend his post game action to collar a couple of small fry bounties for d6x5cr {or D6x10 credits}.
SCOUT (STEALTH)
This character doubles his deployment zone, and doubles his spotting range for hidden fighters. Also, if he passes an initiative test he will stop a sentry within 2 inches from sounding the alarm this turn.
All models within coherency (that is, within 2, or within 2 of someone within 2 etc.) with this character can use his leadership.
SHUNNED
This character has lived a hard life that has left deep psychological wounds. Double all negative experience awards.
Attacks from hiding (either shooting or charging) are at +1 strength, cannot be dodged, and count as high impact.
SNEAK UP (STEALTH)
SHRUG
IT
OFF (MUSCLE)
Any enemy attempting to spot this fighter must halve his normal spotting distance. In addition, this fighter adds [Sneak Attack] as an Archetype advancement.
This character halves movement penalties for terrain and can re-roll any failed falling test.
SPECIALIST (TECHNO)
SLEIGHT
OF
This character is a master of slight of hand and card tricks a skill which he can put to use to relieve distracted people from their possessions. If the grifter selects this skill, once during every melee he may attempt to steal an item
HAND (STEALTH)
This skill allows a fighter to be equipped with special weapons. If the fighter can already use special weapons, treat him as if he already had this skill.
Whenever this shooter can take multiple shots (e.g., from rapid fire, gunfighter, and the like), you may assign each shot to a different
ARCHETYPES
target, provided that each target is within 4 inches of another target. recovers and does not suffer a serious injury.
SPRINT (AGILITY)
This fighter may triple its movement rate when it runs or charges, rather than doubling it as normal.
SWIFT (AGILITY)
TACTICIAN (LEADERSHIP)
STALWART (MUSCLE)
If this character goes out of action, roll a d6: on the roll of a 5+, he automatically receives a full recovery.
STEADFAST (FEROCITY)
This character may re-roll any failed leadership checks (not including bottle tests).
This fighter is known for his brilliant tactical planning and his ability to anticipate his enemies moves. At the start of the campaign round, take a leadership check. You gain bonus Edge equal to the amount this check passes by. This Edge, however, may only be spent for scenario creation (i.e., you cannot use it for re-rolls on the battle field).
TECHNOLOGIST (TECHNO)
This fighter has an uncanny ability to dodge blows in hand-to-hand combat. Roll a D6 for each hit this fighter suffers in hand-to-hand combat. On the roll of a 4+ the fighter steps out of the way and is unharmed.
This character gains access to the Techno skill table. In addition, he can take the following post-game action:
PG A
If this character does not go out of action, he may take two Unload Cargo post-game actions.
Take a leadership check. If the check passes, you repair one damaged Bionic. By Technologist skill
A fighter with this skill is pumped up enough to carry the largest weapons with a firm grip. The fighter may use a single twohanded melee weapon as if it were a one handed weapon.
Enemies shooting at this character in his front 90-degree arc do not receive a close-range to hit bonuses.
Target(s) are pinned if this fighter only misses due to cover modifiers.
SURVIVOR (FEROCITY)
This technique favors wounding hits, which allows the fighter to finish an opponent once weakened. If the fighter adopts this stance, his opponent will suffer a flesh wound at the end of every round of combat, regardless of the result.
This character gets +1 to hit for any weapon with a range determined by his strength.
TROUBLESHOOTER (ENGINEERING)
TICKING TIMEBOMB
Somethins not quite right with Jonesy . . . At the beginning of every campaign round, the ticking timebomb must take a leadership check. If he fails, he starts each encounter that round with an automatic flesh wound. If he rolls a natural 12, he snaps and starts taking potshots at his fellow crewmen. Play a shootout between the timebomb and D3 randomly selected crewmen. If the sane crewmen draw first, they each get 5 Bad Experience. Regardless of the result of the shootout, the timebomb dies and the sane crewmen received D6 Bad Experience.
The engineer is lightning quick at diagnosing the ships problems, and thus he is able to cover more ground after the battle. You may use him to repair two locations instead of the usual one.
A fighter with this skill treats injury rolls of 12 as flesh wounds, 35 as down, and 6 as out of action. When using special injury charts such as needle weapons, simply add 1 to the category most favorable to this fighter.
TRUST FUND
This character receives 2D6 credits in each income phase, but you can only spend it on equipment or weapons for this character. Unspent credits go into his private stash.
TIMID
This character must take a break check at the beginning of the turn if there are no allies within 2 inches.
TRUSTED MESSENGER
This fighter has proven him or herself to be a reliable at delivering sensitive messages, and may take the following post-game action.
PG A
TRIAGE (TECHNO)
Roll all serious injuries before choosing the crewmen who receive medic re-roll(s).
Messenger
Actions 1
This fighter is known to pull off the occasional impossible shot. Instead of rolling to hit normally, the shot hits if this fighter can pass a Leadership check (which represents the almost supernatural focus required to pull off the shot.) This skill may be used once per game and all the normal targeting and line of sight rules apply.
Income: D6x10 credits. This character must take a Leadership check. If the check fails, you take a single hit at D6 strength. If this hit wounds, you must roll on the serious injury table. On the roll of a 12, you fail to deliver the message and may not use this PGA again until you gain 2 levels. Special: A fighter with the skill Killer Rep increases the income to D6x15 credits. By Trusted Skill
ARCHETYPES
1-2: War wounds: the veteran has suffered a serious injury. To determine the extent of his injury, roll on the injury chart, re-rolling Dead, and full recovery. 4: Antisocial: Although he has no physical scars, the psychic scars are deep enough to make him avoid human contact. The veteran may not search for rare trade. 5: Notorious: Change the veterans faction from freelancer to outlaw. If he is an outlaw already, his notoriety is +2. 6: Deathwish: Although he never shares it with anyone, his past must be so horrible that some part of him just wants to die. Sometimes, in the stress of combat, this manifests itself into recklessness. Once per encounter, the GM can force the veteran to take a leadership test. If the test fails, the GM can move the veteran for the turn.
If this character has no weapons, he may attack at his base strength and gets +1 Attack. At 61 experience, this character gains an additional attack if he fights unarmed.
UNENCUMBERED
This character has the uncanny ability to use distraction and shadow to move through open spaces unseen. If this character begins his movement hidden and ends his movement in cover, he is considered hidden for the entire turn, even if he passed over open ground.
The turn when this character charges, he gets +2 Strength, and +1 Toughness. He may not use Combat skills for the first round of combat, however.
UTMOST FAITH
This characters belief in the Emperor (or in some other power and deity) is so powerful and pure that he fears nothing. This character ignores pinning, fear, and terror.
A fighter with this skill may walk his sustained fire shots up to 6 instead of the normal 4 from the initial target. Shots walked in this way must still follow line of sight to the heavy and other rules for sustained fire.
VETERAN
WEAPONSMITH (TECHNO)
The veteran has seen a good amount of combat in his time, but he carries with him some scars as well. When recruited, the veteran starts with two free rolls on the advancement table. You must also roll a D6 to see what lingering effects he has from his service, roll a D6
This fighter may ignore failed ammo rolls and weapon explosions on a D6 roll of a 4+
When this skill is first acquired, roll a D6 to see what weapon type the fighter specializes in: 12: Stub shotgun) (including
3: Auto 4: Las 5: Bolt 6: Plasma All weapons from the specialty type are at +1 to hit with an additional -1 save modifier.
This character receives +2 to any rare trade rolls to either recruit xenos or to find rare xeno weapons and equipment.
ZASHIN (FEROCITY)
WIMP
The ganger just cant take the pain. All weapons count as high impact, and actual high impact weapons take the wimp out of action on a 4+.
If this character passes a leadership check at the beginning of combat, he may double his Weapon Skill for the first round of combat. If this leadership check fails, the character is at 1 Weapon Skill for the entire combat.
MUTATIONS
11 Two Heads Faction: Xeno Gain the Gunfighter and Battle Sense skills. 12 Wings Faction: Xeno The mutant may fly up to his movement distance (or double that if he runs or charges). The mutant must land at the end of his movement. Flying up costs 2 inches per 1 inch up, and flying down costs 1/2 inch per 1 inch down. 13 Prehensile Tail Faction: Outlaw Re-roll initiative checks to avoid falling. Also, if you do not move, you can drop down up to 3 inches without taking falling damage. 14 Ghastly Visage Faction: Outlaw Your face is a horror to look upon. You cause Fear and gain access to the Advancement Intimidate. 15 Claws Roll a D6 to see the extent of the mutation: 1 Retractable Claws: Faction Freelancer. You hands count as a melee weapon that hit with Strength +1. Retractable Claws also count as if you had the hidden blade equipment piece. 24 Razor Hands: Faction: outlaw. Your mutation has caused your fingers themselves to turn into long, flexible blades with diamond hard points and wicked serrated ridges. Razor Hands count as Strength +1 weapons that grant a bonus attack. All other weapons purchased for this fighter cost an additional 10 credits, however, as they need to be specially reinforced to keep from breaking. 56 Giant Claw: Faction: Xeno. You have a giant lobster pincher for an arm. It counts a Melee weapon with Strength +2, and grants a 5+ armor save. You may only use one handed weapons. 16 Blood Drinker Faction: Outlaw. Whenever you win a melee combat, if you do not move for the following turn you heal D3 Wounds or Flesh Wounds. You may not recover more than your starting value of wounds. 21 22 Talons Your feet are shaped like a Birds, with 23 Wall Walker Faction: Outlaw You are able to scramble up walls and across ceilings as if they were flat ground. You may climb at your full movement rate without a ladder and cross along the bottom of bridges and platforms. You must end your movement on flat ground, however. 24 Folding Man Faction: Outlaw Your nearly liquid bone structure allows you to slip through the tiniest of gaps. You may squeeze through any gap (including pipes, grates, drains, and the like) at speed. 25 Dragon Scales Faction: Xeno This mutant is covered in scaly plates, which grant you a 5+ armor save. This mutant may not wear additional armor. 26 Brute Faction: Xeno This mutant is a giant, misshapen creature with amazing strength. +2 Strength and 1 Initiative. In addition, gain access to the Muscle skill table, and increase your racial maximums for Strength, Toughness, and Wounds to 6. 31 Eye Stalks Faction: Xeno Your vision ark is 180 degrees to your front. In addition, you can make better use of your cover. Increase the penalty to hit for cover by 1. 32 Demonic Form Faction: Xeno
You look like a monster from the Warp. You cause Terror. 33 34 Changeling 35 Acidic Blood Faction: Outlaw Whenever an enemy wounds you in melee combat, they must pass an initiative check or they take a single hit with a Strength equal to your Toughness. 36 Regeneration Faction: Outlaw Gain the Stalwart skill. In addition, roll a D6 during each recovery phase. On the roll of a 6 you heal one flesh wound. 41 Extra Arm Faction: Xeno You may use up to three weapons in hand-tohand combat, giving you +2 to your attacks, or you may use a basic weapon with one hand and still use two hand to hand combat weapons for +1 attacks. 42 Ropelike Protrusions Faction: Xeno You have fleshy, rope-like protrusions extending from your body which function like an integrated Grabber. 43 Firekin Faction: Outlaw You are immune to the effects of flame weapons. Any flame weapons you use are at +1 Strength. 44 Extra Leg Faction: Xeno. +2 Movement, and you may reroll any tests to avoid being knocked down. 45 Powered Leap Faction: Outlaw If you do not move, you may leap up to 2D6 plus your Strength. You may not shoot the turned that you leaped, but you may fight melee combat if the leap would takes you in base-tobase contact. 46 51 Hyperaction Faction: Outlaw.
