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Pre & Post Battle

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Pre & Post Battle

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THE PRE-BATTLE SEQUENCE

(page 97)
Prior to any battle, there are several important steps that need to take place, as
listed below. Some of these only apply during Campaign play, and can therefore be
skipped during Skirmish play, as mentioned in the appropriate entries. Whatever
the case, this sequence must be followed in the order shown, and must be done
while both players are present.

The pre-battle sequence consists of the following steps:

1. Make a Challenge & Stake Territory


2. Recruit Hired Guns
3. Determine Scenario
4. Set up the Battlefield
5. Choose Crews
6. House Patronage
7. Announce Territory Boons
8. Gang Tactics
9. Deployment

1. MAKE A CHALLENGE & STAKE TERRITORY


For a battle to be fought, a challenge must be issued and accepted. In Campaign
play, challenges are handled as described by the Arbitrator, though campaigns will
provide guidance. In Skirmish play, a challenge is issued and accepted when two
players decide to play a battle.

In Campaign play, an eligible Territory is nominated as the stake for the battle (as
described in each campaign). This may be a yet unclaimed Territory, or a Territory
controlled by one of the players that their opponent wishes to seize control of –
each campaign will specify.
2. RECRUIT HIRED GUNS
Players can spend credits to recruit Hired Guns. In Campaign play, the gang may
spend credits from those it has in its Stash. In Skirmish play, any unspent credits left
over from creating the gang can be spent to recruit Hired Guns. Additionally, in
Campaign play, gangs may be able to recruit Hired Guns through other means, such
as House Favors or as Boons granted by Territories.

If both players wish to recruit Hired Guns, the player with the lower Gang Rating
may do so first.

3. DETERMINE SCENARIO
In Skirmish play, players may simply choose a scenario they wish to play. If they
cannot decide, they should roll off to see who decides which scenario is played. In
Campaign play, the scenario may be determined by the Arbitrator, though many
campaigns include their own Scenario table.

Scenario Selection Table (Goonhammer – Dominion Campaign)


2D6 Result Scenario Options
That's My
2-5 Takeover / Border Dispute / Sneak Attack
Turf!
6-7 Territory Toll Bridge / Escape the Pit / Escape the Badzone
Death
8-9 Stand-off / The Trap / Ambush
Match
10-12 Underdog Lower-Ranked player picks Scenario and Attack/Defend

Scenario Selection Table (Core Rulebook)


2D6 Result
The player with the greater number of Territories chooses which
2-3 scenario to play. If both players have the same number of Territories, the
winner of a roll-off chooses which scenario to play.
4-5 Border Dispute / Fuel Hunt
6-7 Smash & Grab / Settlement Raid
8-9 The Trap / Cargo Run
The player with the fewer number of Territories chooses which scenario
10-12 to play. If both players have the same number of Territories, the winner
of a roll-off chooses which scenario to play.

DETERMINING THE ATTACKER & DEFENDER


Many scenarios state that one gang is the attacker and the other the defender. In
Campaign play, the player who issued the challenge is the attacker. In Skirmish
play, both players should roll a D6, with the player who rolls the highest choosing
who is the attacker and who is the defender.

HOME TURF ADVANTAGE


The scenario being played may indicate that the defender benefits from the Home
Turf Advantage Scenario Rule, representing the gang fighting furiously to defend
their valuable turf from attackers. A gang fighting with Home Turf Advantage is far
less likely to bottle out and, in some cases, will fight ferociously until the end, as
described on page 191.

RESCUE MISSION
In Campaign play, it is not uncommon for fighters to be taken Captive by rival
gangs. If one player has Captured a fighter belonging to a rival gang, the player that
controls the gang the Captive belongs to may issue a challenge to play either the
Rescue Mission (Core Rulebook) or the Public Execution (Book of Ruin) scenario. If
the challenge is accepted, then either the Rescue Mission (Core Rulebook) or the
Public Execution (Book of Ruin) scenario is automatically used for the battle. If the
player holding the Captive refuses the challenge, they automatically forfeit the
Captive. No Territory is staked on this battle; the Captive is effectively the stake.

4. SET UP THE BATTLEFIELD


The players now set up the battlefield. Some scenarios have special instructions for
terrain. The default methods are detailed in full on page 185.
There will always be at least two Loot Caskets placed anywhere on the battlefield
(each player places one) but many scenarios include far more.

5. CHOOSE CREWS
After the battlefield has been set up, before gangs can be deployed, players must
select their starting crews for the battle ahead. The scenario being played will detail
the method of selection to be used, how many and what kind of models can be
selected. The selection methods are explained in full on page 190.

6. House Patronage – Underdog System


After the players have selected their crews, obtain the Crew Ratings for each gang
by adding up the value of the fighters in each crew.

The player with the lower crew value gets the difference in crew value as credits to
use on the following table (credits not spent during this step are lost and may not
be put into the gang’s Stash):

House Patronage Benefit Credit Cost


0 – 5: Draw a random Tactics Card 100 each
0 – 2: Draw three tactic cards and pick
200 each
one
0 – 3: Draw a random Underdog Card 150 each
0 – 1: Draw a random House Sub-Plot 100
0 – 1: Choose a House Sub-Plot 200
Varies (Base cost of the Ganger plus
0 – 3: Temporarily hire a Ganger (the any weapons or wargear available to
Ganger is removed from the roster after them from their House List or
this game) equivalent. May not use items from
the stash.
Unlimited: Recruit 1 or more Juves. Varies (Base cost of Juve plus any
(The Juve is added to the gang roster as weapons or wargear available to them
a permanent member of the gang. from their House List or equivalent.
Standard gang composition rules still May use items from the stash, though
apply. May not be used to recruit
standard equipment restrictions apply.)
Palanite Rookies.)
0 – 1: Hire a Dramatis Personae Varies
Varies (Base cost plus
0 – 1: Hire a Bounty Hunter
weapons/wargear)
Varies (Base cost plus
0 – 5: Hire a Hive Scum
weapons/wargear)

7. ANNOUNCE TERRITORY BOONS


In Campaign play, many of the territories grant a ‘Boon’ to the gang that controls
them, and many of these Boons will have an effect during a battle. Players should
announce which, if any, of their Territory Boons grant them a bonus that will
influence the upcoming battle at this stage, forewarning their opponent. If a
Territory Boon is not announced, it cannot be used during this battle.

