Transcript
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The Underside
Map Based Necromunda Campaign
The Map1) Each player begins with seven hexes to represent their territory.2) The players territories are randomly placed in a circle around a set of seven hexes which
represent an Underhive city. The central seven hexes(the grey ones in the picture) areneutral to begin with and represent contested territory.
3) The very centre of the map(marked with a compass) will always remain neutral as it
remains the access point to this part of the Underhive, a set of tunnels and lifts controlledby the guilders. It can never be owned by a player.
4) The other six hexes in the centre of the map are neutral hexes. Roll 1d6 on the terraintable below to determine what the terrain type is for each neutral territory and then rollrandomly to see which territory type is in that hex.
Gang Territory 1) Each player starts with 7 hexes.2) Roll randomly to see which order the players must assign their hexes in.3) Each player must assign one of his hexes as his HQ. This territory brings in 1d6x10 income.4) Each player has 10 points to spend on their hexes. These points allow them to assign each
hex as a different type of terrain. The random roll column is for neutral and new hexes.5) There are 4 different terrain types to buy - desolate, wastes, civilised and premium.
Each type of terrain costs points, as follows -
Terrain Cost Random d6 Roll
Desolate 0 -
Wastes 1 1
Civilised 2 2-4
Premium 4 5-6
6) Once all of the players have assigned all of their hexes with terrain types then each playerrolls randomly to see what territory is in each of his hexes. Desolate hexes contain nothing
to begin with.
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Outlaws1) Any gang may declare itself as an outlaw gang at the start of the campaign.2) Outlaw gangs formed at the start of the campaign get a single hex containing a civilised
territory.3) Outlaw gang territory is placed randomly on the outer edge of the map after all other
territory has been assigned.4) Outlaws earn the full income for a territory rather than the half amount as stated in the
rules.5) Outlaws can voluntarily give up their hex in any end phase. They then roll up a wastes
territory and it is placed randomly on the outside edge of the map, representing themfleeing to another hidden base. The abandoned hex becomes neutral.
6) Outlaws that lose their territory must roll up another waste territory in their end phase. This hex is randomly placed on the outside of the map.
7) Outlaws may take over any hex as other players but may only have a single hex, giving uptheir old hex as neutral territory or looting it.
8) Looted territory becomes neutral and the territory it contains can be rebuilt at a cost of half its maximum income. e.g. a looted mine workings can be rebuilt for 60/2 or 30 credits.Only a controlling player can rebuild a hex.
9) A gang that loses all of it's territory may become an outlaw gang rather than admit defeat.Roll a wastes territory for them in the end phase in which they lost their last territory, andplace it randomly along the outer map edge.
10)Outlaws may attack any other hex within 4 hexes of their hex.
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Wastes - 1 Point
d66 Roll Territory Income Special
11 Desolate 0 None.
12-16 Chem Pit 2d6 On a double the ganger gains the hideous scarinjury but no income.
21-26 Old Ruins 10 None.
31-44 Slag Heap 15 None.
45-46 Mine Workings d6x10 Captured fighters sent here add +1 to the d6 roll.
51-54 Tunnels 10 Infiltration(see rule book).55 - 62 Vents 10 Infiltration(see rule book).
63-65 Mineral Outcrop d6x10 On a 6 you get an extra d6x10 credits.
66 Roll on the civilised chart.
Civilised - 2 Points
d66 Roll Territory Income Special
11 Roll on the wastes table.
12-16 Water Still d6x10 None.
21-26 Settlement 30 After a battle roll d6.On a 6 you get a Juve with aknife.
31-34 Holestead d6x10 None.35-44 Drinking Hole d6x10 On a 6 you can modify the scenario table by 1.
45-51 Workshop d6x10 Ignore 1 ammo failure.
52-53 Guilder Contact d6x10 +5 credits income for each loot counter.
54 - 56 Market Stall d6x10 Adds one to the number of rolls on the rare tradechart.
61-65 Friendly Doc d6x10 The doc acts as a medic, allowing the owner of the territory to re-roll one injury per battle.
66 Roll on the Premium chart.
Premium - 4 Points
d66 Roll Territory Income Special
11 Roll on the civilised table.
12-16 Weapon Factory 2d6x10 May ignore one failed ammo roll per battle.
21-26 Scrap Yard 2d6x10 None.
31-36 Sweat Shop 2d6x10 If either dice is a 6 you may get a free juve with aknife. If both dice are a 6 you can get 2 free
juves.
41-43 Gambling Den 2d6x10 On a double you lose that much income.
44-46 Bionics Lab 2d6x10 On a double 1 no income is gained but you mayhave a free bionic implant .
51-53 Spore Cave 2d6x10 On a double 1 no income and spore sickness.
54 - 56 Gem Cave 2d6x10 None.
61-65 Archeotech Horde 2d6x10 On a double 1, no income is gained but you get afree piece of archeotech.
66 Green Hivers Choose any territory.
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The Factions1) Each player controls a faction. The faction may be named differently to your primary gang if
you wish.2) The player creates his primary gang in the standard way, using 1000 credits.3) A player is not limited to having a single gang in their faction, but they may start the
campaign with only one.4) A player may elect to form a secondary gang at any point.5) Instead of fighting for leadership, a challenger may be given his own, new, gang if possible.6) The new gang must have a new leader who gains all the benefits of a leader(leadership
bubble, specialist, unpinning, etc.). The new leader may be from the following -
a) A deposed leader may start a secondary gang rather than leave the faction.b) A ganger(not heavy or juve) with a leadership of 8 or more.
7) Gangers from all of a players gangs may be used to work any of the factions territories.8) Secondary gangs only count half their number when working out the factions income.9) Secondary gang leaders gain all of the benefits of a leader and may not work territories, as
usual.10)Secondary gangs must have a gang rating of at least 500 when formed and must follow all
of the usual rules for making a new gang(e.g. may not have more juves than otherfighters).
11)Secondary gangs may not have more members than the primary gang.
12)If a gang leader dies then the most senior member of that gang takes over as per the usualrules.
13)Each gang may perform a separate action during each campaign turn.14)If more than one gang is sent to the same battle then any additional gangs may not turn up
for the battle in time. Roll 1d6 for each additional gang, on a 1-4 that gang is late andcannot take part in the battle. If the first gang loses and the second is late, then anotherbattle is fought over that hex, with the new gang.
15)The gang rating for each gang is used for rolling on the scenario table. If more than one ofyour gangs turns up for the battle then you must add both gang ratings together whendetermining the underdog bonus.
16)The leadership bubble for each gang leader only affects fighters from his own gang.
Leadership of a Gang1) If a ganger, not a juve or heavy, ends up with a leadership higher than the leader of theirgang then they will challenge them for leadership.