Gain the Quick Draw and Dodge skills. In addition, gain the [Diving Roll] Archetype skill. 52 Padfoot Faction: Outlaw Soft pads on the soles of your feet muffle sound 53 Photosynthesis Faction: Outlaw. Your green-tinged skin provides all the nourishment your body needs. You gain the Low Maintenance ability. 54 Carona of Eyes Faction: Xeno. A band of eyes encircles your head. You have a 360 degree field of vision, and you double your spotting distance for detecting intruders. 55 Heightened Senses Faction: Outlaw You are unaffected by darkness, smoke or any other conditions that limit your sight distance. In addition, you can spot hidden enemies within your field of view on a roll of 4+. 56 Spit You are able to spit one of the following substances up to 10. Roll to hit as normal. 12 Fire Spit: The target suffers a strength 3 hit that ignores armor. In addition, anyone else within 2 of the target will also be hit on the D6 roll of 4+. 34: Acid Spit: Hits with a Strength equal to your Toughness and a 1 save modifier. In addition, on the D6 roll of a 6, a randomly selected piece of the targets equipment is destroyed. 56: Glue Spit. If the target it hit, it may not escape pinning until it passes a Strength test. 61 Faction: Outlaw 62 Horrid Stench Faction: Outlaw A cloud of putrescence hangs so thick around this fighter that it is almost visible. Enemies within 2 suffer a -1 to all dice rolls. 63 Tentacle Faction: Xeno A long, octopus like tentacle grabs your opponent reducing his attacks by 1. If this would reduce the opponents attacks to 0, they may pass
an initiative check to avoid the effects. If reduced to 0, the opponent does not get to roll any dice, and instead must defend himself with his Weapon Skill only. 6466 Major Mutation Roll a D6: 13: Roll twice on the Mutation table, add +10 BE
45: Roll three times on the Mutation Table, +15 BE 6: Roll four times on the Mutation Table, +20 BE
WEAPONS TECHNOLOGIES
On the Eastern Fringe, you run into all sorts of tools for killing from the Medieval World Knight with his platemail and broadsword, to the Rogue Trader with his alien death ray.
SPECIAL RULES
Bonded
Once this item is equipped on a fighter, it may not be given to another fighter. If the item is lost, destroyed, or stolen, the fighter is at 1 Strength, Toughness, and Initiative until it is recovered or replaced.
Primitive Weapons
Primitive Weapons include all non-powered melee weapons, plus all shooting weapons more primitive than the stub-gun (i.e., muskets and scatterguns.) Primitive Armor grants its armor save against primitive weapons only. Common and exotic weapons ignore primitive armor altogether.
Disposable
This item may only be used once. Once it is used, remove it from your crew roster.
Folding Stock
Exotics
The general rule is that, whether you are in the depths of Necromunda, or in some backwater on the wrong side of the ultima line, an autogun, is an autogun is an autogun. On the fringe, however, you sometimes find strange modifications to existing gear, which are commonly referred to as Exotics. Exotics are add-on capabilities for armor, weapons, and vehicles. To purchase an exotic, you have to search for a rare-trade item with a rarity of the base item plus the exotic(s), and with a cost of the base item plus the exotic.
This weapon is a light, compact, and designed to be slung without encumbering a fighter. This weapon doesnt prevent a ganger from getting an extra attack for using two melee weapons.
Knock Back
[from Shotgun Rules, LRB p. 40]. The high impact of this weapon is quite capable of knocking a man of balance, or even off his feet. To represent this a target making a roll for falling over an edge as a result of a shotgun hit counts his Initiative with a -1 penalty.
Lance
In the round in which you charged, +1 Strength to all hits with this weapon.
Penetrator
The shot blows straight through the target, hitting the guy behind him as well. The shot continues on in a straight line until it hits an obstacle or reaches impassible cover. Roll to hit the first target within 1 of this flight path.
to hit when shooting the slugga, and suffers a 1 to his D6 roll when using the weapon in melee.
Upkeep
Reach Silent
The weapon is either highly temperamental, or it requires expensive or uncommon ammunition. Add 2% to your crews Upkeep.
Negates an enemys charge bonus. This weapon makes little or no sound, so it may be used to dispatch sentries without fear of setting off the alarm.
Bleeding Wound
Targets wounded by this weapon must pass a Toughness test or suffer an immediate flesh wound in addition to the result of the injury die.
Single Use
Xeno: [Race]
This item may only be used once per combat. You may, however, attempt to restock it between encounters.
Thrown
Even though this weapon is a ranged weapon, the skill involved in throwing spears or shuriken are more akin to melee combat than aiming and firing a gun. Thus, weapons with the thrown characteristic use the fighters Weapon Skill instead of Ballistic Skill to determine the target number to hit.
This weapon is the traditional weapon of the listed race. Other races dont know how to care for it properly, and thus have -1 to any ammo rolls with the weapon. Also, wielders from the listed race can ignore the Upkeep special ability for the weapon.
Warp Touched
The ways of the warp are beyond the realm of human comprehension. For reasons unknown, sometimes certain objects are touched by the immaterium, changing them forever. These warp-touched objects commonly manifest fantastic powers, but at a cost. During each post-game phase, the fighter who owns the warp-touched item must take a Leadership check. If that check fails, he gets D3 bad experience.
This weapon is heavy, awkward, poorly designed, or all of the above, so it can only be used properly by the strong. Anyone with a Strength characteristic less than the required amount suffers a -1 penalty to attack rolls when using the weapon for ranged or melee combat. For example, an Slugga is Unwieldy 4, so a Strength 3 fighter suffers 1
MELEE WEAPONS
Bayonet
10 Credits, Common PRIMITIVE, REACH, LANCE
Auto Carbine
25 Credits, Rare 4. BASIC, FOLDING STOCK
Short Long Str. Dam Save Ammo
Melee
Str.
--
N/a
Pole Arm
15 Credits, Common PRIMITIVE, REACH, TWO HANDED
Short Long Str. Dam Save Ammo
10 +1
20 --
-1
4+
CutLas
N/a
Melee
S +1
D2
--
PISTOLS/BASIC/SPECIAL
Combat Shotgun
35+D6 Credits, Rare 6 BASIC The combat shotgun is a highly reliable. Unless it explodes due to a failed ammo roll, it merely runs out of ammo type being used, and can still fire other ammo types.
Short Long Str. Dam Save Ammo
10 +1
20 --
--
2+
Hunting Rifle
40+2D6 Credits, Rare 7. BASIC
Short Long Str. Dam Save Ammo
12 --
28 --
--
5+
LongLas
50+2D6 Credits, Rare 7. SPECIAL, MOVE-OR-FIRE
Short Long Str. Dam Save Ammo
18
Per Ammo
Per Ammo
--
+4*
Light Stubber
65 Credits, Common SPECIAL, 1 SUSTAINED FIRE DIE Suppression Fire: instead of firing normally, this weapon can lay down covering fire. Place the gascloud template on the board up to the weapons maximum range. Any models under the template must pass a leadership check or be pinned. Any model unlucky enough to roll a 12 takes one hit.
Short Long Str. Dam Save Ammo
16 -1
36 +1
-1
3+
Scout Sniper
75+3D6 Credits, Rare 9 MOVE-OR-FIRE The Scout Sniper may only be used by someone with the Marksman skill.
Short Long Str. Dam Save Ammo
20 --
40 +1
D3
-2
6+
12 --
24 --
-1
4+
PRIMITIVE WEAPONS
Bolos
15+D6 Credits, Rare 5. PRIMITIVE, SILENT, THROWN
Targets hit with the bolos may not escape pinning unless they pass a Strength test. If an entangled fighter is engaged in melee fails his Strength test, he is automatically taken out of action.
Short Long Str. Dam Save Ammo
---
Str.x2 --
Str.
--
Single
Throwing Stars
15+D6 Credits, Rare 5 PRIMITIVE, SILENT, THROWN Fighters with an Initiative of 5 or more can throw D3 stars per turn.
Short Long Str. Dam Save Ammo
Str. --
Str.x3 -1
Str.-1
--
Auto
Bow
15 Credits, Common PRIMITIVE, SILENT
Short Long Str. Dam Save Ammo
Str. +1
Str.x3 --
--
5+
EXOTIC WEAPONS
Grabber
30+3D6 Credits, Rare 8 PISTOL The Grabber, or Frog Tongue as it is sometimes known, shoots out a filament of a strong, sticky polymer which grabs onto the target and drags it back to the shooter. The grabber hits an object, it is pulled in base to base contact with the shooter. If the target is an enemy fighter, he may pass a Strength test to resist the pull. If he fails, he is drug into melee combat with the shooter.
Short Long Str. Dam Save Ammo
Str.x2 +1
Str.x5 --
--
4+
Crossbow
20 Credits, Common PRIMITIVE, SILENT, MOVE OR FIRE
Short Long Str. Dam Save Ammo
12 +1
24 --
-1
4+
Fighting Claws
10 Credits, Rare 5 PRIMITIVE, SILENT, MELEE Characters equipped with 2 fighting claws get 2 additional attacks for fighting with two melee weapons (instead of the usual 1). If equipped with two fighting claws, fighters cannot use any weapon that requires two hands.
