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Cities of Death - SciFi Rules

Written by: SarisonZero
Contributions by: blindoracle
Artists:

chron121
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Tsoy Oleg
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MegaBitch
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badwizard

Cities of Death is a rules system for tabletop miniatures and designed to simulate combat between rival gangs. The system is designed to allow any miniatures or token to be used, though the fundamental concepts of scale are designed for models close to 28 mm scale (where a 6 foot tall person would be 28 mm tall, also known as 1:56 scale) or tokens of 1 inch in diameter. If you are adapting this ruleset to a different scale, plan accordingly. If the bases or tokens used are larger than 1 inch or 25.4mm, then getting models into 1" head-to-head range will require some overlap of bases/ tokens. Cities of Death is also designed to allow for a variety of different settings, including fantasy, modern, and sci-fi. Adaptation to a different setting would require the restriction of equipment and abilities, but most of the rules are the same. The version presented is the grim dark futuristic version.

photograph of a variety of miniatures

Table of Contents

Basics of Play  back to table of contents

Game Rules in Concept  back to table of contents

The rules of a game define what can be done in that game. Actions that are not defined within the scope of the rules cannot be taken in the game. To put this another way, "The rules don't say that I can't," is not a valid argument. Even though there may be times that the rules say things like "No moving through impassable terrain" this is just a clarification, a reminder, or a summary of a concept. The lack of an exclusion of some activity does not necessarily permit the activity. Within the rules, there may be times that two rules come in conflict or overlap. To resolve these, a couple of guideline should be kept in mind:

Measurement  back to table of contents

Gang members in Cities of Death are represented by miniatures, models, or tokens, and are moved around a battlefield that is represented by terrain features or a map. The movement of gang members is done by measuring distance. If you are familiar with this process, you probably only need to know:

How to measure distances in Cities of Death

If you are new to measurement in miniature wargaming, please read on:

To move a model or measure distance, extend a tape measure (or other measuring device), placing one end at the head of the model and the other end pointing toward the location toward which you wish to measure. If you are measuring to move the model, hold the tape measure in place, pick up the model and then place it down somewhere along the tape, taking note of how far it moved from its starting place. If you have more movement available to that model, you may move it again by repeating this process. Typically, this movement must be done in such a way that any point on the path could have been a legal place to stop moving the model, though there are some exceptions to this. However, it is never allowed to end movement in a location that a model can't stop, regardless of any other abilities.

Line of Sight  back to table of contents

Sometimes a gang member's action will require that they have line of sight (LoS) to something. To determine if a model has line of sight to something, draw an imaginary line from the head of the model to the other thing and determine if there is anything that obstructs that line. A tape measure can be used to help with this, putting one end on the head of one model and pointing the other end toward the other point. If there is nothing that obstructs that imaginary line, or if the only things in the way do not block line of sight, then the models are considered to be in line of sight of each other.

An example of two models in Line of Sight of each other
An example of two models out of Line of Sight of each other

A few things to keep in mind:

Dice Rolls  back to table of contents

Cities of Death uses d8's to simulate random chance during a game. You should need at most 6 of them, though if you have fewer, you can roll in batches and remember the results, or take notes. The die is rolled, and then modifiers are added to the result that shows on the die. Generally, you want to roll low for checks on your skills (ie. high skills are good because they allow you more chance to roll under them). There are some cases where you want to roll high, like determining the number of hits that you get from a Spray attack.

Gang Member Cards  back to table of contents

Gangs are composed of two types of members, Officers and Enlisted (both of which have further subdivisions) who have their statistics and statuses recorded on a card. It doesn't have to be a card, it could be a roster, or an electronic record, but it needs to be editable by the owner and easily referenced by each player. Each officer gets their own card, and each group of enlisted shares their card. Cards need to identify the gang member, or group of gang members, they are associated with, present their stat line, have a record of any ongoing effects that they are currently subjected to, and display the equipment they carry.

A record card for an officer

Gang Member Characteristics:  back to table of contents

Under each characteristic on an Officer's card is a modifier to show what bonuses or penalties are impacting them. These could be thing like drugs they consumed or injuries they have suffered. This area is also used to note if specific actions are not available to them. Note that Enlisted do not have this field, as they cannot be impacted by bonuses or penalties in this way.

Through the course of a campaign, gang Officers may collect injuries or purchase pieces of equipment that raise or lower these characteristics. Each of these characteristics has a maximum of 10 and minimum of 0. If something would change a characteristic outside of these bounds, change it accordingly and then modify it by the smallest value that would put it back inside these bounds. For example, if a model had a RAC of 9 and they gained 3, this would temporarily put them up to 12, then their RAC would be set back to 10, as this is the smallest value that would put them back inside these bounds.

In the course of a battle, a gang member may find themselves in a situation where a characteristic goes up or down. When a model is called upon to make a check on a characteristic, that characteristic has a maximum of 7 and a minimum of 1. If something would change a characteristic outside of these bounds, change it accordingly. After all changes have been made, then modify it by the smallest value that would put it back inside these bounds. To continue the example, the model has a RAC of 10, they are using a Semi-Slugger at Short Range for a +2 RAC, but they are shooting at a target in Concealing Terrain for -1 RAC. After all changes have been made for this Shot, they would be at 11. This would then be changed to 7, as that would be the smallest value it could be modified by to put it back in bounds.

Parts Of A Game  back to table of contents

A game of Cities of Death involves a variety of different parts that may be included or excluded depending on the context for that game. A one-off game will have the bare minimum number of stages, where a game that is part of an on-going campaign will have more. All will be detailed here, though you may skip several if you don't use them. The stages are The Pre-Battle Sequence, The Battle, and The Post-Battle Sequence.

Pre-Battle Sequence  back to table of contents

The first thing to do in the Pre-Battle Sequence is check your gang member cards and decide which gang members you want to/are allowed to bring to the battle. If this is a one-off game, you will probably want to use everyone available to you. If this is a campaign, you might choose to leave some members out of it, or perhaps they were injured previously and they are not available. This is also the time to decide what consumables you will bring with you. Again, if this is a one off game, you want to bring anything you can get your hands on, but if this is a part of a campaign, you might want to save those for later. Drugs and poisons are selected at this time.

A gang prepares for a battle

Scenarios

At this time, after the gangs are prepared and consumables have been selected, the scenario is selected. The scenarios are detailed before the campaign information. If you are playing a "one-off" game, you may have a scenario in mind, or randomize the selection. Tables for random generation are prepared in the Scenario section. If you are in a campaign, the campaign has a scenario selection method detailed, and that should be used. Each scenario includes a method of assembling terrain on the table, and that should be used. Each scenario includes instructions on how to set up your gang on the table, and those should be followed.

The Battle  back to table of contents

The next part of a game is the battle. The battle takes place over a number of rounds, as defined by the scenario. These rounds are broken into turns, one for each currently participating player. These turns are then broken into phases. These phases are broken into steps. These steps are used in order and then that order is repeated until you are unable to or don't wish to do them any more. During these steps, different specific actions can be taken by your gang members can take. These actions can be more or less complicated, and the most complicated are broken into parts. The simplest actions have only one or step parts.

A round is the span of time during which each player gets exactly one turn. In a two player game, there are two turns in a round, one for each player. In a multiplayer game, there could be more, up to one for each player, but if a player leaves the battle for some reason, they no longer get a turn and there will be fewer turns in each round. If there is only one player left, the battle probably ends.

Turns are the time for a player to control their gang. Turns are broken into four phases: Recovery, Move, Shooting, and Combat. Generally, only the active player will take actions or roll dice on their turn, but there are some exceptions to this for interruptions. Otherwise, a player must wait for their turn for their gang to act.

Recovery  back to table of contents

The recovery phase is the first and simplest of the phases in a turn, when the status of models is reviewed, and the nerve of your gang is tested. There are four actions that are possible in the Recovery phase, though there are limitations under what circumstances and by whom they can be taken. The actions must be consider, and if allowed and elected, taken in the order detailed here:

Strategic Withdrawal  back to table of contents

At the start of the recovery phase, your gang leader may decide that the best course of action is to withdraw. You may choose to enact a strategic withdrawal if at least one of these two conditions are met:

If either or both of these conditions are met, then your gang leader may decide to withdraw. If your Leader is Knocked Out or has fled, the member with the next highest TAC score makes the choice. If they choose to withdraw do, your participation in the game ends. Remove all your models from the table, you do not take turns in future rounds. If there is only one player remaining, the game is probably over, but double check the scenario to verify. If you do not choose to enact a Strategic Withdrawal at this point, you can't choose to enact on until this phase comes back around on one of your later turns.

Compelled Retreat  back to table of contents
Leadership is key

Though your gang leader might decide you want to stay in it, their nerves might have other plans. If at least one of the two following conditions are met, you must take a Compelled Retreat test:

If either or both of these conditions have been met, your Leader must take a Compelled Retreat test. If your Leader is Knocked Out or has fled, the member with the next highest TAC score takes the test, but with a -1 penalty to their TAC. To take this test, roll two D8's (don't add them), apply any modifiers that apply to this test, and compare the results to the gang members TAC value. The following conditions can modify this their TAC for this Compelled Retreat test:

Once you have the finished modifying your Leader's TAC, one of three results is possible:

A note about Hangarounds...

Hangarounds are essentially target practice for your enemies. They should never be a liability to you. Accordingly, they are never counted as gang members for any of the calculations on a Compelled Retreat test. The one time they would matter is if somehow they were the last models on the table, and you were using one of them and their TAC to take the test.

All On Your Own and Rallying  back to table of contents
...the greater part of valor.

If your Compelled Retreat test didn't quite go as planned, your gang members might need to make All On Your Own tests. Each gang member must take this test, though you determine the order in which they test. There are a number of ways to pass an All On Your Own test, and a gang member only needs to do one to pass. If a gang member has any allied, non-fleeing gang members within a distance equal to half of their TAC value in inches, and in within Line of Sight, they pass. This is the most common way to pass. There are skills, abilities and gear that allow gang members to pass this test. In the absense of any other method of password, a gang member can roll a D8; if it's equal or lower than their TAC, they pass, nothing further happens. If the D8 is higher than their TAC, they flee. Because gang members can have different TAC values, it's possible for one gang member to pass this test because another is close to them, but they are not close enough to their friend, so their friend needs to roll and might run. Thus, you might want to determine which gang members have an easy time passing and test them first before you start taking the tests with those who need to roll. Also remember that gang members who Hide do not prevent Line of Sight to allies.

If your Compelled Retreat Test went well, Fleeing gang members who are in Line of Sight and within their TAC value in inches of an allied non-Fleeing gang member may try to Rally. To do this, Roll a D8; if it's equal or lower than the TAC value of the fleeing gang member, they pass and are no longer Fleeing. If the D8 is higher, they continue to Flee.

Status of gang members  back to table of contents

Between the end of your Recovery Phase and the start of your Move phase, you can take a moment to review the status of each of your gang members so you know what they can and cannot do in the coming phase. There are 5 statuses that should be considered at this time. They are:

Automatic weapons changed the course of warfare when they were introduced

Next, remove Panicked and Pinned condition from gang members of your opponent (or the player who just concluded their turn before you started your turn, in a multiplayer game). Finally, if other things need to be done in the Recovery Phase, like removing Smoke Clouds, they are done now.

Move  back to table of contents

The Move phase is where most of the movement for your gang happens, and sets up your gang members to attack for the rest of the turn. The steps for this phase are:

The types of movement are:

Hold: This type of movement generates no movement points. It is the default type of movement if no movement type is specified for a gang member. Holding is one of the options allowed if a model is Panicked or Pinned, but not if they are Fleeing. It grants bonuses to Accurate weapons, and should be noted if it's being used for that purpose.

Walk: This movement type generates movement points equal to the Move characteristic of a gang member. Models that are Panicked, Pinned, Prone, or Fleeing are not allowed to do this. This movement type is useful if you want to change the position of a model and you also want to take a Shot. You may not use this movement to move this model's head to within 1 inch of another model's head.

Run: This movement type generates movement points equal to twice the Move characteristic of the gang member. Models that are Panicked, Pinned, or Prone are not allowed to do this. This is the first preference of a Fleeing model. If a model Runs, they take a -2 Penalty to their RAC for Shots taken later this turn. This movement type is useful if you want to get somewhere fast, and you don't care that you are not going to be combat effective this turn. You may not use this movement to move this model's head to within one inch of another model's head.

Cardio is important in the cities of the future

Crawl: This movement type generates movement points equal to half of this model's Move characteristic. If this model is not already Prone, they become Prone (this is not Knocked Prone). This type of movement is useful to take advantage of some types of terrain, or if the model was Prone at the start of the turn. You may not use this movement to move this model's head to within one inch of another model's head.

Charge: This movement type generates movement points equal to twice the Move characteristic of the gang member. Models that Panicked, Prone or Fleeing are not allowed to do this. Additionally, this type of movement may only be selected for a gang member who could possibly move so that their head ends within 2 inches of an enemy. Furthermore, they must be moved in such a way that it is possible to end their move with their head within 2 inches of an enemy. Finally, a model that Charges may not take a Shot with a Ranged weapon (Swings with Pistols are fine). A model that Charges and ends its move within 2 inches of an enemy gets a +1 bonus to MAC when attacking that enemy, and the melee weapon they use to make Swings in the following Combat phase gets a +1 bonus to Pierce. This is the primary method of getting a model into combat with an enemy.

Always be prepared for when your gun jams

Countercharge: This movement type generates movement points equal to half the Move characteristic. Models that are Fleeing are not allowed to do this. Additionally, this type of movement may only be selected for a gang member who could possibly move so that their head ends within 2 inches of an enemy. Furthermore, they must be moved in such a way that it is possible to end their move with their head within 2 inches of an enemy. Finally, a model that countercharges may not take a Shot with a Ranged weapon (Swings with Pistols are fine). This is commonly used for models that were Charged recently and wish to fight back. If a model was Charged by another, but did not get Panicked, they should Charge instead of this, as Countercharge does not give the same bonuses.

A note about bases…

If your models or tokens have bases that are larger than 1 inch (25.4 mm) then you may discover that it's geometrically impossible for two models to end in a position so that their heads are within 1 inch of each other without their bases overlapping. By the rules laid out here, overlapping bases is not actually forbidden. However, if players prefer not to do this, there are work around methods that could be used to prevent the placing of one base on another. A proxy token could be used to stand in for a model who's base would otherwise be too big. That proxy would be placed when the model enters combat, and then removed and the model replaced when they back-up later (or their foe is Knocked Out). If a model has a head that is closer to one edge than another, turning them so that the base points in another direction might help. Finally, two models could just be recognized to be within 1 inch of each other for those situations when they should be. When it comes time to move them apart, players would need to remember to measure from the positions where they should be, rather than where they are.

Climb: This movement type generates movement points equal to the Move characteristic of a gang member. Models that are Panicked, Pinned, Prone, or Fleeing are not allowed to do this. This movement type is used to move a model vertically along a surface that requires Climbing to traverse. This movement type may be combined with Running or Walking. If a model Walks before Climbing, Climbing consumes movement points at the same rate, one inch per movement point by default. If the Climb is done first, the Climb yields its remaining movement points to the Walk. If a model Runs before climbing, it can only begin Climbing if it has at least half of its movement points remaining. If not, it cannot Climb. If it runs after Climbing, double the remaining movement points and then Run as normal.

Climbing, Terrain and Pinning...

Some terrain sets have Climbable surfaces that offer models the chance to stop in the middle. Some don't. Determine which type of terrain you have when the terrain is set up, either as defined by the scenario or by agreement with your opponent(s). If you have a terrain set that allows for models to stop in the middle, note that a model that is Pinned (or less likely, Panicked) cannot continue to Climb. They might want to consider Jumping Down at that point.

Swim: This movement type generates movement points equal to the Move characteristic of a gang member. Models that are Panicked, Pinned, Prone or Fleeing and not on terrain that requires Swimming are not allowed to do this. If a model is in a terrain that requires Swimming, it must Swim. When a model starts to Swim, make a Movement check with two dice. To do this, roll two D8's and compare them separately to the Move characteristic of the gang member. If the model is Prone, they take a -1 penalty to their Move value for this check. If the die roll is equal to or lower than the Move value, that die passes. If not, it fails. If both are passed, the model may move in any direction, consuming one movement point for every inch moved. If one die passes but the other fails, the model may only move in the direction of the current (or in any direction if there is no current). If both dice fail, the gang member drowns and is Knocked Out.

Jump: Jumping comes in three different flavors: Jumping Down, Jumping Across, or Jumping Up. Jumping can be combined with some other types of movement.

Jumping Down: When Jumping Down, make a Move check for the gang member. To do this, roll a D8 and compare it to the Move characteristic of the gang member. If the die roll is equal to or lower than the Move value, they pass. If not, they failed. One check must be taken for every three inches of gap or fraction thereof. However, the first one inch is ignored. Therefore, a jump down of half an inch is ignored, a jump of three and a half inches requires one check, and a jump of four and a half inches takes two checks. If all checks are passed, the Jump consumes no movement points and the model continues with the rest of their movement (or doesn't, at their option). If any of the checks are failed, they land vertically down on the next level surface below where they started the jump. When this happens, they are hit by a Swing that hits automatically and has a Pierce of 1 per check (not per failed check, per check). If this results in an injury, add 1 to the injury roll per check. Regardless of any other injuries this causes, they become Prone. Jumping Down can be combined with Walking, Running, Crawling and Charging. If Jumping Down is combined with Charging and the Jump Down places the model's head within one inch of an enemy's head, this is a Diving Charge, and any melee weapon Swing taken by this model in this turn's Combat Phase gets -1 Pierce and +1 to the injury roll if an injury is inflicted.

Sometimes gravity is your friend

Jumping Up: When Jumping Up, make a move check for the gang member. To do this, roll a D8 and compare it to the Move characteristic of the gang member. If the die roll is equal to or lower than the Move value, they pass. If not, they fail. One check must be taken for every inch of gap, or section thereof. However, the first inch is ignored. Therefore, a jump up of half an inch does not require a check, but a jump up of two and a half inches would require two checks. If all checks are taken and passed, the Jump consumes movement points equal to the distance moved and the model continues with the rest of their movement (or doesn't, at their option). If any of the checks are failed, they stop where the jump started and all remaining movement points are consumed. If no checks are taken, perhaps because the gap was too small, no movement is consumed. Jumping Up can be combined with Walking, Running, and Charging.

Jumping Across: When Jumping Across, make a Move check for the gang member. To do this, roll a D8 and compare it to the Move characteristic of the gang member. If the die roll is equal to or lower than the Move value, they pass. If not, they failed. One check must be taken for every two inches of gap, or section thereof. However, the first inch is ignored. Therefore, a jump across a gap of half an inch does not require a check, a jump across a gap of two and a half inches would require one check and a jump across a gap of three and a half inches would require two checks. If all checks are passed, the Jump consumes movement points equal to the distance moved and the model continues with the rest of their movement (or doesn't, at their option). If any of the checks are failed, they stop just short of the far edge of the gap and then fall, consuming all remaining movement points. Jumping Across can be combined with Walking, Running, Charging and Countercharging.

Jumping diagonally...

Determine the number of checks required to Jump vertically and horizontally, and then make those checks. If any fail, move the model as if they had failed the Jump Across and then fall from there.

Falling: If a gang member falls, either because they were Knocked Prone when too close to an edge, or if they missed a Jump, they might get hurt. When a model falls, move it vertically down on the next level surface below where they started the jump. They are hit by a Swing that hits automatically and has a Pierce of 1 per 3 inches of fall or fraction thereof, ignoring the first inch. If this Swing generates an injury roll, add one to the injury roll for each 3 inches of fall or fraction thereof, ignoring the first inch. If a gang member receives an injury of Knocked Prone or System Shock while they are within half an inch of an edge, they must make a Movement check. To do this, roll a D8 and compare it to the Move characteristic of the gang member. If the die roll is equal to or lower than the Move value, they pass. If not, they failed. If a gang member is Stunned when they make this check, they take -1 to their Move characteristic while making it. They can choose to fail this check on purpose if they like. If the Swing from a fall results in a Knocked Out injury, and that fall was caused by an injury inflicted by an Officer, that Officer immediately adds one experience. Falling is the most likely way for two models to come within an inch of each other unintentionally. Should this happen, the next move made by one of the models involved must be to move out of this proximity, unless they decide to Charge or Countercharge.

How to measure falling distance

Falling vs Sliding...

What is and is not an edge can vary from terrain set to terrain set. In general, if the cliff face of the edge is shallower than a straight vertical drop, the model should be allowed to slide to the bottom and stop without taking the Swing. If the cliff face is a vertical or an overhang, or if the slope leads to a vertical drop before it leads to a place where the model can stop moving, they fall.

A note about Jumping Down, Falling, and Terrain...

The measurement for the interval for the gaps should be one inch less than the typical gaps between the floors of your terrain. I have four inch gaps between the floors of my terrain, thus a model should only take one check to jump down one floor, but three rolls to jump two floors at a time. If your terrain is built differently, consider adjusting this number. The Catfall skill should also be adjusted. If you are playing on a 2D map then you should probably exclude Jumping.

Hide: This movement type generates movement points equal to half the models Movement characteristic. Models that are Panicked or Fleeing are not allowed to Hide. Additionally, a model must be within one inch of a piece of terrain that allows Hiding, or provides a bonus to DEF, or penalty to Ranged Accuracy, or blocks Line of Sight. Finally, a model may not attempt to Hide if there are any enemy models within half the enemy's TAC in inches. If these conditions are met, then the model Hiding becomes hidden to all enemy models. A model that is hidden to an enemy is not considered to be in Line of Sight to that enemy (though the enemy might still be in Line of Sight to hidden model). In effect, Hiding puts a status effect of "You can't see me" on all enemies, though not on allied gang members. Hidden models also get a +2 bonus to DEF against Blast Shots fired by models that can't see them. This effect of being hidden can end in a couple of ways:

The first rule of battle is don't let them know where you are

Interruptions  back to table of contents

Interception: If your model moves within 2 inches of a model that is capable of making an Interception, that enemy model may move up to 2 inches toward the path of your model so that it is in range of your model's path with a weapon capable of making Interceptions. It can then Takes one Swing with that weapon (regardless of how many Swings the weapon normally allows, or any other abilities that model has). If your model is injured, it must stop at the point where it was attacked. If it was not injured, it can continue to move. To be capable of making an Interception, the enemy model must have a weapon (commonly a spear) or ability that allows it, they must not be Panicked, Prone or Fleeing, and they must not be within 2 inches of another model they consider to be an enemy. Additionally, Jumping and Falling movement do not allow enemy models to make Interception moves.

You miss 100% of the shots that you don't take

Overwatch: If your model moves with 2 inches of a point that was selected for Overwatch by an enemy and the model performing the Overwatch is still capable of doing so, it must Take one Shot (regardless of how many Shots the weapon normally allows, or any other abilities that model has) at your model. If your model is injured, it must stop at the point where it came within an inch of the Overwatch point. If it was not injured, it can continue to move. To be capable of performing the Overwatch, the enemy model must still be within range and Line of Sight of that point, it must not be Panicked or Stunned, and they must not be within 1 inch of a model they consider to be an enemy.

Once every model in your gang has been moved, your Move phase ends. If you have models that have not yet moved, you don't have to. If you end your Move phase with unmoved models, those are treated as if they had used Hold.

Shooting  back to table of contents

Bring a gun to a knife fight

After the Move phase ends, the Shooting Phase begins. The process is similar to Move:

The things that can be done in the Shooting phase are Take a Shot, Reload, or Begin Overwatch

Take a Shot  back to table of contents

You can use the ranged weapons that a model has to Take a Shot at an enemy. A Ranged weapon is one that has a Shot value in it's statline. Here are the steps to Take a Shot:

  1. Pick one ranged weapon for the model to use to shoot. If the model has two weapons that both require one hand, you may choose to fire with both, or just one. If you choose to fire with two one-handed weapons, the model takes a -1 RAC penalty to all Shots made Shooting phase. Some weapons have more than one type of ammo that can be used; if the selected weapon does, the ammo type should be selected at this time. Weapons that are out of ammo cannot be fired. If the model has the Panicked status, they can only fire weapons with the Pistol note.
  2. Pick a target to shoot at. It must be in Line of Sight and in range of all the weapons you are using. Weapons have long ranges and short ranges, so determine what range your weapon(s) is in, and what accuracy modifiers that adds to your RAC for those Shots.
  3. Decide the number of Shots that will be fired if you have more than one allowed. Add up all the modifiers to the model's RAC to determine what you need to roll to hit. Things to keep in mind:
  4. The maximum value after all modifiers is 7. The minimum is 1. When the RAC has been determined, roll dice equal to the number of Shots. Results that are lower than or equal to the RAC of the model score hits. Those that are higher are misses. If you roll a 1 on any die, that weapon has run out of ammo and cannot be shot again until it's reloaded.
  5. If you have any hits, add up all the modifiers to your target's DEF. Things to keep in mind:
  6. The owner of the targeted model rolls a die for each hit that was scored. Results that are lower than or equal to their modified DEF are stopped. Those that are higher inflict injuries.
  7. If an Injury was inflicted, roll a D8 to determine what it was. Add 2 to the roll if the target is a Hangaround:
Blasts  back to table of contents
TNT is the measurement of explosive power for a reason

If your model is shooting a Blast weapon, such as a grenade, things are a little different. Instead of picking a target model, pick a target point. That point must be within Line of Sight and range. Roll to hit that point as normal. If the model hits, roll the Blast value to determine how many hits are scored. The minimum result is 1, even if it would otherwise be zero or negative. Once that is determined, determine which models are hit. To do this, score the first hit on the model closest to the point hit, within 2 inches and Line of Sight of the point hit. If there are more hits, the next hit is scored on the next model closest, in 2 inches and Line of Sight to the point hit. This is repeated until all scored hits have targets, or there are no more models within 2 inches and Line of Sight. Models cannot be hit more than once by the same Blast. The owner of the hit models makes DEF rolls for them. Cover is based on the location of the point hit, not the shooter. However, models that are hidden from the shooter gain +2 DEF against Blast Shots that came from them. Injuries are determined normally.

