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𒂖 𒂊 𒀳 𒁺 𒁛 𒁖 𒂵 𒂠 𒀉 𒄸 𒆪 𒇇 𒄉 𒂗 𒆳

Cyberfantasy Gang War


in the Undercity of Neo-Babylon

RU L EBOOK
R S I O N
VE
Keep an eye out for more

E
from the gangs!
Flaming Skulls

Valkyrs

Bulls of Heaven
Hetairoi

Lawjacks

Misfits
Neverkin

Salvagers

Shadow Caste
FFRREE
Emerald Gridlock Necro Goblins The Troupe
Cyberfantasy Gang War
in the Undercity of Neo Babylon
𒂖 𒂊 𒀳 𒁺

>> CREDITS

THE FRAGGING UNICORNS WHO MADE THIS BOOK ARE: Azore Cartography: Elder Green
Game System Design: Thomas Brown, Ryan Maloney, Neo Babylon & Undercity Cartography:
O.C. “Opti” Presley Erik Frankhouse
With Help From: Robert Cooney Proofreaders: Matt Hendrickson, Lawrence “Orion”
World Created By: James Palmer, J. DiPippa, Janiec, Clifton Lambert
O.C. “Opti” Presley Enthusiastic Team Members: D. A. Neaverth II,
With additional help from: Clara Engle Boley, Christopher Hatchitt, W.F. Cain, Patrick Bryant,
Gabriel Hicks, Skylar “Mahpiya” Wall, Sam Perez, Cade Jordan
Cass Kay, Dakota Wambach, Desi Conrad, Mak Playtesters: Andrew D. Bryant, W.F. Cain, Tony
Shepard Campbell, Rowan Carlson, Ryn Dado/Buster Posey
Art Director: Damian Szydlo Terror Cat, Josh Dewberry, Slater Hanna, Jason
Writing: Russell Zimmerman, Ian Boley, James Hawks, Alex Holmes, Edd McCullers Johnson, Marc
Palmer, Clifton Lambert, O.C. “Opti” Presley Levitt, Marc, Odd, Memnun Powell, Austin Rusk,
Editing: Clifton Lambert Marcin “Frodo” Wójcik, zPhayde
Layout: Anna Urbanek | Double Proficiency Special Thanks to: Sarah Krause and Rem Alternis,
Cover Art & GotU Logo: Bad Moon Art Studio the original Fragging Unicorns, and all of our
Icon Designer: David McDermott Kickstarter Backers.
Interior Art: Bryan Syme, Wavevil, Rumyana Zarkova, Emerald Gridlock inspired by: Emerald Grid, LC
Slobodan Jovanovich, Tithi Luadthong, Dennis Misfits Created by: S “Jazz” Mattson
“Valgryn” Hempel Salvagers inspired by: Aaron Dykstra
Miniature Concepts: Darko Kreculj The Troupe inspired by: Michael Chandra
Miniature Sculptors: Kieran Russell, Mark Maytag,
Printed Obsession, Julio Carrillo “Horus3dart”

A Fragging Unicorns Games Publication


www.FraggingUnicorns.com
@FragginUnicorns
facebook.com/FraggingUnicornsGames
#fraggingunicornsgames
Gangs of the Undercity © 2020 Fragging Unicorns Games, LLC.
No part of this publication may be reproduced, stored in a retrieval system, or trans-
mitted in any form or by any means, electronic, mechanical, photocopying, recording,
or otherwise, without the prior express permission of the publisher. That said,
if you’re doing it for personal use, go for it! That’s allowed, encouraged, and awesome!

2
CONTENTS
The World Belongs
to Neo Babylon 6
Chapter 1:
The Basics 14
Chapter 2:
The Gangs 34
Chapter 3:
Enhancements 76
Chapter 4:
Magic 88
Chapter 5:
Breaching 92
Chapter 6:
Allies, Creatures & Baddies 96
Chapter 7:
Scenarios 130
Chapter 8:
Campaign Play 144
Chapter 9:
Solo Play 162
Appendix 170

3
| Gangs of the Undercit y
FOREWORD
Thanks for checking out Gangs of the Undercity, a cyberpunk/fantasy skirmish game set in the Under-
city of Neo Babylon. It is a 28mm miniatures game simulating gang warfare in a near-future fantasy
world. The city is bright, magical, and wonderful above, but below the only sources of stability,
a sense of community, and aid for the helpless are the gangs. Unstable magic, outdated cybertech,
and the constant stream of garbage from the overcity become invaluable commodities for the Under-
city gangs below.
In Gangs of the Undercity, the gangs are everything. They are products of corruption, lawlessness,
and cruelty. But to those in their turf, they give order and the only hope for survival many have. In
the game, the gangs are models you choose and paint, with each model representing a single ganger.
Your play area becomes turf in the Undercity, equal parts futuristic, wondrous, and crumbling from
neglect. Abandoned buildings, kebab shops, power plants, feral beasts, and jury-rigged computer
interfaces exist to be exploited or overcome. Your goal is to defeat rivals using your wits, your gang,
and a little luck.
In this book, you’ll find what you need to play the game. Whether you take control of a pre-existing
gang or make your own gang from scratch, you’ll soon be discovering the secrets of the Undercity, all
while claiming and reclaiming turf. There are rules for competitive play, but perhaps more exciting is
Campaign mode, where your characters can gain experience and become stronger, quicker, and more
powerful. You can also play solo in our Narrative mode, telling a story that changes every time.
Your gang’s reputation, influence, and future depend on you!

4
𒁓𒂙
𒂇
HOW TO USE IT“It” is this book
If this is your first time looking at this book, it will be a lot to take in all at once. We recommend look-
ing into the first chapter, getting a feel for things, and then use the rest of the book as a reference,
looking up rules and references as you need them. Actually playing it will help you make sense of all
the more specific rules quicker than anything else. If there are rules you don’t know or get wrong the
first few games, that’s ok! You can either skip rules you don’t know or just roll a dice to decide and
move on until later.
This book contains the following information, broken down by chapter:
THE WORLD BELONGS TO NEO BABYLON: This section is placed before Chapter 1 because it
doesn’t affect gameplay. Rather, it gets you into the world of Gangs of the Undercity. It doesn’t tell you
how to play, but does give you story and setting to hang your battles on and give them meaning and
context.
CHAPTER 1: THE BASICS: This chapter covers all the basic and advanced rules for playing the game,
starting from what you’ll need to play, then moving into explaining how to play. This is the part you’ll
use the most in the beginning.
CHAPTER 2: THE GANGS: This chapter gives you a look at the titular Gangs of the Undercity It tells you
the history and stories behind the gangs, then shows you how to make your own gang.
CHAPTER 3: ENHANCEMENTS: In this chapter, you are given the various options you can use
to make each ganger of yours unique.
CHAPTER 4: SPELLS: This chapter lists the spells your magically inclined gangers can use.
CHAPTER 5: BREACHING: Hackers (called Breachers) use exploits to influence the tech around them.
This is a list of the exploits they can access.
CHAPTER 6: ALLIES, COMPANIONS, AND BADDIES: This section gives pre-made options for recruit-
ing freebooters into your gang, having companion or pet models, and for the bad guys you may face
along the way.
CHAPTER 7: SCENARIOS: Each game is framed by a scenario. This is where you’ll find a list of scenari-
os and their victory conditions.
CHAPTER 8: CAMPAIGN PLAY: This section has rules for a style of play where you and your friends
string together multiple games to form a campaign. In this mode, your gangers and gang grow in
power and ability as they war for turf.
CHAPTER 9: SOLO PLAY: In this section, there are rules for storied games. These games have narra-
tives that take you on a journey. They can be played solo or cooperative.

Solid!
Now you’re ready to dive into the world of Neo Babylon and Gangs of the Undercity!

5
| Gangs of the Undercit y
r l d B e l o n g s to
The w
Ne o
o
B a b y l o n
“The world has lost its way. Old magic and new technology
run amok, used by the powerful to create empires of wealth
and dominance. Subversion, while it may feel reckless, may
be the only rational response to such darkness.”
– SANDER GREYSTAR, STREET PROPHET

You are Here: The Undercity


It is the Year 450 by Neo Babylonian Reckoning. The city of Neo Babylon is a mega-urban
monstrosity: a towering city serving as the world’s exemplar of arcane, technological, and
consumerist materialism; the brightest jewel in the global elite’s crown and the deepest
thorn in the side of the downtrodden. The Ukkim, members of the city’s Council, exist at
the top of everything. Their arcane power, economic privilege, and ancient pedigree le-
gitimize them as the rulers of the world’s sole superpower and de facto guides of global
culture. Beneath Neo Babylon, a vast Undercity hides the unwanted and undesirable, while
those above—the Ukkim Council, yes, but also wealthy elites, members of syndicates, cor-
porate wage slaves, and those born lucky— live lives of relative luxury.

But in the Undercity, even as some communities are torn down, others grow ever closer to-
gether. Sometimes those communities are gangs, and sometimes they’re just folk wanting
to live their lives and survive the day. Those with the ability work in dangerous or dead-end
jobs just to keep going. Unstable magic, outdated tech, and the constant stream of garbage
from the overcity have become invaluable commodities.

The Undercity is lawless. Neo Babylon barely acknowledges its existence and seldom lifts
a finger to help its people. When the government, churches, and corporations of Neo Bab-
ylon collectively refused to offer food, security, or a sense of community in sufficient quan-
tities... that’s when the Gangs stepped in.

46
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Chapter 1 i c s
The B a s
Gangs of the Undercity:
A Quick Rundown
To start, the players agree on an amount of Fortune, which determines the size of the battle and
the resources each gang has access to. Once they’ve agreed on a Fortune total, each player creates
their own Gang List, choosing a pre-made gang or creating their own. Each ganger, and the enhance-
ments available to them, cost a certain amount of Fortune. Players choose the gangers they want,
and which enhancements to give them, but the total Fortune cost of gangers and gang abilities
can’t exceed the agreed on Fortune total.

After this, players place terrain on the map, taking turns or otherwise arranging all pieces in a fash-
ion agreeable to everyone. When the map is ready to go, players begin the battle by placing their
models on the map.

Battles consist of Rounds, and every Round, each model on the map has an opportunity to take its
Turn. On its Turn, each model has a movement action and a main action, which allow them to traverse
the map, attack enemies, cast spells, or interact with cyberlinks. Each player’s gang begins the bat-
tle with an amount of Grit, representing their courage, pride, stubbornness, and most importantly,
their will to keep fighting. Grit can be spent to perform epic feats, but once a gang’s Grit falls to zero,
they lose the will to fight and the other gang wins the battle.

When one side runs out of Grit, only one gang’s models are left on the map, or the scenario’s end
conditions are met, the battle ends and players consult the scenario rules for who won.

414
Term s a n d E x p o s i t i o n s
This book uses specific words and precise con- BASES
cepts to convey important concepts and game
The base is the foundation that your miniatures are
elements. Reading the following, and knowing placed on. Models need to be glued to the base they
where to find it later, will be helpful. are packaged with or an alternate base of the same
dimensions. Most models will be on a circular 25mm
ALLIES base. Larger models may use a 40mm circular base,
while very large models may use bases even big-
AND ENEMIES ger than what are described here. Regardless, any
Any model that you control is considered an Ally model differing from the standard 25mm base size
model for you. Models that are controlled by your will always be clearly noted in the description of the
opponent are considered Enemy models. In games model. Players are welcomed—nay, encouraged!—
of 3 or more players, models controlled by players to decorate their bases as desired as long as they do
on your same team are also Ally models. Models not not exceed the base size for that particular model.
controlled by players are considered Enemy models
unless otherwise stated.
𒂖 𒂊 𒀳 𒁺

>> WHAT YOU NEED TO PLAY


Gangs of the Undercity models to represent your gangers.
A stable and level table to play on. A 3’ x 3’ area is the standard, but have fun experimenting with larger or smaller areas.
Terrain. Terrain functions as the setting for the game. There is official Gangs of the Undercity terrain available, but as long
as all players agree, anything can count as terrain, such as books, plastic containers, toys, model scenery, or even hand-
drawn pieces of paper. We recommend trying to cover 50% of the map with terrain.
A tape measure
Lots of 6-sided dice (we suggest 12 is a good start, but we can’t help wanting more).
Counters. Grit, and certain effects and conditions, require them to be marked. You can use our counters or
your own.

15
| The Basics
BREACHERS DICE
Breachers are rogue programmers, hackers, indepen- Gangs of the Undercity is played exclusively with
dent operators and tech machinists. They might not six-sided dice, referred to henceforth as “D6”. When
be casters, but they can breach high-tech computer a number appears before “D6”, e.g. “3D6,” this indi-
systems with ease. In most cases, these techno-wiz- cates how many dice you are supposed to roll, in this
ards are scooped up by authorities or headhunted by case, you would roll 3 six-sided dice.
tech corps to run security for their increasingly vul- Success on these rolls is determined by how many
nerable systems. But some value their independence, dice show a result at or above the target number of
working for the highest bidder. the roll, usually determined by the relevant Attri-
bute (Melee Combat Skill, Ranged Combat Skill,
CASTERS Composure, or Aegis). So if a player is using their
Melee Combat Skill of 4+, only those dice rolled at
Casters are those who can use magic. Whether it 4 or above (4,5,6) would count as successes(also
is Arcane, Sublime, or Sacred, casters are in touch called hits), while dice that rolled 1, 2, or 3 would be
with the ethereal and usually invisible forces of the failures(also called misses). A 1 is always considered
universe most can’t comprehend. a failure.
Casters who use knowledge and formulae to ma- Whether a model is Attacking an enemy with a gun
nipulate the magic around them are called Arcane or sword, hacking a c-link, healing an ally, casting
casters. Those who, through discipline and train- a spell, or testing Composure, you will roll dice to do
ing unlock the magic within themselves are called it! The specific number of dice rolled depends on the
Sublime casters, and those who channel power action being taken by the model or against it.
from beyond through faith are called Sacred casters.
These models have the Caster keyword, as well as
the keyword for their particular magic source. >> Re-rolling Dice
Sometimes, the rules allow you to re-roll one or more
dice. When this happens, the result of the re-roll
COUNTERS must stand, even if it is worse than the original roll.
You may find it helpful to use counters to represent No die may be re-rolled more than once.
certain statuses of models during Battles. Place
these counters next to models or make a note on
your Gang list to note which models are affected by FREEBOOTERS
which statuses. The following tokens are in the box: These outlaws for hire are not technically part of the
𒆜 Grit Tokens (Grit represents your gang’s will to gang. Most of the time, they work on behalf of their
fight. You can use it to pull off epic feats, but communities, families, or other organizations, but
when you run out, you lose the game) for various reasons, they are also found pursuing
𒆜 Condition Tokens (Dazed, Immobilized, extra-legal aims alongside the gangs.
Overwatch and Adamant) Freebooters are not officially part of any gangs. They
𒆜 C-link Crash/Control tokens (to use when often participate in gang war, but usually only for
breaching c-links) money, convenience, or because it directly helps
You can use these tokens to keep track of conditions, their community. They aren’t joiners, but their skills
or use whatever method works for you. Death Ray speak for themselves. A Freebooter’s Gang Rank will
Designs has fantastic acrylic token sets available on be noted in their description. You can find a list of
their website (www.deathraydesigns.com) as well. Freebooters in chapter 6.

CYBER-LINKS
Cyber-links (c-links, clinks) are ubiquitous digital ter-
minals, about the size of modern vending machines,
that citizens of Neo Babylon use to interact with their
technological world. They are designed to easily sell
goods to the undesirables that those in the overcity
don’t wish to interact with directly. Rules for breach-
ing c-links are found in the Cyberlink section.

16
GANG RANK GRIT
Every model has a rank representing its place in the Grit is a pool of tokens that represents the resolve,
gang. Higher ranked models have access to more pow- courage, and general mettle of the gang as a whole.
erful abilities when building a gang, and a model’s rank Each gang starts with a pool of Grit and gains more
also counts as a keyword. by accomplishing the goals of the scenario, and loses
𒆜 The Boss is the leader of the gang and is the Grit when the opponent is gaining the upper hand or
highest ranked gang model on the map. The as time goes on. Grit can be spent to stretch the ca-
Boss usually is more powerful than the rest pabilities of your gangers through various powerful
of their gang, and also has access to stronger bonuses, or to trigger in-game effects—however, the
equipment and abilities. Bosses are Gang game is lost if you ever run out of Grit, so it’s import-
Rank 4. ant not to waste your Grit lest your gang become
𒆜 Enforcers are gang members who have risen demoralized and leave the field.
through the ranks over the years and whose Each scenario has an amount of starting Grit, as well
power rivals the Boss. They are loyal, strong, as conditions for gaining and losing Grit. Different
and good at making sure others fall in line. gangs and models also have unique abilities that give
Enforcers are Gang Rank 3. them additional Grit.
𒆜 Soldiers are the rank and file members of the
gangs. They are committed to the gang and
accepted as members, but haven’t quite made KEYWORDS
a name for themselves yet. They exist to do Keywords are specific game terms that are used to
what the Enforcers tell them to. Soldiers are indicate restrictions, eligibility, or special rules that
Gang Rank 2. apply when a model or piece of gear has it.
𒆜 Rookies are the fall guys, the patsies, the
wannabes. They haven’t quite made it into the
gang, but they are hopeful. The Boss finds it >> Model Keywords
helpful to have as many Rookies hanging around Model keywords may include a model’s species, gang
as possible, primarily as cannon fodder, but rank, magical ability, technological ability, or in some
also so the strongest can begin to climb up the cases, special abilities or traits. Model keywords
ladder. Rookies are Gang Rank 1. include, but are not limited to: dwarf, elf, goblin,
human, minotaur, orc, satyr, yetin, boss, enforcer, sol-
dier, rookie, adamant, caster, breacher, swift, arcane,
sacred, and sublime.

17
| The Basics
>> Gear Keywords POISON
Weapons, armor, and various other enhancements, This weapon effect can only be applied to Melee or
called gear, are covered in more detail in Chapter Archaic Ranged weapons. Only one Poison effect can
3, but we’ll be referencing some of these relevant be used at a time.
terms before that, so here are some basics. Gear
keywords let you know that certain items are special RANGED
somehow. Keywords are always in (parenthesis) and This weapon can only be used as a ranged combat
usually come after the item name. Unlike model key- weapon and uses the Ballistics attribute. Its range
words, gear keywords always have specific effects on is defined in its description. The following weapons
the game, as noted below: always have the Ranged keyword: Pistol, Machine
Pistols, Rifle, Shotgun, Large Autofire weapon, Bow,
ACCURATE Hammer-Cannon, Sniper Rifle, Arm Cannons, Throw-
This weapon doubles the bonus from the Aim action. ing Knives.

ARMOR REACH
These items can be chosen in the Armor Enhancement Reach, normally seen preceding a number, such as
slot. Only one choice of Armor may be used at any Reach 2, indicates the model or weapon can make
time. melee attacks when not in base to base contact. The
number following “reach” indicates how many inches
ARCHAIC away this model or weapon can make a melee attack.
Pre-modern weapons that interact with For example: A model with a melee attack of Reach
Sublime abilities. 2 may make melee attacks against any model within
2" or less of their base.
ARROWS
These can only be used with Bows and often have SHOCK
special effects. Roll a Composure test against a number of dice equal
to the half the unresisted damage done by this weap-
CONCUSSIVE X on (After Defense and Aegis, round up)—on a failure,
If this weapon hits, it will always do at least X damage. they become Dazed (cannot take main actions or
CUMBERSOME Interrupts, see Dazed, p. 31).
While carrying a Cumbersome item, a model’s total UNIQUE
movement on a turn cannot exceed its starting Brawn When an item has this keyword, only one of that par-
attribute. Additionally, on any turn that this mod- ticular item can be in your entire gang list.
el moves (either before or after your attack), your
Prowess (including all modifiers) cannot exceed your
starting Brawn attribute.

DEFENSIVE
The model wielding this weapon may use the Parry
action for free once per round. Additionally, a success-
ful Parry adds Defense +4 rather than Defense +3, and
the model may move 1" (without triggering interrupt
attacks) after a successful Parry.

MELEE
This weapon can only be used in close combat fight-
ing and uses the Melee Combat Skill (MEL) attribute.
Unless the weapon or model has Reach, melee attacks
may only be made when the target model is in base
to base contact. The following weapons always have
the Melee keyword: Mace, Knife, Polearm, Staff, Stun
Baton, Piston Punch, Yojin Wraps, Heavy Mace, Sword,
Two-handed Sword, Hand Spikes.

PIERCING
When you see the Keyword Piercing X, reduce the
target model’s Defense by X (minimum of 0) when
attacking with this weapon.

18
MAGIC MODELS
The world of Neo Babylon is imbued with magic, top The Gangs of the Undercity Basic Box Set comes with
to bottom. This supernatural energy responds to the two complete gangs so you can get playing as soon
will of a select few that can see and interact with it, as possible! Of course, there are other gangs and
and these beings are called casters. individual models you can buy, and you can even use
Casters may be able to manipulate mana using spells, models from other great miniatures games. Painting
enhance their bodies, or bless their teammates, and your models isn’t a requirement, but most people
various creatures in Neo Babylon have magical power find models perform better if you’ve at least tried.
as well. While magic is the abstract catch-all term to Most models feel resentful if they remain in their
define the supernatural elements of the world, there basic, unpainted form and tend not to perform as
are three distinct forms of magic, each with their well for you.
own rules. A model is a figure that represents a ganger, crea-
ture, vehicle, lawjack, etc.— anything that moves and
interacts with things on the map. A model consists of
>> Arcane a figure and its base.
Most spellcasters use gnosis (arcane magical knowl-
edge) to manipulate mana. Mana is a force infused
throughout our world, like gravity or electromag- SCENARIOS
netism, but can only be perceived by casters, and can Every game played uses a scenario. The scenario is
only be manipulated by someone with the gnosis to the first decision made before a game begins. Players
do so. Those who have been trained by official Neo can randomly select a scenario or agree together on
Babylonian schools are called Magi, or mages indi- which scenario they will play. Each scenario has the
vidually. Those who rebel against the teaching of the following descriptors:
council and seek gnosis that is forbidden are called
witches, or more commonly, gutterwitches.
MAP SETUP
How to arrange the playing field.
>> Sublime
Second, seemingly supernatural power can come DEPLOYMENT
from within an individual themselves, their souls. How to place each gang’s models.
These casters use their innate will, sense of self,
enlightenment, or a deep connection to ancestors, BEGIN
to push their physical bodies into performing great Who takes the first turn.
feats rivaling the most advanced cyberware. The
main practitioners of Sublime magic are the Yojin, GRIT
who developed disciplines and schools of Sublime The amount of Grit each gang starts with and how
magic. Those who don’t fit into the traditional mod- Grit is gained and loss in the scenario
els are known as Khayin, and are looked down on by
those in the mainstream. Most everyone who wields END CONDITIONS
Sublime magic uses the traditional Yojin disciplines How the scenario ends.
and forms, even if they aren’t Yojin themselves (or
aren’t anymore).
SCENARIO SPECIFICS
The number of C-links, salvage points, and details of
>> Sacred the salvage table.
Finally, some casters draw power not from them- The list of scenarios can be found in Chapter 7.
selves or mana, but from sources beyond our world.
They are not manipulating magic, but rather, they
are channeling power from patrons or powers that
exist beyond understanding. The official religion
of Neo Babylon is Babylonian Syncretic Pantheism.
Those who subscribe to it, and are priests within it,
are called Baru. Those who practice different, but
acceptable religions are simply called chosen. Those
who profess and practice non-allowed fatihs are
called Street Prophets or Street Augers, derisively.

19
| The Basics
M o d e l S tat b l o c k
Each model has their own attributes, abilities, and attacks that differentiate them from other
models. Below is a sample statblock for a model. The next section explains what all the numbers
and terms in the statblock mean.

SAMPLE GANGER MODEL


MODEL NAME
KEYWORDS
>> Knofel (Elf, Rookie)
ATTRIBUTES
BRW SPD PRO MEL RAN COM DEF AEG MAG TEC

ARMOR
4 7 4 6+ 5+ 5+ 0 — 0 0
ARMOR
Gang Leathers

ABILITY ABILITIES
NAME AND Swift. If this model moves at least 3" during their turn, +1 Aegis until next
DESCRIPTION Refresh Phase. WEAPON
KEYWORDS
ATTACKS
Knife (Melee, Archaic, Piercing 1) WEAPON
WEAPON NAME +4 Prowess DESCRIPTION
Pistol (Ranged, Piercing 1)
+0 Prowess, Range 12"

MODEL NAME ATTRIBUTES


Every model is unique and needs a name to identify it Attributes are the inherent characteristics of a mod-
and distinguish it from others on the board like it. el; the basic capabilities they bring to the table.
Some attributes have a numerical rating, used to
help determine various actions your model can take,
MODEL KEYWORDS while other attributes reference keywords or the
Next to the model’s name, in parenthesis, are the model itself.
keywords it has. These include a model’s species,
Gang Rank (see Gang Rank below), and any other
special characteristics not covered elsewhere. These
keywords are often used to indicate which models
may be eligible for gang membership or may be
affected by certain spells or abilities, etc.

20
>> Brawn >> Aegis
Brawn (BRW) represents how hardy a model is and Aegis (AEG) is a powerful defense with the potential
how much damage it can take. When a model takes to mitigate or negate damage. Models with Aegis
damage, their Brawn is reduced, and when a model’s roll a die for each point of damage they would take
Brawn reaches 0, it is defeated and removed from (after resolving Defense and any weapon effects).
the board. Brawn may be tracked on paper, with to- Each success reduces the damage taken by one. You
kens, dice, etc. For example, if a model has a Brawn may only make one Aegis save against a given attack,
attribute of 5, it starts the game with 5 Brawn and though some abilities allow you to improve an exist-
must take 5 points of damage before it is defeated. ing Aegis attribute.
Note that models with the Adamant keyword are not
automatically defeated when their Brawn reaches 0. >> Composure
Composure (COM) measures how brave, cool under
>> Speed fire, or good at keeping it together a model can be
Speed (SPD) determines how far, in inches, that mod- when faced with supernatural threats, technological
el can move with a single movement action. horror, and wanton street violence.

>> Prowess >> Magic


Prowess (PRO) is an abstract of a model’s dexterity, Magic (MAG) indicates how powerful the model is at
agility, and competence. A model’s Prowess deter- manipulating the magical forces of the world. Not all
mines the base number of dice rolled when making models have a Magic attribute.
an attack (this is usually modified by the weapon
they are using and other gear). >> Technology
EXAMPLE: If a model with 3 Prowess is using a weap- Technology (TEC) measures how adept the mod-
on that gives it +3 prowess, the total number of dice el is at using and breaching cybertechnology
rolled would be 6 (3 Prowess + 3 weapon dice = 6) such as c-links and exploits. Not all models have
a Technology attribute.
>> Melee Combat Skill
Melee Combat Skill (MEL) shows how easy it is for
that model to achieve success on melee attacks. A 5+
Melee Combat Skill indicates the acting model would
need a roll of 5 or higher to succeed, thus 5+.

>> Ranged Combat Skill


Ranged Combat Skill (RAN) shows how easy
it is for that model to achieve success on
ranged attacks. A 5+ Ranged Combat Skill
indicates the acting model would need
a roll of 5 or higher to succeed, thus 5+.

>> Defense
Defense (DEF) is a model’s protection
against damage. Reduce the amount
of damage a model takes from an
attack by their Defense.

21
| The Basics
ARMOR WEAPONS
Armor, or armor enhancement, provides a bonus to You may have any number of weapons on your
the model wearing it, usually Brawn and/or Defense. gangers, but since they take up enhancements (more
Every ganger has at least 1 piece of Armor, however on them later), it isn’t a good idea to have more
models can only benefit from one armor enhance- than you need. Every ganger gets a minimum of one
ment at a time. Keywords, if any, will be noted in Melee weapon and one Ranged weapon. Gangers
parentheses next to the armor’s name. The following may only benefit from one weapon at a time, and
items always have the Armor keyword: Reinforced any bonuses or abilities of a weapon apply only while
Clothing, Armored Coat, Body Armor, Gang Leathers, using that weapon.
Scan Suit. Prowess bonuses are added to a ganger’s Prowess
when using that weapon. Ranged weapons have
ABILITIES a Range, which is the maximum distance (in inches)
at which a model can make an attack with this weap-
These are special things a model can do. Abilities can on. A model is considered to be at range 0 when
come from species, skillset, gang, or utility enhance- touching another model’s Base.
ments. Some abilities have a Grit cost (see Grit, be-
low) or require an action to use—the type of action
is specified in the description. SPELLS
EXAMPLE: SWIFT AND EXPLOITS
A Swift model is quick on their feet and difficult to pin
down. If a Swift model moves at least 3 inches in a turn Some models (casters and breachers) have access
their Aegis improves by 1 (no Aegis becomes 6+, to powerful magical abilities in the form of spells or
6+ becomes 5+, etc). The benefit goes away during unique technological abilities in the form of exploits.
the Refresh Phase, but this ability may be triggered If present, a separate section would list what spells
by any movement of the model, even if it’s not on or exploits a character has access to, as well as
the model’s Turn. any boosts that allow the model to spend Grit for
greater effect.
ATTACKS
Attacks are how a model damages other models and NUMBERS IN
are listed by weapon, both Melee and Ranged. Un- PARENTHESIS
less otherwise noted, an attack uses a main action.
Sometimes a Model’s stats are listed with a second
Next to the name of the weapon are the weapon’s
value in parentheses, such as “Prowess 5(6).” This
keywords. Weapon keywords descriptions are below.
means the stat is enhanced somehow, but not in
The weapon’s description states the Prowess bonus
all circumstances, such as a boost of +1 to Prowess
of the weapon, its range, and any special abilities it
when making a Ranged Attack. In this example,
may have.
the Model would use the higher value (in paren-
theses) only when making a Ranged Attack. Check
the model’s description for when the parenthetical
number applies.
𒂖 𒂊 𒀳

>> EQUIPMENT AND MODELING


Not everyone is able to put as much time or cash into modelling as they’d like, and some folks who play may not be
into modelling at all.
But that shouldn’t stop them from being able to access the various options for building gangs. So, as long as your
opponent knows ahead of time what gear and options your models have, a sword can represent a knife or a pistol
can be a sniper rifle or a model with a shotgun could have a mace instead.
As long as you aren’t trying to trick your opponent, and are transparent, this is ok.

22
P l ay in g t h e G a m e
RULES FOR PLAY These next few pages will introduce you to the
basic rules for playing Gangs of the Undercity, in the
When playing Gangs of the Undercity, both you and following structure:
your opponents control a gang that you will use to
represent street battles between rival turf lords. Ev- 1. Before Play Begins
ery game is played using a scenario. Scenarios explain 2. Playing the Game
additional rules, setup requirements, terrain features, 𒆜 Flow of Battle
and victory conditions for any given game. 𒆜 Grit
Scenarios range from stealing more loot than your 𒆜 Actions
opponent to protecting a safehouse, to all-out 3. Combat
gang-fights to the finish. Once the scenario is chosen 𒆜 Melee Combat
and the terrain features chosen in compliance with 𒆜 Ranged Combat
the scenario, players can deploy their models as per 𒆜 Victory
scenario instructions.
4. Miscellaneous Rules

23
| The Basics
BEFORE PLAYING
PLAY BEGINS THE GAME

>> Choose Scenario >> Flow of Battle:


Before the game begins, pick a scenario from those The battle begins with round 1, when the first player
listed here. The descriptions for each are listed in the begins their first turn of the round. The condition for
Scenarios chapter of this book. the game end depends on the scenario and may end
𒆜 Gang Wars with any of the following conditions:
𒆜 Not-So-Safehouse A) Only one gang has Grit
𒆜 Get DEM remaining
𒆜 Vultures B) Only one gang’s models
𒆜 Turf War remain on the Map
𒆜 Scavenger Hunt C) The scenario’s objectives
𒆜 Clinks in a Chain have been fulfilled
𒆜 Assassin Nation D) The set number of rounds
𒆜 Control is over
𒆜 Chasing Cases If D, battle ends when the final
Each scenario describes how to place terrain and player ends their turn of the
deploy models, as well as the rules governing final round.
Grit (see: Grit, below), objectives, turn order, and
end conditions.
Battle
A battle consists of all rounds played during a single
>> Terrain Setup gaming session. It includes every turn from every
Terrain functions as the setting for the game. Usually, player. It begins when the game begins, and ends
it refers to non-permanent, non-model objects on when the game ends. In certain games, the Battle
the Map. But as long as all players agree, anything ends when one side is completely destroyed. In other
can count as terrain, such as buildings, barricades, scenarios, the battle ends once a set number of
trees, vehicles, or even hand-drawn pieces of paper. rounds have ended. In other games, the battle is over
When we talk about setting up terrain, we mean “put once a certain objective is achieved by one or more
down as much as you want to fit on the table, but sides. When more than one battle is played in conti-
try to shoot for at least 50% of the board covered.” nuity, that is called a Campaign.
If the scenario calls for terrain a certain way, do that
instead. If you can’t do what a scenario asks for, im-
provise or change the scenario! Have fun!

24
>>Rounds >> Turn
A round consists of 1 turn by each model on the Map. A turn is the part of a round in which a player decides
The number of rounds per Game is decided by the how a particular model will act. Normally, a turn
scenario being played, but tends to be around 6. consists of one model using a movement action and
a main action.
BREAKDOWN OF A ROUND
1. Refresh Phase: Each round starts with a Refresh BREAKDOWN OF A TURN
Phase. If not defined by the scenario, roll a D6 each to see
𒆜 Movement actions and main actions who will take the first turn of the first round. The
Refresh. player who rolled highest goes first. After a round is
𒆜 Any effects that last until refresh end over, the player who finished all their model’s turns
(Dazed, Swift, Active Cover etc.) first, will go first the next round.
𒆜 C-link actions take effect 1. Players then take alternating turns.
𒆜 Any Gear takes effect. 𒆜 During each turn, a player picks a model that
𒆜 Any scenario effects take place (including has not yet acted in that round to take its
Grit loss that happens each turn). turn. Each model gets 1 movement action
2. Turns: Players takes turns acting with their and 1 main action per round, which may be
models used in any order.
𒆜 First player’s first model makes 1 movement 𒆜 Movement Action: A model can move
and 1 main action. a number of inches equal to its Speed
𒆜 Second player’s first model makes attribute. Measure from the same place on
1 movement and 1 main action. the base of the model before and after the
𒆜 Repeat until all models have used (or move.
passed) with their actions. 𒆜 Main Action: A player must first declare
3. Round Ends: Once every player has taken turns their main action, allow an Opponent to
with all their models, the round ends and a new React if they can and wish to, and then the
round begins. model can use its main action. A model’s
main action may be an attack, but it can
also be used to cast a spell, make a hack, or
a number of other abilities.
𒆜 If desired, a player can choose not to use
a particular model in any given round (see
below).
𒆜 Each model in a gang can only use one
main action and one movement action each
round.
2. Once a player has finished all their models’ turns
and declares they are finished, player(s) with
models that haven’t acted yet continue taking
turns until their models have all acted. A player
can pass, or declare they are finished taking
turns this round, even if not all their models
have acted. The player that finished the Turn
first (by passing or taking all their models’ Turns)
takes the first Turn in the next round. A player
cannot pass if they have non-activated models
that are panicking or frightened. Once a player
has passed, they may not activate any further
models that round, regardless of the other
player’s actions.
3. Once all models have acted, the round ends.

25
| The Basics
>> Grit >> Movement Actions
Grit is a pool of tokens that represents the resolve, Using their movement action, a model can move up
courage, mettle, and most importantly, a gang’s will to its Speed attribute in inches from where it start-
to fight. Each gang starts with a pool of Grit. More ed that turn. Other uses for movement actions are
can be gained by accomplishing scenario goals, and noted below.
can be lost when a gang is failing. Grit can be spent
to stretch the capabilities of your gangers triggering AIMING
game effects or boosting your abilities—however, Instead of moving, a model can Aim with its move-
the game is lost if you ever run out of Grit, so don’t ment action. Aiming adds +2 Prowess for attack rolls
waste Grit lest your gang become demoralized and taken immediately after an Aim action. In addition,
leave the field. the attack will not hit Ally models that are in base to
Each scenario has an amount of starting Grit, as well base contact with the target model. Aiming requires
as conditions for gaining and losing Grit. Different a movement action, but the model does not count as
gangs and models also have unique abilities that give having moved.
them additional Grit.
SPECIAL MOVEMENT TYPES
SPENDING GRIT >> CAUTIOUS MOVEMENT
Throughout the game, players may spend Grit for If a model is in base to base contact with an enemy
the following: model, moving away normally triggers an attack
𒆜 Re-roll up to 3 dice in a single roll. from the enemy model. A model may use Cautious
𒆜 Make an opponent re-roll a single die. Movement to move 1" away from the enemy model
𒆜 Certain interrupt actions, (See interrupts below). and does not trigger any enemy attacks. This takes
𒆜 Activate certain abilities that require Grit, as a movement action.
specified in their description.
>> CLIMBING
𒆜 Boost spells, gear, and exploits (see Boosts
A model can climb up or down certain objects, pro-
below).
vided it ends its move either at the top or bottom of
the climbing surface. The model must be able to ade-
BOOSTS quately rest on a surface at the end of its movement.
Certain gear and abilities can be boosted, or su- If it cannot, the climb cannot happen. If a ladder or
percharged, by Grit. They will have a section in stairs are present, models can climb up or down, as
their descriptions called “boosts” and will note the normal movement. Models can climb up or down
amount of Grit that must be paid (on top of any other other surfaces that the players have agreed require
Grit costs that may be required) to use the boost. it, counting the height in inches of the surface being
In the boost section,“1 Grit” always means, “spend scaled as Difficult Terrain. In all of these cases, mod-
1 extra Grit,” “2 Grit” means “spend 2 extra Grit,” els must reach the top (or bottom) by the end of their
etc. Some gear or abilities have “boost X” in their movement. Models cannot stop part-way up a wall,
descriptions. This allows you to use Grit boosts on stairs, ladder or other surface during a Climb (excep-
certain abilities without actually spending the Grit tion: if stairs are modeled in such a way that a model
required. This “free” Grit is equal to the value of the can rest comfortably on a stair, that is ok).
boost ability. “Boost 1" means you gain 1 temporary
Grit for that particular action only. “Boost 2” means >> JUMPING
you gain 2 temporary Grit for that particular action, As part of their movement action (or Sprint), a model
and so on. Boost X can be combined with spending can Jump from one spot on a map to another, pro-
Grit normally. vided the gap is half its Speed or less in inches AND
the model has enough movement to cross the gap. If
the jump would be greater than half the Speed of the
>> Actions
model, it may still attempt the jump by rolling a D6.
Anything a model does on a turn is considered an
The model moves across the gap a number of inches
action. Each round, a model gets 1 movement action
equal to the D6 result. If Sprinting, the model may
and 1 main action. Unless otherwise noted, models
roll 2D6. If the result is equal to or greater than the
can only use 1 of each type of action per round.
gap distance in inches, the jump succeeds as above.
If the roll is less than the gap distance, the model
moves across the gap a number of inches equal to
the D6 (or 2D6) roll and falls down the gap directly
downward and may take damage as a result (see
Falling below).

