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SUMMARY
move up to 1Ocm, enter/exit vehicle,
Move enter hand-to-hand, take one vehicie
move/turn
Aim + 1 to hit per aim

wflY
Shoot Take a single shot
Reload/Uqiam/
Reload, Unjam or Swap weapons
Change weapon

sflOOTr[( qoDIfltps Recover Remove an under flre marker

SHOOTER IS... MODIFIER NOTES


Taking 2 Move Actions 1 Applies no matter the order of actions
Firing from a moving vehicle -1.t-2 -1 to hit for each speed of the vehicle
At Long Range 1 Take a single shot
Aiming +1 Only rifle armed models can aim twice
Firing a 2nd Shoot Action 1
.)
Firing a 3nd Shoot Action
Under Fire 1 -1 for each under fire marker

MODIFIER NOTES
Moving 1. -1 per move action includes vehicle movement
Behind substantial -1.
cover
A Leader 1. Does not apply if flring model is also a Leader
A Vehicle +2
Obscured models are ones where a clear line of sight cannot be drawn ,-
Obscured I the model's entire base due to intervening models, whether friend or foe
.) .)
Inside a moving vehicle vehicle speed
vffDotl5 t
WEAPON RANGE IN CM
W-EAPUN POINT NOTES
SHOTS CLOSE LONG
l

BLANK
Pistol 3 0-10 1L-20 21-30 +2 to hit at point blank range
Rifle i N/A 0-50 51 + May aim twice
+4 To hit at point blank range, may not aim, out of ammo if 2 shots
Shotgun 2 0-10 11-20 N/A
are taken in 1 turn
Shotgun
- Both Barrels
1, 0-10 N/A N/A +6 To hit & out of ammo, may not aim or quick shot

Pump action
shotgun
a
0-10 tI-20 N/A +3 To hit at poht biank, may not aim

Tommy Gun SPECIAL 0-10 11-20 21, - 30 flre, may not aim

SflOOTil( 9rsljr.T çrrpYr qtsTs qoDrrrrus


FINAL RESULT EFFECT MGDIFIER NOTES
Natural 1 Out of Ammoflam is Under Fire 1 -l for each Under Fire ]tlar...'
2-t0 Miss
models within 15cm
has a friend +1
tt-t4 Under Fire Marker (max +1)
15-18 Under Fire Marker & Nerve Test
19+ Out of Action

4nilD-ro-qnflD (oADnT
YOUR MODEL... MODIFIER NOTES
is the one which initiated combat +1 Only applies for the flrst round of combat
is attacking from a higher position +1 Inclucles jumping off a building or other terrain piece into combat
has the highest rnitiative card +1 In further rounds of combat after the f,rst

YOUR OPPONENT HAS... MODIFIER NOTES


under flre markers +1 Each uncler f,re marker gives 1,-our model +1
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:.:

always drank alcohol, that's never


As Iong as are working men there
need for liquor. til

a service, my family bring what the

help lubricate the situation, a bottle here, a


as I said men have always drank and always will.
harder the law the harder we push back.
not the ones round in expensive
the same beat
ls getting
me.

Prohibition brought many things with It's against this backdrop that our game
it. One of the most harmful was the rise plays out. Whether you choose to be a
of organised crime. The production and Prohibition Agent or flat foot on the side of
distribution of alcohol became the spring the law a Moonshiner or even a gangster
board for many men's ambitions. The huge looking to make a quickbuck and a name for
sums of money involved were used to grease yourself, you'll need to be ruthless and show
the wheels of progress at all levels. Where no mercy to those that stand in your way on
the dollar failed, extreme violence and your path to glory. You'd better think quick
murder were used by all sides to achieve because there's always somebody looking
their goals. to make their way up and you're in the way.

Families and small time hoods alike were


gathered up along with notorious mobsters
in the production and spread of the illicit
Iiquor. Speakeasies sprang up in major "Welcome to This town stinks
cities as the public's appetite for booze like a at tide."
increased. The streets often echoed the
rattle of the tommy gun.

2
r
.: :a

TtilDlDAlllll lD lD li = illl lt a\.) lD u ll lll tD

The Chicago Way is about gangs struggling At the beginning of each model's activation
for control of the illicit alcohol trade players may measure distances from the
during the Prohibition period in the United model's starting position to any other area
States. Lots of elements of the rules have of the table. They cannot measure from
been simplified to keep the games flowing. any other area than the starting position of
Nowhere is this more obvious than in the model to be activated.
movement. With this in mind players should
create the battlefields for their games as
decoratively as possible. We want your
gaming area to reflect the buildings and
scenery of the period, not to be held back
by considerations such as penalties to "I'm not angry. This is business."
movement etc.

