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Sympathisers

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

  • Before each cycle.

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

There are 2 ways to take control of Sympathisers:

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

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.

note

Phase 3 is in addition to regular boons

Card Sympathiser Boon Phase 3 Boon conditions
(Free, Temp, Once)
Gang Home Support: Permanent starting resource. Cannot be lost or used as the stake for a battle. Once per battle, at the start of a round (before determining priority), stop Pitch Black rules from being in effect until the start of the next round. Roll 2D6, if the result is 10+ gain a free Ganger. F
♠ 1 Promethium Guild Blaze weapons gain one of the following:
  • If Scarce: Lose Scarce.
  • Otherwise: Gain Plentiful.
D6x10. T
♠ 2 Water Guild Before each battle, 1 fighter can heal from Recovery. 2D6x10. T
♠ 3 Slave Guild Sell captives for full value (after a chance to be rescued). 2D6x10. T
♠ 4 Corpse Guild Gain a free Slopper. D6x10. T, O
♠ 5 Guild of Coin D6x10. 2D6x10. -
♠ 6 Iron Guild 1 Negotiate Repairs, the result is always Almost Like New. D6x10. F
♠ 7 Imperial Imposter D6x10. Choose one of the following (depending on allegiance):
  • D6x10 (not Imperial House).
  • +D3 XP for taking enemy Leaders OoA (not Unaligned).
  • +1 Rep per battle won (not Rebellion).
-
♠ 8 Cold Trader 1 Seek Illegal Equipment (trade action). 2D6x10. -
♠ 9 Narco Lord Before a battle, D3 fighters gains the benefit of Stimm-slug stash for that battle. 2D6x10. F, T
♠ 10 Rogue Factoria Reduce Rarity by 2 for Trading Post items. D6x10. -
♠ 11 Fallen House 1 free Bounty Hunter (automatically leaves after the battle). D6x10. +D6x10 if this battle was won against a gang allied to the Imperial House. F
♠ 12 Psi-syndica A random fighter gains Non-sanctioned Psyker rule and a psychic power. D6x10. T, O
♠ 13 Catallus Before a battle, a fighter in the starting crew can add Silent to a weapon for that battle. D6x10. T
♥ 1 Ulanti 2D6x10. 2D6x10. -
♥ 2 Greim Roll a D2 before a battle:
  1. Choose who is attacker & defender.
  2. +1 model in the starting crew.
2D6x10. T
♥ 3 Ko'iron Once per battle: Re-roll one armour save. D6x10. T
♥ 4 Ran Lo Re-roll any dice to determine how much credits are earned from scenario rewards (second result stands even if worse). D6x10. T
♥ 5 Ty A fighter to gain the following: All fighters (friend & foe) within 6" (including this fighter) gains 2+ Cool (blessed by House Ty). 2D6x10. T, O
♥ 6 Electro Disable Pitch Black before a battle. D6x10. T
♥ 7 Air All friendly fighters gain Respirators. D6x10. T
♥ 8 Venator Gain half the value for all enemy fighters that dies (rounding up to the nearest 5 credits). A random model that took part in the battle gains D3 Xp. -
♥ 9 Dregs of the Hive Gain D3 Hive Scum (in addition to the starting crew). Gain a common item from the Trading Post after each battle (Weapon, Upgrade or item). Note: These are kept after this resource is lost. F
♥ 10 Wasteland Scrapper Gain double amount of credits for selling gear and salvaging Wrecked vehicles. 2D6x10. T
♥ 11 Second Best Smuggler 2D6x10. D6x10. -
♥ 12 Heretek D3 weapons gain the following (for this battle): +2S, Unstable and Reckless. 2D6x10. T
♥ 13 Explorator Re-roll the dice when determining the scenario. 3D6x10. T