gangsoffivefingersv1.6

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    Image by andre auderzo, copyright privateer press. Used without permission.

    http://andreauderzo.deviantart.com/http://andreauderzo.deviantart.com/
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    Rules by Son of Menoth2010

    *****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 in here is pretty much borrowedfrom them. This is a fan-made game using their universe and most of their rules. At any time, this projectmay be canceled if they so asked me to do so. I am not making any money off of this, it is just for fun andfor the rest of those that want to play it. If you have paid to play this game, get your money back.

    Revision info

    v1.2 changes

    v1.3 changesv1.4 changes

    v1.5 changes

    v1.6 changes

    Changes to Piracy RacketShenkriel lost Big Hands

    Foreign Agents: Khador clarification

    Changed XP cost for Specialties and Leader abilitySpecified Heal [x] ability

    Trollkin: Gained Big Hands and added new rule for regenerative abilities

    Changes to Shields and BucklersAdditional Mundane Upgrades

    Campaign Skill Set added in

    Additional Brigands, slight change to hiring Brigands when out-classed

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    CONTENTS

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    Gangs of Five Fingers

    The RulesThe Gangs of Five Fingers is about a small group of down and out members of the IronKingdoms that have taken their future into their own hands, by joining one of the manygangs in Five 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 butcan be played as one-off games, using the same rules either way. The basic rules areprovided here, with the campaign specific rules following later.Because Gangs of Five Fingers mostly uses the rules from the Warmachine MK II Primerulebook, and I dont want to be hunted down by several years worth of steam powerednecromantic 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 forclarification.

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

    PAGE 27: WHAT YOU NEED: There are no stat cards for Gangs of Five Fingers, but youwill need to print off a Gang Charter in order to keep track of your Gang membersprogress as well as their victories and their injuries. Probably should also have a pencil,or put it in a page sleeve and use a dry erase marker, whatever works for you (dontsuggest a stone and chisel though, too hard 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.

    Steamjacks are the less-battle oriented little brothers of Warjacks. Dont be fooledthough, its hard to fight a 6-ton metal monster, whether it lifts crates or carries a sword.Steamjacks are not controlled telepathically, they are controlled by mundane mortals bySCREAMING, SHOUTING and GESTURES (depending on your Gang, occasionally rudeones). They may not have the flash of a Warjack, but they will still treat the other Ganglike a small yapping dog (and punt them down the 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 themall as Solos. There are no Troopers, Grunts, Unit Commanders, Leaders or Officers andthere are no Attachments.

    PAGE 33-36: ADVANTAGES: Advantages in Gangs of Five Fingers are called Skills. Forthe most part, they are the same as they are in WARMACHINE, but there are some thatare a little different due to the scale of the game. Check the Skills section of these rulesto see any changes (the Skills section is in the Post Game section), which take precedentover the original rules. This holds true for everything up until the section titled SpecialRules.

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

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

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

    1-2 Recover: Forfeit move or action and stand up3-4 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 itis healed or the game ends. If they model is up, it does not have to roll on the Damage Chart. Ifthe 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 endsup 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 notimmediately destroyed, it becomes DISABLED. Place the model on its back (or use atoken if you dont want to lay your models on their backs). During the MAINTENANCEPHASE, roll on the RECOVERY CHART.If the model is BOXED while it is DISABLED, then the BOXED model is immediatelyremoved from play. This only applies if it is DISABLED, not knocked down as an effectfrom an attack or from other effects.

    PAGE 67: WARCASTER DESTRUCTION: If I need to tell you this now, then you will

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

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

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

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

    PAGE 80: The rules for JACK MARSHALS in units are not used for this game. There areno units, 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.

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    PAGE 85: add this rule to Command Checks; ROUTE TEST: whenever a gang has 30%or more of its gang (in approximate points) has been removed from the game or is down(on its back, not from a Knockdown effect), then a CMD check must be taken with themodel with the highest CMD. If the test is failed, all friendly models must flee to theirstarting board edge and the game is over. If they pass, then they may continue to fight.If they pass, they must take another CMD test at the beginning of each turn that theyhave lost another model, or they may voluntarily choose to fail their test and end thegame.

    PAGE: 86-89: Use these rules for terrain other than setup. Each individual scenario willhave its own type of requested terrain, but in the case of one-off games, you can usewhatever you feel like.

    NOTE: Just a general note of advice. I would suggest reading though most of the IronKingdoms book Five Fingers: Port of Deceit. It will give you a lot of backgroundinformation 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 getinto the rules that are specific to the Gangs of Five Fingers

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    Recruiting your Gang

    This section of the rules shows you how to build your Gang.You have 1000 Coins to spend on recruiting and equipping all the thugs and low-life criminals thatyou want. As you purchase models and equipment, make sure to keep track of how much youhave left to spend.

