TEXT: ffiIIi-IIo! 
  ffiW
  Squat Miner Gangs
  SQUAT IINSR 
  GANGS
  IN NE(f,iO}TUNDA
  The worlds of the lmperium
  are home 
  to a bizare 
  and
  varied degree of mutations. A
  distinct 
  minority 
  have bred
  true, such as the diminutive
  Ratlings and the large brutish
  Ogryns and are tolerated to a
  certain 
  degree, as genuine
  abhuman races. Another 
  of
  these abhuman races that is
  considerably less well known
  are the Squats - a short, stocky,
  muscular 
  and, bad tempered
  people. 
  Exposure 
  to 
  high-
  gravity mining planets over the
  millennia 
  have mutated the
  original colonists into their
  present 
  form 
  and years of
  isolation 
  have made 
  these
  mutatlons permanent.
  This background is known by
  everybody 
  who 
  has 
  been
  playing 40K for a long time,
  like me. The question for me, a
  dedicated Squat player, is how
  to 
  get 
  them 
  into 
  the
  Necromunda 
  universe, 
  and
  make it plausible.
  Allowing 
  for the fact that the
  Squat concept is changing, and
  that the miniature line is in
  rework, the Squat player could
  come up short in the miniature
  department unless he turns to
  the 
  Warhammer 
  range.
  Looking at the fine range of
  Citadel miniatures 
  for Dwarf
  armies, I find that the most
  useful are the Dwarf Miners
  and Adventurers, 
  and Squat
  Bikers and Adventurers 
  from
  
  the old 4OK range, for adapting
  to the Necfomunda 
  universe.
  (Dwarf Slayers are pretty cool,
  as well, but shall be the subject
  of another article.) Certain
  modifications 
  may 
  prove
  difficult, 
  the 
  more 
  lightly
  armoured Squats can be armed
  with technological weapons. I
  stress'lightly 
  armoured'. I
  would stay away from the using
  the 
  miniatures 
  in 
  armour
  heavier than chain mail, for the
  most paft. It is easy enough to
  come up with all the tech
  weapons you'll 
  need
  steal 
  'em 
  from
  opponents' 
  spares,
  they're 
  not 
  looking
  - just
  your
  when
  Just
  kidding. 
  Ork heary weapons
  are appropriate 
  here to give
  that 
  patchwork 
  look. 
  Lash
  together a few techno-bits for
  mining geaq and you are set.
  Don't 
  forget 
  dwarf 
  war
  machine components, as well!
  By using the figures currently
  available, 
  I have created 
  my
  very own Squat Miner Gang.
  BACKGROUND
  In the .wastelands, the slag
  heaps, rad zones, ruins and the
  like, freelance miners set up
  operations and scrape a living
  out 
  of 
  the 
  unforgiving
  landscape, looking for that one
  big strike. Some Miners come
  to the hive world 
  Outlands
  voluntarily 
  whilst some come
  to hide from the unforgiving
  e1-es of the Imperium. 
  In this
  circumstance I visualise as 'The
  Seven Dwarfs' meet the Bogart
  movie 
  'The Treasure of the
  Sierra Madres'.
  ,{iens are not tolerated in the
  Imperium let alone in the hive
  cities but the authorities 
  are
  not too concerned about the
  politics 
  of 
  the 
  near
  inhospitable 
  Ash 
  Wastes,
  provided it doesn't become a
  nuisance.
  The 
  main 
  tool/weapon 
  for
  these small elusive bands of
  Miners 
  is the 
  pick 
  axe or
  mattock and a nasty one it is.
  Muskets, 
  crossbows 
  and
  various types of pistols, round
  out the basic arsenal. Though
  a few 
  highly 
  technological
  pieces 
  of 
  equipment 
  and
  weapons 
  may 
  be 
  found
  amongst 
  these 
  enigmatic
  wanderers.
  OUTLANDERS.
