Gangwarfare
Gangwarfare
GAAN
NGGW
WAAR
RCCA
AMMPPA
AIIG
GNNR
RUUL
LEESS
Weapons Short Med Long ROF Ammo Notes
Assault Rifle 4 12 30 4 4 -1 save
SMG 4 10 24 5 5
Machine Pistol 5 8 18 5 5 Counts as a HTH weapon
Light Pistol 2 6 14 2 12 Counts as a HTH weapon
Heavy Pistol 2 5 12 1 6 -1 save
Saw 4 12 30 6 6
LMG 5 15 35 4 8 -1 save
Sniper Rifle 5 15 35 1 5 -1 save ±1 to location
Shotgun 5 8 18 2 6 +1 hit, +1 save lng rng, +1 effect sht rng
.50 Machine Gun 5 15 40 4 6 -2 save, +2 effect
Minigun 5 15 30 10 10 2” burst
.50 Sniper Rifle 5 20 50 1 4 -2 save, +2 effect
Flame Thrower # # # 1 4 Special
Rocket Launcher 5 12 24 1 1 1” burst, -2 save
(Grenade same but 12” range) 1” Burst 5-6 to get through window
Grenade Launcher guess range up to 24”, Roll 1D6 + scatter dice
The .50 machine gun and minigun need to be mounted on a tripod, which comes with the gun. The
defending player may have his guns set-up at the start of the game. These weapons take 5 turns to
set up and 3 turns to take down.
The minigun has a 2” burst template, any figures under template are a potential target and must be
rolled as normal.
Use WH40K flame template. Any figs totally under template take 1 automatic wound + chance of burning.
Figs partially under template take 1 automatic wound.
Armour saves count as normal.
Chance of burning
Burning figures can do nothing apart from attempt to put out flames at the end of the next turn.
Roll 1D6 1-3 Still burning
4-6 Flames out (No extra wounds)
+1 to this roll per extra figure helping douse the flames.
Explosion
Flame thrower figure takes 2 hits + 2 chances of burning
Use WH40K small template and apply as before.
Burning objects
To burn an object (Building/car etc)
Use template as normal. If it catches fire it will burn down. If not try again next turn +1 to the chance of
burning.
Suppressive Fire
A hit is scored if a D10 roll is equal to or greater than the to hit number. For target numbers greater
than 10, a hit is scored on a 10 but the armour save for the target is increased by (target number –
10) ie a target number of 12 requires a 10 to hit and gives +2 to the targets armour save.
A figure may go onto overwatch; this will allow a figure to fire during the opponent’s movement
phase. A figure can only fire to his front1800. If using a telescopic scope this is reduced to the front
900. A figure can only go onto overwatch if they neither moved nor fired the previous turn. A figure
firing on overwatch cannot gain any bonuses for aiming and they suffer a –1 penalty for snap firing.
If a die roll of 6 is scored on a leg or arm there is a chance that the limb is severed or mangled
beyond repair (odds left, evens right). 1D6 1-3 hit in knee elbow +1 to firing or –1” move. 4-6 limb
lost.
A figure with one leg can only move at half rate, cannot sprint and is –2 in Hand to Hand. A one
armed character cannot use two-handed weapons, if the character loses his right arm he is at a
further –2 to shooting, unless he is ambidextrous.
Walk 3”
Run 6”
Sprint 9”, 2 turns only then walk to rest
A neutralised figure in HTH is automatically taken out of action (arrested by a cop). If no cops are
left standing at the end of the game all ‘arrested’ figures on the table are assumed to be freed.
Turn Sequence
Movement
Firing
Roll for police interest.
Initiative may be rolled if required for movement in critical situations
AMMO EXTRA
WEAPON WITH GUN COST EP AMMO COST
Assault Rifle 2m 50 5 3m 15
SMG 2m 40 2 3m 10
Machine Pistol 2m 40 2 3m 10
Light Pistol 3m 15 1 5m 10
Heavy Pistol 2m 20 2 3m 10
Saw 1m 60 5 2m 20
LMG 1m 75 6 2m 25
If a character has a second Hand-to-Hand weapon he gains +1 to his result when fighting a round of
combat.
A second character attacking gives +1 in H-to-H, third gains +2 and a fourth gains +3. No more
than 4 characters can attack one person at a time.
The attacker decides which of his gangers will be the primary attacker; the defender can still choose
to injure any of the attackers if they win the fight.
Both players roll 1D10 and add any modifiers, the highest roll hits. Any armour saves are made and
damage rolled as usual.
