Professional Documents
Culture Documents
*****DISCLAIMER*****
I do not own any of the rules or IP for the Iron Kingdoms, it is the sole property of Privateer Press.
Names and places, Steam Jacks, Five Fingers, Ord, and anything else in here is pretty much borrowed
from them. This is a fan-made game using their universe and most of their rules. At any time, this project
may be canceled if they so asked me to do so. I am not making any money off of this, it is just for fun and
for the rest of those that want to play it. If you have paid to play this game, get your money back.
Revision info
v1.2 changes
v1.3 changes
v1.4 changes
v1.5 changes
v1.6 changes
Changes to Piracy Racket
Shenkriel lost Big Hands
Foreign Agents: Khador clarification
Changed XP cost for Specialties and Leader ability
Specified Heal [x] ability
Trollkin: Gained Big Hands and added new rule for regenerative abilities
Changes to Shields and Bucklers
Additional Mundane Upgrades
Campaign Skill Set added in
Additional Brigands, slight change to hiring Brigands when out-classed
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CONTENTS
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The Rules
The Gangs of Five Fingers is about a small group of down and out members of the Iron
Kingdoms that have taken their future into their own hands, by joining one of the many
gangs in Five Fingers, Ord’s premier town of gambling, freedom and piracy.
Gangs of Five Fingers is designed to be played as a campaign-style series of games but
can be played as one-off games, using the same rules either way. The basic rules are
provided here, with the campaign specific rules following later.
Because Gangs of Five Fingers mostly uses the rules from the Warmachine MK II Prime
rulebook, and I don’t want to be hunted down by several years worth of steam powered
necromantic badness for violating copyright law, the main play rules will not be included.
I will however explain the changes and additions, with provided page numbers for
clarification.
PAGE 5: This page is always important and relevant to the game, read it and keep it in
mind.
PAGE 27: WHAT YOU NEED: There are no stat cards for Gangs of Five Fingers, but you
will need to print off a Gang Charter in order to keep track of your Gang members’
progress as well as their victories and their injuries. Probably should also have a pencil,
or put it in a page sleeve and use a dry erase marker, whatever works for you (don’t
suggest a stone and chisel though, too hard to correct mistakes).
PAGE 31-32: MODELS-THE DOGS OF WAR: Ignore the whole thing about Warcasters,
for the purpose of this game, they do not exist.
WARJACKS: Warjacks don’t exist here either. Steamjacks however do.
Steamjacks are the less-battle oriented little brothers of Warjacks. Don’t be fooled
though, it’s hard to fight a 6-ton metal monster, whether it lifts crates or carries a sword.
Steamjacks are not controlled telepathically, they are controlled by mundane mortals by
SCREAMING, SHOUTING and GESTURES (depending on your Gang, occasionally rude
ones). They may not have the flash of a Warjack, but they will still treat the other Gang
like a small yapping dog (and punt them down the street).
UNITS: Go ahead and ignore units and all of their rules too. In Gangs of Five
Fingers, all models can act independently, they are not part of units. Basically, treat them
all as Solos. There are no Troopers, Grunts, Unit Commanders, Leaders or Officers and
there are no Attachments.
PAGE 33-36: ADVANTAGES: Advantages in Gangs of Five Fingers are called Skills. For
the most part, they are the same as they are in WARMACHINE, but there are some that
are a little different due to the scale of the game. Check the Skills section of these rules
to see any changes (the Skills section is in the Post Game section), which take precedent
over the original rules. This holds true for everything up until the section titled Special
Rules.
PAGE 36: FEATS: Warcasters don’t exist in this game, so neither do their Feats.
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PAGE 38-41: PREPARING FOR WAR: Ignore this whole section, read the Gang
Creation section for how to build up your list for the game.
PAGE 42: MAINTENANCE PHASE: Once again, ignore all mentions of the word FOCUS,
the same goes for the CONTROL PHASE. In place of the #1 under MAINTENANCE
PHASE, have the following:
Roll 1d6 for each model that is on its back, and compare to the RECOVERY CHART:
1-2 Recover: Forfeit move or action and stand up
3-4 Nothing: Model remains on its back, roll again next turn.
5-6 Remove from play: the model no longer takes part in the game must roll on the
damage Chart (See post game section).
If a model has stood up from losing its last wound, all of its stats (other than ARM) are at -2 until it
is healed or the game ends. If they model is up, it does not have to roll on the Damage Chart. If
the model is still on its back, then it rolls on the Damage Chart.
Other than that, all the rules for the Turn Sequence are the same. How a model ends
up on its back will be talked about with the DAMAGE Section (or PAGE 66 in the MKII
rulebook)
PAGE 66: DAMAGE: When a model is BOXED in Gangs of Five Fingers, it is not
immediately destroyed, it becomes DISABLED. Place the model on its back (or use a
token if you don’t want to lay your models on their backs). During the MAINTENANCE
PHASE, roll on the RECOVERY CHART.
If the model is BOXED while it is DISABLED, then the BOXED model is immediately
removed from play. This only applies if it is DISABLED, not knocked down as an effect
from an attack or from other effects.
PAGE 67: WARCASTER DESTRUCTION: If I need to tell you this now, then you will
never learn…
PAGE 68: REACTIVATING WARJACKS: No models will ever have the Battlegroup
Commander special ability and there are only Jack Marshals, so there will never be a
need to reactivate a Steamjack. Normal games will not have the need to reactivate
Steamjacks. In the Jackwerks Scenario, the rules will be provided.
PAGE 70: ANATOMY OF A UNIT: Ignore all of these rules, there are no units in Gangs of
Five Fingers.
PAGE 73: WARJACKS: All of the “FOCUS:” should be removed. They can however, be
used by using the JACK MARSHAL Advantage/Skill.
PAGE 74-79: WARCASTERS AND FOCUS: …Neither of these exist in this game…
PAGE 80: The rules for JACK MARSHALS in units are not used for this game. There are
no units, and the JACK MARSHALS Advantage does not get passed on.
