Minigangs v2 Web
Minigangs v2 Web
CONTENTS
                        Edition 2
     2 The World of Mini Gangs          35 Reference Table
     7 How to play Mini Gangs           37 Mini Gangs Casual
     9 Quickstart Rules                 38 Mini Gangs Cards
     16 A game for all ages             40 Keyword Rules
     20 Mini Gangs Gateway              41 Armour
     20 Interpretation of rules         42 Equipment
     21 Dice                            42 Gun
     22 Gaming Surface                  42 Skill
     21 Choosing your gang              42 Strategy
     23 Deploying the Gangs             43 Grenades
     23 Winning and losing              44 Mini Gangs Hardcore
     24 Using your models               45 Points
     27 Character Class                 46 Picking your gang
     28 Profiles                        47 You go, I go
     29 Actions                         48 Armour
     29 Move Action                     49 Food
     30 Fight Action                    51 Guns
     31 Shoot Action                    52 Grenades
     31 Cover                           53 Skills
     32 Line of Sight                   57 Strategies
     33 Heal Action                     58 Equipment
     33 Charge Action                   60 Campaign Games
     33 Crawl Action                    61 Scenarios
     34 Injured Models                  70 Points Cost Reference
                Written and illustrated by Curtis Fell
    Illustrations on pages 8 and 36 by Pablo at The Still Tower
                Editing by Bradly Hale and Curtis Fell
         MiniGangs © 2023 by Curtis Fell is licensed under
    Attribution-ShareAlike 4.0 International. All rights reserved.
 Thanks to Knucklebones Miniatures, 3D Kingdoms, The Still Tower,
Thor Bennet, Sprue Goblin, Sam Horsburgh, Duncan Morris-Metcalf,
  Will Smith, Cynthia Chang, Graham Johnson, Hannah Waterfield,
          J.D.Atkin, Eric Wier, Hive Scum, Connor Lynam,
                   Oni Fell and Nicolai Ostergaard
                                  2
THE WORLD OF MINI GANGS
The game of Mini Gangs is set in a post apocalyptic
wasteland.
Even the wise scarcely know what really happened. All that
is understood is that sometime in the past the land was
deeply wounded. The air and water were poisoned.
Communication broke down and nations split apart as the
human population was devastated. The great age of
electricity and wonders passed. Sprawling deserts have
spread while the plants that survived are harsh, tough and
aggressive. Some animals remain mostly unchanged, the rat,
the wolf and the raven. Others though have changed
horribly. Now these vile monstrosities drag themselves out
of the deep wastes to terrify humanity.
                                3
A GAME BY CURTIS FELL
        4
“Fighting, deep in the waste. A desert wind blows the
ashes of war, grey into the sky. Storm clouds unleash
thunder like dogs to devour their own filth. Desperate
pitiful humans struggle against the earth, against
themselves. On, ever on the turning of the great war
cog, its teeth crunching the bones of the defeated.
Circling in the dust. Draw in all you hold dear and
keep it close. Soon it will be snatched from your cold
hands. A drum, a heart beat, the pulse of life,
quickened then extinguished, short lived as a spark.
These are the days we live, in this fight we must all
take up arms or run howling into the night. Madness,
darkness and sorrow are our reward - death our final
release.”
      -Excerpt from The Tome of Triddlins,
            ancient law book of the Waste.
                        5
6
   HOW TO PLAY MINIGANGS
Mini Gangs is a game that focuses on its easy-to-play rules. It is
a strategy game that has lots to offer. Mini Gangs combines
simple rules with tactical depth, making it a game for all to
play. Players use model figures to play a game on a scenic table
top using dice and a tape measure. There are three modes of
play Mini Gangs; Gateway, Casual and Hardcore.
Gateway uses the core rules of the game and is intended for
beginners. The rules can be freely downloaded from our website
or can be had as a leaflet version. They are also included in this
book, along with more discussions and comment on their
interpretation. Players will need four models each, a tape
measure, some six-sided dice and model terrain on which to
play.
                                  7
8
          QUICKSTART RULES
To play Mini Gangs Gateway or Casual, players need four models
each. These are one of the four character classes, a leader, a
fighter, a shooter and a healer. Each character has a single
number that goes with them called their Awesomeness.
Awesomeness determines what the player will need to roll to
shoot, fight and heal. Players take turns to use their gang and
make one action with each character in their gang. Some
character classes can make actions that others cannot.
LEADER
Awesomeness 4
Leader models should be armed
with a gun or other shooting
weapon and a combat weapon of
some kind.
FIGHTER
Awesomeness 5
Fighter models should have a
combat weapon, such as a blade,
scythe, hammer, tentacles, teeth
or claws.