    In the case of one-off games, you can decide to use more Coins for your Gang or even if youwant to have a larger, more violent campaign you can do that too.When playing a campaign, you can keep any unspent Coins to be used at a later date, such assaving up to get your steamjack a better cortex.

    All Gangs have somewhat different rules when it comes to what options they can take, but thereare some things that are universal, no matter what the Gang is. The first thing to consider whencreating a Gang is what type of Gang you want to run. There are Gangs that specialize in Knives,or those that specialize in muscle. Some Gangs are differentiated by what race is allowed intotheir group, like Gobber Rigging Gangs. The easiest way to build your gang is to pick one of thefollowing before moving on 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 in Campaign play) Whenever your Gang partakes in this activity, theygain bonus income (see the Income section of course). If you are not playing aCampaign, then this is just some side information.

    Racket Types 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 Territory owned. Fencing: When selling items, gain an additional 2 Coins per Item sold Muscle: 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 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 again3: Gain 2d6 Coins4: Gain 3d6 Coins5: Gain 4d6 Coins

    6: Roll another d6:1-4: Gain 5d6 Coins5-6: Gain an Artifact. If the Gang already has an Artifact, gain 5d6

    Coins.

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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 Coins5: Choose 1 Item from the Market List

    6: Choose 1 Item from the Black Market LisRestrictions: This will tell you what models, weapons and equipment your Gang cannot take.SpecialRules: This will tell you if there are any special benefits your Gang receives. It

    may also contain disadvantagesOptions: This will tell you what options your Gang has access to during its creation. You

    can take any and all of them, but you can only take each one once.

    Five Fingers Gang

    Location: Any IslandRackets: Any Rackets (choose 1 for a permanent Racket)Restrictions: Five Fingers Gang has no restrictions

    Special Rules: This Gang has no special rulesOptions: This Gang MUST take a model with the Leader upgrade. This Gang may take the JackMarshal, Mechanic, Doctor or Spell-caster upgrades.

    Mercenary Charter

    Location: Any IslandRackets: ProtectionRestrictions: NoneSpecial Rules: Law Abiding: Cannot be the Attacker on Raid Scenarios, unless the opposingGang is Cryxian, 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 d6Coins.

    Options: This Gang MUST take a model with the Leader Upgrade. This Gang may take theJack Marshal, Mechanic, Doctor or Spell-caster upgrades.

    Gobber Rigging Gang

    Location: Captain IslandRackets: 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 Rig Runner that makes deliveries gains 1/2SPDxd6 Coins.

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

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    Duelist Gang

    Location: Bulls IslandRackets: ExtortionRestrictions: Cannot take Ogrun

    Cannot take more than 2 Trollkin Gangers

    Cannot take Spears, Whips or HalberdsCan only take the following Ranged Weapons: Shoddy Pistols, Pistols, HeavyPistols, Dueling Pistols, Hand Cannons and Throwing Knives

    Special 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 JackMarshal, Doctor and Spell Caster upgrades.

    Thamarite Cult

    Location: Dicer/Bolis Island

    Racket: AssassinationRestrictions: Can only take Human and Risen GangersSpecial Rules: Mother of Sorcery: In addition to the Leader Upgrade, the Leader must also takethe Spell Caster Upgrade. This does not count towards the maximum number of upgrades theGang can take. (ie, this Gang may upgrade 4 models at Gang Creation, one of which must beSpell Caster for the Leader)

    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 bekilled to give the Leader +1 XP.Scion: Each Thamarite Cult must pick one of the following Scions, gaining the listedbenefit.

    Aiden: gain +3d6 Coins during the Income step

    Bolis: 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.

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    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 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 CMDcheck. If it fails, it is added to the Gang. If the model passes its CMD check, then it maybe treated as normal.Scurvy: Pirates cost 1 additional Coin each in the Income Phase for UpkeepProfessional: If you roll a Lost result on the Pirate Chart, you may re-roll on the chart. Anadditional roll of Lost stands.

    Options: The Gang MUST take a model with the Leader Upgrade. This Gang can take the JackMarshal, Mechanic and Doctor Upgrades.

    Shenkriel Gang

    Location: Hospice IslandRackets: MuscleRestrictions: May only take Trollkin ModelsSpecial Rules:

    Fell Caller: the Leader of the Shenkriel Gang gains Fell Caller. As a Special Action, theLeader 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 immediatelystand up and act as normal if they had not already activated. This does not affectmodels that are down because they are out of wounds.

    Options: The Gang MUST take a model with the Leader Upgrade. This Gang can Take the Spell

    Caster and Doctor upgrades.