Sprays  back to table of contents
I love the smell of napalm in the morning

If your model is shooting a Spray weapon, such as a flamethrower, things are a little different. Instead of picking a target model, roll the Spray value and determine how many hits are scored. The minimum result is always 1, even if it would otherwise be zero or negative. That is the number of models that are hit. If you roll a 1, the weapon has run out of ammo and cannot be shot again until it's reloaded. Once that is determined, determine which models are hit. To do this, score the first hit on the model closest to the firing model, within the Spray range and Line of Sight of your model. If there are more hits, the next hit is scored on the next closest model, in Spray range and Line of Sight to your model. This is repeated until all scored hits have targets, or there are no more models in range and Line of Sight. Models cannot be hit more than once by the same Spray. The owner of the hit models makes DEF rolls for them. Cover is determined as normal. Injuries are determined normally.

Shooting near Allies  back to table of contents

If a model shoots at an enemy that is within one inch of an gang member allied to the shooter, that allied gang member must immediately take an All On Your Own check. If they fail, they immediately gain the Fleeing condition and move one inch away from the enemy near them as if it were the end of Combat (see the end of the Combat phase for what to do if this is not possible). Should the gang member in the line of fire pass this check, and should the Shot succeed at Knocking Out the enemy, the stranded gang member likely cannot take a Shot as they probably Charged or Countercharged to get there. In such a case, if there are no more enemies within 1 inch of them, they may Reload, but not Begin Overwatch.

Reload  back to table of contents

If a weapon runs out of ammunition, it cannot be used until a gang member can make an ammo check to reload it. To do this, they roll a D8 and compare it to the Ammo Value for the weapon. If it's equal or lower, the weapon is reloaded and can be used in the future. If not, something went wrong and the weapon is not reloaded. Only a single weapon can be reloaded in a single Shooting phase. Other actions may be allowed by the scenario, and these should start with something like "During your Shooting phase, instead of reloading a weapon, a gang member may..." and then describe what can be done instead of reloading.

Begin Overwatch  back to table of contents

Patience, young grasshopper

A model may begin overwatch. To do so:

  1. Pick a single weapon to use. Weapons that are out of ammo cannot be selected.
  2. Pick a point within range of that weapon and line of sight

This model's Overwatch continues until it takes a Shot, or until it's next Recovery phase.

Combat  back to table of contents

After all of the shooting is done, models that are within one inch of enemies can fight in hand-to-hand combat. This phase works like the others:

  1. Pick a model that has not yet been picked. Stunned gang members cannot be picked.
  2. Decide what you want to do with them.
  3. Do that thing.
  4. Repeat until you are out of models that are within one inch of enemies.

The things that can be done in the Combat phase are Take a Swing or Coup de Gras. Idle Reload is also possible, but cannot be voluntarily selected.

Take a Swing  back to table of contents

When all else fails, beat them to death

Here are the steps to take for a model to Take a Swing with a melee weapon (ie, one with a Swing value, or a Pistol).

  1. Pick a melee weapon for the model to attack with. If the model has two weapons that both require one hand to use, you may choose to Take a Swing with both, or just one. If you decide to Swing with both, the model takes a -1 MAC penalty with all Swings made in this phase. Weapons that are out of ammo cannot be selected (though many melee weapons that run out of ammo revert to another version until they are reloaded). Pistols can be used, though only a single Swing can be made with each, no matter how many Shots they have.
  2. Pick a target to Swing at. The target must be in range of the weapons that the model is using. Weapons have long ranges and short ranges, so determine what range your weapon(s) is in, and what accuracy modifiers the range adds to your MAC for those Swings.
  3. Add up all the modifiers to your MAC to determine what you need to roll to hit. Things to keep in mind:
  4. The maximum value after all modifiers is 7. The minimum is 1. When the MAC has been determined, roll dice equal to the number of Swings. Results that are lower than or equal to your MAC score hits. Those that are higher are misses. If you roll a 1 on any die, that weapon has run out of ammo and cannot be shot again until it's reloaded (unless it doesn't require ammo).
  5. If you have any hits, add up all the modifiers to your target's DEF. Things to keep in mind:
  6. The owner of the targeted model rolls a die for each hit that was scored. Results that are lower than or equal to their DEF are stopped. Those that are higher inflict injuries.
  7. If an Injury was inflicted, roll a D8 to determine what it was. Add 2 to the roll if the target is a Hangaround:
  8. If the model performing this action is an Officer and they got a result of Knocked Out, they add one experience point now.
  9. If this model is still within one inch of an enemy model(s), it should attempt to back-up: to move one inch away from them. In doing so, it cannot move closer to any enemy that is within 2 inches of it, nor can it move through impassible terrain. If the back-up cannot be performed, then it should attempt to back-up from as many enemy models as possible. After doing its best to back-up, any enemies that remain within one inch get to make a single Swing at this model, and then they back-up. If those models are not able to back-up (and the model who took this action is still there), then those enemy models remain in place and must Charge, Countercharge, Crawl, Jump down (or Swim if required) on their next turn.

Coup de Grace  back to table of contents

If a gang member is within two inches of a Stunned enemy, and there are no non-Stunned enemies within 2 inch, they may immediately Knock Out that enemy. Remove the enemy model from the game, the owner of the removed model will need to roll a Serious Injury roll for that model later. If the model performing this Coup de Grace action is an Officer, they add one experience point now.

Idle Reload  back to table of contents

Shooting is the time to attack with gang members outside of one inch away from enemies and Combat is the time to attack with gang members that are within one inch of enemies, so what is a gang member to do when they find themselves with no targets around in the combat phase, but they didn't do anything in the Shooting phase? If a Swing made by an allied gang member gets a Knocked Out result, and in doing so, leaves a gang member who has not yet acted in this phase without any targets for Swings, the gang member with nothing to do must be picked to act next. They can attempt to Reload a weapon by using the same process detailed in the Shooting phase. They may not do something else. If multiple gang members are in this position, they should all be resolved in this manner before another gang member attempts something else.

Post-Battle Sequence  back to table of contents

If this is a one off game, the game has ended, I hoped you enjoyed it. If this is a campaign game, then the Post-Battle Sequence comes next. This has three stages: Serious Injury Rolls, Experience and Skills, and Collecting Income.

Serious Injury Rolls  back to table of contents

When an Officer is Knocked Out during a game, a Serious Injury roll needs to be made after the battle to determine their fate. To do this, roll a D8 and look up the result on the Injury Type Table to determine which sub-table to roll on. Roll a second D8 and look up the result on the appropriate sub-table to determine what happens. If a piece of equipment or a skill would instruct you to modify these, the minimum result is 1, and the maximum result is 8.

Decisons have consequences
Injury Type Table:
  1. Full Recovery
  2. Minor Injury
  3. Ego Injury
  4. Extremity Injury
  5. Ambulatory Injury
  6. Cognitive Injury
  7. Multiple Injuries
  8. Dead
1 - Full Recovery sub-table:
2 - Minor Injury sub-table:
3 - Ego Injury sub-table:
4 - Extremity Injury sub-table:
5 - Ambulatory Injury sub-table:
6 - Cognitive Injury sub-table:
Are they really consequences if you can't remember them?
7 - Multiple Injuries sub-table:
8 - Dead sub-table:

If an enlisted gang member was Knocked Out, roll a single D8 for them. On a 1 through 5, they make a full recovery. On a 6, they die and are removed from your gang along with all of their equipment. However, their fellow enlisted learn from their mistakes and the group they were a part of gains one experience point. On a 7 or 8, they die and are removed along with all their gear, and nothing is learned. If a Hangaround is Knocked Out, roll a single D8. On a 1 through 3, they make a full recovery. Otherwise that particular prospect is never seen again; remove one experience point from the Hangaround group. This can result in multiple experience points lost at the end of a game, but the minimum at this point is 0.

If your gang member with the Leader skill died, pick an Officer that can be a leader and they gain the Leader skill. If you have no Officers that are eligible to be gang leaders, pick one of the Enlisted groups that could potentially become Officers. One of their members becomes an Officer and gains the Leader skill. If you have no eligible Enlisted groups, your gang dissolves. Consult the campaign rules to see what happens in this case.

If your gang has a member with the Leader skill, but they can't participate in the next battle, you may pick one Officer to gain the Unproven Leader skill. Remove this skill from any other Officers in your gang that have it.

Experience  back to table of contents

Learn from your mistakes

Once dead gang members have been removed from your roster, give every remaining Officer one experience point, and every group of Enlisted one experience point. Additionally, give your the gang member with the Leader skill an experience point if your gang won the scenario. Scenarios may have additional experience point awards. During the course of the battle, Knocking Out an enemy with an attack from an Officer gains an experience point for that Officer, but that should have been recorded during the battle. Finally, your Hangaround groups gains one experience for participation.

An officer improves when they reach certain experience point totals. These are:

2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36,
41, 46, 51, 56, 62, 68, 74, 80, 87, 94, 101

When they reach these thresholds, roll a D8 to determine what improvement they receive.

An Enlisted group improves when they reach 2, 4, 6, or 8 experience points. When they reach these thresholds, roll a D8 to determine what improvement they receive. If you roll a result that this group has already received, you may decide to pick a different result that they have not yet received. If you roll a result that this group has already received twice, you must pick a different result they have not already received.

Hangarounds do not improve.

Collecting Income, Purchasing Gear and Recruiting Members  back to table of contents

After experience is awarded and skills have been picked, your gang goes about the business of making and spending money. This happens in three specific steps, and once you complete one step and move on, you cannot move backward. The steps are Collect Income, Purchase Gear and Recruit Members.

Collecting Income  back to table of contents

Math is hard

The first step is to Collect Income from your Properties. To do this, pick one of your Officers that can Collect Income and has not yet done so. Then pick one of your Properties that can provide income and has not yet done so. Roll the dice indicated by that Property. Your gang generates the indicated amount of Income, which is added to your current total of Income (which starts at 0 if this is the first Officer to collect in this phase).

For example, collecting income from a Fungus Field yields D8x5 of income. We'll say the Officer rolled a total of 10, so our current Income is 10.

Once that Officer is done collecting and your Income has been totaled, check to see if you have enough Income to cover your Upkeep. Your Upkeep based on the number of Officers and Enlisted that you have. Each Officer has an Upkeep of 10, and each Enlisted has an Upkeep of 5. Hangarounds don't require Upkeep.

To continue our example, a gang of 1 leader, 3 other officers, and 4 enlisted would have an Upkeep of 60.

If your gang has not yet generated enough Income to provide for their Upkeep, they must send another Officer to Collect Income. If there are no more Officers to send, move on to the next step, Purchasing Gear.

Currently, the example gang's total Income is 10, but their Upkeep is 60, so they must send another Officer to another Property. This time they send one of the Officers to a Fighting Pit and get a lucky roll which yields 100 Income. Their total is now 110, which exceeds their Upkeep, so they may choose to send more Officers to Collect Income, or they move on to Purchasing Gear.

Once the gang decides that they are done sending Officers to Collect Income, or runs out of Officers to send, they subtract their Upkeep value from their Total Income. If the difference is zero or negative (because the Upkeep is the same as or higher than their Total Income), nothing happens. If the difference is positive (because the Upkeep is less than the Total Income) then the difference is added to their stash as cash.

In our example, the gang generated 110 Total income and requires 60 Upkeep, so they add 50 cash to their stash.

Algorithmically, here are the steps:

  1. If there are Officers who have not yet collected, go to 2. Else, go to 4.
  2. Pick an Officer, pick a Property, Collect Income with that Officer at that property, add the result to Total Income. If Total Income is greater than Upkeep, go to 3. Else, go to 1.
  3. If you want to generate more income, go to 1. Else, go to 4.
  4. If Upkeep is greater than Total Income, go to 5. Else, subtract Total Income minus Upkeep and add the result to your Cash in your Stash, and go to 5.
  5. Move on Purchasing Gear.

Importantly, while Income can be converted to Cash, Cash cannot be added to Income. Additionally, Income generation cannot reduce your Cash total. Furthermore, you may not leave the Collect Income step until your Upkeep has been covered, or all of your Officers have been used.

Purchasing Gear  back to table of contents

The next step is to Purchase Gear. Like Collecting Income, Officers are sent one at a time until you have purchased all of the gear that you want, decide to move on, or run out of Officers to send. Like Collecting Income, Officers who have already been sent to Collect Income or Purchase Gear cannot be sent a second time. Unlike Collecting Income, there is no minimum amount of gear that you must purchase, so if you have all the gear that you want, you can move on. However, once you move on to Recruiting Members, you can't move back.

To Purchase Gear, pick an Officer that has not Purchased Gear or Collected Income yet. If none exist, move on to Recruiting Members (which promises to be short). Roll a D8 and compare the result to the Merchant Type Table to determine what kind of merchant the Officer finds, and then a second D8 and compare the result to the appropriate sub-table to determine what that merchant has available. The merchant will sell anything listed for the number rolled, or anything listed with a higher number. For example, if a 6 was rolled on an Energy Sculptor, the officer could purchase Laser Carbines, Bolt-on Lasers, Laser Pistols and Overcharged Packs. Any number of available items may be purchased, except where noted. When an item is purchased, add it to your gang's stash, and subtract the cost from the gang's cash. If this would result in a negative cash value, the item cannot be purchased. Officers may purchase equipment that they are not able to wield.

Merchant Type Table:
Flesh Grafter
That which does not kill you, only makes you stronger
Bauble Smith
Energy Sculptor
Faster than a speeding bullet
Metal Bender
Junk Dealer

After an Officer has purchased whatever gear they want of what is available to them, another Officer may be sent to Purchase Gear (if any remain that have not Purchased Gear or Collected Income). If you do not wish to send any more, move on to Recruiting Members.

Recruiting Members  back to table of contents

Broken guns can be repaired, but dead soldiers need to be replaced

The final step is to Recruit Members. Like Collecting Income and Purchasing Gear, Officers who have already been sent to Collect Income, Purchase Gear cannot be sent to Recruit Members. Unlike Collecting Income, and Purchasing Gear, there is no step following this one, so all remaining Officers are sent automatically. Roll a D8 for each remaining Officer and add them together. This total forms your Experience Pool, and is spent when you recruit new Enlisted members. To recruit new Enlisted into a group that already has experience, subtract the amount of experience that group already has from your Experience Pool, subtract the cost of that gang member from your Cash stash, and equip them with equipment from your stash in the same way as all other members of that group. If you have enough experience in your Experience Pool, and Cash and gear in your stash, you could theoretically do this more than once, and/or for more than one group of Enlisted, though each member is recruited one at a time. If the experience of the group is higher than your Experience Pool, or the cost to recruit them is higher than the Cash in your stash, or if you don't have the gear in your stash to equip them in the same manner as the others, you may not recruit that Enlisted member.

If you have Hangarounds with experience (you should), you may add their experience to the Experience Pool if you are trying to recruit into an Enlisted group they could plausibly become. If you do, remove this experience from the Hangaround group if it is needed to recruit new members. You will still need to pay for the Enlisted member and equip them, and Hangaround gear cannot be used by full members. Essentially, you are using them as a discount to the experience cost, nothing else.

To recruit an Officer, you must have a group of Enlisted with 8 experience. Remove one Enlisted from that group. That removed member is recruited (promoted, really) into the gang as an Officer. Pick two of the skill categories that are available to the Leader type for your gang (not necessarily your actual leader, if the original leader died and was replaced). The newly recruited Officer has access to those types of skills. Pick one weapon category that is available to the Leader type for your gang. The newly recruited Officer can wield weapons of this type, in addition to all others they could before. They keep the equipment they already have, and you may equip them with equipment from your stash if you have some that they can use.

The number of Hangarounds in your Hangaround group is based on the number of other gang members in the gang. They are recruited and equiped automatically at this time.

To recruit a mercenary, pay the mercenary the Cash amount to have them join you. Mercenaries come in all shapes and sizes. Some act as Officers, others as Enlisted, or sometimes as one and sometimes the other. Some gain experience, some don't. Some have limits for who they can join, some don't. Mercenaries are only available in campaign games, when and how the campaign allows.

Prepare for the Next Game  back to table of contents

Ready to rock and roll?

The last thing to do is prepare your gang for its next battle. At this time, you may add gear from your stash to your gang members, and/or remove gear from your gang members and put it in your stash. Remember that gang members are limited in the type of gear they can hold and use, number of pieces of gear that they can hold and use, and all members of an enlisted group must always have identical gear. In general, a model cannot hold more than three hands worth of weapons, and can usually only attack with at most two of them at a time. Zero-handed weapons, weapons attachments like AuxAtt weapons, ammunition or sights, and personal gear do not count toward this limit. A model is limited in the types of weapons that it can wield, as described when the gang is assembled. The limitations on what can be purchased for a model during gang assembling no longer apply, so a model that could not buy a Flamethrower when the gang was being formed could wield one now, as long as the gang had one and the model could wield Assault weapons. Finally, Hangaround gear can never be removed, and Hangarounds cannot be given other types of gear. When you are done, update your cards (or roster, or whatever you are using) for the next battle.

Skills  back to table of contents

When Officers gain enough experience, they get improvements, which might be skills. Here are the skills that are possible to gain. Double check which skill lists are available to that particular Officer to see what skills you have to pick from when picking a skill. While an Officer can have more than one skill from the same list, they cannot take the same skill twice.

Acrobatic

Kick Up: The Knocked Prone injury result does not inflict the Prone status to this model. The other effects apply, and could result in falling as normal.

Spider-climb: If this model Climbs, they generate movement points equal to double their Move characteristic.

Stealthy: If this model Hides, they generate movement points equal to their Move characteristic.

Tumble: Other models cannot Intercept this model.

Cat-fall: If this model Jumps Down or Falls, ignore the first 4" (instead of the normal 1") for calculating the number of checks that need to be taken when they Jump Down, and the stats on the Swing they take when they Fall or miss the Jump.

Wall-runner: This model may treat otherwise impassible vertical surfaces as Even Ground, and may move up to 2" up these surfaces. They may not move through these surfaces. They must end their movement on horizontal ground.

Endurance
The cities of death are not a place for the weak

Thick Skull: The System Shock injury result does not inflict the Stunned status to this model. The other effects apply.

True Grit: A model with this skill may ignore the limitation on Running and Climbing imposed by the Pinned status.

Toughness: If this skill is not crossed out, a model will this skill must ignore the results of the first Injury Roll they would be subjected to. Then this skill is crossed out for this battle. Remove the cross out at the end of this battle and/or the start of the next they participate in.

Run and Gun: A model with this skill reduces the RAC penalty imposed on them for Running from -2 to -1.

Whale-lung: A model with this skill ignore injuries from failed Move checks made while Swimming and is immune to the effects of Fear Gas and Choke Gas.

Pack Rat: A model with this skill may carry up to 6 hands worth of weapons (though it is limited as normal in the number it can wield).

Fighting

Guarded Retreat: A model with this skill ignores the limitation imposed by Panicked on their ability to Run or Climb.

Dual Wielder: This model gain +1 MAC to hit when making Swings with 2 Melee weapons at the same time.

Disarm: If a model with this skill would inflict an injury on a target model, this model may choose not to inflict the injury, and instead disarm the target of any equipped melee weapons. The target cannot use their melee weapons for the rest of this battle. Improvised weapons are never equipped, and thus can never be disarmed.

Melee Weapon Expert: When this skill is gained, pick a weapon category that is available to the Leader type for your gang. It must include Melee weapons. This model can use weapons of that category.

Riposte: If this model chooses to Countercharge, they gain +1 MAC in the next Combat Phase, and the melee weapon(s) they use to make Swings gets +1 Pierce in that Combat Phase.

Lunge: A model with this skill adds 1 inch to the Short and Long Range of all Melee weapons they have equipped.

Monkey Grip: A model with Monkey Grip may wield two-handed melee weapons as if they require one hand.

Leadership
The school of hard knocks produces quick thinkers

Accountant: A gang with one or more models with this skill has its upkeep cost reduced to half (round fractions up).

Iron Will: If a model with this skill is taking a Compelled Retreat test, you may re-roll one of the D8s.

Lead from the Back: After a model with this skill takes a Shot at a target model, any other allied gang member that take Shots at that target in that phase gets +1 RAC for that phase.

Lead from the Front: After a model with this skill takes a Swing at a target model, any other allied gang member that take Swings at that target in that phase get +1 MAC for that phase.

Leader: A model with this skill automatically passes All On Your Own checks. Allied gang members within the TAC range of this model can use this model's TAC value on their All On Your Own and Rally checks. This skill cannot be intentionally selected.

Mentor: When this skill is selected, pick one Enlisted group and a weapon category type of those weapon categories available to the model taking this skill. While this model with this skill is in your gang, models in the one selected Enlisted group may be equipped with weapons from the selected category in addition to others they can use. Models in that group must still be equipped identically. If the gang member with this skill is no longer in your gang, the selected group must return equipment that they cannot use to your stash. If a model is promoted out of this group to be an Officer, they might lose access to some of their gear, and must return it to the stash.

Tactical Mastermind: If a model with this skill is participating in the battle, after deployment has finished, remove up to 3 of your gang members and redeploy them according to the rules for the scenario.

Unproven Leader: A model with this skill automatically passes All On Your Own Tests. This model takes a -1 penalty to their TAC checks and TAC ranges. Allied gang members within the TAC range of this model can use this model's TAC value on their All On Your Own and Rally checks. This skill cannot be intentionally selected.

Scholastic

Alert: A model with this skill may use their full TAC value, not just half, to determine if Hidden enemies are in Line of Sight or not.

Chemist: The gang member with this skill and allied gang members within this model's TAC range are immune to the effects of Fear Gas and Choke Gas. Officers in this gang do not modify their serious injury rolls for consuming drugs.

Doctor: A gang with a model with this skill may subtract 1 from each of the dice on up to 3 serious injury results. If the first die roll is changed to a 1, do not roll a second time, just take the result of 1 - Full Recovery.

Gunsmith: The gang member with this skill and allied gang members within this model's TAC range can re-roll failed Ammo checks.

Skilled Administrator: If a model with this skill is sent to Collect Income, they may collect income twice, once from each of two different properties. If they do, neither property can be of the Criminal type.

Skilled Merchant: If a model with this skill is sent to Purchase Gear, they may roll twice to see what is available to them to purchase.

Skilled Recruiter: If a model with this skill is sent to Recruit Members, they get to roll an additional D8 and add the results to the Experience Pool.

Shooting

Crew Gunner: A model with this skill may use it only if they are within 1" of an allied gang member, and that gang member attempted to reload a weapon in this Shooting Phase. The gang member with this skill ignores the RAC penalty caused by the Heavy note, and this model may re-roll failed Ammo checks.

Eagle Eye: When a model with this skill Takes a Shot with an Accurate weapon, they may increase the Long range of that weapon by 12".

Grenadier: When a model with this skill rolls to determine the number of hits they get with a Blast, the minimum result they can get is 2.

Gunslinger: This model gain +1 RAC to hit when making Shots with 2 Pistols at the same time.

Pyromaniac: When a model with this skill rolls to determine the number of hits they get with a Spray, the minimum result they can get is 2.

Ranged Weapon Expert: When this skill is gained, pick a weapon category that is available to the Leader type for your gang. It must include Ranged weapons. This model can use weapons of that category.

Sharpshooter: This model receives +1 to their RAC if they Held in the Movement Phase.

Properties  back to table of contents

Agriculture

11. Fungus Field: When an Officer Collects Income from this property, it generates D8x5 income. If your gang has more than one Agricultural property, roll two D8s and pick the highest.

