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Undead Gangs
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=='''SERIOUS INJURY'''== Necromancers and Apprentices roll on the usual injury table (note if a Necromancer gets a Head Wound, the effects count for the entire gang!). However, skeletons must roll on the below table if taken out of action. '''1: DEAD.''' The skeleton is destroyed and may never be used again. '''2: DAMAGED.''' The skeleton has been damaged. Roll a D6. 1-3:Reduce its Wounds by 1. If this reduces it to 0 wounds, it is dead. 4-6: Reduce its Toughness by 1. If this reduces it to 0 toughness it is dead. '''3: DAMAGED.''' The skeleton has been damaged. Roll a D6. 1-3:Reduce its Strength by 1. If this reduces it to 0 strength, it is dead. 4-6: Reduce its WS by 1. If this reduces it to WS 0, it is dead. '''4: ANIMATION DAMAGED:''' The power that animated the skeleton has been reduced, and it has become less developed as a warrior. It loses D6 Experience. Note that he may not gain advances for raising through levels which he has already passed. Therefore, if he had 32 experience, and lost 6, he may not gain an advance for rising past 31 experience. '''5: FULL RECOVERY:''' The Skeleton makes a full recovery. '''6: SPECIAL:''' Roll a D6. 1-2 Full Recovery. 3-4 Captured. See the captured section above. 5-6: Strengthened. Both the Necromancer and the skeleton gain D6 experience through working to help the Skeleton recover. '''BOTTLE TESTS''' Undead Gangs never have to take Bottle tests, although they may bottle automatically. However, if the Necromancer goes down, the Gang counts as automatically losing. '''PLAGUE ZOMBIES''' Undead gangs may 'hire' D6 Zombies for 10 credits, the cost of leaving out some scraps for them. Plague Zombies are detailed in the Outlanders book.
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