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    Foreign Agents

    Location: Any IslandRacket: EspionageRestriction: Gangs are restricted to models based on their Patron NationSpecial 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 1d6Coins. When this Gang Defends Docks, Raids or Protect, this gang gains +1d6 for eachsurviving 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 Casterwithout paying the 10 Coins, butthe model still gains the XP. Can take Human and Gobbers

    Cygnar: Watchman Brigands cost 10 less Coins. Can take Human, Gobbers andRhullic models.

    Ord: Gang starts with a Five Fingers Map. Can take Human, Gobber Trollkin, andRhullic models.

    Llael: the Leader gains boosted Melee Attack Rolls. Can only take Humanmodels.

    Cryx: The Gang also has the Piracy, Extortion, or Smuggling racket at GangCreation. Can take Satyxis, Human, Trollkin and Ogrun modesl.

    Rhul: When repairing a Steamjack in the Post Game sequence, the extra d6 doesnot need to be paid. Rhulic Gangs may recruit Ogrun models, but there can neverbe more Ogrun than Rhullic models.

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

    Cryxian Reavers

    Location: Wake IslandRacket: PiracyRestrictions: Cannot take Rhulic models

    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 bekilled to give the Leader +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 Incomestep for any reason, including counting for Upkeep.Hunted: Any Satyxis or Thrall that is Captured on the Lasting Injury Chart can be turned

    into the Watch for double the standard amount of Coins.Options: The Gang MUST take a model with the Leader Upgrade. The Gang can takethe Jack Marshal, Mechanic and Spell Caster upgrades.

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    Races

    The other important part of a model, whether a Leader, Grunt or Specialist is their race. Thereare several races living (and unliving) in Five Fingers that can join Gangs. The races a Gang cantake are listed in their Gang roster.

    Race Points SPD MAT RAT STR DEF ARM CMD HP

    Human 65 6 4 3 5 12 12 7 5

    Humans are the generic baseline race, they have no special rules or abilities.

    Race Points SPD MAT RAT STR DEF ARM CMD HP

    Rhulic 65 5 4 3 5 11 12 8 5

    Rhulic models can purchase non-shield, non-buckler armor for 5 Coins less.Rhulic models do not suffer the -1 SPD penalty from using Heavy Armour.

    Race Points SPD MAT RAT STR DEF ARM CMD HP

    Gobber 40 6 2 2 2 14 12 7 5

    Gobbers are a cowardly race and will usually leave the leading to a braver individual. Unless theGang contains only Gobbers and Steamjacks, a Gobber will not lead a Gang.

    Race Points SPD MAT RAT STR DEF ARM CMD HP

    Trollkin 80 6 5 3 8 12 12 7 5

    Trollkin are a strong and resilient race. Trollkin have the Tough Skill. Trollkin also have the BigHands rule: when a model with Big Hands purchases a Ranged Weapon other than Crossbows,Throwing Knives, and Grenades, they cost +5 Coins. When a Trollkin rolls on the Lasting InjuryTable, it may reroll a DEAD result once during each Post Game sequence.

    Race Points SPD MAT RAT STR DEF ARM CMD HP

    Ogrun 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 -1SPD from Heavy Armor. Ogrun have the Big Hands rule: when a model with Big Handspurchases a Ranged Weapon other than Crossbows Throwing Knives and Grenades they cost +5Coins.

    Race Points SPD MAT RAT STR DEF ARM CMD HP

    Satyxis 70 7 5 3 5 13 12 7 5

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

    Race Points SPD MAT RAT STR DEF ARM CMD HP

    Thrall 50 6 4 3 6 13 10 5 5Thralls are basic Cryxian undead, they are not really made for fighting, but they have their uses.They are basic, cheap labor and are treated as such. Thralls are Undead, they are fearless, butbecause of this, they will never gain experience.NOTE: When Risen are specified, they use the exact same rules and stats as thralls.

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    Steamjacks

    Steamjacks are some of the heavy muscle of the Gangs. Most of the Steamjacks are oldermodels used to load and move cargo, but in a pinch they are assets in a gang brawl. They arebig, expensive and slow, but they are worth their weight in gold to a gang leader strapped formuscle.

    There are two different classes of Steamjacks. The first and most common are light Steamjacks.They are faster and more nimble than their larger counterparts, but they are more fragile. Theyare usually used for light hauling and construction work. The second are heavy Steamjacks,much larger, more durable and stronger, 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 healafter a game has taken place, but their damage has to be repaired at a cost (see the LastingInjury section).

    Light Steamjack: 175 points

    SPD STR MAT RAT DEF ARM6 8 4 4 12 16

    Damage: 16

    X X X X X X

    X X

    L L M C R R

    Weapons: 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 R

    Weapons: 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 otherequipment. It really isnt all that smart to go to battle with your bare hands and your everydayclothes.Each warrior model can be armed with 2 ranged weapons and 2 melee weapons, in addition to

    the Hand weapon that they already come armed with.A Steamjack can only be equipped with 2 weapon systems, 3 if one of the systems is a Buckler.If a Steamjack is equipped with 2 Shields, then the Steamjacks SPD is at -1. You may purchaseadditional weapons and equipment during the post game sequences 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 fora Steam Jack costs an additional 5 Coins each.

