///// 14th September 2011 - Bookmarks added - Territories: Moved - 51-52: Drinking Hole, 53-54: Workshop, 55-56: Guilder Contact, 61: Mineral Outcrop - Workshop: Clarify that re-rolls take precendence - Mineral Outcrop: Income reverted to D6x10. No longer becomes exhausted, instead a roll of 6 generates an extra D6x10 credits ///// 13th September 2011 - A hell of a lot of grammar and spelling corrections - Needle Weapons: Clarify that comatosed fighters count as down - Hallucinogen: Made several changes/clarifications to the Over There!, Traitors! and Errrr... rules - Hellfire Bolts: An Ammo roll of 1, 2 or 3 now results in a test to explode rather than automatically exploding - Blinded In One Eye: Replaced with Partially Blinded - Captured: Clarified that models auto-exchanged are done so with their equipment. Clarified that models and their gear can be treated separately for ransoms - Rare Trade Chart: Lobo-chip was wrongly listed in here. Slight increase in chance of rolling Silencer/Screamer/Stummers. Can now choose between buying Screamers/Stummers. Ratskin Map/Concealed Blade switched. 41-56 sub-lists now ordered by cost. - Stummers: Revert to official cost of 10+3d6 - Rescue: Clarify that the Gateway is not used - Shoot Out: Fighters must move the 1", it's not optional - Pitch Black: Fighters wearing photo-contacts, photo-visor, infra-red goggles or bionic eyes roll 3D6 when seeing if they trip ///// 8th September 2011 - Smoke Bombs: Reference to the -1 to-hit was wrongly left uncrossed on page 47 ///// 12th August 2011 - Clarified that a "Hit & Misfire" results in the weapon malfunctioning as explained in the Ammo Rolls section - On Fire: reference table has been corrected - Tweaked the Ammo Rolls wording so it doesn't infer that a 7+ to hit can potentially not require an ammo roll ///// 27th July 2011 - Added weapon templates and referenced them in the Templates section ///// 26th July 2011 - Corrected wrongly displayed cost of plasma gun and grenade launcher in the House Weapon Lists ///// 23rd July 2011 - Stinger Pouch: clarify that it's used and held by a gang member like ordinary equipment rather than being kept in the gang's stash ///// 23rd June 2011 - Removed the 'surprise' rule that stopped fighters running into within 8" - Fighters can now go into hiding at any point during their move - Now only Juves and down fighters don't count for escaping pinning, Bottle tests and for the Leader's Ld/I bestow range - Down: Revert to Official - can now crawl 2" again - HTH: Fighters that recently fired a basic, special or heavy weapon can now swap weapons without limit - Special Injury Weapons in HTH: Special rules only apply if the weapon specifically inflicted an OOA result in HTH combat. Down fighters automatically taken OOA don't count. Web Pistol wording tweaked to conform - Bottle Roll: Revert to Official - bottle rolls now based on fighters participated in game, not full gang. Bottle rules reverted back to official in scenarios: Hit & Run, The Raid, Rescue (except Raid/Rescue attackers don't take Bottle rolls until 50%) - Massive Weapon: In the case of a tie Initiative is halved instead of auto-lose - Auto-repairer: Heavy must not have gone out of action - Clip Harness: Revert to Official except - Clarify that the fighter can do other things as well as fastening harness. HTH now auto-unfastens harness. A fastened harness now completely prevents falling - Skull Chip: Revert to Official cost of 30cr. Malfunction rule replaced with a failed re-roll means the chip no longer has an effect for the remainder of the game - Lobo-chip: Revert to Official cost of 20cr and Common. Still permanently reduced I to 1, but now makes the fighter immune from stupidity, frenzy, hatred, fear and terror and cannot be broken - Bionic Implant: Can now remove any serious injury - Hook Rope: Removed - Berserker Chip: Strength bonus increased to +2 - Serious Injuries: Tightened up the wording to better explain injuries that eventually have no cumulative effect - Leg Wound, Hand Injury - Van Saar Juve: Revert to Official - Combat skill choice back to Techno - Leap: Changed - straight +D6" when running or charging - Sprint: Revert to Official - Mx3 when running or charging - Disarm: Changed to a simpler version. Note it's now the fighter not the enemy that takes the I test - Escape Artist: Clarify that it's treated as a Full Recovery result instead - Sneak Up: Changed - if counts as fleeting target then overwatcher's Initiative reduced to 1 - Impetuous: Changed - pinned/down/follow-up can move 4" instead of 2" - Gunfighter: Sustained fire style targeting restriction removed - Rapid Fire: Sustained fire style targeting restriction removed and can now be combined with Gunfighter for 3 shots - Body Slam: It's now the fighter not the enemy that takes the S test - Hurl Opponent: Changed - Can be used at start of hth phase. Model must take S test. If passed is hurled D6" - Head Butt: Replaced with Juggernaught - if hit but isn't wounded then take S test. If passed isn't pinned - Crushing Blow: Replaced with Hard as Nails - if taken OOA then roll D6. 