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    *****DISCLAIMER*****I do not own any of the rules or IP for the Iron Kingdoms, it is the sole property of Privateer Press. Names and places, Steam Jacks, Five Fingers, Ord, and anything else inhere is pretty much borrowed from them. This is a fan-made game using their universeand most of their rules. At any time, this project may be canceled if they so asked me to doso. I am not making any money off of this, it is just for fun and for the rest of those thatwant to play it. If you have paid to play this game, get your money back.

    Page 1: Content PagePage 2-4 MKII Rules ChangesPage 5-9 Building Your GangPage 10-12 Gang Model TypesPage 13-14 The ArmoryPage 16 MagicPage 17 Campaigns Post GamePage 19 AdvancementPage 20 SkillsPage 23 Campaign ScenariosPage 27 IncomePage 30 The MarketsPage 32 Brigands

    v1.2 changesv1.3 changes

    v1.4 changesv1.5 changes

    The Maxxev suggestions

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    G angs of Five FingersThe Rules

    The Gangs of Five Fingers is about a small group of down and out members of the Iron

    Kingdoms that have taken their future into their own hands, by joining one of the many gangs inFive Fingers, Ords premier town of gambling, freedom and piracy.

    Gangs of Five Fingers is designed to be played as a campaign-style series of games but can be played as one-off games, using the same rules either way. The basic rules are provided here,with the campaign specific rules following later. Because Gangs of Five Fingers mostly uses therules from the Warmachine MK II Prime rulebook, and I dont want to be hunted down byseveral years worth of steam powered necromantic badness for violating copyright law, the main

    play rules will not be included. I will however explain the changes and additions, with provided page numbers for clarification.

    PAGE 5: This page is always important and relevant to the game, read it and keep it in mind.

    PAGE 27: WHAT YOU NEED: There are no stat cards for Gangs of Five Fingers, but you willneed to print off a Gang Charter in order to keep track of your Gang members progress as wellas their victories and their injuries. Probably should also have a pencil, or put it in a page sleeveand use a dry erase marker, whatever works for you (dont suggest a stone and chisel though, toohard to correct mistakes).

    PAGE 31-32: MODELS-THE DOGS OF WAR: Ignore the whole thing about Warcasters, for the purpose of this game, they do not exist.

    WARJACKS: Warjacks dont exist here either. Steamjacks however do. Steamjacksare the less-battle oriented little brothers of Warjacks. Dont be fooled though, its hard to fighta 6-ton metal monster, whether it lifts crates or carries a sword. Steamjacks are not controlledtelepathically, they are controlled by mundane mortals by SCREAMING, SHOUTING andGESTURES (depending on your Gang, occasionally rude ones). They may not have the flash of a Warjack, but they will still treat the other Gang like a small yapping dog (and punt them downthe street).

    UNITS: Go ahead and ignore units and all of their rules too. In Gangs of FiveFingers, all models can act independently, they are not part of units. Basically, treat them all asSolos. There are no Troopers, Grunts, Unit Commanders, Leaders or Officers and there are noAttachments.

    PAGE 33-36: ADVANTAGES: Advantages in Gangs of Five Fingers are called Skills. For themost part, they are the same as they are in WARMACHINE, but there are some that are a littledifferent due to the scale of the game. Check the Skills section of these rules to see any changes(the Skills section is in the Post Game section), which take precedent over the original rules.This holds true for everything up until the section titled Special Rules.

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    PAGE 36: FEATS: Warcasters dont exist in this game, so neither do their Feats.

    PAGE 38-41: PREPARING FOR WAR: Ignore this whole section, read the Gang Creationsection for how to build up your list for the game.

    PAGE 42: MAINTENANCE PHASE: Once again, ignore all mentions of the word FOCUS, thesame goes for the CONTROL PHASE. In place of the #1 under MAINTENANCE PHASE,have the following: Roll 1d6 for each model that is on its back, and compare to the RECOVERYCHART:

    1-2 Recover: Forfeit move or action and stand up 3-4 Nothing: Model remains on its back, roll again next turn.5-6 Remove from play: the model no longer takes part in the game must roll on the damage

    Chart (See post game section).If a model has stood up from losing its last wound, all of its stats (other than ARM) are at -2 until it ishealed or the game ends. If they model is up, it does not have to roll on the Damage Chart. If the model

    is still on its back, then it rolls on the Damage Chart. Other than that, all the rules for the Turn Sequence are the same. How a model ends up on its

    back will be talked about with the DAMAGE Section (or PAGE 66 in the MKII rulebook)

    PAGE 66 : DAMAGE: When a model is BOXED in Gangs of Five Fingers, it is not immediatelydestroyed, it becomes DISABLED. Place the model on its back (or use a token if you dont wantto lay your models on their backs). During the MAINTENANCE PHASE, roll on theRECOVERY CHART.

    If the model is BOXED while it is DISABLED, then the BOXED model is immediately removedfrom play. This only applies if it is DISABLED, not knocked down as an effect from an attack or from other effects.

    PAGE 67: WARCASTER DESTRUCTION: If I need to tell you this now, then you will never learn

    PAGR 68: REACTIVATING WARJACKS: No models will ever have the BattlegroupCommander special ability and there are only Jack Marshals, so there will never be a need toreactivate a Steamjack. Normal games will not have the need to reactivate Steamjacks. In theJackwerks Scenario, the rules will be provided.

    PAGE 70: ANATOMY OF A UNIT: Ignore all of these rules, there are no units in Gangs of FiveFingers.

    PAGE 73: WARJACKS: All of the FOCUS: should be removed. They can however, be used by using the JACK MARSHAL Advantage/Skill.

    PAGE 74-79: WARCASTERS AND FOCUS: Neither of these exist in this game

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    PAGE 80: The rules for JACK MARSHALS in units are not used for this game. There are nounits, and the JACK MARSHALS Advantage does not get passed on.

    PAGE 81-83: Everything but MAGIC ABILITY rules are not used in this game in any form,some for varying reasons already mentioned.

    PAGE 85: add this rule to Command Checks; ROUTE TEST: whenever a gang has 30% or moreof its gang (in approximate points) has been removed from the game or is down (on its back, notfrom a Knockdown effect), then a CMD check must be taken with the model with the highestCMD. If the test is failed, all friendly models must flee to their starting board edge and the gameis over. If they pass, then they may continue to fight. If they pass, they must take another CMDtest at the beginning of each turn that they have lost another model, or they may voluntarilychoose to fail their test and end the game.

    PAGE: 86-89: Use these rules for terrain other than setup. Each individual scenario will have its

    own type of requested terrain, but in the case of one-off games, you can use whatever you feellike.

    NOTE: Just a general note of advice. I would suggest reading though most of the Iron Kingdoms book Five Fingers: Port of Deceit. It will give you a lot of background information on the city of Five Fingers, as well as plenty of ideas on building up your own gang.