In Skirmish play, this step of the pre-battle sequence can be ignored.

8. GANG TACTICS
Each scenario details how many gang tactics each gang gets and how they are
selected, with players either choosing the gang tactics they want, or selecting them
at random, either by drawing cards from a shuffled deck or by rolling on any Gang
Tactics table their gang is allowed to use (see Gang Tactics).

9. DEPLOYMENT
The final step of the pre-battle sequence is deployment, in which the players set
their gangs up on the battlefield, ready for the battle ahead. Many scenarios will
provide details of the size and location of ‘deployment zones’, the name given to
the areas in which gangs can be set up. For those which do not, the standard
deployment rules can be found on page 191.
GAME STRUCTURE (page 99)
A game of Necromunda is split into several rounds. During a round, players will
determine who has Priority, take turns activating one or more fighters or vehicles
and perform actions with them. They will attempt to recover injured fighters, repair
damaged vehicles, rally fleeing models and determine if their gang can hold its
nerve in the face of the enemy.

ROUND SEQUENCE
Each round is split into three phases, each in turn consisting of a number of steps
resolved one at a time. These are as follows:

PRIORITY PHASE (page 100)


During the Priority phase:

1. Roll For Priority: Both players roll for Priority.


2. Ready Gang: Both players give each of their fighters and vehicles a Ready
marker.

ACTION PHASE (page 101)


During the Action phase:

1. Activate Gang: Starting with the player that holds Priority, players take
turns to choose one of their Ready fighters or vehicles to activate (see page
103 for fighter actions; page 106 for vehicle actions).

END PHASE (page 139)


During the End phase:

1. Bottle Checks: If a player has at least one Prone and Seriously Injured or
Out of Action fighter, or at least one Wrecked vehicle, they will have to make
a Bottle check for their gang. Often, passing this check is a formality, but as
the casualties increase, failing a Bottle check becomes ever more likely (see
page 139).
2. Fleeing the Battlefield: If either gang has failed a Bottle check, the
controlling player makes a Cool test for each of their models that is still on
the battlefield. Any models that fail will flee the battlefield (see page 140).
3. Recover & Restart: Starting with the player that holds Priority, both players
make Recovery tests for any Prone and Seriously Injured fighters and/or
Restart tests for any Stationary and Stalled vehicles belonging to their gang
(see page 141).
4. Rally Tests: Starting with the player that holds Priority, both players make
Cool tests for Broken models belonging to their gang to see if they can Rally
(see page 141).

Movement
The full rules for how fighters move can be found on page 108, with how they
interact with vehicles being covered in more detail on page 111. Vehicle movement
is covered on page 109.

Vehicles can also collide with each other or terrain and run over fighters, either
intentionally or due to losing control. These rules are covered on page 109.

Shooting Sequence
1. Assess Target Priority: Determine which models are eligible targets and
make a Cool test if needed (see page 116).
2. Declare the Shot: Pick a ranged weapon carried by the model and pick an
eligible target (see page 116).
3. Measure Range: Measure the range from the attacker to the target. If the
target is outside the weapon’s Long Range, the attack automatically misses.
The Firepower dice must still be rolled (see page 116).
4. Make the Hit Roll: Make a BS test for the attacker, applying modifiers as
listed below to the roll (see page 117); if a Standing and Active fighter is hit
by a ranged attacked, they are automatically placed Prone and Pinned.
5. Resolve Hits: Resolve the hits as described on page 124.

Shooting Modifiers (see page 117)


- In partial cover (-1)
- In full cover (-2)
- Accuracy modifier (+/-?)
- Target is engaged (-1)
- Target is Prone (-1, Long range only)

Stray Shots: If an attack with a ranged weapon misses, there is a chance that
other models may be hit (see page 117).

Close Combat Sequence


When any fighter makes an attack with a close combat weapon whilst Engaging an
enemy, follow these stages (see page 120):

1. Turn to Face: The attacking fighter may turn to face any direction (see page
120).
2. Choose Weapons: The controlling player declares which weapons the
fighter will use (see page 120).
3. Determine Attack Dice: Determine the number of Attack dice to roll (see
page 121).
4. Declare Targets: Declare target enemy model(s) to be attacked; attacks can
be split between eligible enemy models as the player wishes (see page 121).
5. Make Hit Rolls: Make a WS test for the attacking fighter with each Attack
dice (see page 121).
6. Resolve Hits: See page 124.
7. Reaction Attacks: If there are still enemies engaged with the attacker, they
may make Reaction attacks (see page 121).

 Consolidate or Coup De Grace: If all enemy models the attacker was


engaged with are now Prone and Seriously Injured or have gone Out of
Action, they may Consolidate or Coup De Grace (see page 122).
 Attacking Vehicles: There are additional rules governing how close combat
attacks work against vehicles – see page 122.

