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Rackets

Each Racket has unique bonuses. A gang receives the benefits of a Racket so long as it holds it. Benefits of Rackets are gained after each battle (including immediately after taking control of it after a battle).

Once the Racket is lost (for example taken by another gang), the bonus is also lost.

There are 2 ways to take control of Rackets:

  • Winning a battle with a Racket at stake.
  • Racket as exchange for Captives.

Campaign variations

Total Resources

CampaignAmount of Resources
Law & MisruleAll (except the starting Resources).

Unique Resources

CampaignUnique ResourcesDuplicate Enhanced Bonuses
Law & MisruleYes.Linked: Receive all duplicate bonuses except Income. Only claim a single Income bonus.

Resource Bonuses

All Resources are unique and have different bonuses:

Income

Add the amount of credits to the Stash when collecting income from Resources (including any that was won from the previous battle).

Recruits

  • Free to recruit (does not cost any credits).
  • The cost is added to Gang Rating and Wealth.
  • Equipment must be purchased separately (unless otherwise specified).
  • Hired guns remain with the gang while in control of the Resource.
  • Hangers-on can be recruited regardless of Reputation and will not affect the maximum amount of Hangers-on the gang may have.
YAQ

Once the Resource is lost, the Hangers-on is also lost. The Hangers-on will never leave the gang because of injuries and can't be killed. Note that this means it’s important to distinguish between those that are regular hangers-on and those territory-related (if you control both types and at least one is drafted into a battle).

Equipment

  • Can be distributed to eligible fighters.
  • Free equipment is lost when the Resource is lost.
  • Purchased equipment is kept after the Resource is lost.
  • The (full) cost is added to Gang Rating and Wealth, even for discounted and free items.

Reputation

Increase the Reputation while in control of the Resource. When the Resource is lost, decrease Reputation with the equal amount.

Special

If the Resource is lost, so is the benefit.

Enhanced Bonuses

Some Resources have Enhanced bonuses that require specific criterias to be met in order to claim them.

Gang-Specific

Gang Specific bonuses can only be claimed by the specified gang. It will replace generic bonuses of the same type.

Linked

Linked bonuses can be claimed by taking control of the specified Resources. They are claimed in addition to any duplicate types of bonuses, except income. Only a single Income bonus can be claimed.

CardRacketBoonBoon conditions
(Free, Temp, Once)
♦ 1Narco-DistributionSpecial: Chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin traits are treated as Common in the Trading post.
Linked: Out-Hive Smuggling Routes (♦2), Ghast Prospecting (♦3).
Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10
-
-
-
♦ 2Out-Hive Smuggling RoutesLinked: Ghast Prospecting (♦3), The cold Trade (♦4).
Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10
-
-
♦ 3Ghast ProspectingEquipment: 3 doses of Ghast each battle.
Linked: Out-Hive Smuggling Routes (♦2), Caravan Route control (♣9).
Income (Linked 1, 2): 2D6x10, 4D6x10
F, T
-
-
♦ 4The Cold TradeSpecial: Xenos weapons (Black Market) are treated as Common.
Equipment: 1 Xenos weapon.
Linked: Out-Hive Smuggling Routes (♦2), Spire Patronage (♣6).
Income (Linked 1, 2)::1D6x10, 2D6x10
-
F, T, )
-
-
♦ 5Life Coin ExchangeRecruit: 2x Hive Scum or 1x Bounty Hunter each battle (including equipment).
Linked: Whisper Brokers (♦7), Corpse Guild Bond (♦8).
Income (Linked 1): D6x10
Special (Linked 2): All gang members gain Fearsome (skill).
F
-
-
F, T
♦ 6Xenos Beast TraffickingSpecial: Grapplehawks and Gyrinx Cats (Black Market) are treated as Common.
Equipment: 1 Grapplehawk or Gyrinx Cat (Leader only)
Linked: Out-Hive Smuggling Routes (♦2), Blood Pits (♣5).
Income (Linked 1, 2)::1D6x10, 2D6x10
-
F, T, O
-
-
♦ 7Whisper BrokersSpecial: +D3 Tactics cards each battle.
Linked: Life Coin Exchange (♦5), Peddlers of Forbidden Lore (♣13).
Special (Linked 1): When challenged, choose the Resource at stake (instead of the challenger as normal).
Special (Linked 2): When challenged for an already controlled Resource, the Leader can try to pass an Intelligence test to play as Attacker on the Ambush scenario instead of rolling.
-
-
-
-
♦ 8Corpse Guild BondExclusive: Can't control other Guild Bond Rackets.
Income: (1D6 + 1 per other Resource controlled) x10
Recruit (choose one):
  • Law Abiding only: Form an automatic alliance with the Corpse Guild. Can always add the Guild to the crew each battle.
  • Any: 1x generic Bounty Hunter + 2x generic Hive Scum each battle (including equipment).
-
-
 
