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i Necro
The Pangolin Saloon

Biker Gangs in Necromunda

By D Maki, Last Updated July 13, 1997

Across human space, there seem to be few constants. Of these, one of the most wide spread is the band of mounted warriors. Through all eras and technology levels, these semi-legal and illegal groups ride. On flesh and blood or mechanical steeds, they fight for survival, or make a living terrorizing any less powerful then themselves. In the world of Necromunda, this is no exception, as gangs of bikers clash with the other denizens of the underhive.

Important Note: This article assumes that the biker gang is predominately male. If your gang is to be predominately female, then substitute the gender based terms as you see fit, such as changing "Motorcycle Mamma" to "Boy Toy". This was done for the sake of brevity, not to offend.

GANG MEMBERS

Lord (120 credits):
The Lord is the leader of the bikers. His superior skills with guns, blades, and bikes, along with his commanding presence make him the focal point of the gang.

A gang may have only one Lord.

Type M BS WS S T W I A Ld
Lord 4 4 4 3 3 1 4 1 8

Weapons: The Lord may be armed with any number of weapons chosen from the basic, hand to hand, pistol, special weapons or grenades lists.

Special Rules: The Lord may always test to avoid being pinned in place. Any fighter within 6" of the Lord may use the LD characteristic of the Lord when making leadership tests, providing that the Lord is not down or broken.

Wrench (60 credits):
Between battles the Wrenches, or mechanics, look after and repair the gang's bikes and other equipment. A Wrench's bike is often heavily customized and is constantly tweaked by its owner.

A gang may only have two Wrenches.

Type M BS WS S T W I A Ld
Wrench 4 3 3 3 3 1 3 1 7

Weapons: Wrenches may be armed with any number of weapons chosen from the basic, hand to hand, pistol, special weapons, heavy weapons or grenades lists.

Rider (50 credits):
The Riders make up the bulk of most bike gangs. Many of these members have their own bikes, though it is not uncommon for riders to share bikes from time to time, nor is it uncommon for a rider to enter a combat on foot, until enough funds can be found to purchase new wheels.
Type M BS WS S T W I A Ld
Rider 4 3 3 3 3 1 3 1 7

Weapons: Riders may be armed with any number of weapons chosen from the basic, hand to hand, pistol, or grenades lists.

A gang may have any number of Riders.

Motorcycle Mamma (30 credits):
Mammas (or Boy Toys, if you prefer) ride with the gang for reasons of their own. Some ride because they have a romantic interest in one of the gang members, some for protection, and others just for the thrill. In any case, all Mammas "attach" themselves to another member of the gang, and will never venture far from their "man". The Mammas never ride their own bikes. Instead, they either ride behind their "man", or in the bike's sidecar.

Mammas often lack the resolve of gangers in the underhive, and often have little combat experience before joining the gang. Many times they gain strength by being near their "man" ,whom they may perceive as their protector. As such, if they are far from their "man", they often panic and make poor decisions.

Each Rider, Wrench and the Lord may have a Mamma ride or run with him. No more than half you gang may be Mammas or Spuds.

Type M BS WS S T W I A Ld
Mamma 4 3 3 3 3 1 3 1 7

Weapons: Mammas may be armed with any number of weapons chosen from the hand to hand, basic or pistol lists.

Special Rules: If at the start of the turn a Mamma is more than Initiative distance away from her "man", she must pass a Leadership test or run immediately towards him. The Mamma may not do anything else for that turn.

If the Mamma's man is taken down, roll a d6 against the following table:

1 Panic! The Mamma breaks and runs for the table edge. She will not recover until the end of the battle.
2-4 Protect. The Mamma will stand over her fallen man and protect him. She can act normally, but will not move out of Initiative range of the fallen ganger.
5 Stay Calm. The Mamma steadies her nerves and can continue as a normal model.
6 Fury! The Mamma is filed with rage as her man falls. She may move and shoot as normal, but is affected by the rules for Frenzy for the rest of the battle.

If the Mamma's man is taken out of action, roll a d6 with the following results. 1-2 = Panic!, 3-4 = Stay Calm, 5-6 = Fury!

