Professional Documents
Culture Documents
Downtown Nu Ork is the liveliest and most civilized area of the city, located dead in its centre, surrounding the
tall command towers where orky warlords decide where Nu Ork will sail and which planet it will invade and loot
next. The city centre is absolutely bustling with activity, with all sorts of creatures and artifacts for sale and with
many services being offered. All for a price, of course. It would be impossible to list all the workshops, stores,
services and offices that one might want to visit in downtown Nu Ork, so this section only covers the ones most
commonly frequented by the gangs that prowl the outskirts of the city (i.e. the ones you play!)
Each ganger going downtown can pick one location to visit. This can be one of the Armouries, the Menagerie, the
Employment Agency, the Motorpool, or one of the workshops, temples or other locations listed in this section.
When shopping for an existing gang during the post-battle sequence, each ganger who goes shopping may only
buy items from his own species’ Armoury. An Ork can’t be sent shopping from the Eldar armoury, for example
(he’d never live it down if one of his mates spotted him there!) The only exception to this is your gang leader. If
you send him shopping (well, technically he sends himself) he can go to any one Armoury of your choice. He
commands enough respect to not be ridiculed (openly) for buying foreign equipment. However, he must pay a
1D6 teef surcharge for each item he buys from a foreign Armoury as vendors are reluctant to hand over their
lovingly crafted items to ignorant aliens who will probably break them.
Note that carrying capacity limits for gangers do not apply when shopping. A ganger can bring any amount of new
purchases back to the gang’s hideout (assume that the vendors have helper grots that help carry the swag). This
means that you only need to send one ganger to obtain all the new provisions you need from a single Armoury.
Rare items also have a random surcharge (one or more D6) that is added to their fixed cost when buying the item.
You determine this surcharge before committing to buy the item. It represents the extra ‘persuasion’ needed to
make the seller part with his rare wares and is not part of the item’s value. When calculating an item’s base value
(when determining your gang rating or when selling an item, for example) the surcharge is ignored and only the
fixed cost is used.
ORK ARMOURY
COMMON ITEMS RARE ITEMS
HAND-TO-HAND COST HAND-TO-HAND Rarity COST
Knife (generic) free Big Chain-choppa 7 15+2D6
Big Choppa 15 Chain-choppa 7 10+2D6
Choppa 10 Grabba Stikk 7 15+3D6
Ironfist 15 Grot Prod 7 20+4D6
Riot Shield 25 Power Klaw 9 80+4D6
Spear 5 Tankhammer 8 20+3D6
Spiked Chain 10 PISTOLS
PISTOLS Mini Skorcha 6 20+2D6
Nail Gun 10 Rokkit Pistol 8 20+3D6
Six Shoota 10 Zzap Pistol 8 40+3D6
Slugga 15 SPECIAL WEAPONS
BASIC WEAPONS Buzzsaw Catapult 8 50+4D6
Blowpipe 5 Traktor Beam 8 30+3D6
Blunderbuss 20 Bubble Chukka 9 80+3D6
Crossbow 10 HEAVY WEAPONS
Grot Blasta free Deffgun 8 120+4D6
Hand Kannon 15 Kustom Mega Blasta 9 175+6D6
Shoota 15 Pulsa Beam Kannon 8 90+4D6
SPECIAL WEAPONS Hop-Splat Gun 8 140+6D6
Skorcha 50 GRENADES
Snazzgun 60 Buzzer Stikkbombz 8 40+5D6
Stikkbomb Chukka 70 Flash Bang Stikkbombz 6 35+4D6
HEAVY WEAPONS Skorcha Stikkbombz 8 30+4D6
Big Shoota 100 Smoke Stikkbombz 6 20+3D6
Grotzooka 120 ARMOUR
Rokkit Launcha 150 Blue Tattoos 7 30+3D6
GRENADES Mega Armour 9 105+4D6
Frag Stikkbombz 25 GUNSIGHTS
Krak Stikkbombz 40 Gitfinda 8 35+3D6
ARMOUR Sniper Squig 8 30+2D6
Flakka armour 15 WARGEAR
‘Eavy armour 55 Bosspole 8 50+5D6
GUNSIGHTS
Aimin’ Gubbinz 10 Fungus Juice 8 40+3D6
Targeta 15 Grapnel (generic) 7 30+4D6
WARGEAR Growler Squig 8 10+2D6
Boarding Hooks 20 Gold Teef 8 20+4D6
Clip Harness (generic) 10 Infra-Red Goggles (generic) 8 30+3D6
Hair Squig 5 Iron Gob 9 20+2D6
Mender Squig 70 Kustom Force Field 11 200+6D6
Plethora of Dakka ½ gun’s value Lookout Squig 9 25+3D6
Respirator (generic) 20 Lucky Charm 8 20+2D6
Steel-toe Boots 15 Mek’s Tools 10 40+6D6
Wyrdboy staff 25 Photo Visor (generic) 7 25+2D6
Pirate Hat 10 10+4D6
Rokk Guitar 8 80+4D6
Rokkit Pack 9 70+3D6
HUMAN ARMOURY
COMMON ITEMS RARE ITEMS
HAND-TO-HAND WEAPONS COST HAND-TO-HAND WEAPONS Rarity COST
Knife (generic) free Power Axe 7 35+3D6
Chain 10 Power Fist 8 85+3D6
Chainsword 25 Power Maul 8 35+3D6
Great Weapon 15 Power Sword 7 40+3D6
Hand Weapon 10 PISTOLS