12. Fungus Harvester: When an Officer Collects Income from this property, it generates D8x5+5 income. If your gang has more than one Agricultural property, roll two D8s and pick the highest.

13. Starch Refinery: When an Officer Collects Income from this property, it generates D8x5+10 income. If your gang has more than one Agricultural property, roll two D8s and pick the highest.

14. Ration Packing Plant: When an Officer Collects Income from this property, it generates D8x5+15 income. If your gang has more than one Agricultural property, roll two D8s and pick the highest.

15. Food Warehouse: When an Officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Warehouse your gang owns. This is a Warehouse.

16. Junk Dealer Market: When an Officer Collects Income from this property, it generates D8x5 income. During your Purchase Gear step, Junk Dealer gear of rarity 7 or 8 is considered available to all your Officers.

17. Habitation Block: When an Officer Collects Income from this property, it generates D8x5 income. Add two points to your Experience Pool in the Recruiting Members step.

18. Sludge Lake: When an officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Agriculture Property your gang owns.

2. Mechanical

21. Scavenger Camp: When an Officer Collects Income from this property, it generates D8x5 income. If your gang has more than one Mechanical property, roll two D8s and pick the highest.

22. Reclamation Center: When an Officer Collects Income from this property, it generates D8x5+5 income. If your gang has more than one Mechanical property, roll two D8s and pick the highest.

23. Slag Furnace: When an Officer Collects Income from this property, it generates D8x5+10 income. If your gang has more than one Mechanical property, roll two D8s and pick the highest.

24. Manufactory: When an Officer Collects Income from this property, it generates D8x5+15 income. If your gang has more than one Mechanical property, roll two D8s and pick the highest.

25. Gear Warehouse: When an Officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Warehouse your gang owns. This is a Warehouse.

26. Metal Bender Market: When an Officer Collects Income from this property, it generates D8x5 income. During your Purchase Gear step, Mender Bender gear of rarity 7 or 8 is considered available to all your Officers.

27. Mechanic Shop: When an Officer Collects Income from this property, it generates D8x5 income. Add two points to your Experience Pool in the Recruiting Members step.

28. Waste Compactor: When an Officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Mechanical Property your gang owns.

3. Petrochemical

31. Oil Drip: When an Officer Collects Income from this property, it generates D8x5 income. If your gang has more than one Petrochemical property, roll two D8s and pick the highest.

32. Petrochem Tank: When an Officer Collects Income from this property, it generates D8x5+5 income. If your gang has more than one Petrochemical property, roll two D8s and pick the highest.

33. Synthetic Refinery: When an Officer Collects Income from this property, it generates D8x5+10 income. If your gang has more than one Petrochemical property, roll two D8s and pick the highest.

34. Generator: When an Officer Collects Income from this property, it generates D8x5+15 income. If your gang has more than one Petrochemical property, roll two D8s and pick the highest.

35. Chemical Warehouse: When an Officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Warehouse your gang owns. This is a Warehouse.

36. Energy Sculptor Market: When an Officer Collects Income from this property, it generates D8x5 income. During your Purchase Gear step, Energy Sculptor gear of rarity 7 or 8 is considered available to all your Officers.

37. Transformer Station: When an Officer Collects Income from this property, it generates D8x5 income. Add two points to your Experience Pool in the Recruiting Members step.

38. Thermal Vent: When an Officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Petrochemical Property your gang owns.

4. Technological

41. Ancientech Horde: When an Officer Collects Income from this property, it generates D8x5 income. If your gang has more than one Technological property, roll two D8s and pick the highest.

42. Ancientech Engineer Camp: When an Officer Collects Income from this property, it generates D8x5+5 income. If your gang has more than one Technological property, roll two D8s and pick the highest.

43. Blueprint Library: When an Officer Collects Income from this property, it generates D8x5+10 income. If your gang has more than one Technological property, roll two D8s and pick the highest.

44. Fabricator Apparatus: When an Officer Collects Income from this property, it generates D8x5+15 income. If your gang has more than one Technological property, roll two D8s and pick the highest.

45. Tech Warehouse: When an Officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Warehouse your gang owns. This is a Warehouse.

46. Bauble Smith Market: When an Officer Collects Income from this property, it generates D8x5 income. During your Purchase Gear step, Bauble Smith gear of rarity 7 or 8 is considered available to all your Officers.

47. Ancientech Collector: When an Officer Collects Income from this property, it generates D8x5 income. Add two points to your Experience Pool in the Recruiting Members step.

48. Toxic Waste Vault: When an Officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Technological Property your gang owns.

5. Administrative

51. Settlement: When an Officer Collects Income from this property, it generates D8x5 income. If your gang has more than one Administrative property, roll two D8s and pick the highest.

52. Tavern: When an Officer Collects Income from this property, it generates D8x5+5 income. If your gang has more than one Administrative property, roll two D8s and pick the highest.

53. Tax Collector: When an Officer Collects Income from this property, it generates D8x5+10 income. If your gang has more than one Administrative property, roll two D8s and pick the highest.

54. Administrator Office: When an Officer Collects Income from this property, it generates D8x5+15 income. If your gang has more than one Administrative property, roll two D8s and pick the highest.

55. Customs Warehouse: When an Officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Warehouse your gang owns. This is a Warehouse.

56. Toll Station: When an Officer Collects Income from this property, it generates D8x5 income. During your Purchase Gear step, any gear of rarity 8 is considered available to all your officers.

57. Taskmaster Office: When an Officer Collects Income from this property, it generates D8x5 income. Add two points to your Experience Pool in the Recruiting Members step.

58. Corpse Grinder: When an officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Administrative Property your gang owns.

6. Labor

61. Trade School: When an Officer Collects Income from this property, it generates D8x5 income. If your gang has more than one Labor property, roll two D8s and pick the highest.

62. Work Hall: When an Officer Collects Income from this property, it generates D8x5+5 income. If your gang has more than one Labor property, roll two D8s and pick the highest.

63. Foreman's Office: When an Officer Collects Income from this property, it generates D8x5+10 income. If your gang has more than one Labor property, roll two D8s and pick the highest.

64. Construction Site: When an Officer Collects Income from this property, it generates D8x5+15 income. If your gang has more than one Labor property, roll two D8s and pick the highest.

65. Motor Warehouse: When an Officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Warehouse your gang owns. This is a Warehouse.

66. Transit Hub: When an Officer Collects Income from this property, it generates D8x5 income. During your Purchase Gear step, any gear of rarity 8 is considered available to all your Officers.

67. Propaganda Outlet: When an Officer Collects Income from this property, it generates D8x5 income. Add two points to your Experience Pool in the Recruiting Members step.

68. Ash Pile: When an officer Collects Income from this property, it generates D8x5 income. Add 5 to this for every other Labor Property your gang owns.

7. Utility

71. Air Scrubber: When an Officer Collects Income from this property, it generates D8x5 income. Add 15 to this if your gang controls a Moisture Farm.

72. Moisture Farm: When an Officer Collects Income from this property, it generates D8x5 income. Add 15 to this if your gang controls an Air Scrubber.

73. Atmosphere Stack: When an Officer Collects Income from this property, it generates D8x5+5 income. Add 10 to this if your gang controls a Purified Well.

74. Purified Well: When an Officer Collects Income from this property, it generates D8x5+5 income. Add 10 to this if your gang controls an Atmosphere Stack.

75. Ventilation Tunnel: When an Officer Collects Income from this property, it generates D8x5+10 income. Add 5 to this if your gang controls a Distribution Pipe.

76. Distribution Pipes: When an Officer Collects Income from this property, it generates D8x5+10 income. Add 5 to this if your gang controls a Ventilation Tunnel.

77. Maintenance Corridor: When an Officer Collects Income from this property, it generates D8x5+15 income.

78. Monitoring Station: When an officer Collects Income from this property, it generates D8x10+15 income.

8. Criminal

When an Officer is sent to a Criminal Property, Roll a D8 and determine the result on the table below:

81. Fighting Pit
7: The Officer gets a Serious Injury Table, roll on the Multiple Injuries sub-table.
8: The Officer is killed in a pit fight. Remove them and all their gear from your roster.

82. Gambling Den
2D8x5 cash is subtracted from the gang's stash. This can put their cash into the negative.
2D8x10 cash is subtracted from the gang's stash. This can put their cash into the negative.

83. Slave Market
The Officer is grabbed by Slavers, resolve the Ransomed result on the Serious Injury Table.
The Officer is enslaved. Remove them and all their gear from your roster.

84. Police Precinct
The Officer is booked by the cops, resolve the Arrested result on the Serious Injury Table.
The Officer is Imprisoned. Remove them and all their gear from your roster.

85. Underground Doctor
The Officer gets a Serious Injury Table, roll on the Multiple Injuries sub-table.
The Officer is chopped up and sold for parts. Remove them and all their gear from your roster.

86. Condemned Spire
The Officer gets a Serious Injury Table, roll on the Multiple Injuries sub-table.
The Officer dies in a cave in. Remove them and all their gear from your roster.

87. Brothel
The Officer is robbed when they are distracted, resolve the Robbed result on the Serious Injury Table
The Officer is killed in a raid. Remove them and all their gear from your roster.

88. Stim Den
The Officer gets a Serious Injury Table, roll on the Cognitive Injuries sub-table.
The Officer overdoses. Remove them and all their gear from your roster.

Weapons and Gear  back to table of contents

Melee Weapon Profiles  back to table of contents
Weapon Name Cost Swings ShRng/Acc LgRng/Acc Ammo Pierce Hands Notes
Improvised Free 1 1"/0 - - +1 1 Improvised
Basic
Dagger 5 1 1"/0 - 4 0 1 Never runs out of ammo in melee
Claws 5 1 1"/0 - - 0 1 Basic Melee Weapon, Matched Pair
Sword 5 1 1"/0 - - 0 1 Basic Melee Weapon, Parry Bonus
Axe 10 1 1"/0 - - -1 1 Basic Melee Weapon
Hammer 5 1 1"/0 1 1 0 1 Basic Melee Weapon, Concussive Force
Flail 5 1 1"/0 - - 0 1 Basic Melee Weapon, -2 Pierce after a charge
Chain 5 1 1"/+1 2"/-1 - 0 2 Basic Melee Weapon, Injuries 1-4 are Knocked Prone
Spear 10 1 1"/0 2"/0 - 0 1 Basic Melee Weapon, Allows Interceptions, Models may not make Swings with this if they have made/will make Swings with any other weapons this phase
Glaive 15 1 1"/0 2"/0 - -1 2 Basic Melee Weapon, Allows Interceptions
AuxAtt Bayonet 20 1 1"/0 2"/0 - 0 0 Basic Melee Weapon, Allows Interceptions
Shotgun Axe 20 1 1"/0 1 1 -1 0 Basic Melee Weapon
Oversized Axe 30 1 1"/0 - - -3 2 Basic Melee Weapon
Oversized Hammer 25 1 1"/0 1 1 -2 2 Basic Melee Weapon, Concussive Force
Crush Fist 55 1 1"/0 - 4 -4 1 A model with a Crush Fist cannot, at any point in the battle, hold another weapon in the hand holding it. A model must be able to wield Heavy weapons in order to wield a Crush Fist.
Chain
Chain Claws 15 1 1"/0 - 5 -1 1 Inert Revert (Claws), Matched Pair
Chain Sword 20 1 1"/0 - 5 -1 1 Inert Revert (Sword), Parry Bonus
Chain Axe 25 1 1"/0 - 5 -2 1 Inert Revert (Axe)
Chain Glaive 30 1 1"/0 2"/0 5 -2 2 Allows Interceptions, Inert Revert (Glaive)
Chain Behemoth 45 1 1"/0 - 5 -4 2 Inert Revert (Oversized Axe)
Energy
Energy Claws 30 1 1"/0 - 4 -2 1 Inert Revert (Claws), Matched Pair
Energy Sword 35 1 1"/0 - 4 -2 1 Inert Revert (Sword), Parry Bonus
Energy Axe 40 1 1"/0 - 4 -3 1 Inert Revert (Axe)
Energy Glaive 45 1 1"/0 2"/0 4 -3 2 Allows Interceptions, Inert Revert (Glaive)
Energy Claymore 60 1 1"/0 - 4 -5 2 Inert Revert (Oversized Axe)
Shock
Shock Gauntlets 35 1 1"/0 - 3 -2 1 Inert Revert (Claws), Matched Pair, Shock Trauma
Shock Mace 30 1 1"/0 - 3 -2 1 Inert Revert (Hammer), Shock Trauma
Shock Hammer 50 1 1"/0 - 3 -4 2 Inert Revert (Oversized Hammer), Shock Trauma
Ranged Weapon Profiles  back to table of contents
Weapon Name Cost Shots ShRng/Acc LgRng/Acc Ammo Pierce Hands Notes
Improvised Ranged Free 1 4"/-1 8"/-2 - +1 1 Improvised
Dagger 5 1 4"/+1 8"/0 4 0 1 -
Pistol
Semi-Slugger 25 1 4"/+2 12"/0 4 0 1 Pistol
Auto-Slugger 30 1 4"/+1 12"/-1 4 0 1 Full Auto 1, Pistol
Laser Pistol 25 1 8"/+1 12"/0 7 0 1 Pistol
Rocket Pistol 45 1 6"/+1 12"/0 2 -2 1 Pistol
Energy Pistol 55 1 4"/+1 8"/0 - -3 1 Overheats, Pistol
Needle Pistol 45 1 4"/+1 8"/-2 4 0 1 Pistol, Toxin
Flame Pistol 45 Spray D8-5 4"/Auto - 3 -1 1 Does not have the Special Rule "Pistol" but is of the weapon type Pistol. Confusing, I know.
Assault
Slugger Carbine 30 1 8"/+1 16"/+0 4 0 2 Full Auto 2
Laser Carbine 25 1 8"/+1 16"/0 7 0 2 Full Auto 1
Shotgun 25 1 by shell by shell 4 by shell 2 Ammo Selection (Shotgun Shells)
Double Barrel Shotgun 30 1 by shell by shell 4 by shell 2 Ammo Selection (Shotgun Shells), May be fired with 2 Shots and immediately run out of ammo
Automatic Shotgun 35 1 by shell by shell 4 by shell 2 Ammo Selection (Shotgun Shells), Full Auto 1
Grenade Launcher 45 1 8"/+1 16"/+0 4 by grenade 2 Ammo Selection (Launcher Grenades)
Flamethrower 55 Spray 8"/Auto - 3 -1 2
Rifle
Slugger Rifle 35 1 12"/+1 24"/0 4 0 2 Accurate, Full Auto 1
Laser Rifle 25 1 12"/+1 24"/0 7 0 2 Accurate
Rocket Rifle 50 1 12"/+1 24"/- 2 -2 2 Accurate
Energy Rifle 65 1 12"/+1 24"/0 - -3 2 Accurate, Overheats
Needle Rifle 55 1 12"/+1 24"/0 4 0 2 Accurate, Toxin
Heavy
Laser Cannon 70 1 8"/-1 36"/0 7 -2 2 Concussive Force, Massive
Laser Repeater 50 2 8"/-1 24"/0 7 0 2 Full AUto 2, Massive
Small Bore Machine Slugger 65 3 8"/-1 24"/0 4 0 2 Full Auto 3, Massive
Large Bore Machine Slugger 65 2 8"/-1 30"/0 4 -1 2 Full Auto 2, Massive
Rocket Auto-Rifle 60 2 8"/-1 24"/0 2 -2 2 Full Auto 1, Massive
Missile Launcher 85 1 8"/-1 36"/0 4 by missile 2 Ammo Selection (Missiles), Massive
Heavy Flamethrower 75 Spray D8-3 12"/Auto - 3 -1 2
Hand Grenades
Hand Grenade by grenade 1 4"/+1 8"/0 4 by grenade 0 Ammo Selection (Hand Grenades)
Weapon Attachments  back to table of contents
Weapon Name Cost Shots ShRng/Acc LgRng/Acc Ammo Pierce Hands Notes
AuxAtt Grenade Launcher 55 1 4"/+1 12"/0 4 by grenade 0 Ammo Selection (Launcher Grenades), Single Shot
AuxAtt Flamethrower 35 Spray D8-5 4"/Auto - 3 -1 0 Single Shot
AuxAtt Shotgun 40 1 by shell by shell 4 by shell 0 Ammo Selection (Shotgun Shell), Single Shot
Bolt-on Slugger 20 1 4"/+1 12"/-1 4 0 0 Single Shot
Bolt-on Flamethrower 35 Spray D8-5 4"/Auto - 3 -1 0 Single Shot
Bolt-on Laser 20 1 8"/0 12"/-1 7 0 0 Single Shot
Bolt-on Rocket 40 1 6"/0 12"/-1 2 -2 0 Single Shot
Ammo, Grenades and Missiles  back to table of contents
Name Cost ShRng/Acc LgRng/Acc Pierce Notes
Shotgun Shells
Scatter (free) 4"/+2 8"/0 0 -1 Piercing at Short Range
Slug (free) 8"/+1 16"/0 0 -1 Pierce at Short Range
Seeker 40 8"/0 16"/+1 0 -1 Pierce at Long Range
Incendiary 25 4"/Auto - -1 This ammunition can only be selected if the Shot targets the closest enemy model.
Glue 30 4"/+1 8"/0 - If the target is hit, the target is Knocked Down and not otherwise injured
Launcher Grenades
Frag (free) - - 0 Blast D8-4
HiEx (free) - - -2 -
Smoke 15 - - - Cloud
Glue 20 - - - Cloud
Choke 30 - - - Cloud
Fear 40 - - - Cloud
Incendiary 20 - - -1 Blast D8-4
Energy 45 - - -3
Missiles
Frag (free) - - -1 Blast D8-3
HiEx (free) - - -3 Concussive Force
Smoke 15 - - - Cloud
Glue 20 - - - Cloud
Choke 30 - - - Cloud
Fear 40 - - - Cloud
Incendiary 40 - - -2 Blast D8-3
Energy 60 - - -4
Hand Grenades
Frag 15 - - 0 Blast D8-4
HiEx 40 - - 2
Smoke 15 - - - Cloud
Cloud 20 - - - Cloud
Choke 30 - - - Cloud
Fear 40 - - - Cloud
Incendiary 30 - - 1 Blast D8-4
Energy 55 - - -3
Other Gear  back to table of contents
NameCostNotes Summary
Other Weapon Attachments
High-Capactity Magazines5Extra Ammo for Slugger Pistols, Carbines and Rifles
Overcharged Packs10Extra Pierce for Laser Weapons
Splinter Round10Extra Pierce for Slugger Weapons
Red-Dot Sight10Bonus to short range RAC
Telescopic Sight10Bonus to long range RAC
Thermal Sight10Detects Hidden Enemies
Suppressor15Can be used to Hide after Taking a Shot
Personal Gear
Camo-Cloaks15Allows hiding in more places
Climbing Gear10Helps with Jumping, protects against Falling
Rebreather10Ignores gases and drowning
Leather Armor20+1 DEF
Flak Armor40+2 DEF
Metal Plate Armor60+3 DEF
Combat Shield10+1 DEF vs Swings
Energy Shield20+1 DEF vs Swings and Shots
Riot Shield15+1 DEF vs Swings, can be used with Assault Weapons
Stims20various effects
Prosthetics
Synthetic Hand10Removes Hand Injury
Augmented Hand25+1 MAC with one handed weapons
Synthetic Elbow10Removes Elbow Injury
Augmented Elbow25+1 RAC with Pistols
Synthetic Bicep10Removes Bicep Injury
Augmented Bicep25Reduces RAC penalty from running by -1
Synthetic Hip10Removes Hip Injury
Augmented Hip25Run faster
Synthetic Arm10Removes Arm Injury
Augmented Arm25Climb faster
Synthetic Foot10Removes Foot Injury
Augmented Foot25Re-roll Jump and Climb checks
Synthetic Shoulder20Removes Shoulder Injury
Augmented Shoulder35+1 MAC
Synthetic Wrist20Removes Shoulder Injury
Augmented Wrist35+1 RAC
Synthetic Spine20Removes Shoulder Injury
Augmented Spine35+1 DEF
Synthetic Leg20Removes Shoulder Injury
Augmented Leg35+1 Move
Empathic Adaptor40Extra recruitment die
Arithmetic Cogitator40Roll income on two properties and pick which result you want
Executive Initializer40Add one to dice rolls for getting gear
Nerve Inhibitor50+1 DEF
Motor Processor50+1 MAC
Ocular Processor50+1 RAC
Tactical Adjutant50+1 TAC

Weapon Special Rules  back to table of contents

Best to be prepared

Accurate: If the the model with this weapon choose to Hold and did not use another type of movement in the Movement phase, Shots with this weapon are made with +1 RAC.

Allows Interceptions: A model using this weapon can make Interceptions

Ammo Selection: When taking Shots with this weapon, pick the type of ammo from among those equipped on the model and usable by this weapon to determine the effects of the Shot.

Basic Melee Weapon: This weapon can never run out of ammo. If something would cause it to do so, instead, it does not.

Blast: See information about firing Blast weapons in the Shooting section.

Concussive Force: Add 1 to injury rolls that are caused by this weapon.

Cloud: May be fired at a point like a Blast weapon. On a hit, do not roll to Pierce armor, but instead place a 4" diameter Cloud of the indicated type centered on that point. It may be removed in your next Recovery Phase. It must be removed if the model that took the shot that created it creates another Cloud of any type.

Full Auto: Instead of the normal number of Shots, the number of Shots fired with this weapon may be increased by up to the Full Auto number. If this is done, increase the die roll to run out of ammo by the same amount. For example, if a weapon with Full Auto 2 is fired with 2 extra Shots, then it will run out of ammo if any of the rolls to hit with these Shots are 1, 2, or 3.

Improvised: If a model has no better weapon to use, they can use this. This weapon may not be held by a model holding another weapon. They never run out of ammo.

Inert Revert: This weapon may be used as the noted weapon if it is out of ammo.

Massive: Shots taken by a model that did something other than Hold in that Movement Phase are taken with -1 RAC.

Masterwork Craftsmanship: Swings or Shots made with this weapon are made at +1 MAC and RAC.

Matched Pair: If a model is equipped with and takes Swipes with two identical Matched Pair weapons, that model gets +1 MAC on those Swipes and may make one extra Swipe with one of them.

Overheats: This weapon cannot be reloaded if it runs out of ammo.

Parry Bonus: A model holding this weapon in one hand and a Shield in the other gets a +1 DEF bonus against Swings (not Shots) in addition to the normal effects of the Shield.

Pistol: This weapon may be used to make 1 Swing with a ShRng/Acc of 1"/+0 and a LgRng/ Acc of 2"/+1 and all other stats as normal for the weapon.

Shock Trauma: If this weapon inflicts an injury roll result of Knocked Prone, that injury roll also inflicts the Stunned status.

Single Shot: This weapon runs out of ammo after every Shot.

Toxin: Any injury caused by this weapon inflicts the Stunned status.

Zero-Handed Weapons: A model equipped with this weapon cannot make Swings/Shots with it in the phase that they make Swings/Shots with another weapon.

Weapon Attachments
Bring whatever you can carry

Auxiliary Attachments (AuxAtt) are modifications that can be attached to Slugger Rifles or Laser Rifles. Such a weapon cannot have more than one Auxiliary Attachment on it. As noted, AuxAtt weapons automatically run out of ammo after each shot. AuxAtt Grenade Launchers use Grenade Launcher grenades. They come with Frag and HiEx, and others can be purchased normally. AuxAtt Shotguns use Shotgun Shells. They come with Scatter and Slug, and others can be purchased normally.

Bolt-on Attachments (Bolt-on) are modifications that can be attached to a Melee Weapon with the Basic Melee Weapon note. Such a weapon cannot have more than one Bolt-On Attachment on it. As noted, Bolt-on weapons automatically run out of ammo after each shot. Bolt-on Shotguns use Shotgun Shells. They come with Scatter and Slug, and others can be purchased normally.

High Capacity Magazines (Cost: 5) are modifications that are attached to Semi-Sluggers, Auto Sluggers, Slugger Carbines and Slugger Rifles. When a model with a High Capacity Magazine fails an Ammo check to Reload, they may re-roll the die.

Overcharged Packs (Cost: 10) are modifications that can be attached to Laser Pistols, Laser Carbines and Laser Rifles. The weapon's Pierce is changed to -1 and their Ammo is changed to 4. When a weapon with this modification runs out of ammo, immediately make an Ammo check. If the check is passed, the weapon is out of ammo as normal. If the check is failed, the weapon is broken, and cannot be used for the rest of the battle (it's repaired before the next battle).

Shotgun Axes are a modification that can be attached to Shotguns.