',;,l$'*
,*;"s""_
1b' --.
-* Ë i$'
OAIPID§
The cards are used in two very different Tllllt lUa\llllD
ways. Each card features the standard
playing card symbols and numbers. As well At the beginning of the game each player
as this each card also has a piece of special shuffles their own deck and draws a number
text which is used to have an impact on the of cards for their "hand" dependent on the
game. This could be to benefit a players' scenario. After dealing the "hand" the
own models or hinder their opponents. remaining cards are placed face down on
These two pieces of information are the table. The cards on the table wiII be
completely separate and should be looked referred to as the deck. These cards will
at as apart from each other. The numbers be used as the source of the initiative cards
are used during the "Initiative" phase and for the remainder of the game as well as
the cards are placed on the table until used being used to replace cards that are played
to indicate the order in which models will during the game turn.
activate. During the game each player will
also have a "Hand" of cards. These cards After each player has dealt their "hand"
are the ones that are used to affect the game they may look at the cards they have and
and it is these cards where the special text study the details written on each one.
is used. These cards will be used to influence the
game through either supplementing your
own model's actions or hindering your
opponent's.

Some of the cards also have a "Cat" symbol


with a number in it. These cards can be
used to remove Under Fire markers from
At the beginning of each game the players damaged vehicles. The number in the car
will take their themed "deck" of cards to symbol relates to the number of markers
use in the game. AII decks contain the that can be removed. The player can choose
same "common" cards. These are the cards to either remove under fire markers from a
numbered 2-10. These are all the same no vehicle or use the special text, not both.
matter what suit they are, so a 2 of diamonds
is the same as a 2 of spades,
hearts and clubs. As well as these the
player will also have their own gang's
specific cards and a joker. The joker is
either red or black depending on the
gang's allegiance to the law or a
life of crime. The gang specific cards
are the Jack, Queen, King and Ace of sure you read your
the relevant suit. These four cards are crards carefully and
specifically themed to suit the gang type to consider situations
and the way they operate within the they could be used.
game. The total number of cards Be especially careful not
a player would have in their to let your opp onent see
"deck" is 23. your cards; if they know
what' s they c

prepared
on your head."

4
Ei-
I I
A player can play as many or as few cards At the end of the turn, after all models have
as they wish from their "hand" each turn. been activated, eact-r player that has played
Once a card is played, unless its effects at least one card may pick the top card from
last for the remainder of the turn or longeq, their deck and place it into their "hand".
it is placed on the player's discard pile. They can only pick up one new card at this
The discard pile is where cards that have point, no matter how many cards they used
been used, either for initiative purposes or in the turn. If a player chooses not to play a
played from the player's hand, are placed. card at all during the turn at this point they
To avoid confusion place cards that are on can discard a card from their hand and pick
the discard pile face up. up a new card from the top of their deck.

An opposing player may "trump" a card It's a good idea and modelling opportunity
played by playing a card with the same face to create a specific area or terrain piece for
value. If a player does this then the original a player's deck and discard pile. This could
card has no effect. So if a player attempts be as simple as an area cleared of terrain
to play a "Pay Off" card (a number 6) to gain at the edge of the gaming table or a space
an additional move action, their opponent to the side of the table. More adventurous
may "trump" that card by playing a 6 from modellers may wish to create a specific
their own hand. If this happens both cards piece of terrain to use to hold the deck and
are placed in the players' own discard piles discard piles. The important thing is that
and the original card has no effect. Further they are easily accessible and won't get
cards of the same value could still be played mixed up.
and would still affect proceedings if they
couldn't be trumped. The "trumping" card "I'm gonna make him an offer
only affects the card it "trumps", no others.
he can't refuse."

æ%e--
llïlllTll^TNI tCÀlDlD,]r Models which are in a vehicle at the
beginning of the turn are dealt an additional
The action in The Chicago Way is driven card for the vehicle. The player can choose
by the initiative cards. Each model is which card to use for the driver from the
activated depending on the initiative card two and discard the other. So a model in a
which it is dealt. Each acts independently car is dealt two initiative cards, one for the
of the other models in the same gang. As mode}, the other for the car. Two models
the majority of the initiative cards are dealt or more in a vehicle are still only dealt one
randomly no player knows which model additional card for the vehicle.
will activate at the beginning of the turn.
The nature of the cards means that most After all cards are placed on the table by
turns will see a split between the gangs both players they are all turned over so all
involved with initiative passing from one players can see them. These cards decide
player to another. Occasionally though one the order of game play with the model with
gang may activate more or even all of their the highest card activating first. After a
models before their opponent. model is activated then the initiative card
is placed on the discard pile.
"No one likes a long shot more If both players have models with the'same
than a gambler." face value initiative card ro11 a D20 each,
the player that rolls the highest number
At the beginning of the turn each player goes first.
takes the top card from their deck. The
player then chooses which model on the
table they will place this card on. At this
stage it is the face value of the card that is
important. Aces are high, the Joker counts
as the lowest card. After placing this card
the player then deals a face down card from
their deck to each other model on the table.

