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Gangs of Five Fingers: Campaign Rules

Gangs of Five Fingers: Campaign Rules

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Published by Ty Hayden
These are the Campaign rules for the Gangs of Five Fingers game. If you just want to play on-off games, then you don't need these. This version contains everything other than the Market Lists for buying things and the Brigands. This is mostly up just to get people's oppinions of the Scenarios and the Income rules.

The same thing applies with this document as the rest of the Gangs of Five Fingers documents as far as who owns what IP.

If you have any suggestions, I would like to hear them: http://privateerpressforums.com/showthread.php?32410-Gangs-of-Five-Fingers
These are the Campaign rules for the Gangs of Five Fingers game. If you just want to play on-off games, then you don't need these. This version contains everything other than the Market Lists for buying things and the Brigands. This is mostly up just to get people's oppinions of the Scenarios and the Income rules.

The same thing applies with this document as the rest of the Gangs of Five Fingers documents as far as who owns what IP.

If you have any suggestions, I would like to hear them: http://privateerpressforums.com/showthread.php?32410-Gangs-of-Five-Fingers

More info:

Published by: Ty Hayden on Aug 31, 2010
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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 reachable.

Gang Rating
The Gang Rating is determined as follows: Add 1 for each Gobber and Thrall Add 2 for each Human, Rhul 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 10 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.

Lasting Injury
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 down 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. Roll 2d6 and compare it to the following: 2 DEAD! 3 Leg Wound: Roll 1d6; 1-3 miss next game, 4-6 model looses ½ its SPD. If a model rolls this twice, then it has to be removed from the roster 4 Arm Wound: Roll 1d6; 1-3 miss next game, 4-6 model looses 1 arm. If a model rolls this twice, then it has to be removed from the roster 5 Massive Injury: Roll 1d6; 1-3 miss next game, 4-6 model must miss next 2 games 6 Head Wound: Roll 1d6; 1-4 miss next game, 5-6 model loses -1 MAT, RAT and DEF 7 Recovers 8 Recovers, must miss next game 9 Recovers, model gains +1 XP 10 Traumatic Injury: Roll 1d6 before each game and compare to the following; 1-2 model must miss this game, 3-4 model suffers from Berserk this game, 5-6 model may act as normal 11 Captured: captured model can be ransomed back to the Gang or sold to the Watch for 5d6 Coins 12 DEAD! (again) 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-Steam Jack model +5 for destroying an opposing Steam Jack +X for completing Scenario based objectives, see Scenarios for more explanation. Advancement Table EXP 2 4 6 8 10 15 20 25 30 35 50 50 60 Level 1 2 3 4 5 6 7 8 9 10 11 12 13 Stat Increase X X X X X X X X X X X X Skill X X

70 14 X 80 15 X 90 16 X 100 17 X 115 18 X 130 19 X 145 20 X When a model advances, it will either gain a Stat increase or a new skill. If it gains a Stat increase, it may add +1 to any one of its stats. No stat may be raised more than 3, and Leadership may never be raised higher than 10. If a model has a skill with the SKILL[X] layout, the X may be raised as well. Whenever you are given a new Skill you must pick it from one of their skill sets. If the model does not have its maximum allowance of Skill Sets, it may pick a skill from a new Skill Set.

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. Note: when a skill says that it affects a model by name, it refers to itself instead of the original model. Example: Inner Silence references Zerkova. If a model has Inner Silence, it references that model. Leadership Skill Set 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: PrimeMKii:pg34 Inner Silence: LegendsMKi:Zerkova:pg85 Sucker: PiratesMKi:Hawk:pg50 Victory Howl: PiratesMKi:Bartolo:pg26 Alert: LegendsMKi:GreatBears:pg91 Jack Marshal Skill Set Jack Marshal: PrimeMKii:pg80 Drive: Haste*: LegendsMKi:Thor:pg151 Drive: Off Road*: PirateMKi:DirtyMeg:pg56 Drive: Pronto*: RetributionMKii:DawnguardSentinelOfficer:pg75 Drive: Power Attack*: PiratesMKi:DirtyMeg:pg56 Iron Sentinel: PrimeMKii:FieldMechaniks:pg117 Synergy: When this model is attacking a model that is in melee range of a friendly Steam Jack, this model gains +2 MAT. Mechanic Skill Set Bodge: Repair any 1 Damage point anywhere on a Steam Jacks damage grid. Repair: Choose 1 column on a friendly Steam Jack. Repair d6 damage from that column.