Splinter Rounds (Cost: 10) are modifications that can be attached to Semi-Sluggers, Auto- Sluggers, Slugger Carbines and Slugger Rifles. The weapon's Pierce is changed to -1. When a weapon with this modification runs out of ammo, immediately make an Ammo check. If the check is passed, the weapon is out of ammo as normal. If the check is failed, the weapon is broken, and cannot be used for the rest of the battle (it's repaired before the next battle).

Sights (Cost: 10) are modifications that can be attached to most Ranged weapons. A weapon can only have one type of sight. Daggers, Improvised Weapons, Hand Grenades, AuxAtt and Bolt-On weapons cannot have sights.

Suppressors (Cost: 15) are modifications that can be attached to Semi-Sluggers, Auto-Sluggers, Laser Pistols, Needle Pistols, Slugger Carbines, Laser Carbines, Slugger Rifles, Laser Rifles, or Needle Rifles. If the wielder is Hidden when a Shot with this weapon is taken, they may take a TAC check after they complete their Shot. To do this, roll a D8 and compare it to that model's TAC. If the roll is equal or lower, they pass. If the roll is higher, they fail. If they pass, they may make a Hide move as if it were their Move phase, though they generate no movement points. If they fail, they cannot. A Suppressor may not be attached to a weapon that has Splinter Rounds or Overcharged Packs. A Suppressor may be attached to weapons that have Auxiliary Attachments, but the TAC check may not be attempted if the AuxAtt weapon is used to make the Shot.

Personal Gear
Remember, you can't take it with you when you die

Camo Cloaks (Cost: 15) allow the model equipped with them to treat all Line of Sight Blocking terrain within 1 inch of them as Distracting for the purposes of their Hide moves.

Climbing Gear (Cost: 10) changes the result of any failed Move check into a passed check. This can only be used when Jumping or Falling. If the result is a 1, then the Climbing Gear has run out of ammo (pitons, rope, hooks, whatever) and provides no further benefit or protection until it is reloaded. During your Shooting phase, instead of reloading a weapon, a gang member with Climbing Gear that is out of ammo may reload it. The ammo value to do this is 4.

Rebreathers (Cost: 10) allow a model equipped with them to ignore the effects of Choke Gas and Fear Gas, and are not injured when they fail Move checks made while Swimming.

Leather Armor (Cost: 20) is a type of armor. The model wearing this armor adds +1 to their DEF. A model cannot wear more than one type of armor.

Flak Armor (Cost: 40) is a type of armor. The model wearing this armor adds +2 to their DEF. A model cannot wear more than one type of armor.

Metal Plate Armor (Cost: 60) is a type of armor. The model wearing this armor adds +3 to their DEF. A model cannot wear more than one type of armor.

Combat Shields (Cost: 10)are a type of Shield. A model wielding one adds +1 to their DEF when Swings are made against them. A Shield requires one hand to equip and wield, and that hand cannot be used for anything else. A model cannot equip more than one Shield.

Energy Shields (Cost: 20) are a type of Shield. A model wielding one adds +1 to their DEF when Swings or Shots are made against them. A Shield requires one hand to equip and wield, and that hand cannot be used for anything else. A model cannot equip more than one Shield.

Riot Shields (Cost: 15) are a type of Shield. A model wielding one adds +1 to their Defense characteristic when Swings are made against them. A Shield requires one hand to equip and wield, though that hand may also be used to wield an Assault weapon the model has equipped. A model cannot equip more than one Shield.

Stims (Cost: 20) can be used by Officers before the game starts. Enlisted cannot be equipped with stims. If an Officer elects to use stims before a battle and they are Knocked Out during that battle, add 1 to each die rolled when determining their serious injury. Stims are sold one dose at a time, so when an Officer elects to take a stim, remove it from their inventory at that time. Different stims have different effects:

Prosthetics

Prosthetics can be equipped to Officers. Enlisted cannot be equipped with prosthetics. Once equipped to a model, the prosthetic cannot be removed. If a model dies by the “Died on the table," or “Died at the rally point" results, their prosthetics are not recovered. Prosthetics are divided into three types: Synthetic Prosthetics, Augmented Prosthetics, and Cranial Implants. Synthetic Prosthetics remove a Serious Injury from a model. Each Prosthetic will remove a single specific injury of a type indicated by the Prosthetic. There is no effect if a model is equipped with a Synthetic Prosthetic when they do not have the matching injury. Augmented Prosthetics have the same effect as a Synthetic, and additionally grant some bonus to the model equipped with them. An Augmented Prosthetic can be equipped to a model that does not have the matching injury to just gain the bonus. If a model gains a serious injury and later has it removed by a prosthetic, they could in the future gain the same injury, and then get another of the same prosthetic to remove it. Cranial Implants only grant a bonus, they do not remove injuries. A model cannot have more than one of the same type of Cranial Implant.

Synthetics and Augments
Just because you only get 2 legs doesn't mean that you have to keep them

A Synthetic Hand (Cost: 10) removes a Permanent Hand Injury. An Augmented Hand (Cost: 25) grants the equipped model +1 MAC when making Swings with a weapon that requires one hand. This bonus can only be applied once per phase.

A Synthetic Elbow (Cost: 10) removes a Permanent Elbow Injury. An Augmented Elbow (Cost: 25) grants the equipped model +1 RAC when making Shots with two Pistols at the same time. This bonus can only be applied once per phase.

A Synthetic Bicep (Cost: 10) removes a Permanent Bicep Injury. An Augmented Bicep (Cost: 25) reduces the RAC penalty for Running from -2 to -1.

A Synthetic Hip (Cost: 10) removes a Permanent Hip Injury. An Augmented Hip (Cost: 25) allows the model equipped with it to generate Movement Points equal to three times their Move characteristic when they Run.

A Synthetic Arm (Cost: 10) removes a Permanent Climb Injury. An Augmented Arm (Cost: 25) allows the model equipped with it to generate Movement Points equal to double their Move characteristic when they Climb.

A Synthetic Foot (Cost: 10) removes a Permanent Foot Injury. An Augmented Foot (Cost: 25) allows the model equipped with it to re-roll a failed Move Check made while Jumping or Falling.

A Synthetic Shoulder (Cost: 20) removes a Permanent Shoulder Injury. An Augmented Shoulder (Cost: 35) grants the equipped model +1 MAC.

A Synthetic Wrist (Cost: 20) removes a Permanent Wrist Injury. An Augmented Wrist (Cost: 35) grants the equipped model +1 RAC.

A Synthetic Spine (Cost: 20) removes a Permanent Spine Injury. An Augmented Spine (Cost: 35) gives a model equipped with it +1 DEF.

A Synthetic Leg (Cost: 20) removes a Permanent Leg Injury. An Augmented Leg (Cost: 35) grants the equipped model +1 Move.

Cranial Implants

An Empathic Adaptor (Cost: 40) allows an Officer who is Recruiting Members to roll an additional die when forming their Experience Pool.

An Arithmetic Cogitator (Cost: 40) allows an Officer who is Collecting Income to pick two properties and roll for both, then decide which result they would like to collect. Nothing is gained from the other, and could be used by another Officer as normal. Neither property may be Criminal.

An Executive Initializer (Cost: 40) allows an Officer who is Purchasing Gear to add one to the result of either or both of their die rolls to determine what is available.

A Nerve Inhibitor (Cost: 50) improves the DEF characteristic of the equipped model by 1.

A Motor Processor (Cost: 50) improves the MAC of the equipped model by 1.

An Ocular Processor (Cost: 50) improves the RAC of the equipped model by 1.

A Tactical Adjutant (Cost: 50) improves the TAC of the equipped model by 1.

The Battlefield and Terrain  back to table of contents

You never know where you might have to fight

Conflict between gangs happens in the lowest levels of the cities of death, among the streets and sewers, between the humming of industrial machinery, the packed pipelines of refineries and claustrophobic confines of factory floors. The normal battlefield of a game of Cities of Death is played on a battlefield that measures 48" by 48", but other dimensions are possible. This area should be cluttered with a variety of pieces of terrain. Some terrain should completely block Line of Sight, while others should only partially disrupt it. Some pieces should prevent movement, while others should only slow it. Including a variety of types of terrain will add more tactical challenges for players to resolve while they try to maneuver and gain the advantage.

Placement and negative space should be considered when terrain is added to a table. Consider that most gang members have a Move characteristic of 4, which generates 4 inches of movement on a Walk or 8 inches on a Run or Charge. Open spaces without cover or Line of Sight blocking terrain are dangerous, and might be avoided by players. When possible, try to keep open spaces less than 8 inches at their narrowest point between two pieces of terrain that offer cover (unless there is a reason that such a "shooting gallery" should be present). If you do include such areas with minimal cover, consider where you are including them. If you have such an area in the corner of the table, it will probably be avoided anyway, as it's inaccessible from two sides, and far from some one's deployment zone. If you include it in the middle, it asks the player to consider the risk of moving through the faster exposed center, or taking more time to move around the safer edges.

Similarly, consider the effect of wide, Line of Sight blocking pieces or Impassible terrain. If a model can Run up to 8 inches at most, then a 9 inch long section of Line of Sight blocking, Impassible wall is going to take that model two turns to get around. Spending this time running around and not fighting could get boring. When possible, consider breaking such pieces up into smaller segments measuring between 3 to 7 inches. If you are using 3 dimensional terrain, consider added ladders, stairs or ramps to allow models to move up and over such pieces close to the middle so they don't have to spend as much time running around it.

Gaps should be large enough for two of the largest models to fit through when placed with their bases touching. This generally means gaps should be at least two inches wide, but if you are using consistently larger bases than that, consider widening that size. If you do include these narrow choke points, make sure there are multiple routes to and from the areas they access.

Depending on the scenario, try to make the terrain as symmetric as possible. It's quite discouraging to face a wall of well entrenched opponents while you struggle to dash from broken box to shallow depression. If you have enough terrain to do it, place pieces symmetrically on the table when you set up. If not, take turns with your opponent, placing one piece at a time until you have met the above suggestions (or come to a mutually agreeable arrangement). Keep in mind that more Line of Sight blocking terrain and more Protective and Concealing Cover benefits gangs that are more focused on Swings, MAC and Charging. More Difficult Ground, Low Protective and Low Concealing Cover benefit gangs focused on Shots and RAC. Specific Scenarios might call for specific pieces of terrain to be placed in specific locations. If you don't have the specific pieces called for, either do your best to match it with what you have, or use placeholders to stand in for it. Index cards folded in half along the longer axis (hot-dog style) can form quick walls. Make sure to label them so everyone knows what they are. Specific Scenarios also call for specific dimensions to deployment areas. If your table is not large enough for this to be geometrically possible, try as best as possible to preserve the distance between deployment zones, then the smaller of the two deployment zones (or both in the same manner if they are tied). To put it another way, first reduce the size of the larger deployment zone, or both if they are tied, before you reduce the distance between starting positions to get a Scenario to fit on your table.

Terrain comes in many shapes and sizes, but it has specific effects. All elements of the battlefield must have at least one movement descriptor, and one cover descriptor.

Movement Descriptors:
The cities of death are diverse and varied
Cover Descriptors:

Scenarios  back to table of contents

Scenarios are situations where two or more gangs engage in battle. Scenarios are organized into four different categories. The Pitched Battle and Asymmetric Battle Scenarios are meant for two players and could be used in a "one-off" game or in a Campaign (as described in that section). Multiplayer Scenarios are designed for more than two players, and are good for "one-off" games or in campaigns. Special Scenarios are designed for three players, two normal players and a third player to control the environment. These are designed specifically for campaigns, and fall apart a bit in "one-off" games.

Scenarios have information about how to set up the battlefield, where models can be deployed at the start of the game, where specific objectives are located if they are present in the Scenario, where the Exit Points for a gang are located, and anything else that is unique to that scenario. The depicted setups are examples, and do not need to be replicated exactly. "Attacker" and "Defender" are sometimes used to easily describe players during setup, and might not have any impact on the battle after that.

Pitched Battles
  1. Pride Fight
  2. Treasure Hunt
  3. Salvage Operation
  4. King of the Hill
  5. Objective Control
  6. Retribution
  7. Escort
Asymmetric Battles
  1. Ambush
  2. Breakthrough
  3. Sabotage
  4. Assassinate
  5. Smash and Grab
  6. Strongpoint Defense
  7. Last Stand
Multiplayer Battles
  1. Multiplayer Pride Fight
  2. Multiplayer Treasure Hunt
  3. Multiplayer King of the Hill
  4. Multiplayer Objective Control
  5. Multiplayer Retribution
  6. Multiplayer Escort

Pitched Battles  back to table of contents

Pitched Battles are relatively even battles where both sides should be on about the same footing. Both sides generally have similar methods of deploying their models and should have similar victory conditions.

1. Pride Fight  back to table of contents
Map of Pride Fight deployment

Description: Pride Fight is the basic scenario for Cities of Death. Both gangs assault each other's lines until one breaks and flees. The remaining gang is the victor.

Battlefield Set up: There are no special set-up instructions for the battlefield. Set up the field as you normally would.

Deployment: Randomly determine one player; they are the Attacker, the other player is the Defender. The Attacker picks the side of the table they want for their Deployment Zone and sets up a Deployment Zone. Deployment Zones are 8 inches deep into the table, and 16 inches wide. After the Attacker's Deployment Zone has been formed, the Defender then picks their Deployment Zone boundaries in the same manner, but with the opposite table edge. Then the Attacker places all of their participating gang members within their deployment zone. Once the Attacker is done, the Defender places all of their gang in their deployment zone.

Exit Points: Exit Points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: Randomly determine one player to go first.

During the Game: There are no special rules during the game.

End of Game: The game ends after one gang fails a Compelled Retreat test or chooses to Strategic Withdraw. The remaining gang is the winner. If there is no winner after 15 turns, the game ends in a draw.

Post Battle Sequence: There are no special Post Battle Sequence Rules.

2. Treasure Hunt  back to table of contents
Map of Treasure Hunt deployment

Description: Treasure Hunt is a scenario where two gangs encounter each other when they are scrounging for supplies.

Battlefield Set up: There are no special set-up instructions for terrain. After terrain has been set up, randomly select a player to be the Attacker; the other player is the Defender. The Attacker picks one table edge and sets up a Deployment Zone there. Deployment Zones are 8 inches deep into the table, and 16 inches wide. The Attacker also sets up another Deployment Zone on the opposite side of the table. The Defender places 2 Loot counters on the table, one after another, at least 12 inches from the Deployment Zones, and at least 12 inches from any other Loot counter. Then the Attacker places 2 Loot counters, one after another, anywhere on the table, at least 12 inches from the Deployment Zones, and at least 12 inches from any other Loot counter.

Deployment: The Defender picks the Deployment Zone they would like and places all of their gang members in it. Then the Attacker places their entire gang in the remaining Deployment Zone.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: Randomly determine one player to go first.

During the Game: During the game, if an Officer without a Loot counter stops their movement on a Loot counter, they may pick it up. If they decide to do so, place the Loot counter on their card. It cannot be voluntarily removed. If an Officer with a Loot counter is Knocked Out, place the Loot counter where they were when their model was removed.

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or all of the Loot counters are in the possession of one gang. In the case of Retreat or Withdrawl, the remaining gang is the winner. If one gang has all of the Loot, that gang wins. If there is no winner after 15 turns, the game ends in a draw.

Post-Battle Sequence: At the end of the game, an Officer with a Loot counter on their card gains 1 additional experience. For each Loot counter on your Officers, add 20 cash to your stash.

3. Salvage Operation  back to table of contents
Map of Salvage deployment

Description: Salvage Operation is a scenario where two gangs encounter each other during a large area salvage operation.

Battlefield Set up: There are no special set-up instructions for terrain. After terrain has been set up, randomly select a player to be the Attacker; the other player is the Defender. The Attacker picks one table edge and sets up a deployment zone there. Deployment Zones are 8 inches deep into the table, and 16 inches wide. The Attacker also sets up another Deployment Zone on the opposite side of the table. The Defender places 10 Loot counters on the table, one after another, at least 3 inches from the Deployment Zones, and at least 3 inches from any other Loot counter. Then the Attacker places 10 Loot counters, one after another, anywhere on the table, at least 3 inches from the Deployment Zones, and at least 3 inches from any other Loot counter.

Deployment: The Defender picks the Deployment Zone they would like and places all of their gang in it. Then the Attacker places their entire gang in the remaining Deployment Zone.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: Randomly determine one player to go first.

During the Game: During the game, if a gang member stops their movement on a Loot counter, they may pick it up. If they decide to do so, place the Loot counter in a pile for their team.

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or 15 of the Loot counters are in the possession of one gang. In the case of Retreat or Withdrawl, the remaining gang is the winner. If one gang has 15 of the Loot counters, that gang wins. If there is no winner after 15 turns, the game ends; the gang with more loot counters wins, and a tie results in a draw.

Post Battle Sequence: For each Loot counter in your gang's possession at the end of the game, add 20 Cash to your Stash.

4. King of the Hill  back to table of contents
Map of King of the Hill deployment

Description: King of the Hill is a scenario where gangs compete to hold a central location for a period of time.

Battlefield Set up: Set up terrain as normal. After terrain has been set up, remove any terrain within 6 inches of the Center Point of the battlefield.

Deployment: Randomly determine one player; they are the Attacker, the other player is the Defender. The Attacker picks the side of the table they want for their deployment zone and sets up a Deployment Zone. Deployment Zones are 8 inches deep into the table, and 16 inches wide. After the Attacker's Deployment Zone has been formed, the Defending then picks their deployment zone boundaries in the same manner, but with the opposite table edge. Then the Attacker places all of their participating gang members within their deployment zone. Once the Attacker is done, the Defender places all of their participating gang members in their deployment zone.

Alternative Battlefield Setup and Deployment: Some terrain sets cannot be used in the manner described above. If this is the case with yours, you can use the Alternative Battlefield Setup and Deployment. Set up terrain normally. Randomly pick one player to be the Attacker. The Attacker marks two Deployment Zones, each on opposite table edges. Deployment Zones are 8 inches deep into the table, and 16 inches wide. Then the Defender picks a point somewhere on the centerline of the table between the edges of the table that have Deployment Zones. This point is the Center Point, and should be marked with a counter. Note that in this case, it's not actually in the center of the table. Then the Defender picks the Deployment Zone that they want and places all of their gang members in it. Then the Attacker places their participating gang members in the other Deployment Zone.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: Randomly determine one player to go first.

During the Game: During your Shooting phase, instead of reloading a weapon, an Officer may claim one Victory Point if they are within one inch of the Center Point. This may not be done if they are Panicked or Pinned, or if another Officer in their gang has claimed a Victory Point this turn.

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or has 10 Victory points. In the case of Retreat or Withdrawl, the remaining gang is the winner. If one gang has 10 Victory Points, that gang wins. If there is no winner after 15 turns, the game ends; the gang with more Victory Points wins, and a tie results in a draw.

Post Battle Sequence: There are no special Post Battle Sequence Rules.

5. Objective Control  back to table of contents
Map of Objective Control deployment

Description: Objective Control is a scenario where gangs compete for control over multiple objectives.

Battlefield Set up: Set up terrain as normal. After terrain has been set up, randomly determine one player; they are the Attacker, the other player is the Defender. The Attacker picks the side of the table they want for their deployment zone and sets up a Deployment Zone. Deployment Zones are 8 inches deep into the table, and 16 inches wide. After the Attacker's Deployment Zone has been formed, the Defending then picks their Deployment Zone boundaries in the same manner, but with the opposite table edge. Then place Objective counters in the center of the table and 12 inches away from the center, on the centerline between the two edges that have deployment zones. Remove any terrain within 3 inches of the Objective counters.

Deployment: The Attacker places all of their participating gang members within their Deployment Zone. Once the Attacker is done, the Defender places all of their gang in their Deployment Zone.

Alternative Battlefield Setup and Deployment: Some terrain sets cannot be used in the manner described above. If this is the case with yours, you can use the Alternative Battlefield Setup and Deployment. Set up terrain normally. Randomly pick one player to be the Attacker. The Attacker marks two Deployment Zones, each on opposite table edges. Deployment Zones are 8 inches deep into the table, and 16 inches wide. Then the Defender picks three points, one at a time, somewhere on the centerline of the table between the edges of the table that have Deployment Zones and marks them with Objective counters. They must be on the centerline, and at least 8 inches away from each other. Then the Attacker picks the Deployment Zone they want and places all of their models in it. Then the Defender places their models the remaining Deployment Zone.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: Randomly determine one player to go first.

During the Game: During your Shooting phase, instead of reloading a weapon, an Officer may claim one Victory Point if they are within one inch of an Objective counter. This may not be done if they are Panicked or Pinned, or if another Officer in their gang has claimed a Victory Point while within one inch of this Objective counter this turn.

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or has 20 Victory points. In the case of Retreat or Withdrawl, the remaining gang is the winner. If one gang has 20 Victory Points, that gang wins. If there is no winner after 15 turns, the game ends; the gang with more Victory Points wins, and a tie results in a draw.

Post-Battle Sequence: There are no special Post-Battle Sequence Rules.

6. Retribution  back to table of contents
Map of Retribution deployment

Description: Retribution is a scenario where two gangs attempt to take out the leadership of the other.

Battlefield Set up: There are no special set-up instructions for the battlefield. Each player should declare the Value of each of their gang members and calculate their Gang Value and their Goal. Each Enlisted member is worth 1 Value. Each Officer is worth 3 Value. If an Officer is able to use Heavy weapons, they are worth one additional Value, whether they are carrying one or not. If an Officer has the Leader Skill, they are worth one additional Value. Hangarounds are worth nothing. The Gang Value is the sum of all of the Value of each Gang member in the gang. The Goal is equal to the Gang Value of the opponent's gang.

Deployment: Randomly determine one player; they are the Attacker, the other player is the Defender. The Attacker picks the side of the table they want for their deployment zone and sets up a Deployment Zone. Deployment Zones are 8 inches deep into the table, and 16 inches wide. After the Attacker's Deployment Zone has been formed, the Defender then picks their deployment zone boundaries in the same manner, but with the opposite table edge. Then the Attacker places all of their participating gang members within their deployment zone. Once the Attacker is done, the Defender places all of their participating gang members in their deployment zone.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: Randomly determine one player to go first.

During the Game: Each time an Officer takes a Swing or a Shot that results in an injury of System Shock or Knocked Out, gain Victory Points each to the Value of the enemy hit. If a Coup de Gras action is used, gain one Victory Point.

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or Declares Victory. In the case of Retreat or Withdrawl, the remaining gang is the winner. If, after their Recovery phase, a player has more Victory Points than their Goal, and the opponent does not have more Victory Points than the opponent's goal, the player may Declare Victory. If they do, they win and the game ends. If, after their Recovery phase, a player has more Victory Points than twice their Goal, and the opponent does not have more Victory Points than twice the opponent's goal, the player must Declare Victory. When they do, they win and the game ends. If there is no winner after 15 turns, the game ends in a draw.

Post-Battle Sequence: There are no special Post Battle Sequence Rules.

7. Escort  back to table of contents
Map of Escort deployment

Description: In the Escort scenario, each gang has a Very Important Person (VIP) they have to protect while trying to take out a specific target in the enemy gang.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: Randomly determine one player; they are the Attacker, the other player is the Defender. The Attacker picks the side of the table they want for their deployment zone and sets up a Deployment Zone. Deployment Zones are 8 inches deep into the table, and 16 inches wide. After the Attacker's Deployment Zone has been formed, the Defender then picks their Deployment Zone boundaries in the same manner, but with the opposite table edge. Then the Attacker places all of their participanting gang members within their deployment zone. Once the Attacker is done, the Defender places all of their participating gang members in their deployment zone. Both players place one additional model on the table within 6 inches of their leader. This is their VIP.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone. The only exception to this is the VIP. The VIP will treat their gang's Leader as the Exit Point for the purposes of Fleeing. However, they will never leave the battle when they reach it. If the Leader has been Knocked Out, the VIP uses the normal Exit Point.

Who Goes First: Randomly determine one player to go first.

During the Game: The VIP has the characteristics of a Hangaround. They must move in such a way that they remain within 6 inches of their gang's leader if possible. If they are unable to do so, they must try to get as close as possible. They cannot do anything in the Shooting or Combat phases.

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or Declares Victory. In the case of Retreat or Withdrawl, the remaining gang is the winner. If, after their Recovery phase, the player has Knocked Out their opponent's VIP, and their own VIP has not been Knocked Out, they must Declare Victory. When they do, they win and the game ends. If, after a Recovery phase, both VIPs are Knocked Out, or if there is no winner after 15 turns, the game ends in a draw.

Post-Battle Sequence: There are no special Post Battle Sequence Rules.

Asymmetric Battles  back to table of contents

Asymmetric battles offer different challenges for the Attacker and Defender. Each player will have different objectives and setups. This can lead to very unfair situations, and players should understand this before selecting this scenario.