ui-
Jokers
Jokers work in a slightly different way "If you want me to keep my mouth shut,
to other cards for initiative; the Joker is
unpredictable. The model acts last in the it's gonna cost you some dough.
turn and gets his normal 3 actions, or he I figure a thousand bucks is reasonable,
may act at any time during the turn, even so I want two."
interrupting another model's turn, but only
gets two actions which must be different.

beginning of the turn each player


over the top card of their deck and then
s which model on the table to place

can be a very easy decision; if it's a


place it on a model which is in amongst
the rêmÿ and needs to get a head start on
the action. A lower card C an be place d on a
model which isn' t tn rmme diate danger.

if you turn over


you place this

Itx[]ArJùIilÏtrD l[utt tDttct( tCllVllllllÀlllür


During the game players are constantly Once in play, each side plays an initiative
taking cards from their deck for either card on a civilian. The highest controls
initiative or for their hand. If, at the the civilian and activates it according to
beginning of the turn, there are not enough the initiative order. Civilians always take 2
cards to give each model an initiative card, move actions. If controlled by a good guy,
place the cards that are currently on the civilians must head for cover and may head
deck as normal. Then take the discard pile, off the table. If controlled by bad guys,
shuffle it and place it on the table as the new civilians may head for cover or move toward
deck. Take cards as normal to allocate an any good guy that is 20cm or more away
initiative card to each model on the table. from a bad guy. Civilians have a nerve of 6
Follow the same procedure if there isn't a and take 2 hits before dying.
card in the deck to add to the player's hand.
If a civilian obscures a shot, and that shot
has a result of 1 after modifiers, the civiiian
takes an under fire marker. When a civilian
is killed, bad guy gang gets to draw an extra
card to their hand. If this motivates bad
guys to shoot civilians, so be it.

7
TT
IPILAY ll NG ïHE GA,§\tlE
The scenarios in this book tell players all If a player starts to move a model or perform
they need to know concerning the size of any other action before declaring their
the gang, any specific terrain to be used and actions they can be called out as "a no good
where any models and/or terrain should be liar and a cheat". Following that telling
placed at the beginning of the game. rebuke the activation for that model comes
to an end with no actions being performed.
ÀtCltlltDlllJr During each model's
After all initiative cards are revealed the activation it can
model with the highestvalue begins the turn perform up to 3 actions.
by declaring all of its actions for the turn. These actions can be
It is very important that before performing performed in any order
any actions the active player declares a// and multiple actions of
of the actions they will perform. They are the same type can be
then committed to those actions and cannot performed. There are
change their mind if things don't go as a few exceptions to this
planned, either through the intervention of but they will be covered
their opponent or their own bad luck. in the relevant section
later in the rules.

"You'll be judged by what you succeed


at, boy, not by what you attempt."

A\cTllolllù TAlblllt
ACTION SUMMARY
MOVE UP TO 10cm, ENTER/EXIT VEHICLE, ENTER HAND-TO-HAND,
MOVE
TAKE ONE VEHICLE MOVEÆURN
AIM + 1 TO HIT PER AIM
SHOOT TAKE A SINGLE SHOT
RELOAD/UNJAM/ RELOAD, UNJAM OR SWAP WEAPONS
CHANGEWEAPON
RECOVER REMOVE AN UNDER FIRE MARKER
Once a model has performed all its actions
place the initiative card on the discard pile.

Ei-
TI
iltovlillllÏilllT ÀIilu
Each move action allows the model to be If a player chooses to use an 'Aim" action
moved up to l-Ocm. Any model moving to then they get * 1 to hit on the following
within 2cm of an enemy model must stop shots. This only applies if the shot is the
immediately. No further move actions can next action of this turn. It applies to all shots
be completed. Other actions may still be taken this turn. So if a player declares they
performed as normal including a further will aim, shoot, shoot, then they will get an
move action to enter Hand-to-Hand combat additional + 1 to hit for both the first and
(see page 17) second shots. Note that not all weapons
can be 'Aimed".
Linear terrain, such as fences or walls are
crossed with no penalty. A model can move
8cm vertically in each move action. There
ôllltDtDT
are no movement restrictions or penalties For each Shoot action declared the player
for using ladders, climbing up the side of a may fire the model's weapons. Not all
building or any other movement. A model weapons fire at the same rate, some can
cannot end its turn part way up a vertical fire more shots per turn than others. The
surface or ladder, etc If remaining move Weapons table on page 2 gives full details
1"

actions will not take a model to the desired for all weapons and how many shots they
position then the model must either finish may fire in a turn.
its move at the bottom of the terrain in
question or at any part between the starting j

position and the desired finishing position.