26
>> FALLING
Models can move 3 inches downward as part of their
movement. If a model drops more than 3 inches, it
takes damage equal to the inches dropped. In this
particular case, a model’s Brawn acts as its defense,
while their Defense attribute does not mitigate dam-
age (Aegis works as normal).
EXAMPLE: A model with 4 Brawn falls 6 inches. That
model would take 6 damage, reduced by 4 due to its
Brawn, so it would only take a total of 2 damage.
If a model takes any damage from falling (after
Brawn mitigation, but before Aegis) it becomes
Knocked Down (see description below). A fallen mod-
el is placed on the level it lands, as close to straight
down as possible from the origin of the fall. Note:
if a model’s base cannot fit in a gap, it will not fall
through it.

>> FLIGHT
Models with this keyword may treat open space,
whether vertical or horizontal, as if it were normal
terrain. If a model with Flight ends its move in the air,
it drops down to the point on the Map directly below
it. It is still considered Flying, but its Base is on the
Map. Some models only have limited Flight. If these
models end their movement in open space, they fall
directly downward and may take Falling Damage.

>> DIFFICULT TERRAIN


Before the game, all players should discuss the
Terrain features on the Map. If players agree that
a piece of Terrain is Difficult Terrain, it means moving
through/over that feature costs double movement, elsewhere in these rules. Melee and Ranged attacks
but models within it are treated as having passive are discussed in the Combat section below, while
cover (see below). Magic and Breaching actions are discussed in their
respective chapters.
>> SPRINT
A model may exchange their main action to gain an-
other movement action. This is called a Sprint. Note: >> Free actions
If a model uses its movement action to stand up, it Free actions are actions that do not cost a main
may still give up its main action to move its speed action or movement action to use. There is no limit
after standing up. This is still a Sprint. to the number of Free actions models may use on
any given turn, but the same Free action can only be
>> SWIFT taken once per turn.
Models with the swift keyword are quick on their
feet and difficult to pin down. If a Swift model moves INTERRUPTS
at least 3 inches in a turn their Aegis improves by There are certain actions which can be performed
1 (no Aegis becomes 6+, 6+ becomes 5+, etc). The while another action is taking place. These are called
benefit goes away during the Refresh Phase, but this interrupts, because they interrupt the normal flow of
ability may be triggered by any movement of the the game and resolve before the triggering action.
model, even if it’s not on the model’s Turn.
Interrupts are considered Free actions, and as such
can only be performed once, no matter the amount
>> Main Actions of triggers, because the same Free action can only
One of the two things a model can do on its turn, be taken once per turn (any given model’s turn,
the other being a movement action. Using their main not per round). The most common interrupts are
action, a model may make a melee attack, a ranged combat interrupts, and are detailed below in the
attack, charge, overwatch, use magic, exploits, or Combat section. Models with 0 Brawn cannot use
make a number of other interactions as explained interrupt actions.

27
| The Basics
COMBAT >> Combat Terms
ATTACK: Any attempt to damage an enemy model
When a model wishes to attack another model, the is an attack. melee, ranged, magic, and breaching
player declares a ranged or melee attack action. The targeted at enemy models are all considered attacks.
attacking model rolls a number of dice equal to its
Prowess attribute. Individual dice results that match TARGET: Anything that a model attacks is a target.
or exceed the model’s Ranged or Melee Combat Skill This is anything a model attacks, like another model,
attribute count as hits on the enemy. a creature, a terrain feature, etc. targets can be any
model on the Map.
MELEE: Unarmed attacks, attacks with melee
>> Example
weapons, or attacks using the Melee Combat Skill,
Combat Resolution are melee attacks. A valid target must be an enemy
EXAMPLE: Ansa attacks Domino with her machine model in base to base contact (or within the Reach if
pistol. Ansa’s Prowess is 2, and she gains an addition- applicable) with the attacking model. Models do not
al 3 Prowess from using her machine pistol. and her have to be in base to base contact to make melee at-
Ranged Combat Skill is 5+. When she rolls her dice to tacks, but models in base to base contact are always
attack (equal to her prowess, which is 5), the results considered to be in melee combat.
are 6, 5, 3, 3, 1. Only two of those dice rolled 5 or
above (the 5 and 6), so Ansa got 2 hits on Domino. If RANGED: Attacks made with Ranged weapons,
Ansa was base to base with Domino, Ansa wouldn’t or attacks using the Ranged Combat Skill, are
benefit from her machine pistol and roll only her base ranged attacks.
Prowess (2) and rely on her Melee Combat Skill to
determine hits rather than her Ranged Combat Skill.
After the number of hits is tallied, subtract the
target’s Defense from the total. Piercing reduces
the target’s Defense (to a minimum of zero), and
other effects (such as Concussive) may also affect the
amount of damage the attack deals. After resolving
Defense and all weapon effects, the target of the
attack may save against remaining damage using
their Aegis (if applicable). If the target of the attack
has an Aegis attribute, roll a number of D6 equal to
the incoming Hits (after Defense and all other Dam-
age prevention effects). Each result on the dice that
matches or exceeds the target’s Aegis attribute is
saved, and does not damage the model. Any remain-
ing hits become damage.
Reduce the target’s Brawn equal to the Damage
taken. Keep track of Brawn using tokens or noting
them on your gang sheet. When a model has 0 or less
Brawn, it is Defeated.

28
>> Melee Combat >> Ranged Combat
A melee attack is a main action. As part of a melee In order to target an enemy model with a ranged
attack, a model can move 1". This move does not attack, the target must be within line-of-sight of
trigger an interrupt attack. the attacking model and within the range listed for
Any model that begins or ends movement (either the attack. . If the distance from the base of the
voluntarily or due to forced movement) within the attacking model to the base of the target model is
reach (usually base to base contact) of an enemy equal to or less than the range of the weapon, the
model triggers an interrupt attack (see below) from target is within range. If Line-of-Sight is blocked, the
those models. ranged attack cannot be made. Ranged attacks allow
interrupt attacks from any enemy model in base to
A model cannot make a melee attack against a model base with the attacking model or within that model’s
it cannot reach. melee reach.

BASE TO BASE CONTACT LINE-OF-SIGHT


If a model’s base is touching another model’s base, This is a straight line from the top of the model to
they are in base to base contact. If a model moves any point on another model. For the purposes of line
into Base to base contact with an enemy, they of sight, most models are considered to be 1.5 inches
are considered to be in melee combat with that tall (with yetin and other large models being 2.5
enemy model. inches), but unless a player is trying to abuse good-
will, measuring from the head of a model is fine (and
CHARGING more fun!). If any part of a model above the base is
A model may use both actions (main and movement) obscured by another model or a terrain feature, that
to charge into melee. A model must be at least model is in Cover (see Cover).
3" away from, and must have a straight, clear path
to, the target. The attacking model moves into base RANGE
to base contact with the target, and immediately Range is distance across the map, measured in inch-
makes a melee attack. es. Range can be used for model placement, move-
A model’s maximum Charge Distance is equal to its ment values, and more. When measuring the range
Speed+Prowess. Subtract the number of inches the between models (or terrain, effects, etc.), always use
Charging model moved from the Charge Distance, the closest point/edge on a model’s base. Range also
and use that number for the Charging model’s Prow- represents how far, in inches, an attack, spell, ex-
ess on its melee attack. A model cannot charge if ploit, or other ability can extend and still be effective.
the distance to the target is more than the attacking Unless otherwise noted, range for melee attacks is
model’s Speed+Prowess. Note: Charging does not base to base. Ranges for ranged weapons, spells, and
trigger an interrupt attack. exploits can be found in their descriptions. Ranges
can be measured anytime you want, as long as you
EXAMPLE: Acid is 4 inches away from Singe and
aren’t being rude to your opponent.
wishes to Charge into melee. Acid uses his movement
action and main action to Charge Singe. Acid’s SPEED
is 6 and his Prowess is 6, so his Charge Distance is 12. MINIMUM RANGE
Most weapons have a minimum range. models
Since Acid only moved 4 inches, he subtracts 4 from
cannot attack with a weapon if their target is closer
his Charge Distance, giving him 8 Prowess for his
than the weapon’s minimum range. Unless otherwise
charge attack, which he would immediately make
specified, all 1 handed ranged weapons have a mini-
against Singe. Alternatively, if Acid was 9 inches away
and wished to Charge, he would subtract 9 from his mum range of 1“, and all 2-handed ranged weapons
Charge Distance of 12, and would only have 3 Prowess have a minimum range of 3". Most (but not all) melee
on his charge attack, which he would immediately weapons have a minimum range of base to base.
make against Singe.
HIGH GROUND
ALLIES IN BASE TO BASE CONTACT If an attacking model is making a ranged attack from
Allies in base to base contact with the same enemy at least 5" above the target, the attacker gains +2
model have an advantage. For each Ally in base to Prowess to the attack for every 5" above the target
base with a target of a melee attack, the attacking they are, to a max of +6.
model adds +1 Prowess to melee attacks against
that target.

29
| The Basics
RANGED ATTACKS INTO A MELEE OVERWATCH
If a model makes a ranged attack into a melee, any A model can use its main action to perform Over-
results of “1” will instead hit the model in base to watch, which enables it to take the overwatch attack
base with the intended target (if multiple models are interrupt action (see below). A model on Overwatch
in base to base with the target, choose at random). can take no further main or movement actions
Using the movement action to aim before the ranged this round.
attack prevents this, allowing a model to fire into
melee without risking friendly fire.
>> Combat Interrupts
COVER HIT THE DECK (1 GRIT)
There are two levels of Cover: Passive and Active. If attacked by a ranged attack, the targeted model
Passive is when terrain obstructs any part of a model moves half their Speed attribute in inches in a ran-
(above its base) from enemy view. If an enemy model dom direction (see Random Directions Sidebar). The
not in base to base attacks a model, and any of the targeted model gains the benefits of passive cover
model is obscured by terrain or other models (but can against the incoming attack and the model is Knocked
still be seen), the defending model has passive cover. Down. If a model is already Knocked Down, it cannot
Passive cover grants +1 Defense and Aegis 6+. Active use Hit The Deck. Resolve Hit the Deck Interrupts be-
Cover is when a model tries to gain as much defense fore the ranged attack. If there is no longer a line of
from the terrain as possible. If a model in passive sight between the two models then they instead gain
cover uses its movement action to take Active Cover, active cover against the attack.
this improves their Aegis from cover to 5+, in addition
to the +1 Defense bonus. Active cover lasts until the PARRY (1 GRIT)
next Refresh Phase. Multiple sources of Cover do A model may parry (or block) an incoming melee at-
not stack with each other (such as terrain and spells). tack. Roll a single die. If the result is equal to or below
Usually, what qualifies as Cover is obvious, since the enemy model’s Melee Combat Skill, gain +3 De-
anything that covers any part of the model (from the fense against the attack.
POV of the attacker) is considered Cover, be it a small
barricade, the corner of a building, a trash can, or
OVERWATCH ATTACK
even a tree. A chain link fence or open doorway, how-
Only a model which took an overwatch action on its
ever would not. It is a good idea to discuss with your
last turn may use this Interrupt. A model can only
opponent which terrain pieces count as cover before
use one overwatch attack per round. An overwatch
a Game begins. Cover applies to all ranged attacks,
attack can be either A or B below:
even spells.

30
A) When an enemy model ends its movement within is reduced to 0 Speed, they are Immobile until their
range of a model on overwatch, the model on Speed increases again. Conversely, if a model is Immo-
overwatch may make an immediate ranged attack bile, they are considered to have Speed 0. If available,
on that enemy model before any further actions you may wish to tag your model as Immobile using
are resolved. If a model’s normal movement a status marker of some kind (a token, professionally
would take them into range for an overwatch made status-marker, coin, etc.)
attack, but the model wishes to use a Sprint
movement as well, a model on Overwatch may
KNOCKED DOWN
choose to attack either after the movement or
If a model is Knocked Down, it should be tagged with
the Sprint action.
a status marker OR placed on its side. A model that is
B) If an enemy model ends its movement in base
Knocked Down moves at half their Speed attribute.
to base contact with a model on overwatch, the
model on overwatch may make an overwatch Any attack actions taken by a Knocked Down model
attack before any other action is taken. are at -2 Prowess. A Knocked Down model may use
a Move action to stand up and remove the Knocked
INTERRUPT ATTACK Down condition. A model that is Knocked Down while
An enemy model who makes a ranged attack or starts in base to base contact with an enemy model remains
or ends their movement within reach of a model in base to base contact.
triggers an interrupt attack. The Interrupt Attack is
>> ATTACKING A KNOCKED DOWN TARGET
a Melee Attack that is resolved before the Ranged
If the target of a melee attack is already Knocked
Attack or movement that triggered it. A Model may
Down, the attacking model gains an additional
use Cautious Movement to move 1" away without
triggering an Interrupt Attack. ½ their Prowess (rounded up) in bonus dice on
their attack.
Note: The first Interrupt Attack that a Model makes
every Round is free. If more than one opportunity >> CURB STOMP
to take an Interrupt Attack becomes available, the A curb stomp is when a model makes a melee attack
Model must spend 1 Grit for each Interrupt Attack against a Knocked Down enemy with 0 or less Brawn.
after the first. Models may not take more than one This automatically Defeats the enemy model, ignor-
Interrupt Attack on the same Turn. ing the Adamant ability.

OTHER INTERRUPTS
Some gear, spells, and exploits can also be triggered >> Defeated
as an interrupt, as specified in their description. If When a model’s Brawn drops to 0 (or below), it is
unspecified, they may be triggered before any stage considered Defeated (unless it has Adamant, see
of resolving an effect. below). To reflect this, the model should be removed
from the map. This may mean they are dead, but not
always. If a model lays defeated at the end of the bat-
>> Dazed, Immobile, and Knocked tle during a campaign, the player rolls for them on the
Down Conditions Damages Chart and the consequences of their defeat
are applied.
DAZED
When a model is Dazed, they cannot take main ac-
tions or Interrupts. They may still move normally. If ADAMANT
not stated otherwise, a model recovers from being Adamant is a keyword indicating the model has the
Dazed at the next Refresh Phase. If available, you following ability: Single Use. Interrupt, when 0 or less
may wish to tag your model as Dazed using a status Brawn. Model is not defeated, but cannot act again
marker of some kind (a token, professionally made this turn. Place an adamant token on this model.
status-marker, coin, etc.) During refresh, become dazed and Knocked Down
and at 1 Brawn. Remove adamant token when no
IMMOBILE longer Knocked Down and dazed. While still Knocked
An Immobile model cannot take any movement Down, a model in melee reach may curbstomp to
actions or Interrupts until the Immobile effect wears defeat the adamant model. An adamant model
off. If not stated otherwise, a model recovers from healed before refresh recovers without being dazed
being Immobile at the next Refresh Phase. If a model or Knocked Down.

31
| The Basics
>> Composure Tests BACKUP
When the morale of a model is tested (such as when Models get a +1 bonus to their Composure score
a model is the last of their gang, or is isolated, etc. if there is an allied model within 6“, or allied Boss
(see below), this is resolved with a composure test. within 12". For future rules reference, this is called
Roll a number of dice specified (as noted in the “backup range.”
specific tests below). Results at or above the model’s
Composure are successes, those below are failures. FRIGHTENED
Most Composure tests will have an effect based on A Frightened model is Dazed, and may take no ac-
the number of successes or failures. tions besides moving towards the nearest table edge
The following describe various Composure tests, or taking cover. During the Refresh Phase, a Fright-
results, and effects. ened model rolls a Composure test against a single
die. If they succeed they are no longer Frightened. If
they fail, they remain Frightened.
CASUALTY TEST
When an allied model of equal or higher Gang Rank
within 6" is defeated, a model must make a Compo- PANICKED
sure test against 1 die, or 2 dice if the model is 2 or A Panicked model must use its movement action and
more Gang Ranks above the target model. On one Sprint action to move as quickly as possible directly
failure, they become Frightened, on two or more towards the nearest table edge. During the Refresh
failures, they instead become Panicked. Phase, a Panicked model rolls a Composure test
against three dice (two dice if there are no enemy
models within 12". If they succeed on all dice they are
ISOLATION TEST
no longer Panicked, if they fail only one dice, they are
Whenever a model that is more than 6" away from
no longer Panicked and become Frightened. If they
an allied ganger takes damage that reduces it to half
fail on two or more dice they remain Panicked.
its starting Brawn or less, they must make a Compo-
sure test against 2 dice. On one failure, they become
Frightened. On two or more failures, they instead VICTORY
become Panicked. The winner of a Battle is determined by the scenario
being played—consult the scenario rules for victory
conditions, game length, etc. Although there may
be caveats, in nearly every scenario, if one gang runs
out of Grit and the other gang still has Grit left, the
gang with Grit wins.

32
MISCELLANEOUS perhaps you don’t know a rule, but don’t want to
stop the game to look it up. When this happens, and
RULES if there is not a 3rd party to adjudicate, simply roll
1D6, with results of 1-3 being one side, and 4-6 being
the other. The winner of the dice-off makes the call.
>> Which Rule Do I Use?
Sometimes, something like an ability, spell, or
enhancement will have text that allows players to >> Random Directions
break these basic rules. Whenever there is a rules Sometimes, the rules will call for a model or an effect
conflict, the more specific rule applies. For example, to be moved or scattered in a random direction.
if a piece of gear gives an ability that allows a model When this happens, roll 2D6 close to the object or
to seemingly break a rule of the game, the rule for model to be moved. Draw an imaginary line from the
the gear would apply, not the more general rule it dice with the lower result to the dice with the higher
seems to break. result. That is the direction the model or effect will
travel. If the dice results are equal, the player whose
Turn it is may choose which die is considered higher
>> Bonuses
or lower.
Bonuses are good, penalties are bad. If a bonus
seems to hinder the player it is given to, a closer
reading may prove helpful. Unless otherwise stated, >> Re-rolls
bonuses apply to dice, not to attributes. That is, a +1 There are times in Gangs of the Undercity that a re-roll
bonus means all relevant rolls get a +1 bonus. 2s on of a die or dice is called for. Any single die can only be
dice become 3s, 4s on dice become 5s, etc. 6s do re-rolled once, for any reason.
not become 7s, however. 6 is the max value a D6 can
have. No matter how many bonuses a model has,
a roll of 1 on a die always fails. >> Rounding
Unless specifically stated otherwise, when rounding
is required, always round fractions or decimals up to
>> Judgments the nearest whole number.
Sometimes players disagree about how to interpret
a rule, what a measurement is, or any number of
other things while playing Gangs of the Undercity. Or

33
| The Basics
Chapter 2 g s
The G a n
“Up to you if you join or not, but this is Flaming Skulls
territory. We take care of our own, but if you don’t
officially take a side, this doesn’t mean we’re pals,
copacetic? We’re even after this.”
– CHAR , FL A MING SKULL S ENFORCER

Everyone has a gang in the Undercity. You might hate them, disagree with their eth-
ics or methods, or might even be the wrong species. But if they control the turf
where you live, you are dependent on them, whether you want to be or not. This is
life in the Undercity. This is life with the gangs.
The Valkyrs and the Flaming Skulls are just two of the Zigtown core gangs. There
are eight gangs that have major influence there, with four up and coming gangs
biting at their heels. Beyond them, there are uncountable smaller gangs in the core,
and major and minor gangs everywhere from Marduk’s Hill to the Sogs and beyond.
Core gangs also have affiliate gangs outside of Zigtown. The Flaming Skulls, for ex-
ample, have a chapter in the Sogs, with different leadership, and the Bulls of Heaven
maintain good relations with the Marduk Hollow Bulls. There are more gangs in the
Undercity than Marduk has titles.
FLaming Skulls
There is no other gang in Zigtown whose name sparks more terror than
the Flaming Skulls. They are chaos incarnate. Other gangs fear them
and only very rarely does anyone dare challenge them on their own turf.
They don’t care who you are or where you come from. As long as you
aren’t afraid of setting a fire, laying waste to your enemies, and throwing
caution to the wind, you are in. They take what they want with passion
and flame.

Content available in full Rulebook

35
| The Gangs
Va l k y r s
Loved by many, the Valkyrs run a tight operation in the Undercity. Their
streets are relatively clean, the people have enough food, such as it is,
and their turf is well guarded against the other gangs. But those features
only apply if you are an elf. Other species within Valkyr turf are given less
food, less protection, and less respect. For many, that is still enough to
consider themselves lucky to live under the thumb of one of the Under-
city’s most powerful gangs. Military experience and Overcity connections
keep them on top.

Content available in full Rulebook

36
B u l l s o f H e av e n
The Bulls of Heaven are one of the oldest gangs in the Undercity; they
respect age and prowess, and are very competitive due to their belief
in “greatness”. They focus on community building, and are one of the
most likely to form treaties with other gangs. If you have a philosophical
mindset, and a willingness to pummel (and are yetin-sized) they might
be a good fit for you. They prefer not to start fights, but when their ire is
roused, they will be the ones to end them.

Content available in full Rulebook

37
Em e r a l d G r i d l o c k
The Emerald Gridlock Motorcycle Club are a force to be reckoned
with on the Undercity roads. Racketeering, extortion, and smuggling
are all in their wheelhouse, and they are perfectly willing to work
with other gangs for the right price. They tangle most often with the
Lawjacks, but since their turf is the entire East Temple Roadway, they
can usually strike hard enough and ride away fast enough, to avoid
martial entanglements. They will use their mobility to control where
the clashes take place, but when weapons are drawn, they aren’t
squeamish about it.

Content available in full Rulebook

38
H e ta i r o i
If you ask them, the Hetairoi are the hottest rockers in the Undercity…
and they just might be right! Following the release of Companions, their
first album, this crew of exiles, outcasts, and veterans find themselves en-
tangled with familial relations, old enemies, and impatient creditors, but
also with fans, potential employers, and groupies, so they figure it’s all for
the best. The Hetairoi don’t care who you are, where you’re from, or what
you look like, if you’re there to rock, you’re welcome in their audience.

Content available in full Rulebook

39
| The Gangs
L awj a c ks
What happens when people who revel in power and authority find a place
to wield it without oversight? In the Undercity, you get the Lawjacks
gang. Whatever the Lawjacks are in the Overcity, the ones banded togeth-
er in the Undercity close ranks, defend the indefensible, and embellish
or manufacture evidence to justify every corrupt action as “promoting
order.” They back it all up with a code of silence that viciously ostracizes
offenders. Their faces all look the same, their bodies covered in armour,
they only back down when all the opposition has fallen to their “less than
lethal” intervention.

Content available in full Rulebook

40
Misfits
When rookies finally end up with the Misfits, they feel like they know they
belong: these are their people. This collection of refugees, outcasts, and
fugitives are fiercely loyal to one another. The camaraderie of all their
members is their hallmark; no Misfit has ever betrayed another. They
enter battle with smiles and jokes, but fight tooth and nail for their turf
and their pals.

Content available in full Rulebook


Necro Goblins
Formerly a group of Overcity criminals, the Necro Goblins are resourced,
tech-savvy, and versatile. The crew defend their territory with ruthless
firepower and govern it with a keen business sense. While they’re more
likely to show up at a Merchant’s Association meeting to bargain than
they are to threaten your shop, even the major players know these
smooth criminals can often steal or destroy what they can’t simply charm
away. For now, they’re stuck in the Undercity, but they won’t stop trying
to get back up past the Skyfloor.

Content available in full Rulebook

42
Neverkin
Hereditary debt creates a servant caste in the Overcity. This debt goes
back centuries in some cases, so inherited debt most often infects
humans, entire family houses being servants of elites since before the
founding of Azore. One group of former servants have rejected their
familial debt and escaped into the Undercity. They refer to themselves as
the Neverkin, rejecting the shackles that came with their heritage. The
Neverkin provide protection from bounty hunters and freebooters sent
to return them to servitude, as well as from the other gangs.

Content available in full Rulebook


S a lva g e r s
Some might call them scavengers, but they are experts in turning garbage
into gold. The puns about this gang of dwarves and goblins keeping a low
profile are unfunny, but apt, and their primary interest is in defending
what they have: with whatever they can put together. No one is better
equipped to do more with less, and they see the flowers in the Under-
city’s weeds. Though not usually feared, when the Salvagers are made to
fight and their repurposed tech is let loose... their enemies regret stirring
them up.

Content available in full Rulebook

44
Shadow Caste
The Shadow Caste use their aura of mystery and mysticism to promote
a sense of cowering fear in their turf. Preferring to remain concealed,
when they do enter the fray, they do so as nimble assassins, striking from
hidden cover or long range, coating their weapons with poison. They do
not fear killing, for it is their sacrament. They do not fear death, for it is
their master. Even other gangs tread lightly around them, lest their bodies
show up unexpectedly in the Burrows.

Content available in full Rulebook


The Troupe
Over the top defines this gang. They never waste an opportunity to make
a scene or more importantly, a statement. Open and accepting, brash
and proud, they take everything they do to the extreme. Unpredictable
at best, they give the Flaming Skulls a run for their money in the chaos de-
partment, if not in destructiveness. Some of their opponents don’t take
them seriously, until they get trash thrown in their faces and a stiletto in
the guts.

Content available in full Rulebook

46
B u il d in g a g a n g
There are thousands of gangs in the Undercity of Neo Babylon, and each one of them is different. In
Gangs of the Undercity, you can choose and customize both the abilities and theme of your overall
gang as well as each individual member.
Every gang has unique Gang Abilities the entire group benefits from, as well as individual enhance-
ments unlocked as part of the gang creation process. If you want to bypass all this and get started
playing, skip to the pre-made gangs on p. 171, pick one, and jump straight into the action.

1. PICK YOUR GANG

𒂖 𒂊 𒀳 𒁺
>> FORTUNE
TEMPLATE Fortune is the currency of gang creation and
The first step in creating a gang is to pick your gang improvement. During Gang Creation, Fortune can
template: a canonical gang with a distinct flavor be spent on Gangers, Gang Treasures, or Gang
and style. Each gang template has a unique set of Abilities. Gangers, gang treasures, and gang
abilities that influence the options and abilities of
abilities do not have to be purchased in any
the gang as a whole. Gang templates can be found
starting on page 52. You can change the colors, particular order. Standard gang creation is 50
style, names, and members of each gang as you Fortune. However, you may spend more or less if
wish, as long as you stay within the gang template you want a smaller scale or more epic game as
you choose. Your gang template shows which gang- you prefer. After Gang Creation, Fortune is gained
ers, gang treasures, and gang abilities are available by achievements in gameplay sessions, and can
for you to choose from. be spent to improve your gang as noted below.

47
| The Gangs
2. CHOOSE YOUR GANG Some gangers are named gangers, representing
individuals with special talents. Others are custom
ABILITIES gangers. Only one of each named ganger can be in
There are a number of options called gang abilities a single gang. Named gangers have unique names,
listed on each gang template. These provide unique while custom gangers have “Boss,” “Enforcer,” “Sol-
abilities to the entire gang. To unlock them, spend dier,” or “Rookie” as their name.
the amount of Fortune listed in the gang ability EXAMPLE: Elisa is making a Valkyrs gang. She and
description. You may unlock any number of gang abil- her friend agreed to a 50 Fortune game.She decides
ities using Fortune, and these can be chosen before her gang’s Boss will be the unique Valkyrs Boss,
or after recruiting gangers. Adelante. Looking at Adelante’s stats, Elisa sees
EXAMPLE: Elisa looks over the gang ability enhance- she costs 2 Fortune, which she marks on her sheet.
ments available to the Valkyrs, and decides to spend Elisa then rounds out the gang with an Enforcer (11
2 Fortune on the “Sir, Yes, Sir!” enhancement to Fortune), two Soldiers (9 Fortune each), and two
boost her lower ranked models when they’re near Rookies (6 Fortune each). That leaves her with 7 For-
the Boss or Enforcer. tune to spend on gang abilities.
Each ganger has a number of enhancements avail-
able to them based on their Gang Rank. See below
3. PURCHASE GANGERS for what choices each ganger has based on their
Your gang begins with just a Boss. Gang Bosses are Gang Rank. Costs for each rank depends on the gang
free, but you can pay extra to use a named (unique) and are listed in each gang’s profile. The enhance-
Boss instead. Each gang can only have one Boss. ments available to each ganger depend on their
The rest of your available choices for gangers are gang, chosen gang abilities, species, and skillset, and
listed on your gang template. Each ganger has are listed in Chapter 3.
a cost in Fortune depending on their rank. Paying
that Fortune unlocks the ganger. Each ganger has
a Fortune cost, ability, and number of slots available
for enhancements.

48
𒂖 𒂊 𒀳
>> Boss (unique) >> NAMED AND CUSTOM GANGERS
𒆜 Species: When choosing gangers to be in your gang, you have the
𒆜 Skillset: option of choosing either named gangers or custom
𒆜 Bonus: +1 Composure, Adamant gangers. Named gangers come as-is, and represent the
𒆜 Enhancement slots:
main players in the gangs they belong to. But of course,
Species enhancement
they aren’t the only members. You can create your own,
Armor enhancement
Melee enhancement tell your own stories, replace or add to the named
Ranged enhancement gangers by creating your own. These are called custom
Add 8 other enhancements gangers. You can buy them as blank slates and give them
names, skillsets, enhancements, etc. to meet your own
>> Enforcer expectations and tell your own stories.
𒆜 Species:
𒆜 Skillset:
𒆜 Bonus: Adamant
𒆜 Enhancement slots: 4. PURCHASE GANG
Species enhancement TREASURE
Armor enhancement
Melee enhancement Fortune can also be spent on Gang Treasure that can
Ranged enhancement be given to your gangers. These enhancements rep-
Add 6 other enhancements resent unique artifacts or gear. Once purchased, they
can be given to ganger models, provided they meet
>> Soldier any prerequisites that may apply. Enhancement slots
are explained in the next section.
𒆜 Species:
𒆜 Skillset: EXAMPLE: After spending 3 Fortune on gang abil-
𒆜 Enhancement slots: ities, Elisa decides that she wants to spend her 4 re-
Species enhancement maining Fortune on getting a few powerful artifacts
Armor enhancement for her gang. She spends two Fortune to unlock the
Melee enhancement Black Sword, and another two Fortune to unlock the
Ranged enhancement Rod of Raug. These two artifacts can now be given to
Add 4 other enhancements models as detailed in the section below.

>> Rookie
𒆜 Species:
𒆜 Skillset:
𒆜 Enhancement slots:
Species enhancement
Armor enhancement
Melee enhancement
Ranged enhancement
Add 2 other enhancements

49
| The Gangs
5. PERSONALIZE YOUR BRAWLER:
Rookie: Gain +1 Brawn, 5+ Melee Skill.
GANGERS Soldier: Gain +1 Brawn, +1 Speed, 4+ Melee Skill.
Once Fortune has been spent, it’s time to make your Enforcer: Gain +1 Brawn, +1 Speed, 4+ Melee Skill.
custom gangers your own (any named gangers you
Boss: Gain +1 Brawn, +1 Speed, 3+ Melee Skill.
have are already set to go). To do this, each custom
ganger first chooses a species and skillset (only one
choice for each), then chooses enhancements as GUNNER:
specified in their description. Rookie: Gain +1 Prowess, 5+ Ranged Skill.
Each Soldier: Gain +1 Brawn, +1 Prowess, 4+ Ranged Skill.
B R W model
S P D begins
P R O Mwith
E L the
R A N following
C O M D E Fattributes,
A E G M Abut
G TEC
enhancements may change a model’s stats: Enforcer: Gain +1 Brawn, +1 Prowess, 4+ Ranged Skill.
3 6 5 6+ 6+ 6+ 0 — 0 0 Boss: Gain +1 Brawn, +1 Prowess, 3+ Ranged Skill.

BREACHER:
>> Species
Rookie: Gain Tech 1, choose 2 Exploits.
Each ganger must choose 1 species. Along with your
chosen species, you get to choose 1 species enhance- Soldier: Gain Tech 2, choose 2 Exploits.
ment for free (see species enhancements below). Enforcer: Gain Tech 3, choose 2 Exploits.
Other species enhancements may be chosen, but Boss: Gain Tech 4, choose 2 Exploits.
they will take up one of your enhancement slots.
Sometimes, gang templates limit which species can CHOSEN (CASTER):
be part of your gang.
Rookie: Gain Magic 1, choose 1 spell.
Soldier: Gain Magic 2, +1 Composure, choose 1 spell.
>> Skillset Enforcer: Gain Magic 3, +1 Composure, choose 1 spell.
Each ganger has a specific Skillset that represents the Boss: Gain Magic 4, +1 Composure, choose 1 spell.
role they fill in the gang. Each skillset gives bonuses
to a ganger’s basic Attributes, as well as giving access
to enhancements unique to that skillset. Each skillset WITCH (CASTER):
has a syncretic enhancement as well, which allows Rookie: Gain Magic 1, choose 2 spells.
gangers access to other skillset enhancements, but Soldier: Gain Magic 2, 1 psyche charm, choose
only with Rookie stat bonuses (see syncretic en- 2 spells.
hancements, p. 87). Gangers with the Yojin skillset Enforcer: Gain Magic 3, 1 psyche charm, choose
must also choose an elemental focus and gain the
2 spells.
bonuses associated with that choice.
Boss: Gain Magic 4, 1 psyche charm, choose 2 spells.

>> Skillset choices: YOJIN (CASTER):


Your gangers may choose from the following list of
Rookie: Gain Magic 1, select an Elemental Focus.
skillsets, and immediately gain the bonuses asso-
ciated. Bonuses correspond to the Gang Rank and Soldier: Gain Magic 2, select an Elemental Focus.
skillset of the ganger. Enforcer: Gain Magic 3, select an Elemental Focus.
Boss: Gain Magic 4, select an Elemental Focus
Elemental Focus Air: Rookie: +1 Speed,
Soldier/Enforcer/Boss: +2 Speed.
Elemental Focus Earth: Rookie: +1 Brawn,
Soldier/Enforcer/Boss: +2 Brawn.
Elemental Focus Fire: Rookie: +1 Prowess,
Soldier/Enforcer/Boss: +1 Prowess, +1 Speed.
Elemental Focus Water: Rookie: +1 Brawn,
Soldier/Enforcer/Boss: +1 Prowess, +1 Brawn.
Elemental Focus Void: Rookie: +1 Speed,
Soldier/Enforcer/Boss: +1 Composure,
+1 Speed.

50
ENHANCEMENTS
Each ganger has a number of slots available for enhancements. Unless otherwise stated, a ganger cannot have
more enhancements at creation than is noted in their description. Enhancements often have keywords asso-
ciated with them, which let you know the traits the enhancement possesses. These keywords are discussed in
the Keyword section above. Enhancements can be particular to species, skillset, or may come from the wider
list of enhancements. Utility enhancements, skillset enhancements, and gear enhancements all take up en-
hancement slots. A list of enhancements is found in Chapter 3.

>> Species Enhancements >> Skillset Enhancements


Once your ganger has a species, they have access to Each skillset has a list of enhancements that can only
the enhancements that are available to that species. be taken by models with that skillset. For example,
EXAMPLE: Bill is a goblin, which allows him to take Spur (a Flaming Skulls ganger) can only take enhance-
any enhancements in the goblin species enhance- ments in the breacher category if he chose the
ments group. Other species enhancements may be breacher skillset.
chosen, but they will take up one of your enhance-
ment slots.
>> Utility Enhancements
There are many other enhancements besides species
>> Armor Enhancements and skillset enhancements. Some have requirements
Every ganger has an armor slot and a free choice of noted in their descriptions, others do not. In the
armor. Some better armor choices cost Fortune, how- enhancements section below, all of your choices are
ever. Additional armor enhancements may be chosen, grouped by category. Any necessary prerequisites will
but they will take up additional enhancement slots be given and explained, and any keywords will be in
and will only give the largest benefit represented to parenthesis.
a single stat.
>>Special Enhancements
>> Melee Weapon Enhancements Some enhancements fall into special categories only
Every ganger has a free melee weapon slot. Some be accessed by gangs or gangers who meet certain
weapons cost additional Fortune. Additional melee requirements. These requirements are listed in the
weapon enhancements may be chosen, but they will description of each special enhancement group.
take up additional enhancement slots and only one
melee weapon may be used or benefitted from at
>> Repeatable Enhancements
a time.
These enhancements can be taken multiple times.
Enhancements that have “Repeatable” followed by
>> Ranged Weapon Enhancements a number (ex. Repeatable 2) can only be taken that
Every ganger has a free ranged weapon slot. Some many times. Repeatable [Rank] means they can be re-
choices in this category cost additional Fortune. Addi- peated a number of times equal to the Gang Rank of
tional ranged weapon enhancements may be chosen, the ganger. If there is no number after, it can be taken
but they will take up additional enhancement slots as many times as desired.
and only one ranged weapon may be used or benefit-
ted from at a time.