1. Ambush  back to table of contents
Map of Ambush deployment

Description: This scenario is designed to simulate a situation where one gang is able to surprise attack the other.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: Determine which player is the Attacker and which is the Defender. If this is not determined by the Campaign, it is determined randomly. The Attacker picks one board edge where the Defender will have to deploy. The Defender's Deployment Zone is a rectangle 8 inches wide and 16 inches deep. The Defender deploys all of their models within that zone. The Attacker's Deployment Zone is the space within 8 inches of any other board edge. They deploy all of their models in that zone.

Exit Points: The Defender's Exit Points are the corners of the board on the opposite side from their Deployment Zone. One of these may be removed (see below). The Attacker's Exit Points are in the remaining corners.

Who Goes First: The Attacker goes first.

During the Game: A fleeing model must move toward the closer of the two Exit Points. The Defender can have a model Escape by moving to either of their Exit Points. Once that happens, that Exit Point is removed and replaced with an Escape Point. Any future model in the Defender's gang that moves onto the Escape Point can Escape. When a model Escapes, remove it from the table. Only one of the Exit Points can be replaced with an Escape Point. If the first model that Escapes is an Officer, they gain one additional experience (see below).

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or if the Defender Declares Pyrrhic Victory. In the case of a Compelled Retreat or Strategic Withdraw, the remaining gang wins. The Defender may Declare Pyrrhic Victory if at least half of the models in their gang have Escaped. If they do so, they win and the game ends. If there is no winner after 15 turns, or if the Defender has no more models on the table and has an Escape Point, the Defender wins.

Post-Battle Sequence: If the Defender Declared Pyrrhic Victory, any model in the Defender's gang left on the table at the end of the game must roll on the Serious Injury Table. If they are an Officer, they automatically get 3 (Ego Injury) for the first roll, roll normally for the second. If they are an Enlisted member, they subtract 1 from roll and then consult the table. Serious Injuries for being Knocked Out are resolved normally. If one of the Defender's Exit Points was replaced with an Escape Point, and the first model to Escape was an Officer, that Officer gains one additional experience point.

2. Breakthrough  back to table of contents
Map of Breakthrough deployment

Description: This scenario represents a situation where one gang has to pass through territory that is held by another.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: Determine which player is the Attacker and which is the Defender. If this is not determined by the Campaign, it is determined randomly. The Defender picks one half of the table edge and deploys their participating gang members in that half. The Attacker's Deployment Zone is 8 inches deep on the remaining half of the table. The Attacker deploys all of their participating models in that zone. The Attacker has two Escape Points on the opposite side of the table (though one may be removed).

Exit Points: Each gang has an Exit Point in the middle of the table edge with their Deployment Zone.

Who Goes First: The Attacker goes first.

During the Game: The Attacker can have a model Escape by moving to either of the two Escape Points. Once this is done for the first time, the other Escape Point is removed. From then on, only that Escape Point can be used. When a model Escapes, remove it from the table.

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or if the Attacker Declares Pyrrhic Victory. In the case of a Compelled Retreat or Strategic Withdraw, the remaining gang wins. The Attacker may Declare Pyrrhic Victory if at least half of the models in their gang have Escaped. If they do so, they win and the game ends. If the Attacker has no more models on the table and only one Escape Point, the Attacker wins. If there is no winner after 15 turns, the Defender wins.

Post-Battle Sequence: If the Attacker Declared Pyrrhic Victory, any model in the Attacker's gang left on the table at the end of the game must roll on the Serious Injury Table. If they are an Officer, they automatically get 3 (Ego Injury) for the first roll, roll normally for the second. If they are an Enlisted member, they subtract 1 from roll and then consult the table. Serious Injuries for being Knocked Out are resolved normally.

3. Sabotage  back to table of contents
Map of Sabotage deployment

Description: This scenario represents an assault by one gang on an objective held by the other.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: Determine which player is the Attacker and which is the Defender. If this is not determined by the Campaign, it is determined randomly. The Defender picks one half of the table edge and deploys their participating gang members in that half. They also set up 3 Objective counters in a line halfway through their Deployment Zone, and equally spaced from each other and the board edge. The Attacker's Deployment Zone is 8 inches deep on the remaining half of the table. They deploy all of their participating models in that zone.

Exit Points: Each gang has an Exit Point in the middle of the table edge with their Deployment Zone.

Who Goes First: The Attacker goes first.

During the Game: During the Attacker's Shooting phase, instead of reloading a weapon, a gang member may destroy an objective. To do so, they must be within 1 inch of the Objective counter they want to destroy and have no enemy models within 2 inches of them. If they meet these requirements, the Objective counter is removed from the table. If the model destroying the objective is an Officer, they gain one additional experience (see below).

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or if all Objectives are destroyed. In the case of a Compelled Retreat or Strategic Withdraw, the remaining gang wins. If all Objectives are destroyed, the Attacker wins. If there is no winner after 15 turns, the Defender wins.

Post Battle Sequence: In addition to normal, if an Officer model destroyed an Objective they get one additional experience per Objective they destroyed.

4. Assassinate  back to table of contents
Map of Assassinate deployment

Description: In this scenario, the Attacker has to kill a specific model in the enemy gang.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: Determine which player is the Attacker and which is the Defender. If this is not determined by the Campaign, it is determined randomly. The Defender has a Deployment Zone defined by a square, 8 inches on an edge, centered on the middle of the table. They deploy their participating gang members in that zone. They have a VIP model in addition to their gang, which must be deployed within 6 inches of the leader. The Attacker's Deployment Zone is all of the area within 8 inches of the table edges. They deploy their participating gang members in that zone.

Exit Points: The Attacker picks one corner of the table to be their Exit Point. The Defender has the opposite corner of the table as their Exit Point. The only exception to this is the VIP. The VIP will treat their gang's Leader as the Exit Point for the purposes of Fleeing. However, the VIP will never leave the battle when they reach it. If the Leader of the gang is Knocked Out, the VIP uses the normal Exit Point.

Who Goes First: The Attacker goes first.

During the Game: The VIP has the characteristics of a Hangaround. They must move in such a way that they remain within 6 inches of their gang's leader if possible. If they are unable to do so, they must try to get as close as possible. They cannot do anything in the Shooting or Combat phases.

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or if the VIP is Knocked Out. In the case of a Compelled Retreat or Strategic Withdraw, the remaining gang wins. If the VIP is Knocked Out, the Attacker wins. If there is no winner after 15 turns, the Defender wins.

Post-Battle Sequence: There are no special Post-Battle Sequence Rules.

5. Smash and Grab  back to table of contents
Map of Smash and Grab deployment

Description: In this scenario, the Attacker breaks into a location held by the Defender and steals loot from them.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: Determine which player is the Attacker and which is the Defender. If this is not determined by the Campaign, it is determined randomly. The Defender picks one half of the table edge. The Attacker then places 20 counters face down in that half of the table. They must be placed at least 3 inches away from each other, the table edge, and the centerline. Then, while the Attacker is not looking, the Defender replaces 10 of the counters with Loot counters, still face down. Then the Defender deploys their participating gang members in that half. The Attacker's Deployment Zone is 8 inches deep on the remaining half of the table. They deploy all of their participating models in that zone.

Exit Points: Each gang has an Exit Point in the middle of the table edge with their Deployment Zone.

Who Goes First: The Attacker goes first.

During the Game: During the game, if a gang member in the Attacker's gang stops their movement on a counter, they may reveal it. If it is a Loot counter, they put it in a pile. If it is not, they roll a d8. If the result is a 7 or 8, resolve a Shot against that model. The Shot hits automatically and has a Pierce value of 0.

End of Game: The game ends after one gang fails a Compelled Retreat test, chooses to Strategic Withdraw, or 10 Loot counters are in the possession of the Attacker. In the case of Retreat or Withdrawl, the remaining gang is the winner. If there is no winner after 15 turns, the Defender wins.

Post-Battle Sequence: For each Loot counter in the Attacker's possession at the end of the game, they add 10 Cash to their Stash and the Defender removes 10 cash from their Stash (this could push them into the negative). Campaigns could have replacement rewards for these counters.

6. Strongpoint Defense  back to table of contents
Map of Strongpoint Defense deployment

Description: In this scenario, one gang tries to drive another off a set of objectives and hold them.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: Determine which player is the Attacker and which is the Defender. If this is not determined by the Campaign, it is determined randomly. The Defender picks one half of the table edge and deploys their participating gang members in that half. They also set up 3 Objective counters on the centerline and equally spaced from each other and the board edges. The Attacker's Deployment Zone is 8 inches deep on the remaining half of the table. They deploy all of their participating models in that zone.

Exit Points: Each gang has an Exit Point in the middle of the table edge with their Deployment Zone.

Who Goes First: The Attacker goes first.

During the Game: During your Shooting phase, instead of reloading a weapon, an Officer may claim Victory Points if they are within one inch of an Objective counter. This may not be done if they are Panicked or Pinned, or if another Officer in their gang has claimed Victory Points while within one inch of this Objective counter this turn. If the Officer is part of the Attacker's gang, they get 2 Victory Points for doing this. If the Officer is part of the Defender's gang, they get 1 Victory Point for doing this.

End of Game: The game ends after one gang fails a Compelled Retreat test or chooses to Strategic Withdraw. In the case of Retreat or Withdrawl, the remaining gang is the winner. If there is no winner after 15 turns, the player with the most Victory Points wins, and a tie results in a draw. If both players agree that it is not mathematically possible for one of them to win, the inevitable loser may decide to end the game as if the 15th turn had just ended. The ability to make this decision must be agreed to by both players, but only the loser can actually make the decision (or try to hang in longer and go down swinging, so to speak).

Post-Battle Sequence: There are no special Post-Battle Sequence Rules.

7. Last Stand  back to table of contents
Map of Last Stand deployment

Description: In the Last Stand scenario, the Attacker must wipe out the Defender for good.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: Determine which player is the Attacker and which is the Defender. If this is not determined by the Campaign, it is determined randomly. The Defender has a Deployment Zone defined by a square, 8 inches on an edge, centered on the middle of the table. They deploy all their participating models in that zone. They have a VIP model in addition to their gang. It must be deployed within 6 inches of the leader. The Attacker's Deployment Zone is all of the area within 8 inches of the table edges, and they deploy their participating models in that zone.

Exit Points: The Attacker picks one corner to be their Exit Point. The Defender has no Exit Point.

Who Goes First: The Attacker goes first.

During the Game: Models in the Defender's gang treat the result of any All On Your Own checks as if they had passed them. The Defender does not take Compelled Retreat checks, and cannot Strategic Withdraw.

End of Game: The game ends if the Attacker fails a Compelled Retreat test, chooses to Strategic Withdraw, or all the Defenders are Knocked Out. In the case of Retreat or Withdrawl, the Defender wins. Otherwise, the Attacker wins. If there is no winner after 15 turns, the Defender wins.

Post-Battle Sequence: If the Attacker wins, the Defender's gang is dissolved. If the Defender wins, each participating Officer and Enlisted group gets one additional experience point.

Multiplayer Battles  back to table of contents

Multiplayer battles offer rules for more than two players to deploy their models and set up objectives. Use the Deployment Zone layout based on the number of players that you have. Exclusion Zones are areas on maps that add additional restrictions on where objectives can be placed. This is to restrict the size of the advantage given to the player who picks deployment zones first, and to prevent objectives from being placed in awkward areas.


Map of 3 player deployment


Map of 4 player deployment


Map of 5 player deployment


Map of 6 player deployment

Reconstruction notes:
1. Multiplayer Pride Fight  back to table of contents

Description: Several gangs fight to determine which will come out on top.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: In a campaign, the player with the lowest standing picks Deployment Zones first, then the player with the next lowest standing picks next, etc. Outside of a campaign, randomize pick order. When a player picks a Deployment Zone, they place all of their participating models in their gang in that Zone.

Exit Points: Exit Points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: In a campaign, the player with the lowest standing goes first, then the player with the next lowest standing goes next, etc. Outside of a campaign, randomize turn order.

During the Game: There are no special rules during the game.

End of Game: When a gang fails a Compelled Retreat test or decides to Strategic Withdraw, that gang is removed from the table. If this leaves only one gang left, the remaining gang wins. Otherwise, the game continues. If there is no winner after 15 turns, the remaining players tie for first.

Post-Battle Sequence: There are no special Post-Battle Sequence Rules.

2. Multiplayer Treasure Hunt  back to table of contents

Description: Multiplayer Treasure Hunt is a scenario where multiple gangs encounter each other when they are scrounging for supplies.

Battlefield Set up: There are no special rules to set up terrain. Once terrain has been set up and Deployment Zones established (but not picked), players each place two Loot counters on the table. In a Campaign, the player with the highest standing places both of their counters first, then the player with the next highest standing next, etc. Outside of a Campaign, randomize placement order. The distance between Loot counters varies depending on the number of players. For 3 or 4 players, counters must be more than 8 inches from Deployment Zones, Exclusion Zones, table edges, and each other. For 5 or 6 players, they must be more than 6 inches from Deployment Zones, Exclusion Zones, table edges, and each other.

Deployment: In a campaign, the player with the lowest standing picks Deployment Zones first, then the player with the next lowest standing picks next, etc. Outside of a campaign, randomize pick order. When a player picks a Deployment Zone, they place all of the models in their gang in that Zone.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: In a campaign, the player with the lowest standing goes first, then the player with the next lowest standing goes next, etc. Outside of a campaign, randomize turn order.

During the Game: During the game, if an Officer without a Loot counter stops their movement on a Loot counter, they may pick it up. If they decide to do so, place the Loot counter on their card. It cannot be voluntarily removed. If an Officer with a Loot counter is Knocked Out, place the Loot counter where they were when their model was removed.

End of Game: When a gang fails a Compelled Retreat test or decides to Strategic Withdraw, that gang is removed from the table. If this leaves only one gang left, the remaining gang wins. Otherwise, the game continues. If there is no winner after 15 turns, the gang with the most Loot counters on their cards is the winner. If there is a tie, the remaining players tie for first.

Post-Battle Sequence: At the end of the game, an Officer with a Loot counter on their card gains 1 additional experience. For each Loot counter on your Officers, add 20 cash to your stash.

3. Multiplayer King of the Hill  back to table of contents

Description: Multiplayer King of the Hill is a scenario where gangs compete to hold a central location.

Battlefield Set up: Set up terrain as normal. After terrain has been set up, determine the Center Point of the table. In a 4 or 6 player game, it's exactly where you think, but on a 3 or 5 player table, it needs to be located. Measure an equal distance from the closest corner of each player's Deployment Zone (or the center of the closest edge, in the case of Player A). Where those distances meet is the Center Point. Once the Center point is located, remove any terrain within 6 inches of the Center Point. If this cannot be done on this terrain set, play Multiplayer Objective Control instead.

Deployment: In a campaign, the player with the lowest standing picks Deployment Zones first, then the player with the next lowest standing picks next, etc. Outside of a campaign, randomize pick order. When a player picks a Deployment Zone, they place all of their participating models in that Zone.

Exit Points: Exit Points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: In a campaign, the player with the lowest standing goes first, then the player with the next lowest standing goes next, etc. Outside of a campaign, randomize turn order.

During the Game: During your Shooting phase, instead of reloading a weapon, an Officer may claim one Victory Point if they are within one inch of the Center Point. This may not be done if they are Panicked or Pinned, or if another Officer in their gang has claimed a Victory Point this turn.

End of Game: When a gang fails a Compelled Retreat test or decides to Strategic Withdraw, that gang is removed from the table. If this leaves only one gang left, the remaining gang wins. Otherwise, the game continues. If there is no winner after 15 turns, the gang with the most Victory Points is the winner. If there is a tie, those players tie for the appropriate place.

Post-Battle Sequence: There are no special Post-Battle Sequence Rules.

4. Multiplayer Objective Control  back to table of contents

Description: Multiplayer Objective Control is a scenario where gangs fight for control over specific locations.

Battlefield Set up: Set up terrain as normal. After terrain has been set up, determine the Center Point of the table using the method described in Multiplayer King of the Hill. Place an Objective counter at the midpoint between the Exit Points of neighboring Deployment Zones. Next, move the counter 12 inches toward the Center Point. Finally, remove all terrain within 3 inches of the counters.

Deployment: In a campaign, the player with the lowest standing picks Deployment Zones first, then the player with the next lowest standing picks next, etc. Outside of a campaign, randomize pick order. When a player picks a Deployment Zone, they place all of their participating models in that Zone.

Exit Points: Exit Points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: In a campaign, the player with the lowest standing goes first, then the player with the next lowest standing goes next, etc. Outside of a campaign, randomize turn order.

During the Game: During your Shooting phase, instead of reloading a weapon, an Officer may claim one Victory Point if they are within one inch of an Objective counter. This may not be done if they are Panicked or Pinned, or if another Officer in their gang has claimed a Victory Point while within one inch of this Objective counter this turn.

End of Game: When a gang fails a Compelled Retreat test or decides to Strategic Withdraw, that gang is removed from the table. If this leaves only one gang left, the remaining gang wins. Otherwise, the game continues. If there is no winner after 15 turns, the gang with the most Victory Points is the winner. If there is a tie, those players tie for the appropriate place.

Post-Battle Sequence: There are no special Post-Battle Sequence Rules.

5. Multiplayer Retribution  back to table of contents

Description: Multiplayer Retribution is a scenario where many gangs try to take out the leadership of the others.

Battlefield Set up: There are no special set-up instructions for the battlefield. Each player should declare the Value of each of their gang members and calculate their Gang Value and their Goal. Each Enlisted member is worth 1 Value. Each Officer is worth 3 Value. If an Officer is able to use Heavy weapons, they are worth one additional Value, whether they are carrying one or not. If an Officer has the Leader Skill, they are worth one additional Value. Hangarounds are worth nothing. The Gang Value is the sum of all of the Value of each Gang member in the gang. The Goal is equal to the Gang Value of the opponent with the highest Gang Value.

Deployment: In a campaign, the player with the lowest standing picks Deployment Zones first, then the player with the next lowest standing picks next, etc. Outside of a campaign, randomize pick order. When a player picks a Deployment Zone, they place all of their participating models in that Zone.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: In a campaign, the player with the lowest standing goes first, then the player with the next lowest standing goes next, etc. Outside of a campaign, randomize turn order.

During the Game: Each time an Officer takes a Swing or a Shot that results in an injury of System Shock or Knocked Out, gain Victory Points each to the Value of the enemy hit. If a Coup de Gras action is used, gain one Victory Point.

End of Game: When a gang fails a Compelled Retreat test or decides to Strategic Withdraw, that gang is removed from the table. If this leaves only one gang left, act as if 15 turns had been completed and the game had ended (see below). Otherwise, the game continues. If, after their Recovery phase, a player has more Victory Points than their Goal, they may Declare Victory. If they do so, they remove their models from the table and their participation in the game ends. They are the winner. In a Campaign, the remaining players continue to play to determine their placement in the reward structure, but this player is considered to be the last player in the game for those purposes. Remaining players can also Declare Victory after this, and earn the next advantageous placement in the reward structure for the campaign. After 15 turns, the game ends. If there is no winner by then, the player with the most Victory Points is the winner. In the case of a tie, those players tie for the appropriate place.

Post Battle Sequence: There are no special Post Battle Sequence Rules.

6. Multiplayer Escort  back to table of contents

Description: In the Multiplayer Escort scenario, each gang has a Very Important Person (VIP) they have to protect while trying to take out a specific target in the enemy gangs.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: In a campaign, the player with the lowest standing picks Deployment Zones first, then the player with the next lowest standing picks next, etc. Outside of a campaign, randomize pick order. When a player picks a Deployment Zone, they place all of their participating models in that Zone. When they deploy the gang, players place one additional model on the table within 6 inches of their Leader. This is their VIP.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: In a campaign, the player with the lowest standing goes first, then the player with the next lowest standing goes next, etc. Outside of a campaign, randomize turn order.

During the Game: The VIP has the characteristics of a Hangaround. They must move in such a way that they remain within 6 inches of their gang's leader if possible. If they are unable to do so, they must try to get as close as possible. They cannot do anything in the Shooting or Combat phases. When a VIP is Knocked Out, the gang that caused the injury that knocked them out earns one Victory Point.

End of Game: When a gang fails a Compelled Retreat test or decides to Strategic Withdraw, or their VIP is Knocked Out, that gang is removed from the table. If this leaves only one gang left, the remaining gang wins. Otherwise, the game continues. If there is no winner after 15 turns, the gang that is still in the game with the most Victory Points is the winner. If there is a tie, the game is a draw.

Post Battle Sequence: There are no special Post Battle Sequence Rules.

Multiplayer Asymmetric Battles  back to table of contents

Asymmetric Battles could be fought with more than two players. However, the players would need to be divided into one or more Attacker Team(s) and one Defender Team. When possible, turns should alternate with one of the Attackers taking their turn and then one of the Defender's taking their turn. The Deployment Zones on Asymmetric Battles are so large that no adjustment is needed. Asymmetric Battles are inherently uneven, so keep that in mind for expectations about how easy/hard they should be for each side.

Special Battles  back to table of contents

While you technically can use a Special Scenario in a "one-off" game, the fact that they emphasize aspects of the game that are not included in the "one-off" game means that they are not appropriate for that kind of play. It would be less complicated and more rewarding to play a Pitched Battle or Asymmetric Battle Scenario. You have been warned.

Caravan Strike  back to table of contents
Map of Caravan Strike deployment

Description: In this Scenario, a merchant caravan is descended upon by two rival gangs, each trying to steal as much as they can.

Battlefield Set up: Set up the battlefield as normal. Randomly determine one player to be the Attacker. The other is the Defender. The Attacker picks one board edge and selects a point on that edge. The Defender selects a point on the opposite edge. Imagine a line between the two points (or create it with dice or string) and then remove all terrain within 3 inches on either side of that line. This is the road that the caravan will take.

Deployment: First the Defender picks the location of the Attacker's Deployment Zone. It is 16 inches wide and 8 inches deep into the table, and has one edge on one of the table edges that does not have part of the caravan route. The Attacker puts their participating gang members in that zone. Then the Attacker picks the location of the Defender's Deployment Zone on the remaining edge that does not have a part of the route, and does not have the Defender's Deployment Zone. The Defender puts their entire gang in that zone. The caravan is set up at the point in it's route selected by the Attacker.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: Randomly determine one player to go first.

During the Game: After each player's turns, the caravan moves 2 inches toward the point of it's route selected by the Defender. During the Shooting phase, instead of reloading a weapon, an Officer may try to steal from the caravan. If they are within 1 inch of the caravan, they are hit with a Swing as the merchants try to fight back. This Swing hits on a 5+, regardless of all other modifiers and has a Pierce of 0. If the gang member is not Knocked Prone (or worse), they collect D8x10 loot (roll at that time). Note this loot on their card. If that model has not collected loot yet, they gain one experience at that time. If they have already collected loot, don't erase that, but rather add this new amount in addition to the previous amount. However, they don't get gain experience on the subsequent thefts, only the first one. If a model with loot is Knocked Out, remove all loot from their card.

End of Game: The game ends after one gang fails a Compelled Retreat test or chooses to Strategic Withdraw, or has 300 loot across all of their gang. In the case of Retreat or Withdraw, the remaining gang is the winner, and adds 100 loot to their Leader's card. If one gang collects 300 loot across all their gang, they win. If there is no winner after 15 turns, or when the caravan reaches the exit point, the player with the most loot wins. A tie is a draw.

Post-Battle Sequence: For each time that loot was collected by a gang, make a roll on the table in the Purchasing Gear section. The gang can buy one item per roll, though all rolls can be made before purchases are made. They may only spend the loot they stole during this scenario to purchase these. Any unspent loot is lost, and not added to their stash.

Jail Break  back to table of contents
Map of Jail Break deployment

Description: In this scenario, one gang is trying to break out a VIP from captivity. The other gets wind of this and takes advantage of the situation.

Battlefield Set up: Set up the battlefield as normal. Mark out a square in the middle of the table with sides of 12 inches. Remove all terrain from that square. In the middle of that square, place a square building with sides of 8 inches. Add Protective Cover terrain features to the inside of this building that break it into four different square rooms with sides of 4 inches.

Deployment: Determine the Attacker and Defender as described by the campaign. The Attacker picks a Deployment Zone anywhere on the table they want that is at least 8 inches from the edges of the 12 inch square marked. The Deployment Zones are 16 inches wide and 8 inches deep. They place all of their participating models in that Zone. Draw a line from the middle of that Zone, through the center of the table until it hits a table edge. The Defender places their Deployment Zone somewhere on the table edge that was hit by this line, and overlapping the point that was hit. They place all of their participating models in their Zone.