.g

'.t.:Bt,

Gaps between buildings/roofs, etc., can be


jumped as long as the distance to be jumped
is Bcm or less.

A move action can also be used to move a


vehicle which has a driver. Details on how
vehicles move is on page L9.

For each move action a model took, place a


move marker next to it.

"You can always tell the winners at the


starting gate. You can always tell the
winners, and you can tell the losers."
IDITILOAID. LJIII.IAilll DID IililtD Olt Tllllt TtlllDlll
After all the models in play have activated
ctuÀilGlt wltÀlDolll remove any movement markers and any
This action can be used to reload or unjam a cards that were in play for the turn. If
weapon which is out of ammo or has become either player played more than one card
jammed, no matter the cause. This action from their hand they may now pick up the
is also used to allow models with more than top card from their deck and put it in their
one weapon to swap them. hand. If they didn't play a card they can
now discard one from their hand and pick
rDttc(DvlilD a new one. If either or both sides needs
Each "Recover" action removes a single to take a Big Nerve test it is done now.
"Under Fire" markerfrom a model. Aplayer Once both players are ready draw the first
may choose to use up to three recover initiative card and begin a new turn.
actions per turn to remove the relevant
number of under fire markers.

'| ;.

*?!!|
I rr "'l:

§
§ltl,D,DltING
Use a single D2O per shot fired. Refer Guns have been hugely simplified, there
to the list of modifiers below for both the are no different pistols. Pistols, whether
"Shooter" and the "Target" and add the a revolver or an automatic, are dealt with
character's shoot value from their profile in exactly the same way. Although at first
and then roll the dice. A roll of a "natural glance there appears to be a lot of modifiers
L " means that you're out of ammo and you these become familiar very quickly.
cannot take any further shots even if you
have declared further "Shoot" actions. All modifiers are cumulative

SHOOTER IS... MODIFIER NOTES


TAKING 2 MOVE
T APPLIES NO MATTER THE ORDER OF ACTIONS
ACTIONS
FIRING FROM A -11-2 -1 TO HIT FOR EACH SPEED OF THE VEHICLE
MOVING VEHICLE
AI LONG RANGE 1. TAKE A SINGLE SHOT
AIMING +L ONLY RIFLE ARMED MODELS CAN AIM TWICE
FIRING AS A 2ND 1.
ACTION
FIRING AS A 3RD ..'

ACTION
UNDER FIRE -1 -1 FOR EACH UNDER FIRE MARKER

MODIFIER NOTES
MOVING -1.
-1, PER MOVE ACTION INCLUDES VEHICLE
MOVEMENT
BEHIND -1.
SUBSTANTIAL COVER
A LEADER -1.
DOES NOT APPLY IF FIRING MODEL IS ALSO A
LEADER
A VEHICLE +2
OBSCURED MODELS ARE ONES WHEREA CLEAR
LINE OF SIGHT CANNOT BE DRAWN TO THE
OBSCURED -1
MODELS ENTIRE BASE DUE TO INTERVENING
MODELS, WHETHER FRIEND OR FOE
INSIDE A MOVING -)
'2, -2 PER VEHICLE SPEED
VEHICLE

1l
I
Wli^lD(DlllÔ TA\lblllt
IN CM
MAX.
WEAPON POINT NOTES
SHOTS LONG
BLANK
\1 -20 2t-30 +2 TO HiT AI POINT BLANK
PISTOL J 0-10 RANGE

RIFLE 1 N/A 0-50 51 + MAY AIM TWICE

+4 TO HIT AT POINT BLANK


RANGE, MAY NOT AIM, OUT
SHOTGUN 2 0-10 11. - 20 N/A
OF AMMO IF 2 SHOTS ARE
TAKEN IN 1 TURN
+6 TO HIT & OUT OF AMMO,
SHOTGUN
- BOTH BARRELS
1. 0-10 N/A N/A MAY NOT AIM OR QUICK
SHOT
PUMP ACTION +3 TO HIT AT POINT BLANK,
SHOTGUN
3 0-10 tt-20 N/A
MAY NOT AIM
AUTOMAIIC FIRE, MAY NOT
TOMMY GUN SPECIAL 0-10 LL-20 2'1. - 30
AIM
Tommy Guns
Automatic fire - With each shoot action, a tommy gun fires
one shot at long range, two shots at close range and 3 shots
at point blank. A tommy gun armed model may declare up to
l- shoot action at long range, 2 shoot actions at close range
and 3 shoot actions at point blank range. Each action
of shooting is dealt with separately but roII all the dice
together per action. Any that roll a 1 indicates the gun
suffers a jam or is out of ammo. All shots fired as the
second action suffer -1 to hit, all shots fired as the
third action are at -2 to hit. So a tommy gun armed
model at Point Blank range can use 3 shoot
actions and fire 9 shots! A tommy gun which
fires at Point Blank range is automatically
Out of Ammo following the shooting.
Two Pistols
Models may have two pistols in which
case they ignore an out of ammo
result on the shooting table.
This has no effect against
the "Out of Ammo" card.