                                   9
                "Win or lose...
                its all the same
                to me."
SHOOTER
Awesomeness 3
Shooter models should be armed
with a cool gun. This can be
anything, a laser cannon, machine
gun, bow, blaster or magic
missile.
HEALER
Awesomeness 2
Healer models do not carry
weapons, but can have other items
like a bag, potion pouch or
syringe.
                           10
                     ACTIONS
Each model may make one action per turn. When all your
characters have made an action, your turn is over. Models that
are injured may only make a crawl action.
MOVE ACTION
All models may make a move action. The model may be moved
up to 10cm in any direction. They may move in any direction,
change direction as they like and climb or jump as part of this
10cm move.
 CRAWL ACTION
 All models may make a crawl action. This is exactly the same
 as a move action
                                11
FIGHT ACTION
All models may make a fight action. The character may attack
one enemy it is touching.
Roll a dice.
If you roll UNDER your Awesomeness you have won the fight
and injure the enemy. Place the injured model so that it is
laying down on the gaming table.
CHARGE ACTION
Leaders and Fighters may make a charge action. A charge is a
move action and a fight action combined together into a single
action.
HEAL ACTION
Only Healers may make a heal action. Pick one injured
character who is touching the Healer
Roll a dice.
                            12
SHOOT ACTION
Leaders and Shooters may make a shoot action. Choose one
enemy model that your character can see as the target. The
target must be in range of the gun, which is usually 30cm.
Roll a dice.
If you roll OVER your Awesomeness you have hit the target
and injured them. Place the injured model so that it is laying
down on the gaming table.
COVER
If the target of a shoot action is partially hidden from the
shooter's point of view, then they are in cover. To hit a model
in cover, the shooter must score 6 on the dice roll. Anything
below a six misses.
                               13
SETTING UP THE BOARD
Mini Gangs should be played on a gaming surface at least 50cm
square. Players set up their Gangs on the table and should
start the game with all charaters at least 40cm from any enemy
characters. The easiest way to do this is to place markers 40cm
apart and deploy models "behind" these.
40cm
                                14
15
A GAME FOR ALL AGES
One of Mini Gangs' aims         Thus Mini Gangs develops
is to serve as an               childrens understanding of
introductory tabletop           numbers, probability and
strategy game for both          spacial relationships.
children and adults. The        The numbers in this game
Gateway rules are very          have been simplified so
simple. However, as with        that children can learn the
all tabletop games tactics,     abstract game mechanics
planning and strategy           more easily.
make the experience. If
these core skills are used      Using rules, dice and
effectively, Mini Gangs is      models helps children
great fun and deep enough       think about reading,
for adults to enjoy.            space, distance and
                                measuring. Moving the
Mini Gangs is designed to       models and rolling dice
develop children's              teach precision motor
mathematical skills             skills as well as estimating.
through play. Playing           The game also involves a
games, in general, is a         degree of memory use
great way to make them          such as remembering
feel at home with numbers       whose turn it is and which
and space. They also            models they have used.
encourage children to
think logically and clearly.    Games are also social
Games help children work        activities and children can
out mathematical                be taught valuable life
strategies upon which they      skills through playing
can build.                      them. When gaming,
                                children will learn the
                                basic key skills that are
                                needed to play other more
                                complicated games as they
                                get older.
                               16
Adults playing this game            The adult will also need to
with children will need to          demonstrate how to
teach some of the core              measure and move the
concepts used in the rules.         models in a fair way.
These rules are simple to
understand and easy to              These parts of the rules
teach but the ideas behind          have been left with some
them may need some                  levity for interpretation,
explaining.                         as gamers should learn to
                                    be able to agree on
The main area that the              interpretations of a set of
adult gamer may need to             rules. Models and terrain
show the younger players            are different, though, so
is how to check line of             not every situation can be
sight between models.               covered by a set of rules.
This can be easily                  Children need to learn this
demonstrated and will lead          social skill to be able to
into deciding if a model is         game effectively with
obscured by terrain.                others!
Whether a model is "in
cover" behind a terrain             Model making is a large
feature should be                   part of table top gaming.
discussed. Ask the                  Making the figures and
children to decide if a             gaming table encourages
model who's waving an               creativity and imagination.
arm, carrying a flag or             It also imparts detailed
who has a billowing cloak           hand eye corrdination.
can be seen. Should the
model be counted as                 Of course these key skills
visible, covered or totally         may also need to be
obscured if just a small            pointed out to adult
part is showing? Is the             gamers playing Mini
model still in cover if only        Gangs.
one leg is obscured? These
are relevant questions to
consider.