2) Roll a d6 to determine what kind of challenge is to be fought -
D6 Result
1-2 Knife fight. The contenders are each given a knife and may
not fight with any other weapons or any other equipment.
Neither combatant counts as charging.
3-4 Gun fight. The contenders are placed 12” apart and are
armed with the weapons they had in their last battle.
5-6 The potential new leader is utterly loyal to the old leader and
will not challenge them for leadership.
3) A deposed leader may form his own gang. Otherwise he must roll on the table below -
1 The ousted leader slinks away and is never seen again.
2-4 The old leader leaves the gang and becomes a hired gun
costing 20% of his cost plus experience.
5-6 The ousted gang leader accepts the new leader and becomes
utterly loyal to him, never challenging him.
4) Defeated gangers may be dealt with as they see fit, including selling them to the slavers. If
they are allowed to stay in the gang then they have been put in their place and will neverchallenge the leadership again.
5) Redemptionists will not challenge for leadership, chaos cultists will.
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Faction Retirement1) A player may retire his entire faction at the start of his turn.2) If the new faction is the same house as the last then the player may use one of the old
gangers as his new leader. This new leader costs 120 credits, regardless of his experience,any equipment carried by the ganger may be bought at the usual price. The new leadergains all the benefits of being a leader including becoming a specialist.
3) The new gang gets more credits than a normal starting gang. Subtract 1000 from the valueof the old gang and divide the result by 2. This is how many extra credits the new factiongets.
4) The new faction takes over the territories of the old.5) This counts as using all of the players actions that turn, as the new gang settles in.
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The Campaign Turn The campaign turn is split into three segments, Pre-Action, Action and Post Action segments.
Pre-Action1) At the start of the campaign turn roll for a new event on the event table.2) Determine the player rating of each player. This is the combined gang rating of each of
that players gangs.3) Each player chooses his actions for each of his gangs that turn. This is done in descending
order of player rating. The player with the highest player rating must perform their
action(s) first and then the second highest, etc.ActionEach player may make a single action for each of his gangs. The actions that may be performedare attack, fortify, explore, retrieval, rescue, do nothing or invoke guilder protection.
A) Attack 1) A gang may attack any hex that borders one of its own. The attacking gang must also state
which hex they are attacking from.2) Vents and tunnels can be used to attack two hexes away.3) Outlaws can always attack four hexes away.4) The access point at the centre of the map allows free movement and any player may attack
any hex that borders it, as long as he is able to attack the access point hex itself.
5) Attacks follow the rules for standard battles in the rule book, the player with the lowestgang rating rolls on the scenario table.6) Territory may always be taken over no matter which scenario is chosen, as long as the
number of models taken out of action is 3:1 and at least one casualty is caused.7) If a hex does not border with another friendly hex then it may be captured if the casualty
ratio is 2:1.8) If an attacker loses they he may lose the territory he attacked from.9) If an attacked hex is not bordered by another of the defenders hexes, then the attacker
may infiltrate 1d6 gangers at the start of the battle, as long as the scenario allows specialdeployment for them.
10)If a gang voluntarily bottles out then it automatically loses the territory.11)If a gang attacks a neutral territory then it may be opposed by any, or all, of the other
gangs. It will always be a gang fight for the territory and the winner automatically takes
the territory.12) Attacks on Vents or Tunnels are fought on tunnel terrain(e.g. Space hulk corridors).13) Attacks on drinking holes must always be using the bar fight scenario.14) Settlement hexes are always considered fortified, using the rules below.15)Outlaws use the outlaw scenario table as usual.16)Gang fighters recover after each battle rather than after each turn.17)A defending faction may choose which of it's gangs are used to defend.
B) Fortify 1) The gang sets up fortifications in a hex in an attempt to keep out intruders.2) Fortifying a hex costs 15 credits.3) The hex is fortified in that players action.4) A player defending a fortified hex gets to place 2d3 barricades before they deploy their
gang during a battle.5) Settlements are always considered to be fortified. There is no need to fortify them any
more.
C) Explore1) A gang may explore a desolate hex that it controls or into the badlands beyond the edge of
the map.2) Roll 1d6, on a 5-6 the gang has found something. Roll for territory on the wastes table. On
a 1 a random member of the gang must make a roll on the serious injury table instead.3) A gang may attempt to explore beyond it's outer hex boundaries into the unknown of the
Underside. Choose a tile edge that does not border another hex and roll 1d6. On a 6 thegang has found something, roll for a random territory on the territory table. On a 1 a
random member of the gang must make a roll on the serious injury table instead.4) Newly discovered territory is owned by the player that found it.5) Territories discovered by ratskin scouts are placed along a random outer edge of the
players territory. They are immediately claimed by the player who discovered them.6) New territory may be worked during the post-action sequence in which they were
discovered.
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D) Retrieval1) If a gang fighter dies, then a player may send a gang to retrieve the body and its
equipment.2) Any player sharing a border with the retrieving player may oppose the attempt. This does
not count as an action. Roll 1d6 on a 1-3 they successfully oppose the retrieval. On a 4-6they may not oppose the retrieval.
3) If the attempt is unopposed then the gang retrieves the body and equipment.4) If the attempt is opposed then a hoard scenario is played with the retrieving gang being the
defender and all those gang opposing the attempt being the attackers.5) The winner gets the body instead of the usual hoard.
E) Rescue1) A player may make a rescue attempt if they have a gang fighter held captive by another
gang.2) Rescue attempts count as an action.3) A rescue attempt must be taken as the next action after the battle in which they were
captured. After that they
F) Do Nothing1) The faction doesn't have to anything. The faction members can take it easy and chill out
this turn, drinking to much and making the most of their territory.
G) Invoke Guilder Protection1) A faction may invoke the protection of the guilders.2) All of a factions gangs must perform this action.3) The player may not be attacked that turn.4) The player cannot perform any actions or gain any income that turn from any of his gangs.
5) This has been added to allow for holidays and other absences from the campaign. Beware
it's use as it will stunt the growth of your gang(s) compared to the others in the campaign.
Post Action1) In the post action segment the player may work their territories to gain income. This is
instead of after each battle.2) All territories earn income automatically during the post action segment.
3) All living gangers may be used to perform actions, not just the ones that didn't go out ofaction.
4) Extra gangs only count half their number when working out the factions income..5) A ganger from any of the factions gangs may be used to work a territory. Each territory
that has been worked by a ganger gets to either re-roll the income for that territory or add10 credits to a fixed income territory.
6) Gangers not working territory may still be used to look for an extra rare trade item.7) Rare trade rolls are made in the post action sequence, not after each battle.8) New gang fighters and hirelings may only be recruited in the post action segment, not after
each battle. They are also paid in the post action segment and will fight for a full turn for asingle payment.