"Sheriff, do you have any


idea what a Thompson
submachine gun does to É
an immortal?"

12

lii-
ôlUtDtDltllllltD lDlt.)t.JllLlt Iillult o[ ùllrDluT
r"IL,TAT I)ECTTTTTl
Line of sight is drawn from the centre of the
EFFECT firing model's base and is the same width
NAIURAL 1 OUT OF AMM as the base. If the firing model's Line of
Sight passes through another model's base
2-L0 MISS then it counts the target as Obscured.
1.1. - L4 UNDER FIRE MARKER
UNDER FIRE MARKER
15-L8 AND NERVE TEST
19+ OUT OF ACTION
A "natural L" means that the model is out
of ammo or has jammed its weapon, no
further shots are taken even if the player
has declared more shoot actions. Place an
Out of Ammo marker next to the model in
question. A Reload/Unjam action will have
to be performed before the model can fire
agaln

After an "Under Fire"


result place a marker
next to the target
model.

With an 'lUnder Fire


and l.üerve Test" result ullllDltlD ltlllDlt lllllA\lDIffilD
I a marker is placed Under Fire markers don't just represent
next to the target actual wounds, they also represent the
model which must stresses and strains of being shot at. They
then immediately take
a nerve test. If the may be removed during a model's activation
test is failed then a further marker is placed by using a "Recover" action, each recover
next to the target. action removes a single under fire marker.

An "Out of Action" result means that the COVITID


target model is history they're either dead OnIy substantial terrain counts as cover for
or too badly wounded to continue fighting; shooting purposes and confers a -1 to hit,
remove the model from play. this includes features such as buildings,
cars, window openings, walls, and other
ôlUOOltllllltD AT TlUlt CILOôltJ,lt Iarge objects which cover 50o/o or more
of the target model. Other cove(, such
ItÀtDGrt as plants, trash cans, fire hydrants, open
Targets at point blank or close range must fences etc counts as poor and has no effect
always be targeted first, with the closest on shooting. If you are unsure about the
model being the priority target. If the firing type of terrain then count it as poor.
model wishes to fire at an alternative target
it must first pass a Nerve Test.

"YoLt wanna know if we're armed? We're armed."


15
ItlllDllllltD ltlDtDllltl A\ltl ltllltVa\ltltlD
lDrDùllln1911
If the firing model is in an elevated position,
such as on a roo[, and is at least 6cm higher
than the target model the target doesn't
gain cover from any linear substantial cover.

It^rLUllflG
Any model which is on a high piece of terrain
such as a rooftop, and that is hit by shooting
and suffers an "under fire and nerve test"
result, must also test to see if they fall. Roll
a D10, on a 1-5 the target slumps forward
and off, on a 6-10 it stumbles backwards on
the terrain. There may be occasions where
the position is more precarious, in these
cases use your own judgement and decide
what results reflect the situation.

If a model is attempting to jump a gap, say "Yes! There is violence in Chicago.


between buildings, and is hit by shooting or But not by me, and not by anybody
has the "He's Going Down in the 5th" card who works for me, and I'll tell you
played on them, then they fall. why: because it's bad for business."

If a model falls then roll a single D20 on the


shooting table and apply the result. If the
fall is from higher than 20cm roll twice on
the table and apply both results.

LJ.

'*,

*a

---çaæ*
tDtltct( tDÀct( orJlct( ôlllrDlt
If your opponent declares they will shoot at A model which has not yet activated can
one of your models which is yet to activate chose to burn its activation and take a single
you may choose to "Burn" that model's "Quick Shot" in response to an opponent's
activation and "Duck Back". Immediately action. The bullet points below give the
move the model which wants to duck back rules for quick shots.
up to L Ocm away from the shooter towards
or into cover. This move doesn't need to - Only one model can ever quick shoot in
be in a straight line but cannot be more response to a single enemy activation.
than l-Ocm. The model must end the move
further away from the shooter than it was - A quick shot can be taken in response to
before it ducked back. This burns the any opposing action.
model's activation; remove the unplayed
initiative card and place it on the discard - If the quick shot is a response to a shoot
pile. action at long range the quick shooter fires
first.
As this move occurs the firing model still
manages to fire a single shot at the target. - If the quick shot is a response to a shoot
The model ducking back counts as moving action at Close or Point Blank range the
so -1 to hit and if it reaches substantial shots are simultaneous.
cover there will be an additional -l- to hit.
The range is taken at the point the figure - If the quick shot is a response to a move
was at before it ducked back. action the quick shooter can fire at any
point during the move action; this includes
a moving vehicle.