    Now that we have butchered the Warmachine rules that we all know and love, we will get intothe rules that are specific to the Gangs of Five Fingers

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    Building your Gang

    This section of the rules shows you how to build your Gang. You have 1000 Coins to spend on recruitingand equipping all the thugs and low-life criminals that you want. As you purchase models andequipment, make sure to keep track of how much you have left to spend. In the case of one-off games,you can decide to use more Coins for your Gang or even if you want to have a larger, more violentcampaign you can do that too. When playing a campaign, you can keep any unspent Coins to be used ata later date, such as saving up to get your steamjack a better cortex.

    All Gangs have somewhat different rules when it comes to what options they can take, but there aresome things that are universal, no matter what the Gang is. The first thing to consider when creating aGang is what type of Gang you want to run. There are Gangs that specialize in Knives, or those thatspecialize in muscle. Some Gangs are differentiated by what race is allowed into their group, likeGobber Rigging Gangs. The easiest way to build your gang is to pick one of the following before movingon to the next section of the rules.

    Each Gang will be displayed in the following format:[Gang Name]Location: This is the Island that the Gang is located on (which is important in Mapped Campaign play).Rackets: This will tell you what type of illicit activity your Gang specializes in (this is also important inCampaign play) Whenever your Gang partakes in this activity, they gain bonus income (see the Incomesection of course). If you are not playing a Campaign, then this is just some side information.

    Rackets: Assassination: Choose 1 Opposing model at the start of the game. If the modelis 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 Territory

    owned.Fencing: When selling items, gain an additional 2 Coins per Item soldMuscle: Each model that takes the Work option for Income gains an additional

    d6 Coins.Protection: Each surviving model gains an additional 2 Coins on Raid, Dock,

    Warehouse and Defend Scenarios.Smuggling: When making a CMD check for Black Market items, add 1 to the

    model s CMD.

    Piracy: For each model sent, roll a d6 and compare it to the following:1: Dead or Captured: Remove the model from the Roster2: Out to Sea: Miss the next game, roll again3: Gain 2d6 Coins4: Gain 3d6 Coins5: Gain 4d6 Coins6: Roll on the Artifact Chart

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    Theft: For each model sent, roll a d6 and compare it to the following:1: Killed or Captured2: Gain 1d6 Coins3: Gain 2d6 Coins4: Gain 3d6 Coins

    5: Choose 1 Item from the Market List6: Choose 1 Item from the Black Market List

    Restrictions: This will tell you what models, weapons and equipment your Gang cannot take.Special Rules: This will tell you if there are any special benefits your Gang receives. It may also containdisadvantagesOptions: This will tell you what options your Gang has access to during its creation. You can take anyand all of them, but you can only take each one once.

    Five Fingers Gang Location: Any Island

    Rackets: Any Rackets (choose 1 for a permanent Racket)Restrictions: Five Fingers Gang has no restrictionsSpecial Rules: This Gang has no special rulesOptions: This Gang MUST take a model with the Leader upgrade. This Gang may take the Jack Marshal,Mechanic, Doctor or Spell-caster upgrades.

    Mercenary Charter Location: Any IslandRackets: ProtectionRestrictions: None

    Special Rules: Law Abiding: Cannot be the Attacker on Raid Scenarios, unless the opposing Gang isCryxian, Thamarite or another Unlawful Gang.

    Watch: models in this Gang can choose to partake in the Watch during the Income step.Models taking part in the Watch gain 10 Coins each.

    Jack Works: Any time a Steamjack is repaired, it does not have to pay the extra d6 Coins. Options: This Gang MUST take a model with the Leader Upgrade. This Gang may take the Jack Marshal,Mechanic, Doctor or Spell-caster upgrades.

    Gobber Rigging Gang Location: Captain Island

    Rackets: SmugglingRestrictions: May only include Gobbers and Steamjacks

    Any Rig Runner (see below) cannot take Military Rifles, Crossbows, Blunderbuss,Shotguns, Long Guns, Carbines, Slug Guns or Grenades.Special Rules: Rig Runner: A model with the Rig Runner ability has the Ambush skill.

    Special Delivery: A Rig Runner can make Deliveries during the Income step. A RigRunner that makes deliveries gains 1/2SPDxd6 Coins.

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    Options: The Gang MUST take a model with the Leader Upgrade. This Gang may take the Jack Marshal,Mechanic and up to half (rounded down) can be Rig Runners (for no cost).

    Duelist Gang Location: Bull s Island

    Rackets: ExtortionRestrictions: Cannot take Ogrun

    Cannot take more than 2 Trollkin GangersCannot take Spears, Whips or HalberdsCan only take the following Ranged Weapons: Shoddy Pistols, Pistols, Heavy Pistols,

    Dueling Pistols, Hand Cannons and Throwing KnivesSpecial Rules: Knife Fighters: Models in this Gang gain boosted Attack rolls when using Hand Weaponsand Throwing Knives.Options: The Gang MUST take a model with the Leader Upgrade. This Gang may take the Jack Marshal,Doctor and Spell Caster upgrades.

    Thamarite CultLocation: Dicer/Bolis IslandRacket: AssassinationRestrictions: Can only take Human and Risen GangersSpecial Rules: Mother of Sorcery: In addition to the Leader Upgrade, the Leader must also take theSpell Caster Upgrade. This does not count towards the maximum number of upgrades the Gang cantake. (ie, this Gang may upgrade 4 models at Gang Creation, one of which must be Spell Caster for theLeader)

    Sacrifice: The model that kills an Assassination target gains +1 XP (in addition to the XP

    gained for killing a model). If a model is Captured on the Lasting Injury Chart, it may be killed to give theLeader +1 XP.

    Scion: Each Thamarite Cult must pick one of the following Scions, gaining the listedbenefit.

    Aiden: gain +3d6 Coins during the Income stepBolis: during each game, this Gang may make 3 re-rollsDelesle: When a non-Leader, non-Risen Ganger dies, add 1 Risen to the Gang.Khorva: Models gain +2 to Back Strikes (total +4)Nivara: Spell Casters start with 2 Spells instead of 1 Spell.

    Options: The Gang MUST take a model with the Leader Upgrade and the Spell Caster Upgrade. This

    Gang may take the Jack Marshal and Spell Caster Upgrades.

    Pirate Crew Location: Wake IslandRackets: PiracyRestrictions: No RhulsSpecial Rules: Gang: All models have Gang: this model gains +2 to MAT when in Melee Range of an

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    enemy model that is in Melee Range of another friendly model with Gang.Press Gang: If a model is Captured on the Lasting Injury Chart, it must make a CMD

    check. If it fails, it is added to the Gang. If the model passes its CMD check, then it may be treated asnormal.

    Scurvy: Pirates cost 1 additional Coin each in the Income Phase for Upkeep

    Professional: If you roll a Lost result on the Pirate Chart, you may re-roll on the chart.An additional roll of Lost stands.Options: The Gang MUST take a model with the Leader Upgrade. This Gang can take the Jack Marshal,Mechanic and Doctor Upgrades.