9) New equipment may only be bought in the post action segment, not after each battle.10)Rolls for inventors and settlements are made in the post action segment, not after each
battle.11)Rolls for ratskin scouts looking for territory are made in the post action segment.12)Any challenges for leadership occur only in the post action segment.
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Additional Rules
Underdog Bonus1) Underdogs may spend their underdog bonus to gain free hirelings for a battle.2) Spending the underdog bonus reduces it by the same amount for determining giant killer
income bonus and experience.3) Battle cards may also be bought for 75 underdog bonus each and are randomly drawn from
the deck.4) Cost for hirelings are as follows -
Hireling Underdog Cost
Pit Slave 100
Scummer 150
Ratskin Scout 150
Squat Longbeard 250
Bounty Hunter 350
Ogryn Bodyguard 500
Sumpside Veteran Various
Wyrd 350
Special Character 1000
Equipment Changes
Isotropic fuel rod - Any hex may be converted into a settlement, includingdesolate. The player may also place a new hex anywhere on the outer hex edgesof his territory and place the settlement within it. The new settlement is undertheir control.
Flamers - These now use the old style templates. The templates can be found here- http://gaming.yaktribe.org/community/vault/old-school-flamer-templates.198/
Pit Slave Shears - Take out of action rather than an instant kill.
Additional Scenarios These scenarios have been written into the campaign, the links for the rules arebelow -
Bar fight – rules included.
Toll bridge - http://gaming.yaktribe.org/community/vault/toll-bridge.93/
Lord of the Spire - http://gaming.yaktribe.org/community/vault/lord-of-the-spire.414/
These scenarios may be used at any time in addition to the ones in the outlanderand NCE rulebook.
Scouting Fight - http://gaming.yaktribe.org/community/threads/scouting-fight.3431/
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Rules Changes and Clarification
Hiding - A model may only hide if it is under heavy cover. A hiding model can beseen by another model if it is no longer under heavy cover.
Charging Hidden Fighters - An initiative test must be taken before the charge. If itis failed the model cannot charge the hidden fighter.
High Impact Weapons - These weapons do not kill gang fighters on a double fortheir injury roll.
Falling - Any edge with a 1” or higher barrier is considered protected and no roll tofall needs to be made.
Captured – Captured results cannot be re-rolled with medic. Friendly docs also donot affect them.
Leap and Sprint – These movement bonus from these skills no longer stacks.
Maximum Statistics – Are now as follows -
M WS BS S T W I A Ld
4 5 5 4 4 3 5 3 9
Determining Gang Rating in Multiple Player Games1) A players gang rating for a fight is the sum of all the gangs he has in the
battle.2) In battles where players ally with each other, to determine the gang rating
of your opponents for the underdog bonus you must add up the gangratings of all your opponents and divide it by the number of players in youralliance.e.g. If you had 4 opponents with a gang rating of 9000 and there were 3players fighting on your side then you would use 9000 divided by 3, or3000, to determine your underdog bonus.
3) In battles where no one is allied then your underdog bonus is the sum ofyour enemies gang rating divided by the number of enemy gangs in thebattle.e.g. 4 gangs fight a battle against each other. The total gang rating for all 4gangs is 8000. 8000/4 is 2000 and this is used to determine the underdogbonus for each gang.
Additional GangsChaos Cultists - They follow the rules for Redemptionists but may hire Wyrd hirelings.
Squats - https://yaktribe.org/community/vault/squat-mining-gangs-in-necromunda.647/
Orks - https://yaktribe.org/community/vault/orks-in-da-ive.133/
Additional HirelingsOgryn Bodyguard - https://yaktribe.org/community/vault/ogryn-bodyguard.99/cost – 50 credits
Squat Longbeard – In the squat list.Cost – 25 credits
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New Weapons
Inferno Pistol(Pistol, Rare) – 75 creditsShortRange
LongRange
ShortBonus
LongBonus
Str Dmg Save Mod. Ammo Roll Special
0-4 4-8 +2 - 8 D6 -5 4+ High Impact
Storm Bolter(Special Weapon, Common) – 65 creditsShort
Range
Long
Range
Short
Bonus
Long
Bonus
Str Dmg Save Mod. Ammo Roll Special
0-12 12-24 +1 - 4 1 -1 6+ Sustained fire – 1 dice
Long Rifle(Special Weapon, Common) – 45 creditsShortRange
LongRange
ShortBonus
LongBonus
Str Dmg Save Mod. Ammo Roll Special
0-8 8-40 -1 - 4 1 -1 5+ Head Shot, Move or Fire.
Special – The long rifle may use any mod that can be used by the hunting rifle. It is a weapon fortrained snipers and as such is considered a special weapon.
Multi-Laser(Heavy Weapon, Common) – 220 creditsShortRange
LongRange
ShortBonus
LongBonus
Str Dmg Save Mod. Ammo Roll Special
0-20 20-40 - - 6 D1 - 4+ Sustained fire – 2 dice
Multi-Melta(Heavy Weapon, Common) – 200 creditsShortRange
LongRange
ShortBonus
LongBonus
Str Dmg Save Mod. Ammo Roll Special
0-12 12-24 +1 - 8 2D6 -6 4+ High Impact
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Lucky Hit
Use this card when one of your gang misses a shot.
Effect - The stray shotricochets off nearby
rubble and hits theintended target. Makeany rolls to wound at -1strength.
Duck
Use this card when one of your gang has been shot.
Effect - The gang fighterducks at just the right
moment causing the shotto miss.
Bad Blood
Use this card when one of your gang is shot.
Effect - The shooterdecides to get some
revenge on a friend whohas cheated him. If thereis an enemy fighter withinan inch of the shot, it hitshim instead.
Flickering Lights
Use this card when anenemy is taking a shot.
Effect - The lights in thispart of the underhive areold and strobing. Theenemy fighter must takethis shot at -1.
Priority Target
Use this card before oneof your gang makes ashooting action.
Effect - The gang fightermay ignore normaltargeting priorities forthis shooting phase,exactly as if they had themarksman skill.
Grenade!Use this card when one of your gang is hit with afrag grenade.
Effect - The gang fighterselflessly throwsthemselves on thegrenade, containing theblast. Only they are hitby the explosion but atstrength 4.
Soft SpotUse this card when one of your gang hits with aranged weapon.
Effect - The target isstruck in a vulnerablespot and is automaticallywounded.
Thick SkinnedUse this card when one of your gang takes a wound.
Effect - The fighter shrugsoff the pain. The hit failsto wound after all.
I'll Save Yeh
Use this card when one of your gang is shot.
Effect - A friendly fighterwithin 1” of the targettedmodel model bravelyleaps in the path of theshot, being hit instead. This card does not workfor template weapons.