51
| The Gangs
Flaming skulls
Demons of fire and death. That is what most people think the Flaming Skulls are. They’ve worked hard to foster
that image, and from a certain perspective, it is right on. But there is more to them than arson and havok, espe-
cially more recently. Aesthetically, they’ve not strayed far from the gang leathers most gangs wear before they
hit the bigtime. But despite being one of the most powerful gangs in Zigtown, they hate putting on airs. When
they have cyberware, it is clunky, low-grade, and in disrepair. They wear low-cost and low class clothing, often
appearing dirty. The Skulls do this purposefully. They aim to scare, threaten, intimidate, and terrorize. Many
paint their faces or wear masks to cause extra confusion and fear. Their tactics to intimidate outsiders and
scare folk out of messing with them serves to take care of their own turf and its people. At least near the top
of the chain, there is even a certain nobility on display. Open to all species, they never run protection, especial-
ly on their turf, and once you’re in, you’re in for life. There’s nothing they love more than when their reputation
for havok precedes them.
The Flaming Skulls started out 40 years ago as a bunch of punks who loved to rob rich corp execs visiting
their factories (the Skulls are why that practice has fallen out of favor). They painted their faces white, and
for a while, called themselves the Ghosts. They had modest success, and went through a number of leaders
but when Bonesaw took over the gang, things took a turn. Changing the gang’s name to the Flaming Skulls,
Bonesaw used fear to grow their influence over Neo Babylon’s Undercity. With tactics like firebombings, strate-
gic arsons against rivals, and the infamous “bone extractions,” the Skulls rose to prominence, mostly because
nearly everyone would rather join them than face their wrath.
Bonesaw died only a few years afterwards, but what he established grew without him. Hundreds flocked
to the gang, mostly for strength in numbers, and many of the youth of the Undercity grew up idolizing the
Skulls, for all the worst reasons. Growing in fits and starts, they eventually started a fight they couldn’t win
when they attacked a NDS (Nergal Defense Strategies) corporate supply truck carrying weapons. Thinking
they were invincible only made their fall harder when NDS forces decimated them. Of their leaders, only
a Skull named Scorch survived the battle, and fled with some of the youngest. Scorch, along with Death Belle,
and his lieutenant Bonemeal, spent the next few years building the Flaming Skulls back into a respectable, if
terrifying gang. 30 years ago, the Flaming Skulls had a rep for being crazy. 20 years ago, as their membership
swelled again, some of the skulls devoted themselves to a more ancient and primordial sort of fire. Among the
old gang, a few made deals with entities of flame and shadow, and were changed, physically and spiritually by
the experience. These firebound got reps of being particularly feral and violent, with a side of arson. As their
mayhem grew, they began disrupting the territory and supply chains of other larger gangs, most notably, the
Valkyrs. The Valkyrs, being far more numerous, well connected, and armed with superior weapons, nearly anni-
hilated the Flaming Skulls once again a little over 10 years ago.
With Scorch dead, the Flaming Skulls have seen a change in leadership once more, but this time, a change in
operations as well. The firebound are still chaos incarnate, but the further you go up the chain, an order emerg-
es. Their lieutenants, called Furies, are not the deranged punks that they were 30 or 40 years ago, well, not all
of them. The Anti-Nergal and Anti-Valkyr activity has slowed down, and their ranks have been steadily swell-
ing. Neighborhoods are divided up according to Furies, and while the Furies unleash chaos on their enemies,
they’ve also been offering protection to favored neighborhoods as well. The Flaming Skulls are getting diverse,
and attracting new blood all the time, meanwhile, staying below the radars of the corps and other gangs. This
can all be attributed to the leadership of Drakaina, who overcame all challengers, including firebound, to claim
leadership once Scorch was dead.

52
FLAMING SKULLS PROFILE
RESTRICTIONS: None
Weapons, armor, and utility enhancements that cost 2 Fortune or more cost an additional 1 Fortune.

>> Gang Abilities SCORCHED EARTH


Cost: 3 Fortune
BURN BABY BURN When models fail Composure tests they may make
Cost: 1 Fortune a free ranged attack.
Once per turn, when a model spends Grit, they can
make a melee attack against all units within reach BURN THE WORLD
using Prowess equal to double the Grit spent. Cost: 4 Fortune
When one of your models defeats another model,
HIT ‘EM HARD
you may spend 1 Grit to immediately take another
Cost: 1 Fortune
movement or main action.
The first time each model deals damage in a battle,
they do 1 extra damage. FINAL GOODBYE
Cost: 4 Fortune
JUNKYARD COMPANION
When a model is defeated models within 2" take
Cost: 1 Fortune
Gang Rank +1 damage (Defense and Aegis apply as
Choose one of your breachers. That breacher’s
normal).
drones have +1 Brawn.

METHOD OF MADNESS >> Gang Treasure


Cost: 1 Fortune Once taken, these enhancements are added to the
Repeatable [3]. Gain +2 Grit. available enhancements for your gang. They do not
SMOKE ESCAPE need to be taken per ganger. Unique enhancements,
Cost: 1 Fortune however, can only be taken by 1 ganger each.
Spend 1 Grit. One of your models may leave melee BOTTLE OF ETERNAL FLAME
without provoking an interrupt attack. (Unique)
CYBERED UP Cost: 2 Fortune
Cost: 2 Fortune A Fire Elemental owned by this model gains 1 up-
Choose two gangers. These gangers get 1 free en- grade and Adamant. As a main action this model may
hancement [Cyberarms, Cyberlegs, Reflex Package, spend 1 Grit and reduce brawn by 1 to heal the fire
or Bone Bonding] in addition to their normal en- elemental to full Brawn.
hancement slots. DEMON CHARM
INFERNAL BARGAIN (Unique)
Cost: 2 Fortune Cost: 2 Fortune
May take 1 damage to Brawn to gain Boost 1 at any Interrupt to Boost 1 friendly spell. 3 uses.
time on any ability or spell they use. The damage SHADOW AND FLAME
cannot be resisted. (Unique. Archaic, Melee, Piercing 2, Reach 1)
PACT OF FIRE Cost: 2 Fortune
Cost: 2 Fortune +4 Prowess.
All models gain access to Firebound enhancements. SPECIAL MODIFICATIONS
SCRAPYARD INGENUITY Cost: 2 Fortune
Cost: 2 Fortune Repeatable. Choose one non-unique weapon. Gain
Gain +1 Prowess for weapons that do not +1 Prowess. May spend 1 Grit to aim as a free action.
cost Fortune. This weapon becomes unique. Give it a name.

JUNKYARD JURYRIGGERS >> Flaming Skulls Gangers


Cost: 3 Fortune 𒆜 Boss (unique) Cost: 0 Fortune
Gangers get utility enhancements that normally cost 𒆜 Enforcer Cost: 10 Fortune
Fortune at a 1 Fortune discount. 𒆜 Soldier Cost: 8 Fortune
𒆜 Rookie Cost: 5 Fortune

53
| The Gangs
Va l k y r s
An elf-only gang in Neo Babylon’s Undercity.
By 436, it was clear that the Fairy War was not what many thought it would be. Although the Enkeura faction
ruled Val Broceliande, many elves who bled and died during the war were now being treated as second class
citizens for not having fae heritage. General Adelante and her Valkyr company were among the most outraged,
and had the most ability to act on that outrage.
Adelante and the Valkyrs believed elven-kind were the most fit to rule, and had served Val Broceliande faith-
fully throughout the coup, but they refused to be pawns in whatever game these Fae were playing. Orcs,
dwarves, and even goblins were sitting in leadership positions, supplanting elves, because of their fae blood,
leaving Adelante a kettle about to boil over.
Eventually Adelante, her elite Valkyrs, and her entire division defected to the government of Val Broceliande
in exile.
The defection of the Valkyrs, named after their reputation for bringing death in their wake, was a pivotal
moment in the war. The Government in Exile, along with the Valkyrs, and the Alliance of Azore, restored Val
Broceliande to its prior leadership. Those who fought for the Enkeura were pardoned, but the Valkyr Company
was dismantled for being too brutal and clinging to prejudiced beliefs that were unacceptable to the Alliance
of Azore and leadership of Val Broceliande (at least publically). “Stability” returned to Val Broceliande, but the
Valkyrs refused to capitulate. They were exiled and fled to the Undercity to bide their time.
In the interim, they don’t care what or who they destroy. They have formed their own nobility, with their own
rules, and when they are strong enough, they’ll retake their birthright in Val Broceliande from the pompous
nobles they once served. This has resulted in a strict military hierarchy within the Valkyrs, with Adalante re-
maining on top as the General. Her hate fuels her drive to grow ever more powerful so she can take back what
she feels she deserves.
While the Valkyrs believe in elven rule, they are just and honorable
to their subjects. At least they would say so. They are concerned
only with elves as leaders. Their subjects can be from any species
or caste. And frankly, when so many parts of the Undercity are
a wild mess of chaos and uncertainty, many in Valkyr neigh-
borhoods find themselves much more willing to put up with
passive aggressive elven speciesism than with firebombing
and constant looting.
The Valkyrs see themselves as superior to others, and as
a result, they act like it. They see their role as ruler-
ship, and thus, when one of their own acts ignobly,
they are punished. Duels are common among them,
and mistreatment of those under their leadership is
punished harshly. They are cold and aloof, but also
dressed finely. They cultivate connections outside
the Undercity, and prefer to have the finer things in
life, which sometimes trickle down to their neighbor-
hoods.
The tension between absolute order, honor, and
luxury define them, and they will do anything to make
sure it stays that way until they are powerful enough
to reclaim their lost heritage in Val Broceliande.

54
VALKYRS PROFILE
RESTRICTIONS: Elves only
Weapons and armor cost 1 less Fortune. This discount does not apply to gang treasure.

>> Gang Abilities >> Gang Treasure


Once taken, these enhancements are added to the
ON YOUR FEET available enhancements for your gang. They do not
Cost: 1 Fortune need to be taken per ganger. Unique enhancements,
Medkits remove Knocked Down and Dazed. however, can only be taken by 1 ganger each.

FAIRY WAR VETERAN CUSTOMIZED GUNS


Cost: 2 Fortune Cost: 1 Fortune (per gun customized)
All models gain access to War Customized guns gain +1 Prowess & may spend 1 Grit
Veteran enhancements. to aim as a free action.

LEAD BY EXAMPLE ELDRITCH FLINTLOCK


Cost: 2 Fortune (Unique. Archaic, Piercing 3)
A Boss/Enforcer may spend 1 Grit to allow a lower Cost: 1 Fortune
Rank model within backup range to take their turn +2 Prowess. 9” range.
at the same time as the Boss/Enforcer. The first time
each model deals damage or causes an enemy model BLACK SWORD
to fail a Composure test this Turn, gain 1 Grit. Both (Unique. Cumbersome. Archaic. Melee, Piercing 3,
models may interchange their Actions and don’t Reach 2)
need to finish one Turn before the other. Alternative- Cost: 2 Fortune
ly both models may charge the same Target at the +5 Prowess.
same time. If the Target model is defeated before the
second charge is resolved, both Grit are gained.
ROD OF RAUG
(Unique. Archaic. Melee, Concussive 1, Reach 1)
MILITARY TRADITION Cost: 2 Fortune
Cost: 2 Fortune +3 Prowess. May boost arcane spells cast as a Main
All Composure tests may re-roll 1 dice. Action by 1, as if 1 Grit was spent.

BLIND ALLEGIANCE
Cost: 3 Fortune >> Valkyr Gangers
All gang members gain +1 Composure. 𒆜 Boss (unique) Cost: 0 Fortune
𒆜 Enforcer Cost: 11 Fortune
SIR! YES SIR! 𒆜 Soldier Cost: 9 Fortune
Cost: 3 Fortune 𒆜 Rookie Cost: 6 Fortune
When a model would be able to benefit from the
backup bonus they gain +1 Prowess.

SPIES EVERYWHERE
Cost: 3 Fortune
Once per turn, you may spend 2 Grit to place a Rook-
ie within backup range (see Backup, p. 32) of another
model. Treat as a rookie with a knife and pistol, but
no other enhancements or skillset. If you do not have
a model to use as a spy, you cannot use this ability.

55
| The Gangs
B u l l s o f H e av e n
Watching a party of Bulls bearing down on you is not something their opponents easily forget. Their ranks are
filled with yetin of all types, minotaurs, and others of the most massive and imposing types of people.
But the Bulls are not defined by size, nor by savagery, despite their claws. Within their turf, and beyond, they
are known for their skill in building community, and helping to provide equally for everyone. They keep their
people safe, and, for the most part, those in their turf are happy to support them and the businesses they con-
trol, so the Bulls rarely resort to extortion. Their enemies insist the population is merely terrified of them, their
massive maces and hammer cannons, but the Bulls know the truth.
The founders of the Bulls of Heaven were yetin who had integrated into urban society in Europa. During the
Wars of Scars, many, many years ago, some of these yetin fled to Neo Babylon to escape the Red Hand, as they
were considered “traitors”. More came after the end of the Second war, having been part of resistance move-
ments, primarily contributing to the liberation of Lutesia, and the Autumnal Rebellion.
One of the original leaders was Bhö, who ran an under-
ground news organization during the occupation which
primarily printed counter-propaganda. Other founders,
such as Foucachon, at least partially (and problematical-
ly) sympathized with the Red Hand’s attitude of yetin
superiority, which led to a rather paternalistic attitude,
but at least not an overtly destructive one. It was these
two leaders who laid the foundation for the modern Bulls
of Heaven.
The Bulls are not strongly hierarchical, but operate as
interconnected small “families” who protect limited
neighborhoods. Each of these families may have a leader,
but the relationship is not coercive, and decisions out-
side of combat situations tend to be taken collectively.
Seniority, as well as any kind of skill or prowess, are
respected. There is no single commander of the Bulls, but
any of several prominent members may take the lead on
individual projects and pursuits. These might occasionally
be criminal enterprises, robbing corporate factories, or
they might be semi-legitimate, like running pool halls and
backstreet casinos.
Chirashree is one of these influential leaders, and was ac-
tually one of the original founders of the Bulls of Heaven
after emigrating following the Second War of Scars, and
despite her age, she remains (one might say miraculously)
robust and energetic, and her philosophies have been
foundational for the gang, both in terms of motivation
and organization, and have led to a remarkably consistent
vision over the past decades.

56
BULLS OF HEAVEN PROFILE
RESTRICTIONS: Yetin only

>> Gang Abilities >> Gang Treasure


Once taken, these enhancements are added to the
LIE IN WAIT available enhancements for your gang. They do not
Cost: 1 Fortune need to be taken per ganger. Unique enhancements,
Gain +2 Prowess to interrupt attacks. however, can only be taken by 1 ganger each.

BESTIAL ALTAIAN MACES


Cost: 2 Fortune (Unique. Archaic, Melee, Concussive 2, Reach 2)
+1 Grit to gang pool. Each ganger gains +1 Prowess to Cost: 2 Fortune
melee attacks. +4 Prowess. Gain +1 Grit whenever this model defeats
a model with Altaian Maces.
OVERPOWER
Cost: 2 Fortune HORNS OF JUSTICE
When a point of damage is dealt while gaining the (Unique. Piercing 1)
Ally in Melee bonus, gain 1 Grit (max 1 Grit per at- Cost: 2 Fortune
tack). In addition to normal melee attacks may make a sec-
ond melee attack as a free action at half Prowess.
SCAR WAR VETERAN
Cost: 2 Fortune PLATE OF ELISH
All models gain access to War (Unique. Armor)
Veteran enhancements. Cost: 2 Fortune
Defense 3, 6+ Aegis.
WHISPERING WIND
Cost: 2 Fortune
Once per round, grant the effect of the shield spell >> Bulls of Heaven Gangers
on a single model (pay Grit normally). Sacred casters 𒆜 Boss (unique) Cost: 0 Fortune
gain Boost 1 on the shield spell. 𒆜 Enforcer Cost: 10 Fortune
𒆜 Soldier Cost: 8 Fortune
AWARENESS 𒆜 Rookie Cost: 5 Fortune
Cost: 3 Fortune
When models are Panicked, they may choose the
direction they flee in. Normally models must move
towards the closest edge of the map.

COORDINATED ASSAULT
Cost: 3 Fortune
Allies in melee gain +2 Prowess instead of +1 when in
base to base with the same enemy.

PENANCE
Cost: 3 Fortune
Each model in your gang may, once per game, re-roll
as many dice as desired on a single roll.

TACTICAL LEADER
Cost: 3 Fortune
Boss may spend their movement action on their
own turn to move 2 Allies instead. This uses the ally’s
speed, but does not use up ally’s movement action
this turn. It is a free move.

57
| The Gangs
Em e r a l d G r i d l o c k
Esprit de corps: this is the foremost value of every member of the Emerald Gridlock Motorcycle Club. "Once
you're in, you're in for life" is actually a part of the Club's official charter, and the first rule in its bylaws. These
official written rules are one of the ways in which they differ from other gangs. Every member knows (in the-
ory) what they are signing up for. A second result is that there are some very senior members of the club. One
will sometimes find themselves facing a group of hard-as-nails octogenarians in black and green leathers.
Emerald Gridlock was founded in the midst of the Fairy Wars in an Undercity bar called the Ale and Wail.
A brotherhood, bound by loyalty, honor, and respect, the Club embraced the deepest counterculture move-
ments in the Undercity as technology began to rival magic as a driver of change. Their notoriety was cemented
with one particular early event. They had been known for their numerous melees and brawls with local street
gangs, as they jostled for position, but the turning point came following an incident at a local party at a rented
hall near what had once been a zoo. A fight broke out, and one of the members drove a van through the front
door of the building onto the dance floor, then drove his bike out the back of the van.
One notable founding member was Kresh “Rebellion” Mason, an orc who opened a martial arts dojo near
the motorcycle club’s first clubhouse. This dojo became a centre for organizing the club and recruiting new
members. Kresh also began the tradition of service to the community (or at least the appearance of it) holding
fundraisers for local charities and donating school supplies to children in what would eventually become their
turf, all along East Temple.
This is a gang, though, not a seniors bridge club. With their control of this large stretch of turf, including an
east-facing exit tunnel from the Undercity, the Emerald Gridlock is closely tied to smuggling as well as kidnap-
ping and ransom rings in the rest of Neo Babylon. They are closely affiliated with international organized crime
groups, which brings them into direct conflict with the Necro Goblins at times. One of these affiliations led to
a club meeting at the Ale and Wail getting firebombed, an event which led the club to more aggressive postur-
ing and even greater violence and suppression of smaller gangs along "their" highway.
A generally pragmatic outlook led to them being an easy sell for Drakaina's vision; they didn't see much to lose
either with or without her plan. They would likely have been mostly unperturbed by the assassination, except
that one of their enforcers, Quin, was standing next to Drakaina and was killed in the initial attack. The Club's
anger over this has led to direct gang warfare with the gangs near the Zig core for the first time. Their primary
goal in the current conflict is establishing turf at the Breakwall and making inroads in controlling the seaborne
smuggling routes in that district.

>> Emerald Gridlock Gangers


𒆜 Boss (unique) Cost: 0 Fortune
Bonuses: +1 Composure, Adamant
𒆜 Enforcer Cost: 10 Fortune
Bonuses: Adamant
𒆜 Soldier Cost: 8 Fortune
𒆜 Rookie Cost: 5 Fortune

58
EMERALD GRIDLOCK PROFILE
RESTRICTIONS: None

>> Gang Abilities TRAMPLE


Cost: 3 Fortune
DON’T FIGHT ALONE If a model moves over an enemy model that is
Cost: 1 Fortune Knocked Down, that model takes 2 damage (resisted
Models gain +2 Speed when charging a enemy within only by Aegis).
reach of an allied model.
WAIL
TIRE IRONS Cost: 3 Fortune
Cost: 1 Fortune All models gain Concussive +1 when charging.
All models gain +1 Prowess with Clubs, and Repair
DRIVE BY
Kits heal one additional Brawn.
Cost: 4 Fortune
Models gain +2 Prowess any turn that they move at
99.9% ALCOHOL least 4".
Cost: 2 Fortune
Wailing Ale targets all models within 3", and gives an
additional +1 Composure when used. >> Gang Treasure
Once taken, these enhancements are added to the
available enhancements for your gang. They do not
GOT YOUR BACK
need to be taken per ganger. Unique enhancements,
Cost: 2 Fortune
however, can only be taken by 1 ganger each.
Once per turn, gain 1 Grit if you damage an enemy
model who attacked an allied model this round. WAILING ALE
Cost: 1 Fortune
ON THE ROAD A strong drink from Ale and Wail, ready to be either
Cost: 2 Fortune imbibed or turned into an incendiary device. Single
Drones and models with the motorcycle Gang Trea- Use. Choose one of the following effects:
sure gain +2 Speed.
𒆜 As a main action, choose a point on board within
(Brawn x 2)". Models within 2" take Damage
REMEMBER THE FALLEN equal to 10d6 (hitting on 4+).
Cost: 2 Fortune 𒆜 As a move action, heal 2 Brawn, and gain +1
When an allied model is defeated, all allied models Composure but -1 Speed and Prowess for the
within 6" heal 1 point of damage. remainder of the fight.

OVERRUN LUCKY TALISMAN


Cost: 3 Fortune (Unique)
Any model that takes at least 2 damage from Cost: 2 Fortune
a charge is knocked over. A small statuette of a lawn gnome, said to bring luck
to whoever carries it. Gain a 5+ Aegis and an addition-
RAPID REINFORCEMENTS al use of Adamant.
Cost: 3 Fortune
Place up to half your models in reserve. At the begin- QUIN'S RAZOR
ning of any round after the first one, you may deploy (Archaic, Unique, Melee Weapon, Piercing 3)
them within 3" of any table edge. Cost: 2 Fortune
An impossibly sharp blade owned by the Emerald
Gridlock' founders, passed down and carefully
SMUGGLERS
maintained. +5 Prowess.
Cost: 3 Fortune
Any model may spend 2 Grit to gain any Utility en- MOTORCYCLES
hancement for the rest of the battle. Cost: 3 Fortune
Unlocks motorcycles as enhancement options for the
SPYDER TIRES gang. Models with motorcycles have Speed 8 and +1
Cost: 3 Fortune DEF, and gain an additional +4 Speed when sprinting.
Models with Motorcycles may travel up walls, treat- Model must be mounted on a 75x45mm oval base.
ing them as difficult terrain and ignore the vertical The model may not move more than 1" vertically (but
movement limitation on motorcycles. may use ramps, stairs, etc. if present).

59
| The Gangs
H e ta i r o i
Nobody rocks quite like the Hetairoi. On stage, they bring the thunder of bass and drums, the lightning of wail-
ing guitars, and the howling winds of powerful vocals. Their parties leave hurricane and tornado-style wreck-
age in their wake. But in the violent alleys of the Undercity? They can bring storms just as fierce.
Being the smallest gang, the Hetairoi claim no turf, and want none. They are everywhere and nowhere, and
that’s just how they like it. Their stylized helmet logo can be found as graffiti throughout the Undercity, but it’s
never a territorial marker, only a symbol that they’ve passed through…or that their music, their message, and
their heart have done so. They have fans all through the sprawling Undercity, more than a few in Neo Baby-
lon proper, and, with the widespread release of their first full album, Companions, they’re picking up steam
overseas, as well. There’s no telling where the Hetairoi might end up next (even they, and their beleaguered
management, don’t seem to know just where they’re headed most of the time).
The Hetairoi bring energy and excitement to their gigs, but a powerful counter-culture message, as well.
They’re famously critical of corporate overlords, shadowy mage cabals, greedy politicians, and even selfish and
psychotic gang leaders; anyone who abuses the helpless and sends others to die for false promises, the Hetai-
roi will lash out at with scathing vocals and crowd-stirring instrumentals, and more than one of their concerts
has evolved into a riot. Their message is one of rebellion and individuality, radical compassion, and several
different types of love.
This diverse band of rogues, misfits, and exiles fell in together
over a series of misadventures and unlucky coincidences that left
trails of broken hearts and broken bodies in their wake; they’ve
basically continued that pattern of behavior ever since. It’s some-
thing of an Undercity miracle they’re all still breathing, much less
actively rocking out, but it hasn’t been miraculous coincidences
alone seeing them through the hard times; they’re all, also, even
more dangerous than they may seem on stage.
The Hetairoi aren’t just lovers, you see, they’re fighters. Among
their ranks you’ll find powerful martial artists who abandoned
their training to live a different life, sorcerous prodigies who still
found ways to disappoint their powerful mentors, wild-hearted
veterans of the Undercity’s illicit Duel-Lists, scrappy gladiators
escaped from pit-fighting slavery, veteran gangers with blood
ties to Undercity legends…and more! Just as their disparate
sounds fall into place to make music together as a band, each of
them is a talented Freebooter in their own right, able to more
than hold their own on the mean streets alone or with their
bandmates. They’ve been known to fight, individually or togeth-
er, when circumstances force them to, when old enemies catch
up to them, when old friends need help, or when they really,
really, need to make some money. They might not be interested
in fighting the way a standard gang does, but they’ll do for-hire
work at the drop of a hat, and they’ve been known to settle
down and protect a neighborhood for a while, if they have
a series of gigs and predatory gangs to fend off. Copycats, cover
bands, and activist fans use the Hetairoi name all over the Under-
city to start mayhem, or finish it.
No one knows what the future holds for this band of punks,
freedom fighters, and scoundrels, but whatever they’re up to
next, it will be loud.

60
HETAIROI PROFILE
RESTRICTIONS: None

>> Gang Abilities >> Gang Treasure


Once taken, these enhancements are added to the
LEAN ON ME available enhancements for your gang. They do not
Cost: 1 Fortune need to be taken per ganger. Unique enhancements,
When multiple models are targeted by any effect however, can only be taken by 1 ganger each.
(spell, attack, exploit) you may spend 1 Grit to restrict
the effect to 1 target instead (the effect’s user choos- BLOOD INK
es the 1 target). (Unique)
Cost: 2 Fortune
PUNK AS FUG Each time this ganger defeats a model, mark them
Cost: 1 Fortune with a token. During the Refresh Phase, remove
Gain +1 Prowess when attacking with weapons that 1 token. For each token, the inked ganger gains
don’t cost Fortune. +1 Prowess and +1 Defense.

BETTER TOGETHER MURUTI SE MA


Cost: 2 Fortune (Unique. Melee Weapon, Archaic, Reach 2)
Boss may spend their Move Action to gain Grit equal Cost: 2 Fortune
to half the number allied ganger models within 12". +2 Prowess. Main action: For every allied ganger
within 9", gain 1 Grit. Set these aside, as they are
FOUND FAMILY temporary. When the round is over, all unspent Grit
Cost: 2 Fortune in this pile is lost.
Gain +1 to Composure tests if an allied model is within
6" and not fleeing. TRAJAN’S FOLLY
(Unique. Melee Weapon, Piercing 2, Reach 2)
PROOF THE YOUTH ARE REVOLTING Cost: 2 Fortune
Cost: 2 Fortune +4 Prowess.
All models gain access to Abolitionist enhancements.
LUCKSTONE
SONIC PAIN (Unique)
Cost: 2 Fortune Cost: 3 Fortune
Any ganger can use their main action to make a sonic Allied gangers within 6" have 5+ Aegis.
attack. All enemies within 6" must pass a 1 dice Com-
posure test or become Knocked Down.
>> Hetairoi Gangers
UNITY NOT UNIFORMITY 𒆜 Boss (unique) Cost: 0 Fortune
Cost: 2 Fortune 𒆜 Enforcer Cost: 10 Fortune
If your gang has at least 5 different species AND 𒆜 Soldier Cost: 8 Fortune
5 different skillsets represented, every ganger gains 𒆜 Rookie Cost: 5 Fortune
+1 Composure.

BAND ON THE RUN


Cost: 3 Fortune
Your gangers gain 5+ Aegis if they sprinted
this round.

SOLD OUT SHOW


Cost: 3 Fortune
Units with 0-1 Defense gain +1 Aegis in cover.

61
| The Gangs
L awj a c ks
After the War of Scars, when Neo Babylon’s industrial revolution was booming, the Lawjacks were born. Shift-
ing the focus of policing from law enforcement to punishment, they codified debt as criminality and payment
as redemption. Realizing they were too spread thin to police the entire Undercity and there was no money
there to be had anyway, the Lawjacks’ mandate for policing the Undercity was revoked. But as the Skyfloor
was upgraded and made more secure, the Undercity dug deeper, and the call came for the Lawjacks to aban-
don the Undercity and retreat... some just didn’t. This was the origin of the Lawjacks gang, and their control of
the territory in Jack Mile. While it’s unclear today whether these original members kept their official rank and
status, they did continue to recruit active members into the group; some of them would come down into the
Undercity when off duty, some came up from inside Jack Mile and joined the ‘jacks first and got “official” later.
In the end, the Undercity got the worst aspects of highly militarized state-sanctioned violence, corruption, and
more, and none of the benefits.
For the Lawjacks, the gradations between commercial profiteering, fictitious deals, adulteration of foodstuffs,
cheating, official embezzlement, theft, burglary and robbery, and all sorts of other crimes flow into one anoth-
er. They are powerful, and the other residents of the Undercity are merely those they can oppress. They feel
their positions are valid and deserved, proving their moral lives, but are profiting from violence and exploiting
the people they “protect”. The threat of violence flows both inward and outward from the Mile.
In their criminal enterprises, most are actually non-violent, and many gang members want it to stay that way;
they are the growers, smugglers, lookouts, or salespeople, and operators of “entertainment venues” which
would be illegal or shunned in the rest of Neo Babylon. These folks would prefer to live a fairly normal life at
home, to not brutally beat people, gas, shock, or otherwise battle against other gangs. While some are in it for
the violence, for most, it’s the stanz, baby.
In their turf, the Lawjacks have so much real and myth-
ological power over civilians that many in the area
can be seduced or intimidated into acting like their
compliant hostages. On an everyday level, it’s hard
to treat them as the occupying force they are—it’s
too frightening and depressing for most people.
Those that have enough leave the area, but
more often, young people yearn to join them
and become powerful themselves… and
don’t forget the ticket out of the Undercity.
The Undercity Lawjacks maintain the hierar-
chical structures of the rest of the force, and
their Bosses are referred to as “Captain”. In
a marked difference from those who do not
operate in the Undercity, however, there is
occasional turbulent infighting in the gang as
members jostle for position. It’s not unheard of
for members to blackmail, frame, or occasion-
ally assassinate one another. No matter what
happens, however, when things settle down,
the Lawjacks close ranks and it becomes impos-
sible for an outsider to break through that wall
of silence (and armour).

62
LAWJACKS PROFILE
RESTRICTIONS: Humans, Elves, Orcs only. Lawjacks may not take Gunner or Yojin Skillsets. Lawjacks may not
take ranged weapons unless “the Youth are Revolting” is purchased.

>> Gang Abilities >> Gang Treasure


Once taken, these enhancements are added to the
ACQUIRED IMMUNITY available enhancements for your gang. They do not
Cost: 1 Fortune need to be taken per ganger. Unique enhancements,
All models are immune to Dazed. however, can only be taken by 1 ganger each.

FOCUS FIRE! RESTRAINTS


Cost: 2 Fortune Cost: 2 Fortune
Every Ally model in Base to base with the same If a ganger’s melee attack damages an Enemy model
Enemy gains +1 Prowess when attacking that that is Dazed or Knocked Down, the Enemy model
Enemy model. becomes Immobile.

REMEMBER YOUR TRAINING RIOT SHIELDS


Cost: 2 Fortune Cost: 2 Fortune
All Composure tests may re-roll 1 dice. Gain 6+ Aegis. Spend 1 Grit to instead gain 4+ Aegis
against an attack.
STOP, CRIMINAL!
Cost: 2 Fortune THE YOUTH ARE REVOLTING
All models gain +2 Speed when Charging Cost: 3 Fortune
and sprinting. Gang may now access ranged weapons.

STOP RESISTING GOLEM


Cost: 2 Fortune Cost: 7 Fortune
Lawjacks gain Concussive 1 and +1 Grit whenever they Repeatable. This Gang Treasure adds a Golem to your
attack a Dazed opponent (only 1 Grit per attack). Gang, with the stats given in the Companion section.
Golems cannot spend Grit or have Grit spent directly
TO COMPEL AND SUBDUE on them.
Cost: 2 Fortune
When targets of Lawjack attacks suffer 2 or more
damage, they are Knocked Down. >> Lawjack Gangers
𒆜 Boss (unique) Cost: 0 Fortune
BRING ‘EM DOWN! 𒆜 Enforcer Cost: 10 Fortune
Cost: 3 Fortune 𒆜 Soldier Cost: 8 Fortune
When a model would be able to benefit from the 𒆜 Rookie Cost: 5 Fortune
backup bonus they gain +1 Prowess.

STANDARD EQUIPMENT
Cost: 3 Fortune
Stun Baton and Armored Coat do not cost Fortune
for your gangers.

UNEARNED AUTHORITY
Cost: 4 Fortune
All gang members gain +1 Composure.

63
| The Gangs
Misfits
The Misfits consist of a closely connected core group, making their inner circle the smallest of all the promi-
nent Undercity gangs. They are also one of the most recent: their leader Minna, was a high-flying professional
operating in the Overcity before an unexpected betrayal. Presumed (and nearly actually) dead, she let the
rumours be exaggerated and rebuilt herself using resources from her most secret stashes, burned her remain-
ing favors, and slid into a new career in the Undercity as a mercenary fixer with connections and information.
Avoiding her old haunts and contacts, her capabilities have been severely curtailed. The rest of the Misfits
joined her over time through a careful process. The Misfits do not recruit rookies in the usual way, but prefer
to hire freebooters when they need support for specific tasks. Additionally, each member is on good (or bad)
terms with other gangs and groups on an individual basis.
The primary goal of every member is survival, and their (publicly) loose affiliation has led some to question
whether this group counts as a coherent gang, in fact. But each of the core members has a past they’re hiding
from, and disabilities or skill gaps that require the help and resources of a group to manage while keeping away
from that past. Shared experiences have led to a great deal of closeness among the core members, especially
as their specific circumstances often mean they can’t share those close bonds with others. Knowledge of each
other’s secrets is one of the ways in which the group maintains cohesion and prevents betrayal. All the group
have a great respect for Minna, who is something of a mother figure to them, and this respect is all that allows
her to set any kind of overarching policy for the gang. Every one of the members was looking for somewhere
to belong, and found it with their fellow Misfits.
All these factors meant that the Misfits were not united in support for a united Undercity. While Minna herself
likely relished the possibility of revenge against the topsiders, it was tempered by fear of failure, or worse,
discovery. Similar fears plagued many of the other Misfits, and weren’t involved in the events leading to the
gang war. Since, the Misfits have been reticent to form alliances with the larger gangs, but they also know that
a fight is going to be inevitable unless they want to be swallowed up by the tides of this war. When it comes
down to a fight, Minna will be sure to craft a careful strategy, but there won’t be any singular “Misfits” way of
fighting, except that they aren’t likely to ever run and leave their friends behind; the core group will protect
one another to the death.

64
MISFITS PROFILE
RESTRICTIONS: None
Rookies do not benefit from Gang Abilities (unless stated otherwise), cannot equip Gang Treasure, and they
cannot have Fortune spent on their enhancements. A single Freebooter costs 2 fewer Fortune to add to
the gang.

>> Gang Abilities >> Gang Treasure


Once taken, these enhancements are added to the
BACK FROM THE DEAD available enhancements for your gang. They do not
Cost: 1 Fortune need to be taken per ganger. Unique enhancements,
Being close to death is pretty common for a Misfit. however, can only be taken by 1 ganger each.
Whenever a Misfit recovers from Adamant gain
1 Grit. QUICKFIRE PISTOL
(Unique. Piercing 1)
FOUND FAMILY Cost: 1 Fortune
Cost: 2 Fortune +5 Prowess or attack 2 models. Range 12".
Gain +1 to Composure tests if an allied model is within
6" and not fleeing. UNIT BADGE
Cost: 1 Fortune
HARBORING FUGITIVES Gain +1 Composure, also has an Exploit Repeater.
Cost: 2 Fortune Activating the Exploit Repeater does not remove the
Many of the Misfits are Fugitives who have agreed to Composure bonus.
work together. A Misfit within 1" of an ally (including
Rookies and Freebooters) may spend their Move MOTORCYCLE
action to remove an effect (such as immobile, dazed, (Unique)
Knocked Down, etc.) on their ally. Cost: 2 Fortune
The model has Speed 8 and +1 DEF, and gains an
IN IT TOGETHER additional +4 Speed when sprinting. Model must be
Cost: 2 Fortune mounted on a 75x45mm oval base. The model may
Helping each other is how the Misfits stay strong. not move more than 1" vertically.
When a Misfit removes an effect (such as immobile,
dazed, knock down, etc;) of an ally (including Rookies FERGY FLY
and Freebooters) gain 1 Grit. The effect must have (Unique. Breacher)
been caused by an enemy model (cannot go prone/ Cost: 3 Fortune
Knocked Down and recover just to gain Grit). As a single enhancement add a Breachfly with 2 Up-
grades to a Breacher.
RALLY
Cost: 2 Fortune
Misfits may spend their Move Action to raise their >> Misfit Gangers
Backup Range for Composure tests by 6". Free- 𒆜 Boss (unique) Cost: 0 Fortune
booters (and Mercenary Rookies) may benefit 𒆜 Enforcer Cost: 10 Fortune
from Backup. 𒆜 Soldier Cost: 8 Fortune
𒆜 Rookie Cost: 5 Fortune
CALL FOR BACKUP
Cost: 3 Fortune
During Refresh Phase you may spend 1 Grit to add
a Rookie in the Misfit deployment zone. Treat as
a rookie with a knife and pistol, but no other en-
hancements or skillset. If you do not have a model to
use as a mercenary, you cannot use this ability.

MERCENARY FIXER
Cost: 3 Fortune
During Refresh the Boss gives orders to all Misfit
Rookies and Freebooters to act during Refresh
Phase. Either all Rookies and Freebooters take their
turn or none of them do.

65
| The Gangs
Necro Goblins
The most powerful goblin gang in the Undercity epitomizes flexibility and professionalism. These dapper, if dimin-
utive, criminals arrived in Neo Babylon’s Undercity 10 years ago. Five years before that, their boss, Balázs, was left
for dead on a job meant to set him up for life. It did—but not how he intended. A wounded Balázs stole a proto-
type anthoid-drone that would turn out to be his second-most valuable tool. After doing murder to his betrayer,
Balázs made a rule about working with non-goblins. He doesn’t. Today, the gang’s philosophies reflect their lead-
er’s technical focus and his reluctance to trust folks who’ve had easy lives. Throughout it all, Balázs’ most import-
ant ally has been his enforcer, Goblin (yes, a goblin named Goblin), who is the mailed fist inside his velvet glove.
After Balázs and Goblin refused to close on the terms of a contract, they were shunned by the Bravia crime syndi-
cate— many say out of fear. They beat a hasty retreat to the Undercity, setting up shop as fixers in a small goblin
enclave near Bulls of Heaven territory. When a low-rep gang invaded, all it took was the sight of Balázs standing,
meched-up, at one end of the block, and a few warning shots from Goblin, to make the would-be marauders piss
their pants. Never one to pass up an opportunity, Balázs immediately established the most genteel protection rack-
et anyone this side of the Skyfloor. As long as the neighborhood paid, the Necro-Goblins would not only safeguard
the community, but Balázs would use his remaining connections to invest the protection money on its behalf,
kicking back a portion of the profits to the neighborhood in infrastructure spending and using the rest to fund the
gang. Anyone who failed to contribute was welcome to hire private security—with the understanding that their
property was neon-targeted for any and all criminal activity that might occur in the area.
With a pool of locals to recruit from, Balázs built a crew that he could connect with. He searched until he found fol-
lowers who wouldn’t second guess their teammates, would be cool under pressure, and fully committed to the job
at hand. The results speak for themselves: today, the Necro-Goblins are a crew of bright young combat breachers
who trust Balázs’ planning—and Goblin’s shooting—implicitly. Outside of combat, their ability to pull off excep-
tionally difficult heists makes some wonder why Balázs continues to hide in the Undercity.
Regardless of the reasons for their continued presence, the Necro-Goblins were in favor of a united Undercity.
When things fell apart, Balázs tried desperately to lower the temperature, arguing that a general gang war would
be “bad for business.”
As hope for a peaceful solution evaporated Balázs turned to his trusted advisor and asked for her counsel in plan-
ning their next moves.
The past 10 years have seen the crew mocked for their dress code, underestimated for their reliance on technology,
and called weak for their lack of brutality—but the scornful have no idea what hell will rain down on them should
they cross the Necro-Goblins.

