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==Trade== In the trade phase, the crew is allowed to purchase common items, recruit crewmen, and search for rare items and archetypes. If an item or archetype has no ''Rarity Value'', then it is a common item and can be purchased on any planet. In addition, common items don't take a lot of time to find, so it takes no actions to purchase a common item. Rare items, on the other hand, are a different matter altogether: These are items that you have to do some hunting for if you want to purchase one. In order to purchase a rare item, you must send an available ganger to search for the item you are looking for. Every rare items has a ''Rarity Value'' which is a number that you must equal or beat on 2d6 to locate the item. For instance, to locate some contraband to trade (Rare 7), you must send out an available ganger, and roll a 7 or better on 2d6. '''Bargain Hunting'''<br> Alternatively, instead of having a ganger search out for a particular rare item, you can send him to the bazaar and tell him to keep an eye out for some bargains. Roll once on the Necromunda Rare Trade Chart (pg 96 [http://www.specialist-games.com/necromunda/assets/lrb/1NECrules.pdf| Living Rule Book]). You can purchase the item rolled without paying the variable cost. '''Captain's Advantage'''<br> A certain amount of clout and respectability comes along with being the captain of a warp jumper. Often, this means that merchants are more apt to trade with a captain than they would be with a lowly crewman. Captains get +2 when searching for a specific rare trade item, or they get d3 rolls on the rare trade chart.
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