Resolve Hits
When a model is hit by an attack, regardless of how it was inflicted, follow the
relevant sequence below:

Resolving Hits Against Fighters


When a fighter suffers a Hit, follow this sequence:

1. Make Wound Roll: Cross reference the weapon’s Strength with the target’s
Toughness and roll on the table on page 124.
2. Make a Save Roll: If allowed, the fighter’s controlling player makes a save
roll for the fighter (see page 124).
3. Inflict Damage: The target’s Wounds characteristic is reduced by the
weapon’s Damage characteristic. If this reduces the Target’s Wounds to 0, roll
Injury Dice (see page 125).

Resolving Hits Against Vehicles


When a vehicle suffers a Hit, follow this sequence:

1. Determine Facing of Attack: Work out which facing of the vehicle is hit
(see page 129).
2. Make Wound Roll: Cross reference the weapon’s Strength with the
Toughness of the facing hit (see page 130).
3. Make Save Roll: If allowed, the vehicle’s controlling player makes a save roll
for the vehicle (see page 130).
4. Determine Damage: The Damage dice and Location dice are rolled to
determine what happens to the vehicle (see page 130)/

When a vehicle has been reduced to 0 Hull Points, it is Wrecked and any fighters on
board are Thrown Clear (see page 134).
Lasting Damage & Lasting Injuries
If a fighter has been taken Out of Action, they may have some Lasting Injuries (see
page 126).

If a vehicle has been Wrecked, it may suffer some Lasting Damage, and the crew
may also suffer a Lasting Injury (see page 134).

Loss of Control Tests


Some vehicle actions and results on the Vehicle Damage table require you to make
a Loss of Control test to see if the vehicle’s crew can keep control of their vehicle.
These are described on page 136, along with the consequences of failing.

Nerve Tests
Seeing friends get gunned down in the midst of battle can unnerve even the
hardiest fighter. This is represented with Nerve tests:

- Each fighter must take a Nerve test when a friendly fighter is placed Prone
and Seriously Injured or taken Out of Action within 3” of them, or a friendly
vehicle is Wrecked within 6” of them (see page 128).
- Each vehicle must take a Nerve test when a friendly vehicle is Wrecked within
6” of them (see page 128).

If a model fails a Nerve test, it become Broken (see page 67).


THE POST-BATTLE SEQUENCE
(page 142)
Following any battle, there are several important steps that need to take place, as
listed below. Some of these only apply during Campaign play, and can therefore be
skipped during Skirmish play, as mentioned in the appropriate entries. Whatever
the case, this sequence must be followed in the order shown, and must be done
while both players are present.

The post-battle sequence has seven steps:

1. Wrap-up
2. Assign/Reassign Territory
3. Receive Rewards
4. Collect Income
5. Post-battle Actions
6. Update Roster
7. Report Results

1. WRAP-UP
During the Wrap-up, each player checks to see whether any fighters that were
Prone and Seriously Injured when the battle ended, or that fled from the battlefield
whilst Prone and Seriously Injured, succumb to their injuries, as described as
follows. Additionally, during the Wrap-up players determine whether any fighters
captured by the enemy manage to escape, as described as follows, after which any
vehicles that were abandoned by fleeing crew (as described as follows) are
retrieved.

Finally, during a battle fought as part of a campaign, it is at the end of the Wrap-up
that fighters that were In Recovery are considered to have made a full recovery, and
their ‘In Recovery’ box on the gang roster is cleared.

Players should note that any other events that take place ‘at the end of the battle’
will also take place during the Wrap-up.

SUCCUMBING TO INJURIES
If a fighter is Prone and Seriously Injured when the battle ends, or if a fighter
belonging to a gang that had bottled out fled from the battlefield whilst Prone and
Seriously Injured, roll a D6 for them during the Wrap-up. On a 3 or more, they
survive without any further complications, but on a 1 or 2 they succumb to the
injuries suffered during the battle and are treated as having gone Out of Action. A
Lasting Injury roll is made for them, as described previously.

BEING CAPTURED
After the battle there is a chance that any fighters who have been captured by the
opposing gang may be able to slip away while being taken away:

Capturing Enemy Fighters: Roll a D6 for each friendly fighter that suffered a
Captured result (55-56) on the Lasting Injury chart and apply the below modifiers:

 -1 if the battle was a draw.


 -2 if the fighter’s gang lost the battle.
 -2 if the fighter was taken Out of Action while subject to the Webbed
condition.

If the result is 4+ then the fighter successfully escapes their bonds before being
dragged away and goes into Convalescence (a natural roll of a 6 always results in
the captive escaping). Otherwise, the fighter has been Captured – make a note in
the Lasting Injury/Captured By box on the gang roster for the Captured fighter,
recording the name of the gang who has Captured the fighter.
CLAIMING SCRAP
If only one gang has models left on the battlefield at the start of the Wrap-up, they
will grab what they can from Wrecked enemy vehicles before leaving the battlefield.
That gang adds D3x10 credits to their Stash for each Wrecked enemy vehicle on the
battlefield. The Wrecked vehicles are then reclaimed by their gang.

CAPTIVE FIGHTERS
Whilst a fighter is Captured, they are said to be a ‘Captive’. That fighter is
unavailable for battles and post-battle actions as if they were In Recovery. This lasts
until that fighter is recovered (as follows), rather than for just one battle. The
Capturing gang should make a note in their Stash of the fighter they now hold
Captive.

