gangs of five fingers: campaign rules

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Page 1: Gangs of Five Fingers: Campaign Rules

8/9/2019 Gangs of Five Fingers: Campaign Rules

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Campaign Rules

To start a campaign, you need to have at least 2 players, preferably more and an even number to keep

everyone playing. Each person should have their Gang, roster, models and everything else they need to

play. In theory, people can run more than one gang to increase variety of games, but this could get

confusing in the record keeping department.

After the players have their Gangs and are ready to play, the Win Conditions need to be determined.

These are what determine if the game is finished or not. If you are playing a narrated style campaign,

then the Win Conditions will probably be determined by the campaign organizer. The Win Conditions

can be either player-wide conditions or individual conditions. Some of the Win Conditions ideas are the

following:

The first Gang with a Leader to reach 100 XP or higher, wins the Campaign

The last Gang to have its original Leader still alive, wins the Campaign

Face a Low-Captains Gang controlled by a Game Master

Pretty much anything you can come up with can be used as a Campaign Win Condition, just

make it reachable.

Gang Rating 

The Gang Rating is determined as follows:

Add 1 for each Gobber and Thrall

Add 2 for each Human, Rhul and Satyxis

Add 3 for each Trollkin

Add 4 for each Ogrun and Light Steamjack

Add 8 for each Heavy Steamjack

Add 1 for each Spell the Gang has access to

Add 1 for each Drive the Gang has access to

Add the combined number of Levels the Gang has

Added all together, this is the Gangs rating.

For the Gang with the lowest Gang rating, there two options. For each difference in Gang rating, if the

Gang with the lower rating wins, then the Gang gains extra XP equal to the difference in Gang ratings,

that is divided evenly (everyone gets 1 before anyone gets 2 and then so on) among the surviving Gang

members. If the Gang Rating difference is too great, the player with the lowest Gang rating gets 10

Coins per difference to use towards hiring a Brigand for the duration of the Scenario. At the end of the

game, the Brigand will leave and cannot be retained by paying their upkeep.

Lasting Injury 

A model that is taking out of the game, must roll on the Lasting Injury Chart. It covers everything from

lost limbs, to being captured, to death. If a model is down at the end of the game, make a CMD check.

If the CMD check is passed, the model recovers as normal. If the CMD check is failed, then the model

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must roll on the Lasting Injury Table. If the model is simply Knocked Down, then no roll is required. All

models that do not roll on the chart are automatically healed to full health before the next game.

Roll 2d6 and compare it to the following:

2 DEAD!

3 Leg Wound: Roll 1d6; 1-3 miss next game, 4-6 model looses ½ its SPD. If a model rolls this twice,then it has to be removed from the roster

4 Arm Wound: Roll 1d6; 1-3 miss next game, 4-6 model looses 1 arm. If a model rolls this twice,

then it has to be removed from the roster

5 Massive Injury: Roll 1d6; 1-3 miss next game, 4-6 model must miss next 2 games

6 Head Wound: Roll 1d6; 1-4 miss next game, 5-6 model loses -1 MAT, RAT and DEF

7 Recovers

8 Recovers, must miss next game

9 Recovers, model gains +1 XP

10 Traumatic Injury: Roll 1d6 before each game and compare to the following; 1-2 model must miss

this game, 3-4 model suffers from Berserk this game, 5-6 model may act as normal11 Captured: captured model can be ransomed back to the Gang or sold to the Watch for 5d6 Coins

12 DEAD! (again)

Experience

During a campaign game, the participating models gain experience as shown in the following chart:

+1 to the Leader of the Winning Gang

+1 per 5% difference in Gang Rating (for the Gang with the Lower rating)

+1 for surviving the battle

+1 for killing an opposing non-Steam Jack model

+5 for destroying an opposing Steam Jack+X for completing Scenario based objectives, see Scenarios for more explanation.

