Income Flavour Rules

These are an alternate ruleset for gathering credits/throne gelt after a game. The descriptions have been updated to match the campaign, but the rolls are all the same.

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11-12 / Ship Breakers / Income 2d6

The nearby docks are used for breaking down spacecraft for salvage. Throngs of illiterate station dwellers don void suits to break apart drifting hulks with plasma cutters and vacuum saws. One of your crew members can earn 2d6 throne gelt doing this dangerous work.

If you roll a double when working out your Throne Gelt, your crew member is blasted with radiation. Though you are able to retrieve them, their skin is hideously disfigured and they now cause fear. No income is collected.

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13-16 / Abandoned Hab Block / Income 10

This sector of the station has not been repaired, and is still exposed to the void. One of your crew members may put on a void suit and search through the empty halls for scrap or valuables that were left behind.

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21-24 / Waste Recycler / 15

A waste recovery machine, mulching the station’s garbage. One of your crew members can recycle the waste for valuable nutrients.

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25-26 / Water Recycler / D6x10

Water is always valuable, though its price can fluctuate wildly. One of your crew operates the recycler for a profit.

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31-34 / Hab Block / 30

A habitation block full of the Emperor’s loyal servants. They need protection, and will pay regularly for it (with some encouragement from one of your crew members).

There is a chance that one of the residents will try and join your crew. Roll a D6 at the end of every battle. If you roll a 6, you may recruit an inexperienced crew member (Juve or equivalent) for free. They must be human, and cannot have any mutations.

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35-36 / Munitions Factory / D6x10

A nearby sector assembles ordnance for the fleet. Hundreds of indentured workers shovel chemicals into warheads the size of shipping containers.

If you capture an enemy fighter, you may opt to permanently put them to work. Each captive adds +1 to your D6 roll for income.

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41-42 / Maintenance tunnels / 10

Your crew controls a series of maintenance tunnels that weave throughout the station.

When your team fights a battle, they can use these tunnels to deploy up to three fighters anywhere on the battlefield at ground level. Models are set up at the end of the player’s first turn and cannot be placed within 8” of enemy models. No more than half of the gang’s deployed fighters may be deployed this way.

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43-44 / Ventilation Shafts / 10

Your crew gains access to a number of ventilation shafts, bringing vital air throughout the station.

When your team fights a battle, they can use these tunnels to deploy up to three fighters anywhere on the battlefield at the top level of any structure. Models are set up at the end of the player’s first turn and cannot be placed within 8” of enemy models. No more than half of the gang’s deployed fighters may be deployed this way.

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45-46 / Agri-dome / D6x10

The nearby sector is filled with hydroponics and synth-soil, growing food to feed the station. One of your crew can “requisition” some of the algae mix or synth-protein for D6x10 Throne Gelt.

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51-52 / Dockside Tavern / D6x10

It may be brewed in an old storage container, but it’ll get the job done. “Protecting” the establishment will earn a crewmember D6x10 Throne Gelt.

In addition, roll a D6 after every battle. If you roll a 6, the owner of the tavern shares some vital intelligence. You may add or subtract 1 from the scenario table in your next battle.

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53-54 / Ammunition Depot / D6x10

This sector has a known weapons dealer. One of your crew members may trade empty shells and broken weapons for D6x10 Throne Gelt.

The easy access to ammunition allows you to ignore the first Ammo roll in a battle. Duplicate weapons smugglers allow you to ignore an additional ammo rolls.

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55-56 / Merchant’s Guild / D6x10

You locate the administrative headquarters of one of the merchant guilds aboard the station. One of your crew members can negotiate with them and receive D6x10 Throne Gelt.

If you recover loot during a Scavengers, The Hoard, or Package Run scenario, then you can trade directly with your merchant contact. Each loot counter is worth an additional +5 Throne Gelt.

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61 / Shipping Container / D6x10

Your crew finds a shipping container that isn’t on any shipboard manifest. The contents are now yours. One of your crew members can search the container for valuable goods, earning D6x10.

If a six is rolled, you make a particularly valuable find. Roll an additional D6x10.

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62 / Medical Bay / D6x10

Providing “peace of mind” to the medical facility earns one of your crew members D6x10.

Additionally, if a crew member rolls a “dead” result on the serious injury table, then there is a chance the medicaes can help before its too late. Roll a D6. On a 5+ the injury roll is treated as multiple injuries instead. This can only happen once per battle.

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63 / Rogue Trader’s Agora / 2D6x10

Your gang makes a number of smuggling connections, and may exchange equipment and supplies for a profit. However, the smugglers are notoriously hard bargainers, and you may leave with less than you came with. If you roll a double, you lose that amount of Throne Gelt instead of gaining it (i.e., double 4s means you lose 80 Gelt).

If you cannot pay, you must sell equipment to make up the difference.

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64 / Narcotics Manufactorum / 2D6x10

Selling narcotics earns one of your crew members 2D6x10. However, if you roll double 1s, the crewmember gets high on his own supply, and has a bad trip.

At the beginning of the each battle, roll a D6. Until you roll a 4 or more, your crew member may not participate in any battles (they are too busy fighting their inner demons).

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65 / Mechanicus Sanctuary / 2D6x10

Your crew discovers a hidden entrance on the outside of the station into a ruined sanctuary of the Adeptus Mechanicus. A ganger can collect remnants of ancient technical devices which can be sold for 2D6x10 Gelt.

So long as your gang is careful not to sell too many items at once, no one will suspect that you have discovered such a holy place. No risk is incurred collecting only 2D6 Gelt. However, if you want to take a risk, you can collect 3D6, 4D6, 5D6, or even 6D6x10 Gelt. However, if you roll any doubles, the sanctuary is no longer a secret, and the Mechanicus reclaim it. You still collect the income, but afterwards the territory becomes an Abandoned Hab Block instead.

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66 / For the Cause! / Choose

A group of station dwellers pledges their allegiance to your crew. Choose any of the options above.

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