At the end of the game, if a Mamma's man is killed or retires due to injury, roll a d6:

1 Not Worth It. The Mamma retires from the gang, sick of all the fighting and dying.
2-4 Continue On. The Mamma stays with the gang as a Mamma for another rider. She may replace another Mamma if all remaining gangers already have one, or she may retire if no available spots are open.
5-6 Vengeance Quest. The Mamma gains Hatred against the gang which killed (or forced retirement on) her man and takes up arms. She is now treated as a Rider in the gang, but still chooses from skill categories as a Mamma.

Spud (25 credits):
Spuds are novice members of the gang, out to prove themselves. Until that time they will never be given a bike to ride, and will go into battle either on foot, or riding behind a rider or in a side car.

No more than half you gang may be Mammas or Spuds.
Type M BS WS S T W I A Ld
Spud 4 2 2 3 3 1 3 1 6

Weapons: Spuds may be armed with any number of weapons chosen from the hand to hand, pistol, or grenades lists.

SPECIAL BIKER RULES

All Biker gang members, except Mammas and Spuds, start with the special new skill "Biker". This skill allows the model to ride and fight from a bike with no penalties. Any model without this skill attempting to operate a bike will suffer the following penalties:

Cannot operate the bike above Combat speed
Cannot perform Skid Turns
Can fire only bike mounted weapons, not hand held, and all attempts to fire will be at -1
When in Hand to Hand combat a -1 WS penalty applies

Any model in a biker gang which does not have the Biker skill may gain it instead of rolling on the Advancement table. This must be decided before the dice are rolled. If a member of a non-biker gang wishes to gain the Biker skill, he may choose it if he is able to select any category (i.e., rolls 2 or 12 on the Advancement table).

A model must have the Biker skill before skills can be rolled on the Biker Skill Table, even if the ganger is able to select any category.

Because of the added range a bike gives, a rider with a working bike (i.e., one that did not go out of action) may work two territories instead of one. If forced to forage, the rider rolls 2d6 instead of 1d6 as he is able to cover more ground.

Bikes require maintenance and upkeep, almost as much as a normal ganger. When working out profit, or after foraging, every two bikes count as a gang member. If you have an odd number of bikes, round up.

If a gang captures a bike, the Biker gang must be given at least one chance to "rescue" it. As long as a captured bike is part of a gang's Stash, it is considered a candidate to be "rescued", and the Rescue mission may be played if the biker gang has the choice of scenarios. If the bike is given to a gang member it is assumed to be under tighter lock and key, and cannot be rescued .

Bikes in a gang's stash may be valid targets for the scenario Loot and Pillage. Replace one of the loot counters with a bike model.

BIKER EXPERIENCE SYSTEM

Biker Experience Table   Biker Advance Roll Table
Experience Title 2D6 Result
0-5 Weed 2 Random skill from any skills table
6-10 Green Spud / Small Mamma 3-4 Random skill from a standard skills table
11-15 Spud / Small Mamma 5 Roll d6. 1-3 = +1 ST, 4-6 = +1 A
16-20 Top Spud / Small Mamma 6 Roll d6. 1-3 = +1 BS, 4-6 = +1 WS
21-30 Young Rider / Mamma 7 Roll d6. 1-3 = +1 LD, 4-6 = +1 I
31-40 Rider / Mamma 8 Roll d6. 1-3 = +1 BS, 4-6 = +1 WS
41-50 Rider / Mamma 9 Roll d6. 1-3 = +1 W, 4-6 = +1 T
51-60 Top Rider / Mamma 10-11 Random skill from any skills table
61-80 Champion / Mamma 12 Random skill from any skills table
81-100 Champion / Mamma
101-120 Champion / Mamma Starting Experience
121-140 Champion / Mamma Type Experience
141-160 Gang Champion / Big Mamma Spud 0
161-180 Gang Champion / Big Mamma Mamma 5+d3
181-200 Gang Champion / Big Mamma Rider 20+d6
201-240 Exalted Champion / Big Mamma Wrench 60+d6
241-280 Exalted Champion / Big Mamma Lord 60+d6
281-320 Exalted Champion / Big Mamma
321-360 Exalted Champion / Big Mamma Maximum Value Table
361-400 Exalted Champion / Big Mamma M WS BS S T W I A Ld
400+ Grand Champion / Big Mamma 4 6 6 4 4 3 6 3 9