AII normal modifiers to shooting apply to


a quick shot. The total number of move
actions declared are taken into account for
this purpose, it doesn't matter how many
move actions have been performed.

Be aware that different weapons wiil have
F
A
-j
-1
different range bands. It is the range
j
! of the quick shooter's weapons which is
considered when deciding the order of
firing.

ù- "Story of my life. Some bum's always


aI what's mine.

t5

E
NtEtpvtE ltlEs.lt§
In most cases Nerve Tests wiII need to be lDllG lllltlDvlt ltltür.ltJr
taken as a result of enemy shooting. RoII
a D10 and compare the score with the Certain scenarios have their own rules for-
model's Nerve value. If the result is equal when a game comes to an end or when a
or greater than the value then the test is gang has to take a Big Nerve Test. In ali
passed, a natural "L" always fails a Nerve other cases once half or more of the starting
gang are removed
test. If the test is failed an under fire marker number of models of a at the end of
is placed next to the model. When testing then a Big Nerve Test is taken
Nerve apply the modifiers below: the turn. A Big Nerve Test is taken against
the model with the lowest (i.e. the best)
i nerve value. For each model that you have
THEMODEL... MODIFIER NOTES out of action beyond half the test is at an
-L for each under additional -l-.
is under fire 1
fire marker
friendly models If you fail the test then your gang calls it
has a friend +l- within 1Scm quits and you lose the game; if you pass you
(max +L) continue. There may be occasions where
both gangs have to take a Big Nerve Test
at the same time. If they both fail then the
game is a draw unless the scenario states
otherwise.

If the number of surviving models that you


have is hatf or less of the number of Under
Fire markers on them then the test is failed
automatically. There is no need to roll the
dice.

âs J"LT
i
i
!

?.

--<.-:
--i,t\
1*
'?....
hl A -\ lD. lf ,D. H A -\ lD tD'D,§'t lB A lt
There may be occasions where you want to The combat continues at the time of the
get to grips with the other guy. To do this a highest initiative card, only one roll for
model must move into base-to-base contact hand-to-hand combat is made per turn.
with the opposing model. Remember If one combatant is killed the winner can
that once a model gets within 2cm of an take two actions at the appropriate time
opponent then it must immediately stop. according to its initiative card. Any under
To enter hand-to-hand a model must eithe.r fire markers the model had before combat
start within 2cm or use one move action to or gained as a result of the combat remain
get to within 2cm and then another move in play.
action to enter combat. Models may NOT
declare three move actions to enter into A model which is attacked in hand-fo-hand
hand-to-hand combat. Once in base-to-base before it has a chance to activate loses
contact both players roll a D 10 and add any its initiative card for the turn, unless it
modifiers from below. manages to kill
its attacker. In
After both players have rolled their dice that case the
and applied any modifiers including any initiative card
modifier from the character's profile remains in place as
compare the results. The highest score normal and the model
wins, the loser takes l" under fire marker will activate at the normal
for each point of difference. If the scores time in the normal way.
are a draw or the winning model doesn't kill
the loser then the two models are locked in
combat until the next turn when they will
fight again. In further turns both models
are dealt initiative cards as normal, the
highest card gains a + 1 to the hand-to-hand
combat score.

YO NOTES

is the one which initiated


+L Only applies for the first round of combat
combat
I is attacking from a higher Includes jumping off a building or other terrain
+1
position piece into combat
I
has the highest initiative
+L In further rounds of combat after the first
card

YOUR OPPONENT HAS... MODIFIER NOTES

under fire markers +l_ Each under fire marker ves your model + 1

"One more thing, you have an all out


prize fight, you wait until the fight
is oven one guy is left standing.
And that's how you know who won."
17
al
I

E
IbtDltÀlnllllrD rDlllt .]lUtDtDltlllllG llllllto
Inlocked combats the modelwiththe highest lllÀllllD=TtD= lUa\llllD tCtDllllllba\lt
initiative card can choose to either continue
the fight at * L or to Break Off from combat. Models cannot shoot into hand-to-hand
To break off the model must declare 2 move combat.
actions, one to break free, the other to move
away. Move the model l-Ocm away from
the other model in any direction as normal.
The breaking free model will be left with
one action which must be declared at the
beginning of the activation as normal. It
can perform any action as normal, including
shooting at the opponent it just broke away
from. Remember that any shot would be at
-1 penalty for taking two move actions.