                               17
18
19
      MINI GANGS GATEWAY
Mini Gangs Gateway is an introductory tabletop strategy
game aimed at those new to the hobby. The main concept is
a simple game that allows experienced players to get
beginners or children playing more easily. Gateway mode is
comprised of three core segments. They are as follows:
INTERPRETATION OF RULES
All tabletop strategy games require the players to interpret
the rules to one degree or another. The game is played with
inch high model figures on a model tabletop. Within this
framework they try to represent real humans walking,
crouching, hiding, running, fighting, shooting and any
number of other actions. No set of rules can do this with
one hundred percent accuracy.
                                  20
The shooting rules require the model being shot at to be
visible. But what happens if the shooter can see the head
or arm of a model that would really be taking cover
behind a wall? Instances like this require players to
interpret the rules in order to fit the models on the table.
DICE
Mini Gangs uses a normal six-sided dice. This is
sometimes called a D6.
                              21
         GAMING SURFACE
The gaming surface should be a table top 50cm square or
larger. Its best to play with some scenery; this can be
anything from toys all the way up to detailed custom-built
models. Either way, model terrain makes the game more
strategic. It is important that players agree on a fun-looking
setup of scenery before the actual game begins.
When playing Mini Gangs Gateway, all players must have one
of each of the character classes in their gang. Players may
not take more than four models, ensuring that all gangs are
on an equal footing. A gang consists of a Leader, a Fighter, a
Shooter and a Healer.
                           22
     DEPLOYING THE GANGS
Once players have their four models they should place them
on the gaming table. The ideal gaming surface for Mini Gangs
is a table top 50cm square or larger. Any kind of models
scenery can be used to decorate the battlefield as a means of
enhancing the game's theme. Many of the photographs in this
book use miscast parts from Ramshackle Games. Please
contact us for more details.
To find out who gets the first turn, players roll a dice. The
highest roll goes first. If players roll the same number then
roll again.
                                  23
    USING YOUR MODELS
On your turn, each of your models may take one action
each.
                            24
25
The wastelands stretch out        anything from the wastes!
desolate for miles. They fill
the vast reaches between          Settlements in the wasteland
settlements, mostly barren        vary greatly. Generally they
desert, dry and cruel. Some       are lawless conglomerations of
are forested areas with bizzare   shanties, based around
flora and fauna lurking           surviving ancient building
amongst the dark, dense           relics. Most are rudimentary,
foliage. Others still are         providing places to buy basic
hellish, fatal death zones        sustenance. In essence they
replete with radioactive          are nothing more than
hotspots, biochemical lakes       shelters from the elements
and noisome swamps. Of            where the destitute huddle
course these are but a few        and eek out meager
examples of the perils            existences. Some are more
awaiting the unwary. Only the     urban, offering diversions,
bravest or most desperate         entertainment and rich meals
remain long in the                for those who bring goods to
wastelands.                       trade. Beware the fool who
                                  enters unwittingly.
Travel between settlements
can be hazardous. The few         The most sophisticated of all
roads that do still exist are     the settlements is Bandlerd,
dangerous and inhospitable.       the great clockwork city. It is
The dangers of the wasteland      a place of wonder and
terrain combine with lurking      technological advancement.
bandits, making journies          Its citizens live life to the
perrilous undertakings. Thus,     fullest.
sturdy and rugged transport is
essential for navigating the      The settlement life isn’t for
blasted lands as shelter is       everyone, though- not even
sparse as the land is             that which is offered in
dangerous. Hence why              illustrious Bandlerd. While
travellers are advised to carry   some prefer a sedentary life,
projectile and melee weapons      some gangs wish to travel and
with them at all times.           visit new places. All, however,
                                  are shaped by the waste, no
Food stores and drinking          matter their wanderlust or
water must be carried since it    lack thereof.
is not advisable to consume
                              26
     CHARACTER CLASS
There are four different classes of model characters in Mini
Gangs: leader, fighter, shooter and healer.
Each character has a number that goes with them called
"Awesomeness".
           "Peace is the
           tool of a
              weak man."
                               27
                     PROFILES
Shown below are the profiles for a typical gang. The pictures
are of the Bandlerd Finishing School for Girls Field Trip but
please note that the profiles are the same for every gang.
The green panel in the top left of each profile displays the
associated character class. Under this is the awesomeness for
that particular class. Below that are the actions that the class
can select from each turn. In the panel at the bottom is a
brief description of the character.
                               28
               ACTIONS
Actions are what your model characters do in the game. Each
model under your control may make one action per turn.
When all of your models have made an action your turn
ends. The rules for each action are described below.
Remember: some character classes can make actions that
others can't.
           MOVE ACTION
All models may make a move action.
