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After the battle is over the players need to determine what has become of their fighters who got taken out of
action, the consequences of winning or losing the scenario, and how the gang will spend the time before their
next battle.
Both players must work their way through the following sequence in exactly the order given below. You do not
have to work through the entire sequence at once, as you may wish to consider further purchases, but any dice
rolls required must be observed by both players or a neutral third party. It is convenient to complete everything
up to Step 6 straight after the game. You can complete the shopping section later by yourself unless there are any
dice rolls required (for seeking out rare items or determining random costs, for example) and complete the rest
right before the next game in the presence of another player.
1. Determine the extent of damage to any vehicles that were crippled during the battle. Vehicles that were
immobilized might also be damaged, as explained on the next page.
2. Determine the extent of injuries for each ganger that was out of action at the end of the game. Gangers who
are down at the end of the game might also get permanently injured as explained on page 211.
3. Allocate Experience points for your gangers and make any Advance rolls. See the Experience section and
Scenarios for details about earning Experience points.
4. Resolve any attempts of gang members trying to usurp control of the gang as per page 217.
5. Decide how each ganger that did not have to roll on the Serious Injury chart will spend his time until the next
battle. Resolve each activity in full before moving on to the next. The options are as follows:
a. Explore Nu Ork. This is resolved for all exploring gangers simultaneously as described on page 218.
b. Go Downtown. This is resolved for one ganger at a time in any order you wish. Each ganger who goes
downtown can visit one armoury, shop, service or landmark.
6. Update your total gang rating and you are ready to fight again.
Each ganger that was not taken out of action during the game may either explore the city or go downtown.
Exploring Nu Ork - The ganger wanders around the less frequented sections of the city in search of unclaimed
scrap, ancient tek and the odd lost toof. This is one of the main ways of gathering income and new equipment
and is crucial for expanding your gang. Everyone who does not have other pressing business should go exploring!
Going Downtown - The ganger chances a visit at one of the many fine businesses comprising Nu Ork’s well-
developed service and retail industry. He can try to hire new fighters, buy equipment, get medical assistance, or
try his luck at one of the garages, workshops or temples in downtown Nu Ork.
Any vehicle that is crippled has to roll on the Vehicle Permanent Damage table. Any vehicle that was immobilised
during the game may become crippled and have to roll on the table, especially if it is abandoned by a gang that
bottles out. A vehicle that has no crew or driver at the end of the battle also counts as being immobilised.
Roll a D6 for each immobilised vehicle ar the end of the game. On a roll of a 1 the vehicle counts as crippled and
you must roll on the Vehicle Permanent Damage table, on a roll of a 2+ your gang successfully rescues the vehicle
before it is either stripped by an opposing gang or falls prey to the prowling bands of renegade grots, meaning it
will be repaired in time for the next game. If the gang owning the vehicle bottled out, their chances of recovering
the vehicle in time are lessened. In this case a D6 roll of 1-3 will mean the vehicle is crippled and takes permanent
damage; a roll of 4-6 means that it is rescued and repaired.
CAPTURED BY RUFFIANS
The fighter regains consciousness to find himself held captive by an unknown group (not one of the player gangs
in the campaign.) Roll a D6 to determine the exact nature of the enemy group, which will also determine your
ganger's fate.
D6 Result
1 Genestealer Cult! Yeah… this is bad. The captured ganger is either brainwashed and joins the cult or if he
proves too headstrong he is simply fed to the purestrains. Either way, he is gone forever along with all his
possessions.
2 Renegade Grots! If the captured ganger is a gretchin, he is released with no harm. If he is an Ork, he is
killed outright and is removed from your roster along with all his equipment. A ganger of any other species
will be stripped of all possessions and released somewhere amongst the ruins, naked and disoriented. The
ganger must miss your next battle while he finds his way back to the gang’s hideout.
3 Eldar Black Ops! If the captured ganger is an Eldar or any type, he will be forced to leave the city. He is
removed from your roster along with all his possessions. A ganger of any other species will be released
with his memory of the encounter scrubbed from his mind, but if he carried any items from either Eldar
armoury they will be confiscated by his captors.
4 Kroot Karnivores! If the ganger has at least one characteristic (apart from Leadership) at 6 or greater, the
Kroot will devour him in order to absorb his superior genes. Otherwise, he will be released with all
possessions intact.
5 Chaos Cultists! If the captured ganger is a Chaos Space Marine or has any Cultist career he is released with
no harm. Otherwise, the cult will attempt to convert him. He must take a Leadership test. If he fails, he is
converted and his career is changed to Cultist (he does not lose his existing skills.) If he succeeds at the
Leadership test, he tricks the cultists into trusting him but does not really convert. In either case he is free
to return to his gang to further spread the taint of Chaos.
6 Mad Dok Orkenstein! Your ganger is drugged and taken to the laboratory of the infamous mad scientist of
Nu Ork! Roll a D6 for each body part: head, torso, left arm, right arm, left leg, right leg. On a 4+ the Mad
Dok replaces that body part with a random Ork bionik! Roll on the appropriate bionik table from the
‘Visiting a Dok’ section of the rules. After the serjery, the ganger is released along with all his possessions
but permanently and irreversibly suffers -1 Leadership from the horrific ordeal.