6 = Full Recovery - Berserk Charge: Changed - Rolls +D3 Attack dice on turn of charge - Ratskin Scout: Revert to Official - back to 3 advances and Explore rule returned. WS/I roll combined to increase chance of rolling skills - Renegade: Removed - Gang Fight/Ambush: Remove rule increasing chance of taking over territories when the winner has less than halve of the territories - Shoot Out: Line of sight blocking terrain cannot be placed inbetween the gangs - The Heist: Removed - New scenario: Package Run - useful for small gangs to still make creds against larger gangs (Attacker fighters: 1-2=4, 3-4=5, 5-6=6. Deploy within 24" of chosen edge. Defender fighters: 1=3, 2-3=4, 5-6=5, 6=6. Deploy within 8" of opposite edge. Must nominate which defender has package, rest have decoys. Defender gets first turn. If defender goes OOA then replaced with loot counter. If attacker base-to-base with counter then must reveal whether it's the packaged or a decoy. Gang must take package off attacker's edge. If defender does this then the model gets +10XP. Winner gets D6x10cr). Add scenario to Guilder Contact bonus ///// 4th June 2011 - Weapons Reference added - Fighters taken OOA in HTH can now be 'finished off' with a weapon of your choosing assuming he has a weapon with special injury rules - Shotgun: Hot Shot regain Knock-back rule - Web Pistol: Capture rules replaced, any models taken OOA in HTH combat are captured on 4+. Clarify that any extra hits allocated to the pistol in HTH are wasted. - Grenade Launcher: Cost reduced to 60cr. - Plasma Gun: Cost increased to 80cr. - Krak Grenades: Cannot be used for Demolition when allocated to a grenade launcher - Carapace Armour: Now also provides 6+ save against Arm Wounds - Sights/Ammo: If a fighter can shoot several times in a turn then the same sights/ammo type must be used for all shots - Hellfire Bolts: Can now be used with a storm bolter. Tweaked wording so explosion is reliant on a failed Ammo roll - Auto-repairer/Weapon Reload/Armourer: Changed the wording so that they "ignore" failed Ammo rolls so it no longer implies explosive ammo still explode if failed - Ratskin Map: On a roll of 5 you can now choose either Vents or Tunnels and the territory is added not swapped - Weapon Reload: Clarify how guns with multiple ammo types work - Skill name changes reversed back to originals (Infiltration, Crushing Blow, Hip Shooting, Gunfighter) - Sneak Up: Tweaked wording so it no longer implies that the sentries rule is reliant on hiding - Leap: Replaced, can make a 3" high leap each turn plus makes falling when jumping across gaps less likely - Sprint: Non-movement related actions cannot be made when sprinting - Berserk Charge: Replaced, increases charge range by +D6" - Underhive Scum: Now has the old Quick Draw skill. Added a dual laspistols + Hotshots option - Bounty Hunter: Now has 4 advances instead of 3. Models he takes OOA in HTH combat are again auto captured but now he himself must not go OOA - Ratskin Scout: Now has 4 advances instead of 3. Replaced Step Aside for Catfall - Desparado: Bit of an overhaul, now Renegade - Wounding Hits: Hopefully cleaned the issue with flesh wounds up - Shoot Out: Clarify that non-guns can be used during a Fast Draw ///// 23rd February 2011 - Tweaked Ambush Skill wording so it can be combined with Quick Witted and Fast Shot. - Corrected a whole bunch of wrongly costed items in the Gang Recruitment section. Also corrected wrong colours here and in the Trading Post. - Corrected the skills chart for Goliath/Orlock Juves (Ferocity was missing). - Trafficker skill renamed back to the original Fixer. ///// 28th August 2010 - Word tweak to clear up capturing territory rule addition in Gang Fight and Ambush scenarios. - Added missing Drum Magazine rules. - Added missing Suspensor to the Trading Post. ///// 12th August 2010 - Played around with the plasma rules so low power is more usuable and high power is a powerful but risky choice. - There's now a straight -1 to-hit when on overwatch which replaces the Appearing mod.