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7/27/2019 O the Outlaw Trading Post
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THE OUTLAW TR/ADITG POSTOutlaw trading posts are scatteredunevenly throughout the badzones.The mostfamous is HereticsHole, which is so welf estabfished hat the Guitders urn a
blind qye to its activitiesand even use it for occasional llicit dealingsof theirown. Other infamousOutlaw trading posts nclude Blood Spilf,Heflhole,SumpTown, BlackCrackand Widow's Pipe, many of which are actuafly settlementsruled by Outlaw bosses.Smafl,heavilyarmed caravansof iflegal tradersply thedesolateareasbetween the Outlaw posts to supply booze and guns to Scawiesand Ratskins.
Helmawr and the Imperial authorities have a less sanguine
view of the Outlaw posts than the Guild. Spies lurk
everywhere and sporadic expeditions are undertaken to
eradicate Outlaw holes situated tooclose to bona-fidesettlements.The inhabitantsare normally long gone by the
time the authorities arrive,but surpriseattackshave resulted
in some bloody conflicts. Heretics Hole has beendestroyed(and rebuilt) many times over and the Blood Spill massacreis still rememberedas a day of infamy.
SPENDINGCASHWHEN YOU'RE AN OUTLA\VAfter every game an Outlaw gang can collect income from
its one piece of territory and by foraging, as described
earlier.Cash can be spenton recruiting new fighters and onnew equipment or the gang.Spendingcash must be done at
the Outlaw trading post - the legal trading post is off limits
to Outlaws.
NEUYRECRUITSThe Outlaw trading posts are full of young punks and old
soaks so new fighters are recruited in the same way as the
original gang. Refer to lhe Gang Recruitment section ofCampaigns. New recruits may be armed with any of the
weapons described in the Gang Recruitment List, but
cannot be given other equipment until they have fought at
leastone battle.
Gangs can recruit whatever type of fighter the player
wishes, but the usual restrictions apply regarding the
number of leaders,heavies and so on.
RECRUITING HIRED GUNSPlayers may hire mercenary fighters for the gang if they
wish. Refer to the Hired Gzns sectionsof Campaigns andOutlanders for details. Hired Guns in Outlaw gangs are
criminals, outcasts and wandererswho are willing to sell
their expert skills to anyone prepared to pay. Obviously,
Bounty Hunters won't hire out to Outlaw gangs.
WEAPONSIfplayers want to buy new weaponsor other equipment for
existing gang fighters then refer to the trading charts below.
The charts list al1 he weapons and equipment availableat
an Outlaw trading post, though many items are not always
avai lable nd vary n price.
TRADINGCommon items can normally be found quite readily among
the noisy stalls and bazaars of an Outlaw trading post.
Playerscan usually purchaseas many of these tems as hey
want. The price for common items is fixed, so players
alwayspay the same price for them.
Rare items are hard or even impossible to find. Only
occasionally do such items tum up for sale and the price
asked s often way above their true value. Players must be
prepared to snap up useful items as they are offered,
especially the really hard-to-getweaponsand equipment.
To represent he scarcity of rare items eachplayer makesa
dice roll at the startof his tradine session o determine what
7/27/2019 O the Outlaw Trading Post
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goods are offered to him. To determine how many rare
items are offered oll a D3 (ie, a D6 counting -2 as 1,3-4
as 2 and 5-6 as 3). This is the number of items offered to the
gang leader as he scours the trading post and visits his
contacts here.
Ro1l a D66 for each item and consult the Outlaw Trade
Table to discover what is on offer. The player may buy any
of the items offered, but only one of each item unless the
same esult is rolled more than once.
Note that eachplayer rolls separately or his trading; even
if they are both Outlaws the gangs don't necessarilyhide
out in the same place nor do they have the same contacts.
One player cannot buy goodsoffered to another.
GANGERSAND TRADINGIf a player wishes he can useextragangers o searcharound
the trading post and makeenquiries about further rare items
which might be for sale. A ganger who does this cannot
collect income from the gang's territory that tum or forage,
searching out rare items is an alternative to collectingincome.