  Squat Miners are considered to
  be Outlanders, and all of the
  Outlaw 
  rules apply to them
  with 
  the 
  exceptions 
  noted
  Ld
  A
  w
  BS
  WS
  M
  PROSPECTOR
  l2O Credits
  The Prospector is a freelancer by choice and the senior member
  of the Mining gang that all others will turn to for guidance and
  leadership. Not content to labour in the mines of other Lords of
  the Imperium, or on the payroll of a Roque Tradeq a Prospector
  is out on his own, for his own gain. He is looking for the 'Big
  Strike' the claim which will cover him in the riches he craves, if
  he can avoid the many hazards of the Ash Wastes in the
  meantime. A Prospector must be as quick with his guns as he is
  with his wits, or others will find his pick axe, and his bleached
  bones in the toxic desen...
  T
  lnitial Experience Points:
  10
  60+D6
  Weapons; 
  A Prospector is equipped with a miner's pick. He
  may also be given equipment chosen from the Close Combat,
  Ranged and Special Weapons lists, plus the Grenades and
  Shotgun Shells section of the Miner lists.
  SPECIAL RULES
  Leadership: 
  A Prospector's crew are loyal to their leader and
  toughened by his presence. This means that any Miners within
  6" of the Prospector may use his Leadership when they take
  Leadership tests. A Prospector can always attempt to recover
  from being pinned even if he has no Miners within 2" of him.
  Resifient: 
  Miners are remarkably resilient to poisons because
  of the harsh conditions in which they work. If a Miner goes out
  of action due to poison, roll twice on the Serious Injuries Thble
  and choose which result to applyr
  Encumbranc€: 
  The Prospector is used to moving great
  loads, and working with cumbersome drilling equipment. To
  represent this, all Miners are considered to have the abilities of
  a Hear,y and therefore use healy weapons. In addition, the
  Miner does not have a penalty for fighting in hand-to-hand
  combat whilst carrying a heavy weapon and he can wear
  Carapace armour without 
  the Initiative 
  penalty.
  Nerves 
  of Steel! All Squat Miners have tll.e Nerues of Steel
  Ferocity skill.
  
  MINERS
  8O Credits
  Squat Miners are the crew a Prospector needs to work the claim
  stake as effrciently as possible. It also helps to have a few extra
  guns about. Squat Miners come from all walks of Squat society
  and most are reluctant to talk about it. A ganger would be
  advised not to talk to them about their business or he may be
  looking at the business end of a pick axe!
  M
  W S B S S
  T
  9
  20+D6
  Ld
  A
  w
  Initial Experience Points:
  WeaponS: 
  A Miner is equipped with a Miner's pick. He may
  also be given equipment chosen from the Close Combat, Ranged
  and Special Weapons lists, plus the Grenades and Shotgun Shells
  section of the special Miner lists.
  SPECTAL RULES
  Resilient: Miners are remarkably 
  resilient to poisons because
  of the harsh conditions in which they work. If a Miner goes out
  ofaction due to poison, roll twice on the Serious Inluries Thble
  and choose which result to apply.
  Encumbranc€: 
  The Miner is used to moving great loads,
  and working with cumbersome drilling equipment. To
  represent this, all Miners are considered to have the abilities of
  aHeavy and therefore use healy weapons. In addition, the
  Miner does not have a penalty for fighting in hand-to-hand
  combat whilst carrying a heavy weapon and he call wear
  Carapace armour without 
  the Initiative 
  penalty
  Nerves 
  of Steel: 
  All Squat Miners have the Nerues of Steel
  Ferocitv skill.
  sequence and generating 
  a
  new 
  camp 
  on 
  the 
  Minef
  Territory Table immediately.
  *Like the Outlaw Rad Zone,
  but on triples, the Miner will
  be 
  hideously 
  scarred 
  from
  radiation poisoning and causes
  Fear ftom now on; no income
  is collected. Miners are better
  at mining than regular gangers.