PAGE 81-83: Everything but MAGIC ABILITY rules are not used in this game in any form,
some for varying reasons already mentioned.
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PAGE 85: add this rule to Command Checks; ROUTE TEST: whenever a gang has 30%
or more of its gang (in approximate points) has been removed from the game or is down
(on its back, not from a Knockdown effect), then a CMD check must be taken with the
model with the highest CMD. If the test is failed, all friendly models must flee to their
starting board edge and the game is over. If they pass, then they may continue to fight.
If they pass, they must take another CMD test at the beginning of each turn that they
have lost another model, or they may voluntarily choose to fail their test and end the
game.
PAGE: 86-89: Use these rules for terrain other than setup. Each individual scenario will
have its own type of requested terrain, but in the case of one-off games, you can use
whatever you feel like.
NOTE: Just a general note of advice. I would suggest reading though most of the Iron
Kingdoms book Five Fingers: Port of Deceit. It will give you a lot of background
information on the city of Five Fingers, as well as plenty of ideas on building up your own
gang.
Now that we have butchered the Warmachine rules that we all know and love, we will get
into the rules that are specific to the Gangs of Five Fingers…
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Gangs of Five Fingers v1.6 09-30-10
All Gangs have somewhat different rules when it comes to what options they can take, but there
are some things that are universal, no matter what the Gang is. The first thing to consider when
creating a Gang is what type of Gang you want to run. There are Gangs that specialize in Knives,
or those that specialize in muscle. Some Gangs are differentiated by what race is allowed into
their group, like Gobber Rigging Gangs. The easiest way to build your gang is to pick one of the
following before moving on to the next section of the rules.
Each Gang will be displayed in the following format:
[Gang Name]
Location: This is the Island that the Gang is located on (which is important in Mapped
Campaign play).
Rackets: This will tell you what type of illicit activity your Gang specializes in (this is also
important in Campaign play) Whenever your Gang partakes in this activity, they
gain bonus income (see the Income section of course). If you are not playing a
Campaign, then this is just some side information.
Racket Types
• Assassination:Choose 1 Opposing model at the start of the game. If the model is
removed from the game or is down, then in the Income step of the Post Game, gain
XPxd6 Coins.
• Conning: When selling an item, make a CMD check. If the CMD checked is passed, gain
an additional D6 Coins per point the check is passed by.
• Extortion: During the Income step, gain an additional D6 Coins for each Territory owned.
• Fencing: When selling items, gain an additional 2 Coins per Item sold
• Muscle: Each model that takes the Work option for Income gains an additional d6 Coins.
• Protection: Each surviving model gains an additional 2 Coins on Raid, Dock, Warehouse
and Defend Scenarios.
• Smuggling: When making a CMD check for Black Market items, add 1 to the model’s
CMD.
• Piracy: For each model sent, roll a d6 and compare it to the following:
1: Dead or Captured: Remove the model from the Roster
2: Out to Sea: Miss the next game, roll again
3: Gain 2d6 Coins
4: Gain 3d6 Coins
5: Gain 4d6 Coins
6: Roll another d6:
1-4: Gain 5d6 Coins
5-6: Gain an Artifact. If the Gang already has an Artifact, gain 5d6
Coins.
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• Theft: For each model sent, roll a d6 and compare it to the following:
1: Killed or Captured
2: Gain 1d6 Coins
3: Gain 2d6 Coins
4: Gain 3d6 Coins
5: Choose 1 Item from the Market List
6: Choose 1 Item from the Black Market Lis
Restrictions: This will tell you what models, weapons and equipment your Gang cannot take.
Special Rules: This will tell you if there are any special benefits your Gang receives. It
may also contain disadvantages…
Options: This will tell you what options your Gang has access to during its creation. You
can take any and all of them, but you can only take each one once.
Mercenary Charter
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Duelist Gang
Thamarite Cult
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Pirate Crew
Shenkriel Gang
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Foreign Agents
Cryxian Reavers
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Leader (+20 Coins): The leader is the head honcho of the Gang. He is the most important
model in your Gang. This model has the Leader Skill, +1 CMD, +1 MAT or RAT and +5 Health.
The Leader also starts with 15 XP. The Leader also plays an important role in the Post Game
phase of the game, which will be described in that section. The Leader has access to the
Leadership Skill set and any 3 Skill sets. A Leader may take any Specialists upgrades, but it
counts towards the maximum 3. Add the XP to the Leader’s starting XP.
Gangers (+0 Coins): A ganger is a basic run of the mill gang member. Gangers have access to
any 3 Skill sets.
Specialists (by specialty): Specialists have rare skills that set them apart from the rest of their
Gang brothers. Each Gang can take up to 3 specialists, which are determined by their Gang List.
• Jack Marshal (+10 Coins): A Ganger with the Jack Marshal specialty is the minder of the
Gang’s Steamjack. The Jack Marshal starts with the Jack Marshal Skill and starts with 4
XP. The Jack Marshal has access to the Jack Marshal Skill set and any 2 Skill sets.
• Mechanic (+10 Coins): A Ganger with the Mechanic specialty is tasked with keeping the
Gang’s mechanika in working order. They are desirable in gangs that make use of
Steamjacks, but not all such Gangs have the head for learning such things. The
Mechanic has the Repair [6] Skill and starts with 4 XP. The Mechanic has access to the
Mechanic Skill set and any 2 Skill sets.
• Doctor (+10 Coins): While not a Doctor as such, this Ganger has the basic knowledge to
patch his brethren back together. The Doctor has the Heal Skill and starts with 4 XP. The
Doctor has the Heal Skill and access to any 2 Skill sets. Heal [6] Target friendly model in
B2B contact with this model regains d6 health. If the model is DISABLED, the model is no
longer DISABLED and does not suffer the -2 Stat penalty for recovering. A model that
recovers from being DISABLED will still be Knocked Down.