    Shenkriel GangLocation: Hospice IslandRackets: MuscleRestrictions: May only take Trollkin ModelsSpecial Rules: Big Hands: Range Weapons other than Crossbows, Grenades and Throwing Knives cost

    an additional +5 Coins.Fell Caller: the Leader of the Shenkriel Gang gains Fell Caller. As a Special Action, the

    Leader may make one of the following Calls:War Cry: friendly Trollkin within 6 inches gain +2 to MAT and RAT rolls.Shatter: SP 8, POW 10Reveille: friendly Trollkin within 6 inches that are Knocked Down immediately

    stand up and act as normal if they had not already activated. This does not affect models that are downbecause they are out of wounds.Options: The Gang MUST take a model with the Leader Upgrade. This Gang can Take the Spell Casterand Doctor upgrades.

    Foreign Agents Location: Any IslandRacket: EspionageRestriction: All models must be either all Human or all RhulSpecial Rules: Espionage: target an enemy model at the beginning of the game after deployment butbefore the first turn. For each turn a model remains within 6 inches of the model, gain 1d6 Coins. Whenthis Gang Defends Docks, Raids or Protect, this gang gains +1d6 for each surviving model.

    Hide in Plain Sight: of the models in the Gang can Advance DeployPatron Nation: At Gang creation, choose one of the following:

    Khador: May upgrade a model to a Spell Caster for freeCygnar: Watchman Brigands cost 10 less CoinsOrd: Gang starts with a Five Fingers MapLlael: the Leader gains boosted Melee Attack RollsCryx: Cannot take Rhuls, start with an additional RacketRhul: When repairing a Steamjack in the Post Game sequence, the extra d6 does

    not need to be paid. Rhul Gangs may take Ogrun models, but there can never be more Ogrun than

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    Rhullic models.Options: The Gang MUST take a model with the Leader Upgrade. This gang can take the Jack Marshal,Spell Caster and Doctor upgrades.

    Cryxian Reavers

    Location: Wake IslandRacket: PiracyRestrictions: Cannot take Rhuls

    Can take Satyxis and ThrallsSpecial Rules: Sacrifice: The model that kills an Assassination target gains +1 XP (in addition to the XPgained for killing a model). If a model is Captured on the Lasting Injury Chart, it may be killed to give theLeader +1 XP.

    Low Profile: Satyxis can only use Piracy in the Income step and cannot have their CMDused when searching for items on the Black Market. Thralls cannot partake in the Income step for anyreason, including counting for Upkeep.

    Hunted: Any Satyxis or Thrall that is Captured on the Lasting Injury Chart can be turnedinto the Watch for double the standard amount of Coins.Options: The Gang MUST take a model with the Leader Upgrade. The Gang can take the Jack Marshal,Mechanic and Spell Caster upgrades.

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    Gang Model Types

    Now that you have chosen what type of Gang you want to lead, you need to understand the basics of the gang structure. There are 4 main different types of models that make up the Gang. Some of themcost a bit more than a standard model and any increased cost will be noted by the model. The modeltypes are Leaders, Gangers, Specialists and Steam Jacks. The different types will be presented with adescription, cost (if any) and their benefits.

    Note: when you are building you Gang, you must have at least 5 non-Steam Jack models in your gang.

    Leader (+ 2 0 Coins): The leader is the head honcho of the Gang. He is the most important model in yourGang. This model has the Leader Skill, +1 CMD, +1 MAT or RAT and +5 Health. The Leader also startswith 20 XP. The Leader also plays an important role in the Post Game phase of the game, which will bedescribed in that section. The Leader has access to the Leadership Skill set and any 3 Skill sets. A Leadermay take any Specialists upgrades, but it counts towards the maximum 3. Add the XP to the Leader s

    starting XP.

    Gangers (+0 Coins): A ganger is a basic run of the mill gang member. Gangers have access to any 3 Skillsets.

    Specialists (by specialty): Specialists have rare skills that set them apart from the rest of their Gangbrothers. Each Gang can take up to 3 specialists, which are determined by their Gang List.

    Jack Marshal (+10 Coins): A Ganger with the Jack Marshal specialty is the minder of the Gang sSteamjack. The Jack Marshal starts with the Jack Marshal Skill and starts with 10 XP. The Jack Marshalhas access to the Jack Marshal Skill set and any 2 Skill sets.

    Mechanic (+10 Coins): A Ganger with the Mechanic specialty is tasked with keeping the Gang s

    mechanika in working order. They are desirable in gangs that make use of Steamjacks, but not all suchGangs have the head for learning such things. The Mechanic has the Repair [6] Skill and starts with 10XP. The Mechanic has access to the Mechanic Skill set and any 2 Skill sets.

    Doctor (+10 Coins): While not a Doctor as such, this Ganger has the basic knowledge to patchhis brethren back together. The Doctor has the Heal Skill and starts with 10 XP. The Doctor has accessto any 2 Skill sets.

    Spell Caster (+10 Coins): Spell Casters are usually pretty rare among Gangs, but those Gangsthat can attract a Spell Caster will do whatever they can to hold on to this asset. The Spell Caster hasthe Magic Ability [6] with access to a single spell and starts with 10 XP. The Spell Caster has access tothe Spell Caster Skill Set and any 1 skill set.

    Steamjacks (see below): Steamjacks are models like the rest of the gang, but they are not affected byGang special rules unless the rule specifically states that it affects Steamjacks. Steamjacks have theSpecial Rules as mentioned in the MKII Prime Rulebook. Steam Jacks have special rules regarding repairthat can be found in the Campaign section of the rules. Note: The Jack Marshal free focus can be usedto Shake Effects.

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    The other important part of a model, whether a Leader, Grunt or Specialist is their race. There areseveral races living (and unliving) in Five Fingers that can join Gangs. The races a Gang can take arelisted in their Gang roster.

    Race Points SPD MAT RAT STR DEF ARM CMD HP

    Human 65 6 4 3 5 12 12 7 5Humans are the generic baseline race, they have no special rules or abilities.

    Race Points SPD MAT RAT STR DEF ARM CMD HPRhul 65 5 4 3 5 11 12 7 5

    Rhuls can purchase non-shield, non-buckler armor for 5 Coins less. Rhuls do not suffer the -1 SPDpenalty from using Heavy Protection

    Race Points SPD MAT RAT STR DEF ARM CMD HPGobber 40 6 2 2 2 14 12 7 5Gobbers are a cowardly race and will usually leave the leading to a braver individual. Unless the Gang

    contains only Gobbers and Steamjacks, a Gobber will not lead a Gang.

    Race Points SPD MAT RAT STR DEF ARM CMD HPTrollkin 75 6 5 3 8 12 12 7 5Trollkin are a strong and resilient race. Trollkin have the Tough Skill.

    Race Points SPD MAT RAT STR DEF ARM CMD HPOgrun 90 5 5 3 9 12 12 7 10

    Ogrun can never have the Jack Marshal Skill or the Mechanic Skill. Ogrun do not suffer the -1 SPD fromHeavy Armor

    Race Points SPD MAT RAT STR DEF ARM CMD HPSatyxis 70 7 5 3 5 13 12 7 5

    Satyxis are Cryxian raiders that occasionally find berth in Five Fingers, and while not a comfortable sight,they have been known to stalk Five Fingers.