Dismantle: LegendsMKi:SwordKnightOfficer:pg41 Scavenge: During the post game, if this Gang wrecked an opposing Steam Jack, then this gang gains +5d6 Coins. Iron Sentinel: PrimeMKii:FieldMechaniks:pg117 Combat Mechanic: LegendsMKi:Thor:pg151 Shooting Skill Set Sniper: PrimeMKii:Widowmakers:pg171 Gun Fighter: PrimeMKii:pg34 Vital Shot: LegendsMKi:Anastasia:pg143 Point Blank: PiratesMKi:SeaDogCrew:pg36 Double Tap: If this mode has a weapon with ROF 2 or more, this model may fire up to 2 times when it shoots. Melee Skill Set Flying Steel:SuperiorityMKi:OgrunBokur:pg185, must choose 1 weapon for flying steal Parry: SuperiorityMKi:Ashlynn:pg169 Combat Master: Choose one of this model s melee weapons. The weapon has 2 initial attacks. Riposte: SuperiorityMKi:Ashlynn:pg169 Unstoppable Charge: This model may re-roll a failed Charge Attack. Forfend: SuperiorityMKi:SteelheadHalberdiers:pg181 Spell Caster Skill Set Spells (see below) Battle Wizard: LegendsMKi:KoldunLord:pg93 Furious Casting: This model may cast 2 spells per turn instead of one. Create Potions*: Instead of gaining Income during the Income phase of the Post Game, this model may spend 3d6 Coins in order to make a Potion and give it to any model. A Potion is a one-time use Spell that is cast by a CMD check. Any model may only carry one potion. Ferocity Skill Set Tough: When this model takes enough damage to be destroyed, roll on the following Recovery Chart
instead of the normal rules: 1-3: Recover: Model may forfeit it Movement or Action to stand up 4: Nothing: Model must re-roll on this chart next turn 5-6: Injured: Model is taken out of Action.

Assault: PrimeMKii:TrencherInfantry:pg120 Insult to Injury: Apotheosis:MKi:Terminus:pg85 Dying Breath Berserk: PrimeMKii:DoomReavers:pg168 Terror: PrimeMKii:pg34 Parting Shot: PiratesMKi:Killingsworth:pg52 replace melee with melee or range Stealth Skill Set Pathfinder: PrimeMKii:pg34

Lurk: Superiority:MKi:Kell:pg187 Camouflage: Prime:MKii:Eiryss:pg206 Backstab: This model gains an additional +2 to attack rolls when attacking a model in its back arc. Stealth: PrimeMKii:pg34 NOTE: a model must have Lurk before it can take Stealth. Bushwhack: EscalationMKi:Gorman:pg94 Spell Set Arcane Bolt: Rng 12 POW 11 magic attack Blinding Flash: while in CMD range, all enemy models suffer -2 RAT for 1 round. 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 warjack 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 can make an additional attack with each Melee weapon it has, but suffers -2 DEF. Scything Touch: this or target model in 6 inches gains +2 STR Venom: RNG SP 6 POW 10, models hit suffer Corrosion Puppet Strings: this or target model in 8 inches can cause a friendly steamjack to make a 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 +2 STR, +2 MAT and +2 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. Disbinding: this or target model within 6 inches has all enemy upkeep spells on it expire. Curse: RNG 10 POW 10 magic attack. When a model is hit by this attack, the hit model suffers -2 DEF