Short Long Str. Dam Save Ammo
4 --
12 -1
--
--
--
4+
Pressor Beam
30+2D6 Credits, Rare 8 PISTOL Pressor: Targets hit by this weapon knocked back D6 inches and take a single hit with a strength equal to of the distance traveled. Grenade Defense: If a fighter with a pressor beam may take an Initiative check to knock away any grenade that it about to hit him. If
Melee
--
N/a
Spear
10 Credits, Common PRIMITIVE, SILENT, MELEE, REACH, THROWN, ALWAYS WINS DRAWS A spear may be thrown once per game.
Short Long Str. Dam Save Ammo
Eldar Lasgun
40+2D6 Credits, Rare 8 BASIC, XENO: ELDAR The Eldar are masters of laser technology, and they easily produce the best, most reliable Lasguns available.
Short Long Str. Dam Save Ammo
6 +1
12 --
--
4+
XENO WEAPONS
Dark Lace
280+3D6 Credits, Rare 10 HEAVY, MOVE-OR-FIRE, XENO: DARK ELDAR, UPKEEP, HIGH IMPACT Add an additional D6 to the roll to penetrate armor.
Short Long Str. Dam Save Ammo
12 +1
24 --
-1
2+
Shuriken Cannon
200+4D6 Credits, Rare 8 HEAVY, MOVE-OR-FIRE, XENO: ELDAR, UPKEEP, SUSTAINED FIRE 3 DICE
Short Long Str. Dam Save Ammo
12 --
36 --
D6
-4
4+
20 +1
40 --
-1
2+
Splinter Cannon
100+2D6 Credits, Rare 8 HEAVY, MOVE-OR-FIRE, XENO: DARK ELDAR, UPKEEP, 2D6 SUSTAINED FIRE, BLEEDING WOUND
Short Long Str. Dam Save Ammo
Shuriken Catapult
65+3D6 Credits, Rare 8 SPECIAL, XENO: ELDAR, SUSTAINED FIRE 1 DIE
Short Long Str. Dam
UPKEEP,
Save Ammo
12 --
36 --
-1
4+
12 +1
24 --
-1
2+
Splinter Pistol
15+D6 Credits, Rare 6 PISTOL, XENO: DARK ELDAR, BLEEDING WOUND
Short Long Str. Dam Save Ammo
Shuriken Pistol
30+2D6 Credits, Rare 7 PISTOL, XENO: ELDAR
Short Long Str. Dam Save Ammo
8 +2
16 -1
--
3+
8 +2
16 +1
--
2+
Splinter Rifle
20+2D6 Credits, Rare 7 BASIC, XENO: DARK ELDAR, UPKEEP, BLEEDING WOUND
Short Long Str. Dam Save Ammo
Shuriken Gauntlet
35+3D6 Credits, Rare 8 PISTOL, XENO: ELDAR The Shuriken Gauntlet counts as a second weapon in Melee, even if the fighter is using a two-handed weapon.
Short Long Str. Dam Save Ammo
12 +1
24 --
-1
3+
8 +2
16 --
--
2+
Big Shoota
190+2D6 Credits, Rare 7 HEAVY, MOVE-OR-FIRE, UNWEILDY 4, SUSTAINED FIRE 2 DICE, KNOCK-BACK The Big Shootas high caliber rounds sometimes blow people clean off their feet. On the roll of a 6 to wound, the target is blown D3 inches directly away from the shooter.
Short Long Str. Dam Save Ammo
6 --
12 --
-1
4+
Snazzguns
45+3D6 Credits, Rare 8 BASIC, XENO: ORK, UNWEILDY 4 Snazzguns are custom pieces of Ork weaponry. When the weapon is purchased, roll a D6 to see the upgrade. 1: 2: Hard Hittin. +1 Strength Rapid Firein. If the shooter does not move, he may fire 2 shots during the shooting phase. Range Finda. May measure range before shooting. Snipa. +6 inches to long
12 --
36 --
-D3
4+
Choppa
25 Credits, Common MELEE, UNWEILDY 4
Short Long Str. Dam Save Ammo
3:
Melee
Str.+2
Str.
--
Shoota
30+2D6 Credits, Rare 6 BASIC, UNWEILDY 4, KNOCK BACK The Shootas high caliber rounds sometimes blow people clean off their feet. On the roll of a 6 to wound, the target is blown D3 inches directly away from the shooter.
Short Long Str. Dam Save Ammo
4: range. 5: Reliabo. Only fails ammo rolls on the roll of a 1. Roll to explode as normal. 6: Rokkit Gun. The Snazzgun includes an under barrel mount for a single shot frag missile which may be fired up to the guns max range.
Short Long Str. Dam Save Ammo
12 +1
24 --
-1
4+
Supa Snazzgun
60+3D6 Credits, Rare 10 BASIC, XENO: ORK, UNWEILDY 4, UPKEEP Roll two Snazzgun upgrades.
Short Long Str. Dam Save Ammo
9 --
18 --
-1
4+
Slugga
17+2D6 Credits, Rare 6 PISTOL, UNWEILDY 4, KNOCK BACK The Sluggas high caliber rounds sometimes blow people clean off their feet. On the roll of a 6 to wound, the target is blown D3 inches directly away from the shooter.
Short Long Str. Dam Save Ammo
12 +1
24 --
-1
4+
Kroot Rifle
45+D6 Credits, Rare 7 BASIC, XENO: KROOT, UPKEEP Can be used in melee as a 2handed weapon which hits at Strength +1.
Short
Long
Str.
Dam
Save
Ammo
12 +1
24 --
--
3+
Pulse Pistol
25+2D6 Credits, Rare 8 PISTOL, XENO: TAU, UPKEEP
Short Long Str. Dam Save Ammo
Caltrops turn the ground under the blast template into difficult ground for the remainder of the fight. Any wheeled vehicle passing through the caltrops take an automatic hit to its wheels location.
Short Long Str. Dam Save Ammo
Grenade
--
--
--
Auto
6 +1
12 --
-2
5+
20 Credits, Common USES GAS CLOUD TEMPLATE Models under the template are pinned and must pass an Initiative check or be Stunned.
Short Long Str. Dam Save Ammo
Grenade
--
--
--
Auto
9 +1
18 --
-2
5+
Pulse Rifle
65+4D6 Credits, Rare 10 BASIC, XENO: TAU, UPKEEP
Short Long Str. Dam Save Ammo
15 +1
30 -1
-2
5+
Rail Rifle
90+4D6 Credits, Rare 10 SPECIAL, MOVE OR FIRE, XENO: TAU, UPKEEP, PENETRATOR Adds D3 to the roll to penetrate vehicle armor. All cover only counts as partial cover.
Short Long Str. Dam Save Ammo
Flamer
--
+2*
Auto
GAS
Save
CLOUD
Ammo
16 +1
36 --
D3
-4
5+
Grenade
-1
Disp.
Explosive Arrows
5+2D6 Credits. Rare 7. Explosive Arrows can be used in any Bows, Crossbows, or Hand Crossbows. Explosive Arrows hit at
ARMOR
Armored Power Loader (APL)
160+5D6 Credits, Rare 11 While rare, inventor savants sometimes transform a ships power cargo loader into a personal tank. To operate an APL, the crewman must have access to either the Heavy or Engineering skill table. The APL grants the operator +2 Strength, a save of 3+, and Immunity to pinning. The APL, however, counts as a large target. Additionally, his initiative is halved, and he cannot run, hide, or climb ladders, and he may only charge his normal movement rating. Furthermore, the APL is automatically spotted on Stealth Missions. The armored power loader may be equipped with any weapons from melee, pistol, basic, special, heavy or pit slave weapons list. Any equipment or weapons, however, must be heavily modified for incorporation into the armor, so they are destroyed if removed.
Padded Leather
5 Credits, Common. 6+ Save against primitive weapons. Reduces the strength of falling by 1.
Chainmail
20 Credits, Common 4+ Save against weapons. primitive
Platemail
40+2d6 Credits, Rare 7
3+ Save against primitive weapons, and a 6+ save against modern weapons. 2 to Initiative.
Greaves
5 Credits, Common 4+ Save against leg wounds.
Built into this suit of armor is autoinjectors, auto-tourniquets, hemostatic mesh, and even shock pads to restart the heart. Each of these systems kick in when the wearer has suffered a mortal would in an attempt to bring him back from the brink of death. If this character rolls an 1116 on the serious injury table, instead of dieing, he can roll two more time on the serious injury table, suffering both injuries. There is only so much that the suit can do, however, so he will die as normal if one of the two injuries is also death.
Gauntlets
7 Credits, Common 4+ Save against Arm and Hand Wounds. +1 Strength when fighting unarmed.
Helmet
7 Credits, Common 4+ Save against Head Wound and Shell Shock. Reduce the Strength of any hit from falling by 1.
Smoke Suit
+15+2D6 Credits, Rare +2. This armor has a defensive panic system that kicks out thick smoke. Once per game during this fighters movement phase, you may trigger the smoke suit. Treat it as if a smoke grenade went off centered on this fighter.
Closed Helmet
10+D6 Credits, Rare 5 4+ Save against Head Wound, Shell Shock, Blind in One Eye, and Partially Deafened. Reduce the Strength of any hit from falling by 1. Characters with the Closed Helmet, however, have their spotting distance halved, and they ignore the effects of Horrible and Impressive Scars on a 4+ as well.
Hardening
Rare +1/2. 15+1D6 Credits per point Hardened armor ignores one point of weapons save modifiers. This exotic may be purchased multiple times.
ARMOR EXOTICS
Vital Monitor
+5 Credits, Rare +1/2 This armor monitors the wearers vital signs, which allows for the quick diagnosis of trama by medics in the field. You may re-roll any use of the Medic, Field Medic, or similar skills, as well as the use of Medi-Packs.
Weapon Resistance
Rare +1. 35 Credits This armor is specially modified to stop a certain type of weapon. Resistance give a +2 bonus to the save against that weapon type. When you select this exotic, roll a D6 to see what type of weapontype is resisted. 1: Primitive weapons
Resurrection Suite
+25+2D6 Credits, Rare +1,
2: 3: 4: 5: 6:
Stub Tech (i.e., Stubgun, Shotgun, Heavy Stubber). Auto Tech (i.e., Autopistol, Autogun, Autocannon.) Las Tech (Laspistol, Lasgun, Lascannon) Bolt-tech (Bolt Pistol, Bolter, Heavy Bolter) Energy (Plasma Pistol, Plasma Gun, Melta, Heavy Plasma, Powersword, Powerfist).