Your model may be moved up to 10cm in any direction. If
the model needs to climb or negotiate a tricky bit of
scenery, please estimate distances as best as possible.
Model terrain has no effect on the distance, but you must
try to measure your distances carefully.
                              29
           FIGHT ACTION
All models may make a fight action.
A model may attack 1 enemy it is touching.
Roll a dice.
     "Death be a
     blade's edge wide.
     You either be
     lickedy split
     or you be dancin'
     dead style."
                          30
            SHOOT ACTION
Leaders and shooters may make shoot actions.
                     COVER
Sometimes the target model is covered by gaming terrain so
that the shooter can only see part of the target.
If a significant amount of the enemy model is hidden from
the Shooter's point of view, then the target is in cover.
Enemy models provide cover for models behind them.
Friendly models are ignored and can be shot through as if
they weren't there.
                                  31
  LINE OF SIGHT AND COVER
Dehli, the shooter from the
Scarecrows is looking at the
Keychain Mohawks.
The leader is not in cover, as she
is fully exposed in the top right.
The shooter is in cover, as he
can be partially seen.
                                     Leader
The healer cannot be seen at all.
The fighter's weapon can be
seen, but is unfair to count him
as visible. Only his weapon is
sticking up and the character                 Fighter
would not always be in this pose.
Shooter
Dehli
                              32
              HEAL ACTION
Only Healers may make a heal action. A model may try to
heal one injured model it is touching.
Roll a die.
          CHARGE ACTION
Leaders and fighters may take a charge action. Charge is a
special kind of action that combines two actions into one: a
move and a fight action.
          CRAWL ACTION
Injured models may only make a crawl action. A crawl action
is exactly the same as a move action, except the model may
only move up to 5cm.
                                 33
          INJURED MODELS
Models can be injured by enemies shooting at them or
beating them in a fight.
REFERENCE TABLE
                                 35
"What is the
best in life?
Camaraderie,
belonging and
friendship.
Thats why I'm
in a gang."
                36
     MINI GANGS CASUAL
Casual gaming opens up strategy in Mini Gangs using the
basic Gateway rules but then adds Mini Gangs cards. These
represent skills, equipment and other advantages your gang
might possess. They add a level of detail and variety to the
game and mean that players have more control over how
they play. When playing Mini Gangs Casual, use the same
rules as when playing Mini Gangs Gateway. Some cards, like
armour, have new rules that add to the basic game. All of
the cards that use a new rule have the name of the rule
written on them at the bottom. These are called keywords.
and are explained over the following pages.
                               37
     MINI GANGS CARDS
When playing Casual mode, each player is dealt 8 Mini Gangs
cards before the game begins. These cards must be assigned
to the models in your gang. Gang sheets can be used to put
your cards on. These are A4 pages with spaces for each of
the different characters in your gang. This helps keep track
of who has which card while playing. Not all cards can be
given to everyone. Some cards can only be given to a specific
character class.
The cards represent equipment, guns, skills, actions and
strategies that your Mini Gang uses. The cards show the
name, points cost, effects for the card and keywords.
The points on each card are used only when playing Mini
Gangs Hardcore and can thus be ignored for Casual play.
Special rules written on the cards show what effect the card
may have during play. These are usually explained fully on
the cards themselves. The cards also list which keywords
apply to them.
                            38
39
       KEYWORD RULES
Each of the cards has one or more keywords written at the
bottom. These keywords show which special rules apply to
that card.
1 USE
Some items can only be used once. After the effects on the
card have been worked out, discard the card.
3 USE
Some grenade cards represent a stock of 3 grenades. Please
keep track of how many the model uses during the game.
Once all three have been used discard the card.
ACTION
Some of the actions represented by the cards take time to
perform. Cards with the key word "action" on them require
the model to spend an action to gain the effect on the card.
This means that the model will not be able to make any other
action during their turn, such as move or fight.
                          40
                    ARMOUR
Models wearing armour may try to avoid being injured by
making an armour save roll. If a model wearing armour is
injured they may make an armour save roll. Models with
armour have an armour rating as shown on the card in the
Mini Gangs Hardcore section.
ARMOUR SAVES
Roll BELOW               Armour      Roll
                         Rating
Powered                  5           1,2,3,4
Laminate Composite       4           1,2,3
Force Field              4           1,2,3
Riot Gear                3           1,2
Extra Armour             +1          1
Shield                   +1          1
                            41
                 EQUIPMENT
Equipment cards are items that are carried. They can only be
used by the model holding the card. Equipment cards may be
passed between models who are touching. Each card may
only be passed once per turn. Any amount of cards may be
swapped between models during a turn.
GUN
Gun cards increase the firepower of the gang. They may only
be given to models who can make shoot actions. This usually
means only a leader or shooter may have a gun card. Gun
cards are carried in addition to the model's normal gun.