  The Miner's 
  Resilient 
  ability
  also 
  applies 
  to 
  radiation
  poisoning.
  **In 
  a secret location, 
  your
  gang has staked it's claim. The
  excavations 
  yield 
  carnotite
  gems or some other valuable
  ofes or stones. You can collect
  2d6xl0 credits because ofyour
  prospecting 
  expeftise. 
  The
  rules 
  regarding 
  captured
  enemy fighters working in the
  mines are the same.
  CAPTURED TERRITORIES
  Miners will only keep and work
  the following 
  territories; 
  Slag
  Heap, Mine Workings, Guilder
  Contact, 
  V/orkshop, 
  and
  Archeotech Hoard. If a g rrg
  owning a Mine Workings loses
  a teffitory 
  to a Miner gang, it
  will automatically lose one of
  its Mine 
  Workings 
  without
  recourse to a random dice roll.
  MINE WORKINGS
  A Mine Workings captured 
  by
  miners - they may work more
  than one - will be protected by
  sentries and traps, or may just
  be cleverly 
  disguised 
  as to
  avoid notice. Miners fighting to
  defend their claim stake will
  not bottle for any reason.
  below As Oudanders, Miners
  do not have a guild price and
  may never pay off their outlaw
  status.
  TERRITORY
  Miners start with one piece of
  territory 
  generated 
  on 
  the
  Miner 
  Territory 
  Table. This
  becomes the Miner's camp in
  the wastes and normally 
  they
  cannot hold more than one
  territory at a time, unless it's a
  Mine Workings. The Miners can
  decide to move their 
  camp
  after any game, crossing the
  old territory off of their roster
  at the end of the post battle
  MINER TERRITORYTABI,E
  'Workshop 
  D5x10
  
  INCOME
  Viners collect income from
  their territory(s), like any other
  Outlaw gang.
  TRADING
  Miners roll 
  on the Outlaw
  Trading Chart, provided in this
  article.
  HIRED GUNS
  Miners will only hire Bounty
  Hunters, 
  and especially Pit
  Fighters, if they can afford it.
  Pit Slaves with Rock Drills are
  especially 
  desirable 
  and 
  a
  Miner gang will pay 15 credits
  for a suitably equipped Hired
  Gun. Income generated from a
  Mine Workings using a Pit Slave
  will be 4D6x10.
  The gang's rating will increase
  bv 75, instead of 50 for hiring
  this type of Pit Slave.
  STARVATION
  Miners suffer the effects of
  starvation just like everybody
  else.
  BOUNTY
  Viners 
  are 
  often 
  claim
  iumpers; roll a dice after you
  have formed your gang. On the
  result of a '1' on a D6, the
  Prospector has been reponed
  to the Guilders. They then
  become wofth a bounty equal
  ro their cost, just like any other
  Outlaw.
  CAPTURE
  -{nv captured Miner will add a
  +j to your Dd roll for income
  from Mine Workings.
  SCENARIOS
  \liners 
  may choose from the
  following 
  scenarios: The Hit,
  Loot and Pillage (defender
  on-l-v), The Hunters, 
  Caravan
  (defender only), Scavengers,
  Hit and Run (defender only),
  STAGGERS
  4O Credits
  Slaqgers are the Miner equivalent ofJuves. Squat Miners must be
  trained, and a Squat being hired by a Miners' Gang is in for some
  back-breaking work.
  Slaggers are generally young Squats and do all of the scutty iobs
  - loading and pushing ore carts, cleaning mining equipment,
  and the gunk out of the bottom of the shafts. Strangely, there
  never seems to be a shortage of off-world Squats, willing to do
  this work.
  M
  lTS 
  BS 
  S
  T
  sr
  Initiaf Experience 
  Pointsi 
  0
  Weapons: A Slagger is equipped with a Miner's pick. He may
  also be given equipment chosen from the Close Combat section
  of the special Miner lists.