Riot Shield 25 Plasma Pistol 7 25+3D6
Sword 15 SPECIAL WEAPONS
PISTOLS Meltagun 8 90+4D6
Autopistol 10 Plasma Gun 9 60+3D6
Bolt Pistol 20 HEAVY WEAPONS
Hand Flamer 20 Lascannon 9 225+6D6
Laspistol 20 Multilaser 8 125+4D6
Stub Pistol 10 Multimelta 10 125+4D6
BASIC WEAPONS Plasma Cannon 11 200+6D6
Autogun 20 GRENADES
Boltgun 35
Lasgun 30 Empyrean Brain Mines 9 40+3D6
Shotgun 20 Flash Bang Grenade 7 20+3D6
Psyk-Out Grenades 9 30+3D6
SPECIAL WEAPONS
Flamer 40 Smoke Bomb 6 10+3D6
Grenade Launcher 80 Stasis Grenades 10 40+5D6
Storm Bolter 80 ARMOUR
HEAVY WEAPONS Power Armour 10 90+4D6
Autocannon 175 GUNSIGHTS
Heavy Bolter 125 Laser Sight 6 40+3D6
Heavy Stubber 80 Mono Sight 8 40+3D6
Missile Launcher 175 WARGEAR
Mortar 120 Auspex 8 50+3D6
GRENADES Bio-Booster 8 50+4D6
Frag Grenades 25 Blessed Ammo 9 ½ gun
Krak Grenades 40 Commissar Hat 9 30+4D6
Digital Weapons 9 30+3D6
Grav Chute 9 40+4D6
ARMOUR Grapnel 7 30+4D6
Carapace Armour 50 Infra-Red Goggles 8 30+3D6
Psychic Hood 9 40+4D6
Flak armour 15 Purity Seals 9 30+4D6
GUNSIGHTS Psyocculum 9 30+3D6
Motion Sensor 30 Refractor Field 9 30+6D6
Telescopic Sight 30 Sacred Relic 10 40+3D6
WARGEAR Servo-Arm 10 40+5D6
Chem Inhaler 30 Signum 9 40+4D6
Clip Harness 10 Vox Caster 8 30+3D6
Medi-pack 60 Water Flask 6 10+2D6
Respirator 20 Psyber-Eagle 10 40+4D6
Water Flask 10 Cherubim 9 20+3D6
Servo-Skull 9 30+4D6
Photo Visor 40 Combat Servitor 8 30+3D6
CRAFTWORLD ELDAR ARMOURY
COMMON ITEMS RARE ITEMS
HAND-TO-HAND COST HAND-TO-HAND Rarity COST
Knife (generic) free Diresword 8 60+5D6
Eldar Chainsword 30 Eldar Power Sword 7 45+4D6
Eldar Sword 20 Executioner 8 45+5D6
PISTOLS Witchblade 8 60+4D6
Shuriken Pistol 25 PISTOLS
BASIC WEAPONS Fusion Pistol 7 40+3D6
Lasblaster 40 Triskele 10 50+4D6
Shuriken Catapult 35 BASIC WEAPONS
SPECIAL WEAPONS Dire Catapult 6 50+2D6
Eldar Flamer 45 Eldar Long Rifle 7 60+3D6
Fusion Gun 45 SPECIAL WEAPONS
Sunrifle 60 Death Spinner 11 200+8D6
HEAVY WEAPONS Dragon’s Breath Flamer 9 60+4D6
Scatter Laser 140 Firepike 9 60+3D6
Shuriken Cannon 100 HEAVY WEAPONS
GRENADES Bright Lance 9 200+6D6
Plasma Grenade 40 Reaper Launcher 10 140+4D6
Haywire Grenade 45 Wraithcannon 12 150+4D6
ARMOUR GRENADES
Aspect Armour 65 Hallucinogen Gas Grenade 9 30+3D6
Mesh Armour 30 ARMOUR
GUNSIGHTS Exarch Armour 8 100+4D6
Range Finder 30 Holo-suit 8 75+4D6
Telescopic Sight 30 Rune Armour 9 140+6D6
Wraithscope 45 GUNSIGHTS
WARGEAR Crystal Targeting Matrix 9 50+4D6
Clip Harness (generic) 10 WARGEAR
Flip Belt 35 Banshee Mask 10 30+4D6
Psychic Harmonizer 80 Eldar Wing Pack 10 120+4D6
Respirator (generic) 20 Ghosthelm 9 20+4D6
Grapnel (generic) 7 30+4D6
Infra-Red Goggles (generic) 8 30+3D6
Mandiblasters 8 30+4D6
Photo Visor (generic) 7 25+2D6
Runes of Warding 9 60+6D6
Shimmershield 10 40+6D6
Spirit Stones 10 30+2D6
Warp Jump Generator 11 90+4D6
Wraith Flute 10 40+5D6
Tech Aptitude: A Dark Eldar ganger only requires 3 battles instead of the usual 5 to learn how to use any item
from the Craftworld Eldar armoury without penalty, and vice versa.
DARK ELDAR ARMOURY
COMMON ITEMS RARE ITEMS
HAND-TO-HAND COST HAND-TO-HAND Rarity COST
Knife (generic) free Agoniser 8 60+4D6
Eldar Sword 20 Eldar Power Sword 7 45+4D6
Hydra Guantlets (Pair) 15 Klaive 9 50+4D6
Impaler 20 Razorflail 8 60+5D6
Venom Blade 25 Scissorhand 8 30+2D6
PISTOLS Shardnet 9 30+3D6
Splinter Pistol 25 PISTOLS
BASIC WEAPONS Blast Pistol 8 35+3D6
Shard Carbine 45 Stinger Pistol 9 40+3D6
Splinter Rifle 35 BASIC WEAPONS
SPECIAL WEAPONS Stinger Rifle 10 80+5D6
Blaster 70 SPECIAL WEAPONS
Shredder 100 Haywire Blaster 9 50+4D6
HEAVY WEAPONS Liquifier Gun 10 80+3D6
Splinter Cannon 100 HEAVY WEAPONS
GRENADES Dark Lance 9 200+6D6
Haywire Grenade 45 GRENADES
Plasma Grenade 40 Terror Gas Grenade 9 50+3D6
ARMOUR ARMOUR
Kabalite Armour 40 Ghostplate Armour 8 80+4D6
Wych Suit 20 Holo-suit 10 75+4D6
WARGEAR Incubi Warsuit 8 110+5D6
Armour Blades 10 SPECIAL TOXINS
Clip Harness (generic) 10 Glass Plague Virus 12 50+6D6
Flip Belt 35 Psibane Poison 10 40+6D6
Psychic Harmonizer 80 WARGEAR
Respirator (generic) 20 Clone Field 9 50+6D6
Torture Implements 100 Combat Drugs 8 70+6D6
Grapnel (generic) 7 30+4D6
Hellion Skyboard 9 100+4D6
Infra-Red Goggles (generic) 8 30+3D6
Photo Visor (generic) 7 25+2D6
Shadow Field 10 100+8D6
Tech Aptitude: A Craftowrld Eldar ganger only requires 3 battles instead of the usual 5 to learn how to use any
item from the Dark Eldar armoury without penalty, and vice versa.
