You are on page 1of 24

1

Introduction Contents
Gang Wars is an expansion for Grimdark Future: Firefight that Playing Gang Wars .................................................................... 3
provides additional rules for violent gang combat in the streets
Campaign Rules ........................................................................4
of the dangerous and futuristic Hive City.
Campaign Setup .............................................................4
The rules are designed to be used both for one-off matches as
well as for linked campaigns, and they can be played with any Playing Missions ............................................................5
armies, although we recommend using the Gangs of Hive City.
Post-Game Sequence ....................................................6
To play this expansion you’re going to need the core rules for
Hero Skills ...................................................................... 7
Grimdark Future: Firefight as well as some army lists, which
you can find for free on our website: www.onepagerules.com Upgrading Gangs............................................................8

About OPR Hive City Armory .............................................................9

OPR (www.onepagerules.com) is the home of many free games Territory Control ........................................................... 11
which are designed to be fast to learn and easy to play. Special Territories ....................................................... 12
This project was made by gamers for gamers and it can only Territory Exploration.................................................... 13
exist thanks to the support of our awesome community.
Additional Rules ...................................................................... 15
If you’d like to support the continued development of our
games you can donate on patreon.com/onepagerules. Gang Missions .............................................................. 15

City Fighting.................................................................. 17
Thank you for playing!
Hazardous Terrain ....................................................... 18

Critical Hits ................................................................... 19

Random Events ............................................................ 20

City Sheet ................................................................................ 23

Gang Sheet .............................................................................. 24

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

2
Introduction Campaign Rules
This expansion offers you lots of ways to play skirmish games The Campaign Rules allow you to play a series of connected
with rival gangs fighting to the death in the highly lethal and games with expanding and evolving gangs.
dense urban environment of Hive City.
When setting up campaign games you have lots of options on
All of the rules are optional and modular, meaning that you can what kind of gang missions you can play, use special objectives,
choose to only play with the rules that you enjoy the most, and and have access to a special hive city armory which features
also that they can be seamlessly integrated with all of our tons of new weapons and equipment.
other rulebooks and expansions.
Regular units can level up or be killed, and heroes have even
Here is a full list of the systems at your disposal: more additional options with lasting injuries, talents, and wide
selection of skill traits to choose from.
• Campaign Rules
• Territory Control Territory Control
• Gang Missions
• City Fighting If you want to take your campaigns one step further, you can
use the Territory Control rules to generate a random city with
• Critical Hits
multiple sectors to fight over.
• Random Events
Some controlled territories mainly provide victory points, whilst
others also provide special rules that can help gangs in many
ways, from boosting income to providing buffs in battle.

Gangs can also infiltrate enemy territory in order to explore


and find resources, informants and much more, but watch out,
if your gangers get caught they can be held up for ransom!

Gang Missions
There are lots of Gang Missions available which can be used
both for regular games as well as for campaigns.

The face-off missions have gangs fighting over various


objectives for dominance, whilst the attack & defend missions
provide more intricate deployment and victory conditions.

City Fighting
The City Fighting rules give you even more ways to customize
your skirmish games to really fight over an urban landscape.

There are rules on how to properly set up a city table, as well


as lots of other rules to add elements like sewer systems,
destructible cover or even set building on fire.

Critical Hits
When gangs collide you can expect brutal results, and the
Critical Hits rules provide you with lots of new ways to smash
down your foes in gruesome fashion.

Each weapon type has its own set of critical effects so that you
can stab, slice, roast and even pulverize your enemies.

Random Events
Finally you’ll find a ton of Random Events that you can use to
add extra spice to your games, which can be used both for
campaign games and one-off matches.

These can even be combined with the random events that you
can find in the standard Grimdark Future: Firefight campaign
rules, as well as any other expansion, adding a whole new level
of surprises to your games!

3
Playing Campaigns Preparation
Unlike regular one-off games, campaigns are a series of Before the first mission is played, each player receives 150pts
connected missions throughout which gangs grow and evolve to spend on the creation of their gang. Players may save up to
as the campaign unfolds. 25pts to be spent later, and they may only buy one unit with the
Hero rule when starting their gang.
Note that these campaign rules follow the general structure of
a regular Grimdark Future: Firefight campaign, however new The gang must be made up of units from any available army,
elements are added that are specific to Gang Wars. and whilst it’s not mandatory, we recommend playing with the
units from the Gangs of Hive City list.
Campaign Length
Note that for Gang Wars it can be interesting to combine units
Campaigns are played with two or more players, and you must from different armies into a single gang to create unique and
pick one of the following campaign formats to determine how thematic lists, but this should be agreed on with all players.
long the campaign will last:
Campaign Structure
• Game-Limited: Play D6+4 missions, and after the last
match the player with most VP is the winner. When playing a campaign, you must follow the campaign
• Points-Limited: The campaign ends when one player structure as described below:
has earned D6+4 VP after a match, who is the winner.
1. Match Setup
• Time-Limited: The campaign ends after D6+4 weeks,
2. Play Mission
and the player with most VP at the end is the winner.
3. Check for Casualties
• Endless: The campaign doesn’t have a set end date,
4. Earn Experience
but instead players keep track of how many VPs they
5. Upgrade Gangs
earned on a leaderboard.
6. Recruit Units
Note that if you want to play using the Territory Control rules,
Each step must be followed in this order and only once all
then you should agree on that with other players before the
steps have been completed you start from the first again.
campaign begins.

Parallel Play & Late Joiners


Usually all gangs should participate in every match, but if you
want you can allow gangs to play matches in parallel.

When playing with parallel matches, each gang‘s total VP must


be divided by the total amount of matches they played, which
gives you their final VP score for the campaign.

If you want you can also allow players to join the campaign
whilst it’s already ongoing. If you do, then they get to start with
a regular 150pts gang, and you must count VP for all gangs
using the parallel method described above.

4
1 - MATCH SETUP 2 - PLAY MISSION
When setting up the match players must agree on exactly what Missions are played using the standard rules, however if after
rules they are going to use for it, as well as what mission is playing 4 rounds there is no clear winner, then the match must
going to be played, and set up the table accordingly. continue onto the next round until there is one clear winner.

We recommend using all of the rules that are available in this This means that potentially the game could last much longer
expansion, however players may also play only using the than 4 rounds, and might only end once a gang concedes.
regular rules, or using the rules from any other expansion.
Conceding Gangs
Underdog Bonus
Whenever a gang would have to take a Rout Test, the gang may
There are no point limits for warbands in campaign games, concede instead. Conceding gangs count as having failed all of
however no warband may bring over 50pts worth of units more their morale tests for the purpose of casualties.
than the warband with the lowest point value.
Match Rewards
Any warband that has a point value lower than at least one
other gets an underdog bonus. Once a clear winner has been established, all gangs that took
part in the match get a reward:
For every 10pts difference between your warband and the one
with the highest point value, you get 1 underdog point. • Winner: The winning gang gets 2 VP and 10pts
• Losers: All losing gangs get 30pts instead
Each point can be spent to modify a friendly or enemy die by
+1 or -1, however only one point can be spent per die. Multi-Player Games
Special Objectives The game can be played with up to 4 gangs at once, in which
case the match is played as a free-for-all, where all gangs can
In addition to the mission objectives players may earn a bonus attack each other and are competing for the same objectives.
of 10pts by completing special objectives.
When playing the match follow all of the regular rules, with just
Before the game starts each players rolls one die to see which a couple of exceptions as described below:
special objective they must complete:
• Deployment: All players roll-off to determine the
1. Mastery - The gang must have one friendly unit order in which they will deploy. Then the players
standing in each table quarter at the end of the match. alternate in picking a table corner and deploying one
2. Honour - No enemy units must be in your deployment unit each within 12”, starting with the player that got
zone at the end of the match. the highest score and then alternating deployment in
3. Casting - The gang must attempt to cast or block at descending order.
least one spell every match round. • Turn Order: At the beginning of each round, including
4. Recovery - The gang must be the first to recover one the first, players roll-off to determine the order in
unit from being stunned during the match. which they activate their units. The player with the
5. Rage - The gang must be the first to knock out an highest score activates first and then rest of the
enemy unit during the match. players alternate in descending order.
6. Destruction - The gang must knock out the most
expensive enemy unit during the match.

