Rackets
Each Racket has unique bonuses. A gang receives the benefits of a Racket so long as it holds it. Benefits of Rackets are gained after each battle (including immediately after taking control of it after a battle).
Once the Racket is lost (for example taken by another gang), the bonus is also lost.
There are 2 ways to take control of Rackets:
- Winning a battle with a Racket at stake.
- Racket as exchange for Captives.
Campaign variations
Total Resources
Campaign | Amount of Resources |
---|---|
Law & Misrule | All (except the starting Resources). |
Unique Resources
Campaign | Unique Resources | Duplicate Enhanced Bonuses |
---|---|---|
Law & Misrule | Yes. | Linked: Receive all duplicate bonuses except Income. Only claim a single Income bonus. |
Resource Bonuses
All Resources are unique and have different bonuses:
Income
Add the amount of credits to the Stash when collecting income from Resources (including any that was won from the previous battle).
Recruits
- Free to recruit (does not cost any credits).
- The cost is added to Gang Rating and Wealth.
- Equipment must be purchased separately (unless otherwise specified).
- Hired guns remain with the gang while in control of the Resource.
- Hangers-on can be recruited regardless of Reputation and will not affect the maximum amount of Hangers-on the gang may have.
Once the Resource is lost, the Hangers-on is also lost. The Hangers-on will never leave the gang because of injuries and can't be killed. Note that this means it’s important to distinguish between those that are regular hangers-on and those territory-related (if you control both types and at least one is drafted into a battle).
Equipment
- Can be distributed to eligible fighters.
- Free equipment is lost when the Resource is lost.
- Purchased equipment is kept after the Resource is lost.
- The (full) cost is added to Gang Rating and Wealth, even for discounted and free items.
Reputation
Increase the Reputation while in control of the Resource. When the Resource is lost, decrease Reputation with the equal amount.
Special
If the Resource is lost, so is the benefit.
Enhanced Bonuses
Some Resources have Enhanced bonuses that require specific criterias to be met in order to claim them.
Gang-Specific
Gang Specific bonuses can only be claimed by the specified gang. It will replace generic bonuses of the same type.
Linked
Linked bonuses can be claimed by taking control of the specified Resources. They are claimed in addition to any duplicate types of bonuses, except income. Only a single Income bonus can be claimed.
Card | Racket | Boon | Boon conditions (Free, Temp, Once) |
♦ 1 | Narco-Distribution | Special: Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post. Linked: Out-Hive Smuggling Routes (♦2), Ghast Prospecting (♦3). Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10 | - - - |
♦ 2 | Out-Hive Smuggling Routes | Linked: Ghast Prospecting (♦3), The cold Trade (♦4). Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10 | - - |
♦ 3 | Ghast Prospecting | Equipment: 3 doses of Ghast each battle. Linked: Out-Hive Smuggling Routes (♦2), Caravan Route control (♣9). Income (Linked 1, 2): 2D6x10, 4D6x10 | F, T - - |
♦ 4 | The Cold Trade | Special: Xenos weapons (Black Market) are treated as Common. Equipment: 1 Xenos weapon. Linked: Out-Hive Smuggling Routes (♦2), Spire Patronage (♣6). Income (Linked 1, 2)::1D6x10, 2D6x10 | - F, T, ) - - |
♦ 5 | Life Coin Exchange | Recruit: 2x Hive Scum or 1x Bounty Hunter each battle (including equipment). Linked: Whisper Brokers (♦7), Corpse Guild Bond (♦8). Income (Linked 1): D6x10 Special (Linked 2): All gang members gain Fearsome (skill). | F - - F, T |
♦ 6 | Xenos Beast Trafficking | Special: Grapplehawks and Gyrinx Cats (Black Market) are treated as Common. Equipment: 1 Grapplehawk or Gyrinx Cat (Leader only) Linked: Out-Hive Smuggling Routes (♦2), Blood Pits (♣5). Income (Linked 1, 2)::1D6x10, 2D6x10 | - F, T, O - - |
♦ 7 | Whisper Brokers | Special: +D3 Tactics cards each battle. Linked: Life Coin Exchange (♦5), Peddlers of Forbidden Lore (♣13). Special (Linked 1): When challenged, choose the Resource at stake (instead of the challenger as normal). Special (Linked 2): When challenged for an already controlled Resource, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling. | - - - - |
♦ 8 | Corpse Guild Bond | Exclusive: Can't control other Guild Bond Rackets. Income: (1D6 + 1 per other Resource controlled) x10 Recruit (choose one):