TAU ARMOURY
COMMON ITEMS RARE ITEMS
HAND-TO-HAND COST HAND-TO-HAND Rarity COST
Force Buckler 15 Equalizer 7 15+2D6
Knife (generic) free Honour Blade 8 25+2D6
PISTOLS PISTOLS
Burst Pistol 20 Ion Pistol 7 25+2D6
Pulse Pistol 20 Rail Pistol 8 40+3D6
BASIC WEAPONS Tau Light Flamer 7 20+2D6
Pulse Carbine 40 BASIC WEAPONS
Pulse Rifle 35 Ion Rifle 7 50+3D6
SPECIAL WEAPONS Rail Rifle 8 60+3D6
Tau Flamer 45 SPECIAL WEAPONS
HEAVY WEAPONS Neutron Blaster 80+5D6
Burst Cannon 110 Fusion Blaster 70+5D6
Plasma Rifle 125 HEAVY WEAPONS
ARMOUR Airbursting Frag Projector 80+4D6
Tau Recon Armour 30 GRENADES
Tau Combat Armour 65 Photon Grenade 8 30+3D6
WARGEAR EMP Grenade 9 40+3D6
Auto-surgeon 100 Smoke Bomb (generic) 6 10+3D6
Blacksun Filter 30 ARMOUR
Clip Harness (generic) 10 Iridium Carapace 8 60+3D6
Emergency Sushi 30 XV-15 Stealth Suit 8 120+6D6
Failsafe Detonator 50 GUNSIGHTS
Instructional Videos 40 Early Warning Scanner 8 20+3D6
Propaganda Posters 50 Markerlight 7 40+4D6
Respirator (generic) 20 Pulse Accelerator 7 30+2D6
Target Lock 8 30+3D6
WARGEAR
Bonding Knife 9 40+6D6
Drone Controller* 8 30+2D6
Friendship Helmet 10 50+4D6
Freshly Ground Ethereal 10 50+6D6
Gravity Wave Projector 8 30+3D6
Shield Generator 9 35+5D6
Tau Jet Pack 9 100+4D6
T.U.N.A. 7 20+2D6
DRONES
Fire Drone 7* 30+3D6
Gun Drone 7* 30+2D6
Marker Drone 8* 30+3D6
Relay Drone 8* 30+3D6
Sniper Drone 8* 50+4D6
Shield Drone 8* 50+4D6
* Looking for Drones: When a ganger buys a new Drone Controller he may also purchase up to two drones of any
type without having to make rarity tests for them. Buying drones at a later time requires a rarity test, as normal.
KROOT ARMOURY SQUAT ARMOURY
COMMON ITEMS COMMON ITEMS
HAND-TO-HAND COST HAND-TO-HAND COST
Knife (generic) free Combat Pick 25
Bladed Staff 30 PISTOLS
Machette 30 Gatling Pistol 20
Telescopic Hook 15 Las-cutter 40
PISTOLS BASIC WEAPONS
Dart Pistol 15 Hailstorm Rifle 40
Kroot Pistol 15 Heat Rifle 40
BASIC WEAPONS SPECIAL WEAPONS
Kroot Combat Rifle 45 Forge Flamer 80
Kroot Hunting Rifle 35 HEAVY WEAPONS
SPECIAL WEAPONS Forge Missile Launcher 170
Harpoon Gun 45 Hailstorm Cannon 125
GRENADES Mining Laser 150
Bag of Caltrops 20 ARMOUR
Frag Grenades (generic) 25 Squat Carapace 70
WARGEAR
Beard Armour 15
Elevator Shoes 15
WARGEAR Helmet Lamp 10
Camo Paint 30
Emergency Meat 40
WARGEAR
Rat Pipes 8
NECRON ARMOURY CHAOS ARMOURY
COMMON ITEMS COMMON ITEMS
HAND-TO-HAND WEAPONS COST HAND-TO-HAND WEAPONS COST
Hyperphase Sword 50 Axe of Khorne 30
Staff of Office 10 Plague Sword 25
Voidblade 25 Staff of Change 30
Warscythe 70 SPECIAL WEAPONS
PISTOLS Sonic Blaster 45
Particle Caster 45 ARMOUR
BASIC WEAPONS Chaos Armour 70
Gauss Flayer 40 WARGEAR
Tesla Carbine 40 Chaos Icon 50
SPECIAL WEAPONS Inferno Bolts 25
Gauss Blaster 40 Nurgling in a Jar 40
Particle Beamer 70 Pile of Skulls 20
HEAVY WEAPONS Raptor Mask 60
Gauss Cannon 120 Spiky Bits 40
Particle Shredder 140
Tesla Cannon 160
WARGEAR
Chronometron 40
Seismic Crucible 30
Shadowloom 60
Solar Pulse 40
Beasts are separated into Common and Rare beasts, just like Armoury items. A trainer can buy common beasts
freely but if he wishes to buy a rare beast he must pass a Rarity check. As soon as a trainer fails a rarity roll, his
beast-shopping is over until after the next battle.
Unlike rare items, each successful rarity roll allows you to buy any number of beasts of the same kind, as breeders
tend to work on a whole litter or pack of animals simultaneously. The random surcharge only applies to the first
beast bought. If you choose to buy additional beasts of the same kind you only have to pay their fixed base cost.
If you want to hire new gang members you must send one of your existing gangers to the Employment Agency.
A newly hired gang member cannot participate in the current post-battle sequence, so you may not hire someone
and immediately have him help with shopping, for example. New gangers can bring some of their own equipment.
This can be up to five common items of your choice that the ganger is proficient with. Of course these items must
be paid for separately and you cannot choose more items than the ganger can reasonably use at once. You cannot
have a fresh ganger bring more than one suit of armour with him, for example.
THE MOTORPOOL
BUYING VEHICLES WHEN CREATING A GANG
You can buy any vehicle(s) you can afford when creating a new gang, providing you have the Mechanics required.
Your gang has a certain ‘vehicle allowance’ expressed as the maximum combined transport capacity of all the
gang’s vehicles. Each Recruit Mechanic raises a gang’s vehicle allowance by 4, and each Veteran or Elite Mechanic
raises it by 6. Several Mechanics can freely pool their allowance in order to maintain a larger vehicle. For example,
having two Recruit Mechanics allows you to have any number of vehicles with a combined transport capacity of 8,
for example one Truck with a transport capacity of 6 plus two single-seat bikes.
Vehicle Size
Bike Light Medium Heavy
Wheeled ………….…. 45
Tracked …………..…… 60
Bike
A bike is a single-seat vehicle with a fixed weapon mount controlled by the driver. Optionally, a bike can be fitted
with one passenger seat behind the driver at no extra cost. This must be decided when purchasing the bike and
cannot be altered later. The passenger cannot fire the fixed weapon.