Note that if a player rolls a special objective which can’t be


completed, then they must re-roll their special objective.

5
3 - CHECK FOR CASUALTIES 4 - EARN EXPERIENCE
If the majority of models in a unit were Knocked Out or Stunned Units earn XP in battle for each of the following things:
at the end of the match, then that unit counts as a casualty.
• +1 XP: Surviving a mission
Note that units that routed don’t count as casualties. • +1 XP: Knocking Out a unit
Casualties - Regular Units • +2 XP: Knocking Out a hero

For every non-hero unit that counts as a casualty, roll one die Mark earned XP on the gang sheet whilst playing the match in
to see what happens to it: order to see when units level up.

• 1 = Dead: Remove the unit from your gang sheet, and Level Up - Regular Units
all of its upgrades are lost.
Whenever a unit earns 5 XP it becomes 5pts more expensive
• 2-5 = Recovered: The unit recovers and may continue
and you must roll one die to see what trait it gets:
to be used without any penalties.
• 6 = Natural Talent: The unit recovers and also earns a 1. Agile - The unit moves +1“ on Advance actions and +2“
bonus of +1 XP. on Rush and Charge actions.
2. Headstrong - The unit gets +1 to its rolls whenever
Casualties - Heroes trying to take a morale test.
Heroes follow the same rules as above, however on a 1 they 3. Specialist - The unit gets +1 to its rolls when shooting
become 5pts cheaper and get an Injury trait, and on a 6 they or attacking in melee (pick one).
become 5pts more expensive and gain a Talent trait. 4. Resilient - The unit gets +1 to its rolls whenever trying
to block hits.
Each trait can only be gained once, so if you roll the same 5. Elite - The unit may re-roll one of its dice rolls of any
result again you must re-roll to get a new trait. kind once per round.
On a result of 1 roll one die to get an injury trait: 6. Fast Learner - Pick any other trait from the list.

1. Dead - Remove the hero from your gang sheet, and all Each trait can only be gained once, so if you roll the same
of its upgrades are lost. result again you must re-roll to get a new trait.
2. Chest Wound - The hero gets -1 to its rolls whenever Note that units can’t earn more than 30xp, so they can level up
trying to block hits. max. 6 times over the course of the campaign.
3. Blinded Eye - The hero gets -1 to its rolls whenever
trying to shoot a weapon. Level Up - Heroes
4. Arm Injury - The hero gets -1 to its rolls whenever
Heroes follow the same rules as above, however on top of
trying to attack in melee.
getting a new trait, the first time they level up you must roll one
5. Traumatized - The hero gets -1 to its rolls whenever
die and pick one skill set:
trying to take a morale test.
6. Smashed Leg - The hero moves -1“ on Advance and • 1-2 = Acrobat or Brawler
-2“ on Rush and Charge actions. • 3-4 = Hitman or Guardian
• 5-6 = Alpha or Tinkerer
On a result of 6 roll one die to get a talent trait:
Every time the hero levels up, including the first time, the hero
1. Natural Talent - The hero recovers and also earns a
becomes 10pts more expensive, and you must roll one die to
bonus of +1 XP.
see what skill trait it gets (see next page).
2. Motivated - The hero always automatically passes the
first morale test of the match. Each skill trait can only be gained once, so if you roll the same
3. Crazed - The hero gets +1 attack with a weapon of your result again you must re-roll to get a new skill trait.
choice when charging in melee.
Once a hero has gained 3 skill traits, the next time it levels up
4. Bitter Rivalry - The hero always hits Stunned enemy
you may choose to continue gaining traits for the same skill, or
units on rolls of 2+.
roll again as above to start gaining it’s next traits from a new
5. Horrible Scars - Enemy units get -1 to hit when
skill set instead.
fighting in melee against the hero.
6. Toughened - The hero gets Tough(+1). Note that heroes can’t earn more than 30xp, so they can get up
to max. 6 skill traits over the course of the campaign, and they
No Permadeath may only have traits from up to 2 skill sets.
Optionally you can play without units being removed from the
gang when they die, but instead they lose all XP earned during
the match and must sit out the next D3 matches.

6
Acrobat Guardian
Roll one die to get a new skill trait: Roll one die to get a new skill trait:

1. Long Jump - When jumping the hero may ignore the 1. Ferocious - When the hero charges in melee it gets
first 2“ of the distance it jumps. +1 attack with a weapon of its choice.
2. Gracious Fall - When dropping or falling the hero may 2. Terrifying - Enemy units must take a morale test
ignore the first 2“ of the distance it drops or falls. before charging the hero, if failed they can’t charge it.
3. Parkour - When moving vertically the hero only counts 3. Unrelenting - The hero may move by up to 6“ when
half of the distance toward its total move. Knocking Out an enemy (instead of just 3“).
4. High Stamina - The hero moves by up to +6“ when 4. Cold Blooded - Whenever the hero is Stunned from
using Rush actions. shooting roll one die, on a 5+ it immediately recovers.
5. Kip-Up - Whenever the hero is Stunned in melee roll 5. Tough as Nails - Whenever the hero rolls a 1 when
one die, on a 5+ it immediately recovers. checking casualty results you may re-roll once.
6. Sidestep - Whenever the hero would suffer a wound in 6. Tenacious - Whenever the hero is Stunned roll one
melee roll one die, on a 6 the wound is ignored. die, on a 5+ you may remove 1 wound from it.

Brawler Alpha
Roll one die to get a new skill trait: Roll one die to get a new skill trait:

1. Loaded Up - The hero may buy any one of its melee 1. Determined - The hero gets +1 to morale rolls, and
weapon upgrades twice, even if it’s limited to one. friendly units may use its quality even if it‘s Stunned.
2. Ramming Charge - When the hero charges in melee it 2. Inspiring - Friendly units may use the hero’s quality
gets AP(+1) and pushes enemy units on a 2+. for morale tests from +12“ away.
3. Headbutt - Whenever the hero fights in melee the 3. Mentor - Whenever a friendly unit within 6“ of the hero
enemy must take a morale test, if failed it takes 1 hit. earns XP from a kill roll one die, on 5+ it earns +1 XP.
4. Stomp - The hero counts as having dealt +1 wound 4. Alpha Strike - Friendly units that are deployed within
when checking wound results in melee. 6“ of the hero may immediately move by 6“.
5. Power Strike - When the hero fights in melee it gets 5. Regroup - When the hero is activated pick one friendly
AP(+4) on a roll of 6 to hit. unit within 6“ that is Stunned and roll one die, on a 5+
6. Throw - Whenever the hero fights in melee it may try it immediately stops being Stunned.
to pick up and throw one enemy model in base contact 6. Pack Leader - At the end of the hero’s activation pick
instead of doing any attacks. Take a quality test, and if one unactivated friendly unit within 6“ and roll one die,
passed move the model by D6“ in any direction. on a 5+ you may activate it immediately.