| - -
|
♦ 9 | Slave Guild Bond | Same as above, except with the Slave Guild. | |
♦ 10 | Promethium Guild Bond | Same as above, except with the Promethium Guild. | |
♦ 11 | Guild Of Coin Bond | Same as above, except with the Guild of Coin. | |
♦ 12 | Water Guild Bond | Same as above, except with Water Guild. | |
♦ 13 | Archaeotech Auctioning | Equipment: 1 Imperial weapon (Black Market). Linked: Proxies of the Omnissiah (♣3), The Cold Trade (♦4). Income (Linked 0, 1, 2): 2D6x10, 3D6x10, 4D6x10. If a double is rolled, gain nothing. | F, T, O - - |
♣ 1 | Witch Seeking | Exclusive: Law Abiding only! Converted into Wyrd Trade if controlled by Outlaws. Special: Each fighter can add Shock to 1 of their Melee weapons. Linked: Redemptionist Backers (♣2), Slave Guild Bond (♦9). Income (Linked 1): Double the income when Claiming Bounties for Psykers (including temporary Psykers). Special (Linked 2): The Leader can try to pass an Intelligence test to double the income when Claiming Bounties (identify the captive as a witch). | - T - - |
♣ 2 | Redemptionist Backers | Exclusive: Can't be claimed by Cults (Chaos, Genestealer, Corpse Grinder). If they gain control, it becomes dormant until claimed by a different type of gang. Special: Re-roll failed Ammo tests for Blaze weapons. Linked: Promethium Guild Bond (♦10), Witch Seeking (♣1). Income (Linked 1, 2)::1D6x10, 2D6x10 | - - - - |
♣ 3 | Proxies of the Omnissiah | Special: Can re-roll any failed Ammo tests. Bionics are treated as Common. Linked: Archaeotech Auctioning (♦13), Promethium Guild Bond (♦10). Income (Linked 1): D6x10 Special (Linked 2): Each fighter can add Shock or Seismic to 1 of their weapons. These weapons also gain Unstable. | - - - T |
♣ 4 | Gambling Empire | Income: Choose a suit of cards, then draw a card:
Special (Linked 1): Nominate an enemy fighter (not Leader or Champion) to miss the battle. | - - - |
♣ 5 | Blood Pits | Recruit: 2x generic Hive Scum (including equipment). Linked: Slave Guild bond (♦9), Xenos Beast Trafficking (♦6). Special (Linked 1): A Leader or Champion can fight in the pits as a post-battle action. Pass a WS test with a -1 modifier to permanently gain a random Combat or Brawn skill. If failed with a 1, the fighter suffers a Lasting Injury roll. Income (Linked 2): 2D6x10 | F - - - |
♣ 6 | Spire Patronage | Income: 2D6x10 when winning a battle. Linked: Proxies of the Omnissiah (♣3), Blood Pits (♣5). Equipment (Linked 1): All Leaders and Champions can gain 1 Extravagant Goods each: Gold-plated Gun, Exotic Furs, Opulent Jewellery, Uphive Raiments. Income (Linked 2): Gain a Caryatid for the Leader. It will not leave if losing Reputation (but will leave if this resource is lost). | - F- T, O F, T, O |
♣ 7 | Bullet Cutting | Special: Re-roll any failed Ammo tests. Equipment: Treat all items with Rarity 9 or below as Common from either Black Market or Trading Post. Linked: Proxies of the Omnissiah (♣3), Blood Pits (♣5). Income (Linked 1, 2)::1D6x10, 2D6x10 | - - - - |
♣ 8 | Settlement Protection | Recruit: 1 Hanger-on. Linked: Any Guild Bond (♦8 - ♦12), Bullet Cutting (♣7). Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10 | F, T, O - - |
♣ 9 | Caravan Route Control | Linked: Guild of Coin Bond (♦11), The Cold Trade (♦4). Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10 | - - |
♣ 10 | Wyrd Trade | Equipment: Ghast is treated as Common. Linked: Peddlers of Forbidden Lore (♣13), Whisper Brokers (♦7). Income (Linked 1, 2)::2D6x10, 3D6x10 | - - - |
♣ 11 | Production Skimming | Linked: Any Guild Bond (♦8 - ♦12), Caravan Route Control (♣9). Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10 | - - |
♣ 12 | The Resurrection Game | Special: Ignore 1 Critical Injury or Memorable Death result on the Lasting Injury table per battle. The fighter goes into Recovery instead. Linked: Corpse Guild Bond (♦8), Peddlers of Forbidden Lore (♣13). Income (Linked 1): 2D6x10 Special (Linked 2): Any gang can pay the controlling gang to return a dead fighter from the grave. The cost is the original fighter value (including equipment) + 100. Roll 2D6: | - - - - |
♣ 13 | Peddlers of Forbidden Lore | Special: Re-roll Priority roll. Linked: Wyrd Trade (♣10), The Resurrection Game (♣12). Income (Linked 1): 2D6x10. Special (Linked 2): 4+ save (unmodifiable by AP) to the Leader and all Champions. | - - - F, T |