• Spell Caster (+10 Coins): Spell Casters are usually pretty rare among Gangs, but those
Gangs that can attract a Spell Caster will do whatever they can to hold on to this asset.
The Spell Caster has the Magic Ability [6] with access to a single spell and starts with 4
XP. The Spell Caster has access to the Spell Caster Skill Set and any 1 skill set. For
one-off games, the Spells are in the Skills Section.
Steamjacks (see below): Steamjacks are models like the rest of the gang, but they are not
affected by Gang special rules unless the rule specifically states that it affects Steamjacks.
Steamjacks have the Special Rules as mentioned in the MKII Prime Rulebook. Steam Jacks
have special rules regarding repair that can be found in the Campaign section of the rules. Note:
The Jack Marshal ‘free focus’ can be used to Shake Effects.
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Races
The other important part of a model, whether a Leader, Grunt or Specialist is their race. There
are several races living (and unliving) in Five Fingers that can join Gangs. The races a Gang can
take are listed in their Gang roster.
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Steamjacks
Steamjacks are some of the heavy ‘muscle’ of the Gangs. Most of the Steamjacks are older
models used to load and move cargo, but in a pinch they are assets in a gang brawl. They are
big, expensive and slow, but they are worth their weight in gold to a gang leader strapped for
muscle.
There are two different classes of Steamjacks. The first and most common are light Steamjacks.
They are faster and more nimble than their larger counterparts, but they are more fragile. They
are usually used for light hauling and construction work. The second are heavy Steamjacks,
much larger, more durable and stronger, they are slower.
L L M C R R
Weapons: x2 Open Fists, x1 Right, x1 Left
Cortex: Cupernum-grade
L L M C R R
Weapons: x2 Open Fists, x1 Right, x1 Left
Cortex: Cupernum-grade
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The Armory
The final step of constructing your battle group is to purchase weapons, armor and other
equipment. It really isn’t all that smart to go to battle with your bare hands and your everyday
clothes.
Each warrior model can be armed with 2 ranged weapons and 2 melee weapons, in addition to
the Hand weapon that they already come armed with.
A Steamjack can only be equipped with 2 weapon systems, 3 if one of the systems is a Buckler.
If a Steamjack is equipped with 2 Shields, then the Steamjack’s SPD is at -1. You may purchase
additional weapons and equipment during the post game sequences at the end of each scenario.
Melee Weapons
Any of the weapons marked with a (*) cannot be used by a Steam Jack. A weapon purchased for
a Steam Jack costs an additional 5 Coins each.
Weapon POW Special Cost
Hand Weapon* 3 Improvised Weapon 0/5
Steam Fist 4 If 2, may make a combo-strike 10
Sword 5 None 5
2-Handed Sword 6 2 Handed 5
Axe 6 None 10
2-Handed Axe 7 2 Handed 10
Hammer 7 None 15
2-Handed Hammer 8 2 Handed 15
Spear 4 Set Defense or Brutal Charge, Reach, Spear 10
Halberd 5 Reach, 2 Handed 10
Shield 2 +2 Arm, Critical Slam 15
Mace 5 Critical Concussion 10
Flail 4 Chain Weapon 10
Whip/Chain* 3 Reach, Chain Weapon 15
Bayonet* 3 Must attach to gun 5
Horns 4 Critical Knockdown --
Improvised Weapon:
If a model is killed by an attack from this weapon, the model recovers during the Recovery phase
on a roll of 6 instead of 5-6.
Combo-Strike:
Instead of making 2 initial melee attacks, instead make 1 melee attack that deals a STR + Double
POW.
2-Handed:
This model cannot use another weapon while using this weapon, nor may it use a shield other
than a buckler.
Set Defense:
+2 to DEF against Charge Attacks.
Brutal Charge:
+2 to Melee Attack rolls on the Charge.
Spear:
This weapon cannot be used with another weapon other than a Shield or Buckler.
Reach:
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Ranged Weapons
All Ranged weapons, with the exception of the Crossbow, Throwing Knives and Grenades are
black powder weapons and have the following rules:
Reload: For every turn a Black Powder Weapon fires, it must spend 1 turn being
reloaded.
If a model has 2 Black Powder Weapons, it can fire both of them one turn and reload both
the next, or it can fire one each turn, reloading it the next.
If the weapon has a ROF of more than 1, the ROF is the number of times that it can be
fired before needing to be reloaded.
Unstable: Whenever a to-hit roll for a Black Powder Weapon rolls double ones, roll a d6
on the misfire chart here:
1-2: Nothing: The weapon must be reloaded to be fired
3-4: Jam: Weapon cannot be fired for the rest of the Game
5: Break: the weapon must be repaired for 2d6 Coins
6: Explode: the wielding model suffers a POW 10 damage roll and the weapon is
removed from the model’s equipment
Weapons marked with (*) can be purchased for Steam Jacks. They can be bought individually or
bought in pairs of 2.
When being purchased for a Steam Jack, they lose one of their Open hands to wield it.
Weapon Rng RO AO PO Special Cost
F E W
Shoddy Pistol 8 1 - 10 Black Powder roll on any Doubles to Hit 5
Pistol 8 1 - 10 None 10
Hand Cannon* 12 1 - 12 None 20
Military Rifle 10 1 - 11 None 15
Quad Iron* 10 1 - 10 Multi-Fire Special Attack 25
Crossbow 10 1 - 8 None 10
Blunderbuss* 8 1 - 12 Grape Shot 20
Shotgun SP8 1 - 12 None 15
Dueling Pistol 10 1 - 12 None 15
Cannon* 10 1 3 14 Warjack Only 30
Long Rifle* 14 1 - 10 None 20
Carbine 10 2 - 10 None 15
Grenade 6 1 3 12 Cumbersome 20
Slug Gun* 4 1 - 14 None 20
Throwing Knife 6 1 - 2 Add model’s STR to POW 5
Heavy Pistol* 8 1 - 12 None 15
Multi-fire Special Attack:
If this weapon hits target model, it may make another ranged attack with this weapon against the
target model or another model in 2 inches. It may make up to 4 total attacks this way. If one of
the attacks misses, then the shooting stops.