Biker Skills Types Available
Type Agility Combat Ferocity Muscle Shooting Stealth Techno Biker
Spud   x     x      
Mamma x   x   x      
Rider   x     x     x
Wrench   x   x x   x x
Lord x x x   x   x x

Biker Skill Table
1 Jink: The rider is able to make small bounces and shifts as he rides, causing the bike to be harder to hit. All enemy fire directed at the bike is at -1 to hit.
2 Jury Rig: The ganger may attempt to temporarily fix a downed bike using what can be found in the immediate area (usually rubber bands and chewing gum). Roll a d6. 1- cannot fix bike at all, 2-3 - cannot fix bike now, but may try again later, 4-6 the bike is usable for the rest of the battle. Since the fix is just temporary, treat the bike as "down" at the end of the battle, so the bike may still roll on the Bike Serious Damage table.
3 Dare Devil: The rider routinely pushes his bike to the limit, performing feats which would cause lesser men to blanch, until he knows the absolute limits of his vehicle. This allows the rider to reroll any jump or skid turn control roll.
4 Stunt Man: The biker is able to leap from and onto moving vehicles with ease. His uncanny reflexes and ability to avoid injury means that he not suffer an injury when mounting or dismounting a moving bike if he can pass an Initiative test.
5 Run Through: The rider has perfected the Hit and Run attack, and is a master at using his bike as a weapon in close combat. A WS bonus of +1 is given to the rider for any close combat he is in, provided he is mounted on his bike, and it is not stopped.
6 Master Mechanic: Wrenches only The Wrench has superior skills in repairing and maintaining the gang's bikes. If the Wrench is not taken out of action at the end of the game, he may be used to reroll one result on the Serious Damage table.


BIKER TERRITORIES

When creating a biker gang, you may roll any of your territories from the following chart. A biker gang must roll at least one of their starting territories from this chart.

Special Rules: As these territories are often viewed as being borderline illegal, any "grass out" rolls against the gang are modified by -1 for each of the Biker Territories the gang controls.

If a Biker Territory is ever captured by a non-Biker gang, then that territory may only ever be plundered, as the workers will refuse to associate with anyone who does not understand the business.

D66 Result Income Territory
11-12 d6 x 10 Dirty Guilder Contact: A guilder offers information to the gang for reasons of his own. The gang can use this information to their advantage and increase their income. They can also press for additional information by rolling up to an additional 3d6. However, if any of the dice come up doubles, then the contact is found out and lost. The contact will also be lost if the gang is "grassed out"

As long as the gang has the contact, any "grass out" rolls against the gang will be at +2, as the contact is able to influence his fellows.

13-16 20 Drug Contact: The gang has links to the illicit drug trade. For a share of the profits, they offer whatever protection they can and direct would be customers to their contact.

As long as the gang has this contact, one drug may be treated as common during trading. Roll a d6 when this territory is taken. 1-3 = Spur, 4-5= Kalma, 6= Slaught.

21-26 d6 x 10 Exotic Entertainment Establishment: Scantily clad (and often less) young women and men perform on stage, or in private "Wild Snake" rooms for their customers.

Any or all Mammas or Boy Toys which have not been taken out of action may earn extra money for the gang by performing in the club. For each Mamma or Boy Toy, add +1 to the d6 roll. If the territory is not worked by a Rider, the dancers will only take in 5 credits each.

31-36 2d6 x 10 House of Ill Repute: Young men and women sell their favours to lonely underhivers in particular need of their services. In exchange for the lion's share of the profits, the house provides its employees with a clean and safe working environment, a well balanced diet, and perhaps the best protected lodgings in all the underhive.

A rider which works the territory may come across a particularly comely employee. If the rider does not have a Mamma or Boy Toy, roll a d6 to see if "sparks fly". On a 6, the employee will join the gang as the rider's Mamma or Boy Toy.