Psionic Focus
Rare +3, 30+3D6 Credits WARP TOUCHED, BONDED With the exception of the Tau, every human and xeno has at least a spark of psychic potential. This item fans that spark, and channels it into the form embedded in the weapon. When this exotic is selected, randomly generate a wyrd minor power. The fighter using this item can use this minor power.
Ability Booster
Rare +1 25 Credits Special servos and fibers are built into this armor, which allow it to amplify the wearers strengths or speed. Roll a D6 to see the effect 1-2: +D3 Initiative 3-4: +1 Strength 5: +1 Movement 6: +1 Strength, +D3 Initiative
Life Drinker
Rare +2, 20+3D6 WARP TOUCHED, BONDED, MELEE WEAPONS AND ARMOR ONLY Whenever you take an enemy out of action in Melee combat, remove all flesh wounds that this character has suffered.
Mechanical Wings
Rare +2 40 Credits The armor has built-in wings, which function just like the Wings mutation.
Veil of Shadows
Rare +2, 10+3D6 Credits WARP TOUCHED, BONDED, ARMOR ONLY At a thought, murky darkness envelops you. Sentries are at 3 to spot you. You may also go into hiding even if you are not in cover.
WEAPONS EXOTICS
Armor Piercing
Rare +2, 10+2D6 Credits The weapon increases its save modifier by 1 (e.g., from a 1 to a 2). In addition, add 2 to any roll to penetrate vehicle armor.
Gatekeeper
Rare +3, 40+4D6 credits. Place one gate adjacent to you and the other gate up to 3D6 inches away. Anyone may pass through the gates in either direction. The gate remains open until either you pass through it or you voluntarily close it.
Bloodied
Rare +2, 20+3D6 Credits WARP TOUCHED, BONDED This weapon glows with a crimson light when it tastes blood. Each wounding hit increases the Strength of this weapon by +1 (to
Deadeye Accurate
Rare +2, 20+2D6 Credits RANGED WEAPONS ONLY
+1 to hit at all ranges when the shooter does not move. May not be used in connection with moveor-fire weapons.
Reliable
Rare +3, 20+2D6 Credits RANGED WEAPONS ONLY The gun that just wont let you down. You may re-roll any failed ammo roll. You must accept the result of the re-roll, however, even if it is worse.
ROF Accelerator
Rare +1, 10+D6 Credits SUSTAINED FIRE WEAPONS ONLY A high tech ammo feed system increases the weapons rate of fire. This weapon now fires D3+1 shots per sustained fire die
Rending
Rare +1, 10+2D6 Credits MELEE WEAPONS ONLY After each round of melee combat, roll a D6 for each weapon your opponent used. On the roll of a 6, that weapon is damaged and cannot be used any further in this game. Damaged melee weapons can be repaired at the end of the encounter.
Legendary
Rare +4, 40+3D6 Credits This weapon was once wielded by one of the great legends of the Fringe. Its reputation outshines your own. With it in your hands, however, that is soon going to change. +2 experience for every wounding hit scored with this weapon. The fighter wielding the legendary weapon is also at +1 Notoriety.
GEAR
Artifact
D6 x 5 Credits. Rare 7. Roll a D6 on the Artifact Table:
Long Arm
Rare +3, 20+3D6 Credits RANGED WEAPONS ONLY This weapon is modified to make it accurate at much greater distances. The weapon may fire at extreme range, which is equal to the weapons total range. You may only fire at extreme range, however, if you have not moved.
Artifact Table
1:
This
23: 4 5:
Matched Pair
Rare +2, 20+D6 Credits ONE HANDED WEAPONS ONLY You must purchase two of the same weapons. When both weapons are used together in melee, you fight with +1 attack and +2 Initiative.
Valuable: This artifact may be sold next post-game phase for D6 x 5 credits. Relic: This artifact may be sold next post-game phase for D6 x 10 credits to your income. If you roll a 6, youve found a collector, who pays you an additional D6 x 5 credits commission, which goes directly to your stash. Roll a D6: 14: Archeotech: Roll for a random piece of Archaeotech
6:
56:
LZ is further away than 18 inches, the fighter scatters D6 inches from the LZ (or 18 inches away, whichever is closer). If the jumping fighter lands on difficult terrain, impassible terrain, or some other terrain feature other than normal, flat terrain, the fighter must pass an Initiative test or be pinned and suffer a single hit with a strength equal to the distance rolled on the scatter dice. After each jump, the fighter must pass an ammo roll for the jump pack. If the jump pack explodes, it has suffered a catastrophic failure and flings the fighter 3D6 inches in a random direction. At the end of this movement, the fighter is pinned and suffers damage as if he fell from a height equal to the distance of the scatter. If the fighter lands on his feet, he may take any other actions he could ordinarily take after running. If he declared a charge for his jump pack movement, he may move up to 2 inches after landing if that movement is able to put him into base-to-base contact with the target of his charge.
Camouflage
7 Credits. Common Sentries have -1 to any check to detect an intruder wearing camouflage. A natural roll of a 6, however, will also succeed.
Captains Log
D6x5 Credits. Rare 7 DISPOSABLE ITEM. You manage to locate a text on you ship that was authored by a previous captain. It reveals many helpful secrets. Using the captains log allows you to take this postgame action:
PG A
Increase the ships experience by D6x3 Captain, or Access to By Engineering skill table.
Disguise
10+D6 Credits. Common. 5+ Save verses attracting attention of the authorities.
Extra Clip
5 Credits. Common DISPOSABLE Burn the extra clip to automatically restock a weapon between encounters.
Jump Pack
35+3D6 Credits. Rare 9. Ammo Roll 3+ Instead of running or charging normally, a fighter can use a jump pack to move great distances. Before measuring any distances, the fighter declares a landing zone up to 18 inches away and takes an initiative test. If the test passes, he scatters D3 inches from the landing zone. If the test fails or the
Spare Parts
5 Credits. Common DISPOSABLE Burn spare parts to add +1 to a crewmembers Leadership characteristic for one repair test.
Servitor
25+2D6 Credits. Rare 9. The servitor gives the crew one bonus post-game action that can either be used to unload a compartment or repair a ship location.
Fighters with stick gloves may climb vertical surfaces without a ladder. Treat the vertical surface as difficult terrain. In addition, this fighter may re-roll any falling tests.
Stim
10 Credits. Common DISPOSABLE Burn the stim to automatically pass a toughness test.
Stick Gloves
10+2D6 Credits. Rare 6.
DRONES
Controlled: [Range] Float
Most drones on the Eastern Fringe only have a rudimentary machine spirit, so they generally require a human controller in order to act predictably. At the beginning of the game, identify one crew member who is equipped with a controller or MIU to be the drones controller. If the drone stays within a number of inches equal to the Range, the you may move the drone as normal. If they begin the turn outside of their range, however, they suffer from Stupidity.
Floating drones arent effected by difficult terrain, and they can move up or down a level of terrain without a latter by spending an inch of movement for every inch they want to climb. Additionally, a floating drone can break of from melee combat at the end of a round of combat without provoking a free attack.
HUNTERS
Cost
10+2D6
Numbe 0+ r Faction:
Unliving
Drones are not effected by fear or terror, nor are they effected by gas grenades, poisons, or disease.
NA
Injuries
Unless they have the Fragile ability, roll on the injury table as normal if the drone is taken out of action.
Fragile
Hunters are small, spherical drones that float around the battlefield, propelled by a razor sharp rotor blade that spins along its circumference. Hunters bob into melee, cutting their target to ribbons with these razor sharp blades. M Ws Bs D: 4 3 -Short Long
Some of the smaller drones are easy to break and hard to repair. If a drone with the fragile ability is taken out of action, it is destroyed on the D6 roll of a 14. They receive a full recovery on a 5+.
S 3
Str.
T 3
W 1
Dam
I 4
A 1
Ld 5
Ammo
Save
Melee only
Str.
-1
N/A
Drones with the Stowe ability can be deployed in the pack of the drone controller. The controller can deploy the drone instead of moving or shooting for a round.
SPECIAL
Stowe
KILLERS
5+D6/ 50+3D6 Starting N/A
Cost XP Type Numbe 0+ r Faction:
privateer can sometimes get his hands on the real deal: a Tau Gun Drone. M Ws Bs D: 4 1 3
Short Long
S 3
Str.
T 4
W 1
Dam
I 3
A 1
Ld 7
Ammo
NA
Save
As weapons
Killers are basically rolling, controlled grenades. The controller positions them, and then BOOM! M Ws Bs D: 4 --Short Long
Controlled: 8, Unliving, Float, Upkeep, Armored: 5+ Save. The Gun drone may be equipped with up to two weapons chosen from the Pistol, Basic, and Special lists. You have to purchase these weapons separately. If equipped with two weapons, you may choose to fire one or both. If you fire both, roll to hit once and apply each weapons range modifier separately. For example, if the gun drone is equipped with an Autopistol and a Laspistol, a long-range to-hit roll of a 4 would hit a target with the Autopistol, but not the Laspistol.
S 4
Str.
T 2
W 1
Dam
I 3
A 1
Ld 5
Ammo
Str.
-1
One Shot
Controlled: 16, Unliving, Fragile, Small Target, Stowe. The first cost listed is for purchasing a single Killer, which is destroyed when detonated. The second cost is for purchasing a supply of killers, much as you would purchase a supply of grenades. If a killer starts the game stowed, it may be deployed by throwing it like a grenade. If wounded, the Killer self destructs
SPECIAL
METAL MAN
Cost
SPECIAL
Save
230+4D6
Numbe 0+ r Faction:
70+3D6
Numbe 0+ r Faction:
S 6
Str.
T 6
W 2
Dam
I 2
A 2
Ld 5
Ammo
Save
Melee only
Str.
-1
N/A
Controlled: 4, Unliving, Upkeep, Intimidate, Immune to Pinning, Clumsy, Armored: 4+ save. The Metal Man may be equipped with up to two weapons chosen from the Pistol, Basic, and Special lists, or one weapon from the Heavy List. You have to purchase these weapons separately. SPECIAL
SPACE SHIPS
Toughness (Armor)
Toughness is the ships armor and structural integrity, and thus is used to determine how much punishment the ship can take. The average ship toughness is 3.
Wounds (Reliability)
Movement (Range)
The Movement stat represents the ships speed and range. The higher the movement, the more ports-o-calls it has access to. The average Movement 2.
The wounds stat represents how reliable the old hulk is, and how much its capabilities are hampered by damage. The wounds stat is also used as a save against malfunction, so a high wounds value will keep your maintenance cost low.