66
NECRO GOBLINS PROFILE
RESTRICTIONS: Goblins only

>> Gang Abilities >> Gang Treasure


Once taken, these enhancements are added to the
FLEXIBLE CREW available enhancements for your gang. They do not
Cost: 1 Fortune need to be taken per ganger. Unique enhancements,
All models gain access to Criminal however, can only be taken by 1 ganger each.
Operations enhancements.
FATHER’S WRAPS
MASTER THIEVES (Unique. Archaic, Melee Weapon)
Cost: 1 Fortune Cost: 2 Fortune
+1 Speed to all breachers. Wraps taken off Khan’s father. Brawler Only.
+8 Prowess. 5+ Aegis.
THEY’VE GOT A KNACK
Cost: 1 Fortune HERMES TORCS
Repeatable [1/breacher]. Choose a breacher. That Cost: 2 Fortune
breacher now has +4" range to exploits. Reverse-engineered trinkets from an artifact Balázs
and Goblin stole back in the day. +2 Speed, medkits
THEY’VE GOT YOUR BACK used by this model have two uses each.
Cost: 1 Fortune
Overwatch attacks gain +2 Prowess. JAGUAR BLADE
(Unique. Archaic, Melee Weapon,
JUST HIT ‘EM Piercing 1, Reach 1)
Cost: 2 Fortune Cost: 2 Fortune
All drones gain +1 to their Brawn attribute and Melee Brawler Only. +4 Prowess.
Combat Skill. Each time this weapon does damage (after Defense
and Aegis), gain 1 Grit.
NEVER SEE THEM COMING
Cost: 2 Fortune BALÁZS’ REVENANT SUIT
Sniper Rifles cost 1 Fortune. (Unique)
Cost: 4 Fortune
PROFESSIONAL THIEVES Boss Only. Base size of model changes to 40mm.
Cost: 2 Fortune Replaces Adamant. +3 Defense +1 Brawn. Melee at-
Whenever you gain Grit from a c-link, gain 1 more. tacks use Stun Baton stats, Ranged attacks use Arm
Cannon stats. When this model reaches zero Brawn,
THEY’VE GOT A PLAN remove it and replace it with a Knocked Down goblin
Cost: 2 Fortune model (with 25mm base). Balázs loses Arm Can-
Re-roll any failed Composure tests once as long as non, Stun Baton, 3 Defense and 1 Brawn. Add Pistol
Boss is still alive and Mace.

TECH-SAVVY >> Necro Goblin Gangers


Cost: 3 Fortune 𒆜 Boss (unique) Cost: 0 Fortune
Your breachers have a number of drone “backups” 𒆜 Enforcer Cost: 10 Fortune
equal to their Technology attribute. When a drone 𒆜 Soldier Cost: 8 Fortune
is destroyed, replace it with a backup, placed within 𒆜 Rookie Cost: 5 Fortune
6" of its owner. When there are no backups left, this
ability cannot be used.

67
| The Gangs
Neverkin
Hereditary debt is a scourge among Neo Babylon’s poor. It creates a caste of people, born into servitude, who
can expect nothing better with their entire lives. While it’s fallen out of favor among corporations, who prefer
the dispassionate flexibility of wage-slavery, hereditary debt remains popular among the upper class for personal
servants, where thousands of (almost exclusively) humans find themselves born into a life of servitude based on
the debts of their parents. In some cases, this debt goes back further than the discovery of Azore, with entire clans
serving the same elites for centuries. One group of former servants have rejected their familial debt and escaped
into the Undercity. They refer to themselves as the Neverkin, rejecting the shackles that came with their heritage.
The Neverkin were founded 15 years ago by UpR1Z3r, a breacher who masterminded a mass escape of slaves from
the Uppers and brought them to safety among the undercity. The Neverkin provide protection from the bounty
hunters and freebooters sent to return them to slavery, as well as from the other gangs that vie for the resourc-
es of the undercity and would impinge on their goal of creating a safe place for all who escape the scourge of
slavery above.
Insular and untrusting of outsiders in the undercity, most Neverkin have a price on their heads, and most in the
Undercity would love to cash in on them. This distrust makes it difficult for them to trade for gear and form allianc-
es, and what turf they have is small and poor. Nonetheless, they have a strong devotion to each other, and have
built a strong community in the turf they own. They provide stability, shelter, and sanctuary to all others who have
escaped slavery above.

68
NEVERKIN PROFILE
RESTRICTIONS: Humans only
All weapons and armor that cost 1 Fortune cost 2 Fortune instead. Weapons and armor that cost 2 or more
Fortune cannot be taken by Neverkin models (gang treasure excluded).

>> Gang Abilities HOPE


Cost: 4 Fortune
UNBROKEN Once per battle, ignore all failures after rolling a Com-
Cost: 1 Fortune posure check. Roll 1 less die on Composure checks
Repeatable [3]. Gain 2 Grit. until the end of the round.
ESCAPE SURVIVORS
Cost: 2 Fortune Cost: 4 Fortune
Panicked models do not provoke attacks for move- You may spend 2 Grit to give Adamant to a model
ment and gain 5+ Aegis. without Adamant in response to being defeated.
KEEP LOW
Cost: 2 Fortune >> Gang Treasure
May spend 1 Grit after failing a Composure test to Once taken, these enhancements are added to the avail-
replace the effect with becoming Frightened. able enhancements for your gang. They do not need to be
taken per ganger. Unique enhancements, however, can
RESILIENCE only be taken by 1 ganger each.
Cost: 2 Fortune
Gain +1 Composure when re-rolling dice as part of BADGE OF FAITH
a Composure test. (Unique)
Cost: 2 Fortune
SET FREE Gain Boost 1 on Sacred spells cast as a main action, as if
Cost: 2 Fortune Grit had been spent.
Gang may now take enhancements from the
Abolitionist group. BROKEN RESTRAINTS
(Melee, Concussive 1)
STEALTH Cost: 2 Fortune
Cost: 2 Fortune +2 Prowess. Models which take damage from Broken
All models gain access to Stealth Restraints are Knocked Down.
enhancements.
NISTIL’S CLOAK
BEACON OF FREEDOM (Unique)
Cost: 3 Fortune Cost: 2 Fortune
Once per round, your may spend 2 Grit to spawn +1 Composure. When sprinting, wearer may move to
a Rookie with Broken Restraints but no other en- a spot within double their Speed attribute in inches, ig-
hancements at the edge of your deployment zone. noring all terrain and Interrupt attacks. The wearer gains
4+ Aegis until the beginning of their next turn.
IN IT TOGETHER
Cost: 3 Fortune PEARL OF SERENITY
Gain 1 Grit whenever a model heals Brawn or removes (Unique)
a status condition from another model. Cost: 2 Fortune
Gain 5+ Aegis, +1 Composure.
TOOLS OF THE MASTERS
Cost: 3 Fortune SCOURGE OF BELATU
Gain +1 Prowess on all weapons that do not (Unique. Melee, Reach 3)
cost Fortune. Cost: 2 Fortune
+6 Prowess. May split prowess between models in reach.
UNDERDOGS
Cost: 3 Fortune
Models gain +1 Prowess for each Gang Rank their >> Neverkin Gangers
target is above them. 𒆜 Boss (unique) Cost: 0 Fortune
𒆜 Enforcer Cost: 9 Fortune
𒆜 Soldier Cost: 7 Fortune
𒆜 Rookie Cost: 4 Fortune

69
| The Gangs
S a lva g e r s
The Salvagers clean and create because that’s what they do. It’s what they want to see. The heap of scrap was
discarded and ugly, but transformed and rebuilt, it becomes art. Transformed trash is trash no more; it can be
worn, displayed. Salvagers will quietly mention they are simply adapting the best from other cultures. Each of
them finds their own truth in how they present the whole to be greater than the sum of its parts.
In January 435, Sunaban forces unexpectedly came to the aid of Churuq (a majority goblin nation to the south
of Neo Babylon) during the First Fairy War, halting the expansionist regime from Val Broceliande but making
no alliances with the opposition, either. Sunaban armies, consisting largely of goblin themselves, remained
present until the armistice was signed and territory returned, then they withdrew. One group of Sunaban forc-
es fought alongside a dwarven company from Acape Anya. By the time peace returned to Azore, a bond had
formed between these goblin and dwarf defenders. When the Sunaban forces withdrew, certain among them
stayed, along with the dwarven company, to help rebuild Churuq. These battle-kin, wanting nothing more
than to rebuild what had been lost, became the Sunaruq Salvagers, or more commonly, just the Salvagers.
The movement quickly spread as veterans from Churuq, Sunaba, and Acape Anya left their posts and banded
together. “Gold from Garbage” was the motto of all these groups. Of course, the world topside is no place for
deserters, no matter how noble the reason.
But the Undercity of Neo Babylon isn’t choosy. It accepts anyone, and the Salvagers accept any “smallfolk” as
pledges. The pathway to rookie status requires the creation of two items: one functional, one decorative, but
both exquisite, using only found materials. They try to make everything they need, but occasionally trade for
things like power supplies or precision tools. Despite their earnest beginnings, the Undercity hardens folks.
The Salvagers have become fiercely protective of their independence, and always involve themselves, some-
times aggressively, in disputes on the side of goblins, dwarves, and other diminutive species. This makes their
turf slightly more homogenous than other gangs’.
With the massive growth of cybertech, the Salvagers have been quick to exploit and manipulate these new sys-
tems. Several key breaching protocols were actually developed by these gangers stripping raw material from
rare “manufacture of demand” c-links. Unfortunately for the gang, one of these breaching geniuses, Phreaker,
parleyed her way into the high life; abandoning the gang, the Undercity, and her former life, she sold out to
a massive corporation, trading her knowledge of breaching for a penthouse suite in Dakar. The gang’s leaders
bear grudges of that betrayal still.
The Salvagers are one of the few groups to make frequent forays into the Burrows, typically in search of mate-
rials. Rumors persist of a secret stash hidden there containing valuable discoveries and creations, but no one
has ever confirmed this, and the Burrows themselves make excellent protection.
When in a scrap, the Salvagers prefer to stay at a distance, and to leave the heavy work to turrets and drones.
Their proclivities also mean that their Breachers are far more likely than others to simply rig a trap in a c-link
than other groups; opponents should take special care as they are more than willing to detonate a nearby
c-link. After all, they can probably build a better one in its place.

70
SALVAGERS PROFILE
RESTRICTIONS: Goblin and Dwarf only

>> Gang Ranks EASY TO OVERLOOK


MASTER (RANK 4) Cost: 2 Fortune
Once a member has proved their worth in both bat- Gangers get +1 Defense against interrupt attacks.
tle and crafting true works of art and function, mem-
bers are raised to the Circle of Masters. The Circle of FIELD REPAIRS
Masters consists of three individuals who represent Cost: 3 Fortune
the reclaimed magic, reclaimed tech, and reclaimed All Drones gain Adamant.
talent. Shade is the Master of Reclaimed Magic and is
an Arcane ganger (Cloud Cover). KNOW WHERE TO LOOK
JOURNEYMAN (RANK 3) Cost: 3 Fortune
The skilled and trusted leaders who get shet All models gain the following ability: Every Over-
done. Hex is their Breacher and has cobbled his watch attack gains the benefit of aiming.
c-link together.
SPECIAL MODIFICATIONS
TINKER (RANK 2)
Cost: 3 Fortune
The rank and file of the gang who have built their
Gain +2 Prowess for Ranged weapons that do not
first works of art and function. Nuts, their gnome
cost Fortune.
inventor, has created skates for the other members
of the gang so they can get out of harm’s way fast.
Bolts, their halfling drone jockey, pilots their mobile >> Gang Treasure
trash-flinging mangonel and other drones. Once taken, these enhancements are added to the
SCAVENGERS (RANK 1) available enhancements for your gang. They do not
Those that want into the Salvagers need to prove need to be taken per ganger. Unique enhancements,
their worth. When not fighting at the direction of the however, can only be taken by 1 ganger each.
Masters, they are collecting debris to put to work
and prepping materials for the Tinkers. ARROW GOODYBAG
Cost: 1 Fortune per ganger
Repeatable. May take two arrow enhancements
>> Gang Abilities using only 1 enhancement slot.
SCRAPYARD JUNKER
Cost: 1 Fortune SKATERS
All models gain access to Scrapyard enhancements. Cost: 1 Fortune
Gain +1 Speed, may spend 1 Grit to ignore
interrupt attacks.
STEALTH TRAINING
Cost: 1 Fortune
All models gain access to Stealth enhancements. MASTER WRENCH
(Unique. Melee Weapon, Concussive 2, Reach 1)
Cost: 2 Fortune
A FEW TRICKS
+7 Prowess. Gain a free use of a Repair kit.
Cost: 2 Fortune
All gangers gain this ability: If this ganger owns
a drone within 12" that has not used its actions this SUBURBA RIBEL BLASTERS
Round, it may give up its actions (Main and Move) (Ranged Weapon, Concussive 1)
to add its Prowess to the ganger’s Prowess on their Cost: 2 Fortune
next attack this Round. +2 Prowess, when aiming may attack 2 targets in
6". Range 2"-12".
BEEN SHOCKED BEFORE
Cost: 2 Fortune >> Salvagers Gangers
All gangers gain the following ability: Interrupt: May 𒆜 Boss (unique) Cost: 0 Fortune
pay 1 Grit to negate a Dazed effect. 𒆜 Enforcer Cost: 10 Fortune
𒆜 Soldier Cost: 8 Fortune
𒆜 Rookie Cost: 5 Fortune

71
| The Gangs
Shadow Caste
The Caste doesn’t mind what species, caste, or faith you are. Its recruits span all walks of life; casters, lead-
ers, politicians, urchins, guild bosses, etc. All they require is undying allegiance to their cause. Despite being
headquartered in the Undercity, they are not in desperate straits. The Neo Babylonian chapter of the Caste
(yes… there are many others) prefer to quarter in the Undercity for the relative freedom it provides. The Shad-
ow Caste is an ancient group, going back at least as far as the founding of Neo Babylon, but rumor suggests
even longer. It is likely the founders of the Caste came from Southeast Asia, but their most solid foundation
is across the sea in Lutesia. Going back many centuries, the Caste’s founders were deserters from an elite
military company that fled their homeland, implicated in the killings of hundreds of local scholars and political
activists. Journals from the time tell of frightening demons in masks, displaying supranatural speed and the
ability to “disappear” into the night. Terrified mobs descended on those suspected of being “black magic sor-
cerers”, and several dozen were wrongfully killed as the local government was unwilling or unable to identify
Caste members.
The founders of the Shadow Caste, elves, goblins, orcs, and humans, fled this murderous tension, and quickly
merged into local communities wherever they found themselves. Their leader was called Demon Kober, the
same as the Caste’s leader today. Rumors say that ancient warrior and the assassin-king that leads the Shadow
Caste today are one and the same. The more down-to-earth tradition is that the name is a title of rule, passed
down through the centuries. In either case, the traditions that existed then still exist within the gang, and are
among what binds the Shadow Caste so strongly together. Each member of the Shadow Caste wields an heir-
loom blade, passed down from former Caste members, which unlocks various powers for them as they carry
out their duties.
In recent decades, under Demon Kober, the Caste has made a purposeful expansion in its ranks. The ritual na-
ture of many of their traditions and the grinding powerlessness in the Undercity has initiated a boom in recruit-
ment. People want to connect with something old and important, and ultimately, something that gives them
power and control. The Caste offers that, and in a sense, they deliver. Members engage in animistic practices
as well as ancestor worship, and many engage in divination, consultation of spirits, and traditional medicine (of
which their interest in poison is an outgrowth).
Today, the Caste operates as the de facto guild of assassins within Neo Babylon, but take contracts beyond the
Undercity as well. Violence, fear, and rumours follow the Caste wherever they operate, but they manage their
own turf with a velvet glove. They operate in darkness, but it is known that to cross them means never feeling
safe at night again and fearing anyone with a hood. This fear fills their opponents in the Undercity; mess with
the Caste, and the shadows become vastly more dark and terrifying.
To the Caste itself, this aura of mystique is merely one tool in their arsenal, and they employ it as deftly as the
poison on their knives.

72
SHADOW CASTE PROFILE
RESTRICTIONS: None

>> Gang Abilities >> Gang Treasure


Once taken, these enhancements are added to the
ASSASSIN TRAINING available enhancements for your gang. They do not
Cost: 1 Fortune need to be taken per ganger. Unique enhancements,
All models gain access to Assassin however, can only be taken by 1 ganger each.
enhancements.

APOTHECARIES ANTATA
Cost: 2 Fortune (Unique. Melee, Piercing 2, Reach 1)
Gain access to poison enhancements. Unless oth- Cost: 2 Fortune
erwise specified, a model may only use one poison +5 Prowess. Gain +1 Grit whenever this weapon de-
effect at a time. Poison effects may only be applied feats a model.
to attacks made with melee weapons or archaic
ranged weapons. BLACK SOUL
(Unique)
CRACKSHOT TEAM Cost: 2 Fortune
Cost: 2 Fortune Gain +1 Composure, +1 Brawn, +1 Prowess.
Aiming gives +3 Prowess instead of +2.
MASK OF THE PERFECT SHOT
FEAR IS OUR WEAPON (Unique)
Cost: 2 Fortune Cost: 2 Fortune
When an opponent gets 2 or more failures on a Com- May spend 1 Grit as an interrupt for +1 Ranged Skill on
posure test, gain 1 Grit. This may never give more than next attack.
1 Grit per Composure test.

STEALTH TRAINING SHINING STAR


Cost: 2 Fortune (Unique. Melee, Piercing 2, Reach 1)
All models gain access to Stealth Cost: 2 Fortune
enhancements. +4 Prowess. Boost 1 on Sublime spells as if Grit
was spent.
WORK ALONE
Cost: 2 Fortune
Gain +1 Composure on isolation tests. >> Shadow Caste Gangers
𒆜 Boss (unique) Cost: 0 Fortune
ASSASSIN’S WAY 𒆜 Enforcer Cost: 10 Fortune
Cost: 3 Fortune 𒆜 Soldier Cost: 8 Fortune
Gain +2 Prowess on melee attacks on any turn the 𒆜 Rookie Cost: 5 Fortune
model moves at least 3".

IN THE SHADOWS
Cost: 3 Fortune
All models may take their movement action at
any time during the Refresh Phase instead of on
their turn.

STEALTH
Cost: 3 Fortune
Units with 0-1 Defense gain +1 Aegis in cover.

KILLING BLOW
Cost: 4 Fortune
Spend 1 Grit to Curb Stomp as a free action.

SNIPERS
Cost: 4 Fortune
Aiming also gives the bonus of active cover.

73
| The Gangs
THe Troupe
Gangs are usually geographically based. They keep a watch of the block, or they’re a bunch of new immigrants
to Neo Babylon. It becomes a unity thing, like survival. The Troupe doesn’t have that issue. Some of them are
quite well off, by Undercity standards. They aren’t driven by poverty, but instead by their desire to belong, to be
protected, or to emulate the gangster lifestyle flashed by others on the cybernet. They’re in it for the drama of
the situation.
The Troupe originally arose from local improv clubs founded by immigrant orcs to Neo Babylon from Acape Anya.
They taught drama and competed between themselves in their acting and overacting. These clubs were a place
for people to be free from social inhibitions and expectations. The groups gradually coalesced and came to share
important values of individual self expression, and entered gang status through a series of pranks, and entrance
into the drug business.
They hold no other group in as much contempt as the Undercity Lawjacks, and Jack Mile is a great source of re-
cruits and a primary target of vandalism, pranks, and raids for The Troupe. They take infinite delight in thumbing
their noses at those who take themselves too seriously, and those living under the thumb of the ‘jacks who develop
antiauthoritarian tendencies see themselves in The Troupe and might sneak out at night to join in the shenanigans
and eventually pledge as rookies.
The members of The Troupe dress how they like, and act out how they like. Many of their criminal enterprises are
focused on either the entertainment industry (bootlegging popular movies and music, producing and distributing
erotic cybernet games, etc.) or the smuggling and sale of extremely potent recreational drugs. The people on the
turf they claim might see them as a joke at first, but despite their hyperbolic drama, this gang knows how to throw
down like any other. They tend to use unorthodox tactics when it comes to a fight, but they usually avoid confron-
tation, preferring to mock, denigrate, or embarrass their rivals; cause them to lose prestige and influence; and then
sway the local residents to their side with gifts and entertainment.
The Troupe was initially hesitant regarding a united Undercity. Though they could see eye to eye with some of the
gangs, they absolutely refused to work with the Valkyrs or the Undercity Lawjacks. They did come to the negoti-
ating table, for their own reasons, but the assassination, breakdown of negotiations, and outbreak of war have
cemented their resistance and are now pushing harder than ever for new turf.

74
THE TROUPE PROFILE
RESTRICTIONS: None

>> Gang Abilities THE GRAND FINALE


Cost: 4 Fortune
EN GARDE
Reduce Gang to 1 Grit. Each ganger gains Boost X until
Cost: 1 Fortune
the end of the round, where X equals half the number
All models may use swords. Gain +1 Melee Combat
of Grit lost (rounded up). No effect can modify The
Skill when parrying.
Troupe’s Grit until the end of the round.
ALAS, I AM SLAIN
Cost: 2 Fortune >> Gang Treasure
When a model takes damage, you may spend 1 Grit Once taken, these enhancements are added to the
to also be Knocked Down. Enemy models must pass available enhancements for your gang. They do not
a Composure test against 1 die to target that model need to be taken per ganger. Unique enhancements,
until the beginning of their next turn. however, can only be taken by 1 ganger each.
COMEDY
Cost: 2 Fortune DASHING COSTUME
Gain 1 Grit each time an enemy model is (Armor)
Knocked Down. Cost: 1 Fortune
Gain +1 Composure and 6+ Aegis.
FIGHT CHOREOGRAPHY
Cost: 2 Fortune UNIVERSAL LUBE
All models gain +2 Prowess when within 3" of another Cost: 1 Fortune
Troupe Model. Single Use. As a main action, target a point within
(Brawn x 2") All models within 3" of that point must
LET THEM SEE YOU roll a single dice against their Melee Combat Skill, if
Cost: 2 Fortune they fail, they are Knocked Down.
All models gain +1 Composure when not
within 3" of any terrain.
COMEDY MASK
PRACTICAL EFFECTS Cost: 2 Fortune
Cost: 2 Fortune Gain +1 Aegis, +1 Speed. Gain an additional 1 Grit from
Increase the radius of Smoke Arrows, the Comedy gang ability whenever this model knocks
Explosive Arrows, Grenades, and Universal Lube by 1". down an enemy.

STAGE MAGICIANS TRAGEDY MASK


Cost: 2 Fortune Cost: 2 Fortune
Gain Boost 2 on Cloud Cover. Gain +2 Composure. Gain an additional 1 Grit from the
Tragedy gang ability if this model is defeated.
THE SHOW MUST GO ON
Cost: 2 Fortune
THE LEGENDARY EXCALIBUR
Once per game, give a model Adamant, or an addi-
(Unique. Melee, Concussive 1, Defensive, Reach 1)
tional use of Adamant.
Cost: 3 Fortune
THEATRICAL BLOW Wait, you thought they had the real one? Still, it has
Cost: 2 Fortune really nice balance for a prop.
After resolving AEG and DEF, if a melee attack does +6 Prowess. Gain +1 DEF when parrying.
any damage, Troupe models may reduce the damage
by one to knock down their opponent. >> The Troupe Gangers
TRAGEDY 𒆜 Boss (unique) Cost: 0 Fortune
Cost: 2 Fortune Bonuses: +1 Composure, Adamant
Gain 1 Grit each time a Troupe model is defeated. 𒆜 Enforcer Cost: 10 Fortune
Bonuses: Adamant
SHARP WIT 𒆜 Soldier Cost: 8 Fortune
Cost: 3 Fortune 𒆜 Rookie Cost: 5 Fortune
Spend 1 Grit to gain the effect of the
Taunter enhancement.

75
| The Gangs
Chapter 3 m e n t s
E nh a n c e

Below is a list of the enhancements available to your models. They are grouped by
category and all relevant keywords are in (parenthesis) after the name of the en-
hancement. Models can only take enhancements from the categories they have un-
locked. Any prerequisites are listed in enhancement descriptions.

76
Speci e s E n h a n c e m e n t s
Species enhancements can only be taken
by gangers of that Species.

DWARF HUMAN
LEVEL HEADED ADAPTIVE
Gain +1 Composure and +1 Brawn. Once per Battle, Gain +1 Grit.
may re-roll any number of dice on a Composure test.
TRAINED
SOLID Gain +1 Prowess, +1 Speed, and +1 Composure.
Gain +2 Brawn and +1 Prowess.
VERSATILE
STABLE May re-roll a single 1 on any test.
May roll a single die to negate Immobile, Knocked
Down, or any forced movement, on a 4+ ignore CONTROLLING
the effect. Give 1 companion owned by this model +2 to Brawn
and Prowess or give 2 companions +1 Brawn and +1
PRACTICED Prowess each.
When Grit has been spent on this model’s action, the
entire roll may be re-rolled once.
ORC
ELF ATHLETIC
Gain +1 Brawn, +1 Speed, and +1 Prowess.
DEXTROUS
Gain +2 Prowess and +1 Speed. FIERCE
Gain +2 Brawn and +1 Prowess.
NIMBLE
Gain +1 Speed and +1 Prowess. May move up to POWERFUL CHARGE
1" when using a movement action for a purpose oth- Gain +1 Speed. Gain +4 Prowess on a charge.
er than movement.
STUDIED
SPRINTER Gain 1 spell or exploit. May boost that spell/exploit
Gain +2 Speed. Gain +2 Speed when Sprinting for free as if spending 1 Grit.
or Charging.
YETIN
COMPOSED & CONTROLLED
The Nullify spell and the Breachwall exploit gain Note: Yetin are always on a 40mm base, not the typi-
boost 1 as if 1 Grit was used. cal 25mm base.

BIG AND TOUGH


GOBLIN Gain +2 Brawn.

AGILE LARGE
Gain +3 Prowess. Gain +1 Brawn and +1 Reach on all melee weapons.

STAY STILL LONG GAIT


Gain +1 Composure. While in cover, gain the benefits Gain +3 Speed.
of active cover any turn the model doesn’t move.
DEEP CONNECTIONS
UNDERFOOT Ally models in Melee range gain +1 Defense.
Gain +1 Speed and 6+ Aegis.

ELEGANT
Gain 1 spell or exploit. Treat Magic/Technology as
1 higher when using that spell/exploit.

77
| Enhancements
Armor Models can only benefit from one armor enhancement at a time.
Some armor has a Fortune cost. This cost must be paid by the gang
for every ganger who chooses that armor.

GANG LEATHERS ARMORED COAT


Gain +1 Brawn. Cost: 2 Fortune.
Gain +2 Defense and +1 Brawn.
REINFORCED CLOTHING
Cost: 1 Fortune. BODY ARMOR
Gain +1 Defense and +1 Brawn. (Cumbersome)
Cost: 2 Fortune.
SCAN SUIT Gain +3 Defense and +1 Brawn.
Cost: 1 Fortune.
Breacher only. No Defense bonus, +4" exploit range.

Melee weapons Every ganger chooses one melee weapon. Some weapons have
a Fortune cost. This cost must be paid by the gang for every
ganger who chooses that weapon.

CLAWS AND FANGS STAFF


(Piercing 1) (Concussive 1, Defensive, Archaic, Reach 2)
Yetin Only. Gain +4 Prowess. Cost: 1 Fortune.
Brawler or Yojin Only. Gain +2 Prowess
KNIFE
(Archaic, Piercing 1) STUN BATON
Gain +4 Prowess. (Shock, Reach 2)
Cost: 1 Fortune.
MACE Gain +2 Prowess
(Concussive 1, Archaic, Reach 1)
Gain +2 Prowess. YOJIN WRAPS
(Archaic)
HAND SPIKES Cost: 1 Fortune.
(Piercing 1) Brawler or Yojin Only. Gain +8 Prowess
Cost: 1 Fortune.
Brawler Only. Gain +6 Prowess. HEAVY MACE
(Concussive 2, Cumbersome, Archaic, Reach 2)
PISTON PUNCH Cost: 2 Fortune.
(Piercing 3) Brawler or Yojin Only. Gain +7 Prowess.
Cost: 1 Fortune.
Gain +2 Prowess. A small blade attached to a powered SWORD
piston designed to punch through armor. (Defensive, Piercing 1, Reach 1)
Cost: 2 Fortune.
POLEARM Brawler Only. Gain +4 Prowess.
(Archaic, Piercing 1, Reach 4)
Cost: 1 Fortune.
Brawler or Yojin Only. Gain +2 Prowess.

78
Ranged Weapons Every ganger chooses one ranged weapon. Some weapons have
a Fortune cost, which must be paid by the gang for every ganger
who chooses that weapon.

BOW AUTOMATIC RIFLE


(Archaic, Accurate) Cost: 1 Fortune.
Gunner or Yojin Only. Range 18". A given action may Gunner Only. Gain +4 Prowess. May split Prowess
only benefit from one enhancement with the arrow between 2 targets on ranged attack. Range 18".
keyword at a time.
RIFLE
MACHINE PISTOLS (Accurate, Piercing 1)
Gain +2 Prowess. Range 12". Cost: 1 Fortune.
Range 24"
PISTOL
(Piercing 1) SHOTGUN
+0 Prowess. Range 12". Cost: 1 Fortune.
+3 Prowess, an additional +4 Prowess to ranged
THROWING KNIVES attacks if within 6". Range 12".
(Archaic, Piercing 1)
Gunner or Yojin Only. Gain +4 Prowess, Range HAMMER-CANNON
9". Treat as a melee weapon at 0" range. May use (Cumbersome, Concussive 2)
either Melee Combat Skill or Ranged Combat Skill Cost: 2 Fortune.
with throwing knives. Gunner Only. Gain +4 Prowess, Range 18".

ARM CANNONS SNIPER RIFLE


(Piercing 1) (Cumbersome, Accurate, Piercing 1)
Cost: 1 Fortune. Cost: 2 Fortune.
Gunner Only. +2 Prowess. Range 12". Does not pro- Gunner Only. Range 48". Piercing +1
voke an attack for shooting in melee. if within 24".

79
| Enhancements
Skill s e t E n h a n c e m e n t s
A model can only choose these enhancements if they have the
matching skillset. Ex. Only a model with the Brawler skillset may
take Brawler enhancements.

BRAWLER MEDIC
Recover 2 extra Brawn when using a Medkit. Gain
Models must have the Brawler skillset to take these 1 use of a medkit.
enhancements.
OFFENSIVE BREACHER
ARMORED Repeatable [2]. Gain +1 on all breaching tests against
Gain +2 Brawn when wearing Body Armor. c-links or when using the Control exploit.
BIGGER THE BETTER OPTIMIZED EXPLOIT
Gain +1 Brawn, treat Brawn 2 higher for the purpose Treat Tech 1 higher for exploits.
of handling Cumbersome.
REPOSITION ALLY
ELEGANT CHARGE As a main action, move an ally model within exploit
+1 Brawn. When Charging, may end charge within range up to [Tech+3]".
Reach instead of base to base contact.
ROBO TECH
IRON GUARD Repeatable [Rank]. Gain or upgrade
As a main action, gain +2 Defense until the next 1 drone companion.
refresh phase.
TACTICAL DISENGAGE
LUNGE As a main action, move up to [Tech] ally models with-
+1 Speed. Take -2 Prowess to increase the max reach in exploit range 1". This movement does not provoke
of your weapon by 1 when making an attack. interrupt attacks.
RUN ‘EM DOWN
1 Grit, re-roll all misses on a Charge. CHOSEN
UP FRONT AND CENTER Models must have the Chosen skillset to take these
Gain +1 Speed, Minimum Prowess on a charge is enhancements.
equal to half of the model’s Prowess.
DEVOTEE
ZEN TRAINING Boss only. Gain boost 1 on all spells.
Gain +1 Prowess, +1 Composure.
DIVINE INTERVENTION
Gain +1 Aegis.
BREACHER
INSPIRING FAITH
Models must have the Breacher skillset to take these Interrupt, 1 Grit, models in 6 inches pass
enhancements. Composure test.
COORDINATION SPELLCASTING
Gain +1 Prowess, +1 Composure. Repeatable. Gain 1 Sacred spell and 1 use of
a psych charm.
EXPLOIT MASTER
Range of all exploits increased by 2". STALWART FAITH
Gain +1 Composure, +1 Brawn.
EXPLOITER
Repeatable [Rank]. Gain 1 exploit and 1 use
of Thetamins.

GO GO GO!
Interrupt action: 1 Grit, one allied model in exploit
range, who hasn’t acted yet, takes its turn, once
per round.

80
GUNNER ON TARGET
Repeatable [2]. When aiming may re-roll 3 dice.
Models must have the Gunner skillset to take these
enhancements. QUICKDRAW
Gain +1 Speed. May move 2" and aim as
BRINGIN THE BIG GUNS a move action.
Gain +1 Brawn. Treat Brawn 2 higher to
overcome Cumbersome. ROLL
When using the Hit the Deck interrupt action, this
CALMING FOCUS model is not Knocked Down.
Gain +1 Prowess, +1 Composure.
RIGHT BACK AT YA
DODGE Interrupt, 1 Grit, when shot at shoot back at half
Gain +1 Speed, May choose a direction when using Hit Prowess, once per round.
the Deck interrupt action.
SWAGGER
ESCAPE Once per round Hit the Deck interrupt action costs
1 Grit, prevent receiving an interrupt attack. no Grit.
FILL ‘EM WITH HOLES WHAT COVER?
Repeatable [Rank]. 1 Grit, target an extra model with Reduce the Aegis bonus due to cover by 1 for this
a ranged attack. Must be within 2 inches of target. model’s targets (5+ becomes 6+, 6+ cover provides
Each additional Fill ‘em with holes used costs 1 Grit. no benefit).
GOT YOU!
1 Grit, re-roll all misses on an Overwatch attack. YOJIN
GOT ‘EM PINNED Models must have the Yojin skillset to take these
Overwatch may also target models that start their enhancements.
movement in Overwatch range.
INNER STRENGTH
HARRY +1 Prowess, +1 Composure.
Enforcer or Boss only. An opponent you Damage
MARTIAL MAGIC
with a ranged attack also becomes Knocked Down.
May replace attacks with archaic weapons and spells
If so they gain active cover. Target may spend 1 Grit
with (7-Magic)+.
to negate this effect (and thus, would not gain active
cover). SUBLIME SPELL
Repeatable. Gain a Sublime spell, 1 use of a psych
KEEPING WATCH
charm.
Repeatable [Rank]. Gain 1 additional overwatch
attack when taking the Overwatch action. This
does not allow a single target to be attacked more
than once.

81
| Enhancements
>> Air Focus >> Fire Focus
Models must have the Yojin skillset AND Elemental Models must have the Yojin skillset AND Elemental
Focus (Air) to take these enhancements. Focus (Fire) to take these enhancements.

CARRIED BY THE WIND ASHES OF THE PHOENIX


Repeatable [2]. Gain +6 inch range on all Archaic Ganger must have Adamant. When recovering with
ranged weapons. Adamant recover 3 Brawn instead of 1 Brawn.

FLEET BURST
Gain Swift bonus, +1 Speed. May move 2 inches before a Charge.

MOVE WITH THE WIND FIERY ATTACKER


Interrupt, 1 Grit, Move Speed, once per round. Gain +2 Prowess.

FLIGHT FIRE-TOUCHED
Gain the flight ability during their turn, must end turn Gain +1 Speed, +1 Prowess.
on a solid surface.
ME FIRST
ONE WITH THE WIND Interrupt, 1 Grit, attack a model that ends a charge
Gain passive cover when moved at least 3 inches in within reach.
a turn.
SCORCH
Gain +1 Piercing with Archaic weapons.
>> Earth Focus
Models must have the Yojin skillset AND Elemental
Focus (Earth) to take these enhancements. >> Void Focus
Models must have the Yojin skillset AND Elemental
EARTHEN RAMPART Focus (Void) to take these enhancements.
1 Grit, Interrupt, gain +2 Defense until the next
Refresh Phase. ADAMANT
Gain the Adamant ability or gain an additional use.
ONE WITH EARTH
Gain Aegis 5+. EMPTY THE VOID
Movement action. Choose any number of models
QUICK SAND within 1". Each target model must make a Compo-
Requires Shape Earth. models in terrain affected by sure test using a number of dice equal to the Yojin’s
Shape Earth must pass a Composure test vs 1 die or Magic Attribute. For each dice that fails, move the
become immobile. target 2" away from the Yojin. You may choose to
roll scatter dice to determine a random direction or
ROOTED allow your opponent to decide which direction they
Move action, single target within 12" gains cumber- are pushed.
some until they move.
FILL THE VOID
SHAPE EARTH As a movement action, choose a target within
Movement action, cause all ground within 6" to 6" who makes a Composure test with a number of
count as difficult terrain until the next Refresh Phase. dice equal to the caster’s Magic. If the target fails
on any dice, move it towards the caster a number of
TOUGH AS STONE inches equal to the caster’s Magic.
Gain +2 Brawn.
INNER STILLNESS
Gain +1 Composure, +1 Prowess

VOID STEP
Spend 1 Grit to move up to Speed as a movement ac-
tion. Ignore intervening terrain and interrupt attacks
triggered by movement.

82
>> Water Focus WITCH
Models must have the Yojin skillset AND Elemental
Focus (Water) to take these enhancements. Models must have the Witch skillset to take these
enhancements.
CONCUSSIVE TORRENT
Archaic melee weapons gain Concussive +1. ARCANE DISCIPLINE
Gain +1 Composure, +1 Brawn.
FLOOD
Interrupt, 1 Grit, target model within melee range ARCANE STRIKE
treats all terrain as Difficult Terrain until the end of Spend 1 Grit as an interrupt before rolling to make
the Round. a melee or ranged attack.. Any sixes rolled count as
two hits each on the attack.
FLOW
Gain +1 Prowess, +1 Speed. FIRE-TOUCHED
Gain +1 Speed and +1 Prowess Also gain Aegis
GEYSER 4+ against spells with fire, fiery, flame, etc. in
Requires Water Whip. Main action, may cast the the name.
Sublime spell Push, as if a caster, using the reach of
Water Whip. HEX
Main action. Target a model within 12" and Line-of-
PURIFY Sight. Until the next Refresh Phase, that model must
Requires Water Whip. Main action, remove all status spend one additional Grit any time it spends Grit.
effects on a model in Water Whip reach.
MAGICAL ATTACK
SLIPPERY DELUGE Spells that require Melee or Ranged Combat Skill
Models that take 2 or more Damage from an archaic instead use 7 - Magic.
melee weapon are Knocked Down.
MAGICAL PROTECTION
WATER WHIP Gain +1 Aegis.
Repeatable [2]. Gain Reach 2 (or Reach 4 if taken
twice) on attacks with archaic melee weapons. If SPELLCASTING
model already has Reach greater than they would Repeatable. Gain 1 Arcane spell and 1 use of
gain with Water Whip, they may use whatever Reach psych charm.
is highest. VASSAL
Repeatable [Gang Rank]. Gain or upgrade
1 Elemental.