Hitman Tinkerer
Roll one die to get a new skill trait: Roll one die to get a new skill trait:

1. Head Down - Enemy units can’t shoot at the hero as 1. Armourer - The first time each round that a friendly
long as it is Stunned. unit within 6“ of the hero rolls a 1 to hit in melee, it
2. Hit & Run - The hero may move by up to 6“ after may re-roll that die once.
fighting in melee but not Knocking Out the enemy. 2. Munitioner - The first time each round that a friendly
3. Dodge - Whenever the hero would suffer a wound in unit within 6“ of the hero rolls a 1 to hit when shooting,
shooting roll one die, on a 6 the wound is ignored. it may re-roll that die once.
4. Surprise Attack - If an enemy unit moves within 3“ of 3. Expert Planner - Before each match the gang may
the hero, the hero may immediately charge it as long re-roll its special objective once.
as it had not been activated yet. 4. Trader - After each match the gang may recruit or buy
5. Backstab - Whenever the hero charges an enemy that one upgrade for 5pts cheaper, down to a min. of 5pts.
didn’t have line of sight to it, then the gets AP(+4) with 5. Medic - After each match you may re-roll one
one of its melee attacks. casualties result of 1 once.
6. Disguise - Whenever the hero kills an enemy unit in 6. Negotiatior - After each match the gang earns +5pts.
melee you may give it a disguise token. Other units
from the enemy gang can’t target the hero as long as
it has a disguise token, and the disguise token is
removed if an enemy moves within 3“ of the hero, or if
the hero attacks a unit from that gang.

7
5 - UPGRADE GANGS
Players may buy upgrades for their units as detailed in their
army page or from the Hive City Armory (see next page), by
spending any points they have available.

Additionally players may also sell any of their previously bought


upgrades at half of their original price, rounding down to the
nearest multiple of 5.

If an upgrade is only worth 5pts, then the player must roll one
die to haggle for it. On a 1-3 the upgrade can‘t be sold, whilst on
a 4+ it can be sold for 5pts. Note that you can only try to sell
one 5pts upgrade once after each match.

6 - RECRUIT UNITS
Players may recruit as many regular units as they want after
each match, but may only recruit up to one new hero.

Up to one of the newly recruited non-hero units may also start


with 5 XP if the player pays +10pts for it.

Note that each gang may only have up to 3 heroes at once.

Retiring Units

Any unit may be freely retired, removing it from the gang sheet
and losing all of its XP and upgrades forever.

Players may also choose to retire their full warband, losing all
units, VP, points, etc. and start a new one with 150pts.

BACK TO THE START


Once all of these steps have been completed you go back to
step 1 and set up a new match.

8
Buying Gear Cybernetics
When upgrading gangs, players have access to all of the Cybernetic Arm 5pts
regular army upgrades, as well as those listed on this page. Cybernetic Leg 5pts
Dermal Plating 5pts
These upgrades are accessible to everyone, however each unit
Ego Chip 5pts
in a gang may only have one upgrade from each category:
Retinal Prosthesis 5pts
• Explosives
• Cybernetics
Cybernetics may only be used once per match, and they give
• Vanity Items
the unit different benefits based on the type of cybernetic:
• Special Equipment
• Cybernetic Arm: The unit may re-roll one die to hit
when attacking in melee.
Explosives • Cybernetic Leg: The unit may move +1” when using
Advance and +2” when using Rush/Charge actions.
AT Grenades 10pts
• Dermal Plating: The unit may re-roll one die to block
Concussion Grenades 10pts
when taking hits.
Explosive Charges 15pts
• Ego Chip: The unit may re-roll one die when taking a
Gas Grenades 10pts
morale test of any kind.
Flash Grenades 5pts
• Retinal Prosthesis: The unit may re-roll one die to hit
Frag Grenades 5pts when shooting.
Fusion Grenades 15pts
Molotov Cocktails 15pts
Plasma Grenades 10pts
Smoke Grenades 10pts
Stun Grenades 10pts
Web Grenades 5pts

Explosives may only be used once per match, and they work
like a weapon with range 12”, and that always hits on 4+. If the
unit hits, then the effects depend on the type of explosive:

• AT Grenades: Counts as AP(3), Deadly(3).


• Concussion Grenades: The target and all other units
within 3” may only be activated after all other friendly
units have been activated this round.
• Explosive Charges: Counts as Blast(6) and AP(4).
• Gas Grenades: The target and all other units within 3”
take 1 wound per model in them, but they aren’t
Stunned or Knocked Out.
• Flash Grenades: The target and all units within 3” get
-2 to hit rolls until the end of the round.
• Frag Grenades: Counts as Blast(3).
• Fusion Grenades: Counts as AP(4), Deadly(6).
• Molotov Cocktails: The target and all units within 3”
take 1 wound per model in them.
• Plasma Grenades: Counts as Blast(3) and AP(2).
• Smoke Grenades: These grenades must target a point
on the table rather than a unit. The area within 3” of
that point counts as line of sight blocking for all units
until the end of the round.
• Stun Grenades: The target and all units within 3” are
immediately Stunned.
• Web Grenades: The target and all other units within 3”
get -2” to their Advance and -4” to their Rush/Charge
actions until the end of the round.

9
Vanity Items Special Equipment
Exotic Beast 10pts Ammo Stash 10pts
Fancy Jewels 10pts Climbing Rig 5pts
Gold-Plated Weapon 10pts Drug Syringe 10pts
Luxurious Garments 10pts Field Medkit 15pts
Rare Furs 10pts Flak Armor 10pts
Priceless Artifact 10pts Grapnel Launcher 10pts
Gravity Boots 5pts
Hazard Detector 10pts
Vanity Items may only be equipped by heroes, and they provide
Holo Projector 15pts
different types of bonuses depending on the item:
Protective Goggles 5pts
• Exotic Beast: Whenever the hero attacks in melee roll Rad-Booze 5pts
one die, on a 4+ it deals +D3 automatic hits.
• Fancy Jewels: If the hero rolls a 1 when checking for Special Equipment provides different types of bonuses
casualties, then you may re-roll once. depending on the item:
• Gold-Plated Weapon: The first time the gang must
• Ammo Stash: Once per match this unit may use a hold
take a rout test each match, the hero and all friendly
action and roll one die. On a 4+ it may shoot twice.
units within 6” automatically pass their morale test.
• Luxurious Garments: If the hero was not Knocked Out • Climbing Rig: When moving vertically the unit counts
by the end of a match, then the gang earns +5pts. half of the distance toward its total move.
• Rare Furs: When selling upgrades worth 5pts the • Drug Syringe: If the unit rolls a 1 when checking for
gang always sells them back for 5pts. This may only casualties, then you may re-roll once.
be used once after each match. • Field Medkit: Once per match, if this unit rolls a
• Priceless Artifact: When recruiting new units roll one Knocked Out result, you may re-roll once.
die, on a 4+ they are 5pts less expensive, down to a • Flak Armor: Whenever the unit takes hits roll one die,
minimum of 5pts. This may only be used once after on a 5+ it may ignore one hit and this upgrade can’t be
each match. used again for the rest of the match.
• Grapnel Launcher: As an action, this unit may be
moved by up to 12” to reach a higher point of elevation.
• Gravity Boots: When dropping or falling the unit may
ignore the first 2“ of the distance it drops or falls.
• Hazard Detector: This unit can’t be the target of
random events, unless there are no other targets.
• Holo Projector: Once per game, when this unit is the
target of enemy shooting, roll one die. On a 5+ the
attack is ignored.
• Protective Goggles: This unit is immune to the effects
of Concussion, Gas, Flash, Stun and Web Grenades.
• Rad-Booze: Before the match roll one die, on a 4+ the
unit may re-roll one of its dice rolls of any kind once
per round, else it gets -1 to hit in melee and shooting
until the end of the match.

10
Advanced Campaigns
The Territory Control rules allow you to play campaign with a
more advanced scoring and rewards system. This uses all of
the regular campaign rules, however scoring is handled based
on territory control instead.