I
VEHIIIDILIE§
Vehicles are a key part of The Chicago Way.
They're used to move people and goods vtilulctltt ilnovE[ll[ilT
around the table. Once a model enters a When declaring move actions for a vehicle
vehicle use the rules below. The first model you must also nominate how you are
to enter a vehicle is assumed to get into the moving. There are three types of move:
driver's position no matter what side of the straight, gentle turn up to 45 degrees (left
vehicle it enters from. A model can choose or right) and hard turn 46 to 90 degrees
to enter a different position in a vehicle but (Ieft or right). As with all other actions
this must be stated when declaring actions. these must be nominated at the beginning
of the activation before moving the vehicle.
il|lTil^TIVtt
Models which are in a vehicle at the Vehicle Speed
beginning of the turn are dealt an additional
card for the vehicle. Two models or more in A vehicle's Speed is determined by the
a vehicle are still only dealt one additional number of move actions it is given. If it
card for the vehicle. is given l- move action its
speed is L, 2 move actions
You can choose which card to use for the speed 2, and 3 move
driver from the two and discard the other. actions speed 3.
Any passengers in/on the vehicle may also
swap cards in the same way. For example At the end of a vehicle's
if you have two guys in a car, drawing a 7 movement place a vehicle
for the drivel, a 5 for the car and a King for speed marker next to the
the passenger, you can choose the King for vehicle in the same way
the driveq, keep the 7 for the passenger and a move marker is placed
discard the 5. next to models which
have moved.
AtCltlltDlll.lr
Models in a vehicle perform actions in the
usual way. They can embark or disembark
using a move action. Once in a vehicle the
driver's move actions are translated
into moving the car. If a driver
perfôrms three move actions the
vehicle they are driving moves
three times.

r9
tiit
THE VEHICLE IS... MODIFIER
taking a gentle turn up t
to 45 degrees
taking a hard turn up to -2
90 degrees
taking a second move
-1,
action
taking a third move -2
action
underfire, each marker -1 per marker
gives an additional -1
travelling in reverse,
additional -1 to any type 1
of manoeuvre

A gangster in a car decides he's going If the test is passed then the car is placed
to escape from the law and puts his foot against the correct position on the driving
down. The gangster player declares he's template. For the final move action, a
going to go straight, gentle turn left and straight, another test is needed. This test
then straight again. There's no test needed is also at -2, this is because it is the third
for the first move action and the player move action. If the test is passed place the
places the driving template with the START car at any point
position against the front of the car. The car on the driving
is picked up and the rear is placed against template on the
the other end of the template. The player straight section.
chooses to drift slightly to the right. For If either test is
the second move action, a gentle turn to the failed consult
left the player needs to take a test at -2, -1, the Failing a
for the gentle turn and -1 for the second Driving Test
move action. table on page 2 L
and immediately
apply the result.

,A man of honour
... and keeps his
20
lii-
TI
example opposite the
starts in position A with
START part of the driving
directly in front of itr
a Straight move
finish IN position
along the end. of
,template. -

If it took a Gentle turn move it


would finish in position C.
If it took a Hard turn move it
would finish in position D.

final move can


a the
the end of

lr\lLllllltltD À lDlDllvllllltD TltJ,lt


If the result after modifiers is a fail (1 or less) consult the table below to find out the
result.
AMOUNT
RESULT
FAILED BY

Add an additional under fire marker to the vehicle and complete the move
1.
action.

Add an additional 2 under fire markers. If travelling straight, no further effect;


2 if gentle turn, turn failed, go straight instead; if hard turn, turn failed, gentle
turn 45 degrees in the same direction.
Add an additional 2 under fire markers. If travelling straight, gentle turn 45
3 degrees (opposite to last turn direction); if gentle turn, flip driving template and
turn 45 degrees in opposite direction; if hard turn, travel straight.

Add an additional 3 under fire markers. If travelling straight, hard turn 90


degrees (opposite to last turn direction); if gentle turn, flip driving template and
4
hard turn 90 degrees in opposite direction; if hard turn, flip driving template
and gentle turn 45 degrees in opposite direction.