Grape Shot:
This may fire with the given profile or as a SP 6 Attack.
Cumbersome:
This weapon may not be used the same turn that another ranged weapon was used.
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Mechanika
Any weapon may have a single Mechanikal upgrade. Any of these upgrades can be applied to a
ranged or melee weapon (other than Horns, Shields, Throwing Knives and Magelock Pistols).
Critical Effect (30 Coins)
Effected weapon permanently gains one of the following: Knockdown, Slam, Beatback or
Detonator
Critical Damage Effect (35 Coins)
Effected weapon permanently gains one of the following: Brutal Damage or Armor Piercing
Critical Continuous Effects (40 Coins)
Effected weapon permanently gains one of the following: Critical Stall, Critical Corrosion, Critical
Fire or Critical Freeze.
Weapon Effect (40 Coins)
Effected weapon permanently gains one of the following: Trash, Slam or Knockdown.
Greater Weapon Effect (50 Coins)
Effected weapon permanently gains one of the following: Beatback, Detonator, Stall or Freeze.
Greater Weapon Damage Effect (60 Coins)
Effected weapon permanently gains one of the following: Brutal Damage, Poison, Armor
Piercing, Corrosion, or Fire
Armor
Light Armor: Provides +2 ARM, +20 Coins
Medium Armor: Provides+ 4 ARM, + 45 Coins
Heavy Armor: Provides +6 ARM, -1 SPD, + 70 Coins
Buckler: Provides +1 ARM, does not keep a model from using another weapon, +10 Coins. A
model may only take up to 2 Bucklers
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Campaign Rules
To start a campaign, you need to have at least 2 players, preferably more and an even number to
keep everyone playing. Each person should have their Gang, roster, models and everything else
they need to play. In theory, people can run more than one gang to increase variety of games,
but this could get confusing in the record keeping department.
After the players have their Gangs and are ready to play, the Win Conditions need to be
determined. These are what determine if the game is finished or not. If you are playing a
narrated style campaign, then the Win Conditions will probably be determined by the campaign
organizer. The Win Conditions can be either player-wide conditions or individual conditions.
Some of the Win Conditions ideas are the following:
The first Gang with a Leader to reach 100 XP or higher, wins the Campaign
The last Gang to have its original Leader still alive, wins the Campaign
Face a “Low-Captain’s Gang” controlled by a Game Master
Pretty much anything you can come up with can be used as a Campaign Win Condition, just
make it obtainable.
Gang Rating
The Gang Rating is determined as follows:
Add 1 for each Gobber and Thrall
Add 2 for each Human, Rhulic and Satyxis
Add 3 for each Trollkin
Add 4 for each Ogrun and Light Steamjack
Add 8 for each Heavy Steamjack
Add 1 for each Spell the Gang has access to
Add 1 for each Drive the Gang has access to
Add the combined number of Levels the Gang has
Added all together, this is the Gang’s rating.
For the Gang with the lowest Gang rating, there two options.
• For each difference in Gang rating, if the Gang with the lower rating wins, then the Gang
gains extra XP equal to the difference in Gang ratings, that is divided evenly (everyone
gets 1 before anyone gets 2 and then so on) among the surviving Gang members.
• If the Gang Rating difference is too great, the player with the lowest Gang rating gets 5
Coins per difference to use towards hiring a Brigand for the duration of the Scenario. At
the end of the game, the Brigand will leave and cannot be retained by paying their
upkeep.
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Lasting Injuries
A model that is taking out of the game, must roll on the Lasting Injury Chart. It covers everything
from lost limbs, to being captured, to death.
If a model is DISABLED at the end of the game, make a CMD check. If the CMD check is
passed, the model recovers as normal. If the CMD check is failed, then the model must roll on
the Lasting Injury Table.
If the model is simply Knocked Down, then no roll is required. All models that do not roll on the
chart are automatically healed to full health before the next game.
Repairing Steamjacks
Steamjacks do not roll on the Lasting Injury Chart. Between each Campaign game, the
Steamjack must be repaired. If you have a Mechanic in the Gang, you may use the repair skill
once. The rest of the Damage bust be repaired by a reputable mechanic. Roll 1d6 when you are
going to repair a Steamjack, this cost is paid in addition to the actual damage repaired. You do
not have to have all of it repaired, but you must have at least one functioning box for the
Steamjack’s Systems.
Each Hull damage box costs 5 Coins to repair
Each System damage box costs 10 Coins to repair
Any System with an upgrade costs an additional 5 Coins per damage box to repair (such
as Enhanced Pneumatic Arms which will cost 15 Coins per box)
Thralls do not roll on the Lasting Injury Chart. Instead, roll on the following chart:
1-2 Thrall is destroyed, remove it from the roster.
3-5 Thrall is in need of repair, costs 2d6 Coins to repair.
6 Thrall is fine.
If a model is killed, the owning controller may try to recover some of the lost model’s equipment.
For each item that the model carried, roll a d6:
1-4 Item is unrecoverable
5-6 Item is salvaged
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If the item attempting to be recovered is an item of armor (Light, Medium or Heavy Armor), a
Shield (shield or buckler) or a Mechanikal Limb, it is only recovered on a roll of 6.
Experience
During a campaign game, the participating models gain experience as shown in the following
chart:
+1 to the Leader of the Winning Gang
+1 per 5% difference in Gang Rating (for the Gang with the Lower rating)
+1 for surviving the battle
+1 for killing an opposing non-Steamjack model
+1 for DISABLING an opposing Steamjack
+1 for wrecking an opposing Steamjack
+X for completing Scenario based objectives, see Scenarios for more explanation.