A buggy can be a single-seat vehicle or it can be fitted with a dedicated gunner’s seat next to the driver and/or a
two-man combat platform in the back at no extra cost. This must be decided when purchasing the buggy and
cannot be altered later. A fixed weapon on a single-seat buggy is controlled by the driver, but on a larger buggy it
can only be controlled either from the gunner’s seat or from the rear platform. This is decided when you mount
the fixed weapon and can be altered from battle to battle.
A truck always has a driver’s seat and a rear cargo platform that can carry anywhere from 4 to 8 passengers. The
size of the platform must be decided when purchasing the truck and cannot be altered later. The truck can also be
fitted with a dedicated gunner’s seat next to the driver at no extra cost. This must be decided when purchasing
the truck and cannot be altered later. A fixed weapon on a can only be controlled either from the gunner’s seat
or from the rear platform. This is decided when you mount the fixed weapon and can be altered from battle to
battle.
LOSING MECHANICS
If you end up with insufficient Mechanics to maintain all your existing vehicles for any reason (if they die or get
turned into Grotesques, for example), you cannot buy any additional vehicles. The vehicles you already own can
still be used, but you can only safely field as many as your remaining Mechanics can support. If you field more
vehicles than your gang’s current vehicle allowance, then any in excess of your allowance must take a Breakdown
test (see page 74) at the start of each battle immediately after deployment. A vehicle that fails its test becomes
immobilized for the duration of the battle.
BUYING UPGRADES
Upgrades can be bought by any ganger at the Motorpool in the post-battle phase. Vehicle upgrades are relatively
standardized, so any ganger can go to the Motorpool to purchase them and/or have them installed by the Meks,
even if he has no technical proficiency himself.
When you are creating a new gang, you can only buy common upgrades. Rare upgrades, like other rare items, can
only be bought during the post-battle sequence and require the ganger to pass a rarity check. If a ganger fails a
rarity check he cannot look for any other upgrades in that post-battle phase.
Bikes can only be fitted with upgrades marked with a * as others are simply too large to be bolted to the chassis.
INSTALLING UPGRADES
Upgrades can be installed by your own Mechanics as described on page 145. Alternatively, you can have them
installed by the Meks at the Motorpool for a small additional fee, either at the time of purchase or during a later
post-battle phase. Installing an upgrade costs 10% of its base cost (discounting the random surcharge in the case
of rare upgrades) plus 2D6 teef. For example, installing an Electrified Hull, which has a base cost of 40 teef, will
set you back 4+2D6 teef. There is no chance of failure here, as the Meks are quite experienced with blinging out
all sorts of vehicles, but those upgrades marked as specific to Mechanics of a certain species cannot be installed at
the Motorpool, as it only employs Orks (and the occasional grot spanner boy), instead they must be installed by
your own Mechanics.
MORDAKKA'S SNAZZORIUM
(Tags: Workshop, Mechanical)
Mordakka the Mekboy specializes in tinkering with ranged weapons of all sorts, often just making them explode
violently but sometimes, just sometimes, actually improving a weapon’s performance in battle. His work is favored
by gang leaders who prefer quality over quantity when it comes to firepower and Mordakka’s successful pieces are
in high demand all over Nu Ork. Stories say he was once a Big Mek and built weapons for the Nu Ork ruling class,
but was cast out after outfitting a whole mob of Flash Gitz with snazzguns that fired bullets from the wrong end.
BODGED JOB
Mordakka has bodged the job completely. It’s a mess, held together with spit and string. However, he is far too
proud to admit his mistake no matter how hard you punch him. For now, all you need to know is that the weapon
is bodged. You don’t get to find out the extent of the damage until you actually use the weapon in a game.
There are five kustom jobs available for your KOMPROMISIN’ PERFORMANCE TABLE
ranged weapons: Shootier (gaining +1 Strength), D6 Result
Longer Barrel (gaining extra range), More Dakka 1 Ammo Guzzler. The Ammo roll for the weapon is
(gaining Sustained Fire Dice), Punchier (a better reduced to ‘Auto’ so the gun automatically fails any
armour save modifier) or Snazzier (gaining a ammo test it has to make. Re-roll if the weapon fails
special property). This enables a successful gang ammo rolls automatically already.
leader to equip himself and his followers with 2 Bad Recoil. All shots with the weapon are at a penalty
superior weaponry as befits his improved status. of -1 to hit. Multiple Bad Recoil results are cumulative.
3 Smaller Calibre. The weapon's armour save modifier is
Each of the five kustom jobs can be applied to a worsened by 1 point. Re-roll if it already has no save
particular weapon only once without sacrificing modifier or if you are applying a Punchier kustom job.
overall performance. The bonuses from multiples 4 Lightweight. The Strength of the weapon is reduced
of the same kustom job stack, but every time by -1. Multiple Lightweight results are cumulative.
after the first that the same kustom job is applied Re-roll if you are applying a Shootier kustom job.
to a weapon, its performance in another area is 5 Sawn Off. The weapon's long range is reduced to 24".
reduced. Roll on the Kompromisin' Performance If it is already 24" or less, it is reduced by D6". This
table to the right. doesn’t affect the short range of the weapon. Multiple
Sawn Off results are cumulative. Re-roll if you are
Re-roll if you get a result that is the opposite of applying a Longer Barrel kustom job.
the kustom job you are currently applying. 6 Slowed Fire. The weapon loses 1 Sustained Fire Die. If
it already fired single shots it now gains Slow Reload.
Re-roll if the weapon already has Slow Reload or if you
are applying a More Dakka kustom job.
SHOOTIER
Mordakka improves the design of the barrel, provides superior ammunition or otherwise tweaks your weapon in
some obscure manner. No Mek will reveal his secrets, so there’s no point in trying to get any more details from
him. A Shootier weapon gains +1 Strength on its basic profile.
LONGER BARREL
Mordakka improves the design of the weapon, boosting the velocity of its projectile, lightening the ammunition,
or using his secret knowledge to improve its range in some way. It is not wise to ask the Mekboy exactly what he
has done. The weapon gains +D3" to its short range and twice that distance to its long range on its basic profile.
MORE DAKKA
The weapon shoots faster, unleashing a hail of shots upon the enemy where previously it shot once. Mordakka
modifies the weapon, improving the design of its magazine, fitting it with rapid ejectors or adapting it in some
clever fashion. Don’t ask how – just be grateful it’s turned out all right. The weapon gains one Sustained Fire Die.