Advancement Table

EXP Level Stat Increase Skill

2 1 X X

4 2 X

6 3 X

8 4 X

10 5 X

15 6 X

20 7 X

25 8 X

30 9 X

35 10 X

50 11 X

50 12 X

60 13 X

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70 14 X

80 15 X

90 16 X

100 17 X

115 18 X

130 19 X145 20 X

When a model advances, it will either gain a Stat increase or a new skill. If it gains a Stat increase, it may

add +1 to any one of its stats. No stat may be raised more than 3, and Leadership may never be raised

higher than 10. If a model has a skill with the SKILL[X] layout, the X may be raised as well. Whenever

you are given a new Skill you must pick it from one of their skill sets. If the model does not have its

maximum allowance of Skill Sets, it may pick a skill from a new Skill Set.

Skills

A model can choose from any skill sets that it wants up to the maximum allowable skill sets. A Leader

may have skills from the Leader Skill set and 3 other Skill Sets, a Spell Caster can have the Spell Caster

Skill Set and any 1 other Skill Set. Any other model can have skills from any 3 Skill Sets. Skill marked

with * can only be taken once per Gang. Note: when a skill says that it affects a model by name, it

refers to itself instead of the original model. Example: Inner Silence references Zerkova. If a model has

Inner Silence, it references that model.

Leadership Skill Set

Leader*: Models in this Models CMD range may use its CMD for CMD checks. As long as this model is in

play, use its CMD for Route Tests.

Fearless: PrimeMKii:pg34

Inner Silence: LegendsMKi:Zerkova:pg85

Sucker: PiratesMKi:Hawk:pg50

Victory Howl: PiratesMKi:Bartolo:pg26

Alert: LegendsMKi:GreatBears:pg91

Jack Marshal Skill Set

Jack Marshal: PrimeMKii:pg80

Drive: Haste*: LegendsMKi:Thor:pg151

Drive: Off Road*: PirateMKi:DirtyMeg:pg56

Drive: Pronto*: RetributionMKii:DawnguardSentinelOfficer:pg75

Drive: Power Attack*: PiratesMKi:DirtyMeg:pg56

Iron Sentinel: PrimeMKii:FieldMechaniks:pg117

Synergy: When this model is attacking a model that is in melee range of a friendly Steam Jack, this

model gains +2 MAT.

Mechanic Skill Set

Bodge: Repair any 1 Damage point anywhere on a Steam Jacks damage grid.

Repair: Choose 1 column on a friendly Steam Jack. Repair d6 damage from that column.

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Dismantle: LegendsMKi:SwordKnightOfficer:pg41

Scavenge: During the post game, if this Gang wrecked an opposing Steam Jack, then this gang gains +5d6

Coins.

Iron Sentinel: PrimeMKii:FieldMechaniks:pg117

Combat Mechanic: LegendsMKi:Thor:pg151

Shooting Skill Set

Sniper: PrimeMKii:Widowmakers:pg171

Gun Fighter: PrimeMKii:pg34

Vital Shot: LegendsMKi:Anastasia:pg143

Point Blank: PiratesMKi:SeaDogCrew:pg36

Double Tap: If this mode has a weapon with ROF 2 or more, this model may fire up to 2 times when it

shoots.

Melee Skill Set

Flying Steel:SuperiorityMKi:OgrunBokur:pg185, must choose 1 weapon for flying steal

Parry: SuperiorityMKi:Ashlynn:pg169

Combat Master: Choose one of this models melee weapons. The weapon has 2 initial attacks.

Riposte: SuperiorityMKi:Ashlynn:pg169

Unstoppable Charge: This model may re-roll a failed Charge Attack.

Forfend: SuperiorityMKi:SteelheadHalberdiers:pg181

Spell Caster Skill Set

Spells (see below)

Battle Wizard: LegendsMKi:KoldunLord:pg93

Furious Casting: This model may cast 2 spells per turn instead of one.

Create Potions*: Instead of gaining Income during the Income phase of the Post Game, this model may

spend 3d6 Coins in order to make a Potion and give it to any model. A Potion is a one-time use Spell

that is cast by a CMD check. Any model may only carry one potion.

Ferocity Skill Set

Tough: When this model takes enough damage to be destroyed, roll on the following Recovery Chart 

instead of the normal rules:

1-3: Recover: Model may forfeit it Movement or Action to stand up

4: Nothing: Model must re-roll on this chart next turn

5-6: Injured: Model is taken out of Action. 