Advancement
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Skills
A model can choose from any skill sets that it wants up to the maximum allowable skill sets. A
Leader may have skills from the Leader Skill set and 3 other Skill Sets, a Spell Caster can have
the Spell Caster Skill Set and any 1 other Skill Set. Any other model can have skills from any 3
Skill Sets. Skill marked with “*” can only be taken once per Gang.
Leader*: Models in this Model’s CMD range may use its CMD for CMD checks. As long as this
model is in play, use its CMD for Route Tests.
Fearless: This model never flees. If the Gang fails a Route Test, this model will fall back. If this
model’s CMD is used for Route Checks, it must take the check as normal.
Inner Silence: This model cannot be attacked by attacks generated by Berserk
Sucker: If this model is hit by a ranged attack, a friendly model in 2” may be automatically hit
instead
Victory Howl: When this model kills an enemy model, enemy models in 6” must make a CMD
check or flee.
Alert: This model has no back arc, its front arc extends 360 degrees.
Jack Marshal: this model may control Steam Jacks. A Steam Jack controlled by a Jack Marshal
may run, charge, boost attack roll or boost damage roll once per activation, as long as the Steam
Jack is in the Jack Marsha’s CMD range.
Drive: Haste*: Make a CMD check during activation. If the check succeeds, the target Steam
Jack gains +3 SPD during its movement this turn.
Drive: Off Road*: Make a CMD check during activation. If the check succeeds, the target Steam
Jack gains Pathfinder this round.
Drive: Pronto*: Make a CMD check during activation. If the check succeeds, the target Steam
Jack immediately moves up to its current SPD in inches
Drive: Power Attack*: Make a CMD check during activation. If the check succeeds, the target
Steam Jack may make Power Attacks without spending focus and gains +2 MAT when making
Power Attacks
Iron Wall: When this model is in B2B contact with a friendly Steam Jack, this model gains +2
ARM.
Synergy: When this model is attacking a model that is in melee range of a friendly Steam Jack,
this model gains +2 MAT.
Bodge: Repair any 1 Damage point anywhere on a Steam Jacks damage grid.
Repair [x]: Choose 1 column on a friendly Steam Jack. Repair d6 damage from that column.
Dismantle: This model gains an additional d6 to damage rolls against Steam Jacks.
Scavenge*: During the post game, if this Gang wrecked an opposing Steam Jack, then this gang
gains +5d6 Coins.
Iron Wall: When this model is in B2B contact with a friendly Steam Jack, this model gains +2
ARM.
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Sniper: When damaging a Steam Jack, this model can choose which column to damage. If it
hits, it may choose to do 1 damage instead of rolling for damage.
Gun Fighter: This model has a melee range of 0.5” and can make ranged attacks targeting
models in melee. This can only be used with Pistol weapons
Crack Shot: This model does not suffer a penalty for shooting into melee
Vital Shot: When this model makes a ranged attack that fails to exceed a model’s ARM, it deals 1
damage to the model instead.
Point Blank: This model may use a Pistol Ranged Weapon as a Melee weapon while in close
combat with another model. Attacks made using Point Blank are rolled with this model’s MAT.
Double Tap: If this model has a ranged weapon that has ROF of 2, then it may make 2 ranged
attacks.
Flying Steel: Choose one of this model’s melee weapons. The weapon has d3 initial attacks.
Roll for the initial attacks each time this model wants to make attacks with the weapon.
Parry: This model cannot be targeted by Free Strikes
Combat Master: Choose one of this model’s melee weapons. The weapon has 2 initial attacks.
Riposte: If this model is missed by a melee attack and the attacking model is in this model’s
melee range, this model may immediately make an attack.
Unstoppable Charge: This model may re-roll a failed Charge Attack.
Forfend: This model may make a melee attack against an enemy model ending its movement in
melee range of this model. If it makes an attack, it cannot make a melee attack this round.
Tough: When this model takes enough damage to be BOXED, roll on the following Recovery Chart
instead of the normal rules:
1-3: Recover
4: Nothing
5-6: Injured
Assault: As part of a charge, after moving, the model may make a single ranged attack targeting
the charged model. This model is not considered to be engaged when making the ranged attack,
nor is the target considered to be in melee.
Insult to Injury: If this model makes melee attacks and is unengaged at the end of its activation, it
may make a ranged attack.
Berserk: Whenever this model kills another model with a melee attack, it must immediately attack
another model in melee range, friend or foe. Models killed by these attacks will generate further
Berserk attacks.
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Terror: Model’s in this model’s melee range or wishing to assault this model must pass a CMD
check or flee.
Pathfinder: This model ignores movement penalties from and may charge across rough terrain
and obstacles.
Lurk: Model may forfeit its movement to gain +4 DEF. This model also gains the aiming bonus.
Camouflage: this model gain an additional +2 DEF when benefiting from concealment or cover.
Backstab: This model gains +2 to attack rolls when attacking a model in its back arc.
Stealth: Ranged and Magic attacks that originate from further than 5” away automatically miss.
NOTE: a model must have Lurk before it can take Stealth.
Bushwhack: This model can make a Ranged attack before moving, but cannot make other
actions after it has moved.
Heal [x] Target friendly model in B2B contact with this model regains d6 health. If the model is
DISABLED, the model is no longer DISABLED and does not suffer the -2 Stat penalty for
recovering. A model that recovers from being DISABLED will still be Knocked Down.
Barter: When purchasing a Rare item, the item cost is reduced by 1 Coin multiplied by the
difference of the CMD roll. (CMD 8, Rarity 2; a 5 is rolled, meaning 1 coin is saved)
Hard Worker: When this Ganger Labors during the Income Phase, this Ganger gains +1 Coin
Slave Driver: When your Gang generates Coins from a Territory, you may choose to take a CMD
check to gain more income. You gain an additional D6 Coins per point passed by. If the CMD
check is failed, then the territory is removed from the roster.