Exit Points: Exit Points are in the middle edge of the Deployment Zone furthest from the center of the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: The Attacker goes first.

During the Game: If the Attacker goes into a room in the central building without an Empty counter in it, they place an Empty counter in it and roll a D8. If the result is a 1 or 2 AND this is not the first counter placed, OR it's the fourth counter placed, place a VIP model in the middle of the room. For results 3 through 8 AND it's not the fourth counter placed, OR it's the first, place a Jailer model in the middle of the room. The VIP has the characteristics of a Hangaround. They cannot do anything in the Shooting or Combat phases. They must move in such a way that they remain within 6 inches of their gang's leader if possible. If they are unable to do so, they must try to get as close as possible. If the Leader is Knocked Out, find the member of the Attacker's gang that is closest to the VIP. The VIP will treat them as the Leader for the purposes of the VIP's movement (until that model is Knocked Out and the process repeats). The Jailer has the characteristics and equipment of a Hangaround from the Defender's gang. The Defender controls this model for the rest of the game.

End of Game: The game ends after one gang fails a Compelled Retreat test or chooses to Strategic Withdraw, or the VIP moves onto the Attacker's Exit Point (and since they must follow one model, that model would also have to move to the Exit Point). In the case of Retreat or Withdraw, the remaining gang is the winner. If the VIP moves to the Exit Point, the Attacker wins. After 15 rounds, if there is no winner, the Defender wins.

Post-Battle Sequence: There are no special Post-Battle Sequence Rules for the scenario, but the Campaign probably has something in store for the Attacker.

Bounty Hunt  back to table of contents
Map of Bounty Hunt deployment

Description: In the Bounty Hunt scenario, gangs earn money by hunting down targets that are trying to evade them.

Battlefield Set up: After terrain has been set up, randomly select a player to be the Attacker; the other player is the Defender. The Attacker picks one table edge and sets up a Deployment Zone there. Deployment Zones are 8 inches deep into the table, and 16 inches wide. The Attacker also sets up another Deployment Zone on the opposite side of the table. The Defender places 3 Target models on the table, one after another, at least 12 inches from the Deployment Zones, at least 12 inches from any other Loot counter, and 12 inches from a table edge with a Deployment Zone. Then the Attacker places 3 Target models, one after another, anywhere on the table, at least 12 inches from the Deployment Zones, and at least 12 inches from any other Loot counter.

Deployment: The Defender picks the Deployment Zone they would like and places all of their participating gang members in it. Then the Attacker places their participating gang members in the remaining Deployment Zone.

Exit Points: Exit Points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: The Attacker goes first.

During the Game: Targets have the characteristics of Hangarounds. After each player's turn, that player may move up to three of the Targets. The Targets move like normal models, but they may never move toward a model that they can see (they may move toward models that are Hidden from them). Gang members my Subdue a Target. This works like a normal Take a Swing or Coup de Grace, but instead of being Knocked Out, they are Subdued. This still generates an Experience Point if the responsible gang member is an Officer. When a Target is Subdued, the gang responsible gains one Victory Point. Targets may not be Subdued by Shots, only by Swings.

End of Game: The game ends after one gang fails a Compelled Retreat test or chooses to Strategic Withdraw, or gains 4 Victory Points. In the case of Retreat or Withdraw, the remaining gang gains Victory Points necessary to bring them up to 4. When a player has 4 Victory Points, they win. If there is no winner after 15 rounds, the player with the most Victory Points wins. In the case of a tie, the game is a draw.

Post-Battle Sequence: There are no special Post-Battle Sequence Rules for the scenario, but the Campaign should have special rewards based on the number of Victory Points earned.

Monster Hunt  back to table of contents
Map of Monster Hunt deployment

Description: In the Monster Hunt scenario, some monster is loose and the gangs must fight or hide from it.

Battlefield Set up: Set up terrain normally, then remove terrain within 2 inches of the center of the table.

Deployment: Randomly determine one player; they are the Attacker, the other player is the Defender. The Attacker picks the side of the table they want for their Deployment Zone and sets up a Deployment Zone. Deployment Zones are 8 inches deep into the table, and 16 inches wide. After the Attacker's Deployment Zone has been formed, the Defender then picks their deployment zone boundaries in the same manner, but with the opposite table edge. Then the Attacker places all of their participating gang members within their deployment zone. Once the Attacker is done, the Defender places all of their participating gang members in their deployment zone. Then place the Monster in the center of the table.

Exit Points: Exit points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: Randomly determine one player to go first.

During the Game: Gang members can target the Monster with Swings and Shots like it were a normal enemy, but it cannot gain any Statuses. If a gang member would inflict a Knocked Out result against the monster, they instead gain one Victory Point. After each player's turn, that player controls the Monster in this decision tree:

  1. First check to see If there is a model that the Monster could Countercharge.
    If so, it must Countercharge a model that it can Countercharge.
  2. If it can't Countercharge, check to see if there is a model that it could Charge.
    If so, it must charge a model that it can Charge.
  3. If it can't Charge, check to see if there is a model that the Monster can Take a Shot at.
    If so, it may move (though it does not have to) and then it must Take a Shot at a model it can Take a Shot at. It may not be moved in such a way that it cannot Take a Shot, though it may move in such a way that it has multiple options.
  4. If it can't Take a Shot, it may Run. If it can see any model, it must Run in such a way that it ends its move closer one of the models that it can see. If it Runs in such a way that it can Take a Shot, it will stop once it is able to Take a Shot and do so.

End of Game: The game ends after one gang fails a Compelled Retreat test or chooses to Strategic Withdraw, or the sum total of Victory Points gained by all gangs hits 15 and the Monster is slain. In the case of Retreat or Withdraw, the remaining gang wins. When 15 Victory Points have been gained, the player with the most Victory Points wins. If there is no winner after 15 rounds, the game is a draw.

Post-Battle Sequence: There are no special Post Battle Sequence Rules for the scenario, but the Campaign should have special rewards for the player who slew the Monster.

Monster
M:6 MAC:6 RAC:4 DEF:5 TAC:7

The monster is equipped with Spine Launchers and Acid Spitters as ranged weapons, and Razor Claws and Flailing Tendrils as melee weapons. The player controlling the Monster decides which weapon it will use. The Monster never runs out of Ammo.

Name Shot/Swings Short Range Long Range Pierce Hands
Spine Launcher 2 8"/+0 16"/+1 -2 2
Acid Spitters 2 4"/+2 8"/+1 -1 2
Razor Claws 2 1"/+2 - -2 2
Flailing Tendrils 1 1"/+1 2"/0 -1 2
Dread Hunter  back to table of contents
Map of Dread Hunter deployment

Description: In this scenario, there is a pair of Dread Hunters looking to wipe out the two gangs.

Battlefield Set up: Set up terrain normally, then remove terrain within 2 inches of the center of the table.

Deployment: Randomly determine one player; they are the Attacker, the other player is the Defender. The Attacker picks the side of the table they want for their Deployment Zone and sets up a Deployment Zone. Deployment Zones are 8 inches deep into the table, and 16 inches wide. After the Attacker's Deployment Zone has been formed, the Defender then picks their deployment zone boundaries in the same manner, but with the opposite table edge. Then the Attacker places all of their participating gang members within their deployment zone. Once the Attacker is done, the Defender places all of their participating gang members in their deployment zone. It is strongly advised (but not required) to place at least one model with line of sight to the center of the table. Then place two Dread Hunters models in the center of the table.

Exit Points: Exit Points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: Randomly determine one player to go first.

During the Game: Gang members can target the Dread Hunters with Swings and Shots like it were a normal enemy, but the Dread Hunters cannot gain any Statuses. If a gang member would inflict a System Shock or Knocked Out result against a Dread Hunter, it becomes Staggered. After one player's turns, but before the other player's turn, the player who's turn is coming up selects and controls one of the Dread Hunters in the following decision tree. They may not select a Dread Hunter that is Staggered, unless both are.

  1. First, check to see if there is a model that the Dread Hunter could Countercharge.
    If so, it must Countercharge a model that it can Countercharge.
  2. If it can't Countercharge, check to see if there is a model that the Dread Hunter could Charge.
    If so, it must charge a model that it can Charge.
  3. If it can't Charge, check to see if there is a model that the Dread Hunter can Take a Shot at.
    If so, it may move (though it does not have to) and then it must Take a Shot at a model it can Take a Shot at. It may not be moved in such a way that it cannot Take a Shot, though it may move in such a way that it has multiple options.
  4. 4. If it can't Take a Shot, the Dread Hunter will Ambush. To Ambush, remove it from the table and then place it anywhere on the table more than 6 inches away from and out of Line of Sight of any gang member. If it has any weapons that are out of ammo, they are reloaded automatically when the Dread Hunter Ambushes. It can then Walk and it may Take a Shot with its Fusion Pistol, if possible.

End of Game: The game ends after one gang fails a Compelled Retreat test or chooses to Strategic Withdraw. In this case, the remaining gang wins. If there is no winner after 15 rounds, the game is a draw.

Post-Battle Sequence: There are no special Post-Battle Sequence Rules for the scenario.

Dread Hunter
M:6 MAC:7 RAC:5 DEF:5 TAC:7
an intimidating robot warrior

A Dread Hunter is equipped with a Fusion Rifle and a Fusion Pistol as ranged weapons, and Reactor Fists as melee weapons.

Name Shot/Swings Short Range Long Range Ammo Pierce Hands Notes
Fusion Rifle 2 12"/+1 24"/+0 - -4 2 Accurate
Fusion Pistol 1 4"/+1 8"/+0 - -4 1 Pistol
Reactor Fists 2 1"/0 - - -4 2 Matched Pair
Proving Ground  back to table of contents

Description: In Proving Ground, the gangs bring in potential recruits and observe them to see if they should be made into full members.

Battlefield Set up: There are no special set-up instructions for the battlefield.

Deployment: Both players determine which gang members would participate, as normal. Then they remove half of the full gang members (Officers and Enlisted), rounding fractions up. They can decide which gang members are removed, but they cannot remove their Leader. Next, they double the number of Hangarounds that participante. Randomly determine one player; they are the Attacker, the other player is the Defender. The Attacker picks the side of the table they want for their Deployment Zone and sets up a Deployment Zone. Deployment Zones are 8 inches deep into the table, and 16 inches wide. After the Attacker's Deployment Zone has been formed, the Defender then picks their Deployment Zone boundaries in the same manner, but with the opposite table edge. Then the Attacker places all of their participating gang members within their Deployment Zone. Once the Attacker is done, the Defender places all of their participating gang members in their Deployment Zone.

Exit Points: Exit Points are located on the edge of the Deployment Zone, on the midpoint of the edge that is shared with the table. The Exit Point belongs to the gang that is deployed in that Deployment Zone.

Who Goes First: Randomly determine one player to go first.

During the Game: If a Hangaround inflicts an injury with the Knocked Out effect, their gang gains one Victory Point.

End of Game: The game ends after one gang fails a Compelled Retreat test or chooses to Strategic Withdraw. In this case, the remaining gang wins. If there is no winner after 15 rounds, the gang with the most Victory Points wins. In the case of a tie, the game is a draw.

Post-Battle Sequence: During the Recruiting Members part of the Post-Battle Sequence, players add 4 to their Experience Pool per Victory Point they earned during the game.

Battles with Campaign Administrators  back to table of contents

Battles that include a Campaign Administrator are a Special Battle where the Campaign Administrator gang does not have an objective related to the scenario. Instead, their gang is there for some other reason related to the campaign. Accordingly, you should not consider them when determining if the game has ended, who won or what place a person came in. They deploy in a 8 inch by 8 inch square somewhere equidistant from all other Deployment Zones. Additionally, by scenario:

Assembling a Gang  back to table of contents

It always starts with one

A gang is composed of a Leader, a number of Officers, groups of Enlisted. and a number of Hangaroundss. Each gang must have 1 Leader when it is created. A gang may have up to a total of 6 Officers including the Leader (there are exceptions to this), but most cannot purchase more than 5 during gang creation. A gang can have groups of Enlisted. There are limits on the number of Enlisted groups of each type that a gang can have. Each Enlisted group has a limit on the number of members may be in that group. Hangaround members are provided at no cost. They must be included as described; they cannot be given other equipment, nor can their equipment be taken from them. Additional Hangarounds cannot be purchased; you must include exactly the specified number in the single Hangaround group that you get. A gang can have at maximum 18 full members (there are exceptions to this also), but most cannot purchase this many at creation due to the cash restriction. Hangarounds are not full members for this purpose, and do not count toward this maximum.

A gang starts with 1000 cash when it is formed. To purchase an Officer, subtract the cost of that model from your remaining cash and add that model to your roster. After they have been added, purchase weapons and gear for them. To do so, subtract the cost of the weapons or gear from your remaining cash and add that piece of equipment to the model's card. A model may only hold up to three hands worth of weapons. It may not purchase more weapons than this limit. Additionally, only certain types of equipment are available to be purchased. These are listed in the armory section for the gang. A model cannot purchase equipment that is not available to it. Some models in a gang may have access to equipment that other models in the gang do not. When applicable, this is detailed in armory section. Furthermore, each model has categories of weapons that it can wield. A model may neither purchase nor equip weapons that it cannot wield at this time. Any equipment purchased by a model must be equipped to that model, and not sent to your stash.

To purchase an Enlisted group, subtract the cost of one member of the group from your remaining cash, add the Enlisted group to your roster, and then add a single member to that group. After the first member has been added, purchase weapons and gear for them in the same way that you would for Officers. After the first member is added and equipped as you like, add the cost of the model and all of their equipment and note the total. Additional members of that group can be added for that totat cost, and they are equipped identically.

The gang assembly options for each gang are listed below. Officers are listed first, then Enlisted groups, then the Hangaround group. While each gang uses different names for each role, Officers can be noted as they have skill lists available and start with experience. Enlisted groups note how many groups you can have and how many members can be in a group. Once you have all of the Officers and Enlisted that you want, determine the number of Hangarounds that join. They are equipped as specified and cannot be given any additional gear. Any remaining unspent cash goes into your stash.

The Raiders of the House of Beol  back to table of contents

The House of Beol is the most fractious of the Houses, divided up into many clans, each with their own leaders who pledge loyalty to their clan first, the House next, and lastly to whichever elected or despotic leader they decide should be in charge. The gangers of House Beol are fiercely loyal to their gang members, who are often cousins or siblings, and fight in close knit groups.

House Special Rule: The first time each gang member of House Beol has a weapon run out of ammo, cross off this rule from that Officer's or Enlisted group's card. The weapon does not run out of ammo. Any subsequent causes of a weapon to run out of ammo for that Officer or Enlisted group are treated normally. Additionally, House Beol gang members may be equiped with 4 hands worth of equipment, though they are still limited to using up to 2 hands worth at one time.

Armory:

Basic Weapons Cost Pistols Cost Assault Weapons Cost Heavy Weapons Cost
Dagger 5 Semi-Slugger 25 Slugger Carbine 30 Small Bore Machine Slugger 65
Sword 5 Auto-Slugger 30 Shotgun* 25 Missile Launcher* 85
Axe 10 Rocket Pistol 45 Officers Only Rocket Auto-Rifle 60
Spear 10 Energy Pistol 55 Grenade Launcher* 45
Chain 5 Grenades Cost
Oversized Axe 35 Armor Cost Rifles Cost Frag Grenades 15
Leather Armor 20 Slugger Rifle 35 HiEx Grenades 40
Chain Weapons Cost Flak Armor 40 Rocket Rifle 50 Smoke Grenades 15
Chain Sword 20 Shieldbearers Only Energy Rifle 65
Chain Axe 25 Combat Shields 10 Stalkers Only
Camo Cloak 15
Suppressor 15

* Shotguns come with Scatter and Slug shells. Missile Launchers come with Frag and HiEx missiles. Grenade Launchers come with Frag and HiEx.

The Raiders of the House of Beol

Officers:

1 Jarl - 200 Cash
Move:4 MAC:4 RAC:6 DEF:4 TAC:6

The Jarl of a gang of House of Beol is a competent warrior and well respected leader of raiding parties. By the time they have been selected to lead a gang of their own, tradition requires that they have raided with at least three other gangs, and served as Huntmaster on at least one. The Jarls are the backbone of the gang, and the success of a raid usually comes down to their wisdom for picking targets and skill at executing a battle plan.

The Leader of a gang of House Beol is the Jarl. You must have one when assembling your gang. They have the Leader skill. The skill lists available to them are Endurance, Leadership, Scholastic and Shooting. They can wield Basic, Chain, Pistols, Assault, Rifles, and Heavy weapons. They start with 20 experience points.

0-1 Huntmaster - 140 Cash
Move:4 MAC:4 RAC:5 DEF:3 TAC:5

The Huntmaster is the second in command of a gang of House of Beol. When not barking orders at Hunters, they are also responsible for overseeing the storage and maintenance of the gang's gear. In return for their service, they get their first choice of weapons from the stash, which frequently includes the impeccably crafted and incredibly rare Rocket Auto-Rifle.

A gang of House of Beol can have up to one Huntmaster when it is assembled. The skill lists available to them are Endurance, Scholastic and Shooting. They can wield Basic, Pistol, Assault, Rifle, and Heavy weapons. They start with 11 experience points.

0-3 Bonded - 115 Cash
Move:4 MAC:4 RAC:5 DEF:3 TAC:5

As their name suggests, Bonded share a special relationship with the Jarl. While the exact nature of this relationship varies from gang to gang, the position of Bonded is reserved only for the most trusted siblings, spouses, friends or advisors.

A gang of House of Beol can have up to three Bonded when it is assembled. The skills available to them are Endurance and Shooting. They can wield Basic, Pistols, Assault and Rifle weapons. They start with 8 experience points.

Enlisted Groups:

1x, 0-3 Shieldbearers - 65 Cash per member
Move:4 MAC:4 RAC:4 DEF:3 TAC:4

Shieldbearers fill a unique role in the combat doctrine of gangs of House of Beol. While their doctrine usually calls for ranged attacks to only be followed up with assault when the enemy is withdrawing, Shieldbearers are the exception to this. Shieldbearers form the first line of defense and counter assault should an enemy survive this gunfire and get too close.

A gang of House Beol can have up to one group of Shieldbearers, which may include up to 3 members. They can wield Basic, Chain, Pistol and Assault weapons.

3x, 0-5 Hunters - 40 Cash per member
Move:4 MAC:3 RAC:4 DEF:3 TAC:4

Hunters make up the rank and file of a gang of House of Beol. Hunters join gangs to earn their share of loot from raids and to gain reputation and glory that might carry them on to more prestigious positions in the House. The bonds forged in battle by young hunters hold strong and commonly decide who will serve as Bonded or Huntmaster should a Hunter rise high enough to lead a raid as a Jarl one day.

A gang of House Beol can have up to 3 groups of Hunters, which may each include up to 5 members. They can wield Basic, Pistol, Assault, and Rifle weapons.

1x, 0-2 Stalkers - 65 Cash per member
Move:4 MAC:4 RAC:4 DEF:3 TAC:5

Stalkers are a rare breed of Hunter that reject the familial bonds of the House and instead decide to walk their own paths. Jarls frequently see the value in their skills and take them on, but never trust them completely.

A gang of House Beol can have up to one group of Stalkers, which may include up to 2 members. They can wield Basic, Chain, Pistol and Assault weapons. Stalkers cannot be Leaders. Stalkers do not need to take All On Your Own checks caused by the result of Compelled Retreat tests.

Pups - free
Move:4 MAC:3 RAC:3 DEF:2 TAC:3

The Hangarounds of House Beol are called Pups. A Hangaround group includes one Pup per 3 other members (round fractions down). Pups are equipped with one Semi-Slugger and one Axe.

The Cultists of the House of Cathar  back to table of contents

The House of Cathar is disparagingly referred to a cult by those on the outside. To those initiated few who stand proud amongst its members, the faith they have in their fellow gangers is stronger than any bond of blood or oath. House Cathar members train religiously to instill discipline and reliability in their members, and these qualities allow the greatest tactical minds of the House to lead them to victory.

House Special Rule: During creation, gangs of House of Cathar can purchase Flame Pistols, Flamethrowers, Heavy Flame Throwers, AuxAtt Flamethrowers, Bolt-on Flamer Throwers, Incendiary Shotgun Shells, Incendiary Launcher Grenades, Incendiary Missiles, Incendiary Hand Grenades, Chain Claws, Chain Swords, Chain Axes, Chain Glaives, and Chain Behemoths. Additionally, when Purchasing Gear, every Officer of a gang of House of Cathar is assumed to have all of these weapons available for purchase.

Armory:

Basic Weapons Cost Chain Weapons Cost Rifles Cost Weapon Attachments Cost
Dagger 5 Chain Claws 15 Laser Rifle 30 AuxAtt Flamethrower 35
Sword 5 Chain Sword 20 Bolt-On Flamethrower 35
Hammer 5 Chain Glaive 30 Heavy Weapons Cost
Flail 5 Chain Behemoth 45 Laser Cannon 70 Grenades Cost
Spear 10 Heavy Flamethrower 75 Frag Grenades 15
Glaive 15 Pistols Cost HiEx Grenades 40
Oversized Hammer 35 Semi-Slugger 25 Armor Cost Incendiary Grenades 30
Crush Fist 55 Laser Pistol 25 Leather Armor 20 Smoke Grenades 15
Flame Pistol 45 Flak Armor 40
Energy Weapons Cost Energy Pistol 55 Attendants Only
Energy Sword 35 Metal Plate Armor 60
Energy Glaive 45 Assault Weapons Cost Combat Shield 10
Energy Claymore 60 Laser Carbine 25
Flamethrower 55
The Cultists of the House of Cathar

Officers:

1 Heirophant - 215 Cash
Move:4 MAC:5 RAC:5 DEF:4 TAC:7

The Hierophant of a gang of House of Cathar has been rigorously vetted by the Ruling Authority. To reach such rank, they must pass the Seven Holy Trials, and then pass the Seven Secret Trials. This process guarantees that only the most devoted servants are found worthy to lead a gang against the enemies of the House. With the full faith and support of the House behind them, the orders of the Hierophant are never questioned in battle.

The Leader of a gang of House Cathar is the Hierophant. They have the Leader skill. The skill lists available to them are Acrobatic, Endurance, Leadership and Scholastic. They can wield Basic, Chain, Energy, Pistol, Assault, Rifle and Heavy weapons. They start with 20 experience points.

0-1 Master - 175 Cash
Move:4 MAC:5 RAC:5 DEF:3 TAC:6

The title of “Master" is short for “Master of the Sacred Fires and Flames," and the abbreviation of which is one of the few times that corners are ever cut with the traditions of the House of Cathar. A Master's duty is to maintain and distribute the purifying weapons provided to the gang by the House. As with all activities in the House of Cathar, the relinquishing of such equipment into the gang's stash involves a great ceremony, and terrifying punishments await any Master who returns with anything broken, or, unthinkably, missing.

A gang of House Cathar can have up to one Master when it is formed. The skill lists available to them are Acrobatic, Endurance and Scholastic. They can wield Basic, Chain, Energy, Pistol, Assault, Rifle and Heavy weapons. They start with 11 experience points.

0-3 Templar - 150 Cash
Move:4 MAC:5 RAC:5 DEF:3 TAC:6

The Templar are righteous warriors of the House of Cathar. Each is hand picked by the Ruling Authority to serve the Hierophant and lead the Monks into battle. The decisions of which Templar serves which Hierophant are made in secret by the Ruling Authority, and appear to many to interlock the particular skills of each member together into a unified force with no gaps in experience or ability.

A gang of House of Cathar can have up to three Templars when it is formed. The skill lists available to them are Acrobatic and Endurance. They can wield Basic, Chain, Energy, Pistol, Assault and Rifle weapons. They start with 8 experience points.

Enlisted:

2x, 0-2 Attendants - 75 Cash per member
Move:4 MAC:4 RAC:4 DEF:3 TAC:5

When a person joins the House of Cathar, they forgo any previous bonds or relationships and devote themselves completely to the House. However, sometimes those bonds will follow the person anyway. As the House of Cathar is not willing to turn away willing personnel, these followers might be assigned to Hierophants or Masters as Attendants so that they can fulfill duties they are already eager to undertake anyway.

A gang of House Cathar can have up to two groups of Attendants, which may include up to 2 members each. They can wield Basic, Chain, Energy, Pistol, Assault and Rifle weapons.

2x, 0-5 Monks - 65 Cash per member
Move:4 MAC:4 RAC:4 DEF:3 TAC:5

Upon completing the Rites of Initiation, Monks gain official membership into the House of Cathar. The duties of most take them away from the violent life of gang warfare, but the Ruling Authority frequently assigns those with certain proclivities to the gangs to serve the Hierophants in battle. If they survive, they usually rise much faster than others serving in roles with lower attrition rates.