  SPECIAL RULES
  Resilient: Slaegers are remarkably resilient to poisons
  because of the harsh conditions in which they work. If a Miner
  goes out ofaction due to poison, roll twice on the Serious
  Injuries Table and choose which result to apply
  Encumbfance: 
  The Slagger is used to moving great loads,
  and working with cumbersome drilling equipment. The Slagger
  does not have a penalty for fighting in hand-to-hand combat
  whilst carrying a heary weapon. W'hen a Slagger becomes a
  Miner, he automatically gains the abilities of a Heary and may
  use healy weapons. A Miner Gang may still only contain two
  heary weapons. In addition, the Miner can wear Catapace
  armour without the Initiative penalty.
  Nerves of Steel: All Squat Miners have the Nerues of Steel
  Ferocity skill.
  Ld
  
  SOUAT MINER WEAPONS IIST
  i:J! 
  ---; 
  el9:..:Y: 
  i^;
  ';iE:ry;#+:..\
  Autogun 
  zo
  Shotgun (solid shoVscatter shells) 
  20
  Lasgun 
  25
  Blunderbuss
  Crossbow
  Musket
  Stub Gun
  Autopistol
  Laspistol
  Boltpistol
  Plasma Pistol
  10
  r5
  t )
  20
  )\
  Chains 
  5
  Clubs, Mauls and Bludgeons 
  5
  Knife 
  fuee/5
  Massive Axe or Hammer
  t5
  Mattock, Pick or Shovel 
  free
  EW=::.1:l{+tj?;+i!F,{..j;E+!le:1a;#ir:+;!6n)..:;ri
  Man-Stopper Shotgun Shells
  Hot Shot Shotgun Shells
  Dum Dum bullets for Stub Gun
  Demolition Charges
  +*.:t-, 
  j:;Ej.t:A.i:.:::ii:ii]i:!.i::]:;;.]iill/|?/46+1+:'e:.1a,i.F:..4e-
  .trr=:ffi!7::n++-?-=
  )
  5
  5
  40
  Flamer
  Melta Gun
  Lascutter (R)
  Rock Drill (R)
  Sonic Cleanser (R)
  GAINING EXPERIENCE
  Points 
  Title
  2L-3O 
  Miner
  41,-50 
  Miner
  61-80 
  Prospector
  101-120 
  Prospector
  14l--1,60 
  Prospector
  L81-200 
  Prospector
  4OI+ 
  Master
  1. Stafting level for Slaqgers
  2. Starting level for Miners
  3. Starting level for
  MAXIMUM CHARACTERISTICS
  M $ T S B S S T T T I A
  Ld
  3 7 6 4 5 3 5 3
  10
  Ambush, 
  Raid 
  (attacker, 
  if
  opponent has Mine Workings:
  defender, 
  if 
  owning 
  Mine
  Workings), 
  and 
  Rescue
  Mission.
  SPECI,AL EOT'IPMENT UST
  Mining 
  Demolition 
  Charges:
  Some-times 
  the 
  explosives
  used in prospecting find their
  way 
  into 
  the 
  hives 
  as
  improvised weapons. A stick of
  explosives 
  is difficult 
  ro arm
  and throw 
  accurately 
  but can
  be used as a booby trap ^t a
  pinch. 
  In 
  prospecting, 
  the
  Miner sets a charge to loosen a
  
  SOUAT ADVANCE TABLE
  2D6 Result
  2 
  New Skfll (anyTable)
  3-4 New Skill
  Characteristic 
  Increase
  l-4 = +l Strength
  5-6 =+1 Attacks
  6 
  Characteristiclncrease
  1-3 = +1WS
  4-6  =  + 1B S
  7 
  Chafacteristiclncrease
  l-3 = +1.Initiative
  4-6 = +l Leadership
  8 
  Chamcteristiclncrease
  1-3 = +1WS
  4 -6  =  + 1B S
  9 
  Characteristiclncrease
  1-3 = +lWound
  4-6 = +t Toughness
  1O-11New Skill
  12 
  New Skill (anyTable)
  particularly 
  stubborn 
  section
  of rock.