Light 5 10 5 10
Medium 10 20 10 15
Heavy 15 30 15 20
A character can hold 8 Encumbrance Points worth of weapons. All extra ammo counts as ½ EP
Extra ammo for the Flame Thrower costs 2EP. Anyone carrying extra ammo for the Flame Thrower
suffers the same chance of blowing up when hit as if they where carrying the weapon itself.
Fortifications
Basic Equipment
Night Vision 15 Doubles visual range during night battles, may be fitted on to a
Goggles scope for $10
First Aid Kit 25 Reduces wound by one level, may not be used on “taken out” can
only be used once then discarded. May only be used to reduce a
light wound if used on “yourself”
Hollow Point 15 +1 wound effect, +1 armour save
Armour 15 -1 wound effect, -1 armour save
piercing
Riot Shield 40 -1cm walking, -2 cm running, no sprinting.4+ save to body and
legs 3eps
CYBERWARE
Enemy Gang
Each Gang will have one randomly determined enemy and each gang will be someone’s enemy.
Each gang leader will be informed as to whom their abhorrent antagonist is, but will not be
informed as to whom hates them.
When fighting your hated opponent, you will gain +1 in Hand to Hand combat and neutralise or
taken out results against the despised foe will result in 1 extra reputation point.
When fighting your insufferable antagonist the Gangers will be keen to show their loathing of the
opposition, they will not stop to loot bodies or buildings and will not burn any buildings down if
there is one of the enemy to attack (again final decision lies with the referee).
Selling Skills
Certain skills have a marketable value, such as Street Deal and Lawyer. The services of gangers
with these skills may be sold to other gangs. You cannot sell skills to your detested rival
There is no maximum to the number of gangers that you can have in a block, but only a limited
number of gangers can be involved in a fight.
If your gang leader dies, a d6 roll is made for each business, on a roll of 1 that business closes down
no income is received. 2-6 no income is received this turn whilst a new leader is established.
Businesses can only be destroyed when all opposition has been neutralised
Then only one "building" per ganger left standing
Buildings may be looted as per original rules, only one attempt per ganger Per building. If a
business is successfully looted, not only is the income lost for this turn, but the income for next turn
must be spent on “repairing” the looted business. The income may be kept instead but then the
business subsequently closes down.
Minimum of 2 figures in unit. 4 figures give +1 to police interest, 8 figures +2, etc.
The first time a figure kills a cop he earns 2 reputation points. Subsequent to the first time it a
character gains 1 reputation point for killing/neutralising a cop you earn 1 point for killing an
enemy figure.
An arrested figure needs to roll equal to or greater than the number for the crime on a D6, minus
their reputation. Pass and he is release. Fail and he is imprisoned.
Rolls for imprisonment are made during the spending phase of the following turn. Any ganger who
wishes to use bribery (see below) to affect this outcome must inform the games master when they
hand in their turn.
Bribery
It is possible to bribe a judge. Whenever a ganger is arrested and an imprisonment roll is made, the
roll may be modified by ± 1 per $500 spent. If the roll results in imprisonment due to bribery (1
always fails) the gang leader may appeal.
If the leader appeals, the arrested ganger remains in custody for 1d6 turns, then rolls again for
imprisonment at –1, no other modifications may be made. If this roll is successful then the ganger is
POLICE INTEREST
In any turn that there are gunshots a D6 is rolled and on a 6 - 1D3 police officers (min 2) turn up.
A further D6 per officer is rolled and on a 5-6 the cop is SWAT.
If an officer is neutralised or killed, police arrive on a 5-6.
Each officer is a random figure with authority skill, which means, when within 6” of a suspect may
roll a D6 and on a 6 the suspect may do nothing for 1 turn.
If 8 or more figures on the table, 2 police will automatically start on the table with a further +1 to
police rolls.
A roll is made every turn; these cops will be patrol cops NOT swat.
+1 may also be added to the police interest roll by paying $250 per +1 added. You must state the
turn and target gang of the extra interest.
All pluses count towards whether the figure is from swat as well as to police arriving.
Cops
There are 4 types of cops - Street cops - light armour and weapons.
Patrol cops - Medium armour and weapons.
SWAT - Heavy armour and medium weapons.
CSWAT - Heavy armour and weapons.