When a fighter is Captured, their gang has a chance to rescue them. The Captured
fighter’s controlling player may issue a challenge to the gang that holds their fighter
Captive to play a Rescue Mission. This supersedes the usual challenge process and
the Determine Scenario step of the pre-battle sequence (see page 98) – instead, the
Rescue Mission scenario is played.

If a gang does not wish to attempt to rescue a Captive, or if the rescue attempt
fails:

 A Law Abiding gang may claim a bounty on a Captive fighter belonging to an


Outlaw gang during the post-battle sequence of that battle (see page 144).
 An Outlaw gang may ‘dispose’ of a Captive fighter belonging to any gang
during the post-battle sequence of that battle.
 Any gang may trade a Captive back to the gang it belongs to or to any other
gang that wants the Captive, as described as follows.
 Any gang may sell a Captive to the Guilders as a slave during the post-battle
sequence of that battle (see page 144).

If the Captive is still held the next time the two gangs face each other, the
controlling player of the gang the Captive belongs to once again has the option to
declare that their gang will attempt a Rescue Mission.
TRADING CAPTIVE MODELS
At any time during a campaign, regardless of whether a Rescue Mission has been
attempted, the two gangs’ controlling players can come to an agreement to make a
trade to secure a Captive’s return. Additionally, once a Rescue Mission has been
attempted and failed, the gang that holds the Captive is free to trade it to any gang
they wish.

This trade could be a payment of credits, a trade for another Captive, a valuable
item of equipment, even surrendering a Territory, or anything else – it is entirely up
to the two players to decide and either gang is free to decline an offer made by the
other. If an agreement is reached, the Captive is transferred to the gang that the
trade was made with. If the Captive is returned through a trade to the gang it
belongs to, they immediately become available to the gang once more.

2. ASSIGN/REASSIGN TERRITORY
The player that won the battle takes control of the Territory staked on the battle. In
the case of a draw while fighting for control of an uncontrolled Territory, the Territory
is not claimed by either player. In the case of a draw during the Takeover phase
when a controlled Territory is at stake, the Territory does not change hands.

3. RECEIVE REWARDS
Each scenario shows a list of rewards which the gangs can receive, based on their
performance during the battle. Any equipment gained is added to the gang’s Stash
– it can be distributed to fighters in step 6.

LIW House Rule – Rewards Cap


Scenario Rewards are capped at 4D6 (x10 Credits). This means you cannot roll more
than 4 D6 dice when determining your rewards, rather than making a separate roll
to determine your reward cap.\
LIW House Rule – Say It with Your Chest!
If your gang is challenged, or you challenge another gang that has a Credit Rating of
500 or more than your own, each member of your gang that survives the battle
gains an additional 1 XP for participating in that battle.

LIW House Rule – Most Valuable Fighter


During the Post-Battle Sequence, each player will select one of their opponent’s
fighters to gain an additional D3 XP for participating in the battle.

Players are encouraged to choose a fighter who performed exceptionally well, took
out multiple fighters, or otherwise proved their worth to their gang during the
battle.

GAINING AND LOSING REPUTATION


Most scenarios contain several ways in which a gang can gain or lose Reputation. If
a gang both gains and loses Reputation, any gains are applied before any losses.

4. COLLECT INCOME
Each gang collects income from each Territory they control that generates income,
as detailed for that Territory. The total amount of credits generated from each
gang’s Territories is then added to the gang’s Stash.

LIW House Rule – Income from Territories


This step will only happen once every campaign cycle, regardless of how many
battles a gang plays in.

5. POST-BATTLE ACTIONS
During a campaign, each fighter in the gang that has the Gang Hierarchy (X) special
rule can make one post-battle action. Each of these actions is carried out one at a
time, in an order of the controlling player’s choice. Fighters who are In Recovery, or
who have been Captured, cannot make post-battle actions. Unless otherwise stated,
the same action can be made more than once. The actions below are always
available, but others might also become available through special Territories, skills
or other means.

TRADE
The fighter can visit the Trading Post by making a Trade action – this action is
resolved during the Visit the Trading Post step of the post-battle sequence (see page
146). The availability of Rare and Illegal items available at the Trading Post is
influenced by whether it is a Law-abiding or Outlaw gang visiting.

SELL TO THE GUILDERS


The fighter can sell any number of Captive fighters to the Guilders – as long as the
Captive’s gang has had a chance to rescue them (see page 143):

Each Captive fighter is worth half of their total Cost (50%) when sold as a slave
(including all weapons and Wargear), rounding up to the nearest 5 credits – add
these credits to this gang’s Stash. The Captive fighter’s controlling player should be
informed as soon as possible and must delete the Captive fighter from their roster.
All weapons and equipment owned by the fighter are sold along with them, they do
not go into any gang’s Stash.

CLAIM BOUNTIES
As described on page 143, Law Abiding gangs can claim bounties for any enemy
fighters belonging to Outlaw gangs that they have Captured (providing the
Captive’s controlling player has had the opportunity to attempt a Rescue Mission, as
described on page 143). The bounty for a Captive fighter is equal to that fighter’s
full Cost – these many credits are added to this gang’s Stash. The Captive fighter’s
controlling player should be informed as soon as possible and must delete the
Captive from their roster.

‘DISPOSE’ OF CAPTIVES
As described on page 143, Outlaw gangs can dispose of any enemy fighters they
have captured, providing the Captive’s controlling player has had the opportunity to
attempt a Rescue Mission. How the fighter is disposed of varies depending upon the
type of gang in question. Some captives are sacrificed in dark rituals, others are
eaten, and yet more simply disappear. Whatever the case, the Captive’s controlling
player should be informed as soon as possible that their fighter has been disposed
of and must delete that fighter from their roster.