    Weapon POW Special Cost

    Hand Weapon* 3 Improvised Weapon 0/5

    Steam Fist 4 If 2, may make a combo-strike 10

    Sword 5 None 52-Handed Sword 6 2 Handed 5

    Axe 6 None 10

    2-Handed Axe 7 2 Handed 10

    Hammer 7 None 15

    2-Handed Hammer 8 2 Handed 15

    Spear 4 Set Defense or Brutal Charge, Reach, Spear 10

    Halberd 5 Reach, 2 Handed 10

    Shield 2 +2 Arm, Critical Slam 15

    Mace 5 Critical Concussion 10

    Flail 4 Chain Weapon 10

    Whip/Chain* 3 Reach, Chain Weapon 15Bayonet* 3 Must attach to gun 5

    Horns 4 Critical Knockdown --

    Improvised Weapon:If a model is killed by an attack from this weapon, the model recovers during the Recovery phaseon a roll of 6 instead of 5-6.Combo-Strike:Instead of making 2 initial melee attacks, instead make 1 melee attack that deals a STR + DoublePOW.2-Handed:This model cannot use another weapon while using this weapon, nor may it use a shield otherthan 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:

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    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 a Small-based model, or d6 for a Medium or Large-based model. The model suffers a damage roll equalto 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 by Shields or BucklersCritical Knockdown: On a Critical hit, the model hit is knocked down.

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    Ranged Weapons

    All Ranged weapons, with the exception of the Crossbow, Throwing Knives and Grenades areblack powder weapons and have the following rules: Reload: For every turn a Black Powder Weapon fires, it must spend 1 turn beingreloaded.

    If a model has 2 Black Powder Weapons, it can fire both of them one turn and reload boththe next, or it can fire one each turn, reloading it the next.If the weapon has a ROF of more than 1, the ROF is the number of times that it can befired before needing to be reloaded.Unstable: Whenever a to-hit roll for a Black Powder Weapon rolls double ones, roll a d6on the misfire 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 isremoved from the models equipment

    Weapons marked with (*) can be purchased for Steam Jacks. They can be bought individually or

    bought in 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 Cost

    Shoddy Pistol 8 1 - 10 Black Powder roll on any Doubles to Hit 5

    Pistol 8 1 - 10 None 10

    Hand Cannon* 12 1 - 12 None 20

    Military Rifle 10 1 - 11 None 15

    Quad Iron* 10 1 - 10 Multi-Fire Special Attack 25

    Crossbow 10 1 - 8 None 10

    Blunderbuss* 8 1 - 12 Grape Shot 20

    Shotgun SP8 1 - 12 None 15Dueling Pistol 10 1 - 12 None 15

    Cannon* 10 1 3 14 Warjack Only 30

    Long Rifle* 14 1 - 10 None 20

    Carbine 10 2 - 10 None 15

    Grenade 6 1 3 12 Cumbersome 20

    Slug Gun* 4 1 - 14 None 20

    Throwing Knife 6 1 - 2 Add models STR to POW 5

    Heavy Pistol* 8 1 - 12 None 15

    Multi-fire Special Attack:If this weapon hits target model, it may make another ranged attack with this weapon against thetarget model or another model in 2 inches. It may make up to 4 total attacks this way. If one of

    the attacks misses, then the shooting stops.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.

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    Mechanika

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

    DetonatorCritical 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

    Mundane Weapon Upgrades

    Reach: The weapon upgraded with Reach has a 2 melee range (+10 Coins)Combined Weapon: This must be applied to a Ranged weapon and a Melee weapon. Thisupgrade allows the model to make an Assault Order. As part of a charge, after moving, butbefore making its charge attack, this model can make a range attack with the Combined Rangeweapon targeting the charged model. There is no penalty for shooting into melee with this attack.If the charge fails, the ranged shot must still be fired. (+15 Coins, must only be paid once for theCombined weapon)Thresher: When then weapon, is used, it can make a Special Attack: Thresher. When a

    Thresher attack is made, it targets all models in this models front arc and reach. (+20 Coins)

    Armor

    Light Armor: Provides +2 ARM, +20 CoinsMedium Armor: Provides+ 4 ARM, + 45 CoinsHeavy Armor: Provides +6 ARM, -1 SPD, + 70 CoinsBuckler: Provides +1 ARM, does not keep a model from using another weapon, +10 Coins. Amodel may only take up to 2 Bucklers

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    Campaign Rules

    To start a campaign, you need to have at least 2 players, preferably more and an even number tokeep everyone playing. Each person should have their Gang, roster, models and everything elsethey 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 bedetermined. These are what determine if the game is finished or not. If you are playing anarrated style campaign, then the Win Conditions will probably be determined by the campaignorganizer. 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 CampaignThe last Gang to have its original Leader still alive, wins the CampaignFace 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, justmake it obtainable.