A gang of House of Cathar can have up to two groups of Monk, which may include up to 5 members each. Basic, Chain, Pistol and Assault weapons.

1x, 0-8 Zealots - 75 Cash per member
Move:4 MAC:4 RAC:4 DEF:3 TAC:6

Not everyone has the discipline to be a Monk, but if the zeal for the House is there, there are other ways to serve.

A gang of House Cathar can have up to one group of Zealots, which may include up to 8 members. They can wield Basic, Chain, Pistol and Assault weapons. Zealot cannot become officers, and cannot be leaders.

Initiates - free
Move:4 MAC:3 RAC:3 DEF:2 TAC:3

The Hangarounds of House of Cathar are called Initiates. A Hangaround group includes one Initiate per 3 other members (round fractions down). Initiates are equipped with one Laser Pistol and one Hammer.

The Tank-born of the House of Gargant  back to table of contents

The House of Gargant has long left behind traditional methods of recruitment into their ranks, instead turning to genetic manipulation and chemical mutation in an effort to perfect warriors. All members of House Gargant spend some amount of time in a growth tank building muscle tissue and solidifying bone. The leadership of the gangs falling to whichever members win the chemo-genetic lottery and the punishing grind of survival of the strongest in the literal sense.

House Special Rule: All Swings made by full members of this gang (not Tanklings) have an additional -1 piercing.

Armory:

Basic Weapons Cost Chain Weapons Cost Shock Weapons Cost Grenades Cost
Dagger 5 Chain Claws 15 Shock Gauntlets 35 Frag Grenades 15
Sword 5 Chain Sword 20 Shock Mace 30 HiEx Grenades 30
Hammer 5 Chain Glaive 30 Shock Hammer 50 Smoke Grenades 15
Claw 5 Chain Behemoth 45
Spear 10 Pistols Cost Armor Cost
Glaive 15 Energy Weapons Cost Semi-Slugger 25 Leather Armor 20
Chain 5 Energy Claws 30 Flak Armor 40
Oversized Hammer 25 Energy Sword 35 Heavy Weapons Cost
Crush Fist 55 Energy Glaive 45 Large Bore Machine Slugger 65 Brain Only
Energy Claymore 60 Needle Pistol 45
The Tank-born of the House of Gargant

Officers:

1 Boss - 200 Cash
Move:4 MAC:6 RAC:4 DEF:4 TAC:6

The Boss of a gang of House of Gargant is whoever can beat the previous Boss. While all Brutes are taught that you cannot challenge a Boss for leadership in the middle of a fight with someone else, it's not overly taxing on the brain of a tank-born to realize that rule had to be put in place for a reason, and it's certainly been tried numerous times. A Boss with a long career is one who has learned to find out who the up-and-comers are and to nip them in the bud early.

The Leader of a gang of House Gargant is the Boss. They have the Leader skill. The skill lists available to them are Acrobatic, Endurance, Fighting and Leadership. They can wield Basic, Chain, Energy, Shock, Pistol and Heavy Weapons. They start with 20 experience points.

1 Hulk - 145 Cash
Move:4 MAC:5 RAC:4 DEF:3 TAC:5

A Hulk is the right hand of Boss, commonly in charge of keeping order and following instructions. Those instructions are typically simple, short and monosyllabic, as the Boss recognizes that their Hulk is most likely to be the next in line for their position, and so the Hulk is usually selected for their inability to form complicated plans.

A gang of House of Gargant can have up to one Hulk when it is assembled. The skill lists available to them are Acrobatic, Endurance and Fighting. They can wield Basic, Chain, Energy, Shock, Pistol and Heavy Weapons. They start with 11 experience points.

0-2 Bruisers - 120 Cash
Move:4 MAC:5 RAC:4 DEF:3 TAC:5

Bruisers are tank-born that have survived gang warfare for longer than most. Though repeated head injuries might prevent them from recalling any war stories, they certainly would have a great number attributable to them. Some are even former Bosses who have been dethroned and prefer to just fight rather than to concern themselves with leading.

A gang of House of Gargant can have up to two Bruisers when it is assembled. The skill lists available to them are Acrobatic, Endurance and Fighting. They can wield Basic, Chain, Energy, Shock, and Pistol Weapons. They start with 8 experience points.

0-1 Brain - 90 Cash
Move:4 MAC:4 RAC:4 DEF:3 TAC:6

The role of the Brain in a gang of House of Gargant is one of observant researcher and put-upon caretaker. Brains are charged by the House to gather data about experiments and report their findings back. In reality, the work of patching up Brutes usually leaves little time to take accurate measurements or conduct any proper analysis.

A gang of House of Gargant can have up to one Brain when it is assembled. The skill lists available to them are Endurance and Scholastic. They can wield Basic, and Pistol Weapons. They start with 8 experience points.

Enlisted:

3x, 0-5 Brutes - 45 Cash per member
Move:4 MAC:4 RAC:3 DEF:3 TAC:4

Brutes are fully completed, tank-grown, genetically modified humans. They are stronger and tougher than anyone outside of House of Gargant, which is one of the few facts their limited brains are capable of understanding.

A gang of House of Gargant can have up to three groups of Brutes, which can include up to five members each. They can wield Basic, Chain, Energy, Shock, and Pistol Weapons.

1x, 0-2 Brutes - 65 Cash per member
Move:4 MAC:5 RAC:2 DEF:5 TAC:2

The House of Gargant occasionally tries out new procedures to improve on their members. While most of these experiments fail, some result in semi-viable products that are sent into the field for testing. Each Mutant will have a specific name that reflects the precise procedure that was inflicted upon them, but so far, no procedure has improved their brain to the point where they would be able to remember it.

A gang of House Gargant can have up to one group of Mutants, which can include up to two members. They cannot wield any weapons and must use Improvised Weapons. Mutants cannot be equipped with Personal Gear, do not gain experience, and cannot be Leaders.

Tanklings - free
Move:4 MAC:3 RAC:3 DEF:2 TAC:3

The Hangarounds of House of Gargant are called Tanklings. A Hangaround group includes one Tankling per 3 other members (round fractions down). Tanklings are equipped with one Semi-Slugger and one Hammer.

The Oathbound of the House of Nepur  back to table of contents

The House of Nepur is regimented into militaristic divisions. Every sector of their organization has a department that is dedicated to making sure that it runs smoothly. Departments will cross train with each other to guarantee that they work seemlessly together when needed. Gangers of House Nepur rely on their place in a giant machine to secure them and dedicate themselves to the perfection of their specific task.

House Special Rule: Gang members of House of Nepur may choose to reroll a failed All On Your Own check. If the second roll passes, the model does not flee as normal, but instead immediately gains the Pinned and Panicked statuses.

Armory:

Basic Weapons Cost Chain Weapons Cost Assault Weapons Cost Heavy Weapons Cost
Dagger 5 Chain Claw 15 Laser Carbine 25 Laser Cannon
Sword 5 Chain Sword 20 Shotgun* 25 Missile Launcher*
Axe 10 Chain Axe 25 Officers Only
Claw 5 Grenade Launcher* 45 Grenades Cost
Spear 10 Pistols Cost Frag Grenades 15
Flail 5 Semi-Slugger 25 Rifles Cost HiEx Grenades 30
Oversized Axe 30 Laser Pistol 25 Laser Rifle 30 Smoke Grenades 15
Rocket Pistol 45 Rocket Rifle 50
Defenders Only Energy Pistol 55 Energy Rifle 65 Armor Cost
Metal Plate Armor 60 Leather Armor 20
Combat Shield 10 Dishonored Ones and Ronin Only Flak Armor 40
Camo Cloaks 15 Suppressors 15
The Oathbound of the House of Nepur

* Shotguns come with Scatter and Slug shells. Missile Launchers come with Frag and HiEx missiles. Grenade Launchers come with Frag and HiEx.

Officers:

1 Shogun - 200 Cash
Move:4 MAC:4 RAC:6 DEF:4 TAC:6

A Shogun of a gang of the House of Nepur is a veteran of many military campaigns, and frequently a stoic and serious leader. Many a Shogun has seen the rise and fall of numerous Samurai, and has learned to keep their troops at arm's length, less they make another friend only to lose them in yet another battle.

The Leader of a gang of House Nepur is the Shogun. They have the Leader skill. The skill lists available to them are Acrobatic, Leadership, Scholastic and Shooting. They can wield Basic, Chain, Pistol, Assault, Rifle and Heavy weapons. They start with 20 experience points.

0-1 Honored One - 140 Cash
Move:4 MAC:4 RAC:5 DEF:3 TAC:5

The Honored Ones of the House of Nepur are a secret society of Samurai that have taken a secret oath above and beyond that of normal members of the House. The existence of the Society of Honored Ones is known to all, and their members respected, but the nature and the duties is a mystery to normal House members. The meetings of the Society, their means of communication, even the recruiting practices are secret from all but this inner circle.

A gang of House Nepur can have up to one Honored One when it is assembled. The skill lists available to them are Acrobatic, Scholastic and Shooting. They can wield Basic, Pistol, Assault, Rifle and Heavy weapons. They start with 11 experience points.

0-2 Samurai - 115 Cash
Move:4 MAC:4 RAC:5 DEF:3 TAC:5

The Samurai are elite soldiers of the House of Nepur, elevated from the ranks of Warriors and Defenders, selected for their skill with firearms that are normally forbidden to lower ranks. All Samurai are respected, regardless of age or experience, and commonly serve as mentors and leaders to ranks that follow them.

A gang of House Nepur can have up to two Samurai when it is assembled. The skill lists available to them are Acrobatic and Shooting. They can wield Basic, Pistol, Assault and Rifle weapons. They start with 8 experience points.

0-1 Dishonored One - 110 Cash
Move:4 MAC:5 RAC:4 DEF:3 TAC:6

Dishonored Ones were formerly members of the Society of Honored Ones, but cast out for some mysterious reason. Tradition dictates their tongues be removed so that they might not spill the secrets of the Society, but increased literacy rates has rendered that practice pointless, so many now just carry the symbolic mutilation of a fork cut into it.

A gang of House Nepur can have up to one Dishonored One when it is assembled. The skill list available to them is Acrobatic and Fighting. They can wield Basic, Chain, Pistol and Assault weapons. They start with 8 experience points. Dishonored Ones cannot be Leaders. Dishonored Ones do not need to take All On Your Own checks caused by the result of Compelled Retreat tests.

Enlisted:

1x 0-3 Defenders - 50 Cash per member
Move:4 MAC:4 RAC:3 DEF:3 TAC:4

Defenders are warriors who have shown potential and been provided additional protective equipment in the hope that they survive long enough to prove themselves up to the challenge of becoming a Samurai.

A gang of House Nepur can have up to one group of Defenders, which can include up to three members. They can wield Basic, Chain, Pistol and Assault weapons.

3x, 0-5 Warriors - 35 Cash per member
Move:4 MAC:4 RAC:3 DEF:3 TAC:4

Warriors are the rank and file troops of the House of Nepur. Once they graduate from being cadets, they are given a symbolic melee weapon and pointed toward the enemy, usually with little more than the instructions to do their duty and remember their oath.

A gang of House of Nepur can have up to three groups of Warriors, which can include up to five members each. They can wield Basic, Chain and Pistol weapons.

1x, 0-3 Ronin - 45 Cash per member
Move:4 MAC:4 RAC:3 DEF:3 TAC:5

When a Shogun falls, their troops are redivided among the other gangs. Some Warriors struggle more than others to accept the death of the one they were sworn to fight for. When this happens, they are allowed to form groups of Ronin, dedicated to the finding and rescuing their Shogun from whatever fate befell them. Between tracking down leads and looking for clues, they are expected to serve a new Shogun and fulfill their oath like any other.

A gang of House of Nepur can have up to one group of Ronin, which can include up to three members. They can wield Basic, Chain, and Pistol weapons. Ronin cannot be leaders. Ronin do not need to take All On Your Own checks caused by the result of Compelled Retreat tests.

Cadets - free
Move:4 MAC:3 RAC:3 DEF:2 TAC:3

The Hangarounds of House of Nepur are called Cadets. A Hangaround group includes one Cadet per 3 other members (round fractions down). Cadets are equipped with one Laser Pistol and one Axe.

The Raptors of the House of Prie  back to table of contents

The House of Prie has laser-like focus on the acquisition of currency, no matter the form. The gangs of House Prie epitomize the mottos of the House's criminal wing, “Move Fast and Break Things," looking to it for inspiration for their tactics in gang warfare. House Prie members practically worship money, and select their leaders after long, drawn out campaigns of spending their hoarded currency to buy votes.

House Special Rule: When a gang of House of Prie is assembled, it is allowed an extra 100 cash (or 10%, or one tenth, of the total it should start with). When income is collected, the income collected is increased by one tenth (or 10%). This calculation is done after all income is collected, and before upkeep is deducted. Round all fractions down at that time.

Armory:

Basic Weapons Cost Chain Weapons Cost Pistols Cost Heavy Weapons Cost
Dagger 5 Chain Claw 15 Semi-Slugger 25 Laser Repeater 50
Sword 5 Chain Sword 20 Laser Pistol 25 Heavy Flamethrower 75
Axe 10 Chain Axe 25 Auto-Slugger 30
Claw 5 Grenades Cost
Spear 10 Energy Weapons Cost Assault Weapons Cost Frag Grenades 15
Chain 5 Energy Claw 30 Laser Carbine 25 HiEx Grenades 30
Oversized Axe 30 Energy Sword 35 Shotgun* 25 Smoke Grenades 15
Crush Fist 55 Energy Axe 40 Officer Only
Flamethrower 55 Armor Cost
Comets Only Leather Armor 20
Climbing Gear 10 Flak Armor 40

* Shotguns come with Scatter and Slug shells.

The Raptors of the House of Nepur

Officers:

1 Primarch - 210 Cash
Move:6 MAC:5 RAC:5 DEF:4 TAC:6

The Primarch of a gang of the House of Prie is the chief executive and manager of the gang. They run day to day operations and make strategic decisions about the direction of the gang in order to maximize return on investment and inevitably profit.

The Leader of a gang of House of Prie is the Primarch. They have the Leader skill. The skill lists available to them are Acrobatic, Fighting, Leadership and Shooting. They can wield Basic, Chain, Energy, Pistol, Assault, and Heavy weapons. They start with 20 experience points.

0-1 Guardian - 155 Cash
Move:6 MAC:4 RAC:5 DEF:3 TAC:5

Guardians are tasked with oversight of Primarchs. The Board of Guardians oversees the operations of the Primarchs and, when called upon to do so, votes on the disciplinary actions that need to be taken to control a Primarch should they stray from the goals set down for them.

A gang of House of Prie can have up to one Guardian when it is assembled. The skill lists available to them are Acrobatic, Fighting and Shooting. They can wield Basic, Chain, Energy, Pistol, Assault, and Heavy weapons. They start with 11 experience points.

0-3 Talons - 115 Cash
Move:6 MAC:4 RAC:4 DEF:3 TAC:5

Talons are middle level management. Many have shown potential above and beyond the tasks assigned to them as Warhawks, and could be elevated to Primarchs or even Guardians if they continue to show promise.

A gang of House of Prie can have up to three Talons when it is assembled. The skill lists available to them are Acrobatic, Fighting and Shooting. They can wield Basic, Chain, Energy, Pistol and Assault weapons. They start with 8 experience points.

Enlisted:

1x, 0-3 Comets - 75 Cash per member
Move:6 MAC:4 RAC:4 DEF:3 TAC:4

Comets are warriors who were promising War Hawks but were somehow unfit for leadership roles. Once this determination is made, these warriors are transferred to the role of Comets, where their specific talents can be best put to use. The shorter life expectancy of Comets is currently under review, and no conclusions have been released at this time.

A gang of House of Prie can have to to one group of Comets, which can include up to three members. They can wield Basic, Chain, Pistol and Assault weapons.

3x, 0-5 War Hawks - 35 Cash per member
Move:6 MAC:3 RAC:3 DEF:3 TAC:4

War Hawks are entry level positions in the House of Prie. They do the vast majority of the work involved, and receive the lowest compensation. Even the Fledglings occasionally get to go to recruitment events until they decide to sign a contract.

A gang of House of Prie can have to to three groups of War Hawks, which can include up to five members each. They can wield Basic, Chain, Pistol and Assault weapons.

Fledglings - free
Move:4 MAC:3 RAC:3 DEF:2 TAC:3

The Hangarounds of House of Prie are called Fledglings. A Hangaround group includes one Fledgling per 3 other members (round fractions down). Fledglings are equipped with one Laser Pistol and one Axe.

The Knights of the House of St. Lucifer  back to table of contents

The House of St. Lucifer claims a heritage back to the saint himself, though many outsiders doubt the veracity of this claim. The House is organized into a complicated web of vassals and lieges, but the Knights claim to understand it perfectly and perform the duties due to each other. While this can occasionally lead to infighting or outright rebellion amongst the ranks, the gangers of House of St. Lucifer are known as formidable fighters when they eventually end their squabbling.

House Special Rule: Castellans, Knights Champion, Knights Errant and Knights Chronicler all come equipped with Metal Plate Armor. When an Enlisted member is recruited to be an Officer, they gain Metal Plate Armor if they are not already equipped with it. However, a gang of House of St. Lucifer can never put Metal Plate Armor into their stash, nor can they ever purchase it.

Armory:

Basic Weapons Cost Chain Weapons Cost Pistols Cost Grenades Cost
Dagger 5 Chain Sword 20 Semi-Slugger 25 Frag Grenades 15
Sword 5 Chain Glaive 30 HiEx Grenades 30
Hammer 5 Chain Behemoth 45 Assault Weapons Cost Smoke Grenades 15
Spear 10 Shotgun* Cost
Glaive 15 Energy Weapons Cost Armor Cost
Flail 5 Energy Sword 35 Rifles Cost Leather Armor 20
Oversized Hammer 25 Energy Glavie 45 Slugger Rifle 35 Flak Armor 40
Crush Fist 55 Energy Claymore 60 Officers Only
Heavy Weapons Cost Combat Shield 10
Shock Weapons Cost Small Bore Machine Slugger 65
Shock Mace 30
Shock Hammer 50

* Shotguns come with Scatter and Slug shells.

The Knights of the House of Nepur

Officers:

1 Castellan - 200 Cash
Move:4 MAC:6 RAC:4 DEF:4 TAC:6

The Knights of the House of St. Lucifer swear fealty to the Castellan. They must marshal when the Castellan issues a call to arms, pay taxes to the Castellan, and obey lawful orders. In return, the Castellan manages their territory, provides for the common defense, and resolves disputes.

The Leader of a gang of House of St. Lucifer is the Castellan. They have the Leader skill. The skill lists available to them are Endurance, Fighting, Leadership and Scholastic. They can wield Basic, Chain, Energy, Shock, Pistol and Heavy weapons. They start with 20 experience points.

0-1 Knight Champion - 145 Cash
Move:4 MAC:5 RAC:4 DEF:3 TAC:5

Knight Champions are Knights who have one or more Knights who swear fealty to them, but have not yet been given or taken a fortification worthy of them attaining the rank of Castellan. Until they do, they must continue to serve the Castellan and maintain their place in the hierarchy.

A gang of House of St. Lucifer can have up to one Knight Champion when it is assembled. The skill lists available to them are Endurance, Fighting, and Scholastic. They can wield Basic, Chain, Energy, Shock, Pistol and Heavy weapons. They start with 11 experience points.

0-2 Knight Errant - 120 Cash
Move:4 MAC:5 RAC:4 DEF:3 TAC:5

Knights Errant are those Knights who have been elevated from a position of low birth and aqcuired some property. Whether they were granted it or won it on the strength of their own arms makes no difference; they must continue to serve the liege who gave it to them or who oversaw their victory.

A gang of House of St. Lucifer can have up to two Knights Errant when it is assembled. The skill lists available to them are Endurance and Fighting. They can wield Basic, Chain, Energy, Shock and Pistol weapons. They start with 8 experience points.

0-1 Knight Chronicler - 105 Cash
Move:4 MAC:4 RAC:4 DEF:3 TAC:5

Knights Chroniclers are Knights who have passed their prime, but prefer not to abdicate their positions. Instead, their contract is amended so that they need not serve their liege in combat in anything other than the most desperate struggles, but instead serve as advisor, lending their experience in other matters.

A gang of House of St. Lucifer can have up to one Knight Chronicler when it is assembled. The skill lists available to them are Fighting, and Scholastic. They can wield Basic, Chain, Energy, Shock and Pistol weapons. They start with 8 experience points.

Enlisted:

1x, 0-3 Squires - 40 Cash per member
Move:4 MAC:3 RAC:4 DEF:3 TAC:4

Those members of the Gard'arm who show the most promise, display the most respect and serve with the most loyalty are elevated to the rank of Squire. Once in this position, they are groomed for knighthood, should additional territory be gained and or a Knight fall in battle.

A gang of House of St. Lucifer can have up to one group of Squires, which can include up to three members. They can wield Basic, Pistol, Assault and Rifle weapons.

3x, 0-5 Gard'Arm - 35 Cash per member
Move:4 MAC:3 RAC:4 DEF:3 TAC:4

The Gard'arm are looked down upon by the Knights as ignorant rabble, clueless in the ways of honorable combat or chivalry. They are given the crudest of weapons and instructed to do what they can. On the rare occasion that they show any kind of competence, they are almost immediately elevated to squire for a Knight and groomed for more prestigious duties away from the corrupting influence of their inept former comrades.

A gang of House of St. Lucifer can have up to three groups of Gard'arm, which can include up to five members each. They can wield Basic, Pistol, and Assault weapons.

Serfs - free
Move:4 MAC:3 RAC:3 DEF:2 TAC:3

The Hangarounds of House of St. Lucifer are called Serfs. A Hangaround group includes one Serf per 3 other members (round fractions down). Serfs are equipped with one Semi-Slugger and one Hammer.

The Scourge of the Spire  back to table of contents

The Scourge of the Spire is a collection of denizens of the underbelly of the city. Many are the misfits or rejects of society, others are former gang members who were on the wrong side of a house schism and voluntarily exiled themselves rather than face the consequences. Though they might be ill equipped and uncoordinated, they are legion when they gather together to stand up for themselves.

Scourge Special Rule: Scourge gangs may include up to 8 Officers and up to 24 full members (not including Hangarounds). Their process for Collecting Income, Purchasing Gear and Recruiting Members is different from a normal gang. Instead of the normal process, simply roll a die for each Officer eligible to Collect Income or Recruit Members. The sum of those dice are the Experience Points worth of gang members that can be recruited. Then that sum is multiplied by 5 to determine the Income the gang receives. Scourge gangs never roll to find out what is available to them, they only ever have the same equipment available to them, which is listed in their Armory. Also, they pay the costs in the Armory when buying new equipment, which might be lower than normal. Scourge gangs are meant to be played by the Campaign Administrator or their assistant (if there is one) to fill gaps in a campaign, and so only a single Scourge gang should be present in a Campaign.

Armory:

Basic Weapons Cost Chain Weapons Cost Assault Weapons Cost Grenades Cost
Dagger 5 Chain Claw Chain Sword Laser Carbine 20 Frag Grenades 15
Claw 5 Chain Axe 25 Slugger Carbine 25 HiEx Grenades 25
Sword 5 Chain Glaive 30 Shotgun* 20 Smoke Grenades 15
Axe 10 Chain Behemoth 35
Hammer 5 Rifles Cost Armor Cost
Flail 5 Pistols Cost Laser Rifle 25 Leather Armor 20
Chain 5 Semi-Slugger 20 Slugger Rifle 30 Combat Shields 10
Spear 5 Auto-Slugger 25
Glaive 10 Laser Pistol 20 Heavy Weapons Cost
Oversized Axe 25 Laser Repeater 45
Oversized Hammer 20 Small Bore Machine Slugger 55
Crush Fist 45

* Shotguns come with Scatter and Slug shells.

The Scourge of the Spire

Officers:

1 Lord - 165 Cash
Move:4 MAC:4 RAC:4 DEF:4 TAC:6

The Lord of the Scourge of the Spire is an elected position, selected from among the willing candidates by the ranks of the Forgotten. When they are selected, they swear an oath to lead from the front and die in battle before they give in to oppression. As this is an exceedingly likely outcome, cunning Lords hold their battle plans close so that no one knows exactly where the “front" is.

The Leader of The Scourge of the Spire is the Lord. They have the Leader Skill The skill lists available to them are Agility, Endurance, Leadership and Scholastic. They can wield Basic, Chain, Pistol, Assault and Heavy weapons. They start with 20 experience points.

0-2 Taskmaster - 115 Cash
Move:4 MAC:4 RAC:4 DEF:3 TAC:5

The Taskmasters are also elected by the Forgotten to act as officers and leaders. They are commonly chosen with the Lord, though there are historical examples of Lords who did not get their desired Taskmasters. Those terms of service never lasted very long and new elections came hot on the heels of the previous.

