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Member of '''The Necromunda Ring'''
 
 
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[[NiS/index|Back to Index]]
 
 
 
==Terminology==
 
==Terminology==
 
'''''Campaign Round''''': One campaign round is the time from one post-game phase to another post game phase.  Within the campaign round, there can be any number of encounters which are seperated by a midgame phase, which is a shortened post-game phase.  For more information on the midgame phase, see [[NiS/Continuing Encounters|Continuing Encounters]]
 
'''''Campaign Round''''': One campaign round is the time from one post-game phase to another post game phase.  Within the campaign round, there can be any number of encounters which are seperated by a midgame phase, which is a shortened post-game phase.  For more information on the midgame phase, see [[NiS/Continuing Encounters|Continuing Encounters]]
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Experience is handled exactly the same way it is handled in Necromunda.  For details, see page 85 of the [http://www.specialist-games.com/necromunda/assets/lrb/1NECrules.pdf| Living Rule Book].
 
Experience is handled exactly the same way it is handled in Necromunda.  For details, see page 85 of the [http://www.specialist-games.com/necromunda/assets/lrb/1NECrules.pdf| Living Rule Book].
  
===Negative Experience===
+
===Collecting Income===
In Necromunda, it is usually the case that as a ganger gets more experienced he gets better... but this is not always the case. In fact, the opposite often applies: as gangers live longer, they are more likely to pick up bad habits.
 
 
 
Certain less-than-heroic blunders will earn gang members negative experience points: once you have reached -10 xp, roll on the Bad Habits table.
 
 
 
'''Negative Experience Circumstances'''<br>
 
* Wound a member of your gang with friendly fire: -5 xp
 
* Fail a break test: -1 xp
 
* Fail a fear test against a model with a lower rank than you (i.e., if a ganger fails v. a Juve, or if a vetran ganger fails against a ganger): -1 xp
 
* Weapon Explosion (not including dum dum rounds): -1 xp
 
* Botch a Scenario (i.e., blow up your own territory gate, etc.): -5 xp
 
* Wounding a Bystander: -5 xp
 
 
 
'''''Bad Habits'''''
 
# '''Lazy''': The ganger refuses to run unless he is within 2" of the leader. If he has sprint, he may run, but he will not sprint. The ganger may charge as normal, but if the charge fails, only move him 4" (he slows up when he realizes he isn't going to make it.)
 
# '''Reckless''': The ganger doesn't use cover to its fullest advantage. Reduce any negatives to hit from cover by 1 (i.e., Hard cover gives -1 to hit, partial is no modifier).
 
# '''Timid''': The ganger will not attempt to escape pinning even if there is a model within 2". In addition, the ganger does not count as a model within 2" to assist others in escaping pinning.
 
# '''Sloppy''': The ganger doesn't upkeep his weapons properly. Subtract 1 from all his ammo rolls.
 
# '''Coward''': When the going gets tough, the ganger runs like a little girl. He may not rally if there is an enemy within 16", and if he is holding a loot counter when he breaks, he drops it.
 
# '''Wimp''': Double the penalties for flesh wounds.
 
 
 
==Collecting Income==
 
 
The captain sets up the deals and collects the money, but it usually falls on the crew to do the grunt work of loading and unloading the goods for market.  If too much of the crew is out of commission, the captain may have to sit on the goods or blow the profit to hire laborers to do the work of his crew.
 
The captain sets up the deals and collects the money, but it usually falls on the crew to do the grunt work of loading and unloading the goods for market.  If too much of the crew is out of commission, the captain may have to sit on the goods or blow the profit to hire laborers to do the work of his crew.
  
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''Special''<br>
 
''Special''<br>
 
The profit margin on raw ore assumes that the captain bought it off a merchant and is just transporting it.  However, if the gang has the proper equipment (a mining rig), and is willing to put in the effort to mine the ore itself, cargo bays make 3d6x10 credits.
 
The profit margin on raw ore assumes that the captain bought it off a merchant and is just transporting it.  However, if the gang has the proper equipment (a mining rig), and is willing to put in the effort to mine the ore itself, cargo bays make 3d6x10 credits.
 
'''Plunder'''<br>
 
Becuase you didn't have to pay any money to acquire with it, plunder is ''all profit'', so a hold full of loot will make you a bucket of cash.  Unfortunately it has to come from somewhere, and the Imperials don't much like it when you take it from good, tithe payin' folk (although they usually don't care much when you've stolen it from back from some no good outlaws).  If the Imperial authorities discover plunder, for instance in a customs check, the confiscate the whole load, so you gain no income from it.  Also, [some other semi-nasty legal consequence].  Plunder makes 4d6x10 credits per cargo bay (2d6x10 credits per smuggler hatch).
 
 
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