PUNCHIER
The weapon now fires hollow point bullets or a more focused energy beam or is improved in some more arcane
way. Perhaps even Mordakka himself does not know how he accomplised it. The weapon's armour save modifier
is improved by 1 point (from -1 to -2, for example) on its basic profile.
SNAZZIER
The weapon gains one random special property. Determine which by rolling a 1: Aiming Bonus
D6 on the table to the right. Re-roll any property that the weapon already 2: Concussive
has. 3: Entropic
4: Knockback 1"
5: Poisoned
6: Flaming (catch fire on 6+)
Job’s a Good ‘Un – Kombinin’ Weapons
If there is anything that dakka-obsessed Orks love more than firing a gun it is firing two guns. To facilitate this,
Mordakka often bolts two or more guns together, explaining happily to his customers: “Yo zog I 'eard you like to
shoot so I put some dakka on yo dakka so you can shoot while you shoot!”
A kombinin’ job involves literally bolting, gluing, welding or duct taping two guns together and rebuilding the
trigger mechanism so that the wielder can choose to fire one gun or the other or even both at the same time!
Weapon Combination Combined Weapon Type You need to provide Mordakka with both weapons that are
Pistol + Pistol Pistol to be combined. After the guns are joined together they
Basic + Basic Basic Weapon count as a single weapon for the purposes of carrying
Basic + Special Special Weapon capacity. Depending on the combination of weapons the
Special + Special Special Weapon type might also change, as stated in the table to the left.
Basic + Heavy Heavy Weapon Combinations not given in the table are not possible (i.e.
Special + Heavy Heavy Weapon you can only combine a pistol with another pistol.)
KOMBI-WEAPON PROFILE
A kombi-weapon has the standard profiles of both its component weapons, but the ammo roll of each profile is
worsened by one point (for example, a lasgun normally has a 2+ ammo roll but this is changed to 3+ if the lasgun
becomes part of a kombi-weapon). A weapon that normally has a 6+ ammo roll now automatically fails its ammo
rolls. This is because kombi-weapons typically use a smaller magazine or battery for each component in order to
keep the weight and bulk down, and they are more prone to jamming because of the modifications to the trigger
mechanisms.
USING A KOMBI-WEAPON
A fighter carrying a kombi-weapon can fire any one of its component weapons normally or he can fire both. If he
fires both, they must be fired at the same target and all rolls to hit suffer an additional -1 penalty because of the
increased recoil. This decision is made before any rolls to hit are made, so if the first weapon takes the target out
you must still roll to hit with the other weapon to see if the shot causes an ammo roll.
A kombi-weapon pistol does not count as two weapons in melee by itself, a fighter still needs another weapon to
claim the +1 Attack bonus for two weapons. When a fighter inflicts a hit with his pistol in melee you can choose
which profile to use to resolve the hit.
KUSTOMIZIN’ KOMBI-WEAPONS
The most unhinged flash gitz are not satisfied with a mere kombi-weapon. They take it back to Mordakka again
and again, slowly kustomizing each part further until the weapon is an almost unrecognizable mess of barrels,
magazines, targeters, cables and batteries. These mighty but temperamental weapons are then referred to as
“kustom kombi-weapons” and are feared by their targets and users alike.
A ganger can take a kombi-weapon to Mordakka to be kustomized as any other weapon, but the kustom job
bonuses and kompromized performance penalties are tracked for each component individually, which can be
quite a challenge in bookkeeping. Only one component can be kustomized during each visit to Mordakka.
KOMBININ’ KOMBI-WEAPONS
It is possible to bolt yet more guns to an existing kombi-weapon. Mordakka will happily combine a kombi-weapon
and another weapon in the normal manner. Note that the penalty to ammo rolls is cumulative, so the whole thing
will become increasingly more unreliable. A fighter with a multi-kombi-weapon can choose which components to
fire in any combination.
DAFT ZAGGA'S GARAGE
(Tags: Workshop, Mechanical)
fluff
Bodged Job
Daft Zagga has bodged the job completely. It’s a mess, held together with spit and string. However, he is far too
proud to admit his mistake no matter how hard you punch him. For now all you need to know is that the vehicle is
bodged. You don’t get to find out the BODGED VEHICLE TABLE
extent of the damage until you actually D6 Result
use the vehicle in a game.In the next 1 Thrusters Bodged. The vehicle suffers a -1 penalty on all Thrust
game in which the vehicle is used roll on rolls. Re-roll if it has no thrusters.
the Bodged vehicle table immediately 2 Controls Bodged. Each time you attempt to turn the vehicle
before you move the vehicle for the first you must take a Leadership test. If you fail the vehicle swerves
time. You never get to find out what instead (this still counts as making a turn).
horror has been committed until you 3 Engine Bodged. The vehicle's maximum speed is reduced by
actually attempt to drive the vehicle in one category. If already slow, its movement is reduced to 2".
combat conditions. 4 Gears Bodged. Roll a D6 every turn before the vehicle moves.
On the roll of 1 the gear box drops out immobilising your
Once you have fielded the vehicle in an vehicle for the rest of the game.
actual battle, you can take it back to Daft 5 Fuel Injector Bodged. If you fail a Thrust test on a roll of 1 then
Zagga to complain. He will sort out the the fuel lines have blocked and your thrusters are useless for
bodge automatically, returning the the rest of the battle. Re-roll if the vehicle has no thrusters.
vehicle to its previous condition, leaving 6 Brakes Bodged. Unless the vehicle is immobilised it must move
only an incurable rattle as a reminder the maximum distance at its maximum speed each turn. You
that it was ever bodged. You can roll on can choose whether or not you want to use thrusters as
the Outcome table again if you wish. normal. Reversing is right out... don’t even think about it.
Job’s a Good ‘Un – Kustomizin’ Performance
There are three kustom jobs available for KOMPROMISIN’ PERFORMANCE TABLE
vehicles. They can be Faster (higher top D6 Result
speed), Smarter (easier to handle), or 1 Weaker Engine. The vehicle's maximum speed is reduced by
Heavier (better armour). This enables a one category. If the vehicle is already Slow, it's maximum
successful gang leader to equip himself movement is reduced to 2". This is as bad as it can get. Re-roll
and his followers with superior vehicles further Weaker Engine results. Also re-roll if you are applying
as befits his improved status. a Faster job.