41-46 2d6 x 10 Numbers Game: The gang offers a periodic lottery to whoever is interested. As the lottery is unregulated, the gang can attempt to change the payout at any time. The gang can safely roll 2d6 for income, but can add up to an additional 4d6 if they wish. However, if the sum of the new dice is greater than the sum of the original 2d6, then the players will realize that the gang is not playing fair, and the territory will be lost.
51-56 d6 x 10 Outlander Trading Contact: The gang has some stake in an Outlander Trading post, either as part owners, or in some sort of "protection" arrangement.

During trading, the gang may elect to roll one of its items found using the Outlander's Trading Post chart, as opposed to the regular trading post chart.

61-63 15 Ratskin Contact: The gang leader has befriended the chief of a nearby non-renegade Ratskin tribe. Trade with the Ratskins generates 15 credits. Also, the gang may treat Blind Snake Pouches as common during trading sessions.

If the gang also holds an Archeotech Horde, and agrees never to work it, the Ratskin tribe will offer the services of a Ratskin scout. If the Horde is worked or lost, the scout will leave. If the scout dies, he will not be replaced for free.

64-66 d6 x 10 Underground Garage: The mechanics in the underground garage are adept not only at fixing vehicles, but also at making vehicles appropriated by questionable means untraceable. They never ask questions when they notice the distinctive blast patterns of guilder weapons, nor do they offer information on any of their clients.

The mechanics also help the gang's Wrenches in maintaining the gang's bikes. As a result, the gang may ignore the first hit in a battle which would disable a bike.


THE BIKES

All bikes share the following profile:

Type M T W
Bike 6 5 2

Motorcycle: 50 credits
A Motorcycle is a two wheeled vehicle, suitable for a rider and up to one passenger sitting behind the driver. Motorcycles can only cross "difficult" terrain at combat speed or lower, and may not pass over "impassable" terrain at any speed.

Trike: 60 credits
These three wheeled vehicles may carry up to two passengers, plus the driver. These vehicles can handle "difficult" terrain at fast speed or slower, and may cross "impassable" terrain at slow speed.

4-Wheel ATV: 70 credits
4 wheel All Terrain Vehicles may carry one driver and up to two passengers. These vehicles can handle "difficult" terrain at any speed, and may cross "impassable" terrain at fast speed or slower.

BIKE CUSTOMIZATION

Any bike may have any number of customizations as described below limited to one of each customization per bike.

Item Description Cost
Weapon Mount A basic weapon may be mounted on the bike, or a heavy weapon mounted in a side car, to fire in a 90° arc of fire from the front of the bike. Any negative To Hit modifiers due to riding on a speeding vehicle are reduced by 1 due to the added stability of the mount. +50% of weapon cost.
Swivel Mount A basic weapon may be mounted on the bike, or a heavy weapon mounted in a side car, to fire in a 180° arc of fire from the front of the bike. Any negative To Hit modifiers due to riding on a speeding vehicle are reduced by 1 due to the added stability of the mount. +100% of weapon cost.
Dropper Grenades may be dropped from the back of the bike as it is moving. This is a special action which occurs during the movement phase, and takes the firing action of the rider. Pick a point along the path of the bike and roll as if to his a point target (i.e. at -1). The grenade will scatter from that point in a random direction, d3 inches if the to hit roll succeeds, or d3x2 if not. A rider may not drop and Hit & Run, Dive Bomb, or charge. 20 credits
Overcharged Engine The bikes Move characteristic is increased by 1 30 credits
Enhanced Suspension Damage taken from falls and jumps are calculated as if the distance was half that actually fallen. 30 credits
Heavy Armour The bikes Toughness characteristic is increased by 1. 30 credits
Side Car Allows a bike to carry another passenger. A side car may have a separate weapon or swivel mount, which can be fired by the passenger in the sidecar, if the passenger is not a Spud. May be fitted with a heavy weapon mount if on a Wrench's bike, in which case it is fired by the Wrench, and the side car cannot carry a passenger. Can only be taken for bikes, not trikes or four-wheelers. 35 credits
Spikes Adds +1 to the WS of the rider and passengers when in Hand to Hand combat, provided bike is not stopped. 10 credits
Halogen Headlight Any hidden gangers within 12" and in a 90° arc from the front of the bike are spotted on a d6 roll of 4+. 10 credits

BIKE MOVEMENT

Bikes do not move as other models. Instead they have different "speed bands" based on their base movement. Each of these speed bands offers the bike a different level of mobility, as follows:

Speed Band Minimum distance Maximum distance Number of turns
Stopped 0 0 may face any direction
Slow 0 Base Movement any number
Combat Base Movement x 1 Base Movement x 2 2 45° turns, or 1 90°
Fast Base Movement x 2 Base Movement x 3 1 45° turn
Break Neck Base Movement x 3 Base Movement x 4 none

The number of turns states the number of turns the rider can safely make without having to try a skid turn.