Very Angry
Use this card when one of your gang is wounded.
Effect - The fighter loseshis rag from the pain. The wound is counted asa flesh wound and fromnow on the fighter issubject to frenzy.
Just a Scratch
Use this card before oneof your gang rolls on theinjury chart when down.
Effect - The wound issuperficial and is countedas a flesh wound.
Unbreakable
Use this card when one of your gang fails aleadership test.
Effect - The fighter gritshis teeth and fights hisfear. He automaticallypasses the test.
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Rumours
Use this card when anenemy gang makes abottle roll.
Effect - There have beenrumours that your ganghas a secret weapon,
such as sewage depthcharges or groin attackrats. The bottle roll ismade at -1 leadership.
Deadeye
Use this card when one of your gang makes a shot.
Effect - The gang fightertakes a calming breath
and centres himselfbefore the shot. You mayadd +1 to the hit roll.
Blood Loss
Use this card if an enemymakes an injury roll
Effect - The fighter isbleeding heavily from the
wound and passes out. There is no need to roll,the fighter goes out ofaction immediately.
Quick Reflexes
Use this card when one of your fighters fails aninitiative test.
Effect - The gang fightersfocus is strong and clear. The Initiative test ispassed instead.
Slow Reflexes
Use this card if one ofyour enemies passes aninitiative test.
Effect - The enemiesmind is slow and clouded. They fail the initiativetest is failed instead.
Rats in a Barrel
Use this card when one of your gang makes aranged attack with a
pistol or basic weapon.
Effect - If there is anotherenemy within 4” of theoriginal target, yourfighter may makeanother ranged attackagainst them as well.
Gun JamUse this card when anenemy makes an ammoroll.
Effect - The ammo rollautomatically failed andmay not be re-rolled orignored for any reason.
Gun ExplodesUse this card when one of your enemies fails anammo roll.
Effect - The enemies gunexplodes using thenormal rules forExploding Wepaons.
Head ShotUse this card when youwound an enemy fighterwith a ranged weapon.
Effect - You shoot theenemy in the head, doingan extra d3 wounds.
Spare Clip
Use this card when one of your gang makes anammo roll.
Effect - The fighter has aspare ammo clip or powerpack. You may add 1 tothe roll
Spare Clip
Use this card when one of your gang makes anammo roll.
Effect - The fighter has aspare ammo clip or powerpack. You may add 1 tothe roll
Spare Clip
Use this card when one of your gang makes anammo roll.
Effect - The fighter has aspare ammo clip or powerpack. You may add 1 tothe roll
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Out of Ammo
Use this card when anenemy fighter makes anammo roll.
Effect - The fighter forgotto bring any extra ammo. They make the ammo
test at -1.
Weapon
Malfunction
Use this card when anenemy makes a shot.
Effect - The enemy forgotto maintain their weapon
and it has jammed. Theenemy fails to shoot.
Gas Pocket
Use this card if an enemymakes a shot.
Effect - The enemyignites a small gas pocket
in which he is stood. Thegas explodes like a fraggrenade centered on theenemy model.
Time for a Smoke
Use this card during anenemies move.
Effect - The enemydecides it's time for abreak. He sits down for acrafty smoke and countsas being pinned.
Caught Short
Use this card during anenemies move.
Effect - He should havegone before he left. Theenemy counts as beingpinned.
Oldest Trick
Use this card when anenemy fightersuccessfully makes
contact with a charge.
Effect - The rushingenemy has sand and dirtthrown in their face. Heis blinded for this turnand counts as WS1.
FumbleUse this card when anenemy has rolled hisattack dice.
Effect - The enemy tripsover his own feet. One of the dice now counts as a1 and may not be re-rolled.
Come on Then!Use this card before youroll your combat dice inhand-to-hand.
Effect - One of yourfighters ha had enough of being pushed around andloses it. He now countsas being frenzied.
MugUse this card when youtake an enemy out ofaction in hand-to-hand.
Effect - You go throughthe enemies pockets. Youtake 2d6 credits from thatgangs stash. If there isnot enough in yourenemies stash then theylose it from their profit.
Gunked
Use this card on anenemy during theirmovement phase.
Effect - The enemy iscoated in filth from anoverhead pipe. Theycount as being pinned.
Broken Ladder
Use this card when anenemy climbs a ladder.
Effect - A rusting rung ofthe ladder snaps. Theenemy must make a falltest immediately.
Rusty Rebar
Use this card when anenemy falls.
Effect - The enemy fallsonto a jagged and rustyrebar. Add one to thestrength of the fall anddouble the number ofwounds done.
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Knackered
Use this card at the startof the battle.
Effect - Choose oneenemy gang. That gang
has had a long night atFat Sallies. Roll 1d6 foreach gang member. On a1 they are at -1I for therest of the battle.
Oozing Scabs
Use this card at the startof the battle.
Effect - Choose an enemyfighter. They have
recently picked up anunpleasantcommunicable disease. They must halve theirinitiative for the battle.
Lash Worm
Use this card during anenemies move.
Effect - A lash wormstrikes at the fighter from
a hidden tunnel. Count itas an automatic strength3 hit.
Face Eater
Use this card during anenemies move.
Effect - A face eater leapsat the fighter from behinda pipe. If the fighter failsan Initiative test theytake a strength 4 hit.
Crumbling Floor
Use this card during anenemies move.
Effect - The floorcollapses. If the fighterfails an initiative test theyfall to the ground throughall intervening platforms.
Trip
Use this card during anenemies move.
Effect - The fighter tripsover an old power cable,becoming pinned.
Unused MineUse this card during anenemies move.
Effect - The fighter treadson a rusting frag mine.Place the gas templatecentred on the fighter.Anyone hit takes astrength 4 hit.
Gas FungusUse this card during anenemies move.
Effect - The fighter disturbsa gas fungus. Place the gastemplate centred on thefighter and roll 1d6.
1-2 Scare
3-4 Choke
5-6 Hallucinogen
Zombies!Use this card before anenemies turn begins.
Effect - 1d6 zombiesshuffle on a table edge of your choice.
Zombies!
Use this card before anenemies turn begins.
Effect - 1d6 zombiesshuffle on a table edge of your choice.
Giant Rats
Use this card during anenemies move.
Effect - The fighterdisturbs a giant rat.Place the creature inhand-to-hand combatwith the fighter. If it wins,it will move to attack thenearest fighter.
Ripper Jack
Use this card during anenemies move.
Effect - The enemy stepson a sleeping ripper jack.Place the creature inhand-to-hand combatwith the fighter. If it wins,it will move to attack thenearest fighter.
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Tarzan
Use this card before oneof your fighters moves. They must be on the toplayer of a building.