Assault: PrimeMKii:TrencherInfantry:pg120Insult to Injury: Apotheosis:MKi:Terminus:pg85 Dying Breath

Berserk: PrimeMKii:DoomReavers:pg168

Terror: PrimeMKii:pg34

Parting Shot: PiratesMKi:Killingsworth:pg52 replace melee with melee or range

Stealth Skill Set

Pathfinder: PrimeMKii:pg34

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Lurk: Superiority:MKi:Kell:pg187

Camouflage: Prime:MKii:Eiryss:pg206

Backstab: This model gains an additional +2 to attack rolls when attacking a model in its back arc.

Stealth: PrimeMKii:pg34 NOTE: a model must have Lurk before it can take Stealth.

Bushwhack: EscalationMKi:Gorman:pg94

Spell Set 

Arcane Bolt: Rng 12 POW 11 magic attack

Blinding Flash: while in CMD range, all enemy models suffer -2 RAT for 1 round.

Blur: this or target model in 6 inches gain +3 DEF against shooting attacks

Deadeye: this or target model in 6 inches gains +1 die on its next ranged attack

Giant Slayer: this or target model in 6 inches gains +2 damage against medium-based models and +4

damage against large-based models.

Temper Metal: Target warjack in 6 inches gains +2 ARM and is immune to continuous effects.

Feint: this or target model in 6 inches may immediately move 3 inches after an enemy model ends its

normal movement engaging this model. This move ignores free strikes.Blood Ritual: Rng 10 POW 10 magic attack. If this attack boxes a model, this spell may be cast again

at another target.

Return Fire: this or target model in 6 inches gains Return Fire. A model with Return Fire is missed by

an enemy attack, it may immediately make an attack at the attacking model.

Dash: target steamjack within 6 inches gains +1 Mov and cannot be target by free strikes this turn.

Stasis: this or target model gains immunity to knockdown and continuous effects, but suffers -2 DEF

Flys Kiss: RNG 8 POW 10 AOE 3 magic attack. All models in AOE suffer POW 10 Damage roll.

Solid Ground: Friendly models in this models CMD range cannot be knocked down or slammed.

Ravager: this or target model can make an additional attack with each Melee weapon it has, but

suffers -2 DEF.

Scything Touch: this or target model in 6 inches gains +2 STR

Venom: RNG SP 6 POW 10, models hit suffer Corrosion

Puppet Strings: this or target model in 8 inches can cause a friendly steamjack to make a single out of 

activation attack. If the steamjack has not activated yet, it does not affect its activation.

Storm Rager: this or target model gains +2 STR, +2 MAT and +2 ARM for one round.

Arcane Shield: this or target model in 6 inches gains +3 ARM for one round.

Redline: target steamjack in 6 inches gains +2 SPD and +2 STR, and can run, charge, slam or trample

for free.

Arc Lighning: RNG 10 magic attack. Target model suffers POW 10 Electric Magic attack. Attack arcs to

d3 additional targets within 4 not hitting any model more than once. Hit models suffer POW 10 Electric

Magic Attack.

Disbinding: this or target model within 6 inches has all enemy upkeep spells on it expire.

Curse: RNG 10 POW 10 magic attack. When a model is hit by this attack, the hit model suffers -2 DEF

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Starting a Campaign Game 

Each player rolls 1d6 and adds their gangs highest CMD value to the roll. Whoever has the highest total

chooses which scenario will be played, and whether they will be the attacker or defender. If a scenario

has any alternating selection, the player who did not win the roll will get first choice, such as setting up

terrain for the game.

If the player with the lower rating wins the roll, roll on the following chart to determine the Scenario

that will be played:

1 Scenario 9: Warehouse

2 Scenario 8: Enemy Territory

3 Scenario 7: Docks

4 Scenario 3: Land Grab

5 Scenario 2: Raid

6 Scenario 1: Skirmish

If the player with the higher rating wins the roll, roll on the following table to determine the Scenariothat will be played:

1 Scenario 6: Ruins

2 Scenario 8: Enemy Territory

3 Scenario 5: Defend

4 Scenario 4: Rescue

5 Scenario 3: Land Grab

6 Scenario 1: Skirmish

If the players have tied their rolls, then play the Skirmish Scenario.