  • T?, O
  • F
♦ 9Slave Guild BondSame as above, except with the Slave Guild.
♦ 10Promethium Guild BondSame as above, except with the Promethium Guild.
♦ 11Guild Of Coin BondSame as above, except with the Guild of Coin.
♦ 12Water Guild BondSame as above, except with Water Guild.
♦ 13Archaeotech AuctioningEquipment: 1 Imperial weapon (Black Market).
Linked: Proxies of the Omnissiah (♣3), The Cold Trade (♦4).
Income (Linked 0, 1, 2): 2D6x10, 3D6x10, 4D6x10. If a double is rolled, gain nothing.
F, T, O
-
-
♣ 1Witch SeekingExclusive: Law Abiding only! Converted into Wyrd Trade if controlled by Outlaws.
Special: Each fighter can add Shock to 1 of their Melee weapons.
Linked: Redemptionist Backers (♣2), Slave Guild Bond (♦9).
Income (Linked 1): Double the income when Claiming Bounties for Psykers (including temporary Psykers).
Special (Linked 2): The Leader can try to pass an Intelligence test to double the income when Claiming Bounties (identify the captive as a witch).
-
T
-
-
♣ 2Redemptionist BackersExclusive: Can't be claimed by Cults (Chaos, Genestealer, Corpse Grinder). If they gain control, it becomes dormant until claimed by a different type of gang.
Special: Re-roll failed Ammo tests for Blaze weapons.
Linked: Promethium Guild Bond (♦10), Witch Seeking (♣1).
Income (Linked 1, 2)::1D6x10, 2D6x10
-
-
-
-
♣ 3Proxies of the OmnissiahSpecial: Can re-roll any failed Ammo tests. Bionics are treated as Common.
Linked: Archaeotech Auctioning (♦13), Promethium Guild Bond (♦10).
Income (Linked 1): D6x10
Special (Linked 2): Each fighter can add Shock or Seismic to 1 of their weapons. These weapons also gain Unstable.
-
-
-
T
♣ 4Gambling EmpireIncome: Choose a suit of cards, then draw a card:
  • Same suit: Card value x 10.
  • Same colour: Card value x 5.
Linked: Blood Pits (♣5), Whisper Brokers (♦7).
Special (Linked 1): Nominate an enemy fighter (not Leader or Champion) to miss the battle.
-
-
-
♣ 5Blood PitsRecruit: 2x generic Hive Scum (including equipment).
Linked: Slave Guild bond (♦9), Xenos Beast Trafficking (♦6).
Special (Linked 1): A Leader or Champion can fight in the pits as a post-battle action. Pass a WS test with a -1 modifier to permanently gain a random Combat or Brawn skill. If failed with a 1, the fighter suffers a Lasting Injury roll.
Income (Linked 2): 2D6x10
F
-
-
-
♣ 6Spire PatronageIncome: 2D6x10 when winning a battle.
Linked: Proxies of the Omnissiah (♣3), Blood Pits (♣5).
Equipment (Linked 1): All Leaders and Champions can gain 1 Extravagant Goods each: Gold-plated Gun, Exotic Furs, Opulent Jewellery, Uphive Raiments.
Income (Linked 2): Gain a Caryatid for the Leader. It will not leave if losing Reputation (but will leave if this resource is lost).
-
F-
T, O
F, T, O
♣ 7Bullet CuttingSpecial: Re-roll any failed Ammo tests.
Equipment: Treat all items with Rarity 9 or below as Common from either Black Market or Trading Post.
Linked: Proxies of the Omnissiah (♣3), Blood Pits (♣5).
Income (Linked 1, 2)::1D6x10, 2D6x10
-
-
-
-
♣ 8Settlement ProtectionRecruit: 1 Hanger-on.
Linked: Any Guild Bond (♦8 - ♦12), Bullet Cutting (♣7).
Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10
F, T, O
-
-
♣ 9Caravan Route ControlLinked: Guild of Coin Bond (♦11), The Cold Trade (♦4).
Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10
-
-
♣ 10Wyrd TradeEquipment: Ghast is treated as Common.
Linked: Peddlers of Forbidden Lore (♣13), Whisper Brokers (♦7).
Income (Linked 1, 2)::2D6x10, 3D6x10
-
-
-
♣ 11Production SkimmingLinked: Any Guild Bond (♦8 - ♦12), Caravan Route Control (♣9).
Income (Linked 0, 1, 2): 1D6x10, 2D6x10, 3D6x10
-
-
♣ 12The Resurrection GameSpecial: Ignore 1 Critical Injury or Memorable Death result on the Lasting Injury table per battle. The fighter goes into Recovery instead.
Linked: Corpse Guild Bond (♦8), Peddlers of Forbidden Lore (♣13).
Income (Linked 1): 2D6x10
Special (Linked 2): Any gang can pay the controlling gang to return a dead fighter from the grave. The cost is the original fighter value (including equipment) + 100. Roll 2D6:
-
-
-
-
♣ 13Peddlers of Forbidden LoreSpecial: Re-roll Priority roll.
Linked: Wyrd Trade (♣10), The Resurrection Game (♣12).
Income (Linked 1): 2D6x10.
Special (Linked 2): 4+ save (unmodifiable by AP) to the Leader and all Champions.
-
-
-
F, T