MEDICAL ESCORT
The fighter escorts a critically injured fellow gang member to the Doc. Select one
other fighter or crew in the gang that suffered a Critical Injury during the battle and
pay 2D6x10 credits from the gang’s Stash. If the gang does not have sufficient
funds, or does not wish to pay the full amount, no roll is made and the fighter or
crew dies. Otherwise, roll a D6 on the table below:

D6 Result
1 Complications: The fighter dies.
Stabilized: Roll on the Lasting Injury table, re-rolling any results of
2-5 Captured, Critical Injury or Memorable Death. Apply the result, in addition
the fighter goes into Recovery.
Full Recovery: The fighter goes into Recovery but suffers no lasting
6
effects.

NEGOTIATE REPAIRS
The fighter accompanies the crew of a vehicle that has suffered Lasting Damage to
the Chop Shop. Select one vehicle in the gang that has sustained Lasting Damage
and roll a D6 on the table below to determine the cost of repairs. If the gang wishes
to meet this cost, it pays with credits from its Stash and all Lasting Damage
previously sustained is removed from the vehicle. If the gang does not have
sufficient funds, or does not wish to pay the amount, the vehicle is not repaired and
the Lasting Damage it has sustained is not removed:

D6 Result
Almost Like New: The repairs cost a quarter (25%), rounding up to the
nearest 5 credits, of the vehicle’s Cost (including Upgrades but not
1-3 including Wargear and weapons), but the vehicle isn’t quite the same.
Replace all Lasting Damage the vehicle has previously sustained with a
Persistent Rattle.
Quality Repairs: The repairs cost a quarter (25%), rounding up to the
4-5 nearest 5 credits, of the vehicle’s Cost (including Upgrades but not
including Wargear and weapons).
Superficial Damage: The repairs cost a tenth (10%), rounding up to the
6 nearest 5 credits, of the vehicle’s Cost (including Upgrades but not
including Wargear and weapons).

6. UPDATE ROSTER
During this step of the post-battle sequence, gangs can dispose of dead and injured
fighters, scrap damaged vehicles, purchase new equipment and models, and more.
During this step, players should follow this sequence:

A. Clean House
B. Visit the Trading Post
C. Gain Boons from Territories
D. Distribute Equipment
E. Purchase Advancements
F. Update Gang Rating

A. CLEAN HOUSE
After any battle, a gang is likely to have dead fighters to dispose of, injured fighters
to retire, and wrecked vehicles to sell for scrap. This process is generally referred to
as ‘cleaning house’.

Dead fighters or vehicle crew are simply deleted from the roster. If their gang had at
least one fighter on the battlefield at the end of the battle, or if the fighter was
taken to the Doc but still died, all of their equipment (except for armor) is added to
the gang’s Stash. Otherwise, the dead fighter’s equipment is lost. If they were crew,
their vehicle is added to the gang’s Stash and can be given to a new crew.

Also at this point, the controlling player can choose to retire fighters or vehicle
crews – usually because Lasting Injuries have rendered them unfit for battle. These
fighters are deleted from the roster, and their equipment is added to the gang’s
Stash. Equipment in the gang’s Stash can be sold or transferred to a new fighter in
the next step. If they were crew, their vehicle is added to the gang’s Stash and can
be given to a new crew.

Finally, the controlling player can choose to scrap any vehicles that have sustained
Lasting Damage. A vehicle is worth a quarter of its total Cost (25%) rounded up to
the nearest 5 credits (including Upgrades but not including Wargear and weapons)
when sold as scrap. These credits are added to the gang’s Stash. When a vehicle is
scrapped, any Upgrades it had are lost, though its Wargear and weapons are added
to the gang’s Stash. The crew must be either given a new vehicle, one must be
purchased for them, or they are retired.

B. VISIT THE TRADING POST


The gang can visit the Trading Post to spend its hard-earned credits in any of the
ways described below, allowing them to hire new fighters and buy or sell
equipment. The actions can be made in any order and, unless specified, there is no
limit to how many times a gang can perform each one. Any spent credits are
deducted from the gang’s Stash; any gained credits are added to the gang’s Stash.

Hire a Fighter: The gang can hire a new fighter or crew from its House List, paying
for them as they did when founding the gang. No equipment is purchased for this
fighter or crew – they receive equipment at a later step.

Note that, when hiring new fighters or crew, the Gang Composition rules, and any
restrictions detailed in the gang list must be honored.

Purchase a Vehicle: The gang can purchase any new vehicle from its House List,
paying for it as they did when founding the gang. No Upgrades are purchased for
this vehicle – it receives Upgrades in a later step.

Recruit Hangers-on & Brutes: The gang can spend credits to add a Hanger-on or a
Brute to their roster. Their Reputation must be sufficient to allow this.

Sell Unwanted Items: Any items in the gang’s Stash can be sold. The item is deleted
from the Stash, and the gang gains its value in credits, minus D6x10 (to a minimum
of 5 credits).

Note that equipment granted as a Territory Boon cannot be sold during the same
post-battle sequence.
Purchase Equipment: Equipment can be purchased for any model from its own
Equipment List at the price shown (this cannot be added to the gang’s Stash during
this post-battle sequence). A gang can purchase Common equipment from the
Trading Post, at the price shown, adding it to its Stash. This action cannot be used to
purchase Rare or Illegal equipment.

Seek Rare & Illegal Equipment (Trade Post-battle Action Only): This action can only
be performed if a fighter has made a Trade post-battle action, is only performed
once and is done to determine the availability of Rare and Illegal items on offer at
the Trading Post. Roll 2D6 to determine the availability of items, adding the
following bonuses:

 +2 if the gang’s Leader is making a Trade post- battle action.