2 Wonky Suspension. The vehicle rocks violently as it moves. All
Each of the three kustom jobs can be ranged attacks made by models on the vehicle suffer a -1
applied to a particular vehicle only once penalty to hit. Multiples of this result are cumulative.
without sacrificing overall performance. 3 Weakened Chassis. The vehicle suffers +1 additional point of
The bonuses from multiples of the same damage in all rams, rakes, sideswipes and collisions it is
kustom job stack, but every time after involved in. Multiples of this result are cumulative.
the first that the same kustom job is 4 Smaller Thrusters. The vehicle’s maximum thrust speed is
applied to a vehicle, its performance in reduced by D3". Roll now to see how much it is reduced by. If
another area is reduced. Roll on the reduced to 0 then the thrusters have been removed
Kompromisin' Performance table to the altogether to improve the vehicle’s handlin’.
right. If your result is the exact opposite 5 Dodgy Steering. When the driver is required to take a
of the kustom job you are currently Leadership test for something relating to to his handling of the
applying, re-roll until you get something vehicle (including staying in control when being hit or when
else. making attacks, swerving to avoid a ram, sideswipe, rake or
collision, losing a pursuing vehicle, etc…) the driver takes the
test with a +-1 penalty to his Leadership value. Multiples of
this result are cumulative. Re-roll this result if you are
applying a Smarter job.
6 Stripped Armour. Daft Zagga has stripped away armour to
make the vehicle lighter. Armour values are reduced by -1 on
all locations. Note that the vehicle's size category does not
change. Re-roll this result if you are applying a Heavier job.
FASTER
Daft Zagga modifies the vehicle’s engines, improving the design of its fuel intakes, fitting it with superior fuel
injectors or tweaking it in some unfathomable manner. All Mekboys have their secret methods which they keep
to themselves – don’t ask what he’s done or you might live to regret it! A vehicle that goes faster increases its
maximum speed by one category. This overrides its maximum speed as defined by its size and motive mode. If the
vehicle can already move at fast speed, then its maximum movement distance when going fast is increased by 3".
The bonus is cumulative if a vehicle is given the same kustom job again.
SMARTER
Daft Zagga modifies the vehicle’s suspension (or gives it some!), adds lighter wheels or tracks, tunes the chassis,
or fits a decent set of tyres (nice wide ones, probably). Making a vehicle handle better is one of the most closely
guarded and arcane of all Mekboy tricks. A Smarter vehicle is easier to turn, especially at ‘the edge’ where it
matters. When the driver is required to take a Leadership test for something relating to to his handling of the
vehicle (including staying in control when being hit or when making attacks, swerving to avoid a ram, sideswipe,
rake or collision, losing a pursuing vehicle, etc…) the driver takes the test with a +1 bonus to his Leadership value.
The bonus is cumulative if a vehicle is given the same kustom job again.
HEAVIER
Daft Zagga replaces the vehicle’s armoured panels with thicker or stronger armoured plates. This isn’t a difficult
job, but the heavier a vehicle is the slower it gets and the more unpredictable its handling becomes. A vehicle
with this kustom job increases its armour value by +1 on all locations. Note that its size category does not increase
as it is still essentially the same vehicle despite its heavier armour.
Job’s a Good ‘Un – Fixin’ Permanent Damage
This is a simple one. Daft Zagga repairs one random permanent damage result (Armour Weakened, Lasting Defect,
Annoying Squeak, or Boneshaker) suffered by the vehicle in its illustrious career. Sadly it is impossible to convince
Daft Zagga to prioritize a particular problem. He will randomly pick one type of damage from those present. If the
vehicle is suffering from multiple instances of a particular damage result, Daft Zagga will fix them all at no extra
charge. He does not take half-measures once he sets his sights on a problem. Sadly, he completely overlooks any
other defect the vehicle might be suffering from.
If you want to alter a vehicle’s configuration of seats and cargo platforms, Daft Zagga is the Ork to talk to. This
option allows you to alter your choices regarding the number and location of seats and the presence and size of
any passenger or cargo platform on your vehicle, within the scope defined for the vehicle’s type in the Motorpool.
In essence, you can go back and adjust your choices as if you were buying the vehicle anew.
If you brought your own upgrade to be applied to the vehicle, Daft Zagga huffs and puffs a little (he gets a nice, fat
commission if you buy upgrades through him instead) but he installs the upgrade anyway, although he gives you a
nastly look as he turns the vehicle back over to you that makes you wonder if you should check the breaks before
driving off.
If you don’t have the upgrade with you, Daft Zagga will pop over to the Motorpool and get it for you. The benefit
here is that he has connections you don’t and can find any rare upgrade without having to make rarity checks. He
does charge a hefty commission, tho. Besides paying the fee for his work as already stated on the Outcome table,
you also pay the full cost of the upgrade (including the random surcharge in case of rare upgrades) plus an extra
2d6 teef to cover Darf Zagga’s trip to the Motorpool. However, Daft Zagga will not purchase upgrades that require
a Mechanic of a species other than an Ork to install. While he will work on such items if you bring them to him, he
refuses to be publically seen purchasing upgrades from the lesser races such as the weedy Panzees or Fish’eads.
WURRDOK'S BUDGET SERJERY
(Tags: Workshop, Medical)
When an injured fighter goes see a Dok he can ask for one of the following procedures listed below. Select the
desired serjery and then roll a D6 on the Outcome table above to see how the Dok copes with the task.
Once you have finished the game can you take the unfortunate warrior back to Wurrdok. He will perform the
serjery originally asked for for free. Roll on the appropriate Job’s a Good ’Un table. While he is at it, the Dok will
sort out any effects the warrior suffered from the ‘Dis is a New Technique’ result. The 'eksperiments' are cured
and do not affect the warrior any more.
Job’s a Good ‘Un – Kustom Arm or Leg Replacement
Choose whether the left or right limb gets replaced. A kustom arm or leg replacement cures all wounds previously
suffered by the warrior to that limb. In addition, each bionik incorporates some useful mechanism. To find out
what the Dok has fitted to your warrior roll a D6 and consult the Bionik Arms or Bionik Legs table.
Note that results 5 and 6 on the Bionik Legs table replace both legs – oops! The Dok cuts off the other one too to
make room for the upgrade, even if it was perfectly healthy.