Street cops are the cops that will start on table if a game requires it, patrol and swat will enter on
police interest rolls and cswat will only enter if a cop is down or heavy weapons are being used
(Lmg’s, Saws, grenades (hand or launched) or rockets). On each successful police interest roll (well
the successful for me, it means I get to shoot stuff as well), I will roll randomly to see which type of
cop turns up. The chances for the cops are
1-2 Street
3-6 Patrol
7-8 SWAT
9-10 CSWAT (if requirements are met, other wise 9 Patrol, 10 SWAT)
Night Fighting
A gang may wish to invade a territory under cover of darkness. To represent this at the start of the
battle 2d6 are rolled. This will determine the visual range for the battle, how many street lights are
working, how bright the moon is etc
EXPERIENCE
If units from 2 opposing gangs end their movement in the same square their actions depend on their
orders. The orders are: -
Aggressive - see enemy start shooting
Neutral - watch, no offensive action
Flee - if attacked run away. 1D6 1 = stay and fight, 2-6 = escape to last square.
If 2 enemy units pass through the same square at the same time they will NOT fight
They are assumed to be travelling by train, car or subway.
If a unit passes through an enemy square, they will NOT know/report it because they are assumed to
be travelling by train, car or subway
Game Sequence
1. Spend Money
2. Move (map movement)
3. Fight Battles
4. Receive income
MAKING MONEY
Businesses
A block can hold between 3 – 5 businesses as determined. BUT a block can only sustain one of
each business. If more than one of a particular type of business is built in a block then all of those
businesses will receive a -1 penalty to all income rolls.
Blood Donor
Once per turn any gang member may go to Crazy Nikita's and give blood. They will receive $50
for doing this, but will have to have a nice lie down at Crazy Nikita's next turn to get some of those
red cells back again. (I.E. Lose next turn)
Max 4 donations per turn at Crazy Nikita's. Any extra donors will be turned away. Dice off for first
come first served. Donations from Hookers will not be accepted.
Roll 2D6
2 Sorry mate forgot you were in here. Gang member drained! Out of action for 3 turns.
3-4 I thought you cleaned the gear! Gang member gains a Major Recurring wound, and can
never donate again.
5-10 Thanks for the pint, do call again
11-12 We're crying out for this blood type. Extra $50 payment to gang member.
Chop Shop
A Chop Shop is where you take stolen cars and re-spray, change plates, break up for spare parts etc
the stolen cars.
The Chop Shop on it’s own does not make any money, but it will increase the amount earned on
stolen cars to:
Car 1d6*20
Luxury/Sports Car 2d6*20
2 The car has a tracker in it 2d6 patrol cops and 1d6 SWAT turn up, Gangers must fight
or flee the table. Chop Shop is destroyed
3-4 Police Observation. Chop Shop shut down for the week –1 on next roll
5-12 Work continues as normal
This is the act of stealing cars and selling them on to a chop shop.
A minimum of 2 gangers must go into a block within 2 blocks of their starting point and steal a car
(you don’t steal from your own). They then drive the vehicle back to their block, strip it down and
sell it off for parts.
When your Gangers enter a block you must roll 2d6 on the following table
2 Gangers caught in a police sting, both arrested. Miss next turn in jail then released on
$150 bail each. If second arrest then they go to court, jailed on a 4+
3-5 Spotted by 1-3 police/*4-6 opposing Gang. Fight battle as normal. Roll for Police
interest if Gang fight. Roll for Gang interest if Police start fight.
6-11 Steal Car
12 Steal luxury/ sports car
*If you are stealing a car in a block controlled by another gang then it is possible that you will be
spotted by one of the Gang members, if so the opposing Gang player can choose to attack you with
what forces he has available in the block, call the police or do nothing.
If the Police try to arrest (roll of 3-5 on table) then 1d3+1 police will arrive (+2 if adjacent to the
police station 1d3+3 no SWAT to start with) the Gangers then roll for police interest as normal but
substitute police for available Gangers from opposing Gang.
For every team over the first gives –1 to the die roll. Driver skill gives +1 to the roll for that team
(natural 2 will still count)
Church
God hates sinners, particularly those who shoot the people who build him a church.
Any ganger wounded or killed has a 5% chance of a miraculous recovery; each $100 gets 5% (not
more than $500 on set-up). Takes up one slot in a block.
This business may be replicated using a Ripper Doc (an illegal Doctor) for those who are not
religious.
Drinking Den
Standard bar that sells intoxicating substances. Will generate 2D6 x $10 income per turn.
Flop House
Lower class hotel, cash paid no questions asked. Will generate 1D6 x$10 income per turn, but less
obvious, gives –1 to chance of being looted by enemy gangs.
Standard games of chance that favour the house, cards, dice, roulette etc as well as sports events.
Will generate 2D6 x$20 per turn but there is a chance that things will go wrong. If the income roll
comes up with 2 or 12 then the gang loses the corresponding amount instead of income (loses $40
on a 2 and $240 on a 12).