Effect - A thick cablehangs from the dome roof
here. You may use thecable as a single shotgrapnel gun.
Rubber Moss
Use this card if one ofyour gang falls.
Effect - The fighter landson a thick patch of rubber
moss, taking no damagefrom the fall. They arepinned as normal andalso bounce 1d6” in arandom direction.
What Was That
This card can be used onan enemy in overwatch.
Effect - The enemy thinksthey see somethinglurking in the shadowsand opens fire. They areno longer on overwatchand must roll 1d6. On a 6they must make anammo roll.
Ripper Ants
Use this card on a hiddenenemy at any point.
Effect - A swarm of ripperants attack the crouchinggang fighter. As a resultof his flailing the gangmember comes out ofhiding .
Scrag
Use this card when youtake an enemy out inmelee.
Effect - Your fighter takestime to savour his victoryand humiliate hisopponent. He gains anadditional 1d6 experiencefor the combat.
Loot
Use this card at the startof your turn.
Effect - If one of yourfighters does nothing thisturn they discover acache of concealed loot. This counts as a loottoken from thescavengers scenario.
Dead HiverUse this card at the startof your turn.
Effect - If one of yourfighters does nothingthen they can search acorpse for 1d6 creditsand a knife. If the roll is a1, the corpse is a zombieinstead. Place it in meleewith the fighter.
Dead-ish HiverUse this card during anenemies move.
Effect - The fighterdisturbs a zombie. Placethe creature in hand-to-hand combat with thefighter. If it wins, it willmove to attack thenearest fighter.
SurvivorUse this card when one of your fighters is out ofaction at the end of thegame.
Effect - The fighter doesnot need to roll for injury. They count as survivingagainst the odds.
Captured
Use this card when anenemy rolls a fullrecovery on the injurychart.
Effect - You havemanaged to capture thefighter instead.
Mutilated
Use this card when anenemy rolls a fullrecovery.
Effect - Your fighter reallywent to town on this guy. The injury counts as aninfected wound instead.
Such is the way
of Chaos
Use this card when dicehave been rolled.
Effect - The dice must bere-rolled.
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Fill the air with
Death
Use this card when one of your fighters fires anpistol or basic weapon.
Effect - The fighter holds
down the triggeremptying clip after clip. The fighter may roll asingle sustained fire dicefor that weapon.
Twisted Ankle
Use this card at the startof the battle.
Effect - The fighter slipson rubble and twists their
ankle. They are at -1movement for the battle.
Throw a Knife
One of your fighters mayuse this card instead ofmaking a shooting action.
Effect - You fighter has athrowing knife and hurlsit at a single enemy. You
can make a grenadeattack at the throwersstrength at one target.
Throw your Shoe
One of your fighters mayuse this card instead ofmaking a shooting action.
Effect - you can make astrength 1 grenade attackagainst one enemy. Noyou can't have your shoeback.
Cheese in the
hole!
One of your fighters may
use this card instead ofmaking a shooting action.
Effect - Your fighter throws apiece of rubbish as if it werea grenade. Place the gastemplate. Any fighter underit must make a ld test or bepinned.
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d66 Roll Campaign Event
11 Hive Quake. For each battle this turn a roll for treacherous conditions must bemade.
12 Zombie plague. For each battle this turn 1d6 zombies arrive on a random tableedge after all players have set up. This event continues for 2d6 turns. Each time it
is rolled another 1d6 zombies will turn up and the event will last for another 1d6turns.
13 Mutant Invasion. Players may use the monster roll from the scavengers scenario
for any scenario this turn.14 Shortages. All equipment and weapon costs are doubled until the next turn.
15 Scavvy King. All non outlaws must halve their Income until the next turn.
16 New Turf. Roll randomly to see what type of territory is up for grabs. Place it on arandom desolate hex or next to a random outer hex edge. It is neutral to begin
with.
21 Tunnel cave in. No tunnels may be used this turn.
22 Guild Sanctions. No rolls may be made on the rare trade chart this turn, playersmay instead use the outlaw trade chart.
23 Bad Ammo. All the ammo being brought into the underside is sub-standard.
Everyone has a -1 to all ammo rolls this turn.
24 Bounty. The locals are sick and tired of the gangs pushing them around. All gangfighters now have a bounty of 1d6x5 credits in their heads.
25 Slave Traders. No juves may be hired this turn.
26 New Turf. Roll randomly to see what type of territory is up for grabs. Place it on arandom desolate hex or next to a random outer hex edge. It is neutral to begin
with.
31 Such is the way of Chaos. All players gets 1d3 free fight event cards before eachbattle this turn.
32 Power Fluctuations. Roll for bad light treacherous conditions before each fight.
33 Discontentment. If a gang with an underdog bonus of 200+ wins this turn thenthey take over the territory automatically.
34 Beer Shortage. For this turn all hirelings cost half to hire(rounded up) as they havenothing better to do but fight.
35 Time to quit. The gang fighter with the most old battle wounds retires, he isreplaced with a free juve with a knife. If there are several candidates, roll randomly
to see who retires.
36 New Turf. Roll randomly to see what type of territory is up for grabs. Place it on arandom desolate hex or next to a random outer hex edge. It is neutral to begin
with.
41 House feud. Randomly choose two house gangs, they hate each other for the
duration of the turn.
42 Boom Time. Each gang adds 2d6x5 to its income this turn.
43 Hive fog. Roll for toxic fog before each fight.
44 Bountiful Fungus Harvest. When working out income halve the number in yourgang. Outlaws may add +2 to all foraging rolls.
45 New Cavern. Double the number of loot counters for scavenger fights and all hoardmissions will earn 3d6x10 credits instead of 3d6x5.
46 New Turf. Roll randomly to see what type of territory is up for grabs. It is neutral tobegin with. In addition, it is under the control of the guilders and they are using itto stage a lord of the spire match. Any player may use an action to participate one
of their gangs in the match, regardless of map position. The winner of the lord of the spire battle takes the territory and any further battles over this hex are fought
as normal. The new territory is placed on a random outer hex edge of theirterritory.
51 Caravan. All players double the number of rare trade rolls they make.
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52 Over-Production. A randomly rolled common weapon costs half price this turn.
53 The Hoard. A massive hoard has been found out in the badlands and all the gangsscramble to take control of it. Any player may use an action to send a single gangto try to take control of the hoard. The player with the lowest rating becomes thedefender in a hoard scenario, with the other participants being the attackers. Thehoard is worth 3d6x20 credits and also has a single piece of archeotech in it that
the winner can take(see outlanders book page 12).
54 Prison Break. All new gangers are hired with 3d6 experience. Juves get 1d6experience.
55 Stinger Mould Harvest. A player may pay 5 creds to re-roll any injury, once.
56 New Turf. A toll bridge has been discovered. Place it on a random desolate hex ornext to a random outer hex edge. It is neutral to begin with. Any battles fought
over this hex must use the toll bridge scenario.