Before the campaign begins players will have to generate a city


with a random setup of territories to fight over, which they will
then capture and control by playing matches.

City Setup
When generating cities for a new campaign we recommend
using the city sheet provided at the end of this book.

The total amount of territories that a city has is based on how


many players will take part in the campaign:

• Add 2 Gang Turfs per player


• Add D3 Special Territories per 2 players

To determine what special territories are added check the Gang Turfs
special territories section to generate them randomly.
The city’s Gang Turfs are the most common territories
This system works best when playing with a fixed number of available, and offer no special bonus.
players, however it can also be used with late joiners, in which
Instead each Gang Turf grants the owning player 2 VP as long
case we recommend adding new territories to the city as
as it’s occupied by him.
described above.

Note that at the start of the campaign all city territory counts Special Territories
as being unoccupied. The city’s Special Territories are not as common, and they
Capturing Territories grant their owner 1 VP plus a special bonus.

When setting up a city first you must roll one die to see what
When playing a match, the winner doesn’t get 2 VP at the end,
type of Special Territory you get, and then roll another die to
but instead may capture a territory for his gang.
see which territory of that type is generated:
Before each match players may choose to either fight over any
• 1 = Wasteland
unoccupied territory, or to attack a territory that already has an
• 2 = Underground
owner, as long as that player is available for a match.
• 3 = Industrial
The players roll-off, and the winner gets to pick which territory • 4 = Residential
he wants to attack. The player with the least territories gets a • 5-6 = Re-roll
+1 to this roll, and the player with most territories gets a -1.
Note that if the effects of a Special Territory happen after a
When attacking unoccupied territory, play a regular match match, then they only happen once the winner has already
using a Face-Off mission, and whoever wins may pick any been determined and territories have been captured.
territory that has no owner and claim it as his own.
This means that you could capture a territory and then reap its
When attacking occupied territory, play a regular match using benefits immediately after.
an Attack & Defend mission, with the owner of that territory
taking on the role as the defender. If the attacker wins, then he
may claim that territory as his own.

In the event that there are no unoccupied territories, and no


players that own those territories are available to play, then the
others may play a regular match using a Face-Off mission, but
the winner gets D3 renown points instead of territory.

At the end of any match, a player may spend 3 renown points to


claim any occupied territory as his own.

11
1 . Wasteland Territories 3. Industrial Territories
Roll one die to see what Special Territory is generated: Roll one die to see what Special Territory is generated:

1. Abandoned Hideout: The gang rolls +1 die when 1. Illegal Workshop: Once after each match when
exploring enemy territory. recruiting a new unit roll one die, on a 6 it is 10pts less
2. Rad-Ammo Cache: The gang may re-roll one failed to expensive, down to a minimum of 5pts.
hit roll when shooting once per match. 2. Rad-Furnace: The gang may re-roll one failed to hit
3. Collapsed Building: Enemy gangs attacking this this roll in melee once per match.
territory get -1“ to Advance and -2“ to Rush/Charge. 3. Smelting Shop: After each match you may either place
4. Badlands: When an enemy gang wants to attack a marker on this territory, or remove all markers from
another territory you own roll one die, on a 4+ it must it and gain 10pts per marker.
attack this territory instead. 4. Mineral Mine: After each match roll one die, on a 1 you
5. Polluted Waterway: Enemy gangs attacking this get nothing, on a 2-5 you get 5pts, on a 6 you get 10pts.
territory counts as having +1 wound when checking 5. Hidden Tunnels: When defending this territory you
wound results from attacks. may extend your deployment zone by +12“.
6. Garbage Hills: After each match you may roll one die, 6. Power Generator: Once per match at the beginning of
on a 4+ gain D3 * 5pts. On a 1-3 one random unit may a round you may kill the power, giving everyone -1 to
not be taken in the next match. hit when shooting over 12“ until the end of the round.

2. Undeground Territories 4 . Residential Territories


Roll one die to see what Special Territory is generated: Roll one die to see what Special Territory is generated:

1. Gang Shrine: After each match the gang gets +5pts. 1. Clandestine Bar: When defending this territory you
2. Drug Den: After each match the gang may pay 5pts in never need to take rout tests.
order to earn D3 * 5pts. 2. Bionics Clinic: After each match you may re-roll a
3. Corpse Harvester: After each match the gang gets result of 1 for casualties once.
+5pts for each casualty that is killed. 3. Pod Slum: Once after each match when recruiting a
4. Defensive Outpost: When defending this territory you new unit roll one die, on a 4+ it is 5pts less expensive,
may extend your deployment zone by +6“. down to a minimum of 5pts.
5. Fungus Farm: Whenever a hero rolls a 1 for casualties 4. Gang Toll: The gang may always choose if it wants to
you may pick which injury trait it gets. deploy first during a match. Other players may pay you
6. Fighting Pit: After each match you may pick any 10pts to use this ability when fighting other gangs.
friendly unit that is not a casualty and roll for it as if it 5. Cyber Market: Once after each match when buying an
was a casualty. If it rolls a 6 it gets +D3 XP. upgrade you may haggle for it. Roll one die, on a 1-3
the upgrade costs +5pts, but on a 4+ it costs -5pts,
down to a minimum of 5pts.
6. Gambling Den: After each match you may choose to
roll 1, 2 or 3 dice. For each 4+ you get 5pts, but if you
fail two rolls then you lose 10pts. Note that you must
have at least 10pts in order to gamble.

12
Exploring Rival Territory
After each match, gangs may send one of their heroes off to
explore rival territory in search for valuable allies, intel, or to
steal enemy equipment.

Each gang that does so must pick one of its heroes and pick
one enemy gang as its target, and then rolls one die plus as
many dice as territories owned by that gang.

If the roll has any results that are multiples, then the player
must pick the highest amount of multiples with the highest
number, and check to see what happens.

If the roll has no multiples, then the hero is compromised and


you must roll one die to see if he escapes. On a 2+ the hero
escapes undetected, but on a 1 the hero is captured by that
gang and you must pay D3 * 5pts in ransom to get it back.

Here are all the possible results:

Doubles
Doubles
• 1 1 = Old Shack
• 2 2 = Informant • 1 1 = Old Shack: Roll one die, on a 4+ the hero finds
• 3 3 = Weapon Cache 5pts worth of loot.
• 4 4 = Hidden Stash • 2 2 = Informant: Roll +1 die next time you explore
• 5 5 = Abandoned Shop enemy territory with this hero.
• 6 6 = Old Vending Machine • 3 3 = Weapon Cache: Roll one die to see what kind of
loot the hero finds:
Triples o 1 = Nothing
• 1 1 1 = Booze Cellar o 2-6 = Random Explosive
• 2 2 2 = Ammo Cache • 4 4 = Hidden Stash: Roll one die to see what kind of
• 3 3 3 = Grenade Shack loot the hero finds:
• 4 4 4 = Shopping Mall o 1 = Nothing
• 5 5 5 = Hostages o 2-5 = 5pts worth of loot
• 6 6 6 = Cursed Icon o 6 = Random Cybernetic
• 5 5 = Abandoned Shop: Roll one die, on a 4+ the hero
Four of a Kind finds D3 * 5pts worth of loot.
• 1 1 1 1 = Armory • 6 6 = Old Vending Machine: Take a quality test, if the
• 2 2 2 2 = Hidden Passage test is passed gain 1 VP, if failed the hero drinks a bad
• 3 3 3 3 = Graveyard soda and must miss out on the next match.
• 4 4 4 4 = Weaponsmith
Triples
• 5 5 5 5 = Donation Post
• 6 6 6 6 = Upper-Class Loft • 1 1 1 = Booze Cellar: The hero must take a morale test,
if passed you get D3 * 5pts, if failed you get nothing.
Five of a Kind
• 2 2 2 = Ammo Cache: The hero may re-roll one failed
• 1 1 1 1 1 = Hidden Dojo to hit roll when shooting during the next match.
• 2 2 2 2 2 = Administrative Building • 3 3 3 = Grenade Shack: Roll one die to see what kind of
• 3 3 3 3 3 = Robotics Lab loot the hero finds:
• 4 4 4 4 4 = Banker’s House o 1-5 = Random Explosive
• 5 5 5 5 5 = Old Casino o 6 = D3 * 5pts worth of loot
• 6 6 6 6 6 = Abandoned Mansion • 4 4 4 = Shopping Mall: The hero finds D3 * 5pts worth
of loot in the mall.
Six of a Kind
• 5 5 5 = Hostages: The hero frees the hostages and
• 1 1 1 1 1 1 = Legendary Smith gets D3 * 5pts as a reward. Additionally one of the
• 2 2 2 2 2 2 = Unguarded Shop hostages may join your gang, counting as a single
• 3 3 3 3 3 3 = Dead Gang model unit with Qua 4+, Def 4+ and a CCW (A2), and
• 4 4 4 4 4 4 = Ancient Tome that is worth 15pts.
• 5 5 5 5 5 5 = Looter’s Secret Hideout • 6 6 6 = Cursed Icon: Roll one die, on a 2+ the hero
• 6 6 6 6 6 6 = Rival Leader’s Den finds D6 * 5pts worth of loot, but on a 1 the hero is
immediately killed.