Basic Set-up Rules

The basic game board for a game should be set up on a 4x4 foot table. If there are any Scenario-specific

terrain features, make sure to set them up first. Each player takes a turn setting up a piece of terrain.

There should always be a way to move around the board, but one or two dead ends wont kill the game.

Keep alternating setting up terrain until one player decides that there is enough.

Many Scenarios call for the use of Tokens. Any model can forfeit their action to pick up a Token and can

only carry 1 token at any time. A model that is carrying a Token cannot run. A model carrying a Token

cannot drop the Token unless they are Knocked Down. When Tokens are placed on the board, they

must be at least 6 inches away from another token and at least 8 inches away from any model.

Scenario 1: Skirmish 

Target: Make one Gang Route

Set up: Standard deployment. Two deployment zones across the board.

Terrain: Mostly buildings for the main terrain. Roads and alley ways, crates and wagons.

Bonus Earnings: None

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Scenario 2: Raid 

Target: Remove as many Loot counters from the defenders deployment zone as possible

Set up: Defender places d3+1 Loot Tokens on the front edge of their deployment zone. Two deployment

zones across the board. Cannot block off routes from one board end to the other.

Terrain: Buildings, roads and alley ways, walls, crates and wagons.

Bonus Earnings: Each model that is in possession of a Loot Token at the end of the Scenario gains +1

EXP. For each Loot Counter the Attacker has at the end of the game, roll on the following chart:

1 10 Coins

2 20 Coins

3 30 Coins

4 Any 1 Mechanika upgrade

5 Any 1 White Market item

6 Any 1 Black Market Rare(1 or 0) item

Scenario 3: Land Grab 

Target: Have more models in the building than the other Gang

Set up: In the center of the table, set up a building in the center of the table that is at least 6x6 inches in

size. Note: it would be best to have a building with multiple entrances, not just one. It would also be a

good idea to have a building you can fight inside of.

Bonus Earnings: Any model that ends the game in the building gains +1 EXP. The Gang with the most

models in the building at the end may roll for a new Territory. See the Income area for the Territory

table.

Scenario 4: Rescue

Target: Get in, rescue the model, get them out alive.

Set up: In the Defenders deployment zone, there needs to be an additional model set up. The Defender

must keep this model from entering base to base contact with an Attacker. Once the model is in Base to

base contact with an Attacker, the attacking player gains control of the model. Note, the defender

cannot kill the captive before the Attacker takes control. If desired, any Gang may attempt to take this

Scenario to rescue a Captured model if they desire. Replace the Captives stats with the models stats.

The model may not use any special rules, skills or abilities. The model does not possess any of their old

equipment.

Captive

MOV MAT RAT STR DEF ARM CMD HP4 -- -- -- 12 12 7 5

This model cannot attack. It can only run during its activation if it makes a CMD check.

Bonus Earnings: Any model that is within 6 of the Captive at the end of the game gains +1 EXP. If the

Captive survives the Scenario, the Leader gains +1 EXP and the Gang gains 25 Coins.

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Scenario 5: Defend 

Target: Keep the opposing player from stealing your holdings

Set up: Set up a 6x6 building in the Defenders deployment zone before the rest of the terrain. This

follows the same Set up rules as Land Grab other than the location of the target building.

Bonus Earnings: Any model that is in the building at the end of the game gains +1 EXP. If the Attacker

has more models in the building than the Defender, each player rolls 1d6 with the Attacker getting a

bonus for the difference in models in the building. If the Attackers total is higher, then the Defender

looses 1 Territory. If neither player had a Territory, then the attacker rolls on the Territory chart.

Scenario 6: Ruin 

Target: Find the artifact before the other Gang and get out with it alive.