83
| Enhancements
Utili t y E n h a n c e m e n t s
Utility enhancements are every other enhancement
that doesn’t fit into other categories.

AEGIS AMULET TAUNTER


Model gains Aegis of 6+. Single Use. Target within 12" must pass a Composure
test against 1 die or be given a Taunt token. Models
AP AMMO with Taunt tokens must take their turn at the next
Single Use. Next ranged attack gains three points of possible opportunity.
Piercing. Does not work with spells, bows, or knives.
THETAMINS
COURAGE Two Uses. Counts as 1 Grit for purposes of
+1 Composure. exploits only.

EXPLOIT REPEATER TRACKER BEACON


Single Use. Use a free action to activate. Until the Use to mark a target within 12". Target is easier to hit
end of the round any friendly breacher with this with ranged attacks, resulting in +4 Prowess on all
model in their exploit range may target any model ranged attacks against that target until next Refresh
within 12" of the model that carries the exploit re- Phase. Single Use.
peater. May be activated as an interrupt for 1 Grit.
EXPLOSIVE ARROWS (ARROWS)
GRENADE Requires Bow. If the wielder uses a bow, may replace
Single Use. Choose a point on the map within (Brawn the normal attack with instead doing 6d6 Damage
+ 6)". Roll 6 dice. models within 3" take damage equal to all models within 3" of the target, hitting on a 4+.
to the number of dice that rolled a 4+. Defense and Concussive 1. Explosive arrows cannot be stacked
Aegis reduce this damage normally. with other effects such as shock or poison, etc.

IMPACT SHELLS HEAVY ARROWS (ARROWS)


Shotgun gains +1 Prowess and Concussive 1 Requires Bow. Add Concussive 2 to attacks with
a bow.
MEDKITS
Two uses. Interrupt. Restore 3 Brawn to Self or SMOKE COVER ARROWS (ARROWS)
model in base to base contact. May not be used on Requires Bow. Instead of attacking, choose a point
a model with 0 or less Brawn. Boost (Breacher only): within range of the wielded bow. All targets
Spend 1 extra Grit: restore 6 Brawn instead of 3. within 3" of the target suffer -1 Ranged Combat
Skill but gain the benefits of cover until the next
PSYCH CHARM refresh phase.
Two Uses. Psyche charm counts as boost X for spells,
where X is the number of uses expended. May be STUN ARROWS (ARROWS)
combined with Grit. Requires Bow. Add Shock to attacks with a bow.

REPAIR KIT BREACHER ARROWS (ARROWS)


Two uses. Interrupt. Restore 3 Brawn to drone or Requires Bow. Breacher Only. If the wielder uses
construct models in base to base contact. a bow and gets at least one hit, they may immediate-
ly use an exploit against the target as if they were in
SALVE OF LIFE base to base contact with the target. This may target
Two uses. Interrupt. Restore 1D6 Brawn to Self or c-links.
model in base to base. Boost: Spend 1 extra Grit:
a caster may restore 2D6 Brawn instead of 1D6.

84
CYBERARMS SKIN PLATING
+1 Prowess, Ignore the Prowess Penalty from the +1 Defense.
Cumbersome keyword.
GHOST NETWORK
CYBERLEGS Cost: 1 Fortune.
+1 Speed, Ignore the Speed Penalty from the Breacher only. Breacher and owned drone gain
Cumbersome keyword. the shielded quality (half the range of all exploits
targeting them)
REFLEX PACKAGE
+2 Prowess. TACTICAL PROCESSOR
Cost: 2 Fortune.
BONE BONDING Breacher only. Tech +1 when targeting allied models.
+2 Brawn.

Specia l E n h a n c e m e n t s
The following enhancements fall into special categories which can only
be accessed by gangs or gangers who meet certain requirements, noted
in the category descriptions.

ABOLITIONIST ASSASSIN
ENHANCEMENTS ENHANCEMENTS
These enhancements may only be taken if the gang These enhancements may only be taken if the gang
has purchased a gang ability that gives them access has purchased the Assassin Training ability.
to them.
LIKE A GHOST
BULWARK After defeating an enemy you may move your Speed
Allied models within 3" gain +1 Defense, passive in inches as an interrupt.
cover, and +1 Composure. A model may only gain the
benefits of Bulwark once, even if multiple models NO DOUBT
have the Bulwark ability. models reduced to 0 Brawn by the model cannot use
the Adamant ability.
GUIDE
May spend 1 Grit as an interrupt to treat all allied SUDDEN STRIKE
models within 6" as if they had taken a movement Ignore this model in the normal turn order. This
action for active cover. model can choose to insert themselves at any point
in the turn order, immediately interrupting any other
SALVE model’s turn. Once a model with Sudden Strike has
Medkits remove Dazed, Immobile, and Knocked resolved their turn, continue the interrupted model’s
Down conditions. Gain 1 use of medkit. turn (if they still live). A model with Sudden Strike
may even go after their player has passed. If all
SUREFOOTED players have passed, a model with Sudden Strike may
Gain +1 Speed. Ignore speed penalties from difficult still choose to go afterwards. If multiple models with
terrain when moving. Sudden Strike want to act at once, priority is given to
the player who acted most recently. Only one model
per gang may use Sudden Strike each round.

TRADITION OF DEATH
Gain +1 Prowess, Ignore skillset requirements on
archaic weapons.

85
| Enhancements
CRIMINAL OPERATIONS POISON
ENHANCEMENTS These enhancements may only be taken if the gang
has purchased the Poison ability. Unless otherwise
These enhancements may only be taken if the gang
stated, a model may only use one Poison effect on
has purchased the Flexible Crew ability.
a given attack. Poison effects may only be applied to
attacks made with melee weapons or archaic ranged
BULLETS FLYING weapons. Only one target per Turn may be affected
When using Hit the Deck, spend 1 additional Grit by a poison’s effect (attacks may still target multiple
(in addition to the 1 Grit normally needed for targets, if applicable, but poison may only affect one
the interrupt) to use one non-ranged weapon target, chosen by attacker).
ability simultaneously.
BASIC POISON (POISON)
EXPERT TIMING Gain +1 Prowess. Poison Effect: If any Damage makes
Every allied breacher with the Expert Timing en- it past Defense (before an Aegis save is rolled), add
hancement may take their Main Action and Move- 1 Damage.
ment Action during a single model’s Turn, chosen by
the player. Those breachers may not use Main Actions
COMPLEX POISON (POISON)
or Move Actions again this Round. If a model has
Gain +1 Prowess. May combine multiple Poison effects
already taken their turn this Round, they cannot act
on the same attack.
with Expert Timing.
PARALYTIC POISON (POISON)
RIGHT TOOL FOR THE JOB
Poison Effect: An enemy damaged by this attack is
The model has a Single Use utility enhancement that
Immobile and takes -2 Prowess until the end of that
they “knew” they would need. This item is undefined
model’s next turn.
until they need to use it.
STUN POISON (POISON)
TOP-SHELF CRIMINAL
Gain +1 Speed. Poison effect: Attack gains
Gain +1 Composure and +1 Speed.
Shock keyword.

FIREBOUND SCRAPYARD
ENHANCEMENTS ENHANCEMENTS
These enhancements may only be taken if the gang
These enhancements may only be taken if the gang
has purchased the Pact of Fire ability.
has purchased the Scrapyard Junker ability.
BAPTISM OF FLAME
DRONE HANDLER
Witch or Fire Yojin Only. Gain +1 Speed, +1 Prowess.
Repeatable [Rank]. Gain or upgrade
1 drone companion.
FIRE SERVANT
Repeatable [Rank]. Witch or Fire Yojin Only. Repeat-
MIXED TOOLS
able. Gain or upgrade 1 Fire Elemental.
Medkits and Repair kits can be used on any model.
Medkits and Repair kits gain an extra use.
INFERNO
Witch or Fire Yojin Only. Gain the Firestorm spell (even
PRACTICED PICKER
if not normally allowed). Gain boost 1 when casting
May alter any roll on a Salvage Table (see scenario
Firestorm. This spell does not Damage the Caster.
rules) by 1.
MOTH TO A FLAME
SCRAPWARE
Witch or Fire Yojin Only. As a movement action, force
Assign modifiers of +2, +1, and -1 to model’s Brawn,
target enemy model within 6" to roll a Composure
Speed, and Prowess, with each value being assigned
test with a number of dice equal to your Magic. Tar-
to a different attribute.
get model moves 2" closer to you for each failed die.

86
STEALTH SYNCRETIC
ENHANCEMENTS ENHANCEMENTS
These enhancements may only be taken if the gang The primary benefit of syncretic enhancements is
has purchased the Stealth Training ability. that they allow a ganger to access a second skillset.
A ganger may only take one syncretic enhancement.
FADE AWAY Caster models may not choose a different caster
You may move 2" after taking a main action. skillset. A model may choose to double up on their
existing skillset instead of selecting a different skill-
HARRY
set, but the sole benefit of doing so would be a rook-
An opponent you Damage with a ranged attack also
ie stat boost. skillsets acquired through a Syncretic
becomes Knocked Down. If so they gain active cover.
enhancement qualify a model for any enhancements
Target may spend 1 Grit to negate this effect (and
and Gear. For example, many weapons require the
thus, would not gain active cover).
Brawler or Gunner skillset.
NEVER STOP
SYNCRETIC BRAWLER
Can split movement from movement action before
Ganger may take Brawler enhancements. Gain bonus-
and after main action
es as if Rookie with the Brawler skillset.
ONE WITH SHADOW
SYNCRETIC BREACHER
Uses both movement and main action. Replace
Ganger may take breacher enhancements. Gain bo-
model with a token. During refresh, place the model
nuses as if Rookie with the breacher skillset.
anywhere on the map within Speed+3" of the token.
SYNCRETIC CHOSEN (CASTER)
RECONNAISSANCE
Cannot be taken by Yojin or Witch.
Deploy an extra 6" further than normal
Ganger may take Chosen enhancements. Gain bonus-
deployment area.
es as if Rookie with the Chosen skillset.
SLIPPERY
SYNCRETIC GUNNER
Spend 1 Grit to not trigger overwatch or interrupt
Ganger may take Gunner enhancements. Gain bonus-
attacks when moving.
es as if Rookie with the Gunner skillset.
VEIL OF DARKNESS
SYNCRETIC YOJIN (CASTER)
Gain +1 Defense and all cover is considered active
Cannot be taken by Chosen or Witch.
cover if wearing armor with Defense 1 or less.
Ganger may take Yojin enhancements. Gain bonuses
as if Rookie with the Yojin skillset.
WAR VETERAN
SYNCRETIC WITCH (CASTER)
These enhancements may only be taken if the gang Cannot be taken by Chosen or Yojin.
has purchased the Fairy War Veteran or Scar War Ganger may take Witch enhancements. Gain bonuses
Veteran ability. as if Rookie with the Witch skillset.
BATTLE-WORN
Gain +1 Composure and +1 Prowess.

DUCK!
Interrupt. 1 Grit. Allies within 12" gain 5+ Aegis
against the interrupted attack.

FIELD GENERAL
Boss only. Gain +1 Composure. When this model takes
their turn, another model within 6" that has not act-
ed yet this round may also take their turn.

SEEN IT BEFORE
Boss only. As an interrupt may block a boost originat-
ing or targeting a model within 6" by spending Grit
equal to the value of the boost +1.

87
| Enhancements
Chapter 4
M a g i c
Using magic
Magic requires a main action to use unless otherwise specified in its description. All magic is
subject to relevant range and line-of-sight requirements as noted in their descriptions. Cast-
er models gain their magic from their class selection (Arcane, Sublime, or Sacred) during
gang creation and may only use spells from that sphere. A caster may only have access to
one source of magic (sub-sources, like Yojin elemental foci, count as separate sources for
this purpose).

Magic Descriptions
Spells are sorted by their source, and descriptions include: range, description, effect, and
any Grit boosts the spell can benefit from. A model’s Magic acts as a cap for how much Grit
they can use on a single spell. Note: spells that are usable by more than one caster source
are duplicated for ease of use.

Ongoing Spell Effects


Some spells have delayed or lasting effects. Spell Effect counters are provided to help track
models that have these spells cast on them. Unless specified otherwise in the spell descrip-
tion, spell Effect counters should be removed from the board in the Refresh Phase, ending
any Effect they may have caused.
Arcane Spell List
>> Cloud Cover >> Nullify
Range: (Magic x 4)" Range: 18"
Target gains Passive Cover until the next Refresh Interrupt. This spell counters a spell cast by an enemy
Phase. They may use their Movement Action to gain caster, causing it to have no effect and ending any
Active Cover. ongoing effects immediately. This spell costs 1 Grit
to cast and can only be cast on spells with a lower
BOOSTS: Magic. The target caster may spend 2 Grit to force the
𒆜 1 Grit: Arcane caster may cover all allies within 5" spell through and cancel the Nullify.
of target.
𒆜 2 Grit: Arcane caster may cover all allies within BOOSTS:
10" of target. 𒆜 X Grit: Raise Magic of this spell by X.

>> Firestorm >> Singularity


Range: (Magic x 2 + 3)" Range: (Magic x 2 + 3)"
Caster chooses a point within range of its Base. Roll Caster chooses a point within range of its base. Roll
4D6, counting hits based on Ranged Combat Skill. 2D6, counting hits based on Ranged Combat Skill.
Every model within 3" of the point takes Damage Every model within a number of inches equal to the
equal to hits scored (Defense and Aegis saves apply caster’s Magic takes Damage equal to hits scored.
as normal). This Attack also has Concussive 1. If a model takes any
Damage, move it as far as possible to the center of
BOOSTS: the area of effect. If multiple models are affected by
𒆜 1 Grit: Roll 8D6 instead of 4D6. this spell, resolve them in order of increasing distance
𒆜 2 Grit: Roll 12D6 instead of 4D6. from the center.
𒆜 1 Grit: Affects models within 5" of the point
instead of 3". BOOSTS:
𒆜 X Grit: Improve Ranged Combat Skill by X for this 𒆜 1 Grit: Roll 4D6 instead of 2D6, treat the attack as
spell only (min 2+). if it had Concussive 2.
𒆜 1 Grit: Increase the radius of the effect to
Magic+2".
>> Haste 𒆜 1 Grit: Any model that takes damage is also
Range: 12" Knocked Down.
Target friendly model may immediately move Magic
x 3".
>> Stun
BOOSTS: Range: (Magic x 2 + 6)"
𒆜 1 Grit: Target friendly model may instead move a Roll 6D6, counting hits based on the caster’s Ranged
distance equal to their Speed + (Magic x 3)". Combat Skill Attribute. If 2 hits are scored, the tar-
𒆜 1 Grit: Target friendly model gains Swift. get’s Speed is halved until the end of their next Turn.
If 4 hits are scored, in addition to the penalty above,
>> Lightning the target becomes Immobile. If 6 or more hits are
Range: (Magic x 2 + 6)" scored, in addition to the above penalties, the target
Target an enemy model within range. Make a ranged is Dazed.
attack rolling 4D6, (counting hits based on Ranged BOOSTS:
Combat Skill). Deal Damage equal to the number of 𒆜 1 Grit: Roll 9D6 instead of 6D6.
hits rolled. Damage is reduced by Defense and Aegis 𒆜 2 Grit: Roll 12D6 instead of 6D6.
as normal.

BOOSTS:
𒆜 1 Grit: Increase the attack to 6d6, AP3
𒆜 2 Grit: Increase the attack to 8d6, AP4
𒆜 2 Grit: Target an additional model within range.
𒆜 X Grit: Improve Ranged Combat Skill by X for this
spell only (min 2+).

89
| Magic
Sacred Spell List
>> Awe >> Nullify
Range: 12" Range: 18"
Target makes a Composure test against a number of Interrupt. This spell counters a spell cast by an enemy
dice equal to the Magic of the caster. If only one die caster, causing it to have no effect and ending any
fails, the target becomes Frightened. If two or more ongoing effects immediately. This spell costs 1 Grit
dice fail, the target becomes Panicked. to cast and can only be cast on spells with a lower
Magic. The target caster may spend 2 Grit to force the
BOOSTS: spell through and cancel the Nullify.
𒆜 X Grit up to caster’s Magic: May target X
additional models. BOOSTS:
𒆜 X Grit: Raise Magic of this spell by X.
>> Cloud Cover
Range: (Magic x 4)" >> Shield
Target gains Passive Cover until the next Refresh Range: (Magic x 3)"
Phase. They may use their Movement Action to gain Interrupt. This spell costs 1 Grit to cast: The target
Active Cover. model gains 5+ Aegis against the current attack. This
replaces Cover, if applicable.
BOOSTS:
𒆜 1 Grit: Sacred caster may cover Magic allies BOOSTS:
within line-of-sight. 𒆜 1 Grit: The target model instead gains 4+ Aegis.
𒆜 2 Grit: Sacred caster may cover Magic+2 allies 𒆜 2 Grit: The target model instead gains 3+ Aegis.
within line-of-sight.
>> Transcendence
>> Heal Range: (Magic x 2 + 6)"
Range: (Magic + 6)" Interrupt. This spell costs 1 Grit to cast: Roll a number
Target an ally in range (not the caster). Roll a num- of dice equal to Magic. These dice may be swapped as
ber of D6 equal to 2 x Magic, counting 4+ as hits. desired with any number of dice from the last roll (by
For every hit scored, target heals 1 Brawn, up to either player). Each time this spell is cast per Round,
starting Brawn. the Grit cost increases by 1.

BOOSTS:
𒆜 1 Grit: Roll 4 x Magic instead of 2 x Magic.
𒆜 1 Grit: Hit on a 2+ instead of a 4+.

>> Inspiration
Range: (Magic + 6)"
Interrupt. This spell costs 1 Grit to cast: Target an ally
in range (not the caster). Model gains +1 Composure
and may re-roll a number of dice on a Composure
check equal to the caster’s Magic.

BOOSTS:
𒆜 1 Grit: Range increased to 12".
𒆜 2 Grit: Range increased to 18".

90
Sublime Spell List
>> Barrage >> Push
Range: Self Range: (Magic x 2 + 6)"
This spell costs 1 Grit to cast: model makes an imme- Roll 4D6, counting hits based on Ranged Combat
diate Melee Attack. On this Attack, model gains Prow- Skill Attribute. Target applies Defense as normal.
ess equal to their Magic x 2. No damage is dealt, and Aegis is not rolled. Instead,
move the target back a number of inches equal to
BOOSTS: the Damage it would have taken. The target is also
𒆜 2 Grit: Model gains Prowess equal to Magic x 3. Knocked Down.

BOOSTS:
>> Interpose 𒆜 1 Grit: Roll 8D6 instead of 4D6.
Range: (Magic x 3)" 𒆜 1 Grit: May affect all models within 3" of target.
Interrupt. This spell costs 1 Grit to cast: After an enemy
model has rolled to hit against an ally model within
range, but before resolving Defense and Aegis, the >> Shadowslide
caster may move their model adjacent to the ally mod- Range: Self
el. All hits are now directed at the caster as if it was the Caster may make an additional movement action
intended target. The caster’s Defense and Aegis are this turn with a Speed equal to Magic x 2. Move-
used to reduce the Damage (not the original target’s ment as part of Shadowslide may ignore any terrain,
Attributes). though a model may not end their movement inside
a solid object. The model may also move vertically
BOOSTS: up and down terrain, counting such movement as
𒆜 1 Grit: Instead may use Interpose on an allied Difficult Terrain.
model within Magic x 4".
BOOSTS:
𒆜 2 Grit: Model may treat this movement as a
>> Nullify charge, with all relevant rules applying. The
Range: 18" model may choose to use their movement action
Interrupt. This spell counters a spell cast by an enemy as part of this action, if they don’t, apply a -4
caster, causing it to have no effect and ending any penalty to Prowess on the charge.
ongoing effects immediately. This spell costs 1 Grit 𒆜 1 Grit: Model may treat their Speed for this
to cast and can only be cast on spells with a lower Action as their normal Speed + (Magic x 2).
Magic. The target caster may spend 2 Grit to force the
spell through and cancel the Nullify.
>> Sublime Focus
BOOSTS: Range: Caster
𒆜 X Grit: Raise Magic of this spell by X. Add a focus token to caster. Each focus token gives
caster +1 Speed and +1 Prowess. The sublime caster
can use this spell as many times as desired, and their
bonuses will stack.

BOOSTS:
𒆜 2 Grit: Give two focus tokens to the caster
instead of one.

91
| Magic
Chapter 5 g
B r e a c h i n

What is Breaching?
Neo Babylon is leading the world into a new age with its radical embrace of emerging tech-
nology. The world had long rejected technology as unnatural, but Neo Babylon has fostered
a technological arms-race with systems of defence, banking, and commerce slowly making
their way onto computer systems guarded by walls of malicious code. The ones who breach
those walls are a source of continual frustration for those whose dependence on tech has
outpaced their ability to secure it. Cyber-links provide the vehicle for these breachers to
exploit the loopholes in the Cybernet.

92
Cy b e r - L i n ks
In the Undercity, cyber-links (c-links/clinks) are ubiq- many successes as the Technology of the controller
uitous digital terminals that citizens of Neo Babylon of the c-link, it instead becomes uncontrolled.
use to access information and news, retrieve stans,
A breacher with the Control exploit may attempt
or print cheap goods on demand. As major targets
to breach a c-link at range, however, c-links are
of illegal breaching, c-links are high-value targets
equipped with shielding to dissuade this. Reduce
serving as strategic turf commodities for every gang
and community in the Undercity. the range of Exploits that target a c-link by half. If
a breacher is defeated, any c-links controlled by them
C-links are treated as drones for mechanical purpos- become uncontrolled.
es, and you can find their stat line below. C-links are
normally passive, taking no actions, however, they
can be manipulated in a variety of ways and become UNCONTROLLED
deadly when their security is triggered. There are C-links start as uncontrolled, relying only on their
two ways gang models can interact with c-links: own security systems and uninfluenced by any
crashing them or controlling them.
breachers; the c-link is in a passive state and may
be crashed.
CRASHED
A c-link has a built-in security system to help protect its GAINING CONTROL
goods.While c-links are generally considered too valu-
able to risk damaging, occasionally a gang will decide When a breacher gains Control of a c-link place a con-
to attack one to deny it to a rival. trol token on top of the c-link.

Any model may crash a c-link by taking a Main Action During every Refresh Phase the breacher that con-
while in base to base with the c-link; Gain 2 Grit when trols the c-link can give it an order:
one of your models crashes a c-link. 𒆜 DISABLE: Set the c-link on its side or remove it
Additionally, if a c-link takes any damage (they can be from the board. It can no longer be interacted
targeted as normal), it becomes crashed. Any gang with for the rest of the battle.
that does damage to a c-link loses 1 Grit. If a c-link 𒆜 ENABLE SECURITY: Place a crashed token
is defeated, it explodes (see Special Ability: Self on the c-link. This action rewards no Grit. This
Destruct below). A gang that destroys a c-link loses action can be taken before or after a c-link
3 Grit. would shoot during the Refresh Phase.
When a c-link is crashed, place a crashed token on it. 𒆜 FREE SNACKS: If the c-link is not crashed, gain
A crashed c-link acts during the Refresh Phase and 1 Grit.
targets the nearest model. If that model is base to 𒆜 RELEASE: Remove control of the c-link setting
base, it uses its electrify attack, otherwise, it fires it back to Uncontrolled. Remove the controlled
its pistol. token.
𒆜 MEDICATE: If the c-link is not crashed, a model
in base to base recovers 1 Brawn.
CONTROLLED
When a breacher gains control of a c-link, place a con-
A breacher in base to base contact with the c-link
trol token on top of the c-link. A c-link can never be
may roll [Technology + 2] D6, succeeding on 4+, to
crashed and controlled at the same time.
attempt to gain control of a c-link. If you get more
successes than the Technology attribute of the A Controlled Cyberlink also counts as a drone and
model that controls the c-link (or 1 if uncontrolled), may be activated on the controlling player’s turn just
you become the controller of the c-link. If you get as like any other model.

93
| Breaching
C-LINK STATS >> Abilities
IMMOBILE
BRW SPD PRO MEL RAN COM DEF AEG MAG TEC A c-link cannot be moved by any method.
5 — 4 5+ 5+ — 3 — — 1
SHIELDING
A c-link is defended against remote hacking—reduce
>> Attacks the range of all exploits targeting it by half.
RANGED
Pistol Shot. 9 Prowess. Range 0-12" RELAY
A breacher that controls a c-link may count any-
MELEE thing within 12" of the c-link as within range of
Electrify. 10 Prowess. Range 0. exploits, provided the c-link is within their normal
exploit range.
SPECIAL
Self Destruct. 10 Prowess. Range: all models within
3". This attack triggers when c-link is defeated. Re-
move c-link from the board.

Exploits
All breachers worth their spice have cybertech versions, allowing them to breach some cybertech at
headware, allowing their brains to rewrite machine small distances. As a result, breachers often accom-
code on the fly. While legal headware allows citizens pany gangs and freebooters, providing tech support
of Neo Babylon to engage with the emerging digital for their endeavors. When a breacher breaks the law
world around them, breachers usually have illicit this way, it is called running an exploit.
Exploits require a Main Action to
run unless otherwise specified in
its description. Exploits are not
subject to line-of-sight require-
ments, as they use means beyond
physical senses to “see” targets.
Some exploits have delayed or
lasting effects. Use counters to
keep track of exploit effects on
models. Unless otherwise specified
in their description, exploit effects
end during the next Refresh Phase.
Some exploits may have their pow-
er boosted as noted in their de-
scriptions. A model may not spend
more Grit to boost an exploit than
its Technology attribute.
Unless otherwise noted,
exploits have a range of 12".

94
EXPLOIT LIST >> Intervene
Interrupt. This exploit costs 1 Grit: Force
opponent to re-roll up to [Technology + 2]
>> Acquire Target successes on an attack roll.
Choose a number of targets equal to the breacher’s
Technology. These models may not benefit from Ac- BOOSTS
tive Cover. When targeting these models with Ranged 𒆜 2 Grit: Re-roll up to [(Technology + 2)
weapons, dice rolls of 1 do not hit those in base to x 2] dice instead.
base contact. This exploit also negates the Obscure
Target exploit.
>> Obscure Target
BOOSTS The target model may not be targeted by
𒆜 1 Grit: Targets also may not benefit from passive enemy models further than [20 - Technology
cover. x 2]" from it this Round.

BOOSTS
>> Breachwall 𒆜 1 Grit: Use [20 - Technology x3]" instead.
Interrupt. Negate the effect of another exploit. If 𒆜 2 Grit: Use [20 - Technology x4]" instead.
Breachwall is not used within exploit range of the
opposing breacher, it can only cancel the effects of
exploits within exploit range of the user. This exploit >> Ocular Assault
costs 1 Grit to cast and can only be run on exploits A number of targets equal to breacher’s Technology
with a lower Technology. The target breacher may make Composure tests with a single die. Models that
spend 2 Grit to force the exploit through and cancel fail are Dazed.
the Breachwall.
BOOSTS
BOOSTS 𒆜 1 Grit: Roll 2 dice for the Composure test. Targets
𒆜 X Grit: Raise Technology of this exploit by X. are Dazed if either result is a failure.

>> Confuse Orders >> Rally the Troops


The target model makes a Composure Test (drones Interrupt. This exploit costs 1 Grit: Target ally may re-
use owner’s Composure) with dice equal to Breach- roll a number of dice on a Composure check equal to
er’s Technology. For each failure, the breacher may the Technology of the breacher. These re-rolls use the
move the target 2" in a direction of their choice. Composure of the breacher, not the original target.

BOOSTS BOOSTS
𒆜 X Grit: May target X additional models. 𒆜 1 Grit: May target a number of additional allies
equal to breacher’s Technology.

>> Control
Target a drone or c-link within breaching range >> Scan
(normally 12", or 6" due to c-links’ shielding ability). Choose a target. The next model to attack the target
Roll [Technology + 2]D6, counting hits on 4+. If c-link adds [Technology + 2] to their Prowess for that at-
or drone is Controlled, you need more hits than the tack. A model can only be affected by 1 Scan at a time
Technology of the controller to gain control. If un-
controlled, you need only 1 hit. If your hits are exactly
equal to the controller’s Technology, the target be-
>> Watchdog
Target ally on Overwatch may make an additional
comes Uncontrolled. The owner of an Uncontrolled
Overwatch attack (even on different targets, break-
drone may spend a Main Action to take control of it
ing the normal rule).
with no test required.

BOOSTS
BOOSTS
𒆜 1 Grit: Target ally on Overwatch may use up to
𒆜 1 Grit: Target a drone you Own but do not
[Technology +1] Overwatch Interrupts (even on
Control (see Drones, p. 125), even if it is out of
different targets, breaking the normal rule).
breaching range.
𒆜 1 Grit: Target ally gains +1 Ranged Combat Skill on
all Overwatch attacks.

95
| Breaching
Chapter 6
l i e s
Al u r e s ,
r e a t
c a d die s
&B

This chapter is a who’s who of gangers, critters, and enemies you’re likely to run into in the
Undercity. Each entry has a description of the character or creature, along with stats for its
use, and if relevant, a cost for recruiting them into your gang. This chapter is broken down
into gangers, freebooters, companions, and oppositions.

96
Gangers
The following list is an incomplete list of gangers who These gangers may be recruited into your gangs for
belong to the core Zigtown gangs. The Flaming Skulls the cost noted in their stats, and they must keep their
and the Valkyrs are explained in larger detail because Gang Rank as well, though they may be promoted
they are the focus of this first product. Keep an eye when playing campaign or solo modes. Gangers in this
out for other gangs to become more well developed, section may only be recruited into a gang whose gang
both with story and stats, as time goes on. template matches the gang they are in below.

FLAMING SKULLS
The following Gangers are only available for gangs using the Flaming Skulls Gang Profile.

>> Vengeance
Drákaina may have been the leader of the Flaming Skulls – if a group with roots this desperate and
anarchic can have a single ‘leader’ at all – but since she left, Vengeance has taken the reins. He’s
their commander on the streets, and the most dangerous member of this dangerous gang. This
powerfully-built ork is swiftly becoming a brutal legend in the Undercity, and more than one young
ganger has grown up in his shadow, idolizing him. Vengeance is that most lethal of things in all the
world: a true believer.
Vengeance dabbled with leaving the Undercity behind when the Skulls were seemingly destroyed by the Valkyr,
but found his Yojin masters lacking. While he picked up many of their powerful martial techniques, techniques
he now blends with street brutality and raw fury, he left after finding the outwardly-tranquil masters hypo-
critical when they criticized him for his anger. With resentful flames still burning in his heart over the Skulls’
decimation and struggles, he returned to the Undercity with renewed passion, purpose, and prowess.
The Undercity has never quite been the same; while not the single-handed cause of the Flaming Skulls’ flaming
rebirth, he is certainly one of the catalysts of their resurgence. Vengeance’s awe-inspiring, Yojin-honed, martial
displays have drawn quite a few would-be Skulls into the fold, and his stories of the Flaming Skulls’ survival in
the face of hardship, his emotions when he speaks of those who disrespect his crew, and his continued pen-
chant for wading into battles as boldly as he did a decade ago, all have helped more Skulls stay in the crew –
stay in the fight – than anyone can count.
His fury seems uncontrolled to those watching it, and certainly those feeling it, but beneath his savage veneer
there is a focused, dedicated, and loyal warrior.

>> Vengeance (Orc, Caster, Yojin, Fire, Boss)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Boss
Cost: 4
5 10 12 3+ 6+ 4+ 2 6+ 4 0
ATTACKS ABILITIES
Shadow and Flame (Melee, Unique, Adamant. Vengeance recovers 3 Brawn when
Archaic, Piercing 3, Reach 1) Adamant is used.
16 Prowess Spell: Sublime Focus.
Pistol (Ranged) May move 2" before a Charge.
13 Prowess. Range 12"

97
| All i e s , C r e at u r e s & B a d d i e s
>> Char
There is only so much someone can take. Only so much hunger, only so much poverty, only so much cruelty.
Sooner or later, a person either breaks under the pressure, hardens to diamond, or explodes.
The woman who calls herself Char? She exploded. She’s still burning. And she wants the world to burn with her.
Enamored of how fires can survive, can burn anew, can spread, can grow, can emerge even from sputtering
embers into towering infernos, Char has patterned her life after the flames. She wants to survive. She wants to
grow. She wants to tower. She wants to hurt the world back, and she has the raw, unfettered, sorcerous talent
to manage it.
Char fell in with the Flaming Skulls when she was rescued from the back of a Lawjack patrol car at the end of
a long, hard, chase. She’d built a name for herself and her arson, and when the law finally caught up to her,
when her fire seemed to be put out, it was Drákaina who threw gasoline on her instead of letting her sputter
and die. She was loyal to Drákaina, Drákaina’s ideals, and to the Flaming Skulls themselves, only because they
are wild enough to let her burn merrily, and cruel enough to encourage her. Where she stands with Vengeance
in charge is yet to be seen. She is an explosive, but handled carefully, a shaped charge; so long as she keeps her
power and fury aimed at the enemies of the Skulls, Vengeance is content to keep her around.

>> Char (Human, Caster, Witch, Enforcer)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Enforcer
Cost: 11
4 8 7 6+ 4+ 5+ 1 5+ 3 0
ATTACKS ABILITIES
Knife (Melee, Archaic, Piercing 1) Adamant.
12 Prowess Psyche Charm.
Pistol (Ranged) 3+ Aegis against spells with fire, fiery,
8 Prowess. Range 12" flame, etc. in the name.
Gains boost 1 when casting Firestorm. The
Firestorm spell never damages Char.
Spells: Firestorm, Nullify, Haste.

>> Snapper
What’s better than having an ogre next to you in an Undercity back-alley street fight? Why, having an ogre with
a hammer cannon, of course!
Snapper grew up big, in body and spirit, and has never changed that. When non-yetin kids taunted her for her
size, she hit them. When her mother chastised her for her behavior, she left. When the Lawjacks tried to lock
her up, she tore a hammer cannon away from them with her bare hands. Everything she does is loud and bois-
terous, everything she does is fearless and everything she does, she does without apology. Her fighting spirit
and penchant for violence drew her to the Flaming Skulls, and they quickly recognized her value, welcoming
her with open arms.
Since joining up with the Skulls, she’s gathered a fair amount of unwanted status, and thoroughly wanted noto-
riety. She isn’t any sort of natural leader, she’s simply impressive. In the brutal Undercity, that’s enough.

98
>> Snapper (Yetin, Gunner, Soldier)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Soldier
Cost: 9
9 6 6 6+ 4+ 6+ 1 — 0 0
ATTACKS ABILITIES
Claws (Melee, Piercing 1, Reach 1) What Cover? Reduce the Aegis bonus
10 Prowess due to cover by 1 for this model’s tar-
Gatler, Snapper’s Hammer gets (5+ becomes 6+, 6+ cover provides
Cannon (Ranged, Concussive 2) no benefit)
10 Prowess, Range 18". May split Got ‘em Pinned. Overwatch may also
Prowess between 2 targets on target models that start their move-
ranged attack. ment in Overwatch range.
AP Ammo. Single Use. Next ranged
attack gains three points of Piercing.

>> Spur
Spur’s the sort of person that might have grown to be a little taller if he wasn’t weighed down by the chip on
his shoulder. Resentful of those around him for a host of reasons, certain that he has deserved better than life
has dealt him every step of the way, and without question sure that nothing that goes wrong is ever his fault,
Spur has spent his life miserable, and sharing that misery with others. The Flaming Skulls don’t degrade him
for his height, but they don’t lift him up for his intellect, either, so Spur stays miserable despite having the best
possible job for someone with his disposition: being allowed, and in fact encouraged, to hurt other people
for money.
Spur is determined to make a name for himself and earn the admiration, or at least attention, of Vengeance
and others. He’s a flamboyant showoff that revels in whatever awful work the Skulls need him to do, be it wag-
ing war with other gangs, shaking down civvies for protection money, or causing obscene property damage.
Drákaina recruited him, and he’s sure once Vengeance sees his worth he’ll rise to a position of prominence first
within the Skulls, then within the Undercity at large. When that happens, he’ll – maybe – feel that he’s been
given his due.

>> Spur (Dwarf, Breacher, Soldier)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Soldier
Cost: 10
6 6 7 6+ 5+ 6+ 1 — 0 3
ATTACKS ABILITIES
Knife (Melee, Archaic, Piercing 1) +1 on all breaching tests against c-links or
11 Prowess when using the Control exploit.
Pistol (Ranged, Piercing 1) Right Back at Ya. Interrupt, 1 Grit, when
8 Prowess. Range 12" shot at shoot back at half Prowess, once
per round.
Exploits: Control, Scan.

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| All i e s , C r e at u r e s & B a d d i e s
>> Singe
Singe is used to being overlooked, both literally and figuratively. Most goblins are. She weaponized that inat-
tention, though, and became a reconnaissance specialist for the Flaming Skulls. The gang values (or doesn’t)
members based on their contributions to the gang rather than their size. She’s a skulker and a thief, and
mostly finds work as a flanker and a backstabber when the gang scraps with rivals and neighbors. She wants
to be bigger, though. She wants to be the second in command, and if you ask her who should be first, Char is
her answer.
Fascinated by the one thing she wasn’t born with and doesn’t know how to steal – magic – Singe has become
something of an acolyte of the fire-obsessed, paranormal pyromaniac magician Char. She has yet to truly prove
herself to the Skulls, but she’s planning to ride the potent fire-mage’s coattails all the way to the top of the
gang, and occasionally mumbles about “something big” she’s planning, that will catapult her mentor, and her,
all the way to the top of the bonfire.

>> Singe (Goblin, Gunner, Rookie)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Rookie
Cost: 5
4 6 9 6+ 5+ 6+ 0 — 0 0
ATTACKS ABILITIES
Knife (Melee, Archaic, Piercing 1) May move 2" and aim as a move action.
13 Prowess Escape. 1 Grit, prevent receiving
Throwing Knives an interrupt attack.
(Ranged, Archaic, Piercing 1)
13 Prowess, Range 9". Treat as a melee weap-
on at 0" range. May use either Melee Combat
Skill or Ranged Combat Skill.