13
Four of a Kind Six of a Kind
• 1 1 1 1 = Armory: The hero may re-roll one failed block • 1 1 1 1 1 1 = Legendary Smith: Pick one of the heroes
roll next match. melee weapons, and the hero may re-roll failed to hit
• 2 2 2 2 = Hidden Passage: The hero may be deployed rolls every match.
anywhere on the table over 3“ away from enemy units • 2 2 2 2 2 2 = Unguarded Shop: Roll one die to see what
during the next match. kind of loot the hero finds:
• 3 3 3 3 = Graveyard: The hero may loot the graves for o 1-4 = D3 Random Special Equipment
D6 * 5pts, but if he does so the next time he fights o 5-6 = D3 Random Vanity Items
against the enemy gang, all enemy units may re-roll • 3 3 3 3 3 3 = Dead Gang: The hero finds D6 pieces of
failed to hit rolls once against the hero. random Special Equipment.
• 4 4 4 4 = Weaponsmith: Roll one die to see what kind • 4 4 4 4 4 4 = Ancient Tome: The hero immediately
of loot the hero finds: earns D6+4 XP.
o 1-3 = Random Explosive • 5 5 5 5 5 5 = Looter’s Secret Hideout: The hero steals
o 4-6 = The hero may re-roll one failed to hit 2D6 * 10pts worth of loot.
roll when shooting during the next match. • 6 6 6 6 6 6 = Rival Leader’s Den: Roll one die, on a roll
• 5 5 5 5 = Donation Post: The hero steals D6 * 5pts of 2+ the hero finds D6 VP worth of loot, but on a 1 the
worth of donations, however on a roll of 1 he is hero is immediately killed.
immediately captured.
• 6 6 6 6 = Upper-Class Loft: The hero steals D3 * 10pts
worth of loot.

Five of a Kind
• 1 1 1 1 1 = Hidden Dojo: The next time that the hero
levels up he may pick one skill trait from any set.
• 2 2 2 2 2 = Administrative Building: Roll +1 die every
time you explore enemy territory with this hero.
• 3 3 3 3 3 = Robotics Lab: Roll one die to see what kind
of loot the hero finds:
o 1-2 = Random Cybernetic
o 3-6 = 2D6 * 5pts worth of loot
• 4 4 4 4 4 = Banker’s House: The hero steals D6 * 10pts
worth of loot but trips an alarm and is compromised,
roll one die and on a 1 he is captured.
• 5 5 5 5 5 = Old Casino: The hero steals D6 * 10pts
worth of loot.
• 6 6 6 6 6 = Abandoned Mansion: The hero finds D3 VP
worth of loot.

14
Random Mission Selection FACE-OFF MISSIONS
Whilst you can simply pick one mission of your choice it can be 1. Duel
interesting to have a mission be randomly selected before the
game beings to keep players on their toes. After the table has been prepared you and your opponent must
set up D3+2 objective markers on the battlefield.
First select a mission type by rolling one die:
After 4 rounds have been played the game ends and the player
• 1-3 = Face-Off that managed to seize most markers wins.
• 4-6 = Attack & Defend
Note that this is the standard mission from the core rules.
If you are selecting a random Face-Off mission, simply roll one
die to see what you get: 2. Seize Ground
1. Duel After the table has been prepared you and your opponent must
2. Seize Ground set up 4 objective markers on the battlefield.
3. Relic Hunt
Divide the non-deployment zone area of the table into 4 equal
4. Sabotage
quarters and place one marker at the center of each.
5. Breakthrough
6. King of the Hill After 4 rounds have been played the game ends and the player
that managed to seize most markers wins.
If you are selecting a random Attack & Defend mission, simply
roll one die to see what you get: 3. Relic Hunt
1. The Raid After the table has been prepared you and your opponent must
2. Smash & Grab set up 3 objective markers on the battlefield.
3. Ambush
If a unit seizes a marker remove it from the table and it counts
4. Last Stand
as being carried by the unit. If the unit is stunned or destroyed
5. VIP Escort
at any point the marker is dropped on the spot.
6. The Rescue
After 4 rounds have been played the game ends and the player
When playing Attack & Defend missions, the player that wins
that managed to seize most markers wins.
the deployment roll-off gets to pick if he wants to be attacker
or defender for this match. 4. Sabotage
After the table has been prepared you and your opponent must
set up 1 objective marker each 12” away from their table edge.

Each objective marker belongs to the player that placed it. If at


any point a unit seizes an enemy objective marker it is
destroyed and removed from the table.

After 4 rounds have been played the game ends and the player
that managed to destroy the enemy marker whilst keeping his
own marker intact wins.

5. Breakthrough
After the table has been prepared you and your opponent must
Mission Objectives set up 1 objective marker each on the battlefield.
Since all missions use objectives in order to determine who The objective markers must be placed at the center of each
wins, the following rules are common for all missions: player’s deployment zone 12” away from the table edge.
• Placing Objectives: The players roll-off and the winner After 4 rounds have been played the game ends and the player
picks who places the first objective marker. Then the that managed to seize most markers wins.
players alternate in placing one marker each outside
of the deployment zones, and over 9” away from other 6. King of the Hill
objective markers.
After the table has been prepared you and your opponent must
• Seizing Objectives: At the end of each round if a unit is
set up 1 objective marker on the battlefield.
within 3” of a marker whilst no enemies are, then it
counts as being seized. Markers remain seized even if The objective marker must be placed over 9” away from the
the unit moves away, however Stunned units can’t deployment zones and the table edges.
seize or stop others from seizing them. If units from
After 4 rounds have been played the game ends and the player
both sized contest a marker at the end of a round then
that managed to seize the marker wins.
it becomes neutral.