The Scourge of the Spire can have up to two Taskmasters when it is assembled. The skill lists available to them are Agility, Endurance and Shooting. They can wield Basic, Pistol and Heavy weapons. They start with 11 experience points.

0-3 Instigator - 95 Cash
Move:4 MAC:4 RAC:4 DEF:3 TAC:5

Instigators are not an official position, but rather a result of the politics of leader selection. Instigators whip up the Forgotten and drive them to action, recruit new members through inspiration or coercion, and extract the cash to keep everything going. Those Scourge who are the most effective at these tasks naturally fall into these roles.

The Scourge of the Spire can have up to three Instigators when it is assembled. The skill lists available to them are Agility, Endurance and Fighting. They can wield Basic, Chain and Pistol weapons. They start with 8 experience points.

Enlisted:

1x, 0-3 Martyrs - 50 Cash per member
Move:4 MAC:4 RAC:4 DEF:4 TAC:6

All Forgotten are fed up with the way they are treated by the higher classes. The Martyrs take their resistance a step further than the others, and actively seek out the punishment that comes with fighting back. Their stories are often, after being spin and twisted to be most effective, used by the instigators to agitate the Forgotten into great acts of revenge.

The Scourge of the Spire can have up to one group of Martyrs, which can include up to three members. They can wield Basic, Chain, Pistol, and Assault weapons.

3x, 0-5 Forgotten - 15 Cash per member
Move:4 MAC:3 RAC:3 DEF:3 TAC:4

Forgotten are just that; the forgotten remains of humanity that has been swept aside by greater society and excluded. They find common cause in their oppression, unite and take up arms to try to extract revenge.

The Scourge of the Spire can have up to three groups of Forgotten, which can include up to five members each. They can wield Basic and Pistol weapons.

1x, 0-10 Rabble - 15 Cash per member (special)
Move:4 MAC:3 RAC:3 DEF:3 TAC:4

Even the rejects have their rejects. Rabble are the parts of humanity that even the Forgotten think are a little too broken. Rabble are not united by common cause, and don't accept each other, and don't form organized bands, but rather fight as a flock of individual warriors with their own ideas about how the battle should be fought.

The Scourge of the Spire can have up to one group of Rabble, which can include up to 10 members. They can wield Basic and Pistol weapons. If the Rabble are equipped with anything, their cost is reduced to 10 cash per member. If the Rabble are not equipped with anything (no weapons, no gear, no armor, nothing), then their Improvised Weapons have a pierce value of 0 (rather than +1), but they cost the normal 15 Cash per member.

Scourglings - free
Move:4 MAC:3 RAC:3 DEF:2 TAC:3

The Hangarounds of The Scourge of the Spire are called Scourglings. A Hangaround group includes one Scourgling per 3 other members (round fractions down). Scourglings are equipped with one Semi-Slugger and one Dagger.

The Organized Crime Division  back to table of contents

The Organized Crime Division is a unit of local constabulary that is charged with containing the violence of the gangs to specific geographic areas. The OCD unit is considered to be one of the riskiest posts, but the relaxed enforcement of regulations that apply in other areas of law enforcement draws enough officers to keep the unit fully staffed.

Organized Crime Division Special Rule: OCD gangs do not purchase equipment like other gangs. Members are recruited with specific gear, as listed in their description. They may be equipped with up to four hands worth of weapons. OCD gangs can have at most 4 Officers (as in the class of gang member, not Patrol Officers). Their process for Collecting Income and Purchasing Gear is also different from a normal gang. Instead of the normal process, simply collect 50 income for each Officer and form a Recruitment Pool with experience equal to 5 times the number of Officers. OCD gangs are meant to be played by the Campaign Administrator or their assistant (if there is one) to fill gaps in a campaign, and so only a single OCD gang should be present.

Loadouts:

Armorer Loadout
Officer Loadout
Enlisted Loadouts

* Shotguns come with Scatter and Slug shells. Grenade Launchers come with Frag, HiEx, and Smoke.

The Organized Crime Division

Officers:

1 Captain - 285 Cash
Move:4 MAC:5 RAC:5 DEF:4 TAC:7

Captains are hand-picked by the Organized Crime Division Administrator for their thirst for violence and their efficacy in manifesting it. It is rumored that a quota of 20 confirmed kills is one of the requirements to be considered for promotion to the position, but officially the OCDA does not comment on hiring practices.

The Leader of the Organized Crime Division is the Captain. They have the Leader Skill All skill lists are available to them. They can wield Basic, Shock, Pistol, Assault, and Rifle weapons. They start with 20 experience points. Pick any one Loadout; this model has that equipment.

0-1 Armorer - 215 Cash
Move:4 MAC:4 RAC:4 DEF:3 TAC:6

Armorers are Officers who specialize in the acquisition, maintenance and distribution of equipment for the unit. Many Armorers have interpreted this job description to include things like extrajudicial civil forfeiture, unlicensed firearm modifications and planting of evidence, the OCDA has no official policy regarding these practices.

The Organized Crime Division can have up to one Armorer when it is formed. The skill lists available to them are Agility, Endurance, Fighting and Shooting. They can wield Basic, Shock, Pistol, Assault, and Rifle weapons. They start with 11 experience points. Pick any one Loadout; this model has that equipment.

0-2 Lieutenant - 205 Cash
Move:4 MAC:4 RAC:4 DEF:3 TAC:6

Lieutenants are selected by the Captain from among the Patrol Officers under their command. The Captain will typically pick those who they believe will best follow orders without question, and who can instill the same loyalty in the line Officers.

The Organized Crime Division can have up to two Lieutenants when it is assembled. The skill lists available to them are Agility, Endurance, Fighting and Shooting. They can wield Basic, Shock, Pistol, Assault, and Rifle weapons. They start with 8 experience points. Pick an Officer or Enlisted Loadout; this model has that equipment.

Enlisted:

2x, 0-4 Patrol Officers - 170 Cash per member
Move:4 MAC:4 RAC:4 DEF:3 TAC:5

Patrol Officers are tasked with the suppression of unlawful activity and the persecution of those who try to commit it. To that end, they are equipped with the most effective weaponry available and directed to use it at their own discretion and according to their own judgement. As the enforcers of law and order, they are tasked with the oversight of their own units and instructed to report any misconduct they see to fellow officers.

The Organized Crime Division can have up to two groups of Patrol Officers, with up to four members each. They can wield Basic, Shock, Pistol, Assault, and Rifle weapons. Pick one Enlisted Loadout when this group is purchased. All Patrol Officers in this group have that equipment.

Trainee - free
Move:4 MAC:3 RAC:3 DEF:2 TAC:3

The Hangarounds of The Organized Crime Division are called Trainees. A Hangaround group includes one Trainee per 3 other members (round fractions down). Trainees are equipped with one Semi-Slugger and one Hammer.

Running a Campaign  back to table of contents

Cities of Death can be played as a "one-off" game, where each game stands on its own and is not connected to any other. While this can be enjoyable in its own right, the game is designed to be played as a set of matches that are linked together in a campaign. In this mode, the results of one battle can impact other battles that happen later, and players must consider the long term strategic results of their decision in the battles.

Presented here are a few types of campaigns that can be used. Each campaign has an intended range of numbers of players that could participate. They are also rated by how much the governing rules of the campaign favor gangs that are falling behind or pulling ahead of the other(s). Groups that prefer to play games that are designed with restoring forces to keep the competition closer should pick the campaigns that are marked to Advantage Followers. Those groups that prefer to play games that are designed with disrupting forces to protect the lead of those who get them first should pick the campaigns that are marked to Advantage Leaders.

Learn-to-Play Campaign  back to table of contents

Two players (strict limit)

Advantages Followers

This is the Learn-to-Play Campaign, which slowly introduces new game concepts to players over the course of 4 games. This is a good campaign if both players are new, or if one player is teaching another to play. The one difference between this campaign and all others is this campaign does not allow players to form their own gangs. Players will be told which gang members they will use and what they will be equipped with for each battle (with a minor exception for the last battle). This campaign can also be helpful to try out a new gang that you are not familiar with to see how they play.

The first battle is Pride Fight (the first scenario in the Pitched Battle section of the Scenarios chapter). Each player will have one Leader officer and two Enlisted gang members (defined below). Players should focus on learning the basic concepts of game play, the 4 phases of the game and how to move and act with their models. After the battle, do not complete any of the normal Post Battle Sequence.

Use the models listed for your gang in this battle:

The second battle is Ambush, the first scenario in the Asymmetric Battles section of the Scenarios chapter. The player who won the first battle will be the Defender, the other player is the Attacker. If the first battle was a draw, randomly determine the Attacker. Players add the models indicated below to their gangs before the second battle. After this battle, players only complete the Serious Injuries and Gain Experience portions of the Post Battle Sequence, they do not Collect Income. In the interest of education, Serious Injuries that result in a gang member leaving the gang or not being usable in future games should be ignored or re-rolled, but it's up to the players. Permanent Injuries should not be ignored or rerolled.

The third battle is Strongpoint Defense, the sixth scenario in the Asymmetric Battles section of the Scenarios chapter. The player who won the second battle will be the Attacker, the other player will be the Defender. Players add the models indicated below to their gangs before the third battle. After this battle, the winner gains two properties: A Ration Packing Plant and a Starch Refinery. The other player gains two properties, A Fungus Field and a Fungus Harvester. Complete all of the Post Battle Sequence normally. In the interest of education, Serious Injuries that result in a gang member leaving the gang or not being usable should be ignored or re-rolled, but it's up to the players. Permanent Injuries should not be ignored or rerolled.

The fourth and final battle is another Pitched Battle. The winner of this battle wins the campaign. Players could complete the entire Post Battle Sequence if they like, but unless they plan on using these gangs on later campaigns, there isn't much point. If they would like to continue forward with these gangs, the Tug of War or Race campaigns offer good opportunities to play next.

Tug-of-War Campaign  back to table of contents

Two players (strict limit)

Advantages Leader heavily

The Tug of War campaign is for two players to compete head to head. Their gangs will battle each other for control of territory, with the stronger of the two picking up the most lucrative property and the weaker being pushed out to the less profitable areas.

To set up this campaign, both players assemble gangs by using the normal rules in the section on Assembling a Gang. Next, they randomly generate 4 properties and pick one additional property. To randomly generate a property, roll a D8 to determine which type of property it will be, and then roll again to determine which property of that type is generated. Criminal properties cannot be generated during this process, so reroll any results of 8 when determining type. After all four have been generated for each player, each player gets to pick one more to acquire, which may not be a Criminal property.

Next, randomly generate a list of 10 scenarios to be played. Scenarios that can be played come from the Pitched Battles and Asymmetric Battles lists. Alternate between lists starting with Pitches Battles. Reroll results that already appear in the list. The 10th and final scenario should be Last Stand. The player with the higher Campaign Point total when the scenario is played picks who will be the Attacker and who will be the Defender.

Before each battle, each player looks at the lists of properties that the other has and picks one. Those properties are wagered to be fought over in the coming battle. In addition to those two, a third property is randomly generated in a manner similar to that above. Unlike the initial generation of properties, Criminal Properties may be generated, so don't reroll 8s.

At the end of the battle, immediately before Serious Injuries are resolved, the winner picks one of three wagered properties they want, and they now control that property. Then the winner picks one of the remaining two to destroy. The other player gets the remaining property. If the game ended in a draw, each player keeps the property they wagered.

During the Collect Income step, players will add the amount of Income they collect to a Campaign Points total. For the first game, this starts at zero, but from then on, the players will add their Income to this increasing total. If one player hits a Campaign Points total of 2000, they win the campaign. If both players hit it after the same game, the player with the higher total wins. In the unlikely event of a tie, it's a draw. After the 10th game, if neither player has hit 2000 points, the player with the higher total wins. If one gang dissolves, either by choice, because of a failed Last Stand, or because they don't have a viable Leader, the remaining player wins.

Race Campaign  back to table of contents

Two or more players

Advantages Leader slightly

The Race Campaign is for two or more players to race to earn more points than the other(s) as fast as possible. Their gangs will battle each other for control of the most lucrative territory, with the strongest gang gaining resources faster than the others.

To set up this campaign, each player assembles a gang by using the normal rules in the section on Assembling a Gang. Next, they randomly generate 4 properties and pick one additional property. To randomly generate a property, roll a D8 to determine which type of property it will be, and then roll again to determine which property of that type is generated. Criminal properties cannot be generated during this process, so reroll any results of 8 when determining type. After all four have been generated for each player, each player gets to pick one more then acquire, which may not be a Criminal property.

Next, randomly generate a list of 10 scenarios to be played. In campaigns with only 2 players, they should be from the list of Pitched Battles. They should be assembled from the list of Multiplayer Battles. Reroll results that would cause the same scenario to be played twice back to back, or to be played more than twice.

Before each battle, a “pot" of properties is randomly generated. The number of properties generated is equal to the number of players in the battle. This pot is generated in the same manner as initial property generation, except that Criminal properties may be generated at this time.

After the battle, before Serious Injuries are resolved, players select the property they would like to take from the pot. To do this, the player who placed highest in the reward structure picks the property they would like, then the next highest placement picks, then the next, etc. If two players have tied for the same placement, or in the case of a draw, they each pick one to set aside (randomly determine who picks and in what order, though it probably doesn't matter). Once those are set aside, randomly determine which player gets which of those set aside. Then the picking order resumes as normal. Once each player has gained a new property, they must remove one (which may be the one they just gained). Every gang should have 5 properties at all times.

During the Collect Income step, players will add the amount of income they collect to a Campaign Points total. For the first game, this starts at zero, but from then on, the players will add their income to this increasing total. If one player hits a Campaign Points total of 2000, they win the campaign. If two or more players hit it after the same game, the player with the higher total wins. In the unlikely event of a tie, they tie for placement. After the 10th game, if no player has hit 2000 points, the player with the higher total wins. If a gang dissolves, either by choice, or because they don't have a viable Leader, they can assemble a new one in the same manner they did when the campaign was started, and their Campaign Point total is reset to zero.

Elimination Campaign  back to table of contents

Four of more players

Advantages Followers

The Elimination campaign is the familiar tournament bracket structure. This is a good model for groups that want to play in a compettive structure that identifies a specific winner, but doesn't kick the losers in the teeth too much. An Elimination Campaign consists of a number of Brackets which are comprised of a number games. Each Bracket starts with the ranking of participants and the forming of a Bracket graph to track progress. The number of games that will be played depends on the number of players and the number of Brackets that the Campaign organizer wants to track. A Campaign could have an unending number of Brackets, if players wanted to continue to play with the same gangs, or it could have a fixed number. If you wanted to have seasons of 13 weeks, one game a week, and you had between 5 and 8 particiipants in your campaign, you could have 4 Brackets of 3 games each, for 12 total, plus one week for recruiting, awarding winners of the previous season, and setting up the next season. If you have 9 to 16 participants, you could have 3 Brackets of 4 games each (9-16 participant Brackets have 4 games per Bracket) for 12 total. There are a lot of possibilities.

To set up an Elimination campaign, create your first Bracket with a number of slots. The number of slots that you need depends on the number of people who will be participating. You should use the lowest power of 2 that is greater than the number of participants. The powers of 2 are 4, 8, 16, 32, 64, etc. If you have 7 participants, you would create a Bracket with 8 slots, but if you have 9 participants, you would need 16 slots. Once you hace your slots drawn up, pair those slots off. To do this, mark the first two slots on one end as a pair (it doesn't matter which side you start with) and then mark the next two as a pair, and then the next and the next and so on until all of the slots are paired up.

Once you have your slots paired, fill in your participants. For the first Bracket, rank everyone arbitrarily. The particular ranking doesn't matter for the first Bracket, but it's necessary to have a ranking so that you can apply the process. For later Brackets, use the ranking of the participants from the prior Bracket(s). Once participants have a ranking, place them in the slots. To do this, place the highest ranking participant in one of the two end slots, doesn't matter which one. Make sure that you note their ranking with their name, as that will matter later. Then, place the next highest ranking participant in the furthest slot away from the one you already placed. Again, write down their name in that slot, and also their ranking. Next, place the next participant in a slot that splits the largest gap between already placed participants. The largest gap is easy to find in this case, as there is only the one almost-Bracket-sized gap between the two names that you wrote down so far. There are two slots that work for this, but it doesn't matter which one you pick, so just pick one. Next, repeat this process for each participant in the ranking order: find the largest gap (or one of the largest, if there are multiple), find the slot that will split it in half (or one of the slots, if there are two that come close), and put a participant there. Once you have filled half of the slots in the Bracket, stop looking for the largest gap and splitting them, you are going to do something else to fill the other half.

To fill the other half of the slots, you are need to find the lowest rank participant who is placed in a slot, and find the slot that is paired with them. Place the highest ranked not-yet-placed participant in the slot paired with the lowest ranked already-placed-but-not-yet-paired participant. Then place the next highest ranked not-yet-placed participant in the slot paired with the next lowest ranked already-placed-but-not-yet-paired participant. Repeat this process until you run out of participants to place. If you have gaps when you are done, make up fake participants for those spaces. You can use names like "Placeholder 1" or similar. Unless the number of participants is exactly a power of 2, you are going to have some gaps. Treat these fake participants like normal participants in terms of tracking records, but since they lose every game, they are not going to do very well.

So the good news is that you don't have to do that process often, but the bad news is all that work is only going to last you for one round. For now, have participants generate their properties and assmeble gangs if they have not already. To do this, randomly generate 4 properties and pick one additional property. To randomly generate a property, roll a D8 to determine which type of property it will be, and then roll again to determine which property of that type is generated. Criminal properties cannot be generated during this process, so reroll any results of 8 when determining type. After all four have been generated for each player, each player gets to pick one more to acquire, which may not be a Criminal property. Gang assembly is done in the normal fashion with the default 1000 cash to start.

Participants then pair up and play against the person in the slot paired with their slot. The scenario could be randomly generated at that time, or recalled from a schedule that was predetermined at the start of the campaign, whichever you prefer. If you predetermine the scenario schedule, then you should probably not include any repeats in your schedule, but if you randomly generate scenarios, repeats might occur. Only generate scenarios from the Pitched Battle list during the first Bracket, but during later Brackets, Asymmetric Battles could be used. For Asymmetric Battles, the person who ranked lower in the most recent ranking gets to pick Attacker/Defender roles. Don't use Last Stand. All participants will play the same scenario.

Once the battle ends, after serious injuries have been determined, but before Collecting Income, Purchasing Gear and Recruiting Members, randomly determine two properties by using the same method that was used during gang assembly, but now Criminal properties can be generated. The winner of the game picks one of the properties and gets that, while the loser gets the other. In the case of a draw, neither participant gets either property, and they can just skip this step. Participants with 6 properties then discard one of their properties, bringing them back down to 5 total.

After the Post-Battle Sequence procedures have settled, update the win/loss/draw record of each player. Initially, participants will not have any record. If a participant won the first game, give them a "W" in their record. If they lost, give them an "L" in their record. If their game ended in a draw, you will need to randomly generate a winner and a loser. It doesn't matter for ranking, but we will need it to prevent them from getting paired against each other later in this Bracket. Give one of the participants a "D(W)" and the other a "D(L)". If this is second or later game, append the new letter on the back of the letter from a previous game. So if a participant won their first game and lost their second, their record would look like "W L". If they get a Draw for the third, and are randomly picked as the winner for tiebreakers, their new record would look like "W L D(W)." If a participant didn't have an opponent during this game, either because their opponent was fake, or because their opponent was unavailable, they win automatically. The opponent gets a loss. If two fake participants "play" each other, give them both draws, and give one the win and one the loss.

After the records are established, rank everyone and pair them up for their next match. To do this, take the list of names and pairings and write down each player's record next to their name. Then find a participant with the most wins, or tied for the most wins (for this purpose, ignore the Draws and refer to the tiebreakers instead). Then find the participant who is next in the list with the same record as them. When looking for an opponent with the same record, make sure the wins and losses are in the same order. "W L" is not the same as "L W." Once you find a match, they are paired, and take the first two slots in the next round of pairings. Repeat this by finding a participant with the next highest number of wins, and pair them with another participant with the same record. Note, you only use the wins and losses in this Bracket to determine standing in this Bracket. For example, if you were in a Campaign with 8 players, you would have Brackets with 3 games in them. If you just finished your 4th campaign game, which is to say, your first game of your second Bracket, your record overall might be "W, L, L, W," but your record for that Bracket, and the record used to establish the next round of pairings would be only "W."

When you run into a situation where you can't match the highest ranked participant because no one has a record as good as theirs, it means that your Bracket is done. To determine ranking for the next Bracket, or determine final standings if the campaign is over, give everyone one point for each win, take away one point for each loss, and do nothing for their draws. Ignore the draw tiebreakers for this purpose. If you need to break ties, give an additional half point for a win in the last game. If you still need to break ties, give an additional quarter point if they won the the game before that, and an eigth of a point if they wont the game before that, etc, until they are no longer tied.

League Campaign  back to table of contents

Four or more players

Advantages Leaders

A League Campaign can be set up for any number of particiipants, though the number of particiipants determines the number of games that will be played, so if you have a lot of participants and not a lot of time, you might want to split your league into two leagues. I recommend that a league have between 4 and 7 players. If you have 8 or more players, split your league into two leagues of 4 (or more) players each. Then as you increase the number of players, add them to each league so they are as close to even as possible. When you reach 15 players, or one group of 7 and one of 8), reorganize into three league of 5. To organize one league, draw a circle (or oval, stretched vertically) on a sheet of lined paper. The circle should span a number of lines equal to half the number of participants in the league. Once you have the shape, draw in your slots. Put one slot at the top of the circle, centered horizontally. Put the next slot directly above that, not connected to the circle. Then draw in slots on each line, one on either side of the circle. You should draw in slots until you have a enough for the number of particiipants. If you go over by one that's ok, but if you draw in a slot on one side of the circle, you have to draw one on the other side. Once you have drawn all of your slots, fill in them in with participant names. You might want to do this in an erasable pencil or something else non-permanent, but it's near enough to the same amount of work to redraw the circle. If you have a blank spot (because you have an odd number of particiipants), then create a fake participant and put them in there.

Once you have drawn the slots and added names, match particiipantsup. Most of these are easy because you draw a line directly across the circle which is conveniently on lined paper, so they should line up nicely. The only odd-ball is the pairing at the top. The slot at the top of the circle is paired with the slot above it. Once everyone is paired, they each play the same scenario. The scenario could be randomly generated at that time, or recalled from a schedule that was predetermined at the start of the campaign, whichever you prefer. If you predetermine the scenario schedule, then you should probably not include any repeats in your schedule, but if you randomly generate scenarios, repeats might occur. Only use Pitched Battles for the first half of the games. After the first half is over, you can include Asymmetric Battles. If you do, then the participant with the worse record picks their role as Attacker or Defender. Don't use Last Stand. If you have a fake participant, the person paired with them gets an automatic win for that game.

After the game is finished, create or update participant records. Initially, participants will not have any record. If a participant won the first game, give them a "W" in their record. If they lost, give them an "L" in their record. If they got a Draw, give them a "D" in their record. After the first game, simply append the next record to the end of the previous. Once all the records are updated, you need to determine the next set of pairings. To do this, rotate all of the names in the circle by one space. It doesn't matter which way you rotate them, but they must be rotated in the same direction each time. If you want me to tell you, always rotate clockwise. Thus, the name in the top space touching the circle moves to the right and slightly down around the curve of the circle. Note, the name at the top NEVER moves. Once you rotate everyone, slots are paired up again in the same manner as previous.

Participants need to generate their properties and assmeble gangs. To do this, randomly generate 4 properties and pick one additional property. To randomly generate a property, roll a D8 to determine which type of property it will be, and then roll again to determine which property of that type is generated. Criminal properties cannot be generated during this process, so reroll any results of 8 when determining type. After all four have been generated for each player, each player gets to pick one more to acquire, which may not be a Criminal property. Gang assembly is done in the normal fashion with the default 1000 cash to start.

Before each battle, each player looks at the lists of properties that the other has and picks one. Those properties are wagered to be fought over in the coming battle. In addition to those two, a third property is randomly generated in a manner similar to that above. Unlike the initial generation of properties, Criminal Properties may be generated, so don't reroll 8s.

At the end of the battle, immediately before Serious Injuries are resolved, the winner picks one of three wagered properties they want, and they now control that property. Then the loser picks one of the remaining two properties, and they now control that property. If the game ended in a draw, each player keeps the property they wagered.

re-org and standings

Variations  back to table of contents

The structures above describe the process by which a group of consistent players can organize a series of games that are linked, and where the consequences of one game impact later games. These are by no means the only way to run a campaign. Here are some variations that you can include in your campagin to change the experience.

Custom Campaigns  back to table of contents