    Race Points SPD MAT RAT STR DEF ARM CMD HPThrall 50 6 4 3 6 13 10 5 5

    Thralls are basic Cryxian undead, they are not really made for fighting, but they have their uses. Theyare basic, cheap labor and are treated as such. Thralls are Undead, they are fearless, but because of this, they will never gain experience.NOTE: When Risen are specified, they use the exact same rules and stats as thralls.

    Steamjacks Steamjacks are some of the heavy muscle of the Gangs. Most of the Steamjacks are older models usedto load and move cargo, but in a pinch they are assets in a gang brawl. They are big, expensive andslow, but they are worth their weight in gold to a gang leader strapped for muscle. There are twodifferent classes of Steamjacks. The first and most common are light Steamjacks. They are faster andmore nimble than their larger counterparts, but they are more fragile. They are usually used for light

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    hauling and construction work. The second are heavy Steamjacks, much larger, more durable andstronger, they are slower. Nothing beats sending a heavy Steamjack barreling through an enemy gang.

    Steamjacks are slightly different from other Gangers. Their damage does not automatically heal after agame has taken place, but their damage has to be repaired at a cost (see the Lasting Injury section).

    Light Steamjack: 175 points

    SPD STR MAT RAT DEF ARM6 8 4 4 12 16

    Damage: 16

    X X X X X XX X

    L L M C R RWeapons: x2 Open Fists, x1 Right, x1 LeftCortex: Cupernum-grade

    Heavy Steamjack: 225 points

    SPD STR MAT RAT DEF ARM5 10 4 4 10 18

    Damage: 20

    X X

    L L M C R RWeapons: x2 Open Fists, x1 Right, x1 LeftCortex: Cupernum-grade

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    The Armory

    The final step of constructing your battle group is to purchase weapons, armor and other equipment. Itreally isn t all that smart to go to battle with your bare hands and your everyday clothes. Each warriormodel can be armed with 2 ranged weapons and 2 melee weapons, in addition to the Hand weapon thatthey already come armed with . A Steamjack can only purchase 2 weapon systems, 3 if one of thesystems is a Buckler. You may purchase additional weapons and equipment during the post gamesequences at the end of each scenario.

    Melee Weapons Any of the weapons marked with a (*) cannot be used by a Steam Jack. A weapon purchased for aSteam Jack costs an additional 5 Coins each.

    Weapon POW Special CostHand Weapon* 3 Improvised Weapon 0/5Steam Fist 4 If 2, may make a combo-strike 10Sword 5 None 52-Handed Sword 6 2 Handed 5Axe 6 None 102-Handed Axe 7 2 Handed 10Hammer 7 None 152-Handed Hammer 8 2 Handed 15Spear 4 Set Defense or Brutal Charge, Reach, Spear 10Halberd 5 Reach, 2 Handed 10Shield 2 +2 Arm, Critical Slam 15Buckler 1 +1 Arm, does not use a model s hand 10Mace 5 Critical Concussion 10Flail 4 Chain Weapon 10Whip/Chain* 3 Reach, Chain Weapon 15Bayonet* 3 Must attach to gun 5Horns 4 Critical Knockdown --

    Improvised Weapon: If a model is killed by an attack from this weapon, the model rolls twice on theLasting Injury Chart and choose one of the results. Combo-Strike: Instead of making 2 initial melee attacks, instead make 1 melee attack that deals a STR +Double POW.2-Handed: This model cannot use another weapon while using this weapon, nor may it use a shield

    other than a buckler. Set Defense: +2 to DEF against Charge Attacks.Brutal Charge: +2 to Melee Attack rolls on the Charge.Spear: This weapon cannot be used with another weapon other than a Shield or Buckler.Reach: Model has a melee range of 2 inchesCritical Slam: on a Critical hit, instead of damaging the model, the model is Slammed d3 inches for aSmall-based model, or d6 for a Medium or Large-based model. The model suffers a damage roll equal to

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    the STR+POW and model hit by the slammed model suffer an equal damage roll.Critical Concussion: on a Critical hit, the hit model is at -2 MAT, RAT and DEF next turnChain Weapon: damage from this weapon is not affected from Shields or BucklersCritical Knockdown: On a Critical hit, the hit model is knocked down.

    Ranged Weapons All Ranged weapons, with the exception of the Crossbow, Throwing Knives and Grenades are blackpowder weapons and have the following rules:

    Reload: For every turn a Black Powder Weapon fires, it must spend 1 turn being reloaded. If amodel has 2 Black Powder Weapons, it can fire both of them one turn and reload both the next, or it canfire one each turn, reloading it the next. If the weapon has a ROF of more than 1, the ROF is the numberof times that it can be fired before needing to be reloaded.

    Unstable: Whenever a to-hit roll for a Black Powder Weapon rolls double ones, roll a d6 on themisfire chart here:

    1-2: Nothing: The weapon must be reloaded to be fired3-4: Jam: Weapon cannot be fired for the rest of the Game5: Break: the weapon must be repaired for 2d6 Coins6: Explode: the wielding model suffers a POW 10 damage roll and the weapon is

    removed from the model s equipmentWeapons marked with (*) can be purchased for Steam Jacks. They can be bought individually or boughin pairs of 2. When being purchased for a Steam Jack, they lose one of their Open hands to wield it.

    Weapon Rng ROF AOE POW Special CostShoddy Pistol 8 1 - 10 Black Powder roll on any Doubles to Hit 5Pistol 8 1 - 10 None 10Hand Cannon* 12 1 - 12 None 20Military Rifle 10 1 - 11 None 15Quad Iron* 10 1 - 10 Multi-Fire Special Attack 25Crossbow 10 1 - 8 None 10Blunderbuss* 8 1 - 12 Grape Shot 20Shotgun SP8 1 - 12 None 15Dueling Pistol 10 1 - 12 None 15Cannon* 10 1 3 14 Warjack Only 30Long Rifle* 14 1 - 10 None 20Carbine 10 2 - 10 None 15Grenade 6 1 3 12 Cumbersome 20Slug Gun* 4 1 - 14 None 20Throwing Knife 6 1 - 2 Add model s STR to POW 5Heavy Pistol* 8 1 - 12 None 15Multi-fire Special Attack: If this weapon hits target model, it may make another ranged attack with thisweapon against the target model or another model in 2 inches. It may make up to 4 total attacks thisway. If one of the attacks misses, then the shooting stops.

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    Grape Shot: This may fire with the given profile or as a SP 6 Attack. Cumbersome: This weapon may not be used the same turn that another ranged weapon was used.

    Mechanika Any weapon may have a single Mechanikal upgrade. Any of these upgrades can be applied to a ranged

    or melee weapon (other than Horns, Shields, Throwing Knives and Magelock Pistols).Critical Effect (30 Coins) Effected weapon permanently gains one of the following: Knockdown, Slam, Beatback or Detonator

    Critical Damage Effect (35 Coins)Effected weapon permanently gains one of the following: Brutal Damage or Armor Piercing

    Critical Continuous Effects (40 Coins) Effected weapon permanently gains one of the following: Critical Stall, Critical Corrosion, Critical Fire or

    Critical Freeze.Weapon Effect (40 Coins) Effected weapon permanently gains one of the following: Trash, Slam or Knockdown.