 +1 for each Champion making a Trade post- battle action.
 +1 for every full 10 Reputation the gang has.
 +/-X as from a specified special rule.

A Law-abiding gang may purchase equipment from the Trading Post that is Rare (X)
where X is equal to or less than the Availability level and may purchase items that
are Illegal (X) where X is equal to or less than the Availability level -4.

An Outlaw gang may purchase equipment from the Trading Post that is Rare (X) or
Illegal (X) where X is equal to or less than the Availability level.

Note that Exclusive items may not be purchased from the Trading Post, only from
gang Equipment Lists.

THE BLACK MARKET, RARITY AND LEGALITY RATINGS


Older publications may reference the Black Market, treat any of those abilities as
referencing the Trading Post instead. Additionally, they may reference Rarity or
Legality ratings – in these cases replace them with Rare (X) and Illegal (X). For
example, a Rarity rating of 8 becomes Rare (8).

POST-BATTLE ACTIONS TIMINGS


Much as players may wish otherwise, sometimes there isn’t always time after a
battle to fully resolve all the post-battle actions – when this occurs there are a
couple of different options. Some players like to roll everything in front of their
opponent and then go away and decide exactly how to spend their credits and XP,
while others prefer to resolve all these in the pre-battle sequence of their next
battle.

In the end, these options all work as long as both players and the Arbitrator (in
Campaign play) agree.

C. GAIN BOONS FROM TERRITORIES


Some Territories grant a gang Boons in the form of additional recruits, Hangers-on
or equipment. Any available Boons the gang wishes to claim are claimed now.

LIW House Rule – Boons from Territories


This step will only happen once every campaign cycle, regardless of how many
battles a gang plays in.

D. DISTRIBUTE EQUIPMENT
Any equipment currently held in the gang’s Stash can now be distributed among its
models. Weapon choices must respect any restrictions noted in a model’s entry
within their gang list. Also, the limit of no more than three weapons for fighters
must be adhered to, with weapons marked with a * taking the space of two.

Once any equipment has been added to a Fighter card or Vehicle card, the card’s
Credits cost is updated accordingly. If the model is equipped with an item that has
two different costs – one in the model’s own Equipment List and the other in the
Trading Post – the value in the model’s own Equipment List takes precedence.

Players are reminded that no fighter can discard a weapon or Wargear that grants
the Mounted condition once added to their Fighter cards, as described on page 83.
Remember as well that fighters with the Tools of the Trade special rule can have
multiple Fighter cards, each representing a different set of equipment, as described
on page 85.
E. PURCHASE ADVANCEMENTS
In Campaign play, each player can use this step of the post-battle sequence to
spend Experience (XP), allowing their fighters to purchase Advancements (see page
149).

F. UPDATE GANG RATING


Re-calculate the gang’s Gang Rating and update the roster accordingly. Note that
this is not done until this step of the post-battle sequence, meaning that any other
references to the Gang Rating in the post-battle sequence are referring to the Gang
Rating prior to this step.

7. REPORT RESULTS
Finally, the players should report the outcome of the battle to the Arbitrator of their
campaign, who will update the campaign stats accordingly. The report should
contain: which gangs fought, the outcome of the battle (i.e., who won), which
Territory the victor gained control of, how many enemies each gang took Out of
Action and the final Gang Rating and Wealth of the gangs.

Terrain
Types of Terrain (page 62)
Impassable Terrain
Any terrain can be designated impassable when setting up the battlefield,
regardless of size. Impassable terrain may include solid sections of wall, vertiginous
rock formations or towering vats of molten metal. Impassable terrain cannot, as the
name suggests, be moved through or over.

Walls
Walls are almost always considered impassable terrain. On a battlefield of only one
level, it is assumed that at the top of each wall sits a ceiling, preventing fighters
from climbing over a wall. However, on a battlefield that covers multiple levels,
featuring ladders, staircases and even lifts, it is possible for fighters to scale and
even climb over walls.

Solid Terrain Features


Particularly solid terrain features are treated similarly to walls. Any terrain
designated as solid when setting up the battlefield is considered impassable, as
described above.

Doors
These come in various sizes, but their rules are the same regardless of size – they
are set up as part of the pre-battle sequence. By default, all doors are closed at the
start of a battle, unless a scenario specifies otherwise. Closed doors are considered
impassable terrain. They cannot be moved through and block both line of sight and
measurement in the same way as walls and solid terrain as described previously.

Any fighter may open a closed door or close an open door by performing an Operate
Door (Simple) action during their activation (see page 104). If a door opens or
closes within 1" of a booby trap (see page 195), it may be triggered.

Closed doors, locked or otherwise, can be targeted by attacks and are automatically
hit. All doors have a Toughness of 5 and 4 Wounds; if a door is reduced to 0 Wounds,
it is removed from the battlefield.
Locked Doors & Terminals
When a door is set up during the pre-battle sequence, two door terminals may be
placed, one on either side of the door, touching the wall within 1" of it. The
presence of a door terminal indicates that the door is locked and very secure
indeed!

A fighter cannot perform an Operate Door (Simple) action against a locked door.
Instead, they must perform an Access Terminal (Basic) action or a Force Door (Basic)
action (see page 104) in order to unlock the door. Once a locked door has been
opened in this way, it remains unlocked for the remainder of the battle.

In a scenario where one gang is the attacker and the other gang the defender, the
defender is assumed to have the access codes for any locked doors and can make
an Operate Door (Simple) action on them as normal.