At the start of the battle, the bikes must either be stopped or at slow speed. Bikes may accelerate two speed bands in the movement phase, or decelerate one. (e.g., a bike going Slow may accelerate to Combat or Fast speed. A bike going at Combat speed may decelerate to Slow, but not Stopped.)

TERRAIN

At the start of the battle, both parties should agree on which areas of the board represent difficult terrain for the bikes. Most of the table should be "clear", but there may be places where "difficult" or even "impassable" should be designated. Excessively rough or steep terrain should be "difficult", where steep and rough terrain should be "impassable". Of course, things like sheer walls or pools should be un-navigable by any wheeled vehicle. If the bike enters terrain it cannot cross, it will go out of control for the remainder of its movement and come to a halt. The rider and any passengers must make an Initiative test to avoid falling off the bike.

SKID TURNS

A rider may attempt more 45° turns in his movement than is normally safe (as described in the table above). For each additional 45° turn, the biker must make a test on the Bike Control Table. Any results of the Control Roll will be applied to the new (turned) direction of the bike.

JUMPS AND FALLS

A biker may attempt to jump a gap, or launch his bike off a building edge to a lower level.

If jumping a gap, the biker may use up to half of his movement in the jump. Before making the jump, roll a d6. On a result of a "1", the biker cannot find a suitable ramp and will instead fall off the edge in a controlled manner to a lower level as described below. Otherwise, the bike will fly over the gap and land on the other side. The bike may take damage from the jump. Work the damage as if the bike was hit with a blow of ST equal to half the distance jumped, rounding fractions up. Also, the rider must roll on the Bike Control Table when it lands.

If falling in a controlled manner, the bike will land on the lower level a number of inches away from the starting point equal to the height of the fall. The bike may take damage from the fall. Work the damage as if the bike was hit with a blow of ST equal to the height of the fall. The rider must also roll on the Bike Control Table when it lands. The height of the fall counts towards the bikes movement allowance for the turn.

Bike Control Table
Initiative - d6 Result
-3 or less Thrown From Bike
-2 Out Of Control
-1 Rider Pinned
0+ Under Control

Modifiers:
Difficult Terrain -1
Impassable Terrain -2
Each Control roll made this turn -1
Each wounding hit taken by Bike or rider this turn -1
Each "Sputter" hit taken -1

BIKES OUT OF CONTROL

A bike which goes out of control will continue at the maximum speed of its current speed band. Roll a d6 for direction. On a 1-2, the bike turns 45° to the right, 3-4 the bike continues straight ahead, and 5-6 the bike turns 45° to the left. The bike will collide with any terrain or obstacles in its path. A bike will go out of control as a result of a failed Control Roll, or if the rider of the bike goes down or dismounts. A passenger of an out of control bike may take control. This takes the model's action, and the bike comes under control at the end of the turn.

PINNED RIDERS

Riders which are hit but not wounded are pinned and cannot perform any other actions aside from avoiding obstacles for the rest of the turn. The rider keeps his head down, but is able to keep the bike headed in a straight line for the remainder of his move. A rider (but not a passenger) may always test to avoid being pinned at the beginning of his gang's turn. A pinned rider may attempt to avoid obstacles in his path by making any number of 45° turns. However, the rider must first make an Initiative test before making the turn, and may have to make a Control Roll if he has completed the safe number of turns allowed for the bike's current speed band. As this maneuver is purely instinctual, the direction of the turn will be random (roll a d6, 1-3 turn right, 4-6 turn left).

MOUNTING & DISMOUNTING (and being thrown)

A rider or passenger may mount or dismount a bike without chance of injury if the bike is moving 10" or less.