  Special bomb counters must
  be made up to use explosives.
  These have a number from 2 to
  6 on one side, and a picture of
  a bomb (or a smiley facel) on
  rhe other.
  To set a charge, a Miner may
  not move or shoot during his
  rurn. He then places a bomb
  counter in the place where the
  rap 
  should 
  be 
  set. Each
  player's 
  turn 
  after this, the
  Miner player rolls a dice: if the
  result is equal to or greater
  than the number on the back
  of the bomb counter, the bomb
  does not go off. Substitute the
  next lowest number 
  counter
  for the one in pla;r Repeat this
  procedure 
  until 
  the 
  bomb
  explodes. A roll of '1' always
  means that the bomb exPlodes.
  Note that your opponent will
  be aware of the trap. He just
  has to see if it is worth 
  the
  risk...
  Chainiack: 
  Miners, working
  with explosives, sometimes get
  caught in the back blast of a
  misjudged 
  detonation. 
  For
  their protection, they will wear
  a 
  chain 
  mesh 
  overiacket,
  Techno
  Slagger
  \{iner
  Prospector
  Y
  Y
  Y
  Y
  Y
  Y
  Combat
  Muscle
  Stealth
  
  similaf 
  to chainmail 
  worn 
  by
  medieval 
  warriors 
  (Handy
  when you are converting 
  from
  Varhammer 
  Dwarf Sappers!).
  It is not as sophisticated 
  as
  mesh armour, but in the case
  of blasts, it is much better than
  the alternative. Chainiack also
  offers some protection in close
  combat against low-tech hand-
  to-hand 
  weapons, 
  which 
  is
  always a good thing.
  Chainjack gives a 4+ 
  save
  against blast template weapons
  ar'd a 4* save against low-tech
  hand-to-hand 
  weapons
  (swords, 
  clubs including 
  Pit
  Slave shears, etc.) but affords
  no 
  save against 
  any other
  weapons. 
  This 
  is 
  a 
  fairly
  common item for Miners and is
  available 
  to Prospectors 
  and
  Miners only Slaqgers just have
  to be more careful. Chainiack
  costs 25 credits oer suit.
  Mattock: 
  The Miner's mattock
  or pick axe is a useful tool and
  a 
  fearsome 
  weapon. 
  The
  mattock must be used with two
  hands, so it cannot be used in
  conjunction 
  with other close
  combat weapons.
  Dranas. Due to the ponderous
  lurching 
  swing required 
  to
  wield this weapon, any combat
  which 
  ends in a draw will
  always 
  be 
  won 
  by 
  your
  opponent, 
  regardless 
  of
  Weapon Skill or Initiative level.
  Your opponent catches you on
  the upswing.
  Shovel: The Miner's shovel
  can also be useful as a weapon.
  It also must be used yrith two
  hands. 
  However 
  a 
  Mineq
  trained in the 'Art of Shovel', is
  able to Parry 
  attacks, 
  as if
  wielding a sword. The shovel is
  not a good weapon however,
  so 
  a Miner 
  attacks 
  at 
  -L
  stfength.
  Lascutter: 
  This 
  is 
  the
  industrial 
  variant 
  of 
  the
  lascannon. A lascutter can be
  used as a ranged weapon. in a
  pinch. It has almost no range,
  and is bulky to wield, but if ir
  hits, well, this is why ir is a
  must have industrial 
  tool in
  any mining colony or on any
  merchant 
  ship. 
  These
  occasionally find their way into
  the Outlands 
  where 
  they are
  quickly snapped up by Miners
  of all sorts. More than one life
  has been lost over this piece of
  equipment.