    Gang Rating

    The Gang Rating is determined as follows:Add 1 for each Gobber and ThrallAdd 2 for each Human, Rhulic and SatyxisAdd 3 for each TrollkinAdd 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 hasAdded 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 (everyonegets 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 5Coins per difference to use towards hiring a Brigand for the duration of the Scenario. Atthe end of the game, the Brigand will leave and cannot be retained by paying theirupkeep.

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    Lasting Injuries

    A model that is taking out of the game, must roll on the Lasting Injury Chart. It covers everythingfrom lost limbs, to being captured, to death.If a model is DISABLED at the end of the game, make a CMD check. If the CMD check ispassed, the model recovers as normal. If the CMD check is failed, then the model 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 thechart 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 XP10 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 normal

    11 Captured: captured model can be ransomed back to the Gang or sold tothe Watch for 5d6 Coins

    12 DEAD! (again)

    Repairing Steamjacks

    Steamjacks do not roll on the Lasting Injury Chart. Between each Campaign game, theSteamjack must be repaired. If you have a Mechanic in the Gang, you may use the repair skillonce. The rest of the Damage bust be repaired by a reputable mechanic. Roll 1d6 when you aregoing to repair a Steamjack, this cost is paid in addition to the actual damage repaired. You donot have to have all of it repaired, but you must have at least one functioning box for theSteamjacks 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 models equipment.For each item that the model carried, roll a d6:

    1-4 Item is unrecoverable5-6 Item is salvaged

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

    Experience

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

    +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.

    Advancement

    As models gain experience, they will be entitled to advancements. When a model

    reaches a new level, it is entitled to either a new Skill or a Stat increase. A stat increasecan be with CMD, SPD, MAT, RAT, STR, DEF or Health. A model with a Skill[X] mayincrease their skill rating by 1 for a Stat Increase. A model that is entitled to a Skill mustpick one from its existing skill lists, or decided to start a new Skill Set by picking a Skillfrom that Set. If a model has the maximum number of skill sets, then it must choose aSkill from one of its existing Sets. No stat may ever be increased past +3 from its startingstat, CMD and Skill[X] can never be increased past 10. When Health is upgraded, themodel gains +2 Health instead of 1, and it may take this up to a total of 3 times.

    EXP Level Stat Increase Skill

    2 1 X X

    4 2 X

    6 3 X8 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

    70 14 X80 15 X

    90 16 X

    100 17 X

    115 18 X

    130 19 X

    145 20 X

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    Skills

    A model can choose from any skill sets that it wants up to the maximum allowable skill sets. ALeader 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 3Skill Sets. Skill marked with * can only be taken once per Gang.

    Leadership Skill Set

    Leader*: Models in this Models CMD range may use its CMD for CMD checks. As long as thismodel is in play, use its CMD for Route Tests.Fearless: This model never flees. If the Gang fails a Route Test, this model will fall back. If thismodels CMD 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 hitinstead

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

    Jack Marshal Skill Set

    Jack Marshal: this model may control Steam Jacks. A Steam Jack controlled by a Jack Marshalmay run, charge, boost attack roll or boost damage roll once per activation, as long as the SteamJack is in the Jack Marshas CMD range.Drive: Haste*: Make a CMD check during activation. If the check succeeds, the target SteamJack gains +3 SPD during its movement this turn.Drive: Off Road*: Make a CMD check during activation. If the check succeeds, the target SteamJack gains Pathfinder this round.Drive: Pronto*: Make a CMD check during activation. If the check succeeds, the target SteamJack immediately moves up to its current SPD in inchesDrive: Power Attack*: Make a CMD check during activation. If the check succeeds, the targetSteam Jack may make Power Attacks without spending focus and gains +2 MAT when makingPower AttacksIron Wall: When this model is in B2B contact with a friendly Steam Jack, this model gains +2ARM.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 [x]: 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 ganggains +5d6 Coins.Iron Wall: When this model is in B2B contact with a friendly Steam Jack, this model gains +2ARM.

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    Shooting Skill Set

    Sniper: When damaging a Steam Jack, this model can choose which column to damage. If ithits, it may choose 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 targetingmodels in melee. 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 models ARM, it deals 1damage to the model instead.Point Blank: This model may use a Pistol Ranged Weapon as a Melee weapon while in closecombat with another model. Attacks made using Point Blank are rolled with this models MAT.Double Tap: If this model has a ranged weapon that has ROF of 2, then it may make 2 rangedattacks.