>> Domino
Domino is exactly as subtle and refined as a mohawk-coiffed, knife-wielding maniac with a buzzsaw for an arm.
That’s because he is a mohawk-coiffed, knife-wielding maniac with a buzzsaw for an arm. Unfortunately, his
blades and spikes are the only part of him that is at all sharp. Probably suffering trauma from a head injury or
the long-term effects of some mind-altering magic, Domino has little recollection of where he’s from, how he
ended up where he is, or what he’s supposed to do with his life…except fight.
Dom joined the gang by just showing up one day when they were in the middle of a scrap, wading in, roaring and
hacking at their foes with his crude but undeniably effective blades. At first, Drákaina, Vengeance, and the rest
thought he was trying to play the stoic, silent type, with his monosyllabic answers and mysterious evasions of their
questions about his past and his unusual cyberlimb. Over time, however, it became increasingly clear he doesn’t
know, and doesn’t care, how he got his buzzsaw arm, his combat prowess, or much of anything else. The Skulls are
more than welcoming to a brutal instrument like Domino, and Domino is content to have a place within the gang, so
for now they just keep lining up rows of enemies for him to throw himself at and, hopefully, knock over.

>> Domino (Human, Brawler, Rookie)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Rookie
Cost: 5
6 7 8 5+ 6+ 5+ 0 — 0 0
ATTACKS
Buzzsaw Throwing Knives (Ranged, Archaic, Piercing 1)
(Melee, Piercing 1) 12 Prowess, Range 9". Treat as a melee weapon at
13 Prowess 0" range. May use either Melee Combat Skill or Ranged
Combat Skill.

100
VALKYRS
The following Gangers are only available for gangs using the Valkyrs Gang Profile.

>> Adelante
Adelante was a Sorcier-General of Valkyr Company, an elite military unit during the Wars of
Separation, what some call the Fairy Wars. She calls it the Satyawe, she calls it a triumph,
and she calls it her greatest betrayal. Valkyr Company fought too ruthlessly when returning
Val Broceliande to elvenkind, and softer, weaker, nobles shied away from the harsh realities
of the war. Highborn fools who had never spilled blood for their people took up crowns of
command in peacetime and she, their proudest warrior and among their finest spellcasters,
was relieved of her command, dismissed to a life of servitude and indifference. Set aside and treated like a dan-
gerous animal instead of a conquering hero.
She showed them just how dangerous she was when she took the name ‘Adelante’ for herself – meaning ‘Col-
lapse.’ She refused to give up her command, and has sworn to bring about the collapse of their rule. The survi-
vors of Valkyr Company, every elf of them, followed her into exile and the Undercity, far from Val Broceliande’s
reach. They followed their General’s lead and gave up their old names as surely as their old lives and loyalties.
Now every member of the Valkyr bears a ‘war name’ with pride.
Recruiting new elves into her gang has brought them desperately needed diversity and new blood. With veter-
ans training new members and constant Undercity skirmishes keeping them all sharp, she is certain her people
will become a proper army again in time, but encourages them to enjoy the pleasures of Neo Babylon as their
due in the meantime. She uses the gang to maintain her wealth and influence, both in and out of Neo Babylon.
Paramilitary cells extend her reach well outside the city and keep those crowns in Val Broceliande from resting
lightly.
Someday Adelante will take back what she knows to be hers, but for now she musters her strength, she leads
her troops, and she waits.

>> Adelante (Elf, Caster, Witch, Boss)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Boss
5 7 8 3+ 3+ 3+ 1 5+ 4 0 Cost: 2

ATTACKS ABILITIES
Rod of Raug (Melee, Unique, Adamant.
Archaic, Concussive 1, Reach 1) Rod of Raug. May boost arcane spells cast as
11 Prowess a Main Action by 1,
Custom Pistol (Ranged, Accurate, Piercing 1) as if 1 Grit was spent.
10 Prowess. Range 12" Arcane Awe. Targets damaged by Adelante’s
spells are Knocked Down and gain active
cover. Enemies may spend 1 Grit to negate
this effect.
Field General. Boss only. Gain +1 Composure.
When this model takes their turn, anoth-
er model within 6" that has not acted yet
this round may also take their turn.
1 use of Psyche Charm.
Spells: Haste, Singularity,
Nullify, Lightning.

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>> Mormeghul
The Black Sword, Mormeghul, sees only two kinds of people in all the world: those he can destroy with impu-
nity and nonchalance, and those that may present him with a challenge before they fall before him. None are
truly his equal, and certainly none his superior…save one. His General during the Satyawe delivered on every
promise she ever made her troops, she wielded Mormeghul as efficiently as he wields his black blade, and she
would be, he believed, the secret to his own rise to power. After the Fairy War was done, he knew that the
years spent acting as her second, her bloody right hand, would pay off, and he would be rewarded with the
power and prestige he had become accustomed to in wartime.
Then the fools of Val Broceliande ruined it all. They refused to understand Adelante’s brilliance, refused to
acknowledge the necessity of Mormeghul’s actions, the tenacity with which Valkyr Company had fought. The
so-called nobles snatched the prize away from their bravest troops, even as the blood Valkyr Company had
spilled settled jeweled crowns atop the heads of the new kings and queens.
Exile, then. Here, in Neo Babylon, he still serves as Adelante’s strong right hand. Here, in the Undercity, he still
culls the weak from the herd, challenges himself from time to time, and schemes for ever greater glories. Here,
in the Valkyr street gang, he is still The Black Sword.
And he always will be.

>> Mormeghul (Elf, Brawler, Enforcer)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Enforcer
Cost: 13
5 10 7 4+ 6+ 5+ 2 6+ 0 0
ATTACKS ABILITIES
Black Sword (Melee, Unique, Adamant.
Cumbersome, Archaic, Piercing 3) Ignores all Cumbersome penalties.
12 Prowess, Reach 1-2"
1 Grit, re-roll all misses on a Charge.
Machine Pistol (Ranged)
9 Prowess. Range 12" Gain +2 Speed when Sprinting or Charging.

>> Ansa
Not all of the Valkyr currently fighting under Adelante are hardened veterans of the Fairy War…some of them
had to work for their spot in the gang. Ansa grew up in Neo Babylon, grew up fast, and grew up hard. Her elven
heritage brought her only resentment and jealousy from non-elves. Her family name and poor upbringing
brought her only scorn from others of her kind.
Then Adelante arrived, with Valkyr Company at her back, and a need for local talent. She offered Neo Babylo-
nian elves belonging, training, and an opportunity to take what they wanted from the world that denied them
so much; Ansa was one of the first to sign up, and became an invaluable urban combat specialist. Her twin pis-
tols, one called Loss and the other Grief, were put in her hands by General Adelante herself, and Ansa is never
without them. She wields them with expert precision, and would do anything for her gang.

102
>> Ansa (Elf, Yojin, Air, Soldier)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Soldier
Cost: 11
4 8 6 4+ 4+ 5+ 1 6+ 3 0
ATTACKS ABILITIES
Yojin Wraps (Melee, Archaic) Flight.
14 Prowess
Loss and Grief (Ranged, Unique, Piercing 3)
8 Prowess, Range 15". May choose to
double Prowess in exchange for reducing
Ranged Skill to 5+ on Ranged attacks.

>> Mordo
The Valkyr who calls himself Mordo was once a member of the elite Lamfada, sharpshooters and scouts
attached to Valkyr Company, some of the most lethal soldiers in all the Satyawe. Unfortunately, pinpoint-accu-
rate headshots are less impressive against a trio of Golems than against most of Mordo’s prey, and, though he
went down shooting, he surely went down.
He lives only because of his beloved General and her vicious shadow, Mormeghul. They rescued him from the
battlefield and arranged for the necessary cybernetics to keep him alive. He serves them now as a living weap-
on, a marksman who never hesitates to kill who Adelante tells him to, as direct and single-minded as a bullet.

>> Mordo (Elf, Gunner, Breacher, Soldier)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Soldier
Cost: 10
4 6 9 6+ 4+ 6+ 1 — 0 2
ATTACKS ABILITIES
Knife (Melee, Archaic, Piercing 1) Gain 1 additional overwatch attack when
13 Prowess taking the Overwatch action.
Sniper Rifle (Ranged, Accurate, Cumber- When aiming, may re-roll 3 dice.
some, Piercing 1) Military repeater. Move action. Extend
9 Prowess, Range 48". Piercing +1 if within Mordo’s exploit range by 12" until next
24". Refresh Phase.
Exploits: Confuse Orders, Control.

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>> Sparrow
Sparrow isn’t a true believer the way many of the Valkyrs are, nor is she a veteran of the War of Separation, nor
is she consumed with bitterness and hatred towards Val Broceliande and the nobles who rule it. She, instead,
is a simple, joyous, troublemaker, who loves to take what she wants, keep what she has, and fight anyone who
tells her otherwise. She lives by a simple code, doing what she likes to do.
She unabashedly adores flowers, pink things, and sweets, but General Adelante has never held Sparrow’s affec-
tations against her. A rare ray of sunshine amidst her often brooding, often-melancholy, compatriots, Sparrow
is determined to use her place in the gang as a way to enjoy life’s simple pleasures.

>> Sparrow (Elf, Gunner, Rookie)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Rookie
Cost: 6
4 6 5 6+ 5+ 6+ 1 — 0 0
ATTACKS ABILITIES
Knife (Melee, Archaic, Piercing 1) On Target. When aiming, may
9 Prowess re-roll 3 dice.
Rifle (Ranged, Accurate, Piercing 1) What Cover? Reduce the Aegis bonus due to
5 Prowess, Range 24" cover by 1 for this model.

>> Acid
Acid never amounted to much during the War of Separation, just like he never amounted to much before it.
A simple infantryman enlisted in Enlightenment Company, he was dismissed from service almost the moment
peace was declared. An insubordinate streak coupled with combat skills more generously called ‘reliable’ than
‘remarkable’ made him a less-than-ideal military man. His commanding officers had no plans to keep the unex-
ceptional soldier around, even before the political maneuvering that led to Valkyr Company’s departure and
the general downsizing of the military.
Acid is simply a scrapper, a brawler, and a straightforward instrument of unremarkable violence. He signed on
with Adelante and her gang because he felt he had nowhere else to go, and now serves as a street thug for the
Valkyrs. He’s never been happier.

>> Acid (Elf, Brawler, Rookie)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Rookie
Cost: 6
6 7 8 5+ 6+ 5+ 0 — 0 0
ATTACKS ABILITIES
Acid’s Bat, “Reginald” (Melee, Archaic, Gains +2 Speed when Sprinting or Charging.
Concussive 1, Defensive)
6 Prowess, Reach 1-2"
Machine Pistol (Ranged)
7 Prowess. Range 12"

104
BULLS OF HEAVEN
The following Gangers are only available for gangs using the Bulls of Heaven Gang Profile.

>> Chirashree
Wise and knowledgeable, but also hard as nails, Chira was born in a hidden village
deep in the Himalayas. No one can explain how some yetin live for so long, but she
moved to Lutesia as a young woman and dedicated herself to helping others in need
by educating them in the ways and philosophies of the yojin, to give them hope and to
empower them.
She violently opposed the other yetin during the War of Scars, and mentored some of the bugbears who even-
tually rejected the war and caused the tide to turn. She moved to Neo Babylon with a few companions, and
though she no longer takes apprentices, her philosophies have influenced the Bulls of Heaven in both motiva-
tions and organization.
Being one of the founders of the group gives her tremendous respect and influence, but not always a leader-
ship role. She generally supports getting along with the neighbours, but when push comes to shove, she can
shove harder than most, and with claws.

>> Chirashree (Yetin, Yojin, Air, Boss)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Boss
Cost: 4
7 9 9 3+ 3+ 3+ 2 — 4 0
ATTACKS ABILITIES
Altaian Maces (Melee, Unique, Archaic, Concussive 2, Adamant.
Reach 2) As an interrupt, Chirashree may block a boost used by
13 Prowess. Gain +1 Grit whenever this model defeats or targeting a model within 6". This costs Grit equal to
a model with Altaian Maces. that spent on the boost +1. This may be used multiple
Bow (Ranged, Archaic, Accurate) times per turn.
9 Prowess, Range 24" Spells: Interpose, Nullify

>> NU
Nu was originally created by Lawjacks for patrol and enforcement. After becoming damaged from falling into
a collapsed sewer, it was eventually recovered by one of the Bulls of Heaven Families. At that time there was
a gutterwitch with the group who knew enough about the creation of golems to be able to subdue the damaged
construct, to remove the pernicious subversion installed in it, and returned it to the pristine and protective nature
that golems ought to possess.
At the time, it is said it uttered the word Nu, which means something like “well?” or “so?”, and this became
its name. Nu is tireless, feels no pain, and does not retreat. While by no means highly intelligent, it is certainly
a more effective thinker than standard Lawjack golems.

>> NU (Golem, Brawler, Soldier)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Soldier
Cost: 12
9 7 6 4+ 6+ 5+ 3 — 0 0
ATTACKS ABILITIES
Lawjack Shield (Melee, As a main action, gain +2 Defense until the next refresh phase.
Concussive 2, Reach 2) Protect. Interrupt. Spend 1 Grit. After an enemy model has rolled to hit against
10 Prowess an ally model within 6", but before resolving Defense and Aegis, Nu may
move adjacent to the ally model. All hits are now directed at Nu as if it was the
intended target.

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EMERALD GRIDLOCK
The following gangers are only available for gangs using
the Emerald Gridlock Gang Profile.

>> Ajax
Ajax is one of the founding members of Emerald Gridlock and its current President. As an orc on the smaller
side, he had to get tough or die, so he got tough. Damn tough. While Ajax can definitely take a beating, his
specialty is talking his way through things. He is a smooth operator that inspires confidence and loyalty. Under
Ajax the Gridlock spills less blood, as their president has learned that by both wheeling AND dealing along East
Temple Roadway, they can live much larger than they could just cruising and bruising. Tolls, smuggling, and
protection are their gigs. Make no mistake, Ajax will still pound disrespectful bistars into the ground, but he’d
prefer to make stanz and connections instead.

>> Ajax (Orc, Brawler, Boss)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Boss
Cost: 1
7 8/10 9 3+ 4+ 3+ 0/1 — 0 0
ATTACKS ABILITIES
Ajax’s Tire Iron (Melee, Concussive 1, Ajax’s Bike. Motorcycle. While on his bike, Ajax has
Reach 1) Speed 10, +1 DEF, and gains an additional +4 SPD when
12 Prowess sprinting. This model must be mounted on a 75x45mm
Pistol (Ranged, Piercing 1) oval base. While on his bike, Ajax may not move more
8 Prowess. Range 12" than 1" vertically (but may use ramps, stairs, etc. if
present).
Elegant Charge. When Charging, may end charge within
Reach instead of base to base contact.
Run ‘em Down. 1 Grit, re-roll all misses on a Charge.
Iron Guard. As a main action, gain
+2 Defense until the next refresh phase.

106
HETAIROI
The following Gangers are only available for gangs using the Hetairoi Gang Profile.

>> Jax
The Hetairoi’s lead guitarist came up through the Akhari Warriors gang, but never felt like he
fit in. He did his time; he got inked up with them, worked for them, fought for them, bled with
them, but never belonged with them. He was able to buy his way out of the gang by harangu-
ing gang leadership into a price, then earning that blood money in the Undercity’s duel-lists.
He doubled and redoubled his purse with every all-or-nothing bet, going big or going home
every single time. Eventually, he threw the gang enough wealth to buy himself free and clear,
no hard feelings, no obligations, no questions asked.
And then, of course, he had no idea what to do with himself.
Jumpin’ Jax didn’t take long to get into trouble, break some hearts, and make some enemies, but eventually he
found some friends, too. With his well-loved ApolloCaster electric six-string, he rocks out on stage and gives
the Hetairoi his all at every gig. With a good knife and an assortment of enchanted tattoos, Jaxon can, as he
likes to call it, “go all night.” Just like his guitar solos get faster the longer they go on, his knifework gets sharp-
er the deeper he is into a skirmish.
Most satyrs would rather be lovers than fighters, but Jax has always looked at life and thought “why not
both?”

>> Jax (Satyr, Brawler, Soldier)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Soldier
Cost: 8
4 8 8 4+ 6+ 5+ 0 — 0 0
ATTACKS ABILITIES
Knife (Melee, Archaic, Piercing 1) Blood Ink. When Jax defeats a model, give him 2 ink
12 Prowess tokens. During the Refresh Phase, remove 1 token.
Machine Pistols (Ranged) For each ink token he has, Jax gains +1 Prowess and
11 Prowess. Range 12" +1 Defense.
Taunt. Target within 12" must pass a Composure
test against 1 die or be given a Taunt token. Models
with Taunt tokens must take their turn at the next
possible opportunity.
Sonic Attack. All enemies within 6" must pass a 1 dice
Composure test or become Knocked Down.

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LAWJACKS
The following Gangers are only available for gangs using the Lawjacks
Gang Profile.

>> Captain Atum Smyth


Smyth was practically born into the ‘Jacks.
His mother was a soldier known as Jenny the Clam, and by age 10 he was joining
his father Ralph on his bookmaking rounds in the ‘Mile. Ralph never spared the
rod, but also instilled in him a lifelong respect for “honor and loyalty.” Atum was
a bodybuilder during school, and in time entered the Lawjack Academy, where his
convictions were reinforced. Something bothered him, though. It was the simi-
larities between Lawjacks and Undercity gangers: Both lived by a strict code, protected their own, demanded
loyalty, but in the Undercity, the gangs could deliver justice as they saw fit. In the Uppers, procedure always got
in the way, and money— not honor or loyalty—had the final say.
As an officer, he quickly gained a reputation for effectiveness and brutality. As often as possible, he made his
way home to the Undercity. His side hustle was selling confidential D.E.M.s to the other gangs. He eventually
began taking money from any gang who would deal with him to ensure those deemed truly unjust would “acci-
dentally” die in Lawjack custody.
Then one day, Captain Atum abruptly retired from active duty. He began a vicious rise to the top of the Under-
city ‘Jacks, supported by supplies from his former colleagues and using a number of unscrupulous freebooters
to “disappear” his rivals. He now runs much of Jack Mile with the intensity of the worst micromanager com-
bined with a complete willingness to cart enemies or subordinates off to the purgatorium… or worse.

>> Captain Atum Smyth (Human, Brawler, Boss)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Boss
Cost: 4
9 8 9 3+ 6+ 3+ 3 6+ 0 0
ATTACKS
Stun Baton (Melee, Shock, Reach 1)
11 Prowess
Pistol (Ranged, Piercing 1)
9 Prowess. Range 12"
ABILITIES
Adamant.
Riot Shield. Interrupt. Spend 1 Grit to gain 4+ Aegis
against an attack.
Immune to Dazed.
When Captain Atum Smyth takes his turn, an ally model
within 6" that has not acted yet this round may also
take its turn.
Captain Atum Smyth may re-roll a single 1 on any (and
every) dice roll.

108
MISFITS
The following gangers are only available for gangs using the Misfits Gang Profile.

>> Minna
When there’s no way out, you just follow the way in front of you.
Before she became leader of the Misfits, Minna was a high-flying professional
operating as a contractor in the Overcity (under a different name, of course) before
an unexpected betrayal and an assassination attempt by the Huntsman. Presumed
(and nearly actually) dead, she let the rumours be exaggerated and rebuilt herself
using resources from her most secret stashes and through numerous backstreet
cyberdocs. Few knew she still lived, and she launched her career onto a new trajectory. She built connections
up again from scratch as she avoided her old haunts and contacts, and focused on connecting freebooters to
gangs in the Undercity—for a small commission of course.
Minna gradually began to recover her lifestyle and status, and founded the Misfits almost by accident. She
now acts as a matron to the small core group. With each having their own pasts that need escaping, it was
that much easier for Minna to trust them. She knows that unless they want to be swallowed up and have their
secrets exposed, fighting with other gangs is inevitable. When it comes to that, Minna will be sure to craft
a careful strategy, but she won’t dictate any one “Misfits” way of fighting—except they don’t run and leave
their friends, or their secrets, behind.

>> Minna (Elf, Gunner, Boss)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Boss
Cost: 4
7 9 8 5+ 3+ 4+ 2 — 0 0
ATTACKS
Knife (Melee, Archaic, Piercing 1)
12 Prowess
Quickfire Pistol (Ranged, Unique,
Piercing 1)
10 Prowess to a single target or 6 Prowess each to 2 different
targets. Range 12"
ABILITIES
Adamant.
Minna’s Bike. Unique. Model must be mounted on
a 75x45mm oval base. The model may not move more than
1" vertically. Gain +4 SPD when Sprinting. If Minna dismounts,
her model is replaced with a model with a 25mm base and
loses the benefits and setbacks of her bike.
Interrupt. Once per round, Minna may spend 1 Grit, to shoot
back (at half prowess) at a model making a ranged attack
on her.
Minna’s targets have their Aegis bonus due to cover reduced
by 1.
Minna may spend 1 Grit to negate an interrupt attack on her.
When Minna uses Hit the Deck, she is not Knocked Down.
When using Hit the Deck, Minna may choose which direction
she moves.
When Minna damages opponents, they become Knocked
Down and gain active cover. Enemies may spend 1 Grit to
negate this effect.

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NECRO GOBLINS
The following Gangers are only available for gangs using the
Necro Goblins Gang Profile.

>> Balázs
Balázs is a career criminal of the highest order, and his gang and gear reflect
that. In his home in Erevasca, he came up as a safecracker who got things
done. On a big score that went south, he managed to escape with two
things: his life, and a prototype anthro-drone that later turned out to have
space for him to fit inside and pilot. He used the drone to get revenge on the dwarven teammate who betrayed
him, and he vowed to never work with a non-goblin again. His crew reflects his technical bent and his unwilling-
ness to trust those who have never experienced pain. He prefers to fight using his specialized drone, but when
that option is cut off, he relies on his world-class breaching skills, a sturdy mace, and the twin pistols he carries
at all times.

>> Balázs (Goblin, Breacher, Boss)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Boss
Cost: 4
5 6 8 4+ 4+ 4+ 3 — 0 4

ATTACKS
Stun Baton (Melee, Shock, Reach 1)
10 Prowess
Arm Cannons (Ranged, Piercing 1)
10 Prowess. Range 12". Does not provoke an
interrupt attack when shooting in melee.
ABILITIES
Balázs’ Revenant Suit. Unique. Base size of
this model is 40mm. When this model reach-
es zero Brawn, remove it and replace it with
a Knocked Down goblin model (with 25mm
base). Balázs loses Arm Cannon, Stun Baton,
3 Defense and 1 Brawn. Add Pistol and Mace.
Treat Tech as 1 higher for exploits.
Gain +1 on all breaching tests against c-links
or when using the Control exploit.
As a main action, up to 4 models within 12"
range may move 1". This movement does not
provoke interrupt attacks.
Exploits: Control, Breachwall

110
NEVERKIN
The following Gangers are only available for gangs using the Neverkin Gang Profile.

>> UpR1z3r
When UpR1z3r’s hereditary debt was purchased, she was trained to manage house-
hold expenses, social media, and cybersecurity for the family who held her debt. It
was from this position that she bided her time, learning about others enslaved by
wealthy families and the security around them. She prepared for years, until every-
thing was right, until she could pull off the breach to rescue as many people as she
could. Hundreds of humans, enslaved under the pretext of hereditary debt, escaped
to the undercity under UpR1z3r’s elaborate, masterfully executed plan. Though she
barely made it out herself, she has the scars to prove her ordeal. From that escape the Neverkin emerged as
a gang of the Undercity. Despite her quiet and soft-spoken nature, even those who joined after the initial es-
cape defer to her decisions. The gang trusts her guidance, a trust not demanded, but earned, as one who gave
them their freedom.

>> UpR1z3r (Human, Breacher, Boss)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Boss
Cost: 2
5 7 6 5+ 6+ 4+ 0 — 0 4
ATTACKS ABILITIES
Staff (Melee, Reach 1) Medkit. 2 uses.
8 Prowess Medkits used by UpR1z3r recover +2 Brawn
Pistol (Ranged, Piercing 1) and remove Dazed, Immobile, and Knocked
6 Prowess. Range 12" Down conditions.
Guide. Interrupt: Spend 1 Grit. Allied models
within 6" gain the benefit of active cover.
Bulwark. Allied models within 3" gain +1
Defense, +1 Aegis, and +1 Composure. Multiple
Bulwark abilities do not stack.
Gain +1 Aegis and +1 Defense when in cover.
UpR1z3r may move 2" after taking
a main action.
Go Go Go. Interrupt: Once per round, spend
1 Grit. Model within Exploit Range takes
its turn.
Exploits: Breachwall, Rally the Troops, Control,
Obscure Target
Maya (Breachfly, Drone)
Special Rule: Maya starts the battle attached to
UpRizer. As long as Maya remains gear, UpRizer
has +6" exploit range and +1 TEC. Maya may be
deployed as a main action—place them base to
base with UpRizer and treat them as a normal
Breachfly for the rest of the game.

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SALVAGERS
The following Gangers are only available for gangs using the Salvagers
Gang Profile.

>> Bolts
Bolts has an affinity for all things mechanical and electronic. Born in the un-
dercity, he has been making toys for his friends and himself for as long as he
can remember. This caught the eye of one of the Salvagers—Ricochet—who
took Bolts under his wing. Ricochet taught Bolts the fine art of combat and
how to stay alive, while Bolts built new toys for his mentor to take back to
the Scavengers. Ricochet often said Bolts just doesn’t have the knack for combat that the other dwarves had.
Just months ago, Bolts, Ricochet, and some other Salvagers came under heavy fire from gangers with col-
ors he didn’t recognize. Turf wars were normal, but this was turf that the Salvagers thought was wrapped
up. Bolts was there shaking down his latest creation. He was out testing his trash flinger to lob the left over
materials that the gang couldn’t put to use. The new drone received a trial-by-fire that day. When Ricochet
fell, Bolts screamed in rage, and then proceeded to push the rivals back until he was able to recover his friend
and mentor.
Since that day, Bolts has sworn a vendetta against those gangers and continues to refine his control and tech-
nique so when he finds them, they’ll pay.

>> Bolts (Dwarf, Breacher, Soldier)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Soldier
Cost: 10
6 6 6 6+ 6+ 6+ 1 — 0 2
ATTACKS ABILITIES
Knife (Melee, Archaic, Piercing 1) Exploits: Control, Scan
10 Prowess
Machine Pistol (Ranged)
8 Prowess. Range 12"

>> Bolts’ Garbage Drone (Drone)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
3 6 7 — 5+ — 1 — 0 0
ATTACKS ABILITIES
Garbage Fling (Ranged, Concussive 1) Bolts may use his main action to give
7 Prowess, Range 9" his Garbage Drone an immediate
attack with 13 Prowess.

>> Bolts’ Breachfly (Drone)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
2 7 1 — 6+ — 1 — 0 0
ATTACKS ABILITIES
Projectile (Ranged) If Bolts is within 18", he may run
1 Prowess, Range 9" exploits and target c-links within 12"
of Breachfly.

112
SHADOW CASTE
The following Gangers are only available for gangs using the Shadow Caste
Gang Profile.

>> Demon Kober


Long ago, a warrior called Demon Kober listened to the voices. The voices cried out
for justice at most, vengeance at least. Demon Kober listened. More bodies than
could be counted fell beneath the Demon’s blade and this number multiplied as oth-
ers began to heed the voices as well.
When those who heeded the voices became hunted, the Demon and its children
fled to every place under the heavens. This Shadow Caste continued to listen to the
voices: kill, hide, protect, steal, disappear, flee. And Demon Kober hears them all, allowing each kill, contracting
each job, overseeing each initiate. The assassin Demon Kober still does these things in the Undercity today.
The Demon has been seen often in the Shadow Caste’s Undercity dens, but also in the Overcity, in Lutesia, in
Dakar, in Eire. Many among the Caste say this Demon is the same as the warrior-king from so many centuries
ago, but no one knows the truth. What is known is the Demon’s blade, Antata, is the same as that blade which
made the first kill that formed the Shadow Caste. That blade, and the voices, never stop crying for more justice
at best. Vengeance at least.

>> Demon Kober (Human, Brawler, Gunner, Boss)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Boss
Cost: 4
5 8 10 3+ 4+ 3+ 2 — 0 0
ATTACKS
Antata (Melee, Unique, Piercing 2, Reach 1)
13 Prowess, gain +1 Grit whenever this weapon defeats
a model.
Silent Rifle (Ranged, Accurate, Piercing 1)
10 Prowess, Range 24"

ABILITIES
Adamant.
Fade Away. Demon Kober may move 2" after taking
a main action.
Riposte. Interrupt. 1 Grit, when targeted by a melee at-
tack, may attack back at half Prowess, once per round.
Whenever Demon Kober is in cover, it is considered
active cover.
Sudden Strike. Demon Kober may take his turn at any
point in the turn order, even as an interrupt during
another model’s turn. Once his turn has resolved in
this way, continue the interrupted model’s turn (if they
still live). Demon Kober may even take his turn after
any or all players have passed for the round. Demon
Kober always has priority over other models with
Sudden Strike.
Models reduced to 0 Brawn by Demon Kober cannot
use the Adamant ability.

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THE TROUPE
The following Gangers are only available for gangs using The Troupe Gang Profile.

>> Jolly
Fear motivates most denizens of the Undercity. Fear of violence. Fear of loss. Fear
of oppression. It is in everyone. Everyone except Jolly. By quirk of birth or blessing
of the gods, Jolly seems unaffected by the trauma so pervasive in the unders of Neo
Babylon. Rather, the fetching sasquatch seems perpetually smiling—thus the moni-
ker. It isn’t that Jolly feels joy in everything, no; it’s just that unlike everyone else, this
yetin doesn’t ever let fear stop them from doing that which they love. And Jolly loves singing. Dancing.
Laughing. Doing extreme violence to those who threaten friends. Lovely costumes. Ponies. Especially ponies.
And violence. And dancing.
Jolly and The Troupe are lucky to have each other. The gang is always uplifted and emboldened by their rather
large and winsome friend. And Jolly loves using their talents where they are appreciated. Jolly doesn’t fear
losing these friends, but does love tearing apart those who threaten their fun.

>> Jolly (Yetin, Brawler, Enforcer)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Enforcer
Cost: 10
7 11 10 4+ 6+ 4+ 0 6+ 0 0
ATTACKS
Claws (Melee, Piercing 1)
14 Prowess
Pistol (Ranged, Piercing 1)
10 Prowess. Range 12"
ABILITIES
Adamant.
Dance Attack. Spend 1 Grit to add 4 Prowess to
a melee attack.
Jolly may re-roll misses on a charge.
If Jolly spends their next action (move or main) to
dance after defeating an enemy, gain 3 Grit.

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C o m pa n io n s
Companion models are not gangers. They are allied models that fight alongside your gang in certain circum-
stances. Companion is a cover-all term for non-ganger allies such as elementals, drones, pets, constructs, etc.
Companions are usually unlocked in gang creation, but may be encountered or recruited in campaign or solo
play as well. They can neither generate nor use Grit. Companions use their owning model’s Composure attri-
bute for any Composure tests.

ELEMENTALS
Elementals are magical companions of pure element. They are servants of casters, and if their owner is defeat-
ed, the elemental dissipates (is defeated). Elementals must be unlocked via gang creation and cannot be pur-
chased as a ganger normally would. Elementals cannot be healed. There are 5 variations of elementals, listed
below, and each has 2 upgrades it can be given if their owner chooses the relevant enhancements.

>> Air Elemental (Elemental, Air)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
2 6 6 6+ 6+ * 0 6+ 0 0
ATTACKS UPGRADES
Lash (Melee, Reach 1) Upgrade 1: +2 Prowess, Flight
6 Prowess Upgrade 2: +1 Brawn, +1 Prowess, 5+ RAN
Whip (Ranged)
6 Prowess. Range 9"

>> Earth Elemental (Elemental, Earth)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
3 5 5 5+ — * 0 6+ 0 0
ATTACKS UPGRADES
Slam (Melee, Reach 1) Upgrade 1: +1 Brawn, Ability: Earthen Shield. Main
5 Prowess action. Give +1 DEF to all allies within 3"
Upgrade 2: +1 Brawn, +1 Prowess,
+1 Defense

>> Fire Elemental (Elemental, Fire)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
2 5 6 6+ 5+ * 0 6+ 0 0
ATTACKS UPGRADES
Scald (Melee, Reach 1) Upgrade 1: +2 Prowess, Ability: Burst. May move 2 inch-
6 Prowess es before an attack.
Tongues of Fire (Ranged) Upgrade 2: +1 Brawn, +1 Prowess, 5+ MEL
6 Prowess. Range 9"

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>> Void Elemental (Elemental, Void)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
3 5 5 5+ 6+ * 0 6+ 0 0
ATTACKS UPGRADES
Enfeeble (Melee, Reach 1) Upgrade 1: +1 Brawn, Ability: Through the Void.
5 Prowess Movement actions ignore intervening terrain and any
Disturb (Ranged) Interrupt attacks due to movement.
5 Prowess. Range 9" Upgrade 2: +1 Speed, +1 Defense, 5+ RAN

>> Water Elemental (Elemental, Water)

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
3 5 6 6+ 6+ * 0 6+ 0 0
ATTACKS UPGRADES
Drown (Melee, Reach 1) Upgrade 1: +1 Prowess, Ability: Slip. Main action. Pick
6 Prowess a spot on the map within 9 inches. 3“ all around that
Hose (Ranged) point is Difficult Terrain until the next Refresh Phase.
6 Prowess. Range 9" Upgrade 2: +1 Brawn, +1 Prowess, 5+ MEL

CONSTRUCTS
These constructs cannot be taken by every gang. Only those gangs which have unlocked them may purchase
constructs as normal.

>> Golem
Golems are constructs made of clay and empowered through sacred means to give them some form of life.
Created to protect, they have nevertheless been co-opted to enforce the will of Lawjack police. However they
learned the secret to creating golems, the Lawjacks keep it one of their most guarded treasures.

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
Cost: 7
8 7 6 4+ — — 2 — 0 0
ATTACKS ABILITIES
Crescent Mace Adamant.
(Melee, Concussive 2, Archaic) Cannot gain or use Grit.
10 Prowess, Reach 1-3
Choose 1 ganger to hold the Golem’s control scroll. If this ganger is
defeated, the golem ceases to function for the rest of the battle. Golems
can only be given orders (use their main and movement actions) when
within 18" of the control scroll bearer.
Always passes Composure tests.

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DRONES
Drones are bought or built technological companions, controlled by a breacher. They are owned by breacher
gangers and if that owner is defeated, the drone ceases to function (unless acted on by another breacher).
Drones must be unlocked via gang creation and cannot be purchased as a ganger normally would. Drones can-
not be healed. There are 3 variations of drones, as listed below, and each has 2 upgrades it can be given if their
owner chooses the relevant enhancements.

>> Anthoid

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
2 4 6 5+ — — 2 — 0 0
ATTACKS UPGRADES
Pummel (Melee, Reach 1) Upgrade 1: +1 Brawn, +1 Prowess. Owner within 12" can use their main
4 Prowess action to give Anthoid an immediate melee attack with a Prowess bonus
equal to its owner’s Prowess.
Upgrade 2: +1 Brawn, +1 Prowess, +1 Defense

>> Wardog

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
2 6 4 — 5+ — 1 — 0 0
ATTACKS UPGRADES
Autofire (Ranged) Upgrade 1: +2 Prowess. Owner within 12" can use their main action to give
4 Prowess. Range 9" Wardog an immediate ranged attack with a Prowess bonus equal to its
owner’s Prowess.
Upgrade 2: +1 Brawn, +2 Prowess

>> Breachfly

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
1 7 1 — 6+ — 1 — 0 0
ATTACKS UPGRADES
Pistol Shot (Ranged) Upgrade 1: +2 Speed. Relay. Breacher may count
1 Prowess. Range 9" anything within 12" of the Breachfly as within range of
exploits, provided the breachfly is within the breach-
ABILITIES er’s normal exploit range.
Owner within 12" may target c-links within 6" of Upgrade 2: +1 Brawn. Owner within 18" can use ex-
Breachfly (even without the Control exploit). This ploits centered on Breachfly instead of owner.
ignores the shielding ability of c-links.

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PET GRIFFS
Unlike august gryphons, the origin of griffs is more unnatural. These pets (or pests, depending on who you ask)
were crude attempts to recreate the majestic true gryphons. But they are imperfect, in almost every way. But
thousands of years have led to odd development, mutation, and cross breeding. Now, all manner of half-mam-
mal, half-avian varieties can be found, often with regional variants. Griffs are not powerful, but given their
abilities, may still prove useful in a fight. Griffs may be recruited into gangs just like gangers by paying fortune
and assigning them an owner, but they cannot be upgraded or enhanced in any way. The cost to add them to
your gang is listed in their description.

>> B’eagle (Swift)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Cost: 3
3 6 7 6+ — * 0 — 0 0
ATTACKS ABILITIES
Claws and Beak (Melee) Flight.
7 Prowess
Agile. If a model did not move their entire Speed, they may
move the remainder of their Speed after taking a Main Ac-
tion, even if they have already used their Move Action.
Retrieve. B’eagles can pick up and hold 1 item.

>> Croyote (Swift)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Cost: 3
2 7 7 6+ — * 0 — 0 0
ATTACKS ABILITIES
Claws and Beak (Melee) Flight.
7 Prowess Agile. If a model did not move their entire Speed, they may
move the remainder of their Speed after taking a Main Ac-
tion, even if they have already used their Move Action.
Retreat. Croyotes do not trigger attacks when moving out of
melee combat.

>> Parakitty (Swift)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Cost: 3
2 7 7 6+ — * 0 — 0 0
ATTACKS ABILITIES
Claws and Beak (Melee) Flight.
7 Prowess Agile. If a model did not move their entire Speed, they may
move the remainder of their Speed after taking a Main Ac-
tion, even if they have already used their Move Action.
Wile. Parakitties gain +1 bonus to all Aegis saves (or gain 6+ if
they have none).

126
>> Peregrine Fox (Swift)
BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Cost: 3
2 8 6 6+ — * 0 — 0 0
ATTACKS ABILITIES
Claws and Beak (Melee) Flight.
6 Prowess Agile. If a model did not move their entire Speed, they may
move the remainder of their Speed after taking a Main Ac-
tion, even if they have already used their Move Action.
Fly-By. After resolving the attack part of a Charge, Pere-
grine Fox may move up to its Speed in the same direction as
the charge.

>> Raccondor (Swift)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Cost: 3
3 6 7 6+ — * 0 — 0 0
ATTACKS ABILITIES
Claws and Beak (Melee) Flight.
7 Prowess Agile. If a model did not move their entire Speed, they may
move the remainder of their Speed after taking a Main Ac-
tion, even if they have already used their Move Action.
Trashborn. Gain +1 Prowess. Add 2 to any damage the Racco-
ndor inflicts after Defense, but before Aegis.

>> Valravn (Swift)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Cost: 3
4 6 6 6+ — * 0 — 0 0
ATTACKS ABILITIES
Claws and Beak (Melee) Flight.
6 Prowess Agile. If a model did not move their entire Speed, they may
move the remainder of their Speed after taking a Main Ac-
tion, even if they have already used their Move Action.
Foreboding. Interrupt. Once per Round, a Valravn may force
an opponent to re-roll any number of dice.