Either the gun card or the standard gun may be used. Gun
types cannot be combined together.
SKILL
Skill cards represent abilities the model has. Skill cards may
not be passed to other models.
STRATEGY
Strategy cards represent ploys or commands your gang use
during a skirmish. Strategy cards may only be given to
leaders. The leader can only use the card if they are not
injured.
     "Peace is the
         road to tyranny"
                                42
                     GRENADE
Each grenade type has different effects in game but all use
the same basic rules. Throwing a grenade is a special kind of
shoot action. Any model carrying a grenade may make a
throw grenade action, even characters who may not normally
make a shoot action. Grenades have a range of 15cm. Place a
grenade marker anywhere within 15cm.
LOB SHOT
If the grenade marker is placed where the thrower cannot see
it then this is considered a lob shot. The shooter has lobbed
the grenade over the obstacle that is hiding the target.
Lob shots always need the roll of a 6 to hit.
EXPLOSIONS
Once the marker is placed, the grenade then detonates. Use
the centre of the grenade marker to check if any characters
are in the effect radius of the grenade blast. Different
grenades have different sized effect-radii. Also each grenade
type has a different effect on any model caught by the blast.
Please see the grenade cards or the entries on page 52 to see
details for each grenade type.
Models behind a wall or other piece of terrain that would
obviously stop the explosion from hurting them are not
affected. This can sometimes be difficult to adjudicate so
please use common sense.
                               43
44
MINI GANGS HARDCORE
Hardcore adds to Casual gaming. The main difference is that
players use Points to create their own gangs. Players agree
on an amount of points with which to buy their gang.
Hardcore gangs can have more or less than four models, and
the different classes can be mixed. Each character class is
given a points value. Points are also written on the Mini
Gangs cards and these can be bought for your models.
                        POINTS
Players must agree on how many points they want to use to
build their gangs. 150 points is a good limit for a small
skirmish gang. Players may choose to use more or less points
if they want larger gangs or to limit play time by taking
small gangs into battle.
      LEADER       14
      SHOOTER      12
      FIGHTER      12
      HEALER       10
                                 45
       PICKING YOUR GANG
When picking your gang in Hardcore, you may spend your
points on characters and on Mini Gangs cards. The cards have
their points cost written in the top right-hand corner. Any
amount can be bought, up to the agreed-upon points limit.
Players can also limit the amount of cards they can choose by
using the deck to draw cards from. If the card is not in the
deck, then players may not take it in their gang. Cards can
only be taken if they are in the deck. This would mean only
one Shooter in the game could take a Sniper Rifle. Players
should agree on which cards are in the deck and who gets to
pick first.
Alternately, all the cards are listed on the following pages and
players can pick their gangs using whichever cards they like.
The points cost and other rules are printed below just as they
appear on the cards. Players will need to list which cards they
buy along side their characters on a separate sheet of paper.
Players can buy more than one of each card using this
method, unlike the example of "deck drawing" above. This
would mean they could form an entire gang of shooters with
Sniper Rifles.
                              46
          "YOU GO , I GO"
When you play Mini Gangs with more than four models per
side or with more than three players its worth considering
changing the turn order. As an optional rule, instead of each
player using their whole gang before the next player gets a
turn to do the same, each player alternates activating one
figure at a time.
So player one uses an action with one figure, then player two,
then player three etc. After each player has performed an
action with one of their models, the first player uses their
second model and so on. Once all players have used all their
models then a new turn begins.
                                47
                      ARMOUR
POWERED ARMOUR                              POINTS 10
Armour Rating 5
KEYWORDS: Equipment, Armour
SHIELD                                        POINTS 8
Armour Rating +1
KEYWORDS: Equipment, Armour
A shield combines with other armour adding +1
to the model's armour rating.
Models making a fight action against a model
with a shield lose -2 from their Awesomeness,
although a roll of a 1 always hits.
                             48
                         FOOD
BBQ                                                 POINTS 6
The leader promises a tasty barbeque for the gang
after the fight. If you discard this card after you
have rolled a die you may re-roll that die.
Only one BBQ can be used per roll.
KEYWORDS: 1 Use, Strategy
SALAD                                               POINTS 6
The gang ate a healthy mixed salad before the
battle so are oin top form. If you discard this card
during your turn, one model in your gang may
make an extra action.
A character may only use one Salad per turn.
KEYWORDS: 1 Use, Strategy
PASTY                                             POINTS 4
Traditional pasty or a fancy new modern recipe,
food in handy to eat pastry always makes you
feel good. Yum Yum!