    Melee Skill Set

    Flying Steel: Choose one of this models melee weapons. The weapon has d3 initial attacks.Roll for the initial 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 models 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 modelsmelee 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 inmelee range of this model. If it makes an attack, it cannot make a melee attack this round.

    Spell Caster Skill Set

    Spells [x] (see below)Battle Wizard: If this model kills an enemy model with a melee attack, then it may immediately

    cast one spell.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, thismodel may spend 3d6 Coins in order to make a Potion and give it to any model. A Potion is aone-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 BOXED, roll on the following Recovery Chartinstead of 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 targetingthe charged model. This model is not considered to be engaged when making the ranged attack,nor is the target considered to be in melee.Insult to Injury: If this model makes melee attacks and is unengaged at the end of its activation, itmay make a ranged attack.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.

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    Terror: Models in this models melee range or wishing to assault this model must pass a CMDcheck or flee.

    Stealth Skill Set

    Pathfinder: This model ignores movement penalties from and may charge across rough terrain

    and obstacles.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: a model must have Lurk before it can take Stealth.Bushwhack: This model can make a Ranged attack before moving, but cannot make otheractions after it has moved.

    Campaign Skill SetA Gang member may learn a single Campaign Skill during the course of a Campaign. It does notcount against their Skill Set limit.

    Heal [x] Target friendly model in B2B contact with this model regains d6 health. If the model isDISABLED, the model is no longer DISABLED and does not suffer the -2 Stat penalty forrecovering. A model that recovers from being DISABLED will still be Knocked Down.Barter: When purchasing a Rare item, the item cost is reduced by 1 Coin multiplied by thedifference of the CMD roll. (CMD 8, Rarity 2; a 5 is rolled, meaning 1 coin is saved)Hard Worker: When this Ganger Labors during the Income Phase, this Ganger gains +1 CoinSlave Driver: When your Gang generates Coins from a Territory, you may choose to take a CMDcheck to gain more income. You gain an additional D6 Coins per point passed by. If the CMDcheck is failed, then the territory is removed from the roster.Fast Talker: Whenever your Gang has the option to gain a new member through a Territory orScenario, you may reroll the dice roll to determine if you receive a new member or not. If you are

    purchasing a new Ganger, you may take a CMD check. If you pass, the Ganger costs 5 Coinsless.Politically Savvy*: If the Campaign is using the Heat Rules, during the Heat Reduction phase,this Gang reduces its Heat by 1 additional point.Con Job*: If the Campaign is using the Heat Rules, during the Heat Reduction phase, this Gangcan transfer 1 Heat from itself to another Gang. This Gang must still pay the Cost of losing theHeat.

    Magic

    Models that have the Spell Caster ability have access to 1 spell when they are created or take theSpell Caster Skill. In Campaigns, when a model is entitled to a Skill upgrade, then it may instead

    choose to learn a new spell from the list. If a model has the Furious Caster Skill, it may cast thesame spell twice per turn and does not need to have access to 2 spells. In the case of buff spells(shown by a *), only one model may be affected per model casting the spell.Arcane Bolt: Rng 12 POW 11 magic attack

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

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    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 modelsand +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 modelends 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 castagain at another target.

    Return Fire: This or target model in 6 inches gains Return Fire. A model with Return Fire ismissed by an enemy attack, it may immediately make an attack at the attackingmodel.

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

    Stasis: This or target model gains immunity to knockdown and continuous effects, butsuffers -2 DEF

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

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

    Ravager: This or target model in 6 can make an additional attack with each Melee weapon ithas, 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 singleout of activation attack. If the steamjack has not activated yet, it does not affect itsactivation.

    Storm Rager*: This or target model gains +1 STR, +1 MAT and +1 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.

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    Curse: RNG 10 POW 10 magic attack. When a model is hit by this attack, the hit modelsuffers -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 thehighest total chooses which scenario will be played, and whether they will be the attacker ordefender. If a scenario has any alternating selection, the player who did not win the roll will getfirst 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 theScenario that 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 theScenario that will be played:

    1 Scenario 6: Ruins

    2 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 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 apiece 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 isenough.Many Scenarios call for the use of Tokens. Any model can forfeit their action to pick up a Tokenand can only carry 1 token at any time. A model that is carrying a Token cannot run. A modelcarrying a Token cannot drop the Token unless they are Knocked Down. When Tokens areplaced on the board, they must be at least 6 inches away from another token and at least 8inches away from any model.