If the bike is moving faster then 10", the ganger will take a hit of ST 10 less than the speed of the bike. For example, a passenger trying to jump off a bike moving at 13" will take a ST 3 (or 13 - 10) hit. If unhurt, the ganger will be pinned.

If thrown from a bike, the ganger will be thrown 2" away from the bike in a random direction. The ganger will suffer a hit as above, with the exception that he will always be pinned, no matter how fast the bike was moving.

SHOOTING AT BIKES

When shooting at a rider mounted on a bike, there is the possibility that the bike will be hit. When a shot hits, roll a further d6 to determine if it is the rider or the bike which may take damage and consult the table below.

Type Rider or
passenger Hit
Bike Hit
Motorcycle 1-3 4-6
Trike 1-2 3-6
ATV 1-2 3-6

SHOOTING FROM BIKES

Riders or passengers may fire a pistol, basic or special weapon during their gang's shooting phase. At the end of the movement phase, a direction should be designated for each ganger on a bike. The ganger may fire in a 90° arc of fire, centered on this facing. Passengers may face in any direction, but riders may not face to shoot in the back 90° of the bike. If no facing is specified, assume that the ganger is facing the closes enemy model he can see at the start of the shooting phase.

Riders and passengers may find it difficult to fire from a speeding vehicle. If traveling faster than 10", a -1 to hit modifier applies. If traveling faster than 20", the modifier is -2 to hit.

BIKES IN HAND TO HAND

A rider of a bike moving 10" or less can fight (and be fought) in Hand to Hand combat as a normal model. If moving faster than 10", than one of the following special attacks may be used:

Hit and Run
Riders and passengers may make a special hit and run attack on models they pass during the movement phase. The rider or passenger immediately fights a single round of close combat against the enemy model. Each model has a single Attack Die, regardless of the number of attacks in his profile. The attacker receives a +1 bonus to his WS for charging, and will win all ties. Also, no parries may be used by either combatant. If the rider survives, the bike continues on with his movement.

A rider or passenger may only make one Hit and Run attack per game turn.

A ganger on foot may make a Hit and Run attack on a bike. The attacker receives a +1 bonus to his WS for charging, but the biker will win all ties. Also, the attacker must pass an Initiative test to avoid being hit by the speeding bike as he attacks.

Dive Bomb
A rider or passenger may make a special Dive Bomb attack during their movement phase by leaping from the speeding bike and landing on their opponent. This is a very dangerous maneuver, which often leaves the attacker in as bad a shape as the target. The attack is made in the movement phase at a model within 2" of the movement path of the bike.

Each model has a single Attack Die, regardless of the number of attacks in his profile. The attacker receives a +1 bonus to his WS for charging, and will win all ties. Also, no parries may be used by either opponent.

If the attacker wins, the defender is hit with a single hit of ST equal to the ST of the attacker's weapon, plus 1 for each inch of speed above 10" the bike had. Since the attacker has fallen from a moving bike, he may take damage. However, he has been able to break his fall on his victim, so only suffers a hit of half the damage as normal.

If the defender wins, the attacker suffers two hits. The first is calculated as if the attacker fell from his bike, and the second is a single hit from the defender's weapon.

If the attack does not result in a model being taken out of action, the gangers will fight normal hand to hand combats starting with the next game turn.

A ganger on foot may make a Dive Bomb attack on a bike. The attacker receives a +1 bonus to his WS for charging, but the biker will still win all ties. Also, the attacker must pass an Initiative test to avoid being hit by the speeding bike as he leaps into battle. If the attacker wins, the biker is hauled from the bike and suffers a single hit of ST equal to the attacker's weapon, plus 1 for each inch of speed the bike had above 10".

COLLISIONS

When riding around in the crowded Underhive, bikes will run into something sooner or later. This will potentially damage both the bike, and the object with which it collided.

A bike moving at a speed of less than 10" will not cause, nor suffer any damage from a collision. However, the rider or passengers must pass an Initiative test to avoid being pinned in place (even slow speed collisions can shake people up).

When a bike collides with an object, it delivers a single hit of ST 5 causing d4 wounds. For each full 5" above 10" that the bike is traveling, the ST of the bike's hit is increased by 1.