    Greater Weapon Effect (50 Coins) Effected weapon permanently gains one of the following: Beatback, Detonator, Stall or Freeze.

    Greater Weapon Damage Effect (60 Coins)Effected weapon permanently gains one of the following: Brutal Damage, Poison, Armor Piercing,

    Corrosion, or Fire

    Armor Light Armor: Provides +2 ARM, +20 CoinsMedium Armor: Provides+ 4 ARM, + 45 CoinsHeavy Armor: Provides +6 ARM, -1 SPD, + 70 Coins

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    Magic Models that have the Spell Caster ability have access to 1 spell when they are created or take the SpellCaster Skill. In Campaigns, when a model is entitled to a Skill upgrade, then it may instead choose tolearn a new spell from the list. If a model has the Furious Caster Skill, it may cast the same spell twiceper turn and does not need to have access to 2 spells. In the case of buff spells (shown by a *), only onemodel may be affected per model casting the spell.

    Arcane Bolt: Rng 12 POW 11 magic attackBlinding 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 attacksDeadeye*: this or target model in 6 inches gains +1 die on its next ranged attackGiant 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 steamjack 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 DEFFly s Kiss: RNG 8 POW 10 AOE 3 magic attack. All models in AOE suffer POW 10 Damage roll.Solid Ground: Friendly models in this model s CMD range cannot be knocked down or slammed.Ravager: this or target model in 6 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 STRVenom: RNG SP 6 POW 10, models hit suffer CorrosionPuppet 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 ElectricMagic Attack.

    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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    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 toplay. In theory, people can run more than one gang to increase variety of games, but this could getconfusing 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 Conditionscan be either player-wide conditions or individual conditions. Some of the Win Conditions ideas are thefollowing:

    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 CampaignFace a Low-Captain s Gang controlled by a Game MasterPretty 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 ThrallAdd 2 for each Human, Rhul and SatyxisAdd 3 for each Trollkin

    Add 4 for each Ogrun and Light SteamjackAdd 8 for each Heavy SteamjackAdd 1 for each Spell the Gang has access toAdd 1 for each Drive the Gang has access toAdd the combined number of Levels the Gang has

    Added all together, this is the Gang s rating.

    For the Gang with the lowest Gang rating, there two options. For each difference in Gang rating, if theGang 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 10Coins per difference to use towards hiring a Brigand for the duration of the Scenario. At the end of thegame, 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 fromlost limbs, to being captured, to death. If a model is down at the end of the game, make a CMD check.

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    If the CMD check is passed, the model recovers as normal. If the CMD check is failed, then the modelmust roll on the Lasting Injury Table. If the model is simply Knocked Down, then no roll is required. Allmodels 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 its SPD. If a model rolls

    this twice, then it has to be removed from the roster4 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 roster5 Massive Injury: Roll 1d6; 1-3 miss next game, 4-6 model must miss next 2 games6 Head Wound: Roll 1d6; 1-4 miss next game, 5-6 model loses -1 MAT, RAT and DEF7 Recovers8 Recovers, must miss next game9 Recovers, model gains +1 XP

    10 Traumatic Injury: Roll 1d6 before each game and compare to the following; 1-2 modelmust miss this game, 3-4 model suffers from Berserk this game, 5-6 model may act as normal

    11 Captured: captured model can be ransomed back to the Gang or sold to the Watch for5d6 Coins

    12 DEAD! (again)

    Steamjacks do not roll on the Lasting Injury Chart. Between each Campaign game, the Steamjack mustbe repaired. If you have a Mechanic in the Gang, you may use the repair skill once. The rest of theDamage bust be repaired by a reputable mechanic. Roll 1d6 when you are going to repair a Steamjack,this cost is paid in addition to the actual damage repaired. You do not have to have all of it repaired, but

    you must have at least one functioning box for the Steamjack s Systems.Each Hull damage box costs 5 Coins to repairEach System damage box costs 10 Coins to repairAny System with an upgrade costs an additional 5 Coins per damage box to repair (such as

    Enhanced Pneumatic Arms which will cost 15 Coins per box)

    Thralls do not roll on the Lasting Injury Chart. Instead, roll on the following chart:1-2 Thrall is destroyed, remove it from the roster.3-5 Thrall is in need of repair, costs 2d6 Coins to repair.6 Thrall is fine.

    If a model is killed, the owning controller may try to recover some of the lost model s equipment. Foreach item that the model carried, roll a d6:

    1-4 Item is unrecoverable5-6 Item is salvaged

    If the item attempting to be recovered is an item of armor (Light, Medium or Heavy Armor), a Shield(shield or buckler) or a Mechanikal Limb, it is only recovered on a roll of 6.

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    ExperienceDuring 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-Steamjack model+1 for DISABLING an opposing Steamjack+1 for wrecking an opposing Steamjack +X for completing Scenario based objectives, see Scenarios for more explanation.

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    AdvancementAs model s gain experience, they will be entitled to advancements. When a model reaches anew level, it is entitled to either a new Skill or a Stat increase. A stat increase can be with CMD,SPD, MAT, RAT, STR, DEF or Health. A model with a Skill[X] may increase their skill rating by 1

    for a Stat Increase. A model that is entitled to a Skill must pick one from its existing skill lists, ordecided to start a new Skill Set by picking a Skill from that Set. If a model has the maximumnumber of skill sets, then it must choose a Skill from one of its existing Sets. No stat may everbe increased past +3 from its starting stat, CMD and Skill[X] can never be increased past 10.When Health is upgraded, the model gains +2 Health instead of 1, and it may take this up to atotal of 3 times.

    EXP Level Stat Increase Skill2 1 X X4 2 X

    6 3 X8 4 X

    10 5 X15 6 X20 7 X25 8 X30 9 X35 10 X50 11 X50 12 X60 13 X

    70 14 X80 15 X90 16 X

    100 17 X115 18 X130 19 X145 20 X

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    SkillsA model can choose from any skill sets that it wants up to the maximum allowable skill sets. A Leadermay have skills from the Leader Skill set and 3 other Skill Sets, a Spell Caster can have the Spell CasterSkill Set and any 1 other Skill Set. Any other model can have skills from any 3 Skill Sets. Skill markedwith * can only be taken once per Gang. Note: when a skill says that it affects a model by name, itrefers to itself instead of the original model. Example: Inner Silence references Zerkova. If a model hasInner Silence, it references that model.

    Leadership Skill SetLeader*: Models in this Model s CMD range may use its CMD for CMD checks. As long as this model is inplay, use its CMD for Route Tests.Fearless: This model never flees. If the Gang fails a Route Test, this model will fall back. If this model sCMD is used for Route Checks, it must take the check as normal.Inner Silence: This model cannot be attacked by attacks generated by BerserkSucker: If this model is hit by a ranged attack, a friendly model in 2 may be automatically hit instead

    Victory Howl: When this model kills an enemy model, enemy models in 6 must make a CMD check orflee.Alert: This model has no back arc, its front arc extends 360 degrees.