Fast Talker: Whenever your Gang has the option to gain a new member through a Territory or
Scenario, you may reroll the dice roll to determine if you receive a new member or not. If you are
purchasing a new Ganger, you may take a CMD check. If you pass, the Ganger costs 5 Coins
less.
Politically Savvy*: If the Campaign is using the Heat Rules, during the Heat Reduction phase,
this Gang reduces its Heat by 1 additional point.
Con Job*: If the Campaign is using the Heat Rules, during the Heat Reduction phase, this Gang
can transfer 1 Heat from itself to another Gang. This Gang must still pay the Cost of losing the
Heat.
Magic
Models that have the Spell Caster ability have access to 1 spell when they are created or take the
Spell Caster Skill. In Campaigns, when a model is entitled to a Skill upgrade, then it may instead
choose to learn a new spell from the list. If a model has the Furious Caster Skill, it may cast the
same spell twice per turn and does not need to have access to 2 spells. In the case of buff spells
(shown by a *), only one model may be affected per model casting the spell.
Blinding Flash: While in CMD range, all enemy models suffer -2 RAT for 1 round.
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Gangs of Five Fingers v1.6 09-30-10
Blur*: This or target model in 6 inches gain +3 DEF against shooting attacks
Deadeye*: This or target model in 6 inches gains +1 die on its next ranged attack
Giant Slayer: This or target model in 6 inches gains +2 damage against medium-based models
and +4 damage against large-based models.
Temper Metal*: Target steamjack in 6 inches gains +2 ARM and is immune to continuous effects.
Feint: This or target model in 6 inches may immediately move 3 inches after an enemy model
ends its normal movement engaging this model. This move ignores free strikes.
Blood Ritual: Rng 10 POW 10 magic attack. If this attack boxes a model, this spell may be cast
again at another target.
Return Fire: This or target model in 6 inches gains Return Fire. A model with Return Fire is
missed by an enemy attack, it may immediately make an attack at the attacking
model.
Dash: Target steamjack within 6 inches gains +1 Mov and cannot be target by free strikes this
turn.
Stasis: This or target model gains immunity to knockdown and continuous effects, but
suffers -2 DEF
Fly’s Kiss: RNG 8 POW 10 AOE 3 magic attack. All models in AOE suffer POW 10 Damage
roll.
Solid Ground: Friendly models in this model’s CMD range cannot be knocked down or slammed.
Ravager: This or target model in 6” can make an additional attack with each Melee weapon it
has, but suffers -2 DEF.
Puppet Strings: This or target model in 8 inches can cause a friendly steamjack to make a single
out of activation attack. If the steamjack has not activated yet, it does not affect its
activation.
Storm Rager*: This or target model gains +1 STR, +1 MAT and +1 ARM for one round.
Arcane Shield*: This or target model in 6 inches gains +3 ARM for one round.
Redline: Target steamjack in 6 inches gains +2 SPD and +2 STR, and can run, charge,
slam or trample for free.
Arc Lighning: RNG 10 magic attack. Target model suffers POW 10 Electric Magic attack.
Attack arcs to d3 additional targets within 4” not hitting any model more than once.
Hit models suffer POW 10 Electric Magic Attack.
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Curse: RNG 10 POW 10 magic attack. When a model is hit by this attack, the hit model
suffers -2 DEF
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If the player with the lower rating wins the roll, roll on the following chart to determine the
Scenario that will be played:
1 Scenario 9: Warehouse
2 Scenario 8: Enemy Territory
3 Scenario 7: Docks
4 Scenario 3: Land Grab
5 Scenario 2: Raid
6 Scenario 1: Skirmish
If the player with the higher rating wins the roll, roll on the following table to determine the
Scenario that will be played:
1 Scenario 6: Ruins
2 Scenario 8: Enemy Territory
3 Scenario 5: Defend
4 Scenario 4: Rescue
5 Scenario 3: Land Grab
6 Scenario 1: Skirmish
If the players have tied their rolls, then play the Skirmish Scenario.
The basic game board for a game should be set up on a 4x4 foot table. If there are any Scenario-
specific terrain features, make sure to set them up first. Each player takes a turn setting up a
piece of terrain. There should always be a way to move around the board, but one or two dead
ends won’t kill the game. Keep alternating setting up terrain until one player decides that there is
enough.
Many Scenarios call for the use of Tokens. Any model can forfeit their action to pick up a Token
and can only carry 1 token at any time. A model that is carrying a Token cannot run. A model
carrying a Token cannot drop the Token unless they are Knocked Down. When Tokens are
placed on the board, they must be at least 6 inches away from another token and at least 8
inches away from any model.
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Scenario 1: Skirmish
Scenario 2: Raid
Target: Remove as many Loot counters from the defender’s deployment zone as possible
Set up: Defender places d3+1 Loot Tokens on the front edge of their deployment zone. Two
deployment zones across the board. Cannot block off routes from one board end to the other.
Terrain: Buildings, roads and alley ways, walls, crates and wagons.
Bonus Earnings: Each model that is in possession of a Loot Token at the end of the Scenario
gains +1 EXP. For each Loot Counter the Attacker has at the end of the game, roll on the
following chart:
1 10 Coins
2 20 Coins
3 30 Coins
4 Any 1 Mechanika upgrade
5 Any 1 White Market item
6 Any 1 Black Market Rare(1 or 0) item
Target: Have more models in the building than the other Gang
Set up: In the center of the table, set up a building in the center of the table that is at least 6x6
inches in size. Note: it would be best to have a building with multiple entrances, not just one. It
would also be a good idea to have a building you can fight inside of.
Bonus Earnings: Any model that ends the game in the building gains +1 EXP. The Gang with
the most models in the building at the end may roll for a new Territory. See the Income area for
the Territory table.