If colliding with a movable or destructible object, the bike will deliver its hit, and suffer a hit of ST equal to the Toughness of the object. If the collision destroys the object, but does not take the bike down, the bike will continue through the wreckage, but must make an immediate control roll. If the object is not destroyed, or if the bike is taken down, the bike will stop, and the rider and passengers will suffer a hit as if falling from the bike (at its speed chosen in the movement phase).

If colliding with an indestructible object, the bike takes a hit of it's ST 5 + 1 for each full 5" of speed the bike has above 10 causing d4 wounds. The bike will stop, and the rider and passengers will take damage as if falling from the bike (at its speed chosen in the movement phase).

Any object with an Initiative characteristic (such as a ganger) may attempt to avoid the collision by passing an Initiative test. If the test is passed, the model is moved out of the path of the bike, and is not involved in any collisions.

DAMAGING BIKES

When a bike takes a hit, make a Strength vs. Toughness roll. If this would result in a wounding hit, the bike may lose wounds. As not all parts of the bike are armoured equally, (such as the tires), the bike has a special, variable saving throw. Roll a d3 and apply any saving throw modifiers and roll a d6. If the d3 roll equals or beats the d6 roll, the bike has made its save and avoids a wound. If the d3 roll is less than the d6 roll, the bike takes wounds as normal.

Bike Saving Throw Example:A bolt gun shell hits a bike, and rolls a "6" to wound. The owner of the bike rolls a d3 and a d6. The result of the d3 is a "3", modified by the saving throw modifier of the bolt gun (-1) to "2". The result of the d6 roll is "2". Since the rolls are equal, the shell merely scraps a bit of paint off the bike, but does not damage it. Had the d6 roll been higher, the bike would have suffered 1 wound.

If the armour roll fails, the bike takes the appropriate number or wounds. For each wounding hit on the bike, the rider must make a Control Roll. If a bike loses is last wound, roll a d6. On a 1, the bike "Sputters", but can continue on, assuming the rider can make a Control Roll, but suffers from a "Sputter Hit", as below. On a 2-5, the bike is out of commission, but may still be repaired or Jury Rigged. The rider must make a Control Roll to bring the bike to a stop. The bike will decelerate to the minimum speed of the next lowest speed band, and will continue to do so until stopped. The rider may still steer the bike while it is coasting in this manner. On a 6, the bike has had it for this fight, and everyone knows it. The bike will automatically go out of control, and the rider must make an Initiative check or be thrown from the bike. The bike will decelerate as above until it stops or collides with a solid object, at which point it will be out of action.

Sputter Hits

A bike which sustains a "Sputter Hit" suffers the following:

Loses the maximum remaining speed band

-1 on all Control Rolls

Counts as moving one speed band faster when maneuvering (except when stopped). For example, at Combat speed, the bike may only safely make one 45° turn, as if it were going Fast. If two Sputter Hits were taken, than it could not safely make any turns, as if it were going Break Neck, etc.

If a bike loses its Slow speed band, it has had it for this fight and can not be repaired until after the game. Consider the bike out of action.

At the end of the battle, any bike which is still suffering a Sputter Hit can be fully repaired, and is available to work territories or forage.

Downed Bikes

A bike which goes down, but not out of action, may be repaired on the spot. A gang member with the Biker Skill may attempt to fix the bike in the Recovery Phase if he is in Base to Base contact with the bike. Roll a d6. On a 1, the bike is repaired, and behaves as if it suffered a Sputter Hit. On a 2-5, the bike is still down. On a 6, the bike is out of action.

At the end of the battle, roll a d6 for each downed bike. On a 1-3, the bike can be fully repaired easily and is available to work territories or forage. On a 4-6, the bike needs extensive repairs, or may be damaged beyond repair, and must roll on the Bike Serious Damage Table. These bikes may not be used to work territories or forage.

Bikes Out of Action

A moving bike which goes out of action will go out of control and decelerate until it stops, or is stopped by a solid object. You may wish to leave it on the board as cover, but otherwise it will play no further part in the battle.

At the end of the game, the bike must roll on the Bike Serious Damage Table, and may not be used to work territories or forage.