Any later injuries to a kustomised arm or leg affect the warrior as normal (the gubbinz get damaged.) The warrior
can visit the Dok again to try and get him to fix the bioniks, but you have to chance the entire random procedure
again. If the Dok successfully treats the kustomized limb again, roll a D6:
On a 1-3 he has fixed the ganger's original bionik part, removing the new injury.
On a 4-6 he has replaced the bionik entirely. The injury is removed but you have to roll on the Kustom Arm or Leg
table again to see what the warrior gets kustomized with this time.
If a Monowheel, Tracks or Wheels get replaced and you roll a new result that only replaces one leg, you get two
of the same bioniks, one for each leg. It is a sad day when you get your monowheel replaced by two peg legs...
To find out what the Doc has rebuilt the warrior’s kranium with, roll a D6 and consult the Rebuilt Kranium table.
A rebuilt kranium will fix all head injuries previously suffered by the ganger except 'Cool Scars' (see Bionik eye for
an exception). Any later injuries affect the fighter as usual until he comes in for another serjery. Note that if you
get a different rebuilt kranium it does not replace the old one as with arm and leg bioniks – different ones stack.
A Dok's Surprise cures all chest wounds and old battle wounds previously suffered by the warrior. Any further
injuries affect the warrior as normal until he comes in for another serjery. Note that if you get a different Doks
surprise result it does not replace the old one as with arm and leg bioniks – different ones stack.
The Adeptus Mechanicus of Mars is the most ancient of human organizations, pre-dating even the Imperium itself.
The order is supposedly dedicated to preserving human knowledge, but over the long millennia, its commendable
ideals have been perverted by superstition and dogma. Those who lapse even momentarily in their adherence to
the established protocols are branded tech-heretics and exiled, or worse. Some of these most despicable outcasts
make their way to Nu Ork, where all skilled engineers are welcome and can earn a comfortable living.
Mindscrubbing
Remember that base characteristics cannot be reduced to 0 or less. Results that would do so are ignored.
Treating Injuries
If the procedure is successful the affected body part is healed of all injuries and all previous bionics, bioniks and
augmentations are lost. The limb (or limbs, in the case of removing a bionic or graft that replaced both legs) is
replaced with a sophisticated bionic that fully mimics the functions of the original body part. Additionally, the
bionic parts are much harder to damage than soft flesh or even the ramshackle bioniks of Ork Doks. The patient
receives a special 4+ save against all further permanent injuries on that body part (if you roll an injury to a bionic
body part when making rolls on the serious injury table, take a saving throw; if successful, the injury is ignored
and treated as a Full Recovery instead).
Upgrading Beasts
The procedure adds 20 teef to the base value of the Riding Beast Bionics
beast, except if a weapon is fitted – in this case the
1 – Powered Jaws. The beast is fitted with a melee
full value of the weapon itself (as listed in the Human
weapon attached to its jaws, front limbs or whatever
Armoury) is added to the value of the beast, although
body part it uses to attack. Its melee attacks are now
you do not actually pay the cost of the weapon. The
resolved at +1 Strength and with an additional -1
Mechanicus builds them in his spare time, so there is
armour save modifier.
no additional cost to you.
2 – Adrenaline Pack. The beast is fitted with a drug
dispenser that can give it a boost in speed. The beast
If the trainer who brought the beast in is anything
gains an additional +2” of movement when it runs or
other than human, Space Marine, Ratling or Squat,
charges.
there is a -1 modifier to the roll.
3 – Ammo Bags. The beast is fitted with bags that can
be filled with backup ammunition for the gang. The
If the procedure is successful, roll once on the table
rider and any other friendly ganger in base contact
approprite for the beast's type.
with the riding beast gains a +1 bonus on all ammo
rolls. There is no benefit for weapons that fail ammo
A beast can have one of each upgrade. If you roll a
rolls automatically.
duplicate, re-roll. If you roll a weapon upgrade again
4 – Armour Plating. The beast is covered with thick
you can instead opt to replace the existing weapon
armour plates that greatly increase its survivability at
with a random new weapon instead of re-rolling the
the cost of speed. It gains a 5+ armour save or its
result.
existing save improves by 2 points, but its base
Movement characteristic is reduced by -1.
5 – Armoured Saddle. The beast’s saddle is fitted
with an armoured harness designed to protect the
rider. The armour save of the rider is increased by 1
point while mounted (or he receives a 6+ armour
save if he does not otherwise have any armour save).
6 – Refractor Field. The beast is fitted with a simple
force field generator that protects it and its rider. The
mount and the rider both receive a 6+ special save
against shooting.
Hunting Beast Bionics Brute Beast Bionics
1 – Self-Destruct. The beast is fitted with a remotely 1 – Adrenaline Pack. The beast is fitted with a drug
activated explosive device that can be activated by dispenser that can give it a boost in speed. The beast
the beast’s trainer at any time as long as he is not gains an additional +2” of movement when it runs or
down or out of action. When the self-destruct is charges.
activated place a 5” blast marker centred on the 2 – Armour Plating. The beast is covered with thick
beast. Every model fully under the marker is hit and armour plates that greatly increase its survivability at
those partially covered can take an Initiative test to the cost of speed. It gains a 5+ armour save or its
avoid the hit, as normal. Resolve the hits at Strength 5 existing save improves by 2 points, but its base
and with a -2 armour save modifier. The unfortunate Movement characteristic is reduced by -1.
beast is (obviously) automatically killed and removed 3 – Melee Attachment. The beast is fitted with a
from your roster. hand-to-hand weapon, most likely replacing one of its
2 – Powered Jaws. The beast is fitted with a melee own forelimbs. Roll a D6 to determine which weapon
weapon attached to its jaws, front limbs or whatever the beast is actually fitted with:
body part it uses to attack. Its melee attacks are now 1: Hand Weapon
resolved at +1 Strength and with an additional -1 2: Flail
armour save modifier. 3: Chainsword
3 – Adrenaline Pack. The beast is fitted with a drug 4: Power Sword
dispenser that can give it a boost in speed. The beast 5: Power Axe
gains an additional +2” of movement when it runs or 6: Power Fist
charges. 4 – Gun Attachment. The beast is fitted with a ranged
4 – Sensor Array. The beast is fitted with additional weapon, most likely replacing one of its forelimbs. If
sensors that augment its natural senses and are wired the beast’s BS is less than 2 is it now increased to BS
directly into its brain. Its base Initiative is increased by 2. The weapon automatically fails any ammo roll it is
+1 point and additionally it counts as being equipped required to make since the beast cannot reload or
with an Auspex (see the human armoury section). clear an ammo jam. Roll a D6 to determine which
5 – Armour Plating. The beast is covered with thick weapon the beast is actually fitted with:
armour plates that greatly increase its survivability at 1: Shotgun (scattershot)
the cost of speed. It gains a 5+ armour save or its 2: Shotgun (solid slugs)
existing save improves by 2 points, but its base 3: Autogun
Movement characteristic is reduced by -1. 4: Lasgun
6 – Weapon Harness. The beast is fitted with a small 5: Flamer
harness that allows it to carry a ranged weapon on its 6: Meltagun
back and fire it using a neural impulse trigger. If the 5 – Auto-Surgeon. The beast is fitted with a device
beast’s BS is less than 2 is it now increased to BS 2. that automatically applies medical treatment if the
The weapon automatically fails any ammo roll it is beast goes out of action. You may re-roll the dice
required to make since the beast cannot reload or when determining whether the beast is killed or if it
clear an ammo jam. Roll a D6 to determine which has to make a serious injury roll after the game.