Obstacles & Structures


Obstacles are any free standing terrain features measuring no more than 2" high
and no more than 2" across, although they may be far longer, such as barricades,
barrels and pipelines.

Structures are any terrain features measuring more than 2" high or more than 2"
across, be they free standing or connected to other terrain features in some way.
Structures may feature many different levels, platforms and walkways on which
fighters may be placed. Structures may be further classified as being ‘sturdy’ or
‘flimsy’. Sturdy structures cannot be knocked down by vehicles (see page 110).

Both obstacles and structures may interrupt line of sight and offer cover to models
as described previously and in the shooting rules.

Fighters may climb over obstacles or up onto structures as described in the


Movement rules, but players should be aware that movement may be reduced or
not possible in some cases.
Effects of Terrain (page 111)
Difficult Terrain
For every 1" a fighter moves through any terrain designated as difficult terrain when
setting up the battlefield, it counts as having moved 2".

Dangerous Terrain
A model may cross dangerous terrain in the same way as difficult terrain. However,
a fighter must also pass an Initiative test, whilst a vehicle must also pass a Handling
test. If this test is passed, the model crosses the terrain safely. If it is failed, a fighter
will immediately go Out of Action (see page 125), whilst a vehicle will suffer an
immediate Catastrophic hit to its Drive (see page 133).

Obstacles
Obstacles are any free standing terrain features measuring no more than 2" high
and no more than 2" across, such as barricades, barrels and pipelines. Fighters may
cross obstacles as they move, but doing so reduces their movement by a number of
inches equal to the height of the obstacle. A fighter may not end their movement on
top of an obstacle.

Vehicles may cross obstacles as they move, and in doing so will destroy the obstacle
and cause it to be removed from the battlefield. However, when moving across an
obstacle in this way, a vehicle may take damage, see Colliding with Terrain on page
110.

Structures (Sturdy & Flimsy)


Structures are any terrain features measuring more than 2" high or more than 2"
across, be they free standing or connected to other terrain features in some way.
Fighters may climb up and onto structures and between the various levels and
platforms of a structure as they move and may end their movement on any level of
a structure if there is sufficient space for their base (see Climbing later).

Vehicles may suffer damage when colliding with a structure, and if flimsy the
structure will be destroyed (see page 110).
Impassable Terrain & Solid Terrain Features
As mentioned previously, any terrain can be designated impassable when setting up
the battlefield, regardless of size. Impassable terrain may include solid sections of
walls, vertiginous towers or towering vats of molten metal. Models may not move
across impassable terrain.

Ductways: Ductways are only present during Zone Mortalis battles and can be
represented either by a marker placed on or next to a wall, or by a scenic ductway
opening modelled onto the wall itself. Note, however, that such a feature must be
present on both sides of the wall!

A ductway can be up to a maximum of 2" in length and can be placed across any 2"
wide wall or any other terrain features that would otherwise be impassable. Their
presence creates an exception to the rule that fighters may not move across
impassable terrain and allows fighters to crawl through a narrow duct and traverse
the terrain feature by using the Crawl Through Ductway (Double) action.

Climbing
Fighters can climb up or down any vertical surface to reach a higher level or
platform of a structure during their movement. Vehicles or models with the Mounted
condition may not climb. For every 1" a fighter moves vertically by climbing, they
count as having moved 2".

A fighter cannot end their activation mid-climb; they must have sufficient
movement to reach a flat surface. If they cannot, they will stay where they were
when the action was declared. Players should note that a fighter may end a Move
(Simple) action mid-climb, provided that they are able to immediately use another
action to complete the climb.

Stepping Up: Whilst moving, a fighter may freely ‘step up’ onto another level or
platform of a structure, provided that it is no more than ½" higher than the level
they are currently on. If the difference in height is more than ½", they must climb as
described previously.
Overhangs: When climbing, a fighter can traverse an overhang as long as it
protrudes no more than 1" from the vertical surface. Overhangs that protrude more
than 1" are considered impassable to a climbing fighter.

Ladders & Stairs: When climbing a ladder or stairs between the levels of a
structure, there are no modifiers to a fighter’s movement.

Leaping Gaps
A moving fighter may attempt to leap across any gap that is bigger than their base,
provided that they have enough Movement to do so. The fighter stops at the edge
and makes an Initiative test. If they pass, they leap the gap and may continue
moving. If they fail, they will fall straight down by the shortest possible route to the
next level down and will suffer a hit as described on page 126.

Jumping Down
A fighter may attempt to jump down to a level below or to Disembark from a
vehicle. They must pass an Initiative test with no modifier for the first 2" jumped,
but with a cumulative -1 modifier for every additional 2" jumped (rounded up). If the
test is failed, they fall and may suffer a hit as described on page 126.

Stepping Down: Whilst moving, a fighter may freely ‘step down’ onto another
level or platform of a structure, provided that it is no more than ½" lower than the
level they are currently on. If the difference in height is more than ½", they must
jump as described previously.

Falling Hazards
A fighter is at risk of falling if they go from Standing to Prone whilst within ½" of the
edge of a level or platform. Should this happen, the fighter must make an Initiative
test. If the test is passed, nothing happens. If the test is failed or if a natural 1 is
rolled, the fighter will fall as follows.

Railings: If the nearest edge of a level or platform is bounded by a railing or similar


barrier at least ½" tall, the chance of falling is reduced. Add 1 to the result of the
Initiative test to see if the fighter falls.
Falling
If a fighter falls or fails to Jump Down a distance of 3" or more, they will take a hit as
described on page 126 based on how far they fell, rounded up to the nearest inch.