15
ATTACK & DEFEND MISSIONS 4. Last Stand
1. The Raid After the table has been prepared the defender must deploy all
of his units within 12” of the table center, and then the attacker
After the table has been prepared the defender places one deploys all of his units anywhere within 6” of any table edge.
objective marker within 6” of the table center, and must then
deploy half of his units within 6” of the marker. Whenever an attacker’s unit is killed for the first time it stays
alive and is placed in reserves instead. At the beginning of each
The attacker then deploys all of his units anywhere within 6” of round the attacker rolls one die for each unit in reserve, and on
any table edge, and after that the defender must deploy his a 6+ may place it anywhere within 6” of any table edge.
remaining units anywhere on the table over 6” away from
enemy units, and 12” away from the marker. The attacker’s units may only be placed back in reserves once,
and if at the beginning of the round the attacker still has units
The game ends if the attacker manages to seize the marker, in reserve, but has no units on the table, then all reserves
winning the game. immediately count as having routed.
2. Smash & Grab The game ends if one of the gangs is destroyed or routs, with
the remaining gang winning the game.
After the table has been prepared the defender must set up
D3+2 objective markers on the battlefield, and then in secret 5. VIP Escort
must mark one of them as a trap, and one of them as a relic.
After the table has been prepared the defender must place an
When an attacker’s unit seizes a marker the defender must objective marker within 3” of any table edge, and must deploy
reveal what it was. If it was a trap the unit takes D3 hits, and if all of his units within 6” of it. Then the attacker may deploy all
it was not the relic then the marker is removed. of his units anywhere within 6” of any other table edge.
If it was the relic, then the unit unit seizes it and removes it At the beginning of each round, if the defenders are seizing the
from the table, counting as carrying it. If the unit is stunned or marker, then they may move it by up to 12” in any direction.
destroyed at any point the marker is dropped on the spot
The game ends if the defender moves the objective marker
The game ends if the attacker managers to carry the marker within 3” of the table edge opposing the one it was deployed on,
within 3” of any table edge, winning the game. winning the game.
3. Ambush 6. The Rescue
After the table has been prepared the defender must deploy After the table has been prepared the defender places one
half of his units in his deployment zone. objective marker within 6” of the table center, and then players
The attacker then deploys all of his units anywhere on the alternate in deploying one unit each, but may only deploy up to
table, but they must each be within 6” of at least one other half of their units.
friendly unit. Then the defender may deploy the rest of his units At the beginning of each round after the first, both players roll
anywhere over 6” away from enemy units. one die for each unit in reserve, and on a 4+ they may place it
The game ends if one of the gangs is destroyed or routs, with anywhere within 6” of their table edge, over 6” away from
the remaining gang winning the game. enemy units and 12” away from the marker.

If an attacker’s unit seizes a marker remove it from the table


and it counts as being carried by the unit. If the unit is stunned
or destroyed at any point the marker is dropped on the spot.

If at any point a defender’s unit seizes the objective marker,


then it is destroyed and removed from the table.

The game ends if the attacker manages to carry the marker


within 3” of his table edge, winning the game.

16
Playing City Fights Cornered Units
City Fighting rules are optional rules designed to give you more Whenever a unit that is within 1” of a building and is circled by
flexibility when fighting in dense urban terrain. enemies so that it can’t move past them, then melee attacks
made against him get +1 to hit and you must add +1 to results
Pick any of the following:
when checking wound effects.
• Urban Terrain
• Sewer Systems Destructible Cover
• Defensive Positions Whenever a unit shoots at a target that is behind a piece of
• Cornered Units small cover terrain and within 1” of it, roll one die.
• Destructible Cover
On a result of 1 the piece of cover terrain is destroyed and
• Thrown Objects
removed from the table.
• Buildings on Fire
• Hidden Movement Thrown Objects
Urban Terrain Units that are on top of buildings may throw bricks and stones
at enemies instead of shooting their weapons.
When setting up terrain for city fights you should mainly use
large buildings (4”x4” to 8”x8” in size) and groups of smaller Pick one enemy unit within 3” of the bottom of the building and
terrain such as crates and barrels (1”x1” to 3”x3” in size). within 6” horizontal distance, and roll one die.
To make sure that you have a good amount of terrain set up On a 5+ the target takes one automatic hit.
well on the table, follow these guidelines:
Buildings on Fire
• Set up at least 9 large buildings, making sure that no
building is over 6” away from others. Units that are within 3” of a building may try to set it on fire
• Set up at least 12 groups of small terrain, making sure instead of shooting their weapons.
that they’re all within 6” of the buildings. Roll one die, on a 6 the building is set on fire, and at the end of
• Place at least a third of the small terrain pieces on top each round all units within that building take as many hits as
of buildings, preferably near the edges. models they have.
Additionally you can set up ladders and ramps that help units Then roll one die, on a result of 1 another random building
get on top of the buildings, as well as small bridges between within 6” is set on fire, and on a result of 6 the fire stops.
them to encourage movement on elevation.
Hidden Movement
Sewer Systems
Units that end an advance move behind cover or within 1” of
After setting up terrain and before placing any objectives, buildings whilst not in line of sight of any enemy units may
players must roll-off to set up D3 sewer entrances each. declare to go into hiding, as long as they didn’t shoot or try to
The winner goes first and the players alternate in placing one cast any spells.
entrance marker each at least 3” away from any buildings, and Units can’t go into hiding whilst within 3” of enemy units, and
at least 9” away from the table edge and other entrances. they are automatically spotted if an enemy moves within 3”.
Units that move in contact with sewer markers may enter and Hidden units remain hidden as long they don’t rush, charge,
are removed from the table. At the beginning of any round they shoot or cast spells, and as long as no enemy unit can see
may be placed within 3” of any sewer entrance marker. them without being obstructed by cover.
If both players have units in the sewers they must roll-off to They may use advance actions and remain hidden as long as
see who deploys first, and then alternate in placing them. they continue being behind cover or within 1” of buildings whilst
not in line of sight of any enemy units.
Defensive Positions
Hidden units can’t be targeted by shooting or spells, and they
During the deployment phase, each player may place up to D3
can’t be charged by enemies that can’t see them.
barricades anywhere before deploying their first unit.

Barricades are pieces of cover roughly 1”x3” in size, and must


be placed in contact with a building or other barricade.

17
Using Hazardous Terrain 6. Spilled Fuel
Players can choose to use Hazardous Terrain by picking any of To represent Spilled Fuel, use a large storage tank or barrels,
the ones they like, or by generating them randomly. as well as a patch of spillage between 3” and 6” in diameter.

After terrain has been set up, roll a D3 to determine how many Units that shoot at targets within 3” of the fuel tank, or that
pieces of hazardous terrain will be added, and then roll 2D6 for target the fuel tank, must roll one die. On a 5+ it explodes, and
each to generate its rules: all units within 3” of the tank or that are standing in the fuel
take 1 wound per model in them. On a 1-4 nothing happens.
• 2 = Nutri-Farm Vat
• 3 = Alien Nest 8. Power Generator
• 4 = Dark Ritual Site
• 5 = Ventilation Turbine To represent a Power Generator, use two or more generator
coils, which must be at least 3” but not over 6” away from each
• 6 = Spilled Fuel
other, as well as a console within 6” of any generator coil.
• 7 = Nothing
• 8 = Power Generator The generators start in an active state, and their current is a
• 9 = Waste Compactor straight line that goes between any two generators that are the
• 10 = Flux Alternator closest to each other. Units can’t shoot through the current,
• 11 = Fungal Infestation and if they move within 1” of it they are immediately Stunned.
• 12 = Safety Vault
Units that are within 1” of the console may try to deactivate it by
2. Nutri-Farm Vats rolling one die, and on a 2+ all generators are deactivated and
their current disappears. On a roll of 1 nothing happens.
To represent a Nutri-Farm Vat, use a large container or tank,
that has an opening on the side or the top. 9. Waste Compactor
Units that are within 1” of the opening may try to grab some To represent a Waste Compactor, use a large pit or compactor
nutrients by rolling a die, and on a 2+ they may heal 1 wound. between 3” and 6” in diameter, with a console attached to it.
On a roll of 1 nothing happens.
Units that fall into the waste compactor may try to get out when
3. Alien Nest activated by rolling one die, and on a 4+ they may be placed
anywhere within 1” of the compactor. On a 1-3 nothing happens.
To represent an Alien Nest, use a group of alien eggs or a nest,
or you can also model alien eggs onto another piece of terrain Units that are within 1” of the console may try to activate it by
to make it infested. rolling one die, and on a 2+ all units inside the compactor are
immediately Knocked Out. On a roll of 1 nothing happens.
Units that move within 3” of the nest or through the infestation
must roll one die, and on a 3+ nothing happens. On a 1-2 they 10. Flux Alternator
immediately take D3 hits with AP(2).
To represent a Flux Alternator, use a large electrical box or
4. Dark Ritual Site similar piece of terrain, with a console attached to it.