BIKE SERIOUS DAMAGE TABLE

Each bike which is taken out of action must roll on the following table after the battle, in the Injuries portion of the Post Battle sequence.

11-16 Scrap Metal. The bike is totally wrecked, and will never run again. It may be sold for scrap metal, and will produce a profit (not income) of 10 credits.
21 Multiple Problems. The bike has numerous problems. Roll a further d6 times on this table, ignoring the Scrap Metal, Captured, Miracle Fix and Fully Repaired results.
22 Structural Damage. The bike has taken damage to the frame, and is not just a bit more fragile. The Toughness characteristic of the bike is reduced by 1.
23 Engine Trouble. The engine has been hit hard, and cannot generate as much power. The bikes base movement is reduced by 1.
24 Brake Failure. The bike's brakes fail intermittently. Each time the bike decelerates, roll a d6. On the result of a `1', the bike cannot slow down.
25-26 Damaged Fuel Pump. The bike's fuel pump cannot always supply the engine with enough fuel. When accelerating, roll a d6. On the result of a `1', the bike cannot accelerate. If trying accelerate two speed bands, then on a result of a `1' or `2' it cannot accelerate.
31 Steering Damage. Damage has occurred in the bikes steering column, making it difficult to control around turns. When making a Control Roll due to turning, a modifier of -1 is applied.
32 Suspension Damage. The bike's suspension is starting to fail, and does not absorb as much energy after a jump or fall. When calculating damage from a jump or fall, add 1 to the ST of the fall.
33 Customization Destroyed. A randomly determined customization is destroyed, but may be sold for scrap metal at 1/4; of its cost.
34-36 Ignition Trouble. The bike's ignition system is quite unreliable, and at time the bike will not start at all. Before each battle, roll a d6 for the bike. On a result of a `1', the bike cannot be started in time for the battle.
41-56 Fully Repaired. The bike is fully repaired and usable for the next battle.
61-63 Captured. The opposing gang has grabbed the bike before your gangers could. This may be ransomed back to you, or may be used in an exchange of captives. Your opponent must give you at least one chance to attempt a rescue.
64-65 Survivor. The bike shows many battle scars and has taken heavy damage, but has survived and is still running. The survivability of the bike increases the confidence of anyone riding it. The rider and all passengers gain a +1 to their LD characteristic, up to a maximum of 9.
66 Miracle Fix. When fixing the new problems, the mechanic notices something which was overlooked the last time the bike was damaged. Not only is he able to fix the current problems, but one existing problem with the bike is also fixed.


MODELLING YOUR GANG

For bikes, you have a few choices. The old Space Marine Bikes and Space Marine Attack Bikes are available from Games Workshop (UK) Mail Order, or, if you're lucky, your local store may still have some in stock. The old Attack Bike is slightly different from the regular bike, so this may give your gang a bit of variety. If you'd rather not use Mail Order, the new Space Marine Bike and Space Marine Attack Bike are available. These are slightly bigger than the old versions, and are designed to fit power armoured Space Marine models snugly, so your gangers may seem a bit small in them. Also available is the Ork Warbike, but again, your gangers may appear too small for it.

For Trikes, you can use the old Squat bikes, again available from GWUK Mail Order. The author is not familiar with any current releases would make a good trike without conversion. Likewise, a 4-wheel ATV is tough to come by. The author has converted a plastic Ork War Buggy with some success, though someone with more patience can probably do a better job!

You will likely need two copies of your gangers, at least those that ride a bike. One will be in a standing position (for the times when he must leave his trusty machine), and the other will be in a riding position (for all the fun times!). Good riding positions are available from GWUK Mail Order in the form of old Imperial Guard jet bike riders. These come in two pieces, a torso and legs, and should be available separately. The guardsmen are wearing helmets, and what can easily be painted as leather jackets, and you should be able to find a similar model in a standing position. If you order a bunch of legs, and have duplicates of your gang members, you can cut the models at the torso and glue them to the legs. Voila! Instant rider. Some models which stand with their feet wide apart, may be converted to a rider by cutting off the Slotta tab. With a bit of bending, cutting, and gluing, you should be able to make a rider with little trouble.



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