44стр. ALTERNATE HIT CHART
The following rules are intended to represent the skills of defenders in close combat countering similarly skilled attackers.
Make a WS check for the attacking fighter with each Attack dice, modified by the following table to determine the required value:
131стр. EDITOR’S SUGGESTION: RARE WEAPON FAMILIES
Certain families of weapons are extremely rare and limited in the underhive. If a gang has more than one pistol, basic, special or heavy weapon of the following families – arc, bolt, grav, melta, needle, plasma, seismic, and web – they will suffer penalties to their ammo rolls. For each weapon of these types after the first, reduce its ammo roll by 1 (+1). This applies to all examples of the type in the gang, including examples of the weapon family in combi-weapons (with the exception of grenades).
(И всё что там дальше тоже не используем)
251стр. EDITOR’S SUGGESTION: INCOME COLLECTION
Unlike other campaign types, fighters with the Gang Fighter (X) special rule generate income by working territories. This is done at the start of the Week through a new action, ‘Work Territory’. Any fighters in recovery or any captured fighters cannot conduct a Work Territory action. Certain fighters may not do this – namely Aberrants and Chaos Spawn.(И всё что там идёт дальше)
320стр. EDITOR’S SUGGESTION: GAINING MORE EXPERIENCE Have you found it hard to earn Experience? Are your gangers anonymous mooks with too fancy gear? Us too! I highly recommend that where the book says you earn a point of Experience, make it D3 XP. If it says you earn a random amount, say D3 or D6, multiply the result of that dice by the result of a D3. In addition, for each Wound a fighter successfully takes off an enemy fighter or Underhive creature or Horror, the fighter earns 1 XP.