Gang Headquarters.
$1000 and 5 turns to set up. Can reduce the set up time by expending $500 per turn to a minimum
set up time of 2 turns.
When the map is set up for a fight the HQ must be 2 buildings placed together (to make one big
building) therefore no roll is required to find it (it’s obvious which one it is)
Building counts as being fortified, all entries are locked. Entry can only be made with a key, all
defending Gangers carry a key, and downed defenders may be looted for a key. Otherwise entry
may be gained through explosive entry (all windows are bullet proof) or by spending 1d6 turns
breaking in.
Your Gang Leader must be located at the HQ for it to operate. Also your leader will insist that any
unspent money and equipment (not at Crazy Nikita’s) will be kept safe in the HQ. If an enemy
ganger spends 2 turns unopposed in the HQ they will be able to choose to loot the money or
equipment, no roll is necessary. They cannot take both although a second attacker may loot as well
The HQ allows your leader to launder money in any adjacent block (still only one block per turn)
without them having to be in that block. Therefore should the police arrest someone it will not be
the leader (unless you are laundering money in the HQ block).
The HQ will also increase the income of every business in all 9 surrounding blocks by 10%.
Unfortunately the increase in administration and efficiency comes with a draw back, it will also
increase the losses caused by a gambling den or a Night Club by 10% as well.
A Garage may be added to the HQ, providing off-road, secure parking for up to 4 gang vehicles
(buses and vans count as 2, bikes/scooters count as ½). This costs an extra $300 and adds 1 turn to
the set-up time.
From a dark and dingy, smoke filled room where young ladies will remove their clothing for your
entertainment, to brightly lit up market establishments catering for the more well to do gentleman.
The club will generate 3D6 x$10 per turn
3 Fire at the club. No income this turn, no more club or attached booths. May be
rebuilt on the same site
4 Girls go on strike for better wages. No income this turn and -$10 on future income
rolls paying the higher wages
5 Groping customer causes fight lose $30 this turn
6-16 Normal income generated this turn
17 Hot new twins gain an extra1D6 x$10 this turn
You may build a private booth on to the Lap Dancing Club (see Private Booth in expansion
businesses)
Money Laundering
Money Laundering is the process of taking illegally gained money and making it appear legitimate
income.
Any gang who has a business running may launder money for the Mob (or the Yakuza, Triad, Tong,
IRA,…etc)
Initial set up is 1 turn and $500, there are no business premises to build and as such does not count
towards the number of businesses you may have in a square, the set up only needs to be done once
per gang leader. I.e. if your leader subsequently dies or is imprisoned you have to go through the set
up again. The set up is for working your way into the mobs confidence and proving that you are not
“small time” and can handle it.
Any turn that you wish to launder money you must roll against the following table for the Mob
response.
2-3 Mob not happy with you, no money laundering this turn and one randomly
determined business is trashed (may be set up again at –1 turn to minimum of
1)
4-10 Business as usual, laundering may go ahead
11-12 Mob likes you, may launder money as usual. One randomly determined
business earns 50% extra this week due to mob patronage
Gang leader controls the laundering, and may only do it in one block.
Every business in the block that is running may launder money. For each business role 2d6 on the
following table.
Night Clubs
For $50 you may advertise and get an extra +$1D6*20 that turn. This also adds +1 to search roll.
Protection Racket
The most basic method for making money available to the gangers, they simply go round to various
businesses in the block and demand money. Income generated from this is equal to $10 per business
slot available that is not being developed.
Sex Shop
Standard shop selling all sorts of “under the counter” marital aids for the discerning connoisseur.
Sex Shops may be expanded with Video Booths for customers to “try out” some of the merchandise
(See Video Booths in expansion Businesses). Income generated from a Sex Shop is 2D6 x$10.
2 That may be acceptable in Wales but not here! Shop closed down (along with Video
Booth if attached) Cannot rebuild due to local opposition
3 Dodgy stock, no income generated this turn
4-10 Normal Income
11 Hen party show up +$50 in battery sales
12 There you go your Honour, nudge, nudge, wink, wink. Normal income and +/-2 to any
police roll or imprisonment roll
Shopping Malls
@ = On a roll of 2-4 company closes down and must spend next turn planning grand reopening.
% = On a roll of 2-4 company settles old score. That business and 1 other random business must lay
low next turn and will generate no income next turn.
Donut Shops produce less income than most other businesses due to the police presence they seem
to draw. At the beginning of a fight 1D3 random cops will be in the Donut Shop.