Weapon Skill primarily represents maneuverability and raw dogfighting potential. The higher the Weapons Skill, the more responsive and agile the ship is to the controls of the pilot. The average ship weapon skill is 3.
Attacks (Batteries)
Attacks represent the number of weapons systems the ship has, and therefore the number of different threats it can employ in a toe-totoe fight.
Initiative (Security)
Ballistic Skill represents the ships sensors and targeting system. It is used for orbital support, spotting the movements of enemy reinforcements, and the like. The average Ship Ballistic Skill is 3.
Like wounds, Initiative functions slightly different for ships, as initiative represents how likely your ship is to detect intruders and how secure your precious cargo is from raiders and thieves. The average ship initiative is 3.
Strength (Power)
Leadership
Strength is the ships raw power, both in its engines and in its guns,
The ships leadership value represents how trained and effective the crew is at being a
crew and how response they are in a crisis. The leadership value is a modifier that is applied to your Captains leadership for all
leadership-based checks that the ship is required to make. The average ship leadership is -1.
ORBITAL SUPPORT
CALLING IN SUPPORT
It will often be the case that the team in the field will want to get in touch with the HQ ship in orbit to call for a re-supply drop, a scanner sweep, or even some orbital supporting fire. Once per turn, you may attempt to call in orbital support by making a successful Ship Leadership check. If the check fails, the message was garbled, the orders were misunderstood, or the plea fell on deaf ears as the comms-man was away from his post having a smoke. The GM can modify the Ships Leadership check as appropriate to account for things like atmospheric interference screwing up the comms, or the ships crew being distracted by fending off a flight of raiders as the ground crew desperately tries to make it to the extraction zone. (like a drop pod or a supply pod) to the surface, or whenever it wants to rain down death with a support weapon, it uses the rules for Orbital Targeting. Orbital targeting uses the ships Ballistic Skill and (with a few exceptions) follows all the normal rules for shooting. (This means that, if you are unsure how something should work, just ask yourself how it would work if one crewman was firing at another). In the turn that the un-piloted craft or weapon arrives, you may target any point within the ships line of sight, which is determined by looking straight down from directly above the table. If you have LOS, roll to hit as normal, including the modifiers listed on the table below. Wounds and injuries work as normal.
TRAVEL TIME
Given the sheer distance that a ship or a weapon has to travel when coming in from orbit, there is typically a delay between when the support is launched, and when it arrives on the battlefield. Instead of using complicated math to work out how long that delay is, N:P uses a more abstract method to represent travel time. The GM decides on a target number, depending on how far away the support is from the battlefield. At the beginning of the
RESERVES
Models not deployed on the battlefield are automatically placed in the gangs reserves, and it should be noted their location (i.e., on the ship, in the drop ship, etc.). Reserves can be called in with a support action if they have some method of transport (i.e., the drop ship, teleporter, drop pods, etc.).
ORBITAL TARGETING
Whenever the headquarter ship wants to send an un-piloted craft
SPACE SHIPS
turn, the player rolls 2d6 and adds the supports Speed value. If the result meets or beats the target number, then the ordinance or drop ship arrives that turn and can be deployed in the manner described below. Otherwise, if the support does not arrive, roll again at the beginning of your next turn and each turn after that, doubling the supports speed value for the second turn, tripling it for the third turn, and so on. For example, a drop ship with a speed of 3 is flying in from low orbit: traveling time 15. The first turn, you roll 2d6+3, which fails. The next turn, however, you roll 2d6+6, which has a much better chance of arriving. If it doesnt arrive, however, the turn after that you will roll 2d6+9. if the shot hits, roll the scatter die for each D6 separately.
STANDARD DEVIATION
In addition to a speed characteristic, some weapons and ships also have a characteristic called standard deviation, which is the number of D6 inches that the weapon scatters if you roll the bare-minimum to hit. For every point of success or failure, however, subtract or add one die from the standard deviation. For instance, if you need a 4+ to hit with Thor Rockets (Standard Deviation 2), the blast marker will scatter 2D6 even if you roll a 4 to hit, but if you roll a 5 to hit, the weapons scatter will be reduced to 1D6. If you roll a 1, however, the weapon will scatter 5D6. If the shot misses, the blast marker moves the full distance in one randomly determined direction, but
weapons ammo roll. If the ammo roll fails, then that weapon cannot be used until after the next fullblown post-game phase. Also, it is possible for the weapon to blow up as per the rules for exploding weapons: if that happens, work out an immediate hit on the Ship Damage Table.
DROP SHIPS
Every ship comes standard with a drop ship that is used to ferry troops and cargo to the planetary surface. In general, drop ships use all the rules for Skimmers from the Ash Wastes vehicle rules, with the following special rules. For more information on kitting out your drop ship, see the Shipyard.
Landing Stunts
Touch and Go +2 to landing check. The touch and go is a stunt that allows the pilot to land, drop off his cargo or passengers, and begin the return trip all in the same turn. Instead of waiting until the following turn to return to space (and giving his enemies a full turn to take pot shots), a successful touch and go can return to space in the same turn as it touches down. Hot and Heavy +2 to landing check. A pilot flying hot and heavy screams into the atmosphere like a bat out of hell, dropping altitude far to quick to be good for his health. However, this makes it very hard for enemy antiaircraft weapons to target him. Any shots targeting the drop ship suffer an additional 2 penalty to hit. Precise Placement +3* to landing check. Sometimes, putting her down on the exact spot that you are told to is worth a little extra risk. If the pilot unmodified landing check comes in under his leadership, he puts the bird down right on target regardless of whether or not he passed by enough to overcome the standard deviation. However, if he fails, add +3 to the landing check to determine the extent of failure. Nifty Flying +2 to landing check. The pilot manages to guide the bird into a place that he usually would not be able to hit. The LZ can be placed in a location not viewable from
SPACE SHIPS
directly overhead as long as a shipsized object would be able to maneuver to it.
SHIP-TO-SHIP COMBAT
OVERVIEW
In an effort to make ship-to-ship combat as seamless and unobtrusive as possible, the N:P combat rules rely heavily upon rules that Necromunda veterans are familiar with, such as melee combat.
RUNNING
Ships will not always want to stand and fight: discretion, the better part of valor, and all that. At the start of combat, either ship can declare that it is running. Make an opposed maneuver test. If the runner wins, he is able to get enough distance to safely make a jump into the warp. If the pursuer wins, however, he may choose the distance for this round of combat as normal. If the runner is caught and engaged in combat, he is sorely at a disadvantage because most ships have no aft guns, so the most he can do is attempt to avoid the oncoming fire. The running ship may not make any firing attacks, and he may not strike back if he wins the round of dog-fighting.
OPPOSED TESTS
Occasionally, the ship-to-ship combat rules will require the players make an opposed test for a certain stat. To do so, each player rolls one D6 for each ability point for that stat, and each 5+ rolled is a success. The ship with the most successes, then, wins the opposed test. For instance, if the Corona Runner, WS 5, is trying to maneuver into an advantageous position against the Foehammer, WS 3, the Corona would roll 5 dice and the Feohammer would roll 3 dice whoever gets more successes (5+s) gains the upper hand.
DOGFIGHTING
Close range ship-to-ship combat works just like hand-to-hand combat. Each player rolls a D6 for each of his ships attacks and adds his ships WS to the highest roll. 1s count as fumbles and every 6 after the first counts as a critical. The ship that gets the highest score inflicts the difference in hits. For each hit, compare the winners strength to the loser's Armor on the to-wound table.
RANGE
There are two ranges for ship-toship combat: short and long. Some options, such as ramming, are only available at short range, and some options, such as running, are only available at long range. Combat always starts at long range. If one of the combatants wants to change range, both ships make an opposed maneuver test, with the winner setting the range for the round of combat. In the event of a tie, the range stays the same as it was the previous round.
SHOOTING ATTACKS
Some captains also purchase special weapons systems for their ships, such as lances or torpedoes, that allow for shooting attacks to be made at either short range or
SPACE SHIPS
long range, depending weapons characteristics. on the combat is fought, the initiative switches to the player with the next highest score, and that player may choose any one unengaged ship to engage any of his opponents ships. One all ships are engaged and all combats are resolved, the players roll initiative again for the next round.
After range is determined, either player may attack with special weapons systems that are effective at that range. They may shoot in addition to dogfighting for the turn. For the target number to hit, compare the attacking ships Ballistic Skill with the defending ships Weapons Skill on the towound table from the ORB. Any hits wound and do damage as described in the Damage section below. Shooting Attacks are simultaneous, so both players roll their attacks before assigning the effects of damage.
Intercepting
Whenever a players ship is engaged, if he doesnt like the match-up, he may have any other unengaged ship try to intercept the attacker. The attacker and the interceptor engage in an opposed maneuver test. If the attacker wins, he attacks his chosen target; if it is a tie or the interceptor wins, the interceptor engages the attacker.
Fighters
Ships with a vehicle bay can house and deploy any fighters it may have in combat. Fighters have all the same basic characteristics as ships. Since fighters are smaller targets and much more maneuverable than their ship counter-parts, they are exceedingly hard to hit with a ships main guns. As such, they receive a 4+ unmodified save when they are attacked by nonfighters.
Every attacker gets +1 to Weapon Skill, and +1 Attacks for each ship that has fought before it. This boost to Weapon Skill also affects maneuver tests to set the range. Alternatively, a fighter that is engaging a larger ship may forego the multiple combatant bonus to try to strike the opposing ships Achilles heal. This is called a Pinpoint Strike: if the fighter wins the combat, the fighter can either take +/-1 on the location roll, or it may treat the opposing ships Toughness as 2 less for this round of combat. For example, Captain Maliks ship the Nova is set upon by the pirate ship Ravager and its fighter, the Pillage. So Malik launches his fighter, the Skyburst. For initiative each player rolls 2d6 and adds his ships leadership. The
MULTIPLE COMBATANTS
Initiative
If there are multiple ships in the fight, each player rolls 2d6 and adds his flagships leadership (the flagship is the ship with the captain on it.) The player with the highest score gains the initiative, and may choose any one of his ships to engage any one of his opponents ships. Once that
pirate wins the initiative and declares that the Pillage will engage the Nova. Malik doesnt like that, so he comms for the Skyburst to intercept. Both fighters have a WS of 5, so each player rolls 5 dice to see how many 5s or better they can roll. The Pillage roles 1, 3, 3 4, 6, for one success, and the Skyburst rolls 1, 4, 4, 5, 6 for two successes. The Skyburst wins and engages the Pilage before it can attack the Nova. Initiative then goes to Captain Malik. Since the Skyburst is engaged, his only unengaged ship is the Nova. He decides to pick a fight with the Ravager, and there is nothing the pirate can do about it, because his only other ship is already engaged
DAMAGE
Whenever a hit is scored though either dogfighting or shooting attacks, roll to wound as normal by comparing the ships or weapons strength against the targets toughness.
