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=='''TERRITORY'''== Undead 'gangs' do not follow the usual outlaw territory or foraging rules. Instead, after every game roll a D6 to work out how the Necromancer has been making his money. Note that you do not have deduct any further amounts from this profit, it already counts the General Costs of living (unless he has hired an apprentice- see below). Skeletons don't cost much to feed, after all. '''1: SEARCHING FOR SCRAPS!''': The Necromancer is reduced to scrabbling around in the dirt trying to find enough food to stay alive. He only makes D6 credits profit. '''2: RUINS:''' The Necromancer finds ruins. He makes 10 credits profit. '''3: GRAVE ROBBING''': The Necromancer, whilst searching for appropriate bones, picks up whatever items he feels may yield a profit. He makes D3x10 profit. In addition, he may have found something interesting buried. Roll a D6, on the roll of a 4 or 5 he uncovers a (common) basic weapon randomly determined from the Basic Weapons list. On the roll of 6, he has uncovered a piece of Archeotech. Establish its type by rolling on the Archeotech table on page 56 of the Outlanders rulebook. '''4: HELP THE DOC:''' The Necromancer 'helps' his local doc with his 'research'. He makes D6x10 profit. '''5: AUTOPSY:''' The Necromancer visits the site of a recent gangfight. He strips the bodies of the deceased, making D3x10 profit. He also finds one randomly determined (common) pistol and one randomly determined (common) basic weapon. '''6: ARCHEOTECH HOARD:''' The Necromancer has discovered an Archeotech Hoard. He must milk it for all its worth before moving on. He makes 3D6x10 profit, as well as discovering 2 items randomly determined by rolling on the normal rade trade table. Apprentices: If the Necromancer has hired an apprentice, he must feed him. The Apprentice needs 3 credits per week to survive, which must be deducted from the Necromancer's profit. However, he makes D6 credits through foraging. '''CAPTURE''' If Skeletons are captured, they automatically crumble to dust and bones. they therefore cannot be ransomed and cannot be sold on. Their equipment can be used by the capturing gang, however. If the Necromancer is captured, he gets one chance to orchestrate an escape effore, by animating the skeletons to come to his rescue. Play the 'Rescue' scenario. If this attempt fails, the gang automatically crumbles in its entirity, and you must start again. Without a Necromancer, the gang will (literally) crumble. Apprentices use the normal rules for captured Gangers. '''BOUNTY''' Necromancers are worth a bounty equal to their cost. The rest of their gang, however, is worthless financially. '''LEADERSHIP CHALLENGES''' There are no leadership challenges in Undead Gangs. '''HIRED GUNS''' Hired Guns will not work for Necromancers. '''RARE TRADE ITEMS''' The Necromancer himself may search for rare trade items. He is offered D3 items. He may NOT send skellies to get additional items, and his apprentice will be too busy peeling potatoes. He rolls on the Outlaw Rare Trade table. '''RAISE THE DEAD''' If one of the gangs opponents died during battle (as in rolled dead on the Serious Injuries Table), the necromancer may raise him. He becomes a normal Skeleton warrior, and does not keep his skills or characteristics, but the Necromancer may keep his weapons. In addition, if the model raised was a Heavy, he will be raised as a Skeleton Heavy. '''SCENARIOS''' Undead Gangs roll on the Outlaw Scenario table. They can choose any scenario to play, although they may never work for Guilders (obviously) and may not take part in 'Lord of the Spire' competitions. '''NECROMANTIC CONTROL''' The Necromancer can only control a certain number of skeletons. If his experience is 0-150, he can control 6. If his experience is 150-250, he can control 7. If his experience is 250+, he can control 8, if his experience is 400+, he can control 9. This means he may never have more Undead in his gang at any one time than the specified number for his experience level, as he simply cannot keep them animated.
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