To represent a Dark Ritual Site, use an idol or altar, or draw a Units that are within 1” of the console may try to activate it by
ritual circle in blood on the battlefield. rolling one die, and on a 3+ all of their weapons get AP(+1) next
time that they are used. On a roll of 1-2 however an electric
Units that end their activation within 6” of the site must roll one shock is unleashed, and all units within 3” of the console take
die, and on a 3+ they get +1 to their next roll. On a roll of 1-2 D6 automatic hits each.
however they become possessed, and one random opponent
may control them during their next activation. 11. Fungal Infestation
5. Ventilation Turbine To represent a Fungal Infestation, use a patch of moldy terrain
between 3” and 6” in diameter, or you can also model fungus
To represent a Ventilation Turbine, use a large fan with clearly onto another piece of terrain to make it infested.
marked blades to one die or the top.
Units that move through the infestation must roll one die, and
Units that end their activation within 6” must roll one die, and on a 3+ nothing happens. On a 1-2 they take 1 wound per model
on a 3+ nothing happens. On a 1-2 they are moved D3” toward in them, but they aren’t Stunned or Knocked Out.
the turbine, and if they move into it they are Knocked Out.
12. Safety Vault
To represent a safety vault, use a large bank safe or a secure
building, with a clearly marked door.

Units that are within 1” of the door may try to open it by rolling
one die, and on a 5+ they find 2D6 * 5pts and the vault may not
be interacted with again. On a 1-4 nothing happens.

18
Playing with Critical Hits Bladed Melee Weapons
Critical Hits rules are optional rules that make weapons a lot Swords, Daggers, Axes, Double-Handed Swords, etc.
deadlier with a little bit of luck.
• 1-3 = Unprotected Area: The hit can’t be blocked.
When playing with critical hits you may use the generic melee • 4-5 = Blade Storm: If the hit isn’t blocked it deals
and ranged weapon critical hits sections, or use the weapon triple the amount of wounds.
type specific critical hits sections instead. • 6 = Sliced: The hit can’t be blocked, deals double the
amount of wounds, and you must add +1 to the wound
If you choose to play with critical hits based on the weapon
check roll.
types then you and your opponent are going to have to agree on
which weapons are of which type before the game begins. Bludgeoning Melee Weapons
Dealing Critical Hits Hammers, Clubs, Flails, Double-Handed Hammers, etc.
Whenever a unit rolls at least one result of 6 to hit with melee • 1-3 = Lost Balance: The target can’t strike back.
or ranged weapons, then it deals a critical hit. • 4-5 = Wild Sweep: The target can’t strike back and his
melee weapon special rules have no effect until the
Only a single critical hit can be dealt per shooting or melee,
end of the round.
and if the unit needed a 6+ to hit then it can’t deal critical hits.
• 6 = Bludgeoned: If the hit isn’t blocked the target is
Choose the critical hit section corresponding to the weapon immediately Knocked Out, regardless of wounds.
type and roll a die to see its effects.
Thrusting Melee Weapons
Generic Melee Weapons
Spears, Halberds, Pikes, Lances, etc.
Melee weapons that don’t have a clear type.
• 1-3 = Stabbed: If the hit isn’t blocked you must add +1
• 1-3 = Vital Area: If the hit isn’t blocked it deals double to the wound check roll.
the amount of wounds. • 4-5 = Great Thrust: The target is Stunned, even if he
• 4-5 = Exposed Spot: The hit can’t be blocked and deals doesn’t take any wounds.
double the amount of wounds. • 6 = Kebab: The hit can’t be blocked and you must add
• 6 = Master Strike: The hit can’t be blocked, deals +4 to the wound check roll.
double the amount of wounds, and you must add +1 to
the wound check roll. Heat Ranged Weapons

Generic Ranged Weapons Flamethrowers, Fusion Rifles, etc.


• 1-3 = Roasted: If the hit isn’t blocked you must add +1
Ranged weapons that don’t have a clear type.
to the wound check roll.
• 1-3 = Weak Spot: The hit can’t be blocked. • 4-5 = Set Ablaze: The target is Stunned, even if he
• 4-5 = Ricochet: The closest enemy unit within 6” also doesn’t take any wounds.
takes one hit from the same weapon. • 6 = Inferno: The hit can’t be blocked and you must add
• 6 = Master Shot: The hit can’t be blocked and deals +4 to the wound check roll.
double the amount of wounds.
Energy Ranged Weapons
Plasma Rifles, Laser Cannons, etc.
• 1-3 = Armor Shattered: The hit can’t be blocked.
• 4-5 = Energy Burst: If the hit isn’t blocked it deals
triple the amount of wounds.
• 6 = Titanic Hit: The hit can’t be blocked, deals double
the amount of wounds, and you must add +1 to the
wound check roll.

Explosive Ranged Weapons


Missile Launchers, Battle Cannons, etc.
• 1-3 = Deadly Shrapnel: If the hit isn’t blocked it deals
double the amount of wounds.
• 4-5 = Concussion: The target can’t shoot with any
weapon until the end of the round.
• 6 = Pulverized: If the hit isn’t blocked the target is
immediately Knocked Out, regardless of wounds.

19
Using Random Events 11. Stray Rocket
Players can choose to add random events which affect units on Seemingly out of thin air a rocket fired in a distant fight homes
the battlefield in unexpected ways, by checking if a random in on a ganger’s head, almost as if it was a deliberate shot.
event is triggered every round.
Select one random unit, which takes 1 automatic hit with AP(4)
At the beginning of each round roll one die, and on a 5+ an and Deadly(3).
event is triggered, and you must roll two dice to determine
which one it is.
12. Hidden Assassin

First roll a D6, which represents the first number, and then roll A rival gang has put a hefty bounty on a ganger’s head, and now
a D6, which represents the second number. a sniper has come to collect their head.

Example: A player rolls two dice, with the first result being a 2 Select one random unit, which takes 1 automatic hit with AP(4)
and the second result being a 1. This would mean that event 21 13. Improvised Explosive
(critter swarms) is chosen.
Whilst moving through the debris a ganger stepped on a mine,
Note that if a random event calls for randomly selecting a unit
causing a massive explosion.
from any army you must first randomly select an army for the
event, and then randomly select a unit to be the target. Select one random unit, which takes D3 hits with AP(2).

Combining Random Events 14. Looters!


Players can also choose to add even more random events by A gang of juvenile delinquents have swarmed a ganger, trying
adding those found in the standard Grimdark Future: Firefight to strip him of his belongings before quickly running off.
campaign rules, or from any other expansions.
Select one random unit, which takes D6 automatic hits.
In order to do that simply roll one die to determine which
15. Sink Hole
random events list you are going to use first, and then roll on
that list to see which random event you get. The streets of hive city are not always the safest, and a sink
hole has opened right beneath an unlucky ganger.
Select one random unit, which takes D3+1 automatic hits.