If a model carrying a Pasty discards this card
after you have rolled a die for them you
may re-roll the die.
A character may only eat one Pasty per turn.
KEYWORDS: 1 Use, Equipment
                               49
50
                          GUNS
FLAME THROWER                                     POINTS 6
A Flame Thrower has a range of 15cm. Target
models may not claim cover and may not take
armour saves.
KEYWORDS: Gun, Equipment
MACHINEGUN                                        POINTS 6
When making a Shoot Action with a Machine
Gun, roll two dice instead of one. This may
mean the target model is injured twice and will
have to make two armour saves if they are
wearing armour.
KEYWORDS: Gun, Equipment
NEURAL DISRUPTOR                                  POINTS 6
A Neural Disruptor has a range of 15cm.
Nominate a target point and roll for the
Shooting Action. If the shot hits all models
within 5cm of the target point must roll a 1, 2 or 3
or miss their next turn.
KEYWORDS: Gun, Equipment
PLASMA BLASTER                                    POINTS 6
Add +1 to your die roll when making
Shoot Action rolls using this gun.
KEYWORDS: Gun, Equipment
SHOTGUN                                           POINTS 4
A model that is targeted by the Shotgun is
blown back D6cm. This takes effect even if
the shoot action fails to injure the target.
KEYWORDS: Gun, Equipment
SIDE ARM                                       POINTS 4
This gun may be given to a model who cannot
make a shoot action. Any model with a side arm
may make a shoot action but they must always
roll a 6 to hit.
KEYWORDS: Gun, Equipment
SNIPER RIFLE                                      POINTS 6
A Sniper Rifle has a range of 40cm.
KEYWORDS: Gun, Equipment
                               51
                     GRENADES
                             52
                          SKILLS
DODGE                                                 POINTS 6
This model is able to dodge attacks that would
usually kill.
                                 53
"It was crazy, totally nuts, the actual plants
came at us like animals! Out of the jungle,
they moved so darg narm quickly. We all got
out but only by the skin of our teeth! One of
them, the big flower thing, spat acid. The
scariest though was the one shaped like a
person! It wielded a blaster, I nearly bricked
when I saw that. Whats next? Who'd a thunk
it! Plants coming to get ye. What a world!"
                      54
                     SKILLS
FAST                                        POINTS 4
This model may move an extra D6cm
when they make a move action. Roll
each time the model moves.
KEYWORDS: Skill
OVERWATCH                                     POINTS 4
If the player declares an Overwatch action then
they may make a single shoot action at any
time until they activate again next turn.
This means a model on Overwatch may
shoot in another player's turn.
KEYWORDS: Action, Skill
                             55
                       SKILLS
PARRY                                             POINTS 6
If the model with Parry is attacked with a
fight action, the player may make the
attacker reroll the die. The second roll is final
and may not be re-rolled again.
KEYWORDS: Skill
REDEPLOY                                     POINTS 8
This model may make a Redeploy action.
Redeploy is a special kind of action that
combines a shoot and a move action into one.
First the character may make may make a normal
Shoot Action.
Then the model may make a normal move action.
The model may not move then shoot, they
must shoot first.
KEYWORDS: Action, Skill
WADE IN                                    POINTS 4
All enemy models touching this model may only
make a fight action in their turn.
They may not move, shoot, heal, charge or
make any other action other than fight.
KEYWORDS: Skill
                          56
                       STRATEGIES
CEASE FIRE                                              POINTS 4
No model may make a shoot action.
The cease fire lasts until the end of your next turn.
KEYWORDS: 1 Use, Action, Strategy
LURE                                                    POINTS 4
You may move an enemy model 10cm, although
you may not move them off a high place or
into certain death.
KEYWORDS: 1 Use, Action, Strategy
TRUCE                                                   POINTS 6
No model may make a shoot, fight or charge action.
The truce lasts until the end of your next turn.
KEYWORDS: 1 Use, Action, Strategy
                                      57
                    EQUIPMENT
POWERED COMBAT WEAPON                         POINTS 6
A model with a powered combat weapon may
add+1 to their awesomeness when making a
fight action. A model injured by a powered
combat weapon may not make an armour save roll.
KEYWORDS: Equipment
STIMPAK                                           POINTS 6
A model may use a stimpak to make a heal action
on themselves or another model.
The heal action will work on the roll of a 4 or more.
If the heal roll is successful discard this card.
If the heal fails keep the card.
KEYWORDS: 1 Use, Action, Equipment
                            58
59
         CAMPAIGN GAMES
Campaigns are a sequence of games. Each player keeps the
same gang between games but is given more points to spend
after each game they play. Campaigns can be played with any
number of players and each player can be absent from a
session or more without affecting the other players.