SPACE SHIPS
D6
1
4 5 6
Weapons: The fire control and/or weapons batteries are damaged, reducing their effectiveness. Roll a d6 to see what is effected: 1-2: -1 Strength 3-4: -1 Attack 5-6: A randomly selected special weapon is knocked off-line Armor: The ships Toughness is degraded by one point. No reliability save. Control Surfaces: -1 to Weapon Skill. Reliability Save. Engine Room: The ships engine room takes a hit; roll a d6 to see what was effected: 1-3: -1 Movement 4-5: -1 Wound 6: -1 to Both Movement and Wounds
For every wound that is scored, roll a d6 on the Damage Table For every location other than the Crew Compartment and Armor, the effects of the hit are determined by how many times that location has been hit. The first time a location is hit, it degrades by one point, the second time, two points, etc. Note: the location is the first d6 roll, so if you are hit in Fire Control once, and then get hit in the Comms, you will take two points of damage to the Comms, because they are each
and
control
Reliability Save
Whenever damage is sustained to anything except for the Armor and the Crew, the ship can make a reliability save to see if the "bucket of bolts can hold together for just a little bit longer." If the save is successful, the location takes no damage, but it still counts as a hit for the amount of future damage.
Critical Wounds
If the attacker rolls a 6 to wound, roll the die again: if the second roll also wounds, you have scored a critical wound. If it doesn't, the shot wounds as normal. Critical wounds always do damage even if the ship makes its reliability save. If the ship fails its reliability save, the critical wound does +1 damage
For each raider/defender with 200+ experience For each raider/defender with 400 experience Any special equipment abilities or
The bonuses are cumulative, so a raider with 400 experiences adds 5 dice to the pool. Once each players dice pool is determined, both players roll that many D6. Every 5+ rolled counts as a success, and every 1 rolled eliminates one die from the other players pool. The player that scores more success wins that round of combat and any additional success are added to the winners success total.
Ships can only take so much damage before critical systems fail, and the ship is dead in the water. If Weapon Skill, or Strength is ever reduced to zero, then the fight is over. The ship is dead in the water, and the crew should prepare to be boarded.
BOARDING ACTIONS
For the sake of convenience, it is assumed that all off-story boarding actions against the player are repulsed, eventually. (Its bad form for the GM to enslave a whole ship because of bad dice rolls.) The only question then is, how much stuff is destroyed or stolen in the boarding action. As the first step in the boarding action, the attacking player nominates the members of his crew who will take part in he raiding party and the defending player nominates his defenders. Step 2, then, is to calculate each players starting dice pool, which is done as follows: +1 Die +1 Die Each raider/defender Each raider/defender with 61+ experience
SPACE SHIPS
The fight didnt go too well for Captain Malik and the Nova. In fact it went down-right awful, and he is about to have pirates swarming over his decks. Nine pirates plus the pirate captain (who has 61 experience) attack for a total of 11 D6 in their pool. Malik defends with seven crew plus himself (210xp) for a total of 10 D6. Both players roll their pools, and the pirate gets 6 successes to Maliks 4, so the pirate wins the round of combat and adds 2 to his success total. Maliks crew, however managed to take out two of the pirates (by rolling two 1s, so the pirates pool is reduced to 9 for the next round. modifiers the compartment may have for additional security measures. The effect of looting a compartment is detailed further in the compartments description, but generally it involves losing the benefit of that compartment for a certain period of time. Defenders who bottle out surrender, and the raiders help themselves to the cargo holds. If the defenders surrender, they lose everything in their stash and any income they would gain from the ships compartments in the next post-game phase. Exceptions to this, however, are compartments filled with raw materials, which are too labor intensive to steal. Compartments with the hidden characteristic, such as smugglers hatches, get their save to see if the raiders missed.
Like other scenarios, boarding actions end when one side bottles out. Raiders have to begin making bottle checks once theyve lost 25% of their dice pool. Since the defenders have nowhere to run to, they dont have to make a bottle check until they have taken 50% casualties. For every three successes in the defenders success pool, the Leadership characteristic of the raiders captain is reduced by one for the rest of the boarding action. Raiders who bottle flee back to their ship and leave with anything they were able to get their hands on. The raiders use the successes in their success pool to buy the right to loot compartments of their choice. The price for looting any particular compartment is equal to the defending ships Initiative characteristic, plus or minus any
REPAIRING SHIPS
When a ship has been beat to hell, it doesnt just repair itself, but usually a good grease monkey will be able to get her up and running again. After the fight is over, for every location that has been damaged, you must assign a crewman or juve to repair the location. Most Captains, Elites, and Specialists are far to important to fix the leaks, but any Specialist or Elite with access to the Engineering skill table can be assigned as well. To see how bad the damage is, roll 2D6, and add 1 for each point of damage the location has suffered. Then subtract the assigned crewmans leadership, and refer to the table below. If you roll a 12, the crewman has botched the job, and inflicts an additional point of damage to the location. For example, a crewman (LD 7) has been assigned to repair the two points of damage the ship has suffered to its Movement. The 2D6 repair roll is a 6, +2 for the
damage, for a repair total of 8. Since the crewman only has a 7 leadership, there is 1 point left over, so on the ship repair table youll have to spend a post game action to remove damage.
You must pay 15 credits per point of damage to repair the location. Unfortunately, the parts that you need to fix your ship arent readily available, but with a little looking they should turn up. To repair you ship, you need to make a Rare 5 6 roll, and pay 10+d6 credits per point of damage. In addition, any upgraded systems that operate off that characteristic are disabled until the damage is repaired. Rare 7(9); 15+d6 credits per point of damage, and the statistic is reduced by 1 6 permanently unless you can find the extra rare parts. Rare 7(9); 15+d6 credits per point of damage, and the statistic is reduced by 1 7 permanently unless you can find extra rare parts. All upgrades that operate off that characteristic are disabled until the damage is repaired Rare 9; 20+d6 credits per point of damage, and the statistic is reduced by 1 8 permanently. +1 per point of damage +1 if repair test was failed
SPACE SHIPS
SHIPYARD
The ships of the privateer fleet are many centuries older than their captains and crew. While some ships have remained in the same family for generations, many have been stolen, salvaged, or lost on a hand of cards many times over since they were launched from the manufactorium so many years before. Their secrets forgotten with their forgotten crews. It is a daunting task for a fresh crew to coax their new prize into space, so unsurprisingly they have little idea of the ships true potential. In time, however, they become more familiar with her needs and tendencies and can get more from their ship than they ever expected.
SHIP CONSTRUCTION
There are three main components to any ship: (1) the ships class, which is the ships size, basic stats, and advancements; (2) its fittings, which are the compartments themselves and upgrades, and (3) any additional equipment you have cash left over to buy. The player has 1000 credits to purchase his ship.
modify their pilots corresponding skill. On the battlefield, drop ships count as light skimmers from the Ash Wastes rules.
SHIP EXPERIENCE
As the crew becomes more familiar with the ship, they learn its secrets and how to get the most out of its systems. This could be something as simple as a tweak of the power coupler, which gives the ship a little extra boost, to the discovery of a secret compartment filled with artifacts from an ancient civilization. To represent this learning and discovery process, the ship has an experience total just like its crew, and rolls for advances on its respective ship class advancement profile. In general, the crew gains experience with its ship in the following circumstances (but as usual, the GM is welcome to modify these rewards to fit the situation). +D6 Per taking part in the campaign round. +5 Per wounding hit from an orbital support weapon.
Standard Equipment
Each Ship comes with all the necessary equipment, like engines, communications, sensors, and the like. Of particular note, every ship comes with a defense system that allows it to attack with its Strength in a Dogfight, and a drop ship with the following stats.
DROP SHIP
Cos t
M 2
(Included)
WS -1 BS -2
Compart ments
S 2
T 3
W 3
A 1
LD
The Movement characteristic is the drop ships speed for the purpose of travel time. Stats without entries use their pilots corresponding skill. Stats with negative numbers
+3 Per wounding hit in ship-toship combat. +5 For repelling a boarding action. Ships advance at the following rate: 0-10 11-19 Green Crew Crew
Crew Crew Able Crew Able Crew Able Crew Veteran Crew Veteran Crew Veteran Crew
SHIP CLASSES
SCOUT CLASS
Cos t Mai nt.
M 4 1 1 2
320
Compart ments
12 17%
I 2 A 1 LD --
Secret Compartment
Upkeep
WS 5 BS 2 S 2 T 3 W 4
FRINGE RUNNER
Cost Main t.
M 2 W S 3 B S 3
130
20 25%
I A LD -1
Scout Class ships are a favorite among treasure hunters and explorers due to their speed, range, and very high reliability. They are not, however, much good in a toe to toe fight.
S 3
T 3
W 3
3 1
Advancement Profile
2 3 4 5 6 7 8 9 1 0 1 Survey Easy to Fix Sensor Cloaking 1-4: +1 M 5-6: +1 S 1-4: +1 WS, 5-6: +1 BS 1-2: +1 Compartment 3-6: +1 Edge 1-3: +1 LD 4-6: +1 I 1-4: +1 W 5-6: +1 T Quick Jump Precise Flying
Fringe Runners are the most versatile ships in the privateer fleet. Although they dont excel in any role, they can be adapted to pretty much any challenge the fringe puts to them. Also, with so many fringe runners coming and going, a savvy captain can often avoid unwanted attention by looking part of the crowd.
Advancement Profile
2 3 4 5 6 7 Easy to Fix Boarding Defense Blend In 1-3: +1 M 4-6: +1 S 1-3: +1 WS, 4-6: +1 BS 1-3: +1 Compartment 4-6: +1 Edge
8 9 1 0 1 1 1 2
1 1 1 2
SHIP ABILITIES
ADAPTABLE
The crew always seems to discover just what the captain needs. When you roll a characteristic advance, if the captain can pass a leadership check, you may choose between the two options.
TRADESMAN
Cost Main t.