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    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

    Scenario 2: Raid

    Target: Remove as many Loot counters from the defenders deployment zone as possibleSet up: Defender places d3+1 Loot Tokens on the front edge of their deployment zone. Twodeployment 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 Scenariogains +1 EXP. For each Loot Counter the Attacker has at the end of the game, roll on thefollowing chart:

    1 10 Coins2 20 Coins

    3 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 6x6inches in size. Note: it would be best to have a building with multiple entrances, not just one. Itwould 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 forthe 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. TheDefender must keep this model from entering base to base contact with an Attacker. Once themodel 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 Gangmay attempt to take this Scenario to rescue a Captured model if they desire. Replace theCaptives 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 HP

    4 -- -- -- 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 +1EXP. If the Captive survives the Scenario, the Leader gains +1 EXP and the Gang gains 25Coins.

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    Scenario 5: Defend

    Target: Keep the opposing player from stealing your holdingsSet 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 theAttacker getting a bonus for the difference in models in the building. If the Attackers total ishigher, then the Defender looses 1 Territory. If neither player had a Territory, then the attackerrolls 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 roomof at least 9x9 inches with multiple entrances and connected to a large maze system. Usedungeon 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 getsthe Artifact Token to their deployment 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 Gangmay 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 deckingSet up: Place few buildings, a crane or two, crates, barrels, maybe a ship if there is one. Set upterrain as a normal.Special Rules: Any model that moves more than a walk or gains any boost to its MOV, it must

    pass a CMD check. If the check is failed, remove the model from the game and roll on the injurychart at the end of the game with a +1 to its roll. If a Steam Jack moves more than a walk, roll ad6. 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 an8 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 thedefendingGang 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 survivingmodels 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+1tokens, one marked differently underneath, so no one can tell which tokens are which. Aftersetting 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 ofthe marked Loot Token gains +1 EXP. The Gang that has the marked Loot Token gains 50coins. For each unmarked Loot Token roll on the following table:

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

    Post Game actionsIncome

    After 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 upfrom playing a Warehouse Scenario.Then, add up Income that the Gang collects during their day to day business. Each Gangmember that has survived can choose to do one of the following options to help generate incomefor 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 2D6??Coins, but the Ganger does not count when determining the Gangs upkeep required.

    RacketsAssassination: Can only be completed in-gameConning: When selling an item, make a CMD check. If the CMD checked is passed, gainan additional D6 Coins per point the check is passed by. Can be taken once per Gangersent 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 requiresending any Gangers.Muscle: Counts as taking the Work option for Income, gains d6 Coins instead of .d3Protection: Can only be completed in-game

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    Smuggling: When making a CMD check for Black Market items, add 1 to the modelsCMD. Must choose the number of Gangers to send before rolling number of availableBlack 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 again

    3: Gain 1d6 Coins4: Gain 2d6 Coins5: Gain 4d6 Coins6: Roll on the Artifact Chart

    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 Coins5: Choose 1 Item from the Market List6: Choose 1 Item from the Black Market List

    TerritoriesWhenever a Gang gains a Territory that is not stolen from another Gang, roll on the followingchart to determine what Territory the Gang has.

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

    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 theymake a purchase from the Black Market.

    5 General Store: Choose one player, gain 1 Coin for each surviving Ganger theother 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 onlyone is worked, then you get 5 Coins plus 4 for the additional Slums. If all 5 areworked, 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 sellthem 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 theGangers CMD that is working this Territory). If the CMD check is passed, thenyou 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 JackMarshal, the Jack Marshal does not need to have its upkeep paid and the Steam Jacks upkeep ishalved.

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    Upkeep

    After the amount of Income the Gang has collected has been determined, subtract the followingfor general upkeep for the Gang.Each Human, Gobber, Rhul and Satyxis 4 Coins eachEach Trollkin and Ogrun 6 Coins each

    Each 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.Once the Gangs 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 not required to pay their upkeep until the next game.Any new model hired into the Gang must follow any restrictions that your original Gangrecruitment followed.

    Brigands

    If you choose to hire any Brigands, then you must purchase them at this stage. You may hirethem by paying 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 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 Marketitems, roll a d6 when buying items to determine how many Rare items are offered. Pick out theRare Items you wish to try to purchase and then make a CMD check. Each Black Market willhave a Rarity number from 0 to 3. This represents a negative modifier to CMD. If you pass theCMD 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 theiroriginal cost. Rare Items are always worth their full price if you decide to sell them. On the otherhand, you can always hang on to any older items to hand them off to any new recruits or toreplace lost or damaged weapons as a campaign goes on.