The players can play as many or as few games as they choose.
Individual games may be played with any number of players
all with different gangs.
INCOME
After each game played those players will gain more points
to spend on their gang. Each player gains 8 points after
playing a game. The players may spend the points on new
Characters or Mini Gangs cards for their gang.
Gangs who played against other gangs with more points also
get bonus points. Work out the difference between your
gang and the highest point gang that played. Your gang gets
half the difference as a bonus.
RECOVERY
Models are assumed to recover between games.
If you dont like this and players want to add the chance of
models dying, then roll a D6 for each model injured in the
game. If you roll a 6 the model is dead.
CAMPAIGN POINTS
Campaign points show how well each gang is doing against
the others. They can be noted down in a suitable place.
Players get 1 point for a loss, 2 for a draw and 3 for a win.
      Win          3
      Draw         2
      Lose         1
                          60
                  SCENARIOS
 Scenarios are a great way to add variety and challenge to a
 game of Mini Gangs. Scenarios can be used for Gateway,
 Casual or Hardcore mode.
Once the gangs are set up, players each put 4 loot tokens on
the board. These must be placed at least 20cm from any of
their own models.
The game ends when all loot tokens are removed from the
board. The player with the most loot tokens wins.
                                 61
 SCENARIO 3: Zombie Invasion
 A horde of zombies shamble out of the deep wastes.
 The gangs must survive the invasion!
 Set the board up as normal. Each player then rolls two dice.
 The combined totals show how many zombies are to be put
 on the table. Once the gangs are deployed, players take
 turns placing zombies until all the zombies are on the table.
 No zombie may be placed closer than 15cm to any player's
 gang models.
 The game ends when there are no gangs alive or all the
 zombies are destroyed. If any gangs survive, the player
 whose gang destroyed the most zombies wins the scenario. If
 the zombies injure all of a gang's models the winner is the
 player whose gang survived the longest.
                              64
SCENARIO 4: Dunger Hunt
Dungers are ferocious furry beasts about the size of a cow.
They eat pretty much anything and are voracious feeders.
They take their name from the huge stinking piles of dung
they leave strewn about their feeding grounds. This causes
problems for the local towns people. Even if the Dungers are
not helping themselves to crops and livestock, the stench is
unbearable. Civic councils often organise hunts to cull the
foul animals. For this, a truce is declared between gangs and
it is regarded as a matter of honour to bag the most beasts.
Set the board up as normal. Each player then rolls two dice:
the total determines how many Dungers are to be put on the
table. Once the gangs are deployed, players take turns
placing Dungers on the table until all the Dungers are
deployed. No Dunger may be placed closer than 15cm to any
one gang model.
                                65
SCENARIO 5: Rescue the VIP
The wastes can be a dangerous place. Travellers find
themselves lost or waylaid. Important individuals are often in
need of rescue from such dire circumstances. Financial
incentives are offered for their safe return by friends, family
and creditors. Gangs hotly vie for these rewards.
If any model touches the VIP at the start of their turn they
may move the VIP model via a move action. This can be in
any direction of their choosing. The VIP can only be moved
once in each player's turn.
The player who moves the VIP off the edge of the gaming
board wins the game.
                            66
KILL 6: Killbot Attack
Large robots can cause mayhem. Gangs are sent to destroy
these Killbots and end their rampaging. Killbots are armed
with devastating weaponry and can smash a human with
ease.
                                67
After all players have had a turn, the Killbot takes a turn.
On a Killbot's turn, the menacing machine will select a
target and make two actions from its program. Roll one die
to select the target for the turn.
1    Closest Leader
2    Closest Shooter
3    Closest Fighter
4    Closest Healer
5    Randomly pick a player to nominate the target.
6    The Killbot's target acquisition software malfunctions and
it   targets a point 3D6cm away in a random direction.
Once the target is selected, roll two dice and consult the
following program table. This will denote what the Killbot
does. Its best to resolve the first result before rolling the
second.
Programing table-
1 Does Nothing
2 or 3 Moves 2D6+5cm towards target
4 Moves 2D6+5cm towards the nearest cover and lurks there.
5 Shoots at target.
6 Attempts to charge it's target. Move the Killbot D6
+10cm towards target. If the Killbot touches it's target it
will make a fight action.
                              68
Before the end of the old world, technology was advanced,
to say the least. Great wonders were everyday normality.
They say great metal machines treaversed the skies, if that
is even possible to credit. Disregarding these dubious
exaggerations, it is known that many things of great craft
were wrought.
Some of these marvels are still part of our life even now in
the wastes. One of the many great advancements of the
long-passed time is our ability to graft cyborg-netics.