A falling fighter is immediately placed Prone and Pinned and their activation ends. If
they land on top of another fighter, that fighter also becomes Prone and Pinned and
suffers a hit identical to that taken by the falling fighter. Move the falling fighter the
shortest possible distance so that the two do not overlap. Once the hits have been
resolved, and if neither fighter is Prone and Seriously Injured, if the falling fighter
landed on an enemy fighter, move the falling fighter that fell by the shortest route
possible until they are 1" away from the enemy fighter.

If a falling fighter lands within ½" of a platform edge, they must pass an Initiative
test or will fall again.
Experience & Advancements
(page 148)

Gaining Experience
A model gains XP for any of the following actions:

 1 XP if their action directly causes an enemy fighter to suffer one or more


Serious Injuries.*
 2 XP if their action causes an enemy vehicle to become Wrecked.
 2 XP if their action directly causes an enemy fighter to go Out of Action.*
 If the enemy fighter is a Leader or a Champion, gain an extra 1 XP.
 1 XP if they took part in a battle (this XP is only gained if the scenario does
not grant XP for a model taking part in the battle).
 1 XP if they are Broken and successfully rally.
 1 XP if they provide Assistance to another fighter making a Recovery test who
becomes Prone and Pinned.
 D3 XP for the MVP of each playing team. This is nominated by your opponent
at the end of the match
 1 XP for each fully painted model. This is awarded at the start of the
campaign (or when they join your gang). If a model is unpainted, it gains 1 XP
when it becomes painted.
*Note that fighters can only gain XP for Seriously Injuring or taking an enemy
fighter Out of Action once per enemy fighter per activation. For instance, if a fighter
causes an enemy fighter to suffer a Serious Injury, and then performs a Coup De
Grace (Free) action, they would only gain the 2 XP for causing the enemy fighter to
go Out of Action.

Advancements
At the end of a battle, during the post-battle sequence, each player has the chance
to purchase Advancements for any of their models by spending some or all of the
XP that model has accrued. The XP cost of these Advancements is shown on the
following tables. The model’s card is updated accordingly with the Advancement
taken, the model’s XP is reduced by the amount spent to purchase the
Advancement, the model’s total number of Advancements is increased by one (on
the gang roster) and the model’s Cost is adjusted by the amount of credits shown,
which will in turn increase the Gang Rating.

The more experienced a model is, the more certain Advancements cost to purchase
in terms of XP. The cost of each characteristic Advancement for the same
characteristic taken is increased by 2 XP for each instance after the first. For
example, a Champion may increase their Initiative by 1 for 5 XP, but to increase it
by 1 a second time will cost them 7 XP. Juves and Prospects however are particularly
fast learners, and as a result they suffer no such penalty on characteristic increases;
they may increase a characteristic any number of times (up to the maximum – see
page 73) for the basic XP cost shown each time.

Advancement (Leaders, Champions, Crews, Cost


Cost
Prospects, Juves & Specialists) Increase
Improve the fighter’s Willpower or Intelligence
3 XP +5 credits
characteristic by 1.
Improve the fighter’s Leadership or Cool characteristic by
4 XP +10 credits
1.
5 XP Improve the fighter’s Initiative characteristic by 1. +10 credits
5 XP Add 1" to the fighter’s Movement characteristic. +10 credits
6 XP Improve the fighter’s Weapon Skill or Ballistic Skill +20 credits
characteristic by 1.
The fighter gains a random skill from one of their Primary
6 XP +20 credits
Skill Sets.
Increase the fighter’s Strength or Toughness characteristic
8 XP +30 credits
by 1.
The fighter gains a skill of your choice from one of their
9 XP +20 credits
Primary Skill Sets.
The fighter gains a random skill from one of their
9 XP +35 credits
Secondary Skill Sets.
12 Increase the fighter’s Wounds or Attacks characteristic by
+45 credits
XP 1.
12 Specialists only: Promote the fighter to a Champion. They
+40 credits
XP gain a random skill from one of their Primary Skill Sets.
12 The fighter gains a skill of your choice from one of their
+35 credits
XP Secondary Skill Sets.
15
The fighter gains a random skill from ANY Skill Set. +50 credits
XP

Gangers
Whilst Leaders, Champions, Prospects, Juves and Specialists are central to a gang’s
narrative, Gangers are its ‘supporting cast’. As such, they spend Experience and
gain Advancements in a simplified manner.

If during the post-battle sequence, a Ganger has 6 XP or more, the controlling


player must roll 2D6 on the table below, and then update the Ganger’s Fighter card
and their Cost accordingly, before finally reducing their XP by 6.

Cost
2D6 Advancement (Gangers, not including Specialists)
Increase
The fighter becomes a Specialist and gains a random skill
2 +20 credits
from one of their Primary Skill Sets.
Improve the fighter’s Weapon Skill or Ballistic Skill
3-4 +20 credits
characteristic by 1.
Increase the fighter’s Strength or Toughness characteristic
5-6 +30 credits
by 1.
Either add 1" to the fighter’s Movement characteristic or
7 +10 credits
increase their Initiative characteristic by 1.
Improve the fighter’s Willpower or Intelligence
8-9 +5 credits
characteristic by 1.
10- Improve the fighter’s Leadership or Cool characteristic by
+10 credits
11 1.
The fighter becomes a Specialist and gains a random skill
12 +20 credits
from one of their Primary Skill Sets.

Specialists: Two of the results on the table above allow a Ganger to become a
Specialist. They are still a Ganger, but from now on gain all the benefits of being a
Specialist, as described in their entry in their Gang list.

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