Starting a Campaign Game
Each player rolls 1d6 and adds their gang s highest CMD value to the roll. Whoever has the highest total chooses which scenario will be played, and whether they will be the attacker or defender. If a scenario has any alternating selection, the player who did not win the roll will get first choice, such as setting up terrain for the game. If the player with the lower rating wins the roll, roll on the following chart to determine 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. Basic Set-up Rules The basic game board for a game should be set up on a 4x4 foot table. If there are any Scenario-specific terrain features, make sure to set them up first. Each player takes a turn setting up 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. Scenario 1: Skirmish Target: Make one Gang Route Set up: Standard deployment. Two deployment zones across the board. Terrain: Mostly buildings for the main terrain. Roads and alley ways, crates and wagons. Bonus Earnings: None

Scenario 2: Raid Target: Remove as many Loot counters from the 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 2 3 4 5 6 10 Coins 20 Coins 30 Coins Any 1 Mechanika upgrade Any 1 White Market item Any 1 Black Market Rare(1 or 0) item

Scenario 3: Land Grab 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 4 ---12 12 7 This model cannot attack. It can only run during its activation if it makes a CMD check. HP 5

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.

Scenario 5: Defend Target: Keep the opposing player from stealing your holdings Set up: Set up a 6x6 building in the Defender s deployment zone before the rest of the terrain. This follows the same Set up rules as Land Grab other than the location of the target building. Bonus Earnings: Any model that is in the building at the end of the game gains +1 EXP. If the Attacker has more models in the building than the Defender, each player rolls 1d6 with the Attacker getting a bonus for the difference in models in the building. If the Attacker s total is higher, then the Defender looses 1 Territory. If neither player had a Territory, then the attacker rolls on the Territory chart. Scenario 6: Ruin Target: Find the artifact before the other Gang and get out with it alive. Set up: The Ruin does not follow the normal set up rules. Set up should be a large central 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 Scenario 8: Enemy Territory Target: Sometime you are in the wrong place, it is time to get before they find you. Set up: Place a 6 inch corridor down the center of the game board. Parallel to the road place 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.

Scenario 9: Warehouse Target: Trying to rob a warehouse that is already being robbed. Set up: Enclosed space. Shipping Containers, Crates, boxes, barrels. There need to be 2d6+1 tokens, one marked differently underneath, so no one can tell which tokens are which. After setting up the terrain. Each player places a Loot token within the center of the game board, alternating until they are all placed on the game. The Gang ends when one of the Gangs Routes. Any Loot Tokens that are not picked up are ignored. Bonus Earnings: Each model with a Loot token gains +1 EXP. The Gang that has possession of the marked Loot Token gains +1 EXP. The Gang that has the marked Loot Token gains 50 coins. For each unmarked Loot Token roll on the following table: 1 Orgoth Ruins Map 2 5 Coins 3 10 Coins 4 15 Coins 5 20 Coins 6 25 Coins

Income
After the Scenario has been played out and any Lasting Injuries have been determined, the Gang determines how many funds it has accrued. Adding Everything up: First, add up anything that has been gained from playing the scenario, such as Coins picked up from playing a Warehouse Scenario. Then, add up Income that the Gang collects during their day to day business. Each Gang member that has survived can choose to do one of the following options to help generate income for the Gang: 1 Racketeering: The Ganger can generate income as designated by their Racket. 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 no Income, but the Ganger does not count when determining the Gang s upkeep required. Rackets 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 Holding Fencing: When selling items, gain an additional 2 Coins per Item sold Muscle: Each model that takes the Labor option for Income gains an additional d6 Coins. Protection: Each surviving model gains an additional 2 Coins on Raid, Occupy and Protect 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 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, 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. 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 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. 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. White Market Price List Melee Weapons Ranged Weapons Armor Gear

Black Market Price List Melee Weapon Ranged Weapons Armor Gear Mechanika

Brigands

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