Handy in this time of danger strewn landscape, being able
to replace or upgrade your natural born body can be a
boon. The manufacture of robotic limbs was preserved by a
great family, who now are the main dealers in this tech.
They also guard a secret, for while the fabricating of a limb
may be arduous to those who know not its craft, this is
only part of the problem of cyborging one's self up. The
hushed knowledge is of how to make the electrobits link
into the human body and become as a flesh limb might be,
responsive and under control.
                               69
   POINTS COST REFERENCE
               CHARACTERS
            LEADER     POINTS 14
            SHOOTER    POINTS 12
            FIGHTER    POINTS 12
            HEALER     POINTS 10
D100            ARMOUR
1,2     POWERED ARMOUR            POINTS10
3,4     LAMINATE COMPOSITE ARMOUR POINTS 8
5,6     RIOT GEAR                 POINTS 6
7,8     EXTRA ARMOUR              POINTS 2
9,10    FORCE FIELD               POINTS 6
11,12   SHIELD                    POINTS 8
                     FOOD
13,14   BBQ                        POINTS   6
15,16   SALAD                      POINTS   6
17,18   ENERGY BAR                 POINTS   4
19,20   PASTY                      POINTS   4
                     GUNS
21,22   FLAME THROWER              POINTS   6
23,24   MACHINEGUN                 POINTS   6
25,26   NEURAL DISRUPTOR           POINTS   6
27,28   PLASMA BLASTER             POINTS   6
29,30   SHOTGUN                    POINTS   4
31,32   SIDE ARM                   POINTS   4
33,34   SNIPER RIFLE               POINTS   6
                      70
D100                  GRENADES
35,36      FLASH-BANG GRENADE                 POINTS   2
37,38      3 FLASH-BANG GRENADES              POINTS   6
39,40      FRAGMENTATION GRENADE              POINTS   2
41,42      3 FRAGMENTATION GRENADES           POINTS   6
43,44      PHOSPHEROUS GRENADE                POINTS   2
45,46      3 PHOSPHEROUS GRENADES             POINTS   6
47,48      SMOKE GRENADE                      POINTS   1
49,50      3 SMOKE GRENADES                   POINTS   3
                        SKILLS
51,52      BATTLEFIELD SURGEON                POINTS   6
53,54      BERZERK CHARGE                     POINTS   6
55,56      DODGE                              POINTS   6
57,58      EXTRA LIFE                         POINTS   8
59,60      FAST                               POINTS   4
61,62      HOON GOON                          POINTS   1
63,64      KNOCK OUT BLOW                     POINTS   6
65,66      OVERWATCH                          POINTS   4
67,68      MORE MACHINE THAN MAN              POINTS   6
69,70      PARRY                              POINTS   6
71,72      REDEPLOY                           POINTS   8
73,74      SELF DEFENSE TRAINING              POINTS   4
75,76      WADE IN                            POINTS   4
                     STRATEGIES
77,78      CEASE FIRE                         POINTS   4
79,80,81   COMMS FAILURE                      POINTS   4
82,83      LURE                               POINTS   4
84,85      PEACE BE UPON US                   POINTS   4
86,87      PLOT DEVICE                        POINTS   10
88,89      RUN AWAY                           POINTS   6
90,91      TRUCE                              POINTS   6
                    EQUIPMENT
92,93,94   POWERED COMBAT WEAPON              POINTS 6
95,96      STEALTH SUIT                       POINTS 4
97,98,99   STIMPAK                            POINTS 6
100        LUCKY! Choose anything you like.
                          71
"Clank their iron shod feet and
grumble their tracks of rubber.
The Giggles Clan are monstrous
metal hulks...more machine than
man!"
               72
                  INDEX
    16    A game for all ages          41 Keyword Rules
    29    Actions                      32 Line of Sight
    41,48 Armour                       38 Mini Gangs Cards
    60    Campaign Games               37 Mini Gangs Casual
    27    Character Class              20 Mini Gangs Gateway
    33    Charge Action                44 Mini Gangs Hardcore
    21    Choosing your gang           29 Move Action
    32    Cover                        46 Picking your gang
    33    Crawl Action                 45 Points
    23    Deploying the Gangs          70 Points Cost Reference
    21    Dice                         28 Profiles
    42,58 Equipment                    9 Quickstart Rules
    30    Fight Action                 35 Reference Table
    49    Food                         61 Scenarios
    22    Gaming Surface               31 Shoot Action
    43,52 Grenades                     42,53 Skills
    42,51 Gun                          42,57 Strategy
    33    Heal Action                  2 The World of Mini Gangs
    7     How to play Mini Gangs       24 Using your models
    34    Injured Models               23 Winning and losing
    20    Interpretation of rules      47 You go, I go
73