61 New Dome. A player may buy new territory at 100 credits each. They may beplaced on any desolate hex owned by the player or on an outer tile edge of his
choosing. Roll randomly to see what the hex contains after it is placed.
62 Master Teacher. For 25 credits a player may chose which advance his gang fightergains when he advances. If a skill is chosen it must still be rolled for randomly.
63 Defence force surplus. This turn flack jackets, photo-visors and respirators are
common items.
64 The Healer. A skilled wyrd may heal injuries for 50 credits.
65 Safari. Rich idiots take a holiday to the underside. Each player adds 1d6x25credits to his stash for ripping them off.
66 Archeotech. A dome full of archeotech has been looted. This turn any player maybuy archeotech as if it was a common item(see outlanders book page 12).
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Bar Fight Scenario
SCENARIO SELECTION: Any attacks on a drinking hole must be fought using this scenario. This is the onlytime that the scenario may be played.
TERRAIN:The bar is best represented by an 18”square playing table. One edge must hold the bar itself which is a 1” widetable set 3” into the room (see layout). The other three edges are considered to have walls/windows in andanyone moving off the board will be removed from the game. Each player takes it in turn to place furniture for the
bar.1d6+3 bar patron models must be placed around the bar. The players take turns to place the models anywhere ,apart from behind the bar.
A large doorway must be placed on the table edge opposite the bar. This is the bar entrance.
GANGS:The defender sets up his gang first. The defender must use his gang leader and d3+3 other gang fighters of hischoice. The defenders leap over the bar as the attackers burst into the bar. The defenders may be placedanywhere behind the bar.The attacker then sets up d6+3 of his gang anywhere within 6” of the bar entrance.
STARTING THE GAME:Each player rolls 1d6. The player who rolls the highest goes first.
ENDING THE GAME:The normal rules for bottling out apply except that the defender will only start taking bottletests after 50% of his gang is lost.
SCENARIO SPECIAL RULES:This scenario has the following special rules:
Drunk :The defending gang have been drinking all morning and are less affected by their surroundings.For this game all members of the defending gang on the board have -1 Initiative. But +1 leadership, to amaximum of 10.
Cramped : The bar is cramped and so no one is going to be foolish enough to risk bringing the roof down. No weapons that use templates may be used in this scenario.
Bar PatronsBar patrons count as juves armed with stub guns and knives.Bar patrons can be used as cover but don't count towards target priority.If a shot misses it's target and is within 1” of a bar patron then roll to hit them without any bonuses. If a barpatron is struck then it counts as a wounding hit and the rest of the bar patrons will become hostile to the gangthat caused the hit, the other gang may now control them.
EXPERIENCE:Fighters who take part in the scenario earn experience points as noted below:+D6 Survives: If a fighter survives the battle then D6 experience points are earned.
+5 Per Wounding Hit : A fighter earns 5 points for each wounding hit he inflicts during the battle. Makea note on the gang roster every time a fighter scores a hit and wounds his target. Though you can scoremultiple wounds from one shot using some weapons only 5 points are earned when this happens, not 5per wound.
+10 Winning Gang Leader: The winning Gang Leader earns an extra 10 experience points.
INCOME
If the attacker wins then he gains control of the drinking hole this turn, they may work the territory this turninstead of the defender.If the defender wins then they can work the drinking hole for 2d6x10 credits this turn instead of the usual 1d6x10.
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Weapon Summary
Pistols ShortRange
LongRange
ShortBonus
LongBonus
Str Dmg SaveMod.
AmmoRoll
Special Cost
Stub Gun 0-8 8-16 +1 -1 3 1 - 4+ - 10
Autopistol 0-8 8-16 +2 - 3 1 - 4+ - 15
Laspistol 0-8 8-16 +1 - 3 1 - 2+ - 15
Hand Flamer - - - - 3 1 -1 5+ Flamer, Ammo Roll, Catch Fire(5+) 20
Bolt Pistol 0-8 8-16 +2 - 4 1 -1 6+ - 25
Plasma Pistol(Low) 0-8 8-16 +1 - 4 1 -1 4+ - 30
Plasma Pistol(High) 0-8 8-16 +1 - 5 1 -2 6+ Gets Hot 30
Needle Pistol 0-8 8-16 +2 - 3 1 -1 6+ Toxic Dart, Injuries, Silent 80+4D6
Web Pistol 0-6 6-9 - -1 - - - 6+ Webbed Targets, Solvent, Capture 120+4D6
Inferno Pistol 0-4 4-8 +2 - 8 D6 -5 4+ High Impact 75+4d6
Basic Weapons ShortRange
LongRange
ShortBonus
LongBonus
Str Dmg SaveMod.
AmmoRoll
Special Cost
Autogun 0-12 12-24 +1 - 3 1 - 4+ - 20
Lasgun 0-8 12-24 +1 - 3 1 - 2+ - 25
Boltgun 0-12 12-24 +1 - 4 1 - 6+ - 35
Hunting Rifle 0-8 8-32 -1 - 3 1 - 4+ Head Shot 25
Shotgun(Scatter) 0-4 4-18 +1 -1 3 1 - 4+ Pellets 20
Shotgun(Solid Slug) 0-4 4-18 +1 -1 4 1 - 4+ Knock-Back 20
Shotgun(Manstopper) 0-4 4-18 +1 - 4 1 - 4+ Knock-Back 5
Shotgun(Hot Shot) 0-4 4-18 +1 -1 4 1 - 6+ Knock-Back, Catch Fire(5+) 5
Shotgun(Bolt Round) 0-4 4-24 +1 - 4 1 - 6+ - 15
Special Weapons ShortRange
LongRange
ShortBonus
LongBonus
Str Dmg SaveMod.
AmmoRoll
Special Cost
Autoslugger 0-12 12-24 +1 - 3 1 - 5+ Sustained Fire – 1 Dice 45
Long Rifle 0-8 8-40 -1 - 4 1 -1 5+ Head Shot, Move or Fire 45
Storm Bolter 0-12 12-24 +1 - 4 1 -1 6+ Sustained fire – 1 dice 65
Flamer - - - - 4 1 -2 4+ Flamer, Ammo Roll, Catch Fire(4+) 40
Grenade Launcher 0-14 14-28 - -1 - - - 6+ - 60
Plasma Gun(Low) 0-8 8-24 +1 - 5 1 -2 4+ - 80
Plasma Gun(High) 0-12 12-24 +1 - 6 1 -3 6+ Sustained fire – 1 dice, Gets Hot 80
Meltagun 0-6 6-12 +1 1 8 D6 -5 4+ High Impact 95
Needle Rifle 0-16 16-32 +1 - 3 1 -1 6+ Toxic Dart, Injuries, Silent 180+4D6
Heavy Weapons ShortRange
LongRange
ShortBonus
LongBonus
Str Dmg SaveMod.
