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7/27/2019 O the Outlaw Trading Post http://slidepdf.com/reader/full/o-the-outlaw-trading-post 1/4 THE OUTLAW TR/ADITG POST Outlaw trading posts are scatteredunevenlythroughout the badzones. The most famousis HereticsHole, which is so welf estabfished hat the Guitders urn a blind qye to its activities and even use it for occasional llicit dealingsof their own. Other infamous Outlaw trading posts nclude BloodSpilf,Heflhole,Sump Town, BlackCrackand Widow's Pipe, many of which are actuafly settlements ruled by Outlaw bosses.Smafl,heavilyarmedcaravansof iflegaltraders ply the desolateareasbetween the Outlaw posts to supply booze and guns to Scawies and Ratskins. Helmawr and the Imperial authoritieshave a less sanguine view of the Outlaw posts than the Guild. Spies lurk everywhere and sporadic expeditions are undertaken to eradicate Outlaw holes situated too close to bona-fide settlements.The inhabitants are normally long gone by the time the authorities arrive,but surpriseattackshaveresulted in some bloody conflicts. Heretics Hole has been destroyed (andrebuilt) many times over and the Blood Spill massacre is still rememberedas a day of infamy. SPENDINGCASH WHEN YOU'RE AN OUTLA\V After 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 on new equipment or the gang.Spendingcashmust be done at the Outlaw trading post - the legal trading post is off limits to Outlaws. NEUYRECRUITS The 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 of Campaigns. 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,heaviesand so on. RECRUITINGHIRED GUNS Players may hire mercenary fighters for the gang if they wish. Refer to the Hired Gzns sectionsof Campaigns and Outlanders for details. Hired Guns in Outlaw gangs are criminals, outcasts and wanderers who are willing to sell their expert skills to anyone prepared to pay. Obviously, Bounty Hunters won't hire out to Outlaw gangs. WEAPONS Ifplayers want to buy new weaponsor other equipment for existing gang fighters then refer to the trading chartsbelow. The charts list al1 he weapons and equipment availableat an Outlaw trading post, though many items are not always available nd vary n price. TRADING Common items can normally be found quite readily among the noisy stalls and bazaars of an Outlaw trading post. Playerscan usually purchase as many of these tems as hey want. The price for common items is fixed, so players alwayspay the sameprice 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-get weaponsand equipment. To represent he scarcity of rare items eachplayer makesa dice roll at the start of his tradine session o determinewhat

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7/27/2019 O the Outlaw Trading Post

http://slidepdf.com/reader/full/o-the-outlaw-trading-post 1/4

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