  Rock 
  Drill: 
  This is a two
  handed version ofthe Pit Slave
  weapon, and cannot be used in
  conjunction 
  with 
  any other
  weapons except fof pistols.
  Fortunately for Miners, this
  type 
  of 
  Rock 
  Drill 
  is not
  surgically attached. Use the
  weapon's profile listed in the
  Pit Slave Weapon section for
  this weaoon.
  MINING DEMOLITION 
  CHARGES
  Short 
  Long 
  To Hit
  Range 
  Range Short Long 
  Str 
  Dam 
  Save Ammo
  User Sx2 
  -1 
  -2 
  5 
  D4 
  -2 
  5+
  MITTTOCK SHOVEL AND PICK
  Short 
  Long 
  To Hit
  Range 
  Raqge 
  Short 
  Long 
  Str 
  Darr 
  Save 
  Ammo
  Close Combat only 
  As User 
  1 
  As User
  I.AS CUTTER
  Short 
  Long 
  To Hit
  Range 
  Range 
  Short 
  Long 
  Str 
  Dam 
  Save 
  Ammo
  0-8 
  9-76 
  +2 
  -1 
  9 
  2D6 
  -2 
  +2
  SONIC CLEANSER
  Short 
  Long 
  To Hit
  Range 
  Range Short Long 
  Str 
  Dam 
  Save Amrno
  Close Combat only 
  *Knock Down 
  4+
  
  Sonic 
  Cleanser: 
  Nobody 
  is
  quite sure of the origin of the
  Sonic Cleanser. It may have
  been part of the trappings of
  office 
  of 
  the 
  rulers 
  of 
  an
  ancient time, or simply have
  fallen out of the toolbox of an
  errant spacefarer. The tool's
  instruction 
  manual has been
  lost as well, so no one really
  knows it's true functions! The
  Sonic Cleanser can detect
  faults in minerals, split them
  along the detected faults, un-
  iam iammed machinery 1or jam
  it) or realign that troublesome
  crystalline power source. In a
  Miner's hands, it's mostly used
  for cleaning and splitting gems.
  Howeveq by manipulating 
  the
  settings, it can deliver a sonic
  pulse 
  that 
  can 
  knock 
  an
  opponent off his feet.
  In game terms, the Sonic
  Cleanser is a close combat
  \r'eapon and can be used in
  conjunction 
  with 
  any close
  combat or pistol weapon. A
  successful hit will knock the
  model back 2" and the model
  must make an I check or fall
  down. If the affected model is
  s'ithin 
  1" of a building 
  edge,
  make the same I check with a
  +1 modifier. A knock-down
  qill end hand-to-hand combar
  though any remaining hits in
  th current 
  combat, can be
  resolved as normal.
  -{ downed model must halve its
  s-S, rounded up, if attacked in
  funher 
  rounds 
  of hand-to-
  hand. The model may stand up
  normally 
  during 
  its 
  nefi
  recovery phase.
  Technically, the Sonic Cleanser
  is not a weapon, and it cannot
  maintain the output needed to
  srun opponents. For every hit
  it makes, it requires an ammo
  roll of 4+. If it fails the roll, the
  device must be recharged and
  MINER'S MAP TABLE
  1D6 
  Result
  1. 
  Fake -You show this map to another Prospector and he
  identifies it as a fake, and tells you the story behind it. You
  are out your money and a good bit of pride.
  2. 
  Worn and Incomplete -You find the mine but it has been
  completely worked through. You get norhing for all of
  youf toil.
  3. 
  Vague and Inaccurate - You didn't realise it when you
  bought it, but you have worked this mine before. It does
  point out a section that you originally missed so you can
  scrape out another D6x5 credits for your trouble.
  4. 
  Ancient and Fad.ed - Barely legible rhough it is, the map
  is a genuine Miner's Map. You can work out D6x10 credits
  before it is exhausted. and. it reveals the location of
  ancient tunnels nearby You can swap a territory for
  Tunnels if you wish but this must be done now.