Scenario 4: Rescue
Target: Get in, rescue the model, get them out alive.
Set up: In the Defender’s deployment zone, there needs to be an additional model set up. The
Defender must keep this model from entering base to base contact with an Attacker. Once the
model is in Base to base contact with an Attacker, the attacking player gains control of the model.
Note, the defender cannot kill the captive before the Attacker takes control. If desired, any Gang
may attempt to take this Scenario to rescue a Captured model if they desire. Replace the
Captive’s stats with the model’s stats. The model may not use any special rules, skills or abilities.
The model does not possess any of their old equipment.
Captive
MOV MAT RAT STR DEF ARM CMD HP
4 -- -- -- 12 12 7 5
This model cannot attack. It can only run during its activation if it makes a CMD check.
Bonus Earnings: Any model that is within 6” of the Captive at the end of the game gains +1
EXP. If the Captive survives the Scenario, the Leader gains +1 EXP and the Gang gains 25
Coins.
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Scenario 5: Defend
Scenario 6: Ruin
Target: Find the artifact before the other Gang and get out with it alive.
Set up: The Ruin does not follow the normal set up rules. Set up should be a large central room
of at least 9x9 inches with multiple entrances and connected to a large maze system. Use
dungeon tiles or other similar set up. Each player sets up 2 pathways leading to the central room.
Randomly determine where each Gang starts. At the center of the set up, place an Artifact token.
The Gang that has control of the Artifact Token when the first Gang Routes, or one model gets
the Artifact Token to their deployment zone.
Bonus Earnings: Any model that has control of the Artifact at the end of the game gains +1 EXP.
If a model that possess the Artifact Token gets it back to their deployment zone, then the Gang
may roll on the Artifact table at the end of the Black Market Section.
Scenario 7: Docks
Target: Get the other Gang to Route, but watch out for weak decking
Set up: Place few buildings, a crane or two, crates, barrels, maybe a ship if there is one. Set up
terrain as a normal.
Special Rules: Any model that moves more than a walk or gains any boost to its MOV, it must
pass a CMD check. If the check is failed, remove the model from the game and roll on the injury
chart at the end of the game with a +1 to its roll. If a Steam Jack moves more than a walk, roll a
d6. On a roll of 1 or 2, the Steam Jack is removed from the game and suffers 2d6 damage.
Bonus Earnings: None
Target: Sometime you are in the wrong place, it is time to get before they find you.
Set up: Place a 6 inch corridor down the center of the game board. Parallel to the ‘road’ place an
8” deployment zone along each back of the board.
At one end of the road, is the defender’s deployment zone.
Each model that makes it to the other end counts as a scoring model.
Bonus Earnings: Each model that makes it to the end of the corridor gains 1 EXP. If the
defending
Gang Routes, then all only the model’s that make it gain EXP.
If the Gang routes, then they do not gain EXP. If the Attacking Gang Routes, then the surviving
models automatically gain the EXP and win the Scenario.
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Gangs of Five Fingers v1.6 09-30-10
Scenario 9: Warehouse
1) Racketeering: Gangers may choose to fulfill one of the Rackets that are not completed
during a game.
2) Territories: The Ganger can collect income as designated by any Territory that is held.
Note, that a Territory can only be used once per Income step.
3) Work: The Ganger finds a miscellaneous job to do. Any model that works gains 2D6??
Coins, but the Ganger does not count when determining the Gang’s upkeep required.
Rackets
Assassination: Can only be completed in-game
Conning: When selling an item, make a CMD check. If the CMD checked is passed, gain
an additional D6 Coins per point the check is passed by. Can be taken once per Ganger
sent for Conning.
Extortion: During the Income step, gain an additional D6 Coins for each Holding.
Automatic for any Territory that is collected on.
Fencing: When selling items, gain an additional 2 Coins per Item sold. Does not require
sending any Gangers.
Muscle: Counts as taking the Work option for Income, gains d6 Coins instead of .d3
Protection: Can only be completed in-game
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Smuggling: When making a CMD check for Black Market items, add 1 to the model’s
CMD. Must choose the number of Gangers to send before rolling number of available
Black Market items.
Piracy: For each model sent, roll a d6 and compare it to the following:
1: Dead or Captured: Remove the model from the Roster
2: Out to Sea: Miss the next game, roll again
3: Gain 1d6 Coins
4: Gain 2d6 Coins
5: Gain 4d6 Coins
6: Roll on the Artifact Chart
Theft: For each model sent, roll a d6 and compare it to the following:
1: Killed or Captured
2: Gain 1d6 Coins
3: Gain 2d6 Coins
4: Gain 3d6 Coins
5: Choose 1 Item from the Market List
6: Choose 1 Item from the Black Market List
Territories
Whenever a Gang gains a Territory that is not stolen from another Gang, roll on the following
chart to determine what Territory the Gang has.
2 Tavern: Gain 3d6 Coins, or this Gang can ignore the first failed Route Test next
game.
3 Gambling Hall: Gain 10 Coins or (d6-1)x5 Coins.
4 High-end Shop: Choose one player, the next time they make purchases from the
White Market, gain 5 Coins +1 for each item that is purchased. Gain 5 coins if they
make a purchase from the Black Market.
5 General Store: Choose one player, gain 1 Coin for each surviving Ganger the
other Gang has, plus 5 if they have a surviving Steam Jack.
6 Bridge: Gain 2d6 Coins
7 Slums: Gain 5 Coins +1 per each additional Slum. If there are 5 Slums and only
one is worked, then you get 5 Coins plus 4 for the additional Slums. If all 5 are
worked, then you would get 45 Coins.
8 Merchant Contact: Whenever you sell an item, you gain +1 Coin per item sold.
9 Drink Vendor: Each of your living Ganger’s cost 1 less Coin in the Upkeep step.
10 Workshop: For 30 Coins you may upgrade a weapon’s ROF by 1.
11 Pit Arena: Gain 3d6 Coins. Or, if you have captured a model and the owning
player does not want to ransom them back or try to rescue them, then you may sell
them for (10+EXP)x2 and sacrifice the model.