Set up: The Ruin does not follow the normal set up rules. Set up should be a large central room of at

least 9x9 inches with multiple entrances and connected to a large maze system. Use dungeon tiles or

other similar set up. Each player sets up 2 pathways leading to the central room. Randomly determine

where each Gang starts. At the center of the set up, place an Artifact token. The Gang that has control

of the Artifact Token when the first Gang Routes, or one model gets the Artifact Token to theirdeployment zone.

Bonus Earnings: Any model that has control of the Artifact at the end of the game gains +1 EXP. If a

model that possess the Artifact Token gets it back to their deployment zone, then the Gang may roll on

the Artifact table at the end of the Black Market Section.

Scenario 7: Docks 

Target: Get the other Gang to Route, but watch out for weak decking

Set up: Place few buildings, a crane or two, crates, barrels, maybe a ship if there is one. Set up terrain as

a normal.

Special Rules: Any model that moves more than a walk or gains any boost to its MOV, it must pass aCMD check. If the check is failed, remove the model from the game and roll on the injury chart at the

end of the game with a +1 to its roll. If a Steam Jack moves more than a walk, roll a d6. On a roll of 1 or

2, the Steam Jack is removed from the game and suffers 2d6 damage.

Bonus Earnings: None

Scenario 8: Enemy Territory

Target: Sometime you are in the wrong place, it is time to get before they find you.

Set up: Place a 6 inch corridor down the center of the game board. Parallel to the road place an 8

deployment zone along each back of the board.

At one end of the road, is the defenders

deployment zone. Each model that makes

it to the other end counts as a scoring model.

Bonus Earnings: Each model that makes it to the

end of the corridor gains 1 EXP. If the defending

Gang Routes, then all only the models that make

it gain EXP. If the Gang routes, then they do not gain EXP. If the Attacking Gang Routes, then the

surviving models automatically gain the EXP and win the Scenario.

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Scenario 9: Warehouse

Target: Trying to rob a warehouse that is already being robbed.

Set up: Enclosed space. Shipping Containers, Crates, boxes, barrels. There need to be 2d6+1 tokens,

one marked differently underneath, so no one can tell which tokens are which. After setting up the

terrain. Each player places a Loot token within the center of the game board, alternating until they are

all placed on the game. The Gang ends when one of the Gangs Routes. Any Loot Tokens that are not

picked up are ignored.

Bonus Earnings: Each model with a Loot token gains +1 EXP. The Gang that has possession of the

marked Loot Token gains +1 EXP. The Gang that has the marked Loot Token gains 50 coins. For each

unmarked Loot Token roll on the following table:

1 Orgoth Ruins Map

2 5 Coins

3 10 Coins

4 15 Coins

5 20 Coins

6 25 Coins

Income

After the Scenario has been played out and any Lasting Injuries have been determined, the Gang

determines how many funds it has accrued.

Adding Everything up:

First, add up anything that has been gained from playing the scenario, such as Coins picked up from

playing a Warehouse Scenario.

Then, add up Income that the Gang collects during their day to day business. Each Gang member that

has survived can choose to do one of the following options to help generate income for the Gang:

1 Racketeering: The Ganger can generate income as designated by their Racket.

2 Territories: The Ganger can collect income as designated by any Territory that is held.

Note, that a Territory can only be used once per Income step.

3 Work: The Ganger finds a miscellaneous job to do. Any model that works gains no

Income, but the Ganger does not count when determining the Gangs upkeep required.

Rackets 

Assassination: Choose 1 Opposing model at the start of the game. If the model is removed from

the game or is down, then in the Income step of the Post Game, gain XPxd6 Coins.

Conning: When selling an item, make a CMD check. If the CMD checked is passed, gain an

additional D6 Coins per point the check is passed by.

Extortion: During the Income step, gain an additional D6 Coins for each Holding

Fencing: When selling items, gain an additional 2 Coins per Item sold

Muscle: Each model that takes the Labor option for Income gains an additional d6 Coins.

Protection: Each surviving model gains an additional 2 Coins on Raid, Occupy and Protect

Scenarios.

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Smuggling: When making a CMD check for Black Market items, add 1 to the models CMD.