    Jack Marshal Skill SetJack Marshal: this model may control Steam Jacks. A Steam Jack controlled by a Jack Marshal may run,charge, boost attack roll or boost damage roll once per activation, as long as the Steam Jack is in the JackMarsha s CMD range.Drive: Haste*: Make a CMD check during activation. If the check succeeds, the target Steam Jack gains+3 SPD during its movement this turn.

    Drive: Off Road*: Make a CMD check during activation. If the check succeeds, the target Steam Jackgains Pathfinder this round.Drive: Pronto*: Make a CMD check during activation. If the check succeeds, the target Steam Jackimmediately moves up to its current SPD in inchesDrive: Power Attack*: Make a CMD check during activation. If the check succeeds, the target Steam Jackmay make Power Attacks without spending focus and gains +2 MAT when making Power AttacksIron Wall: When this model is in B2B contact with a friendly Steam Jack, this model gains +2 ARM.Synergy: When this model is attacking a model that is in melee range of a friendly Steam Jack, thismodel gains +2 MAT.

    Mechanic Skill SetBodge: 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.Dismantle: This model gains an additional d6 to damage rolls against Steam Jacks.Scavenge*: During the post game, if this Gang wrecked an opposing Steam Jack, then this gang gains+5d6 Coins.Iron Wall: When this model is in B2B contact with a friendly Steam Jack, this model gains +2 ARM.

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    Shooting Skill SetSniper: When damaging a Steam Jack, this model can choose which column to damage. If it hits, it maychoose to do 1 damage instead of rolling for damage.Gun Fighter: This model has a melee range of 0.5 and can make ranged attacks targeting models inmelee. This can only be used with Pistol weapons

    Crack Shot: This model does not suffer a penalty for shooting into meleeVital Shot: When this model makes a ranged attack that fails to exceed a model s ARM, it deals 1damage to the model instead.Point Blank: This model may use a Pistol Ranged Weapon as a Melee weapon while in close combat withanother model. Attacks made using Point Blank are rolled with this model s MAT.Double Tap: If this model has a ranged weapon that has ROF of 2, then it may make 2 ranged attacks.

    Melee Skill SetFlying Steel: Choose one of this model s melee weapons. The weapon has d3 initial attacks. Roll for theinitial attacks each time this model wants to make attacks with the weapon.

    Parry: This model cannot be targeted by Free StrikesCombat Master: Choose one of this model s melee weapons. The weapon has 2 initial attacks.Riposte: If this model is missed by a melee attack and the attacking model is in this model s melee range,this model may immediately make an attack.Unstoppable Charge: This model may re-roll a failed Charge Attack.Forfend: This model may make a melee attack against an enemy model ending its movement in meleerange of this model. If it makes an attack, it cannot make a melee attack this round.

    Spell Caster Skill SetSpells (see below)

    Battle Wizard: If this model kills an enemy model with a melee attack, then it may immediately cast onespell.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 mayspend 3d6 Coins in order to make a Potion and give it to any model. A Potion is a one-time use Spellthat is cast by a CMD check. Any model may only carry one potion.

    Ferocity Skill SetTough: When this model takes enough damage to be BOXED, roll on the following Recovery Chart insteadof the normal rules:

    1-3: Recover4: Nothing5-6: Injured

    Assault: As part of a charge, after moving, the model may make a single ranged attack targeting thecharged model. This model is not considered to be engaged when making the ranged attack, nor is thetarget considered to be in melee.Insult to Injury: If this model makes melee attacks and is unengaged at the end of its activation, it maymake a ranged attack.

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    Berserk: Whenever this model kills another model with a melee attack, it must immediately attackanother model in melee range, friend or foe. Models killed by these attacks will generate furtherBerserk attacks.Terror: Model s in this model s melee range or wishing to assault this model must pass a CMD check orflee.

    Stealth Skill SetPathfinder: This model ignores movement penalties from and may charge across rough terrain andobstacles.Lurk: Model may forfeit its movement to gain +4 DEF. This model also gains the aiming bonus.Camouflage: this model gain an additional +2 DEF when benefiting from concealment or cover.Backstab: This model gains +2 to attack rolls when attacking a model in its back arc.Stealth: Ranged and Magic attacks that originate from further than 5 away automatically miss. NOTE: amodel must have Lurk before it can take Stealth.Bushwhack: This model can make a Ranged attack before moving, but cannot make other actions after it

    has moved.

    Spell Set Arcane Bolt: Rng 12 POW 11 magic attackBlinding 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 attacksDeadeye: this or target model in 6 inches gains +1 die on its next ranged attackGiant 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 itsnormal 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 againat another target.

    Return Fire: this or target model in 6 inches gains Return Fire. A model with Return Fire is missed byan 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 DEFFly s Kiss: RNG 8 POW 10 AOE 3 magic attack. All models in AOE suffer POW 10 Damage roll.Solid Ground: Friendly models in this model s CMD range cannot be knocked down or slammed.

    Ravager: this or target model can make an additional attack with each Melee weapon it has, butsuffers -2 DEF.

    Scything Touch: this or target model in 6 inches gains +2 STRVenom: RNG SP 6 POW 10, models hit suffer CorrosionPuppet 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.

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    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 gang s highest CMD value to the roll. Whoever has the highest totalchooses which scenario will be played, and whether they will be the attacker or defender. If a scenariohas any alternating selection, the player who did not win the roll will get first choice, such as setting upterrain for the game.

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

    1 Scenario 9: Warehouse2 Scenario 8: Enemy Territory3 Scenario 7: Docks4 Scenario 3: Land Grab5 Scenario 2: Raid6 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: Ruins2 Scenario 8: Enemy Territory3 Scenario 5: Defend4 Scenario 4: Rescue5 Scenario 3: Land Grab6 Scenario 1: Skirmish

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

    Basic Set-up RulesThe basic game board for a game should be set up on a 4x4 foot table. If there are any Scenario-specificterrain 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 won t 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 canonly carry 1 token at any time. A model that is carrying a Token cannot run. A model carrying a Tokencannot drop the Token unless they are Knocked Down. When Tokens are placed on the board, theymust 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 RouteSet 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 defender s deployment zone as possibleSet up: Defender places d3+1 Loot Tokens on the front edge of their deployment zone. Two deploymentzones 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 +1EXP. For each Loot Counter the Attacker has at the end of the game, roll on the following chart:

    1 10 Coins2 20 Coins3 30 Coins4 Any 1 Mechanika upgrade5 Any 1 White Market item6 Any 1 Black Market Rare(1 or 0) item

    Scenario 3 : Land Grab Target: Have more models in the building than the other GangSet up: In the center of the table, set up a building in the center of the table that is at least 6x6 inches insize. Note: it would be best to have a building with multiple entrances, not just one. It would also be agood 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 mostmodels in the building at the end may roll for a new Territory. See the Income area for the Territorytable.