For each ganger employed in this fashion you may add a
furlher +l randomly generated are item to the list of those
offered for sale.
The ollowingchart s used o determinewhat rare rade temsare offered or sale o the gangleader.D3 temsare offeredautomatically nda further+1 or eachgangersent o search hemout.Thepricesof rare temsaregivenon the main radecharts.
Special:amble ndLose
Specral:obbed
Special:heated
Special:amble ndWi n
PowerWeapon.Roll D6:
1- PowerAxe
2-3- PowerMaul
4-6 - PowerSword
GasGrenades.ol l D6:
1 2 - Choke
3- 4 Scare
5-6 Hallucinogen
Grenades.oll D6:
1 MeltaBomb
2-3- PhotonFlash lare
4 - Plasma renade
5-6 SmokeBomb
GunSight. oll D6 :
l- 2 - RedDoL aser ight
3 - MonoSight
4 - Telescoplcight
5-6 lnfraRedSight
Armour. ol l D6:
1-4 Flak5 - Carapace
6 - Mesh
Bionics. hoose neof:Bionrc rm. BionicEye,Bionic eg
Archeotech
Bio-Scanner
Blade enomBlindsnakeouch
Bottle f wld snake
Infra-Goggles
lcroticSlime
Kalma ixer
RadCounter
Ratskin ap
Screamers
Silencer'Slaught
Fixer
Spook
SpurFixer
StingerMouldPatch
Stummers
WeaponReload
Special:umour
Special:ip-off
Special:nside nformation
26
3 l
3Z
3334
35
36
4 1
+2
+3
4+
45
+6
5 l
52
53
54
55
56
6 l -62
63-64
65-66
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SPECIALRESUTTSSpecial results represent chance encounters and events
which take placeduring your time in the Outlaw hole. Each
of these events s a one-off, so if you roll the same result
twice in the same rading session e-roll the dice.
Gamble and Lose. You have to gamble at an Outlaw
trading post, though it's not a law (because here aren't
any). Most of the business is conducted around the
gambling tables and it's considered a character law not to
gambie - it implies you're not prepared to take risks, and
that makesyou an easy oll. You lose 2D6 credits and come
away a little wiser.
Robbed. You reach for your creds and find them gone,
some scraghas stolen hem from right under your nose.You
look around but there are dozens of likely candidatesat
hand. Roll a D6. On a 6 you spot the culprit flinch from
your gaze and grab him before he legs it. You get your
money back andgive him a lesson n manners.On a 1-5 youdraw a blank and have to count the cost of losing 3D6
credits (nobody's fool enough to keepall their creds n one
place).
Cheated. You trade for a bargainpiece that seemssound at
first but is in fact flawed, damaged, badly-made or
counterfeit and basically useless.Lose 3D6+10 credits and
Iook a bit closernext time.
Gamble and Win. You gamble away a pile of cred:itsbut
then luck smiles on you and you win it back with some
interest. Gain an extra2D6 credits.
Rumour. You hear a rumour about what's going on in the
wastes,which gangs are going where and what they're
looking for. You may modify your next dice roll on the
Scenario ableby +1 or -1; the modifier s appliedafter he
dice have been rolled.
Tip Off. An old contact gives you some good information
which alerls you to an opportunity for making some creds.
The next time you ro11on the ScenarioTable you may re-
ro11he dice f you wish.
Inside Information. An insider informant offers to sell you
vital information for 10 credits. If you pay the man his
credits the next time you play a game you may choose he
scenario nstead of rolling on the ScenarioTable.
PRICE CHARTThe chart below indicates he costof items available or sale
at the Outlaw trading post.The cost of rare tems s included
on this chart, but such items cannot be bought unless they
are offered for sale as already described. n some cases he
cost of an item is variable, it includes a base cost plus a
variable extra amount, or example 40+3D6 credits. n these
instances the extra variable cost is the additional rarity
value of the item - the premium which must be paid to ownir .