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    The Markets

    White Market Price ListMelee WeaponsHand Weapon, Sword, Bayonet 5 CoinsSteam Fist, Axe, Spear, Halberd, Buckler, Mace, Flail 10 Coins

    Hammer, Shield, Whip/Chain 15 CoinsRanged WeaponsShoddy Pistol, Throwing Knives 5 CoinsPistol, Crossbow 10 CoinsBlunderbuss, Shotgun, Military Rifle, Dueling Pistol, Heavy Pistol, Carbine15 CoinsHand Cannon, Long Rifle, Slug Gun 20 CoinsArmorLight Armor 20 CoinsGearClimbing Gear 20 CoinsSmoke Bombs 25 CoinsMedical Kit 30 Coins

    Gunners Kit 30 CoinsMechanics Tools 30 CoinsFive Fingers Map 40 Coins

    Black Market Price List RarityRanged WeaponsGrenades 20 Coins 1Quad Iron 25 Coins 1Cannon 30 Coins 3ArmorMedium Armor 45 Coins 1Heavy Armor 70 Coins 2

    GearSoul 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

    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 movementto reach the top of the object being climbed.Smoke Bombs:

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    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 6s are rolled, then thesupplies run out and it can no longer be used.Gunners Kit:This model may re-roll a misfire roll when using a Black Powder weapon.

    Mechanics Tools:This model gains +1 to Skill [X] when trying to repair a model. If double 6s are rolled, then thesupplies 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 and choosewhichever one you want. If you roll the same on both die, the map has worn out and is useless.Soul Cage:When a living model is removed from the play within 6 of this model, it gains 1 soul token. Thesoul 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 the penalty for thelost limb and gain an additional +1. A Mechanikal Leg provides +1 SPD and a Mechanikal Armprovides +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 castingthe 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 modelsupkeep during the Income step. Brigands WILL NOT accept payment in Cigars (unless specified)Exceptional Black Powder:Choose one of this models Black Powder weapons. The weapon no longer has 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 games5 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 theBlessed Charm heals d6 health.Fine Uniform:

    If worn by the Leader, the Leader gains +1 CMD when other models need to use this modelsCMD to make a CMD check.Arcane Scripts:A model that takes the Arcane Scripts can take the Spell Caster Ability if the Gang has not usedall 3 of its Specialists. If the Gang already has a Spell Caster, it can be used to permanently givethe Spell Caster +1 to Spell Abilities [X] or to learn 1 additional spell.

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    Jackwerks

    The following upgrades may be purchased for Steamjacks. If an item or upgrade is considered tobe a Rare Item, it will have the Rarity listed by the price. No upgrade may be taken more thanonce other than Armor Plates. Armor Plates may only be taken 2 times.Should a steamjack with an upgraded cortex want to upgrade the cortex again it will loose all the

    benifits of the first upgrade.Ferrum Cortex 30 CoinsAurum Cortex 60 Coins 2Arcanum Cortex 100 Coins 3Armor Plates 25 CoinsLashings 15 CoinsEnhanced Pneumatics 20 Coins 1Advanced Stabilizers 30 Coins 1Head 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, nonSpecialist Skill.Aurum Cortex:twice, the Steamjack may increase MAT, RAT or DEF by 1, or it may learn a single, non Leader,non Specialist Skill.Arcanum Cortex:three times, the Steamjack may increase MAT, RAT or DEF by 1, or it may learn a single, nonLeader, non Specialist Skill.Armor Plates:The Steamjack may increase its ARM by 1 without using an Open Hand. If the Steamjack takesthis 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.

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    Brigands

    Brigands can be hired by any gang as a normal model. They are cheaper than most normalGangers in the short run, but during the Post Game sequence, the models upkeep cost must bepaid. They do not have to pay for normal gang upkeep. If the Gang cannot or will not pay theupkeep cost, then it will leave. 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 RatingStats: +1 MAT, +1 RAT, Lurk, StealthSpecial Rules: If the Scenario involves Loot Tokens, then the Thief has the AdvancedDeployment Skill.

    Back Alley Doctor 40 Coins to HireHuman Stats 15 Coins UpkeepGear: 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 6s, the model suffers 1 woundinstead.

    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 Attacker Fire: this attack causes the Fire continuous effect Corrosion: this attack causes the Corrosion continuous effect Freeze: the hit model becomes stationary for one round

    Smoke: 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 anothermodel within 4 of the original target.Long Shot: This attack has +4 RNG

    Watch Guard 50 Coins to HireHuman Stats 20 Coins UpkeepGear: Halberd, Heavy Pistol, Medium Armor +8 to Gang RatingStats: +1 RAT, Forfend, Combat Master (Halberd)

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    Special Rules:This model cannot be sold or ransomed when captured.

    Watch Captain 70 Coins to HireHuman Stats 35 Coins UpkeepGear: Sword, Heavy Pistol (ROF 2) Medium Armor +11 to Gang Rating

    Stats: +1 RAT, +1 Mat, +1 CMD, Combat Master (Sword), FearlessSpecial Rules:

    This model cannot be sold or ransomed when captured Watch Leader: While within this models CMD area, Watch Guard are Fearless.