Piracy: For each model sent, roll a d6 and compare it to the following:

1: Dead or Captured: Remove the model from the Roster

2: Out to Sea: Miss the next game, roll again

3: Gain 1d6 Coins

4: Gain 2d6 Coins

5: Gain 4d6 Coins

6: Roll on the Artifact Chart

Theft: For each model sent, roll a d6 and compare it to the following:

1: Killed or Captured

2: Gain 1d6 Coins

3: Gain 2d6 Coins

4: Gain 3d6 Coins

5: Choose 1 Item from the Market List

6: Choose 1 Item from the Black Market List

Territories 

Whenever a Gang gains a Territory that is not stolen from another Gang, roll on the following chart to

determine what Territory the Gang has.

2 Tavern: Gain 3d6 Coins, or this Gang can ignore the first failed Route Test next game.

3 Gambling Hall: Gain 10 Coins or (d6-1)x5 Coins.

4 High-end Shop: Choose one player, the next time they make purchases from the White

Market, gain 5 Coins +1 for each item that is purchased. Gain 5 coins if they make a purchase from the

Black Market.

5 General Store: Choose one player, gain 1 Coin for each surviving Ganger the other Gang

has, plus 5 if they have a surviving Steam Jack.

6 Bridge: Gain 2d6 Coins

7 Slums: Gain 5 Coins +1 per each additional Slum. If there are 5 Slums and only one is

worked, then you get 5 Coins plus 4 for the additional Slums. If all 5 are worked, then you would get 45

Coins.

8 Merchant Contact: Whenever you sell an item, you gain +1 Coin per item sold.

9 Drink Vendor: Each of your living Gangers cost 1 less Coin in the Upkeep step.

10 Workshop: For 30 Coins you may upgrade a weapons ROF by 1.

11 Pit Arena: Gain 3d6 Coins. Or, if you have captured a model and the owning player does

not want to ransom them back or try to rescue them, then you may sell them for (10+EXP)x2 and

sacrifice the model.

12 Housing Area: 9+d6 Coins. If you only roll a 1, make a CMD check (using the Gangers

CMD that is working this Territory). If the CMD check is passed, then you may purchase your next new

Ganger at half price. If you have multiple Housing Areas, you can only get 1 new Ganger at half price.

Work 

If the Jack Marshal decides to Work for Income, any Steam Jack that has all of its systems still

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functioning, then it may also work. If the Steam Jack works with the Jack Marshal, the Jack Marshal does

not need to have its upkeep paid and the Steam Jacks upkeep is halved.

Upkeep 

After the amount of Income the Gang has collected has been determined, subtract the following for

general upkeep for the Gang.Each Human, Gobber, Rhul and Satyxis 4 Coins each

Each Trollkin and Ogrun 6 Coins each

Each Light Steam Jack 15 Coins each

Each Heavy Steam Jack 30 Coins each

Any model armed with a Black Powder Weapon 1 Coin each

Once the Gangs total Income has been determined, they may spend the remaining money in the

Markets.

New Recruits 

New recruits may be bought in the same way a model in the Gang Creation section is bought. Choose a

model and a Specialty (if there is an opening), their weapons and armor and pay for them. You are not

required to pay their upkeep until the next game. Any new model hired into the Gang must follow any

restrictions that your original Gang recruitment followed.

Markets 

Markets are divided into 2 markets, White Markets and Black Markets. White Market items are

commonly available and can be purchased freely without any looking. Black Market items are a bit

harder to get a hold of. To determine the availability of Black Market items, roll a d6 when buying items

to determine how many Rare items are offered. Pick out the Rare Items you wish to try to purchase and

then make a CMD check. Each Black Market will have a Rarity number from 0 to 3. This represents anegative modifier to CMD. If you pass the CMD check, then you can purchase the item.

Selling items is never as lucrative when they are used. If you ever wish to sell any items while at the

Markets, they are automatically worth half of their original cost. Rare Items are always worth their full

price if you decide to sell them. On the other hand, you can always hang on to any older items to hand

them off to any new recruits or to replace lost or damaged weapons as a campaign goes on.

White Market Price List

Melee Weapons

Ranged Weapons

Armor

Gear

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Black Market Price List

Melee Weapon

Ranged Weapons

Armor

Gear

Mechanika

Brigands