    Scenario 4 : RescueTarget: Get in, rescue the model, get them out alive.Set up: In the Defender s deployment zone, there needs to be an additional model set up. The Defendermust keep this model from entering base to base contact with an Attacker. Once the model is in Base tobase contact with an Attacker, the attacking player gains control of the model. Note, the defendercannot kill the captive before the Attacker takes control. If desired, any Gang may attempt to take thisScenario to rescue a Captured model if they desire. Replace the Captive s stats with the model s stats.The model may not use any special rules, skills or abilities. The model does not possess any of their oldequipment.

    Captive

    MOV MAT RAT STR DEF ARM CMD HP4 -- -- -- 12 12 7 5This 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 theCaptive 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 holdingsSet up: Set up a 6x6 building in the Defender s deployment zone before the rest of the terrain. Thisfollows 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 abonus for the difference in models in the building. If the Attacker s total is higher, then the Defenderlooses 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 atleast 9x9 inches with multiple entrances and connected to a large maze system. Use dungeon tiles orother similar set up. Each player sets up 2 pathways leading to the central room. Randomly determinewhere 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 amodel that possess the Artifact Token gets it back to their deployment zone, then the Gang may roll onthe 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 deckingSet up: Place few buildings, a crane or two, crates, barrels, maybe a ship if there is one. Set up terrain asa 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 theend 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 or2, the Steam Jack is removed from the game and suffers 2d6 damage.Bonus Earnings: None

    Scenario 8 : Enemy TerritoryTarget: 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 8deployment zone along each back of the board.At one end of the road, is the defender sdeployment zone. Each model that makesit to the other end counts as a scoring model.Bonus Earnings: Each model that makes it to theend of the corridor gains 1 EXP. If the defendingGang Routes, then all only the model s that makeit gain EXP. If the Gang routes, then they do not gain EXP. If the Attacking Gang Routes, then thesurviving models automatically gain the EXP and win the Scenario.

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    Scenario 9 : WarehouseTarget: 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 theterrain. 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 notpicked up are ignored.Bonus Earnings: Each model with a Loot token gains +1 EXP. The Gang that has possession of themarked Loot Token gains +1 EXP. The Gang that has the marked Loot Token gains 50 coins. For eachunmarked Loot Token roll on the following table:

    1 Orgoth Ruins Map2 5 Coins3 10 Coins4 15 Coins5 20 Coins6 25 Coins

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    IncomeAfter the Scenario has been played out and any Lasting Injuries have been determined, the Gangdetermines 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 fromplaying a Warehouse Scenario.

    Then, add up Income that the Gang collects during their day to day business. Each Gang member thathas survived can choose to do one of the following options to help generate income for the Gang:

    1 Racketeering: Gangers may choose to fulfill one of the Rackets that are not completedduring a game.

    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 d2

    Coins, but the Ganger does not count when determining the Gang s upkeep required.

    Rackets Assassination: Can only be completed in-gameConning: 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. Can be taken once per Ganger sent for Conning.Extortion: During the Income step, gain an additional D6 Coins for each Holding. Automatic for

    any Territory that is collected on.Fencing: When selling items, gain an additional 2 Coins per Item sold. Does not require sending

    any Gangers.Muscle: Counts as taking the Work option for Income, gains d6 Coins instead of .d3Protection: Can only be completed in-gameSmuggling: When making a CMD check for Black Market items, add 1 to the model s CMD. Must

    choose the number of Gangers to send before rolling number of available Black Market items.Piracy: For each model sent, roll a d6 and compare it to the following:

    1: Dead or Captured: Remove the model from the Roster2: Out to Sea: Miss the next game, roll again3: Gain 1d6 Coins4: Gain 2d6 Coins5: Gain 4d6 Coins

    6: Roll on the Artifact ChartTheft: For each model sent, roll a d6 and compare it to the following:

    1: Killed or Captured2: Gain 1d6 Coins3: Gain 2d6 Coins4: Gain 3d6 Coins

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    5: Choose 1 Item from the Market List6: 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 theBlack Market.

    5 General Store: Choose one player, gain 1 Coin for each surviving Ganger the other Ganghas, plus 5 if they have a surviving Steam Jack.

    6 Bridge: Gain 2d6 Coins7 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 45Coins.

    8 Merchant Contact: Whenever you sell an item, you gain +1 Coin per item sold.9 Drink Vendor: Each of your living Ganger s cost 1 less Coin in the Upkeep step.10 Workshop: For 30 Coins you may upgrade a weapon s 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 andsacrifice the model.

    12 Housing Area: 9+d6 Coins. If you only roll a 1, make a CMD check (using the Ganger sCMD 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 stillfunctioning (ignoring the hull), then it may also work. If the Steam Jack works with the Jack Marshal, theJack Marshal does not need to have its upkeep paid and the Steam Jack s upkeep is halved.

    Upkeep After the amount of Income the Gang has collected has been determined, subtract the following forgeneral upkeep for the Gang.Each Human, Gobber, Rhul and Satyxis 4 Coins eachEach Trollkin and Ogrun 6 Coins eachEach Light Steam Jack 15 Coins eachEach Heavy Steam Jack 30 Coins eachAny model armed with a Black Powder Weapon 1 Coin eachPaying Brigands xx Coins Each

    The cost is determined by what brigand you wish to hire.

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    Once the Gang s total Income has been determined, they may spend the remaining money in theMarkets.

    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 notrequired to pay their upkeep until the next game. Any new model hired into the Gang must follow anyrestrictions that your original Gang recruitment followed.

    BrigandsIf you choose to hire any Brigands, then you must purchase them at this stage. You may hire them bypaying their Hire Fee. The Brigands can be found after the Market Sections.

    Markets Markets are divided into 2 markets, White Markets and Black Markets. White Market items arecommonly available and can be purchased freely without any looking. Black Market items are a bitharder to get a hold of. To determine the availability of Black Market items, roll a d6 when buying itemsto determine how many Rare items are offered. Pick out the Rare Items you wish to try to purchase andthen 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 theMarkets, they are automatically worth half of their original cost. Rare Items are always worth their fullprice if you decide to sell them. On the other hand, you can always hang on to any older items to handthem off to any new recruits or to replace lost or damaged weapons as a campaign goes on.