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| All i e s , C r e at u r e s & B a d d i e s
𒂖 𒂊 𒀳 𒁺 𒁛 𒁖 𒂵 𒂠 𒀉 𒄸 𒆪𒇇 𒄉 𒂗 𒆳 𒆲

OPPOSITIONS
>> August Gryphon (Swift)
August Gryphons may be recruited into gangs just like gangers by paying the fortune cost, but they cannot be
upgraded or enhanced in any way.

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Cost: 16
8 8 10 3+ 6+ 3+ 1 5+ 0 0
ATTACKS ABILITIES
Claws and Beak Flight.
(Melee, Piercing 2)
Diving Swoop. When Charging, gain +1 Prowess for every 2" of height
15 Prowess, Reach 1
the Gryphon’s base is above the target’s base (max +5 Prowess). If the
Gryphon starts at least 2" above their target (from one base to the oth-
er) before Charging, it gains 4+ Aegis against interrupt attacks. After
Charging, the gryphon must continue to move at least half the rest of
its remaining movement in the same direction.

128
LAWJACKS
These lawjacks do not represent the Lawjack Gang per se, but rather, official, on-duty Neo Babylonian Lawjacks
that gangs might encounter. As such, their stats are for non-player lawjacks only and these lawjacks cannot be
taken by players for use in their gang. Fortune costs are given so players can create lawjack teams to battle in
Solo mode.

>> Lawjack Captain (Human, Boss)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Boss
Cost: 10
7 8 7 3+ 6+ 3+ 3 — 0 0

ATTACKS
Stun Baton (Melee, Shock, Reach 1)
9 Prowess
Rifle (Ranged, Accurate, Piercing 1)
7 Prowess. Range 24"

>> Lawjack Lieutenant (Human, Enforcer)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Enforcer
Cost: 8
6 8 7 4+ 6+ 4+ 2 — 0 0
ATTACKS
Stun Baton (Melee, Shock, Reach 1)
9 Prowess
Rifle (Ranged, Accurate, Piercing 1)
7 Prowess. Range 24"

>> Lawjack Soldier (Human, Soldier)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Soldier
Cost: 7
5 8 7 4+ 6+ 5+ 2 — 0 0

ATTACKS
Stun Baton (Melee, Shock, Reach 1)
9 Prowess
Rifle (Ranged, Accurate, Piercing 1)
7 Prowess. Range 24"

>> Lawjack Rookie (Human, Rookie)


BRW SPD PRO MEL RAN COM DEF AEG MAG TEC Rank: Rookie
Cost: 4
5 7 7 5+ 6+ 5+ 2 — 0 0
ATTACKS
Stun Baton (Melee, Shock, Reach 1)
9 Prowess
Rifle (Ranged, Accurate, Piercing 1)
7 Prowess. Range 24"

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Chapter 7
S c e n a r i o s

Each game is played using one of the following scenarios. Each scenario is described in
multiple sections:

𒆜 Description: Details of the scenario.


𒆜 Map Setup: How to arrange the playing field, including how many cyber-links and
salvage points to include.
𒆜 Grit: The amount of Grit each gang starts with and how Grit is gained and lost in the
scenario.
𒆜 Deployment: How to place each gang’s models.
𒆜 Begin: Who takes the first turn.
𒆜 Victory: How the scenario ends. Unless otherwise stated, when a player ends a
refresh phase with zero Grit, they automatically lose and their models are removed
from play.
𒆜 Salvage Table: Details about what is in salvage tables for this scenario, if there are
any. If there are no salvage points in the scenario, there will not be a salvage table.

130
DEPLOYMENT
Depending on the number of players, deployment areas change a bit to make gameplay most equitable.

Two players Three players Four players


The deployment zones are across One player begins in the middle of Players deploy their gangs on the
from each other at opposite edges one side of the map, while the other four corners of the map.
of the map. two deploy their gangs on the far
side of the map on opposite sides.

Deployment zone 1 6" Deployment 6" DZ1 6"


zone 1 DZ2
12"
12" 6"
6" 6" 12"
Deployment

Deployment
zone 3
zone 2

12" 12"
Deployment zone 2 6" DZ3 DZ4

SALVAGE POINTS
Salvage points mark places on the Map where models can acquire raw material to help their gang flourish.
Salvage represents abandoned vehicles, damaged c-links, the belongings of the recently fallen, or even more
exotic treasure. Each game, a number of salvage points are placed on the Map, according to the scenario.
When a model is in base to base with a salvage point, they may use their Main Action to salvage. Roll 2D6 on
the scenario’s salvage table to determine what the model finds. Salvage points can only be used once.
If playing a campaign, when you receive items from Salvage points, they are added to your gang as gang
treasure. Even if they are consumable items, you may equip them once per battle. Items gained from Salvage
points overrule the normal enhancement limits, so you can give them to anyone in your gang for free. Once
a salvage point is used, it can no longer be searched.
If, as sometimes happens, you gain a rookie, that rookie stays in your gang, with stats as indicated and no
enhancements. These rookies may be given enhancements as normal (between battles, normal Rank
limits apply).

131
| Scenarios
S c en a r io 1:
G a n g Wa r
In the Undercity of Neo Babylon, rival gangs finally meet face to face. With ambitions of turf and
reputation on the line, they are willing to fight to the last. This clash can only end one way: with one
side eliminated.

>> Description >> Deployment


This is a straight-up gang fight. No extra rules, no After terrain has been placed, each player rolls a die.
salvage points, only two cyberlinks, and when you The player with the highest result gets to choose
defeat enemy gangers, Grit starts flying. their gang’s deployment zone and place their first
model inside that zone. Then, the player with the
next-highest result (and so on) chooses their de-
>> Map Setup ployment zone and places their first model. Players
The map should be about 3' x 3' and we recommend- alternate placing models in their deployment zones
ed terrain covering at least half of the table. Each until all models have been placed.
player takes turns placing pieces of terrain. Once
all normal table terrain is placed, players take turns
placing Cyber-Links on the map. C-links must be >> Begin
placed at least 9" away from all table edges. C-links After deployment, each player rolls a die. The player
must be placed where all models can reach them. with the highest result takes the first turn.
CYBER-LINKS: 1 per player
SALVAGE POINTS: 0 >> Victory
The last player with Grit remaining wins. If players
are reduced below 1 Grit simultaneously (e.g. during
>> Grit Refresh), the match is a draw.
Each gang starts with 16 Grit (modified by any gang
abilities). Each player loses 3 Grit at the end of A player also wins if there are no other enemy gang-
each round. ers left on the map.

Whenever you defeat an enemy model, gain Grit


equal to the model’s rank. When one of your models
is defeated, lose Grit equal to the models rank.

132
S c en a r io 2:
N o t- S o - S a f e h o u s e
Often, when a gang loses ground and has nowhere else to go, they find a safehouse to squat in.
Sometimes, the safehouse doesn’t live up to its name, and the gangers must make a last stand.

>> Description models in their deployment zones until all models


The center of the map is the safehouse. The defend- have been placed, starting with the defender, then
ing team tries to keep attackers out while the attack- highest roll, then next-highest roll, then third highest
ers are trying to kill off the defenders. roll, etc.

>> Map Setup >> Begin


The map should be about 3' x 3' and we recom- The Defender takes the first turn.
mended terrain covering at least half of the table.
The center 12" x 12" square is the safehouse—place
>> Victory
an appropriate piece of terrain in that space. Each
The last player with Grit remaining wins. If multiple
player takes turns placing the rest of the terrain. The
players are reduced below one Grit, the player with
safehouse must have at least one level above the
the highest Grit wins. If both players have the same
ground floor, and must be reachable by all models.
amount of Grit, the game is a draw.
Once all normal table terrain is placed, players take
A player also wins if they have defeated all
turns placing cyber-links on the map. C-links must be
enemy models.
placed at least 6" away from all table edges. C-links
must be placed where all models can reach them. Play- S a lva g e ta b l e
ers then take turns placing salvage points onto the
map. Salvage points must be placed at least 9" away 2 Exploit Repeater
from all table edges. Salvage points must be placed 3 AP Ammo
where all models can reach them. 4 Thetamins
CYBER-LINKS: 1 per player 5 Medkit
SALVAGE POINTS: 1 per player 6 Grenade
7 Psych Charm
>> Grit 8 Salve of Life
The defending gang Starts with 15 Grit, The attacking 9 Aegis Amulet
gang(s) starts with 20 Grit. The attacking gang(s) lose 10 Skin Plating. Don’t ask questions.
4 Grit each round. Whenever the attacking gang(s) Urchin. You rescue a street kid. They join your
defeat an enemy model, they gain Grit equal to 11 gang immediately as a Rookie. Use stats for
model rank. Each Round, the defending gang loses Urchin below.
one Grit for each enemy model inside the safehouse Opal of Washail. You find a mysterious gem.
during the refresh phase. Gain 2 Grit immediately. Once per Battle, the
12
wielder of the Opal may use their Main Action
and Move Action to gain 2 Grit.
>> Deployment
Each player rolls a die. The player who rolled lowest
>> Urchin
is the defender, and other players are attackers. The
defender’s deployment zone is anywhere within the BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
safehouse. The player with the highest result gets
to choose their gang’s deployment zone. The player
3 6 5 6+ 6+ 6+ 0 — 0 0
with the next-highest result then chooses their de- ATTACKS
ployment zone, and so on. Players alternate placing Knife (Melee, Pistol
Archaic, Piercing 1) (Ranged, Piercing 1)
9 Prowess 8 Prowess, Range 12"

133
| Scenarios
S c en a r io 3 :
GET DEM
Digital Extortion Materials, or DEMs, rival spice and stims for the designation of hottest commodity
in the Undercity. Now, a contact has passed info onto you about a load of DEMs that can make you all
some stanz. Here’s the catch: another gang knows it’s there, too.

>> Description >> Deployment


The goal of this scenario is for breachers to collect After terrain has been placed, each player rolls a die.
DEMs from c-links. The gang with the most DEMs will The player with the highest result gets to choose
prevail. their gang’s deployment zone and place their first
Breaching and cyber-links do not function as normal model inside that zone. Then, the player with the
in this scenario. Only breachers may interact with cy- next-highest result (and so on) chooses their de-
ber-links. In this scenario, instead of gaining control ployment zone and places their first model. Players
of C-links, breachers gain DEMs instead, rolling [Tech- alternate placing models in their deployment zones
nology x 2] D6, with successes on 4+. With 0 success- until all models have been placed.
es, nothing happens. 1-2 successes gets them 1 DEM.
3-5 successes gets them 2 DEMs, and 6+ successes >> Begin
gets them 3 DEMs. After deployment, each player rolls a die. The player
with the highest result takes the first turn.
>> Map Setup
The map should be about 3' x 3' and we recommend- >> Victory
ed terrain covering at least half of the table. Each The last player with Grit remaining wins. If multiple
player takes turns placing pieces of terrain. players are reduced below one Grit, the player with
Once all normal table terrain is placed, players take the highest Grit wins. If both players have the same
turns placing cyber-links on the map. C-links must be amount of Grit, the game is a draw.
placed at least 9" away from all table edges and the A player also wins if they have defeated all
same player cannot place another c-link within 6" of enemy models.
one they’ve already placed.
C-links must be placed where all models can
reach them.
Players then take turns placing salvage points onto S a lva g e ta b l e
the map. Salvage points must be placed at least 2–3 Tracker Beacon
9" away from all table edges. Salvage points must be
placed where all models can reach them. 4–5 Grenade

CYBER-LINKS: 2 per player 6 Thetamins

SALVAGE POINTS: 1 per player 7 Medkit

8 AP Ammo
>> Grit 9 Thetamins, Medkit
Each gang starts with 16 Grit (modified by any gang
abilities). Each player loses 3 Grit at the end of 10–11 Skin Plating. Don’t ask questions.
each round. Prototype Combat Stimulant. Single Use. Before
a battle begins, give model +1 Prowess and
For each DEM you get, gain 2 Grit, and your opponent 12
improve Melee Combat Skill and Ranged Combat
loses 1 Grit. Skill by 1 (max 3+) until the end of the scenario.

134
S c en a r io 4 :
V u lt u r e s
Sometimes freebooters get away clear, other times they get pursued and run into the Undercity
pursued by Lawjacks. These pursuits are always deadly, and sometimes, gangs can swoop in after the
carnage and loot some prime gear before the Lawjacks come back to sweep the area.

>> Description alternate placing models in their deployment zones


Each salvage point has 3 tokens, for a total of 6 per until all models have been placed.
player. Grabbing these salvage tokens and running
off the board with them is just as helpful as killing >> Begin
enemy models. Grab as many as you can and try to After deployment, each player rolls a die. The player
keep the other side from doing so. Note: Models with the highest result takes the first turn.
leaving the map with a salvage token do not count as
defeated. >> Victory
At the end of the sixth round, whichever team has
>> Map Setup the most Grit wins. In case of a tie, the game is
The map size should be 3' x 3' and we recommend- a draw. If players run out of Grit before the sixth
ed terrain covering at least half of the table. Each round ends, the last player with Grit remaining wins.
player takes turns placing a piece of terrain. Then, If all remaining players are reduced below one Grit
players take turns placing salvage points onto the at once, the game is a draw. In this scenario, players
map. Salvage points must be placed at least 9" away do not automatically lose if they have no models on
from all table edges and the same player cannot the board. A player also wins if they have defeated all
place another salvage point within 6" of one they’ve enemy models.
already placed. Salvage points must be placed where
all models can reach them. S a lva g e ta b l e
Place 3 tokens on each salvage point. Each time 2–3 +1 to next salvage Roll.
someone salvages from the salvage point, take one 4 Thetamins
of those tokens and put it on the model that per- 5 Psych Charm
formed the salvage action in addition to rolling on 6 Salve of Life
the salvage table. Each model may only have one 7 Tracker Beacon
salvage token. If a model with a token is defeat- 8 Aegis Amulet (6+ Aegis)
ed, the token drops in that same spot. Any model “Nice Coat” - This Model has 3 Defense un-
adjacent to the token can take an action to take the 9 til the end of the Battle. Add Body Armor to
salvage token. Gang Treasure.
CYBER-LINKS: 0 10 AP Ammo
11 2 Thetamins
SALVAGE POINTS: 2 per player
“They’re still breathing”. Place a model adjacent to
>> Grit the salvage token representing a defeated freeboo-
Each gang starts with 12 Grit (modified by any gang ter. If you heal them for at least 1 Brawn, they will
12
abilities). Gain 4 Grit every time a model brings assist you for the rest of the fight. They don’t count
towards normal Grit gain or loss, but may claim
a point of salvage off the board. Lose Grit equal
salvage tokens.
to the model rank whenever a model is defeated,
or if they are still on the table at the end of the
sixth round. >> Defeated Freebooter
>> Deployment BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
After terrain has been placed, each player rolls a die.
The player with the highest result gets to choose
0/6 6 8 3+ 3+ 3+ 2 5+ 0 0
their gang’s deployment zone and place their first ATTACKS
model inside that zone. Then, the player with the Knife (Melee, Pistol
next-highest result (and so on) chooses their de- Archaic, Piercing 1) (Ranged, Piercing 1)
ployment zone and places their first model. Players 12 Prowess 11 Prowess, Range 12"

135
| Scenarios
S c en a r io 5 :
T u r f Wa r s
In Neo Babylon’s Undercity, gangs are constantly at war over turf. Of course, some turf is more
valuable than others, so the higher demand is, the more blood gets shed over it. When turf becomes
available or vulnerable, there’s always a fight over who’s gonna claim it.

>> Description >> Begin


This scenario is about locking down turf. You gain After deployment, each player rolls a die. The player
grit when you have more gangers in a quadrant than with the highest result takes the first turn.
your opponent. Divide and conquer, but don’t spread
too thin.
>> Victory
The last player with Grit remaining wins. If multiple
>> Map Setup players are reduced below one Grit, the player with
The map should be about 3' x 3' and we recommend- the highest Grit wins. If all remaining players are
ed terrain covering at least half of the table. Each reduced below one Grit at once, the game is a draw.
player takes turns placing a piece of terrain. Once all A player also wins if they have defeated all enemy
normal table terrain is placed, players take turns plac- models.
ing cyber-links on the map. C-links must be placed
at least 6" away from all table edges. C-links must
be placed where all models can reach them. Players S a lva g e ta b l e
then take turns placing salvage points onto the map. 2 +1 to the next salvage Roll.
Salvage points must be placed at least 9" away from 3 Salve of Life
all table edges.
4 Thetamins
CYBER-LINKS: 1 per player
5 Medkit
SALVAGE POINTS: 1 per player 6 Salve of Life
7 Psych Charm
>> Grit 8 Salve of Life
Each gang starts with 16 Grit (modified by any gang
9 Aegis Amulet
abilities). Each player loses 3 Grit at the end of each
round. 10 Thetamins
At the end of each round, each player gains 2 Grit Urchin. You rescue a street kid. They join your
for each quadrant of the map that they have more 11 gang immediately as a Rookie. Use stats for
models than their opponent (calculate based on the Urchin below.
center of a model), and loses 2 Grit for each quadrant 12
Perfect Stash. Gain 2 Fortune and 1 Reputation
of the map where their opponent has more models (or 3 Grit).
than they do.

>> Deployment >> Urchin


After terrain has been placed, each player rolls a die.
The player with the highest result gets to choose BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
their gang’s deployment zone and place their first
model inside that zone. Then, the player with the 3 6 5 6+ 6+ 6+ 0 — 0 0
next-highest result (and so on) chooses their de-
ployment zone and places their first model. Players ATTACKS
alternate placing models in their deployment zones Knife (Melee, Pistol
until all models have been placed. Archaic, Piercing 1) (Ranged, Piercing 1)
9 Prowess 8 Prowess, Range 12"

136
S c en a r io 6 :
S c av e n g e r H u n t
Whether it’s an artifact, a piece of tech, or just a briefcase full of stanz, something is here that’s valu-
able. Unfortunately, the other gang wants it too, and neither of you know exactly where it is.

>> Description >> Grit


This scenario is about finding a particular piece of Each gang starts with 16 Grit (modified by any gang
loot (the MacGuffin) in salvage points and making abilities). Each player loses 3 Grit at the end of each
your way off the board with it before the other gang round.
can get their hands on it. The location of the MacGuf- Gain 2 Grit whenever you investigate a salvage point.
fin is not known, and a gang may only retrieve it once Whenever you gain a bonus on future salvage tests
their gang has learned of the location. Even if players (as noted in the salvage chart below), gain a number
know the location, the gang does not and must of Grit equal to the bonus gained. Gain 4 Grit if you
keep looking until prompted that they can retrieve discover the location of the MacGuffin. Gain 4 Grit
the MacGuffin. the first time you retrieve the MacGuffin. Gain 3 Grit
Once the MacGuffin is retrieved, treat it as gear each round if you are in possession of the MacGuffin.
owned by the model that picked it up. If the model is Lose 4 Grit if your opponent discovers the location of
defeated, place a token on the ground representing the MacGuffin first. Lose 4 Grit when your opponent
the MacGuffin—any model may spend a Main Action retrieves the MacGuffin. Lose all Grit if your oppo-
to pick it up if they are within base to base contact nent leaves the map with the MacGuffin.
with the token.
Once the MacGuffin has been retrieved, any models
who move to the edge of the board may leave the >> Deployment
map without counting as defeated. If the model with After terrain has been placed, each player rolls a die.
the MacGuffin leaves the board, their enemies lose The player with the highest result gets to choose
all Grit and the team with the MacGuffin wins! Note: their gang’s deployment zone and place their first
Models leaving the map with a MacGuffin do not model inside that zone. Then, the player with the
count as defeated. next-highest result (and so on) chooses their de-
ployment zone and places their first model. Players
alternate placing models in their deployment zones
>> Map Setup until all models have been placed.
The map should be about 3' x 3' and we recom-
mended terrain covering at least half of the table.
Each player takes turns placing a piece of terrain. >> Begin
Once all normal table terrain is placed, players take After deployment, each player rolls a die. The player
turns placing cyber-links on the map. C-links must be with the highest result takes the first turn.
placed at least 6" away from all table edges. C-links
must be placed where all models can reach them. >> Victory
Players then take turns placing salvage points onto The last player with Grit remaining wins. If multiple
the map. Salvage points must be placed at least players are reduced below one Grit, the player with
9" away from all table edges and the same player the highest Grit wins. If both players have the same
cannot place another salvage point within 6" of one amount of Grit, the game is a draw.
they’ve already placed.
See next page for the Salvage Table.
CYBER-LINKS: 1 per player
SALVAGE POINTS: 1 per player

137
| Scenarios
s c av e n g e r H u n t S a lva g e ta b l e
Ignore the normal salvage rules. When in contact with a salvage point, a model may use a Main Action to roll 1D6 on
the following chart.

Confusing Riddle. Any model in base to base contact with a salvage point can take a Main Action to
1–2 make a Composure test vs 1 dice. Gain +1 on future salvage rolls, and an additional +1 if you succeed on
the Composure test. This action may only be taken once.

Mystic Insight. Gain +1 on future salvage rolls. Casters in base to base contact with a salvage point
3–4 may spend a Main Action to roll a number of dice equal to their Magic Attribute and gain +1 to future
salvage rolls for each 6 rolled. This action may only be taken once.

Technical Insight. Breacher in base to base contact with salvage point may spend a Main Action to roll
5–6 a number of dice equal to their Technology Attribute. Gain +1 on future salvage rolls, and an additional
+1 for each 6 rolled. This action may only be taken once.

Missed Something. The next time you roll on a salvage table, roll twice and choose which result
7
you want.

Hiding in Plain Sight. Your gang may retrieve the MacGuffin. If the location of the MacGuffin is un-
8 known, randomly select a c-link and place the MacGuffin token in base to base contact with it. The
MacGuffin may be retrieved with a Main Action.

Beneath the Clues. Your gang may retrieve the MacGuffin. If the location of the MacGuffin is unknown,
9 randomly select a salvage point and place the MacGuffin token in base to base contact with it. The
MacGuffin may be retrieved with a Main Action.

Dead Center. Your gang may retrieve the MacGuffin. If the location of the MacGuffin is unknown, place
the MacGuffin token in an accessible location within 6" of the center of the board (if no such location
10
exists, pick the closest accessible location to the center of the board). The MacGuffin may be retrieved
with a Main Action.

Right Beneath Us. Your gang may retrieve the MacGuffin. If the location of the MacGuffin is unknown,
11+ your opponent places the MacGuffin token adjacent to one of your models. The MacGuffin may be
retrieved with a Main Action.

138
S c en a r io 7:
C l i n ks i n a C h a i n
Once in a while, new Cyber-Links are deployed in the Undercity so the corporations of Neo Babylon
can hawk their wares without actually having to set foot in the slums. It doesn’t take long for gangs
to set their sights on controlling them for their own ends. Those who control the c-links control the
Undercity sprawl.

>> Description >> Begin


In this scenario, all models have been given a one- After deployment, each player rolls a die. The player
use clinker key that allows them to control a c-link as with the highest result takes the first turn.
if they were a breacher. As a result, all models can
control 1 c-link. Breachers may still control multiple >> Victory
c-links. Controlling the c-links is the key to victory. The last player with Grit remaining wins. If multiple
players are reduced below one Grit, the player with
>> Map Setup the highest Grit wins. If all remaining players are
The map should be about 3' x 3' and we recommend- reduced below one Grit at once, the game is a draw.
ed terrain covering at least half of the table. Each
player takes turns placing a piece of terrain. A player also wins if they have defeated all enemy
models. If there is no winner/loser by the end of
Once all normal table terrain is placed, players take round 6, whoever controls the most c-links wins.
turns placing Cyber-Links on the map. Cyber-Links
may be placed anywhere, but the same player cannot
place another c-link within 6" of one they’ve already S a lva g e ta b l e
placed. C-links must be placed where all models can
reach them. 2–3 +1 to next salvage Roll.

Players then take turns placing salvage points onto Clinker Key. Once during this battle, one allied
4–5
the map. Salvage points must be placed at least breacher may re-roll a breaching roll.
9" away from all table edges. Salvage points must be 6–7 Silver stanz. +1 Fortune (or 1 Grit).
placed where all models can reach them.
CYBER-LINKS: 8 Abandoned Tech. Add a Wardog drone to one
8 of your breachers. If no breacher is available,
SALVAGE POINTS: 1 per player gain +2 to next salvage Roll.
Medicine Bag. Add Salve of Life, Thetamins, or
>> Grit 9–10
Medkit to model’s items
Each gang starts with 16 Grit (modified by any gang
abilities). Each player loses 4 Grit during each Refresh “They’re not using it.” Gain 1 utility enhance-
Phase. 11 ment between Battles. If not playing a cam-
paign, gain +1 Thetamins.
For every c-link your gang controls, gain 1 Grit at the
end of every Round. Security. Place a model adjacent to the salvage
point. During each Refresh Phase, it will shoot
>> Deployment the nearest model (from any gang). If no model
After terrain has been placed, each player rolls a die. 12 is within range, it will move to the nearest
The player with the highest result gets to choose c-link, then shoot. If it still has no target, it will
their gang’s deployment zone and place their first sprint directly toward the nearest c-link and
model inside that zone. Then, the player with the remain there, shooting when possible.
next-highest result (and so on) chooses their de-
ployment zone and places their first model. Players >> Security
alternate placing models in their deployment zones
until all models have been placed. BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
5 6 5 4+ 4+ 5 + 2 — 0 0
ATTACKS
Mace (Melee, Pistol
Archaic, Concussive 1) (Ranged, Piercing 1)
7 Prowess, Reach 0-1 8 Prowess, Range 12"

139
| Scenarios
S c en a r io 8 :
A s s a s s i n N at i o n
Your informants have bad news. Your rival is on their way to assassinate you. But now that you know,
you can’t let this slide. You’ll take the opportunity to cut off their head instead.

>> Description >> Begin


This scenario is largely about defeating the enemy After deployment, each player rolls a die. The player
boss. If your Boss does the deed, even better. with the highest result takes the first turn.

>> Map Setup >> Victory


The map should be about 3' x 3' and we recommend- The last player with Grit remaining wins. If multiple
ed terrain covering at least half of the table. Each players are reduced below one Grit, the player with
player takes turns placing a piece of terrain. the highest Grit wins. If all remaining players are
Once all normal table terrain is placed, players take reduced below one Grit at once, the game is a draw.
turns placing cyber-links on the map. Cyber-links A player also wins if they have defeated all enemy
must be placed at least 12" away from all table edges. models, or every member of enemy gangs are fleeing
C-links must be placed where all models can reach after a Refresh Phase.
them.
Players then take turns placing salvage points onto
the map. Salvage points must be placed at least 12" S a lva g e ta b l e
away from all table edges. Salvage points must be 2 +1 to the next salvage Roll.
placed where all models can reach them.
3 Salve of Life
CYBER-LINKS: 1 per player 4 Thetamins
SALVAGE POINTS: 1 per player 5 Medkit
6 Drug Money. +1 Fortune (or 1 Grit).
>> Grit 7 Psych Charm
Each gang starts with 16 Grit (modified by any gang
8 Salve of Life
abilities). Each player loses 3 Grit at the end of each
round. 9 Aegis Amulet

When an enemy Boss is defeated, gain 6 Grit. If your Used Cyber. Gain 1 utility enhancement be-
Boss is defeated, lose 6 Grit. If a Boss is the one who 10 tween Battles. If not playing a campaign, gain
+1 Thetamins.
killed the enemy Boss, double the Grit gain and loss.
Prototype growth drug. After this scenario ends,
11 may be given to any model in your gang. Grants
>> Deployment either 1 Brawn or 1 Speed (Single Use only).
After terrain has been placed, each player rolls a die. Foom’s Twin Pistols (Piercing 2)
The player with the highest result gets to choose 12
+5 Prowess. Range 12"
their gang’s deployment zone and place their first
model inside that zone. Then, the player with the
next-highest result (and so on) chooses their de-
ployment zone and places their first model. Players
alternate placing models in their deployment zones
until all models have been placed.

140
S c en a r io 9 :
Control
Having turf is useless unless you can keep it safe from rivals. Gang members are resources that must be
strategically used to defend and attack. Don’t learn this, and you’ll be stuck in the small time forever.
For this scenario, in order to control a control point, a player must have more models in base to base
contact with the control point than the other Player.

>> Description >> Grit


This scenario is about making sure you can keep Each gang starts with 16 Grit (modified by any gang
certain areas of your turf on lockdown. There are abilities). Each player loses 4 Grit at the end of each
3 control points on the board, representing import- round.
ant parts of the city, boundary markers, etc. You During the Refresh phase, for each control point
need to put your models there and prevent other your gang controls, gain 2 Grit and your opponent
models from being there. For this scenario, In order loses 2 Grit.
to control a control point, a player must have more
models in base to base contact with the control point >> Deployment
than the other Player. After terrain has been placed, each player rolls a die.
The player with the highest result gets to choose
>> Map Setup their gang’s deployment zone and place their first
The map should be about 3' x 3' and we recommend- model inside that zone. Then, the player with the
ed terrain covering at least half of the table. Each next-highest result (and so on) chooses their de-
player takes turns placing a piece of terrain. ployment zone and places their first model. Players
Once all normal table terrain is placed, players take alternate placing models in their deployment zones
turns placing cyber-links on the map. Cyber-links until all models have been placed.
must be placed at least 9" away from all table edges
and the same player cannot place another c-link with-
in 6" of one they’ve already placed. C-links must be
placed where all models can reach them.
Players then take turns placing salvage points onto
the map. Salvage points must be placed at least
9" away from all table edges and the same player
cannot place another salvage point within 6" of
one they’ve already placed. Salvage points must be
placed where all models can reach them.
Players also place 1 control point token each at least
6" away from all table edges and at least 9" away
from the other control point. Once all control points
are placed, place another control point in the center
between them. Roll 2D6 and move the last control
point perpendicular to the imaginary line the number
of inches rolled (in a random direction).
CYBER-LINKS: 2 per player
SALVAGE POINTS: 4

141
| Scenarios
>> Begin S a lva g e ta b l e
After deployment, each player rolls a die. The player
2–4 +1 to next salvage Roll.
with the highest result takes the first turn.
5–6 Medkit
>> Victory 7 Psych Charm
When one gang is A) out of Grit, B) completely
8 Salve of Life
eliminated or C) every member of the gang is fleeing
after a Refresh Phase, that gang loses and their 9 Aegis Amulet
opponent wins. Used Cyber. Gain 1 utility enhancement be-
If there is no winner/loser by the end of round 10–11 tween Battles. If not playing a campaign, gain
6, whichever gang controls the most control points +1 Thetamins.
wins. Accidental drop. A wad of stanz has fallen into
12
your lap. +2 Fortune (or 2 Grit).

S c en a r io 10 :
Chasing Cases
You don’t know what’s in the case. Your boss didn’t tell ya. But they want it, and you’re gonna get it.
But you better hurry before your rivals get it. If you come back empty handed, there’ll be hell to pay.
In this scenario, it takes a Main Action to pick up the case. The case is dropped if the model is Knocked
Down or if the model spends a Free Action to drop it. It is then placed adjacent to the model. A model
carrying the case cannot use Main Actions. A model carrying the case can only move 6" during a Move
Action (the case is heavy!).

>> Description place another salvage point within 6" of one they’ve
This scenario features a briefcase token, smack in the already placed. Salvage points must be placed where
center of the map. Your task is to retrieve it. Picking all models can reach them.
up the briefcase is a Main Action. You may leave the In the center of the map, place the briefcase token.
board if you have the briefcase.
CYBER-LINKS: 1 per player
SALVAGE POINTS: 2 per player
>> Map Setup
The map should be about 3' x 3' and we recommend-
ed terrain covering at least half of the table. >> Grit
Once all normal table terrain is placed, players take Each gang starts with 16 Grit (modified by any gang
turns placing cyber-links on the map. C-links must be abilities). Each player loses 3 Grit during the Refresh
placed at least 9" away from all table edges and can- Phase.
not be placed within 9" of other c-links. C-links must The gang that controls the case at the end of the
be placed where all models can reach them. Round gains 3 Grit.
Players then take turns placing salvage points onto If a model flees the board edge with the briefcase,
the map. Salvage points must be placed at least 12" their gang wins the scenario.
away from all table edges and the same player cannot

142
>> Deployment
S a lva g e ta b l e
After terrain has been placed, each player rolls a die.
The player with the highest result gets to choose their 2–3 +1 to next salvage Roll.
gang’s deployment zone and place their first model 4 Thetamins
inside that zone. Then, the player with the next-high- 5 Psych Charm
est result (and so on) chooses their deployment zone
and places their first model. Players alternate placing 6 “Stanz!” +1 Fortune (or 1 Grit).
models in their deployment zones until all models 7 Salve of Life
have been placed. Aegis Amulet. Gain 6+ Aegis. Add Aegis Amulet
8
to Gang Treasure if playing a campaign.
>> Begin “Nice Coat”. This Model now has 3 Defense until
After deployment, each player rolls a die. The player 9 the end of the Battle. Add Body Armor to Gang
with the highest result takes the first turn. Treasure if playing a campaign.
“They’re not using it”. Gain 1 utility enhancement
>> Victory 10 between Battles. If not playing a campaign, gain
When one gang is A) out of Grit, B) completely +1 Thetamins.
eliminated or C) every member of the gang is fleeing 11 Pay Data. +4 Fortune (or 2 Grit).
after a Refresh Phase, that gang loses and their Missing files. Some contents of the case slipped
opponent wins. away and you found them. Place another brief-
If no gang has won after 6 rounds, the battle ends case token in Base to base contact with the sal-
12
and whoever holds the case wins. vage point. There are now two briefcase tokens.
If, at the end of 6 rounds, no player holds both,
whoever has more Grit wins.

143
| Scenarios
Chapter 8 g n
a
Camp y i
Pl a
Gangs of the Undercity can be played many different ways. Sometimes you just want to
play one game with your friend. Other times you may be playing competitively. But there
are times when you want to play with more than just one friend and you want your char-
acters, gangs, and decisions to have an impact that lasts longer than one game. You might
want something with a bit more story to hang your battles on. This is where campaign play
comes in. In campaign play, you and your friends (we recommend 3 or more) build your
gangs, expand to new neighborhoods, and change the face of the Undercity - and your
gangers - over the course of multiple battles.

Content available in full Rulebook


Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
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Content available in full Rulebook
Content available in full Rulebook
Content available in full Rulebook
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Content available in full Rulebook
Content available in full Rulebook
Chapter 9 a y
s ol o P l

Most games of Gangs of the Undercity will be played with two or more players. But that isn’t
the only way to play! In solo mode, you can play with only one player and your opposition
will be other gangs or enemy models controlled by special rules included in this chapter.
𒂖 𒂊 𒀳

>> USING THIS CHAPTER


This chapter details how to play solo mode, but the following scenario set is written to teach new players how to
play Gangs of the Undercity. As this is the case, many things may be simplified, so any rules omissions, additions,
or changes made for that story will always yield to those in other chapters. If any rules questions arise while playing
this tutorial or solo mode, we encourage you to look in the index at the back of this book and look up the rule or
concept in question if it helps.
P l ay in g S o l o
Gangs of the Undercity can be played a number of ways, primarily competitive and campaign play.
This chapter introduces solo play, and afterwards, offers a set of solo scenarios you can try out solo
mode with. The rules in this chapter apply only to solo games.

ENEMY ACTIONS PASSIVE


Passive models may or may not be on the lookout
As a solo mode game, the player has no direct con- for trouble, but they are otherwise occupied. They
trol over the actions of enemy models. As a result, may be reporting in about their patrols, listening to
a standard 54-card playing card deck is used (jokers a radio, looking the wrong direction, or otherwise
included). At the start of each enemy model’s turn, inattentive. If a player model ends its movement
the player draws a card from the deck and consults not in cover and within 12" of the passive model the
the Enemy Action Chart on the next. passive model moves to cover within line of sight of
In order to give depth to solo gameplay, enemy the player model. Then, its mood then switches to
models act based on orders and mood. If it helps you, pursuing (see below).
consider marking each enemy model with tokens
corresponding to their orders and moods. ALERT
Alert enemy models are on the lookout for trouble.
If a player model ends its movement not in cover and
>> Orders within 18" of the alert model, it is spotted. Its mood
Orders are what enemy models are trying to do on then switches to pursuing (see below).
any given turn. Orders represent the commands
they’ve been given or responsibilities they have.
PURSUING
Enemy models have two potential orders: patrol
A pursuing enemy model actively seeks to attack (or
or guard.
defend against) a player model. Models in this mood
roll melee combat attacks as normal. If they are at
PATROL range, they use their move action to move closer to
A patrolling enemy model spends its turn moving the nearest player model, using their main action to
clockwise around the table (from one enemy model make any ranged attacks they have. Enemy models
deployment token to the next, see deployment be- will attack player models in the following priority:
low) a number of inches equal to its Speed.
First, they will shoot the closest player model within
GUARD range and not in cover.
A guarding enemy model will move its Speed in inch- Second, if the first priority is unavailable, they will en-
es to the closest piece of terrain that offers cover, ter melee as quickly as possible with a player model
and become stationary. in melee combat.
Third, they will shoot at player models in cover while
>> Moods moving toward them.
An enemy model’s mood is what determines how ag- Unless already in combat, all enemy models within
gressive they are in carrying out their orders. There 12" of a pursuing model will pursue (becoming pursu-
are three moods for enemy models: passive, alert, ing) the same target on their turn.
and pursuing.

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TAKING ENEMY MODEL TURNS
Once play begins, enemy model turns will be taken by drawing from a deck of cards. Draw one card per enemy
model turn, taking turns just as in normal play. The card’s suit and number corresponds to an action on the En-
emy Action Chart (below). Follow the instructions on the chart corresponding to the card, and use orders and
mood to determine how the enemy model acts that turn.

ENEMY ACTION CHART

On each enemy turn, draw from the deck of cards and consult the following chart to see how that model acts this
turn. Cards are played immediately unless otherwise specified. Cards are only usable by the model whose turn it
is, unless otherwise specified. Players may negate all effects of any card by spending 1 Grit for numbered cards
and 2 Grit for face cards. Jokers (and their results) cannot be negated.

Hearts &
Diamonds, Another slow night. Model behaves according to its current orders and mood.
2–7

Hearts &
Did you hear that? Model behaves according to its current mood. +1 to all attributes this turn.
Diamonds,
If its orders were to patrol, they switch to guard.
8–10

Clubs &
I’m gonna take a look around. Model behaves according to its current mood. If orders were to
Spades,
guard, they switch to patrol.
2–7

Clubs &
Something doesn’t feel right. Model behaves according to its current orders. This model re-
Spades,
rolls all misses on dice during this turn. If the model’s mood is passive, it switches to alert.
8–10

Love, Improvement, Fearless, Expansion. Player gains 2 Grit. Draw cards until you reach a face
Red Joker card. Resolve that face card as normal. Discard the rest. If desired, player may pay 2 Grit to
ignore this card draw. Re-shuffle from the discard pile if necessary.