12 Housing Area: 9+d6 Coins. If you only roll a 1, make a CMD check (using the
Ganger’s CMD that is working this Territory). If the CMD check is passed, then
you may purchase your next new Ganger at half price. If you have multiple
Housing Areas, you can only get 1 new Ganger at half price.
Work
If the Jack Marshal decides to Work for Income, any Steam Jack that has all of its systems still
functioning (ignoring the hull), then it may also work. If the Steam Jack works with the Jack
Marshal, the Jack Marshal does not need to have its upkeep paid and the Steam Jack’s upkeep is
halved.
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Upkeep
After the amount of Income the Gang has collected has been determined, subtract the following
for general upkeep for the Gang.
Each Human, Gobber, Rhul and Satyxis 4 Coins each
Each Trollkin and Ogrun 6 Coins each
Each Light Steam Jack 15 Coins each
Each Heavy Steam Jack 30 Coins each
Any model armed with a Black Powder Weapon 1 Coin each
Paying Brigands xx Coins Each
The cost is determined by what brigand you wish to hire.
Once the Gang’s total Income has been determined, they may spend the remaining money in the
Markets.
New Recruits
New recruits may be bought in the same way a model in the Gang Creation section is bought.
Choose a model and a Specialty (if there is an opening), their weapons and armor and pay for
them. You are not required to pay their upkeep until the next game.
Any new model hired into the Gang must follow any restrictions that your original Gang
recruitment followed.
Brigands
If you choose to hire any Brigands, then you must purchase them at this stage. You may hire
them by paying their Hire Fee. The Brigands can be found after the Market Sections.
Markets
Markets are divided into 2 markets, White Markets and Black Markets.
White Market items are commonly available and can be purchased freely without any looking.
Black Market items are a bit harder to get a hold of. To determine the availability of Black Market
items, roll a d6 when buying items to determine how many Rare items are offered. Pick out the
Rare Items you wish to try to purchase and then make a CMD check. Each Black Market will
have a Rarity number from 0 to 3. This represents a negative modifier to CMD. If you pass the
CMD check, then you can purchase the item.
Selling items is never as lucrative when they are used.
If you ever wish to sell any items while at the Markets, they are automatically worth half of their
original cost. Rare Items are always worth their full price if you decide to sell them. On the other
hand, you can always hang on to any older items to hand them off to any new recruits or to
replace lost or damaged weapons as a campaign goes on.
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The Markets
White Market Price List
Melee Weapons
Hand Weapon, Sword, Bayonet 5 Coins
Steam Fist, Axe, Spear, Halberd, Buckler, Mace, Flail 10 Coins
Hammer, Shield, Whip/Chain 15 Coins
Ranged Weapons
Shoddy Pistol, Throwing Knives 5 Coins
Pistol, Crossbow 10 Coins
Blunderbuss, Shotgun, Military Rifle, Dueling Pistol, Heavy Pistol, Carbine15 Coins
Hand Cannon, Long Rifle, Slug Gun 20 Coins
Armor
Light Armor 20 Coins
Gear
Climbing Gear 20 Coins
Smoke Bombs 25 Coins
Medical Kit 30 Coins
Gunner’s Kit 30 Coins
Mechanic’s Tools 30 Coins
Five Fingers Map 40 Coins
Climbing Gear:
As long as this model walks, it may climb up vertical surfaces as long as it has enough movement
to reach the top of the object being climbed.
Smoke Bombs:
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Gangs of Five Fingers v1.6 09-30-10
Jackwerks
The following upgrades may be purchased for Steamjacks. If an item or upgrade is considered to
be a Rare Item, it will have the Rarity listed by the price. No upgrade may be taken more than
once other than Armor Plates. Armor Plates may only be taken 2 times.
Should a steamjack with an upgraded cortex want to upgrade the cortex again it will loose all the
benifits of the first upgrade.
Ferrum Cortex 30 Coins
Aurum Cortex 60 Coins 2
Arcanum Cortex 100 Coins 3
Armor Plates 25 Coins
Lashings 15 Coins
Enhanced Pneumatics 20 Coins 1
Advanced Stabilizers 30 Coins 1
Head Spike 15 Coins
Advanced Boiler 25 Coins 1
Ferrum Cortex:
The Steamjack may increase MAT, RAT or DEF by 1, or it may learn a single, non Leader, non
Specialist Skill.
Aurum Cortex:
twice, the Steamjack may increase MAT, RAT or DEF by 1, or it may learn a single, non Leader,
non Specialist Skill.
Arcanum Cortex:
three times, the Steamjack may increase MAT, RAT or DEF by 1, or it may learn a single, non
Leader, non Specialist Skill.
Armor Plates:
The Steamjack may increase its ARM by 1 without using an Open Hand. If the Steamjack takes
this option twice, it has its MV reduced to 4.
Lashings:
Models in B2B contact with this Steamjack cannot be knocked down by knockdown effects.
Enhanced Pneumatics:
Steamjack gains +1 STR each time this option is purchased.
Advanced Stabilizers:
this Steamjack cannot be knocked down by knockdown effects.
Head Spike:
when using the Head Butt power attack, this model deals STR+2 POW
Advanced Boiler:
This model gains +1 SPD. This is added after Armor Plate reductions.
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Brigands
Brigands can be hired by any gang as a normal model. They are cheaper than most normal
Gangers in the short run, but during the Post Game sequence, the model’s upkeep cost must be
paid. They do not have to pay for normal gang upkeep. If the Gang cannot or will not pay the
upkeep cost, then it will leave. Brigands do not gain experience, nor do they every receive
advancements.
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Gangs of Five Fingers v1.6 09-30-10
Special Rules:
This model cannot be sold or ransomed when captured.
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