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    The Markets White Market Price ListMelee WeaponsHand Weapon, Sword, Bayonet 5 Coins

    Steam Fist, Axe, Spear, Halberd, Buckler, Mace, Flail 10 CoinsHammer, Shield, Whip/Chain 15 Coins

    Ranged WeaponsShoddy Pistol, Throwing Knives 5 CoinsPistol, Crossbow 10 CoinsBlunderbuss, Shotgun, Military Rifle, Dueling Pistol, Heavy Pistol, Carbine 15 CoinsHand Cannon, Long Rifle, Slug Gun 20 CoinsArmorLight Armor 20 CoinsGearClimbing Gear 20 CoinsSmoke Bombs 25 CoinsMedical Kit 30 CoinsGunner s Kit 30 CoinsMechanic s Tools 30 CoinsFive Fingers Map 40 Coins

    Black Market Price List RarityRanged WeaponsGrenades 20 Coins 1

    Quad Iron 25 Coins 1Cannon 30 Coins 3ArmorMedium Armor 45 Coins 1Heavy Armor 70 Coins 2GearSoul Cage 50 Coins 3MechanikaMechanikal Limbs 35 Coins 2Critical Effect 30 Coins 0Critical Continuous Effect 40 Coins 1Weapon Effect 40 Coins 2Greater Weapon Effect 50 Coins 3Potion 20 Coins 1Hooga Cigars 25 Coins 1Exceptional Black Powder 15 Coins 1Orgoth Map 50 Coins 3

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    Blessed Charm 25 Coins 1Fine Uniform 35 Coins 1Arcane Scripts 65 Coins 3

    Climbing Gear: As long as this model walks, it may climb up vertical surfaces as long as it has enough

    movement to reach the top of the object being climbed.Smoke Bombs: This model may place a 3 Smoke Template within 1 of this model.Medical Kit: This model gains +1 to Skill [X] when trying to heal a model. If double 6 s are rolled, thenthe supplies run out and it can no longer be used.Gunner s Kit: This model may re-roll a misfire roll when using a Black Powder weapon.Mechanic s Tools: This model gains +1 to Skill [X] when trying to repair a model. If double 6 s are rolled,then the supplies run out and it can no longer be used.Five Fingers Map: When ever this model rolls to determine what scenario is played, roll 2 dice andchoose whichever one you want. If you roll the same on both die, the leader gets fed up with the mapand destroys it.

    Soul Cage: When a living model is removed from the play within 6 of this model, it gains 1 soul token.The soul token may be used to make an additional attack, boost a to-hit or to-damage roll, or cast anadditional spell. If this model is captured, it is worth +20 Coins when turned in and is immediatelyexecuted. It may not be Rescued.Mechanikal Limbs: If this model has lost an Arm or a Leg, this will replace it. The model losses thepenalty for the lost limb and gain an additional +1. A Mechanikal Leg provides +1 SPD and a MechanikalArm provides +1 STR.Mechanika Upgrades: These are the exact same as the options that are provided in the Armory.Potion: Choose any one spell. This model may take the Potion as its action, immediately casting the

    spell. The spell cannot be a spell that causes damage to an opposing or friendly model.Hooga Cigars: there are 2d6 Cigars. Each Cigar may be given to a Ganger instead of paying that model supkeep during the Income step. Brigands WILL NOT accept payment in Cigars (unless specified)Exceptional Black Powder: choose one of this model s Black Powder weapons. The weapon no longerhas to roll for Misfires.Orgoth Map: roll a d6 and compare it to the following:

    1 The map is fake, completely worthless2 The Gang can automatically play the Ruin Scenario next game3 The Gang gains 1 Slum Territory4 The Gang may advance deploy during Ruin Scenario games

    5 The Gang immediately gains 1 Black Market Item6 The Gang immediately gains 1 Artifact

    With the exception of#4, after the map is used, it can no longer be used.Blessed Charm: After this model is boxed, destroy the Blessed Charm. The model carrying the BlessedCharm heals d6 health.Fine Uniform: If worn by the Leader, the Leader gains +1 CMD when other models need to use thismodel s CMD to make a CMD check.

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    Arcane Scripts: A model that takes the Arcane Scripts can take the Spell Caster Ability if the Gang has notused all 3 of its Specialists. If the Gang already has a Spell Caster, it can be used to permanently give theSpell Caster +1 to Spell Abilities [X] or to learn 1 additional spell.

    Jackwerks

    The following upgrades may be purchased for Steamjacks. If an item or upgrade is considered to be aRare Item, it will have the Rarity listed by the price. No upgrade may be taken more than once otherthan Armor Plates. Armor Plates may only be taken 2 times. Ferrum Cortex 30 CoinsAurum Cortex 60 Coins 2Arcanum Cortex 100 Coins 3Armor Plates 25 CoinsLashings 15 CoinsEnhanced Pneumatics 20 Coins 1Advanced Stabilizers 30 Coins 1

    Head Spike 15 CoinsAdvanced Boiler 25 Coins 1

    Ferrum Cortex: the Steamjack may increase MAT, RAT or DEF by 1, or it may learn a single, non Leader,non Specialist Skill.Aurum Cortex: twice, the Steamjack may increase MAT, RAT or DEF by 1, or it may learn a single, nonLeader, non Specialist Skill.Arcanum Cortex: three times, the Steamjack may increase MAT, RAT or DEF by 1, or it may learn a single,non Leader, non Specialist Skill.

    Armor Plates: The Steamjack may increase its ARM by 1 without using an Open Hand. If the Steamjacktakes this option twice, it has its MV reduced to 4.Lashings: Models in B2B contact with this Steamjack cannot be knocked down by knockdown effects.Enhanced Pneumatics: Steamjack gains +1 STR each time this option is purchased.Advanced Stabilizers: this Steamjack cannot be knocked down by knockdown effects.Head Spike: when using the Head Butt power attack, this model deals STR+2 POWAdvanced Boiler: This model gains +1 SPD. This is added after Armor Plate reductions.

    Brigands Brigands can be hired by any gang as a normal model. They are cheaper than most normal Gangers in

    the short run, but during the Post Game sequence, the model s upkeep cost must be paid. They do nothave to pay for normal gang upkeep. If the Gang cannot or will not pay the upkeep cost, then it willleave. Brigands do not gain experience, nor do they every receive advancements.Thief 55 Coins to HireGobber Stats (Human or Rhul: +5 to Hire) 10 Coins UpkeepGear: x2 Hand Weapons, Crossbow +7 to Gang Rating

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    Stats: +1 MAT, +1 RAT, Lurk, StealthSpecial Rules: If the Scenario involves Loot Tokens, then the Thief has the Advanced Deployment Skill.

    Back Alley Doctor 40 Coins to HireHuman Stats 15 Coins Upkeep

    Gear: Hand Weapon, Medical Kit +12 to Gang RatingStats: Heal [7] (includes Medical Kit)Special Rules: If this model fails its skill check by rolling double 6 s, the model suffers 1 wound instead.

    Pitfighter 65 Coins to HireHuman/Rhul Stats (Trollkin:+ 10 to Hire) 25 Coins UpkeepGear: Sword, Chain, Light Armor, Buckler +10 to Gang RatingStats: +1 MAT, Flying Steel (Chain),Victory Howl, Unstoppable ChargeSpecial Rules: None

    Gunmage Expatriate 65 Coins to HireHuman Stats 25 Coins UpkeepGear: Hand Cannon, Hand Weapon, Light Armor 10 to Gang RatingStats: +2 RAT, 3 Rune ShotsSpecial Rules: Choose 3 of the following. Each time the Hand Cannon is fired, it may use one of the 3special attack types.

    Thunder: hit model is slammed d3 inches away from the AttackerFire: this attack causes the Fire continuous effectCorrosion: this attack causes the Corrosion continuous effectFreeze: the hit model becomes stationary for one roundSmoke: place a 3 Smoke AOE over the hit targetFlare: hit model suffers -2 DEF for one roundRicochet: make a second ranged attack roll against a model against another model within 4 of

    the original target.Long Shot: This attack has +4 RNG