AmmoRoll
Special Cost
Heavy Flamer - - - - 5 D3 -3 3+ Flamer, Ammo Roll, Catch
Fire(3+), Move AND Fire
100
Heavy Stubber 0-20 20-40 - - 4 1 -1 4+ Sustained fire – 2 dice 120
MissileLauncher(Frag)
0-20 20-72 - - 4 1 -2 6+ Gas Cloud 140
MissileLauncher(Frag)
0-20 20-72 - - 8 D6 -5 6+ High Impact 140
Heavy Bolter 0-20 20-40 - - 5 D3 -2 6+ Sustained fire – 2 dice 180
Multi-Melta 0-12 12-24 - - 8 2D6 -6 4+ High Impact 200
Multi-Laser 0-20 20-40 - - 6 1 - 4+ Sustained fire – 2 dice 220
Heavy Plasma
Gun(Low)
0-20 20-40 - - 7 D3 -4 4+ Blast, High Impact 240
Heavy PlasmaGun(High)
0-20 20-40 - - 8 D6 -5 6+ Blast, High Impact 240
Autocannon 0-20 20-72 - - 8 D6 -5 4+ Sustained fire – 1 dice, High Impact 260
Lascannon 0-20 20-60 - - 9 2D6 -6 2+ High Impact, Terrifying Force 300
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Melee Weapon Str Damage Save Mod. Special Cost
Knife User 1 - - First Free
Chain, Flail User + 1 1 - Nullify, Clumsy 10
Club, Maul, Bludgeon User + 1 1 - - 10
Massive Weapon User + 2 1 - 2 Handed, Draw, Massive Blow 15
Sword User 1 - Parry 15
Chainsword 4 1 -2 Parry, Noisy 25
Power Axe User + 3 1 - 2 Handed 35+3D6
Shock Maul 5 1 -2 Out-of-Action, Injury 35+3D6
Power Sword User + 2 1 - Parry 40+3D6
Power Fist User + 5 D3 - - 85+3D6
Armour Modifiers
Close combat weapons that use the users strength affect the armour save of those struck, based on the modified strength of
the hit.
Hit Strength Armour SaveModifier
3 or less 0
4 -1
5 -2
6 -3
7 -4
8 -5
9+ -6
Grenade Str Damage Save Mod. Special Cost
Smoke Bombs - - - Gas Cloud, Smoke 10+3D6
Choke - - - Gas Cloud, Choke 15+2D6
Scare - - - Gas Cloud, Scare 20+2D6
Photon Flash - - - Blast, Blind 20+2D6
Frag 3 1 -1 Gas Cloud 25
Plasma 5 1 -2 Blast, Plasma Ball 35+3D6
Krak 6 D6 -3 -1 Hit throw, Demolition 40
Melta Bomb 8 2D6 -5 Demolition 40+3D6
Hallucinogen - - - Gas Cloud Hallucinate 40+4D6
Missiles Cost Availabilty
Frag Missiles 35 Common
Super Krak Missiles 50 Common
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Price Charts
Ammo Cost Availabilty
Dum-Dum 5 Common
Manstopper Shells 5 Common
Hot Shot Shells 5 Common
Bolt Shells 15 Common
Hotshot Laser Pack 15+2D6 Rare
Hellfire Bolts 20+3D6 Rare
Sights Cost Availabilty
Infra-Red 30+3D6 Rare
Telescopic 30+3D6 Rare
Mono 40+3D6 Rare
Red-Dot Laser 40+3D6 Rare
Armour Cost Availabilty
Flak 10+2D6 Rare
Mesh 25+2D6 Rare
Carapace 60+3D6 Rare
Force Field 100+4D6 Rare
Bionics Cost Availabilty
Chest 50+3D6 Rare
Eye 50+3D6 Rare
Arm 80+3D6 Rare
Leg 80+3D6 Rare
Trade Item Cost Availabilty
Auto-Repairer 80+4D6 Rare
Berserker Chip 25+3D6 Rare
Bionic Implant 50+3D6 Rare
Bio-Booster 50+4D6 Rare
Bio-Scanner 50+3D6 Rare
Blindsnake Pouch 30+2D6 Rare
Clip Harness 10 Common
Concealed Blade 10+D6 Rare
Drum Magazine 15+2D6 Rare
Filter Plugs 10 Common
Grav Chute 40+4D6 Rare
Grapnel 30+4D6 Rare
Infra-Red Goggles 30+3D6 Rare
Isotropic Fuel Rod 50+4D6 Rare
Lobo-Chip 20 Common
Mung Vase D6x10 Rare
Medi Pack 80+4D6 Rare
Photo-Contacts 15 Common
Photo-Visor 25+2D6 Rare
Ratskin Map D6x10 Rare
Respirator 15+2D6 Rare
Screamers/Stummers 10+3D6 Rare
Silencer 10+2D6 Rare
Skull Chip 30+3D6 Rare
Stinger Pouch 10+3D6 Rare
Suspensor 50+3D6 Rare
Weapon Reload ½ Common
Outlaw Item Cost Availabilty
Archeotech 1D6x10 Rare
Blade Venom 10+1d6 Rare
Bottle of Wildsnake 10+1D6 Rare
Icrotic Slime 50+3d6 Rare
Rad Counter 10+3D6 Rare
Kalma 5+D6 Rare
'Slaught 5+3D6 Rare
Spook 15+3D6 Rare
Spur 5+3D6 Rare
Stinger Pouch 10+3D6 Rare
Sump Dynamo 40+4D6 Rare
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Post Battle Sequence1. Roll for Injury Roll for each fighter down at the end of the game makes a full recovery on a 1-3 and is injured ona 4-6.High impact injuries cause death on any double.Where applicable 1-3 is left 4-6 right.
d66 Injury
11-15 Dead16 Multiple Injuries. Roll again on this table d3+1 times, re-rolling captured and full
recovery.
21 Infected wound. Fighter misses the next d3 games.
22 Chest wound. -1 T.
23 Leg wound. -1 M. One injury per leg, max.
24 Arm Wound. 1 S for that arm.
25 Head Wound. Roll d6 for EACH head wound before a game. 1-3 Stupidity, 4-6Frenzy.
26 Partially blinded. -1BS. Two injuries per eye, max.
31 Partially Deafened. -1 Initiative.
32 Shell shock . -1 Ld.
33 Hand Injury . -1 WS. Two injuries per hand, max.
34-36 Old battle wound. Roll d6 for EACH old battle wound. On a 1 the fighter missesthis game.