Decay, Ennui, Atrophy, Tragedy, Hardship. Player loses 2 Grit. Draw cards until you reach
a face card. Resolve that face card as normal. Discard the rest. If you reach the end of the
Black Joker
deck before reaching a face card, re-shuffle the discard pile and continue drawing cards until
a face card is drawn.

Ace Sound the Alarm! We’re made! Go loud! When drawn, all passive enemy models become alert.
of Clubs Draw again, treating the card as though it were a club instead of its suit.

Captain on deck. He was there all along, you just didn’t see him. Maybe someone said it
couldn’t’ get any worse, or this was too easy. Either way, he’s coming and he looks pissed.
King The enemy gang gains another enforcer model. Their stats are the exact same as the enemy
of Clubs enforcer already present. Roll 2D6 and place this model a number of inches from the model
whose turn it is. Use the scatter rule to determine a random direction (draw an imaginary line
between the two dice that were rolled).

Queen Eyes everywhere. Drone support, surveillance, cyber-links... They have access to all of it.
of Clubs When drawn, no player models receive cover bonuses until the next Refresh Phase.

Excessive Force. You may as well resist arrest, they are going to treat you like you are any-
Jack
way. Get your licks in while you can. All pursuing enemy models in 6" make an attack before
of Clubs
continuing the turn normally.

164
ENEMY ACTION CHART

Ace in the hole. Don’t worry. This ‘booter likes to make a dramatic entrance. But they are
Ace
worth every bit. Place a model representing a freebooter on the board under the player’s con-
of Diamonds
trol. This model has the same stats as your highest rank non-boss model.

King
Cache money. Player gains 2 Grit.
of Diamonds

Who’s prowling around here? / Musta been the wind. Shift this model’s mood. Passive switch-
Queen
es to alert. Alert switches to pursuing. If there are no player models within 6" of this model at
of Diamonds
the end of their turn, set their mood to passive.

Jack An opening. They made a mistake, and you capitalize on it. One player ganger within Ranged
of Diamonds Attack distance may make an interrupt Ranged Attack on this enemy model.

A new lease. One defeated player model with the Adamant ability may stand up immediate-
Ace ly, but only if they have remaining available uses of Adamant. Defeated models that had the
of Hearts Adamant ability (but used it all up or got curb stomped) are still defeated. If no models with
Adamant are defeated, give one model Adamant that doesn’t already have it.

Field Promotion. Choose one of your Rookie models that has not been defeated. Immediately
King
replace that Rookie’s stats with Soldier stats. If there are no Rookie models available, gain
of Hearts
1 Grit instead.

Queen Hold the line. As an interrupt, the player may immediately move one ally model a number of
of Hearts inches equal to their Speed.
Last stand. Player chooses an ally model. If there are any enemy models within their Speed
Jack
in inches, they may move into melee with that enemy model and make a melee attack. This is
of Hearts
a free interrupt action.

Paddy wagon. The closest player controlled Rookie model within 9" of this enemy model is
Ace
defeated. The player loses 2 Grit. If there are no Rookie models within 9", the lowest ranking
of Spades
player model with Adamant loses Adamant.

King Mobilization. Choose the closest passive enemy model That model’s mood switches to alert.
of Spades If none are passive, lose 2 Grit.

Queen
Running interference/advanced warding. Player cannot use interrupts on this model’s turn.
of Spades

Local surveillance system. Perform the same exploit on all ganger models within 12". If the
drawing model was passive, the player model makes a Composure Test (drones use owner’s
Composure) with 3 dice. For each failure, move that player model 2" toward the enemy model.
Jack If the drawing model was alert, the player model makes a Composure test with a single die.
of Spades Models that fail are Dazed.
If the drawing model was pursuing, player models within 12" may not benefit from Active
Cover. When targeting these models with Ranged weapons, rolls of 1 do not hit those in base
to base contact.

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| S o l o P l ay
B e f o r e P l ay B e g i n s
CHOOSE SCENARIO MODEL DEPLOYMENT
Just like normal games, you choose a scenario to In solo mode, enemies are deployed before the play-
play. Each of the following scenarios from Chapter er’s gangers. Unless specified by the scenario, use
7 can be played solo, but will have to be modified the following deployment instructions:
slightly. When playing these scenarios, first look at Divide the map into 6 equal segments and give
the original scenario description, then consult the each a number from 1-6. Roll 1D6. The result is the
Scenario Alterations chart below to determine how segment the player will deploy their gang in. Next,
each scenario needs to be altered and how each place an enemy deployment token in each of the
scenario modifies enemy behavior. other 5 segments. If there is an objective point in
that segment, place the token next to it. If there is no
TERRAIN SETUP objective in a segment, place the enemy deployment
token next to the closest piece of terrain to the cen-
As with other modes of play, terrain gets placed ter of the segment. Roll 1D6, and deploy the highest
before play begins. Arrange terrain as noted in the ranking enemy model in the deployment segment
scenario, but the solo player will be placing all ter- equal to the die result (re-roll if the player segment
rain. Since only one player will be setting up terrain, is rolled). Draw from a deck of cards and consult the
we encourage you to arrange terrain in as fair and Deployment Chart to determine that model’s start-
balanced way as possible. ing orders and mood.
For each salvage point and c-link, choose a spot
roughly in the center of the map and roll 2d6. Place
the salvage point or c-link a number of inches from
Deployment chart
that spot equal to the total rolled. Use the scatter Red card Mark this model as passive.
rules to determine the direction (draw an imaginary
line between where the two dice fell). If this would Black card Mark this model as alert.
place a c-link or salvage point within 6" of either an-
other c-link or salvage point, choose a different spot Even card This model has starting orders to Patrol.
and re-roll the 2d6.
Odd card This model has starting orders to Guard.

Face cards and jokers are redrawn.

Repeat this process for the rest of the enemy mod-


els, placing models in the next available clockwise
segment. Once all segments have models, continue
clockwise until all enemy models are deployed. Draw
from the deck of cards and consult the Deployment
Chart for the starting orders and moods for these
models, drawing from the deck of cards and consult-
ing the Deployment Chart for the starting orders and
moods of each.

166
P l ay i n g B at t l e s
The flow of a solo battle follows the same rules as >> Not-So-Safehouse
normal games, with the following exceptions. 𒆜 The solo player chooses whether to be the
The battle begins as normal, but with the solo player attacker or defender.
taking the first turn of the round. Enemy models take 𒆜 Do not draw cards for the starting mood or
turns according to gang rank: Bosses go first, Enforc- orders of enemy models. All enemy models
ers next, then Soldiers, then Rookies. If there is more begin the battle under orders to guard. If the
than one model per rank, roll a dice for each and pro- solo player is the attacker, all enemy models
ceed in order from highest to lowest. The conditions are in an alert mood. If the solo player is the
for the game end depends on the scenario and may defender, all enemy models are in a pursuing
end with any of the following conditions: mood, and will prioritize attacking models in the
safehouse.
1. The player has no Grit remaining. Player loses. 𒆜 If the solo player is the attacker, deploy all
2. Only one gang’s models remain on the Map. enemy models within the safehouse. If the solo
3. The scenario’s objectives have been fulfilled. player is the defender, deploy all enemy models
4. The set number of rounds is over. as usual, except that they must be placed within
If 4., battle ends when the final model ends their turn 6" of one of the map’s edges.
of the final round.

>> Get DEM


GRIT 𒆜 Instead of a race for one gang to collect the most
For the solo player, Grit functions as normal. You may DEMs, the solo player will attempt to get DEMs
spend it normally, and when you run out, you lose. while the enemy models attempt to stop them.
Unless otherwise specified, enemy models in solo 𒆜 The solo player takes the first turn.
mode do not have, gain, lose or spend Grit. 𒆜 After the first time that the solo player acquires
DEM, all enemy models’ orders switch to
patrol, and their mood switches to pursuing.
SCENARIO ALTERATION Enemy models treat c-links as priority targets.
For each scenario, the rules are altered a bit for Whenever a card, orders, or mood determines
solo mode. When playing a scenario, find it on the that an enemy model will move towards a player
list below and note how the scenario is different in model, they will target available c-links instead.
solo mode. Enemy models will only attack player models
before the solo player has acquired DEM, or if
there are no c-links within range or line of sight.
>> Gang Wars 𒆜 The enemy gang gains 1 Grit whenever they
𒆜 Do not draw cards for the starting mood or destroy a c-link (instead of losing 3 Grit)
orders of enemy models. All enemy models 𒆜 If the solo player acquires enough DEM before
begin the battle in an alert mood, and under the enemy destroys all remaining unbreached
orders to guard. c-links, the solo player wins. Otherwise, the solo
player loses. Easy mode: 8 DEM. Normal mode:
10 DEM. Hard mode: 12 DEM.

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| S o l o P l ay
>> Vultures begin the battle in an alert mood, and under
𒆜 In solo play, the solo player attempts to loot orders to patrol. Instead of patrolling clockwise,
salvage points just like in normal play. However, they will move towards the nearest salvage
the enemy models attempt to “secure” point and, if within range, attempt to loot it.
(destroying it in terms of game function) the 𒆜 If an enemy model is within its Speed in inches
salvage rather than looting it. from any salvage point, ignore any actions
𒆜 Deploy models as per the normal rules for solo prescribed by its mood, orders, or card. Instead,
play, except that all models must be placed the enemy model will move directly to the
within 6" of the edge of the map. salvage point and attempt to loot it.
𒆜 Instead of placing salvage points normally, place 𒆜 If an enemy model is within 12" of the MacGuffin,
one salvage point as close to the center of each ignore any actions that would be determined
of the six deployment areas as possible. by their mood, orders, or card draw. If the
𒆜 Enemy models treat salvage points as a priority MacGuffin token is carried by an ally model, the
target. Whenever a card drawn directs an enemy enemy model moves towards the nearest cover
model to move towards or attack a player and switches to alert mood and guard orders.
model, the enemy model will target the nearest If the MacGuffin token is carried by a player
salvage point OR player model - whichever is model, the enemy model switches to pursuing
closest. If the distances are equal, the enemy mood. The enemy model will attempt to close
model will go after the salvage point. to base to base contact with the player model
𒆜 When an enemy model loots a salvage point, carrying the MacGuffin. If the player model is
ignore the results on the Salvage Table. too far away, the enemy model will sprint (move
Any result of 7 or less results in securing twice their Speed in inches) towards the model
(destruction) of the salvage. Any result of 8 or carrying the MacGuffin and use any available
higher is just ignored. ranged attacks. If the MacGuffin is unattended,
𒆜 When an enemy model secures a salvage point, the enemy model will move to acquire the
their gang gains 4 Grit. MacGuffin. An enemy model carrying the
MacGuffin will always sprint towards the nearest
map edge.
>> Turf War
𒆜 Deploy models as per the normal rules for solo
play, except that all models must be placed >> Clinks in a Chain
within 6" of the edge of the map. 𒆜 Do not draw cards for the starting mood or
𒆜 If an enemy model’s orders, mood, and card orders of enemy models. All enemy models begin
draw determine that they will move towards the battle in an alert mood, and under orders
and/or attack a player model but none are in to patrol. Enemy models will move towards and
range, they will instead move towards and loot attempt to control the nearest c-links that they do
the nearest salvage point. not yet control.
𒆜 Instead of placing the c-links according to the
normal play scenario, place one c-link directly in
>> Scavenger Hunt the center of each of the 6 deployment areas of
𒆜 Deploy models as per the normal rules for solo the map. For the remaining two c-links, place one
play, except that all models must be placed anywhere at least 12" away from a player model
within 6" of the edge of the map. (but not within 8"of another c-link or model) and
𒆜 Do not draw cards for the starting mood or the other c-link 12" from the enemy Boss (but not
orders of enemy models. All enemy models within 8" of another c-link or model).

168
>> Assassin Nation >> Chasing Cases
𒆜 The solo player chooses their deployment 𒆜 Deploy models as per the normal rules for solo
corner and deploys models as per normal play. play, except that all models must be placed
The enemy Boss is placed 6" from the opposite within 6" of the edge of the map.
corner, in the direction that puts them as close 𒆜 Do not draw cards for the starting mood or
as possible to the player’s Boss. All enemy orders of enemy models. All enemy models
models deploy within base to base contact of begin the battle in an alert mood, and under
the Boss. orders to patrol. However, instead of patrolling
𒆜 Do not draw cards for the starting mood or counter-clockwise, enemy models move toward
orders of enemy models. All enemy models the briefcase token (or the player model
begin the battle in an alert mood, and under carrying it).
orders to patrol. 𒆜 If an enemy model is within 12" of the briefcase
token, ignore any actions that would be
determined by their mood, orders, or card
>> Control draw. If the briefcase token is carried by an ally
𒆜 Place one control point in the center of the map. model, the enemy model moves towards the
Place an additional control point 24" away from nearest cover and switches to alert mood and
the center of the map, in the direction of the guard orders. If the briefcase token is carried by
solo player’s deployment zone. Place the third a player model, the enemy model switches to
control point 24" away from the center of the pursuing mood. The enemy model will attempt
map, in the direction of the enemy deployment to close to base to base contact with the player
zone. model carrying the briefcase. If the player model
𒆜 Do not draw cards for the starting mood or is too far away, the enemy model will move their
orders of enemy models. All enemy models Speed in inches towards the model carrying the
begin the battle in an alert mood, and under briefcase and use any available ranged attacks.
orders to patrol. Enemy models will move If the briefcase is unattended, the enemy model
towards the nearest control point until they are will move to acquire the briefcase. An enemy
in base to base contact with it. Enemy models in model carrying the briefcase will always move
base to base contact with a control point switch directly towards the nearest map edge.
to guard orders.
𒆜 The enemy gang will move their models towards
the nearest control point until 3 Rookies and/
or Soldiers are in base to base contact with the
control point. Any remaining enemy models will
continue towards the center control point.
𒆜 The Enemy Boss will not remain in base to base
contact with a control point unless there are no
player models within line of sight.
𒆜 The enemy models will not attempt to seize
the third control point. Their strategy is to take
and hold the control point in the center and the
control point closest to their deployment zone.

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| S o l o P l ay
Ap p e n d i x
Sample Gang Lists
Note: These gangs lists are in a different format than other stat blocks. They also do not reflect the "official"
stat blocks for these characters as they appear earlier in this book. These gangs lists reflect how you might
build sample gangs using gang creation rules, and as such, these stat blocks show more process so you can see
how they were built.

VALKYR
Lead By Example [2]. A Boss/Enforcer may spend 1 Grit to allow a lower Rank model within backup range to take
their turn at the same time as the Boss/Enforcer. The first time each model deals damage or causes an enemy
model to fail a Composure test this Turn, gain 1 Grit. Both models may interchange their Actions and don’t need
to finish one Turn before the other. Alternatively both models may charge the same Target at the same time. If
the Target model is defeated before the second charge is resolved, both Grit are gained.

>> Adelante [2] (Elf, Witch, Caster, Boss)


(S) Nimble, (M) Rod of Raug, (R) Pistol, (A) Reinforced Clothing, Magical Attack, Magical Protection, Arcane
Discipline, Syncretic Gunner, Harry, Calming Focus, What Cover?, Aegis Amulet

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
5 6 6 6/3+ 5/3+ 3+ 1 5+ 4 0
ATTACKS
Rod of Raug. Melee. +3 Prowess, Reach 1"
Pistol. Ranged. +0 Prowess. Range 12"

ABILITIES Spells:
Adamant. Single Use. Model is not defeated at 𒆜 Haste
0 Brawn, but cannot act again this turn. During Range 12". Target friendly model may
refresh, become dazed and Knocked Down and at immediately move 12".
1 Brawn. Boost 1: Target friendly model may instead move
Harry. An opponent you Damage with a ranged attack a distance equal to their Speed + 12".
also becomes Knocked Down. If so they gain active Boost 2: Target friendly model gains Swift.
cover. Enemies may spend 1 Grit to negate this effect. 𒆜 Singularity
Range 11". Caster chooses a point within range of
Magical Attack. Spells that require Melee or Ranged
its base. Roll 2D6, counting hits based on Ranged
Combat Skill instead use 3+
Combat Skill. Every model within a number
Nimble. May move up to 1" when using movement of inches equal to the caster’s Magic takes
action for a purpose other than movement Damage equal to hits scored. This Attack also
Psyche Charm. Single Use. Counts as 1 Grit for purpos- has Concussive 1. If a model takes any Damage,
es of spellcasting only. move it as far as possible to the center of the
area of effect. If multiple models are affected
Rod of Raug. May boost arcane spells cast as a Main
by this spell, resolve them in order of increasing
Action by 1, as if 1 Grit was spent.
distance from the center.
What Cover? Reduce the Aegis bonus due to cover by Boost 1: Roll 4D6 instead of 2D6, treat the attack
1 for this model (5+ becomes 6+, as if it had concussive 2
6+ cover provides no benefit). Boost 1: Increase the radius of the effect to 6".
Boost 1: Any model that takes damage is also
Knocked Down.

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| App e n d i x
>> Mormeghul [13] (Elf, Brawler, Enforcer)
(S) Sprinter, (M) Black Sword, (R) Machine Pistol, (A) Reinforced Clothing, Run ‘em Down, Zen Training,
Cyberarms, Cyberlegs, Skin Plating, Aegis Amulet

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
5 10 7 4+ 6+ 5+ 2 6+ 0 0
ATTACKS
Black Sword. Melee, Unique, Cumbersome, Archaic, Piercing 3. +5 Prowess, Reach 2"
Machine Pistol. Ranged. +2 Prowess. Range 12"

ABILITIES
Adamant. Single Use. Model is not defeated at 0 Brawn, but cannot act again this turn. During refresh,
become Dazed and Knocked Down and at 1 Brawn.
Cyberarms and Cyberlegs. Ignore all Cumbersome penalties.
Run ‘em Down. 1 Grit, re-roll all misses on a Charge.
Sprinter. Gain +2 Speed when Sprinting or Charging.

>> Ansa [12] (Elf, Air Yojin, Enforcer)


(S) Dextrous, (M) Yojin Wraps, (R) Eldritch Flintlock, (A) Reinforced Clothing, Martial Magic, Inner Strength,
Flight, Carried by the Wind, Aegis Amulet

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
4 8 6 6 /4+ 6 /4+ 5+ 2 6+ 3 0
ATTACKS
Yojin Wraps. Melee, Archaic. +8 Prowess
Eldritch Flintlock. Ranged, Unique, Archaic, Piercing 3. +2 Prowess, Range 15"

ABILITIES
Adamant. Main and Move action to recover (to 1 Brawn) after reaching 0 Brawn. Single Use.
Martial Magic. May replace attacks with archaic weapons and spells with 4+.
Flight. Treat open space, whether vertical or horizontal, as if it were normal terrain.

172
>> Mordo [9] (Elf, Gunner, Breacher, Soldier)
(S) Nimble, (M) Knife, (R) Rifle, (A) Reinforced Clothing, Syncretic Breacher, Keeping Watch, On Target,
Optimized Exploit

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
5 7 8 6+ 4+ 6+ 1 — 0 1
ATTACKS
Knife. Melee, Archaic, Piercing 1. +2 Prowess, Reach 1"
Rifle. Ranged, Accurate, Piercing 1. Range 24"

ABILITIES
Dextrous. Gain +2 Prowess and +1 Speed.
Optimized Exploit. Treat Tech 1 higher for exploits.
Keeping Watch. Repeatable. Gain 1 additional overwatch attack when taking the Overwatch action.
On Target. When aiming, may re-roll 3 dice.
Nimble. May move up to 1" when using movement action for a purpose other than movement.
Exploits:
𒆜 Confuse Orders
𒆜 Control

>> Acid [6] (Elf, Brawler, Rookie)


(S) Sprinter, (M) Staff, (R) Machine Pistol, (A) Reinforced Clothing, Zen Training, Aegis Amulet

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
5 7 4 5+ 6+ 5+ 1 6+ 0 0
ATTACKS
Staff. Melee, Archaic, Concussive 1, Defensive. +2 Prowess, Reach 2"
Machine Pistol. Ranged. +2 Prowess. Range 12"

ABILITIES
Sprinter. Gain +2 Speed when Sprinting or Charging.

>> Sparrow [6] (Elf, Gunner, Rookie)


(S) Dextrous, (M) Knife, (R) Rifle, (A) Reinforced Clothing, On Target, What Cover?

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
4 6 5 6+ 5+ 6+ 1 — 0 0
ATTACKS
Knife. Melee, Archaic, Piercing 1. +4 Prowess
Rifle. Ranged, Accurate, Piercing 1. Range 24"

ABILITIES
On Target. When aiming, may re-roll 3 dice.
What Cover? Reduce the Aegis bonus due to cover by 1 for this model.

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| App e n d i x
FLAMING SKULLS
GANG ABILITIES:
Method of Madness [1]: Gain +2 Grit.
Scrapyard Ingenuity [2]: Gain +1 Prowess (where * is present) for weapons that do not cost Fortune.
Pact of Fire [2]: All models gain access to Firebound enhancements.

GANG TREASURES:
Shadow and Flame (Unique, Archaic, Melee, Piercing 2) [2]: +4 Prowess, Reach 1"

>> Vengeance [3] (Orc, Fire Yojin, Caster, Boss)


(SS) Yojin: Fire, (S) Athletic, (A) Armored Coat [2], (M) Shadow and Flame, (R) Pistol*

BRW SPD PRO M E L* * RAN COM DEF AEG MAG TEC


5 10 12 3+ 6+ 5+ 2 6+ 4 0
ATTACKS
Shadow and Flame. Unique, Archaic, Melee, Piercing 3***. +4 Prowess, Reach 0-1"
Pistol*. Ranged. +1 Prowess. Range 12"

ABILITIES
Adamant. Single Use. Model is not defeated at 0 Brawn, but cannot act again this turn. During refresh, become
dazed and Knocked Down and at 1 (3^) Brawn.
Martial Magic**. May replace attacks with archaic weapons and spells with (7-Magic)+.
Ashes of the Phoenix^. When recovering with Adamant recover 3 Brawn instead of 1 Brawn.
Scorch***. Gain +1 Piercing with Archaic weapons.
Baptism of Flame. Gain +1 Speed, +1 Prowess.
Fire-touched. Gain +1 Speed, +1 Prowess.
Fiery Attacker. Gain +2 Prowess.
Aegis Amulet. Model gains Aegis of 6+.
Sublime Spell: 1 use of Psyche Charm
𒆜 Sublime Focus
Range: Caster. Add a focus token to caster. Each focus token gives caster +1 Speed and +1 Prowess. The
sublime caster can use this spell as many times as desired, and their bonuses will stack.
Boost 2. Give two focus tokens to the caster instead of one.

174
>> Char [11] (Human, Witch, Caster, Enforcer)
(S) Trained, (M) Knife, (R) Pistol, (A) Reinforced Clothing

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
4 8 7 6+ 6+ 5+ 1 5+ 3 0
ATTACKS
Knife*. Melee, Archaic, Piercing 1. +5 Prowess
Pistol*. Ranged. +1 Prowess. Range 12"

ABILITIES Spells:
Adamant. Single Use. Model is not defeated at 𒆜 Firestorm
0 Brawn, but cannot act again this turn. During Range: Magic x 2 + 3". Caster chooses a point
refresh, become dazed and Knocked Down and at within range of its Base. Roll 4D6, counting hits
1 Brawn. based on Ranged Combat Skill. Every model
1 Psyche Charm within 3" of the point takes Damage equal to
Fire-touched. Gain +1 Speed and +1 Prowess Also gain hits scored (Defense and Aegis saves apply
Aegis 4+ against spells with fire, fiery, flame, etc. in as normal).
the name. Boost 1: Roll 8D6 instead of 4D6.
Boost 2: Roll 12D6 instead of 4D6.
Aegis Amulet. Model gains Aegis of 6+. Boost 1: Affects models within 5" of the point
Baptism of Flame. Witch or Fire Yojin Only. Gain +1 instead of 3".
Speed, +1 Prowess. Boost X: Improve Ranged Combat Skill by X for
this spell only (min 2+).
Magical Attack. Spells that require Melee or Ranged
𒆜 Nullify
Combat Skill instead use (7-Magic)+.
Range 18". Interrupt. This spell counters a
Magical Protection. Gain +1 Aegis. spell cast by an enemy caster, causing it to
Inferno. Gain the Firestorm spell (even if not normally have no effect and ending any ongoing effects
allowed). Gain boost 1 when casting Firestorm. This immediately. This spell costs 1 Grit to cast and
spell does not Damage the Caster. can only be cast on spells with a lower Magic.
The target caster may spend 2 grit to force the
spell through and cancel the Nullify.
Boost X: Raise Magic of this spell by X
𒆜 Haste
Range: 12". Target friendly model may
immediately move Magic x 3".
Boost 1: Ally model moves a distance equal to
Speed + (Magic x 3)".
Boost 1: Target friendly model gains Swift.

175
| App e n d i x
>> Snapper [10] (Yetin, Gunner, Soldier)
(S) Big and Tough, (M) Knife, (R) Hammer Cannon, (A) Gang Leathers

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
10 6 6 6+ 4+ 6+ 1 — 0 0
ATTACKS
Natural Weapon (Claws). Melee, Piercing 1. +5 Prowess, Reach 1"
Hammer-Cannon [2]. Ranged, Cumbersome, Concussive 2. +6 Prowess, Range 18". May split Prowess between
2 targets on ranged attack.

ABILITIES
Bringin’ the Big Guns. Gain +1 Brawn. Treat Brawn 2 higher to overcome Cumbersome.
Large. Gain +2 Brawn and +1 Max reach on all melee weapons.
What Cover? Reduce the Aegis bonus due to cover by 1 for this model’s targets (5+ becomes 6+, 6+ cover pro-
vides no benefit).
Got ‘em Pinned. Overwatch may also target models that start their movement in Overwatch range.

>> Spur [9] (Dwarf, Breacher, Soldier)


(S) Solid, (M) Knife, (R) Rifle, (A) Reinforced Clothing

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
6 6 7 6+ 5+ 6+ 1 — 0 2 ( 3 ^)

ATTACKS
Knife. Melee, Archaic, Piercing 1. +4 Prowess
Pistol. Ranged. +0 Prowess. Range 12"

ABILITIES
Syncretic Gunner.
Optimized Exploit^. Treat Tech 1 higher for exploits.
Offensive Breacher. +1 on all breaching tests against c-links or when using the Control exploit.
Right Back at Ya. Interrupt, 1 Grit, when shot at shoot back at half Prowess, once per round.
Exploits:
𒆜 Control
Target a drone or c-link within breaching range (normally 12", or 6" due to c-links’ shielding ability). Roll
[Technology + 2]D6, counting hits on 4+. If c-link or drone is Controlled, you need more hits than the
Technology of the controller to gain control. If uncontrolled, you need only 1 hit. If your hits are exactly
equal to the controller’s Technology, the target becomes Uncontrolled. The owner of an Uncontrolled
drone may spend a Main Action to take control of it with no test required.
Boost 1: Target a drone you own but do not control (see Drones, p. 125), even if it is out of breaching range.
𒆜 Scan
Choose a target. The next model to attack the target adds [Technology + 2] to their Prowess for that
attack. A model can only be affected by 1 Scan at a time.

176
>> Singe [5] (Goblin, Gunner, Rookie)
(S) Agile, (M) Knife, (R) Throwing Knives, (A) Gang Leathers

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
4 6 9 6+ 5+ 6+ 0 — 0 0
ATTACKS
Knife. Melee, Archaic, Piercing 1. +4 Prowess
Throwing Knives. Archaic, Piercing 1. +4 Prowess, Range 9". Treat as a melee weapon at 0" range. May use
either Melee Combat Skill or Ranged Combat Skill.

ABILITIES
Quickdraw. Gain +1 Speed. May move 2" and aim as a move action.
Escape. 1 Grit, prevent receiving an interrupt attack.

>> Domino [5] (Human, Brawler, Rookie)


(S) Trained, (M) Buzzsaw, (R) Throwing Knives, (A) Gang Leathers

BRW SPD PRO MEL RAN COM DEF AEG MAG TEC
6 7 8 5+ 6+ 5+ 0 — 0 0
ATTACKS
Buzzsaw. Melee, Piercing 1. +5 Prowess
Throwing Knives. Archaic, Piercing 1. +1 Prowess, Range 9". Treat as a melee weapon at 0" range. May use either
Melee Combat Skill or Ranged Combat Skill

ABILITIES
Reflex Package. +2 Prowess.
Bone Bonding. +2 Brawn.

177
| App e n d i x
178
𒂖 𒂊 𒀳 𒁺 𒁛 𒁖 𒂵 𒂠 𒀉 𒄸 𒆪𒇇 𒄉 𒂗 𒆳 𒆲
Thanks Again to
u r
O
Al l s!
Ba c k e r

179
| App e n d i x
IN D E X
Abilities . . . . . . . . . . . . . . . . . . . . . . 22 Elementals . . . . . . . . . . . . . . 123–124 Overwatch . . . . . . . . . . . . . . . . . . . 30
Accurate . . . . . . . . . . . . . . . . . . . . . 18 Emerald Gridlock. . . . . . . 38, 58–59 Panicked . . . . . . . . . . . . . . . . . . . . . 32
Actions . . . . . . . . . . . . . . . . . . . . . . 26 Enemy, Enemies . . . . . . . . . . . . . . 15 Parry . . . . . . . . . . . . . . . . . . . . . . . . 30
Adamant. . . . . . . . . . . . . . . . . . . . . 31 Enhancements. . . . . . . . . . . . . 51, 76 Personalizing Gangers . . . . . . . . . 50
Aim, Aiming . . . . . . . . . . . . . . . . . . 26 Exploits, Exploit List. . . . . . . 94–95 Piercing . . . . . . . . . . . . . . . . . . . . . . 18
Aegis . . . . . . . . . . . . . . . . . . . . . . . . 21 Falling . . . . . . . . . . . . . . . . . . . . . . . 27 Playing the Game . . . . . . . . . . . . . 23
Ally, Allies . . . . . . . . . . . . . . . . . . . . 15 Flaming Skulls . . . . . . . . . 35, 52–53 Poison . . . . . . . . . . . . . . . . . . . . . . . 18
Ally in Base to Base Contact . . . . 29 Flight . . . . . . . . . . . . . . . . . . . . . . . . 27 Prowess . . . . . . . . . . . . . . . . . . . . . 21
Arcane, Arcane Spells . . . . . 19, 89 Flow of Battle . . . . . . . . . . . . . . . . 24 Purchasing Gangers . . . . . . . . . . 40
Archaic . . . . . . . . . . . . . . . . . . . . . . 18 Free Actions. . . . . . . . . . . . . . . . . . 27
Armor . . . . . . . . . . . . . . . . . 18, 22, 78 Random Directions . . . . . . . . . . . 33
Freebooters . . . . . . . . . . 16, 115–122 Range . . . . . . . . . . . . . . . . . . . . . . . 29
Arrows . . . . . . . . . . . . . . . . . . . . . . 18 Frightened . . . . . . . . . . . . . . . . . . . 32
Attack, Attacks . . . . . . . . . . . . 22, 28 Ranged . . . . . . . . . . . . . . . 18, 28–29
Fortune. . . . . . . . . . . . . . . . . . . . . . 39 Ranged Attacks into Melee. . . . . 30
Attributes . . . . . . . . . . . . . . . . . . . . 20
Gang Abilities . . . . . . . . . . . . . . . . 48 Ranged Combat Skill . . . . . . . . . . 21
Backup . . . . . . . . . . . . . . . . . . . . . . 32 Gang Rank . . . . . . . . . . . . . . . . . . . 17 Ranged Weapons. . . . . . . . . . . . . . 79
Bases, Base Size . . . . . . . . . . . . . . 15 Gang Templates . . . . . . . . . . . . . . 47 Reach . . . . . . . . . . . . . . . . . . . . . . . 18
Base to Base Contact . . . . . . . . . . 29 Gang Treasure . . . . . . . . . . . . . . . 48 Refresh Phase . . . . . . . . . . . . . . . . 25
Battle . . . . . . . . . . . . . . . . . . . . . . . 24 Golem . . . . . . . . . . . . . . . . . . . . . . 124 Re-rolls . . . . . . . . . . . . . . . . . . . . . . 33
Bonuses . . . . . . . . . . . . . . . . . . . . . 33 Griffs . . . . . . . . . . . . . . . . . . . 126–127 Round . . . . . . . . . . . . . . . . . . . . . . . 25
Boosts . . . . . . . . . . . . . . . . . . . . . . . 26 Grit . . . . . . . . . . . . . . . . . . . . . . . 17, 26 Rounding . . . . . . . . . . . . . . . . . . . . 33
Brawn . . . . . . . . . . . . . . . . . . . . . . . 20 Gryphon . . . . . . . . . . . . . . . . . . . . 128 Sacred, Sacred Spells . . . . . . 19, 90
Breachers . . . . . . . . . . . . . . . . . . . . 16
Hetairoi . . . . . . . . . . . . . . . 39, 60–61 Salvage Points . . . . . . . . . . . . . . . 131
Breaching . . . . . . . . . . . . . . . . . . . . 92
High Ground. . . . . . . . . . . . . . . . . . 29 Salvagers . . . . . . . . . . . . . 44, 70–71
Building a Gang . . . . . . . . . . . . . . . 39
Hit the Deck . . . . . . . . . . . . . . . . . . 30 Sample Gang Lists:
Bulls of Heaven . . . . . . . . 37, 56–57
Flaming Skulls . . . . . . . . . 174–177
Campaigns . . . . . . . . . . . . . . 144–161 Immobile, Immobilized . . . . . . . . 31
Valkyrs . . . . . . . . . . . . . . . 171–173
Casters . . . . . . . . . . . . . . . . . . . . . . 16 Interrupts,
Sample Statblock . . . . . . . . . . . . . 20
Casualty Test . . . . . . . . . . . . . . . . . 32 Interrupt Actions . . . . . . . 27, 30–31
Scenarios . . . . . . . . . 19, 24, 130–143
Interrupt Attacks . . . . . . . . . . . . . 31
Cautious Movement. . . . . . . . . . . 26 Shadow Caste . . . . . . . . . 45, 72–73
Isolation Test . . . . . . . . . . . . . . . . . 32
Charging . . . . . . . . . . . . . . . . . . . . . 29 Shock . . . . . . . . . . . . . . . . . . . . . . . 18
Climbing . . . . . . . . . . . . . . . . . . . . . 26 Jumping . . . . . . . . . . . . . . . . . . . . . 26 Skillsets, Skillset Choices .42, 80–83
Combat . . . . . . . . . . . . . . . . . . . . . . 28 Keywords . . . . . . . . . . . . . . . . . . . . 17 Solo Play . . . . . . . . . . . . . . . . 162–169
Combat Interrupts . . . . . . . . . . . . 30 Knocked Down . . . . . . . . . . . . . . . 31 Special Movement Types. . . . . . . 26
Companions. . . . . . . . . . . . . . . . . 123 Species . . . . . . . . . . . . . . . . . . 50, 77
Composure. . . . . . . . . . . . . . . . 21, 32 Lawjacks . . . . . . . . . . 40, 62–63, 128 Special Enhancements. . . . . 85–87
Composure Tests. . . . . . . . . . . . . . 32 Line-of-Sight. . . . . . . . . . . . . . . . . . 29 Speed . . . . . . . . . . . . . . . . . . . . . . . 21
Concussive . . . . . . . . . . . . . . . . . . . 18 Main Action . . . . . . . . . . . . . . . 25, 27 Spending Grit . . . . . . . . . . . . . . . . . 26
Controlled (Cyberlink) . . . . . . . . . 93 Magic . . . . . . . . . . . . . . . . . 19, 88–91 Sprint, Sprinting . . . . . . . . . . . . . . 27
Counters. . . . . . . . . . . . . . . . . . . . . 16 Magic (attribute). . . . . . . . . . . . . . 21 Sublime, Sublime Spells . . . . . 19, 91
Cover . . . . . . . . . . . . . . . . . . . . . . . . 30 Melee . . . . . . . . . . . . . . . . 18, 28–29 Swift . . . . . . . . . . . . . . . . . . . . . . . . 27
Crashed (Cyberlink) . . . . . . . . . . . 93 Melee Combat Skill. . . . . . . . . . . . 21 Target . . . . . . . . . . . . . . . . . . . . . . . 28
Cumbersome . . . . . . . . . . . . . . . . . 18 Melee Weapons . . . . . . . . . . . . . . 70 Technology . . . . . . . . . . . . . . . . . . 21
Curb Stomp . . . . . . . . . . . . . . . . . . 31 Minimum Range . . . . . . . . . . . . . . 29 Terrain Setup . . . . . . . . . . . . . . . . . 24
Cyberlinks, c-links, clinks . . . . . . . 16 Misfits . . . . . . . . . . . . . . . . 41, 64–65 The Troupe . . . . . . . . . . . . . 47, 74–75
Dazed . . . . . . . . . . . . . . . . . . . . . . . 31 Modeling/WYSIWYG. . . . . . . . . . . 22 Turn . . . . . . . . . . . . . . . . . . . . . . . . . 25
Defeated . . . . . . . . . . . . . . . . . . . . . 31 Models . . . . . . . . . . . . . . . . . . . . . . 19
Movement Action. . . . . . . . . . . . . 25 Unique . . . . . . . . . . . . . . . . . . . . . . 18
Defense . . . . . . . . . . . . . . . . . . . . . 21 Utility Enhancements . . . . . . . . 84
Defensive . . . . . . . . . . . . . . . . . . . . 18 Named Gangers . . . . . . . . . . . . . 49
Dice . . . . . . . . . . . . . . . . . . . . . . . . . 16 Necro Goblins . . . . . . . . . 42, 66–67 Valkyrs . . . . . . . . . . . . . . . 36, 54–55
Difficult Terrain . . . . . . . . . . . . . . . 27 Neverkin . . . . . . . . . . . . . . 43, 68–69 Victory . . . . . . . . . . . . . . . . . . . . . . 32
Drones . . . . . . . . . . . . . . . . . . . . . 125 Numbers in Parenthesis . . . . . . . 22 Weapons . . . . . . . . . . . . . . . . . . . . . 22

180
𒂖 𒂊 𒀳 𒁺 𒁛 𒁖 𒂵 𒂠 𒀉 𒄸 𒆪 𒇇 𒄉 𒂗 𒆳
Cyberfantasy Gang War
in the Undercity of Neo-Babylon

RU L EBOOK
Keep an eye out for more
from the gangs!
Flaming Skulls Hetairoi Neverkin

Valkyrs Lawjacks Salvagers

Bulls of Heaven Misfits Shadow Caste

Emerald Gridlock Necro Goblins The Troupe

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