Shopping Malls generate legal income and as such must pay the IRS. 20% of the income generated
must be paid out in tax. If this is done then there are no penalties; you may however elect to retain
As Shopping Malls are legal businesses gangers assigned to guard the Mall may have the
appearance of being legitimate. i.e. wear security guard uniforms, if they are limited to pistols,
shotguns, tasers and night sticks then the police will not attempt to arrest them unless given
provocation. Security Guards are allowed to use lethal force to defend life or property within
moderation, e.g. 3 “security guards” clubbing a downed ganger will be cause for arrest. Final
decision lies with the referee.
Shopping malls are legal businesses and as such are advertised. All players will know when and
where shopping mall are opened, but will not know the owner of the mall. To discover the owner of
the mall a successful search roll must be made in the mall.
Two street cops are always present at a shopping mall.
Weapon Smith
Where do you go when your gun breaks, or you need that laser sight fitting. The weapon smith
cannot only sell his skills generating 2D6 x$10 income but may also customise weapons. If the
Weapon Smith is customising a gun no income is gained that turn. The Weapon Smith may
customise up to 2 guns per turn, the customised gun will only work for the ganger it was designed
for and in their hands will give +1 to hit. A gun may only be customised for a maximum of +1.
Expansion Businesses
Expansion Businesses, are businesses that are built “on to” existing businesses. Only one expansion
business may be built per city block. If you have a Brothel attached to a Drinking Den then you may
not build Private Booths, Video Booths or a Video Arcade in that city block at all, unless the
Brothel is closed down first.
Brothel
Ladies of negotiable virtue ply their trade. Brothels are attached to drinking dens. Only one brothel
may be attached to any one drinking den. Brothels generate 2D6 x$10 per turn.
These may be added to the back of a Lap Dancing Club. You may build 2 Private Booths per club.
The Booths generate 2D4 x$10 income per turn each.
2 But she said she was 17, Honest! Private Booths shut down, no income may not be
rebuilt
3 How did I know she was the mayors daughter? No income this turn and -$10 on
future turns
4 Forged notes –1D6 x$10 to income this turn
5-10 Normal Income generated
11 Popular Girl +1D6 x$10 income this turn
12 Talented Girl. New gang member recruited. No weapons, no skills. Normal Income
Video Arcade
It cost $200 and 1 turn to add, it will then increase the income for the gambling den to 3d6*$20 but
with the following additional rules.
3 Lose $60
11 1-3 lose $220, 4-6 win $220
18 Lose $360
Video Booth
A Video Booth may be added to the back of a Sex Shop. They generate 2D4 x$10
2 Video of gang member and leaders current “moll” gets shown. 1 Random gang
member leaves town quickly (with all their gear)
3 VIP punter found dead in booth. +1 to police interest rolls in this block from now on
4 Some joker puts super glue in the video slots, half income for the booth this turn
5-9 Normal income generated
10 Classic porn film unearthed +1D4 x$10 income this turn
11 Wallet found in booth. Location of 1 random enemy gangs blocks revealed
12 Top celebrity caught on video +1D4 x$10 income and $50 bonus to return video to
embarrassed celebrity.
Actions
All businesses need 2 men in square to control. 2 men can control up to 3-5 businesses
If a figure has a reputation of 5 or more, he gets +1 to all D6 rolls to make money.
Any unit (2 men) spending a turn in an unprotected Building may roll 1D6 per building to find
businesses (needing a 6). A ‘snitch’ may be hired from Nikita’s this for 30.
Each unit (2 men) may do one of the following actions per turn: -
Borrow Money You may borrow $1000 per block controlled. The interest rate is 10% of the
original loan per turn. i.e. borrow $2000 and every turn (including the first)
$200 will be added to the outstanding balance. (interest is added at the end of
the income phase).
Minimum payment is 5% of the original per turn.
Non payment means that Crazy Nikita may use any means fair or foul to
recover her money.
Mugging
A gang may send up to 3 gangers to the park to do some mugging. Each ganger rolls earns
$1D6*10. If 2 or more 1’s are roll when determining this amount then the gangers have been
arrested and must make a court roll of 3+. No alliances count when in the park, so if 2 or more
gangs meet they will fight regardless of orders. The last gang standing will only make rolls to mug
people.
Mercenaries
Gang Standing.
At Guns r Us
Train for skills, see experience.
Trade for rare weapons or equipment.
Victory Conditions
An ‘out of action’ figure may be looted for D6x10 cash and/or ammo.
Each item takes one turn with other action in contract.
Rob a Square
(Each time a location is successfully robbed the defences will become stronger)