M 1 W S 2 B S 3
200
30 30%
I A L D -1
BLEND IN
S 4
T 5
W 2
3 1
Seen one fringe runner, youve seen them all or so at least the customs officials seem to think. You dont attract customs unless you roll 4 1s on the income/event roll.
While they pale in comparison to the in-world hulks and generation ships, tradesmen can still fit massive amounts of cargo. These lumbering ships, however, are tempting targets for pirates, so it pays to spare some of that cargobay space to house a fighter or two. Special: Cargo Bays Cost 200
BOARDING DEFENSE
A past captain has set up a clever trap to blunt the spearhead of any raider assault. Before the boarding action begins, roll 5D6. For each 4+ rolled, remove one die from the raiders die pool.
CARGO SHIP
Advancement Profile
2 3 4 5 6 7 8 9 1 0 Cargo Ship Colony Ship Efficient 1-2: +1 M 3-6: +1 S 1: +1 WS, 2-6: +1 BS 1-4: +1 Compartment 5-6: +1 Edge 1-3: +1 LD 4-6: +1 I 1-2: +1 W 3-6: +1 T Boarding Defense
You discover that this ship was designed with the efficient loading and unloading of cargo in mind. You get one bonus post-game action that can be used to unload a cargo bay.
COLONY SHIP
You discover that this vessel was originally commissioned as a colony ship. While it has been largely refit, some of the advanced life support systems still exist and can be brought back online. Each crew compartment can now support 7 crewmen.
EASY
TO
This ship is a dream to maintain. All crewmembers receive +1 to their leadership for the purpose of making repairs.
FIX
pay good money for. The Survey ability opens up the following postgame action.
PG A
EFFICIENT
Survey Intel
Actions 1
PRECISE FLYING
If you pass a reliability check, you may ignore one fumble each round of combat.
SECRET COMPARTMENT
QUICK JUMP
If you win the maneuver roll in combat, you may attempt to flee even if you did not start at long range. In order to flee, however, you must win two additional maneuver tests, (rather than the usual one additional maneuver test.)
You have found a secret compartment tucked between two bulkheads. It doesnt appear to have been opened in ages. The Ship gets a free Smugglers Hatch (which does not take up any of the ships compartments).
RETROFIT
The ships bays are design modularly for ease of removal and refitting. Refitting a bay takes only 1 post-game action, regardless of the number of compartments. Also, youre able to recover 75% of the credits you spent on the old bay.
SENSOR CLOAKING
Youre crew has discovered a system that masks your ships energy signature. Enemy ships do not locate you unless they can pass a successful ship leadership check. Any ship that doesnt spot you is at 3 to Weapon Skill for the first round of combat.
SURVEY
Turns out the ship you stole has some handy sensors for detecting mineral and gas deposits information that the mining cartels
FITTINGS
CARGO BAY
Cost
250 4
40
Compartment s
Rarity Rare 6
Compartment +1 s Prereq. NA
This cargo bay only requires 1 post-game action to unload. UPGRADES UPGRADES This is a system of conveyers, hoists, and robots that make this bay a breeze to load and unload.
The cargo bay is the main way of making money for legitimate traders. Unload Actions 2 Cargo Income: 2D6 x (Cargo) By Crew, Juves
PG A
SPECIAL
Refrigerated Compartment
100
Income: +1D6x(Cargo) A refrigerated compartment allows the ship to carry frozen produce and other choice goods.
Security 1 LOOTING A cargo bay that is looted generates no income in the following post-game phase. The raider gains 2D6x20 Credits worth of loot.
Secure Bay
Compartments -Prereq. NA
SMUGGLER HATCH
Cost
150 2
Compartment s
A smuggler hatch is a cleverly hidden stow that allows a gang to move contraband while minimizing the risk of being caught.
SPECIAL
When the hold is first selected, choose one of the following: Small Cargo Bay: Unload Actions 1 Cargo Income: D6 x (Cargo) By Crew
PG A
LOOTING
If looted, the smuggler hatch generates no income in the following post-game phase. The raider gains 1D6x20 Credits of loot.
SPECIAL
Hidden: This bay ignores Customs results on the roll of a 4+. An attempt to loot this compartment will fail on the roll of a 4+. The raider loses one success from his pool for each unsuccessful attempt.
Living Quarters: Increases crew size by 3. Brig: As Brig, but since it is not designed to keep people in, its security rating is 2. Vehicle Bay: May house one bike-sized vehicle.
PG A
Modify Hold
Actions 1
Hideaway
UPGRADES
Compartment -s Rarity Common Prereq. Cost
Change the Hold to another function. By Crew See the Looting result for the Cargo Bay, Living Quarters, Brig, or Vehicle Bay.
15
One outlaw or Xeno may benefit from the Hidden save when the ship is searched by a Customs Raid.
HOLD
Cost
ARMORY
125 2
Rarit Common y Upgrade 0 s Cost
LOOTING
50 1
Compartment s
Compartment s
A hold is a multi-purpose space in a ship that can quickly be adapted for multiple roles.
While most crewmembers usually keep their personal weapons close at hand, the ships armory is where extra ammunition and weapon replacement parts are kept. SPECIAL +1 to all restocking rolls.
LOOTING
If looted, the armory provides no bonus for the next campaign round. The raider receives 2D6 Extra Clips.
Compartment s
Upgrade s
01
The living quarters on a ship is the space dedicated for feeding, recreation, and sleep. SPECIAL LOOTING Each living quarters increases the maximum crew size by 5.
BRIG
Cost
30 1
Compartment s
The raiders smash up the crews cabins and steal their personal effects. Everyone is real pissed about it. 1 to the ships leadership and Edge for the next campaign round. The raiders get D6 x 5 credits worth of loot.
Slave Trader
Actions 1
--
Supermax Cell
UPGRADES
Compartment -s Rarity Common Prereq. NA Cost
UPGRADES
The ships air scrubbers and food reclamation machines have been modified to boost efficiency.
Luxury Accommodations
40
30
The security rating for this brig is +2 Extra security for those extra troublesome captives.
+1 Edge.
LIVING QUARTERS
Cost
50
Rarit y
Common
PASSENGER CABIN
Cost
Luxury Cabin
Compartment 1 s Rarity Common Prereq. NA Cost
100 1
Compartment s
100
You expand the passenger cabin to attract the higher end fairs. UPGRADES The Find Fairs post game action now makes D6 x 10 Credits. If the passenger offers to joint your crew, roll a D6 and select an archetype from the following: 12: Juve 34: Crewman 5: Specialist 6: Elite
Freelancers often take on passengers for extra cash or to lend their coming and going a little extra credibility.
PG A
Find Fairs
Actions 1
SPECIAL
Income: D6 x 5 Credits. Only 1 Find Fairs PGA can be taken per Passenger Cabin. On the D6 roll of a 6, the passenger offers to join your crew. Add a Juve from a common archetype of your choice to the crew. By Crew, Juve
HIDEY HOLE
Cost
50 1
Compartment s
LOOTING
The raiders capture the passenger and may sell him or her into slavery for D6 x 5 credits. The crewmember must pass a leadership check to successfully complete the Find Fairs PGA. This penalty lasts until you pass the Leadership check.
A hidey hole is a little nook that has been specially disguised to be all but undetectable. They arent large enough to hold cargo, but they are perfect for stashing the crews Tau crewman when Imperial Customs officers are knocking on the hatch. Up to three Xenos, Outlaws, or Items from the stash may be tucked into the hidey hole. People and Gear in the hidey hole will not be detected by customs on the roll of a 2+
LOOTING
SPECIAL
Hidden Stash
UPGRADES
Compartment Cost 25 -s Rarity Common Prereq. NA
Gun Smithy
UPGRADES
Compartment -s Rarity Common Prereq. NA Cost
30
The crews stash is hidden away. +4 save against any raiders attempting to loot the stash.
Ignore one first failed ammo roll each encounter. You may choose when this is used.
WORKSHOP
Cost
MEDBAY
Rarit Common y Upgrade 01 s Cost
100 3
65 2
Compartment s
Compartment s
The workshop has generalized tools and equipment for repairing the ships equipment and the gangers weapons. You may take one of the following post game actions:
PG A
The primary purpose of the medbay is to keep the crew healthy over long trips in space, but it also comes in handy when youve been shot. You may re-roll one serious injury per campaign round. This re-roll may only be used if the injured fighter can be evacuated to the ship. If the injured fighter passes his toughness test to take part in further encounter, he starts the encounter on board the ship in the crews reserves. The raiders steal D6 Stims. LOOTING You may not use the medbay for the following campaign round.
SPECIAL
PG A
Repair
Actions 1
Save D6 x 10 credits on one repair By Crew, Engineering The raiders steal 2D6 spare parts, and smash the workshop up good. The crew cannot use the workshops post game actions during the next postgame phase.
LOOTING
SPECIAL
Maintenance Actions 1
Extra Bed
Compartment -s Rarity Common Prereq. NA Cost
75
The Reliquary adds one D6 to the Preach post game action available to missionary crews. In addition, your crew has access to the following PGA. SPECIAL
PG A
Rehabilitation Center
UPGRADES
Cost
Meditate
Actions 1
100
Rarity Rare 9
Compartment +1 s Prereq. NA
The rehabilitation center is filled with specialized equipment that can be used by fighters to recover from their serious injuries. You gain access to the following post game action:
PG A
If this fighter passes a Leadership check at 2 to his Leadership, the crew gains one bonus Edge for the following campaign round. By Elite, Specialist, Crew
Rehab
Actions 1
RELIQUARY
Cost
75 2
The reliquary is a place where those devout to the Emperor can pray and meditate on the presence of objects of the Emperors grace.
TRAINING FACILITY
Cost
UPGRADES
Compartment s
LOOTING
On the D6 roll of a 6, remove the effects of one serious injury. By Any crew with a serious injury
If looted, the raider desecrates the holy shrine and steals its relics. The looter gains D6x5 credits worth of loot. Also, the reliquary may not be used until Rare 7 relic costing D6x10 credits is acquired.
Relic Acquisition
Cost
30
Rarity Rare 7
Compartment -s Prereq. NA
The Reliquary adds an additional D6 to the Preach post game action. In addition, fighters meditating at the reliquary no long suffer the 2 penalty to leadership.