41-55 Full recovery .
56 Bitter Enmity . Hates someone. 1-4 its the person who gave the wound. 5-6 theleader of the gang that gave the wound.
61-63 Captured. MUST exchange hostages, 1 for 1. Can pay a negotiated amount forthe release or play a rescue mission.
64 Horrible Scars. Fighter causes fear.
65 Impressive scars. +1 Ld.
66 Survives against the odds. +2d6 experience.
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2. Work out Experience and Advances
Underdog Bonus Table Experience Table
Difference in GangRating
BonusWin/Lose
1-49 +1/0
50-99 +2/+1
100-149 +3/+2
150-199 +4/+3
200-249 +5/+4
250-499 +6/+5
500-749 +7/+6
750-999 +8/+7
1000-1499 +9/+8
1500+ +10/+9
Experience Title
0-5 Green Juve
6-10 Juve
11-15 Juve
16-20 Top Juve
21-30 New Ganger
31-40 Ganger
41-50 Ganger
51-60 Ganger
61-80 Gang Champion
91-100 Gang Champion
101-120 Gang Champion
121-140 Gang Champion
141-160 Gang Champion
161-180 Gang Champion
181-200 Gang Champion
201-240 Gang Hero
241-280 Gang Hero
281-320 Gang Hero
321-360 Gang Hero
361-400 Gang Hero
401+ Mighty Ganger
2d6 Result
2 Any Skill
3-4 House Skill
5 1-3 Str, 4-6 Attack
6 1-3 WS, 4-6 BS
7 1-3 Init, 4-6 Ld
8 1-3 WS, 4-6 BS
9 1-3 W, 4-6 T
10-11 House Skill
12 Any Skill
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Skill Tables
Note - If a fighter gains a skill he already has then he may choose another skill from that table.
D6 Agility Skills
1 Catfall
2 Dodge
3 Jump Back
4 Leap
5 Quick Witted
6 Sprint
D6 Combat Skills
1 Combat Master
2 Disarm
3 Feint
4 Parry
5 Counter Attack
6 Step Aside
D6 Stealth Skills
1 Ambush
2 Dive
3 Escape Artist
4 Evade
5 Infiltration
6 Sneak Up
D6 Muscle Skills
1 Body Slam
2 Bulging Biceps
3 Hard as Nails
4 Juggernaut
5 Hurl Opponent
6 Iron Jaw
D6 Ferocity Skills
1 Berserk Charge
2 Impetuous
3 Iron Will
4 Killer Reputation
5 Nerves of Steel
6 True Grit
D6 Techno Skills
1 Armourer
2 Fixer
3 Inventor
4 Medic
5 Specialist
6 Weaponsmith
D6 Shooting Skills
1 Crack Shot
2 Fast Shot
3 Gunfighter
4 Hip Shooting
5 Marksman
6 Rapid Fire
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3. Work out Income
Each ganger who lived to the end of the turn may be used to work a territory, whether or not hewent out of action during any of the battles that turn.When working out the total number of gang fighters for income, all secondary gangs of a factionhalve their number, rounding up.e.g. Your primary gang has 12 members and you have a second gang with 9 members, the total ofgang members you have when working out income is 12 + 5 = 17.
Giant Killer Bonus
Difference in gang rating Income bonus for winning
1-49 +5
50-99 +10
100-149 +15
150-199 +20
200-249 +25
250-499 +50500-749 +100
750-999 +150
1000-1499 +200
1500+ +250
Income Vs. Savings
Income 1-3 4-6 7-9 10-12 13-15 16-18 19+
0-29 15 10 5 0 0 0 0
30-49 25 20 15 5 0 0 0
50-79 35 30 25 15 5 0 0
80-119 50 45 40 30 20 5 0
120-169 65 60 55 45 35 15 0
170-229 85 80 75 65 55 35 15
230-299 105 100 95 85 75 55 35
300-379 120 115 110 100 90 65 45
380-459 135 130 125 115 105 80 55
460-559 145 140 135 125 115 90 65
560+ 155 150 145 135 125 100 70
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4. Rare Trade Chart
d66 Result
11 Power Weapon
1-3 Power Sword(40+3d6)
4-5 Power Axe(35+3d6)
6 Power Fist(85+3d6)
12 Rare Weapon
1-3 Needle Weapon, roll again.
1-4 Needle Pistol(80+4d6), 5-6 Needle Rifle(180+4d6)
4 Web Pistol(120+4d6)
5 Inferno Pistol(75+4d6)
6 One in a Million Weapon(see page 54)
13-14 Gas Grenades
1-3 Choke(15+2d6)
4-5 Scare(20+2d6)
6 Hallucination(40+4d6)
15-16 Grenades
1 Melta(40+3d6)
2-3 Photon Flash(20+2d6)
4 Plasma(35+3d6)
5-6 Smoke(10+3d6)
21-23 Ammo
1-3 Hotshot Laser(15+2d6)4-5 Drum Magazine(15+2d6)
6 Hellfire Bolts(20+3d6)
24-25 Gunsight
1-2 Red Dot Laser(40+3d6)
3 Mono-Sight(40+3d6)
4-5 Telescopic(30+3d6),
6 Infra-red(30+3d6)
26 Heavy Gear
1-4 Auto-repairer(80+4d6)
5-6 Suspensor(50+3d6)
31-33 Armour
1-3 Flak(10+2d6)4-5 Mesh(25+2d6)
6 Exotic, roll again.1-4 Carapace(60+3d6), 5-6 Force Field(100+4d6)
34 Medi-pack(80+4d6)
35 Isotropic Fuel Rod(50+4d6)
36 BionicChoose one arm(80+3d6),
leg(80+3d6),chest(50+3d6),
implant(35+3d6).
41-46 Items
1 Skull Chip(30+3d6)
2 Shock Maul(35+3d6)3 Grapnel(30+4d6)
4 Grav Chute(40+4d6)
5 Bio-scanner(50+3d6)
6 Bio-booster(50+4d6)
51-56 Items
1 Concealed Blade(10+1d6)
2 Respirator(15+2d6)
3 Photo-visor(25+2d6),
4 Berserker Chip(25+2d6)
5 Blindsnake Pouch(30+2d6)
6 Infrared Goggles(30+3d6)
61-63 Raid Gear
1-3 Silencer(10+2d6)4-6 Screamers(10+3d6) or Stummers(10+3d6)
64 Stinger Pouch(10+3d6).
65 Ratskin Map(1d6x10).
66 Mung Vase(must agree to buy before rolling for price, 1d6x10).
8/20/2019 The Underside Campaign 1.4
http://slidepdf.com/reader/full/the-underside-campaign-14 29/29
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