16. Carrion Beast


A starved predator skulks in the shadows, ready to pounce on
unsuspecting prey, even those that are heavily armed.
Select one random unit, which takes 1 automatic hit with AP(1).

21. Critter Swarms


Droves of putrid rodents emerge from the sewers due to a
shootout, creating a deadly wave of critters.
Roll one die for each unit in the game, and on a 1 the unit is
immediately Stunned. If the unit was already Stunned, then it is
Knocked Out instead. If it’s a unit with multiple models, then
one of the models is immediately killed instead.

22. Toxic Downpour


A cloud of poisonous gasses rains down corrosive liquid onto
the gangers, heavily damaging the little protection they had.
All units get -1 to defense rolls until the end of the round.

23. Generator Shutdown


Due to the frequent blackouts, power is a precious commodity
in hive city, where firefights often happen in the dark.
All units get -1 to shooting rolls until the end of the round.

20
24. Choking Mist 35. Drunk Fool
Countless years of mass pollution have created a toxic air that An old drunk stumbles out of a nearby drinking hole and
makes the inhabitants of the city constantly fatigued. randomly decides to join the fight in a fit of rage.
All units get -1 to melee rolls until the end of the round. Select one random player, who may place a drunk fool model
within 6“ of one of his units. The drunk has Quality and Defense
25. Mine Zone of 6+, as well as a Broken Bottle (A6) and Tough(3). At the
Makeshift signs warning citizens of hidden explosives make beginning of each round one random player gets to control the
everyone watch their steps, as at least for a little while. drunk and may take one action with it, however it may never
attack the gang of the player that placed it.
All units move -1“ on Advance and -2“ on Rush/Charge actions
until the end of the round. 36. Corrupt Cop
26. Patrol Sweep One of the gangs has managed to buy off a cop, who has agreed
to fight alongside them for this skirmish.
As the police flies over the city the gangers are demoralized,
with the constant reminder of oppression lurking above. Select one random player, who may place a corrupt cop model
within 6“ of one of his units, and which he may control as one of
All units get -1 to morale tests until the end of the round. his own until the end of the match. The corrupt cop has Quality
31. Police Sentry and Defense of 4+, as well as a Shotgun (12“, A2) and CCW (A2).

Since the police can’t be everywhere at once, sentry turrets 41. Angry Neighbor
have been deployed in strategic positions to deter crime. An old lady that is done with all of the ruckus charges out of
Selecton one random player, who may place a sentry turret her home and smacks a poor ganger off his feet.
marker in a random table quarter. Whenever a unit within 12“ Whenever a unit moves roll one die. The first time that a unit
and line of sight of the marker moves roll one die, on a 4+ it rolls a 1 it is immediately Stunned. If it’s a unit with multiple
takes D3 automatic hits. models, then one of the models is immediately killed instead.
32. Guard Dog 42. High Fall
Not everyone can rely on the police in hive city, so instead they One of the gangers seems to have taken one sip of booze too
get guard dogs (or other beasts) to protect their homes. many, and stumbles clumsily off a ledge.
Select one random player, who may place a guard dog marker Select one random unit that is within 2“ of elevation, which
in a random table quarter. Whenever a unit activates or moves immediately falls down.
within 3“ of the marker roll one die, on a 2+ it takes D3 hits.
43. Click!
33. Militia Uprising
After some wild shooting one of the gangers has run out of
With all of these damn gangers messing up the city, some ammo, and now scrambles to find more.
citizens have formed a militia to fight back.
Select one random unit, which can’t shoot with any of its
Select one random player, who may place a unit of D6 militias ranged weapons until the end of the round.
in a random table quarter. Each militia has Quality and Defense
of 5+, a Pistol (12“, A1) and a CCW (A1). At the beginning of each 44. Martial Artist
round one random player gets to control the militia and may
One of the gangers has suddenly channeled some ancient
take one action with it.
martial art skills, landing a spectacular blow.
34. Terminator Cyborg The first time that a unit rolls a 6 to hit when fighting in melee
All of the gang warring has activated a sleeping terminator during this round, don’t make a defense roll. Instead the enemy
cyborg, who now hunts down anyone it can find. unit immediately takes 1 wound.

Select one random player, who may place 1 cyborg in a random 45. Headshot
table quarter. The cyborg has Quality and Defense of 3+, as well
If you aim just right you might land a perfect hit in someone’s
as a Heavy Pistol (12“, A3) and a CCW (A3). At the beginning of
head, making for a gory cloud of red mist.
each round one random player gets to control the cyborg and
may take one action with it. The first time that a unit rolls a 6 to hit when shooting during
this round, don’t make a defense roll. Instead the enemy unit
takes 1 wound.

21
46. Practice Makes Perfect 61. Bystander Shakedown
After countless fights any ganger will start to learn some Even in the middle of a fight gangers aren’t afraid to take a
deadly new tricks, even the dumbest one. short break to rob anyone that crosses their path.
The first time that a unit kills an enemy during this round, it Select one random gang, which immediately gets D3 * 5pts.
immediately gets +D3 XP.
62. Security Van
51. Drug Fuelled
An unfortunate driver carrying luxurious jewels has crashed
Having found a strange glowing needle a ganger decides to nearby, and the gang doesn’t mind paying him a visit.
take a chance and inject himself, seemingly with adrenaline.
Select one random gang, which immediately gets D3 * 10pts.
Select one random unit, which may double its attacks with one
of its melee weapons until the end of the round.
63. Wine Cellar
A ganger inspecting an empty building has crashed to the floor,
52. Supply Drop
landing in a cellar filled with expensive liquor.
Knowing that their “friends” are in need of help, some corrupt
Select one random gang, which immediately gets 2D6 * 5pts.
cops have provided a hefty cache of ammo.
Select one random unit, which may double its attacks with one
64. Promotion
of its ranged weapons until the end of the round. In order to lift the gang’s spirit the leader has decided to give
out a random promotion to a lucky ganger.
53. Secret Passage
Select one random unit, which immediately gets 1 XP.
A ganger has found a hidden vent, which provides convenient
access to multiple nearby cellars and basements. 65. Hive City Blessing
Select one random unit, which may immediately be placed Through the maze-like streets of hive city it’s possible to find
anywhere on the table over 6“ away from enemy units. holy shrines, which bestow the faithful with power.
54. Rigged to Blow Select one random gang, which immediately gets D3+1 XP.

One of the gangs has secretly planted an excessive amount of 66. Precious Artifact
explosives prior to the battle, and is now patiently waiting…
Whilst looking for a hiding spot a ganger has stumbled upon an
Select one random player, who may mark one piece of terrain abandoned antique shop and found a gang heirloom.
in secret as being rigged with explosives. The first time that an
enemy unit activates or moves within 3“ of that piece of terrain Select one random gang, which immediately gets 1 VP.
it takes D3+1 hits with AP(2)

55. Radioactive Sludge


When applied correctly to your weapon, even the smallest dose
of radioactive material can prove to be quite deadly.
Select one random player, who may once during this round add
+1 to the result when checking wound effects.

56. Police Raid


It seems that the gangs are not alone in this area, and the
police has arrived to try and clear up the mess.
Select one random player, who may then force up to D3 enemy
units to take a rout test.

22
CITY NAME:

Territory Name: Owner:


Notes: VP:

Territory Name: Owner:


Notes: VP:

Territory Name: Owner:


Notes: VP:

Territory Name: Owner:


Notes: VP:

Territory Name: Owner:


Notes: VP:

Territory Name: Owner:


Notes: VP:

Territory Name: Owner:


Notes: VP:

Territory Name: Owner:


Notes: VP:

Territory Name: Owner:


Notes: VP:

Territory Name: Owner:


Notes: VP:

23
GANG NAME: VP:

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

24

You might also like