HAND-TO-HAND WEAPONS
Item Cost Availability
Sword
Chainsword
Club,maulor bludgeon
Chain r flail
Knife Nb 1 knife s ree)
Massive xe,swordor club
Power xe
Powermaul
Power word
PISTOLS
Item
l0 Common
25 Common
10 Common
10 Common
5 Common
15 Common
35+4D6 Rare
35+4D6 Rare
40+4D6 Rare
Cost Availabilit5l
Autopistol
Bolipistol
Hand lamer
Laspjstol
Needle istol
Piasmaistol
Stub un
V/ebpistol
BASIC WEAPONS
Item
15 Common
20 Common
20 Common
15 Common
100+5D6 Rare
25 Common
l0 Common
120+5D6 Rare
Cost Availability
Autogun
Boltgun
Lasgun
Shotgun1(ol i .J hnr - sr: t rer shel ls l
20
35
25
Common
Common
Common
Common0
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SPECIALWEAPONSItem Cost Availability
Flamer
Grenadeauncherl ( ] . rqn>r1e< evtr>l
Melta-gun
Needle ifle
Plasmaun
HEAVY WEAPONS
Item
Common
Common
Common
Rare
Common
Availability
ARMOURItem Cost Availability
40
i 3 0
95
230+5D6
70
Cost
Autocannon
Heavy tubber
Heavy olter
Hea\.y lasma un
LascannonMissileauncherMissilesxtra)
GRENADES
Item
300
12 0
180
285
400i 8 5
Cost
Common
Common
Common
Common
CommonCommon
Availability
Flak
L d r d p d L c
Mesh
BtoNtcsItem
10+3D6 Rare
70+4D6 Rare
25+4D6 Rare
Cost Availability
Arm
Eye
Hand
Leg
MISCELLANEOUS
Item
80+4D6 Rare
50+4D6 Rare
50++D6 Rare
B0+4D6 Rare
Cost Availability
Choke nz< nrenzrie<
Frag renades
Hallucinogenasgrenades
Krak renades
Melta omb
PhotonFlashlare
Plasmarenade
(r.:rrc l:c nrFnrritrs
Smokebomb
MISSILESItem
1 +3D6
30
40+5D6
50
40+4D6
20+3D6
30+4D6
20+3D6
10+4D6
Cost
Rare
Common
Rare
Common
Rare
Rare
Rare
Rare
Rare
Availability
D6xl0
50+3D6
l 0 + l D 6
30+2D61 0 + 1 D 6
l 0
i 0
30+3D6
50+3D6
5 + 1 D 6
l 5
i 0
1 +3D6
D3xl
Rare
Rare
Rare
RareRare
Common
Common
Rare
Rare
Rare*
Common
Common
Rare
Rare
Common
Common
Availability
Archeotech
Bio-Scanner
BladeVenom perdose)
Blindsnal<eouchBotrle f wld snake
ClipHarness
Filter lugs
Infra-Goggles
lcrotic l ime
Kalmaperdose)
Photo-Contacts
Photo-Visor
RadCounter
Ratskjn ap
Fragmissiles
Krakmissiles
SPECIAL AMMO
Item
35
1 1 5
CostMan-Stopperhotgun hell
Hot-Shot hotgun hell
R ^ l t ( h ^ h r rn ( h c l l
Dum-dum ulletsorStub un
GUNSIGHTS
Item
5
5
l 5
5
Cost
Common
Common
Common
Common
Availability
Respirator 10 Common
Screamersone ncounted 10+3D6 Rare
Silencer 10+2D6 Rare'Sj2rjnhlIner jnsel 5+2D6 Rare*
Spookpe r ose) 10+3D6 Rare
Spur per ose) 5+3D6 Rare*
Stinger ouldpatch each) 15+2D6 Rare
Stummersone ncounter) 10+3D6 Rare
WeaponReload HalfWeaponCost Rare
* Becomesommononcea frxer asbeen ound.
RedDot laser ight
Monosight
Te le c r n n i r < i n h t
InfraRed ight
40+4D6
40+4D6
40+4D6
30+4D6
Rare
Rare
Rare
Rare