50 1
Compartment s
SPECIAL
PG A
Train
Actions 1
Juve: Gain 1 experience Crew: Gain D3 experience. Crewman with 60+ xp may not use the training facility. By Crew, Juve
VEHICLE BAY
Cost
50 1
Compartment s
LOOTING
Vehicle bays allow for the housing and storage of terrestrial or space vehicles. House up to 4 bike-sized vehicles. A light vehicle counts as 2 bike-sized vehicles, and a heavy vehicle counts as 3 bike sized vehicles. Note, the Crews drop ship has its own dedicate space, so it does not require a vehicle bay and it does not take up space in the ships other bays. The looters steal D6 spare parts. LOOTING UPGRADES
Training Manual
UPGRADES
Cost
25
Rarity Rare 7
Compartment -s Prereq.
When the training manual is purchase, choose a skill table. Any fighter taking the Train PGA may reroll any advances rolled on this skill table.
DAMAGE CONTROL
Cost
50+2D6 2
Compartment s
SPECIAL
Repair Bay
Compartment s Prereq.
Cost Rarity
SPECIAL
Make a Ships leadership check at the end of each round of shipto-ship combat. If the check passes, you may repair one point of damage to a location of your choice.
TELEPORTER
Cost
200 1
LOOTING
The damage control is knocked offline and may not be used. To repair the damage control, you need a Rare 7 part that costs D6 x 10 credits.
Compartment s
Although the technology for teleportation exists, teleporters on privateer ships are very rare.
With a command action, up to three fighters in reserves can be deployed anywhere on the battlefield. The standard deviation for the teleporter is 2D6, but because of its inherent safety systems, it will not teleport fighters into an obstacle or leave them to fall in midair. If the deviation takes them off the battlefield, however, they may not take part in the encounter. The raiders smash up the teleporter. It may not be used until it is repaired, which requires a Rare 9 part that costs D6 x 10 credits.
SPECIAL
LOOTING
LOOTING
SPECIAL
Imperial authorities tend to frown on their use because of the dangers inherent in sending men through the warp.
A drop pod can hold up to 3 crewmen or 1 bike-sized vehicle (plus crew). A drop pod can be called in with a command action. All normal orbital targeting rules apply. Once the drop pod has touched down, the crew may disembark that turn. The raiders damage the drop pods, which may not be used until they are repaired as a standard post-game action.
50
Rarity Rare 7
Compartment -s Prereq. Bs 3
DROP POD
Cost
The drop pod has expanded capacity. It may deploy up to 5 crew, 2 bike sized vehicles (and crew), or 1 light vehicle (and crew).
150 1
Compartment s
Drop pods are a quick and efficient way to deploy reserves and equipment onto the battlefield from orbit.
Speed 3 S/D 2D6 Str. -Dam. -Sav e -Ammo Single
50 Credits 1
Compartment s
Although the name implies that these are modified drop pods, this is a misnomer. In fact, they are modified torpedoes: the warhead has been removed and replaced with a small storage compartment that can be used to ferry ammo and supplies quickly to the surface.
Speed 6 S/D 2D6 Str. -Dam. -Save -Ammo 4+
A supply drop can be called down as a support action during a game using normal targeting rules. Any model in base-to-base contact with the pod can immediately test to re-supply any weapon that has failed its ammo roll.
SPECIAL
The raiders steal D6 extra clips. LOOTING You may not use the supply drop launcher for the next campaign round.
EQUIPMENT
ORBITAL WEAPONS SYSTEMS
Low Orbit Lascannon
300 Credits. May only target large targets. Must be in low orbit or closer to use. Spee d Insta nt S/D Str Da . m. N/ 9 2D6 A Sav e -6 Amm o 4+ ed 6 3D 6 . 4 m. 1 e -2 o 5+
SHIP-TO-SHIP WEAPONS
Torpedoes
60 Credits, Common Torpedoes can only be fired at long range, but once they are fired, they use their internal guidance systems to home in and hit
Thors Meteors 185 Credits, Rare 7. Gas Cloud Template. This high velocity railgun pitches bolts so fast that they impact a planets surface with the explosive force of a small meteorite. Any target under the hole in the center of the template takes the brunt of the abuse, and is hit with a weapon with D3 strength 7 hits. Any target in the blast template takes a hit as if from a frag grenade.
Spe ed 8 S/D 1D 6 Str . 3/7 Da m. 1/D 3 Sav e -1/5 Amm o 4+
Instead of conducting a shooting attack, the torpedo with a Weapon Skill of 5 engages in a dogfight with the targeted ship. If the target wins, the torpedo misses, dealing no damage. If the torpedo wins, it does a number of hits equal to the number it succeeded by. If it is a draw, the torpedo circles around to attack again the following round.
Cluster Rocket
225 Credits. Common. Blast Template. This multi-part warhead explodes over the battlefield, raining a series of bomblets to the ground. Place one blast template over the point where the weapon hits, and scatter D3 additional blast templates 2D6 inches in a randomly determined direction. Spe S/D Str Da Sav Amm
Rang e Long
To Hit Speci al
Str . 4
Amm o 5+
Special WS 5
Rang e
To Hit
Str.
Amm o
Special
Shor t
+1
2+
Graviton Tractor
40 Credits, Rare 6. Once a ship is hit with a Gravaton Tractor, it must win a Strength contest to extend the range of combat. The Gravaton Tractor can be used at short or long range.
speed by +2 for the purposes of arrival time. Also, it gives the ship +2 to its slow speed in the Tactical Battle
Armor Upgrade
125 Credits, Common. The armor upgrade changes the skimmer to a heavily armored vehicle, giving it +2 to all skimmer armor values.
Maneuverability Upgrade
Rang e S or L
To Hit +1
Str. --
Amm o 5+
SHIP EQUIPMENT
Breaching Charge
10 Credits, Common Single use. Use in a ship assault to decrease the ships security by 1.
The ship is as nimble as a cat, responding well to even the lightest tough and adjustment. If a model who has access to the piloting skill table is driving it, he may pass an Imitative test to ignore the penalties from landing stunts. Also, this upgrade gives the ship one additional 45 degree turn during tactical movement.
Gunship
Sentry Gun
20 Credits, Common. In a boarding action, each sentry gun adds one to the defenders dice pool.
Fortified Corridors
75 Credits, Common. The ships corridors have been designed with choke points and fortified firing positions, making it a daunting task to flush out the ships defenders. The defender in a boarding action gets a 5+ save for any die that is about to be eliminated.
20 Credits, Common. The Gunship upgrade allows the driver himself to operate a forward mounted weapon. You may purchase a heavy, special, basic or twin linked version of any basic weapon to mount on the gunship. The twin-linked version costs twice the price of the basic weapon, but adds +1 sustained fire die to the weapons characteristics.
DROPSHIP EQUIPMENT
Thruster Upgrade
60 Credits, Common. The engine upgrade tweaks the maximum performance out of the ships power plants, increasing its
Cost of Weapon, Common. You can purchase a heavy, special, basic, or twin-linked basic weapon to mount in a side or rear sponsoon that can be operated by any crewman of the ship. Alternately, you can mount them in a dorsal or belly turret that has a 360 degree field of fire. However due to the difficulty of entering and exiting the turrets, the turret requires a dedicated gunner.
Power Field
125 Credits, Rare 11. This is an energy field generator that siphons power of the main power plant, channeling it into shielding, which deflects incoming fire. The power field gives a 4+ unmodified save against all ranged attacks that hit the drop ship. However, due in part to the stress of creating a shield to cover such a large area, high powered shots have a tendency to burn out the shield generator. If the power field rolls a 6 to save against a hit, then the power field burns out and cannot be used for the remainder of the game.
drop ship conversion that turns it into a semi-automated asteroid miner. During the post-game phase, if two gangers can be assigned to the mining rig, they can recover 2d6x10 credits worth of scrap and ore from the edges of local asteroid fields. On the downside, the mining rig takes up a lot of space in the drop ship, halving the initial crew allotment, and allowing only one upgrade in addition to the mining rig upgrade. In addition, because manipulator arms and intake hatches take up most of locations for weapon mounds, the only weapon upgrades the mining rig can have is side gun sponsoons.
Mining Rig
TOOL BOX
Tool Box Archetype Cost Calculator In order to figure out how much an Archetype costs, use the following procedure: I. The Baseline First, you start with the baseline, which is a standard ganger from Necromunda. In specific, here he his: Cost: 50 Credits Starting Experience: 20 Skill Table: Any Three, with one being unlocked at 21 xp. Advance Skills: 3 specialty skills Starting Weapons: Melee, Pistols, Basic, Grenades & Shells Post Game Actions: 1
M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 7
II. Adjustments Next, you adjust his base cost up or down depending on the following criteria: Primary Stats (M, WS, BS, T, W, A): +/- 10 cr. per point. Secondary Stats (S, I, LD): +/- 5 cr. per point Starting Experience: + 10 cr. for every 10 experience less; -10 cr. for every 10 experience more Skill Tables: +/- 3 cr. for greater or lesser access Melee: -5 cr. if no access Pistols: -5 cr. if no access Basic Weapons: -10 cr. if no access Special Weapons: +15 cr. for access Heavy Weapons: +30 cr. for access, archetype becomes Elite Post Game Actions: -10 cr. if 0 post game actions. 5 cr. if unable to work territories; -5 cr. if unable to collect rare trade Special Abilities: +/- 5 cr. for minor special abilities/minor downfalls; +/- 10 cr. for major special abilities/major downfalls Starting Access to Rare equipment: +2 for starting access to rare equipment
Numbe r Faction:
M 4
WS 3
BS 3
S 3
T 3
W 1
I 3
A 1
LD 7
ADVANCES
SPECIAL
Numbe r Faction:
M Ws Bs C: 4 3 3 J: 4 2 2 SPECIAL
S 3 3
T 3 3
W 1 1
I 3 3
A 1 1
Ld 7 6
TOOL BOX
ADVANCES
Cost Compartment s
Rarit y Upgrade s
SPECIAL
PG A By
Actions
UPGRADES
LOOTING
Cost Rarity
Compartment s Prereq.
PG A By
Actions
Cost Rarity
100+10D Compartment s 6
Prereq.
1 2 3 4 5 6 7 8 9
M 20 40 80 160
WS 10 20 30 40 50 60 70 80
BS 10 20 30 40 50 60 70 80
S 10 20 30 40 50 60 70 80
T 10 20 30 40 50 60 70 80
W 20 40 80 160
I 10 20 30 40 50 60 70 80
A 20 40 80 160
LD
Compartments 1-10 15 IEs each 11-20 20 IEs each 21.30 25 IEs Each 31.40 30 IEs Each
Short Long Str. Dam Save Ammo
0-12 -
12-24 +1
-1
6+