weapon the beast is actually fitted with: 6 – Intelligence Boost. The beast receives a superior
1: Shotgun (scattershot) brain transplant or advanced programming. It can
2: Shotgun (solid slugs) now fend for itself and no longer requires a trainer. It
3: Autogun no longer suffers from stupidity and from now on it is
4: Lasgun treated as a full-blown ganger and gains experience,
5: Flamer but when it earns an advance you can only choose
6: Meltagun +1 WS, +1 BS or a roll on the Ferocity or Muscle skill
table. The maximum WS and BS score a battle beast
can have is 5.
MALEFIS'S SHOP OF HORRORS
(Tags: Workshop, Medical)
When an injured fighter goes to see a Haemonculus he can ask for one of the following procedures listed below.
Select the desired procedure and then roll a D6 on the Outcome table above to see how the Retired Haemonculus
handles your request.
Note that results 5 and 6 on the Leg Augmentation table replace both legs – oops! The Haemonculus cuts off the
other one too to make room for the upgrade, even if it was perfectly healthy.
Any later injuries to an augmented body part affect the warrior as normal (the graft gets damaged.) The warrior
can visit the Haemonculus again to try and get him to fix the graft, but unfortunately there is no guarantee that
the Haemonculus will fix the existing graft – he is just as likely to try something new.
If you're okay with a new augmentation, just roll again on the table and replace the old augmentation with the
new one. If you would rather have the existing augmentation fixed, the patient must pass a Leadership test to
convince the Hamonculus to repair his augmentation. If the test fails, the Hamonculus decided to try something
new after all and you must roll on the appropriate augmentations table. Of course, you might still get lucky and
roll the same thing! Such is the fickle nature of the Haemonculi...
Note that in the case when Spider Legs or a Hover Unit gets replaced and you roll a new result that normally only
replaces one leg, the other leg must also be replaced. If you roll Restoration for the first leg, it also applies to the
second leg. If you roll one of the other three results, then make another roll of D3+1 on the Leg Augmentation
table to see what happens with the other leg (Hamonculi aren't that keen on bodily symmetry and will be all too
happy to stick their patient with two different grafts!)
Gangers suffering from long-lasting injuries, aching old wounds or even psychological trauma can visit the Nu Ork
public baths for some much needed rest and relaxation. Run by Wynona, one of the rare and elusive ‘reasonable
Daemonettes’, the baths offer various pools, saunas and massage parlors for relieving physical and mental fatigue.
The public baths employ a variety of young and pretty servants from all the major species inhabiting Nu Ork.
A ganger visiting the baths can select one of the treatments listed below. Pay the cost and roll on the appropriate
table to see how effective the treatment is.
Massage “Massage”
The ganger is attended to by a skilled masseuse. The The ganger is "attended to" by a skilled "masseuse".
masseuse's deft hands dance over his muscles, greatly The "treatment" greatly boosts his self-esteem and
relieving physical pain and stress and speeding up confidence. This "treatment" costs 4D6 teef. This
recovery. This treatment costs 2D6 teef. Roll on the option is not available to Orks, Gretchin or loyalist
table below. Space Marines. Roll on the table below.
Gangers who have taken an enemy out of action in Gangers who have poisoned an enemy in their last
melee in their last battle have a +1 bonus to the roll. battle have a +1 bonus to the roll.
Gangers who have charged a fear or terror causing Gangers who have used a psychic power in their last
enemy in their last battle have a +1 bonus to the roll. battle have a +1 bonus to the roll.
IDOL OF GORK (OR POSSIBLY MORK)
Gork and Mork are the gods of the Orks. One of them is cunningly brutal, the other is brutally cunning, but Orky
theologians, as few as they are, can never agree which is which. This has caused many a religious war in the past,
so modern Orks are careful never to publically commit to either viewpoint. Idols, shrines, gargants and all other
religious icons are deliberately designed to be ambiguous and able to represent either Gork or Mork, depending
on the preference of the viewers.
Orks (and a few Gretchin with an inflated opinion of themselves) gather at idols of Gork (or possibly Mork) to
show off their ‘ardness, stompyness and general orkyness in the hopes of catching the gods’ eye and earning a
small boon for the battles ahead. This is done by challenging one of the champions of the shrine to single combat.
An Ork or Gretchin ganger who visits the idol must pick one of the champions listed below to be his opponent.
Weapons other than knives are not allowed, for this is a test of personal skill and luck, not wealth. Your opponent
or the Arbitrator (if present) should make the necessary dice rolls for the champion. The fighters start in base
contact with neither side counting as charging, and combat is fought until one fighter goes down or out of action.
If the challenging ganger wins, he receives a small bonus depending on the champion he defeated. If he loses, he
must roll on the Serious Injury chart – the shrine’s champions do not pull any punches!
Skills: Sidestep, Thick Skull, True Grit Skills: Disarm, Sidestep, True Grit
Equipment: 2 Knives, ‘Eavy Armour, Steel-toe Boots Equipment: 2 Knives, Blue Tattoos, Steel-toe Boots
Reward: All skills from the Muscle skill table for the Reward: All skills from the Cunning skill table for the
duration of the next battle duration of the next battle
DA POLIS STASHUN
If one or more of your gangers have been captured by the Nu Ork authorities then they will be held at da Polis
Stashun until you send someone to bail them out. Regardless of the number of captives you only need to send
one ganger to bail them all out. Resolve the following sequence for one captive at a time in any order you want.