  5. 
  Equipment Stasb - u/hile you find no ofes or gems in this
  mine, you find a small stash of mining equipment instead.
  Roll a D6:
  1-2 - Mattocks and Shovels
  I - a rusry but serviceable suit of Chainjack
  4 - Explosives, enough for one Miner
  5 - Rockdrill, it will take d5x5 credits to get it working
  6 - Sonic Cleanser. It looks like someone just dropped it
  out of his tool box! The instruction manual is no where
  to be found.
  6. 
  Recent and AccurAte - The Prospector may add a Mine
  Workings to his teritory.
  
  1L
  t2-13
  14-r5
  16
  2t-22
  OUTLAW TRADE CHART
  Gamble and Lose (Special)
  Robbed (Special)
  Cheated (Special)
  Gamble and win (Special)
  Armour. Roll a D6
  l-4 - Chaigack
  5 - Carapace Armour
  6 - Mesh Armour
  Explosives: Roll a d6
  1-3 - Enough for 1 Miner
  4-5 - Enough for 2 Miners
  6 - Enough for 3 Miners
  Grenades: Roll a d6
  1 - Melta Bomb
  2-3 - Photon Flash Grenades
  4-6 - Smoke Bombs
  Gun Sight: Roll a d6
  1-2 - Red Dot Laser Sight
  3 - Mono Sight
  4 - Telescopic Sight
  5-6 - Infrared Sight
  Archeotech Hoard
  Bionics. Choose one oi Bionic Arm, Bionic Eye,
  or Bionic Leg
  Bio-Scanner
  Blindsnake Pouch
  Bottle of Wild Snake
  Icrotic Slime
  Infra-Goggles
  Las-Cutter
  Kalma Fixer
  Rad Counter
  Ratskin Map
  Screamers
  Silencer
  Sonic Cleanser
  Stinger Mould Patch
  Stummers
  Weapons Reload
  Inside Information 
  (Special)
  Miners's Map (see chart)
  Rumour (Special)
  Tip-off (Special)
  23
  24
  25
  26
  31-
  32
  33
  34
  35
  36
  4r
  42
  43
  44
  +)
  46
  5 1
  52
  53
  54
  ))-)o
  6r-62
  63-64
  65-66
  cannot be used until the next
  battle.
  Miner's 
  Map: You have found
  an old Prospector's Map for
  sale in a secluded corner ofan
  Outlander 
  bazaar. This could
  be the ticket to get off of this
  hell hole planet if it pans out.
  There 
  have 
  always 
  been
  rumours 
  of 
  secret 
  mines
  hidden in the wastes that have
  tapped into rich veins of ores
  and 
  gems, 
  and 
  in 
  your
  experience, they have always
  been just that - rumours, until
  now.
  Every ounce ofwealth that you
  assay 
  in 
  town 
  has 
  been
  drenched 
  in your 
  and your
  gang's sweat and the Big Strike
  always seems out of reach.
  WeIl, the map seems cheap
  enough....
  If you decide to buy the map,
  roll to see how accurate it is
  before 
  you 
  play your 
  next
  game. If the map is accurate, it
  will 
  enable you to earn 
  (or
  lose) some extra credits before
  the next game. The map is only
  good for one use.
  OUTLAW TRADE TABLE
  This table is to be used to
  determine 
  what 
  rare 
  trade
  items are offered for sale to the
  gang leader. 
  D3 
  items 
  are
  offered 
  automarically 
  and a
  further 
  f 1 for each ganger
  sent to search them out. The
  prices of rare items are given
  on the main trade charts and
  are indicated by an @).
  Well, tbat's about 
  it. If you
  baue any comrnents 
  do drop
  me a message on:
  wy-mar-re@magg.net
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Gangs/squat miner gangs.pdf