Crash!! roll a D10, 1 -2 place vehicle on roof at hard turn ieft position; 3 - 4
place vehicle on roof at gentle turn left position; 5 - 6 place vehicle on roof
at straight forward position; 7 - B place vehicle on roof at gentle turn right
5+ position; 9 - 10 place vehicle on roof at hard turn right position. Any models
inside the vehicle must pass a Nerve test at -4. If they pass they are placed
outside the vehicle and lose their activation for the turn (if they still had one), if
they fail they immediately receive 3 under fire markers.
There may be occasions where a failed test requires a vehicle to turn in the opposite
jrrection to the last turn it took. If the vehicle hasn't turned yet randomly determine
'r-hich way it wiil turn
E mbarking/Disemharking If you are driving a vehicle and have
from a moving vehicle passengers then they can shoot at any
point during the car's move, this burns
If you are driving a vehicle and the route their activation (this is like taking a quick
takes you within 5cm of a friendly model they shot but with the advantage that the car
can try to jump on board (this is basically a is moving so you can do a drive-by). Any
specialist Duck back, where you jump in a shots are affected in the normal way for
moving vehicle), this burns their activation movement.
as normal. You can jump on or off a moving
vehicle as long as it is travelling at Speed Passengers can wait until the car completes
l- automatically. If it's travelling at Speed its move and then activate as normal with
2 you need to take a nerve test; if you pass one exception, they lose one action if the
you can get on board, if you fail you take a car moved twice and two actions if the car
hit (see being run over page 23) at Speed moved three times. (This still means that
1. The same happens when trying to jump a vehicle can move twice and a passenger
out of a moving car travelling at Speed 2, can then get out and blast away, or stay put
if you pass the test you're fine, if you fail and shoot twice). Remember that if the
you take a hit, again at Speed L and the vehicle is at Speed 2 when the passenger
model's turn comes to an end. You cannot disembarks they will need to take a Nerve
try to embark or disembark from a vehicle test to avoid taking damage.
moving at Speed 3.
Shooting at a vehicle
VltlUllClL[ .]rllltDtDltlllllG
Shooting from a vehicle Models may shoot at a vehicle as normal.
They receive +2 to hit as detailed in the
Each vehicle has a number of passenger shooting section on page l- L. When shooting
spots. Most normal cars wiII have a driveq, at a car roll the D20 as normal, a score of
a front passenger and two in the back. The l-9+ results in 2 under fire markers. Any
driver cannot shoot and drive, he's driving. nerve tests caused by shooting are taken on
The front passenger can fire at any target the driver's unmodified nerve value.
to the front of the car and to the right.
Models in the back can fire through the
back and the side they're on. Large Cars 'A deal will always wait, and a fool will
have 3 passenger spots in the back, the always rush in."
third model can only fire through the back 1

of the car. Open vehicles can be filled with


passengers. Each
side of the vehicle
can allow for up to 2
models firing. Each
Speed gives a minus
in the same way as
movement, Speed 1,

does nothing, Speed 2


is -1, Speed 3 is - 2.

22
Ei-
I
Models may choose to try to shoot at the Under fire markers can only be removed
driver or any other passengers in a vehicle. from a vehicle by playing a card from the
If they choose to try to shoot at a model player's hand. Once delivered they remain
inside a vehicle they do so at -2 to hit per with the vehicle and the vehicle becomes
vehicle speed. Models inside a vehicle more difficult to control.
who are shot deal with under fire markers
in the normal way. If a passenger is taken What if you're going to be run over?
out of action inside a vehicle then simply
remove the model and the initiative card Anybody in a vehicle's path who hasn't
if they have yet to activate. If the driveractivated can take a nerve test at -L to
get out of the way of a car (duck back). If
of a vehicle is taken out of action then the
vehicle could crash. the test is passed place the model to the
closest side of the vehicle's path. If the
If the vehicle has yet to move this turn test is failed, or the character has activated
or was travelling at Speed 1 then simply and cannot get out of the way, then they
remove the driver model and the vehicle are hit by the vehicle. Roll on the shooting
cannot move again until it gets a new table and add a value based on the vehicle's
driver. If the vehicle was travelling at Speed. Appty the results immediately.
Speed 2 or 3 then mark the vehicle as "Out
of Control". If there are other passengers VEHICLE SPEED ADD
in the car who have yet to activate they can
try to take control of the car. If they have t +3
already activated then, at the beginning of
the next turn, they can try to gain control ) +6
of the vehicle by using a move action to
get into the driver's seat. They must first 3 +9
pass a Nerve test with a minus based on
the vehicle's speed, -2 for speed 2, -3 for Standing your ground
speed 3. If there are no other passengers
or the test is failed then in the next turn the If a model is in a vehicle's path and hasn't
vehicle will crash; roll a D10 and consult yet activated you can choose to "Stand
the Failing a Driving Test table as if the test your ground" instead of "Ducking Back".
had been failed by 5+. Depending on the vehicle's Speed you
may take that number of actions. A
vehicle moving at Speed 1 towards
a model enables that model to take
one action, a model facing a vehicle
travelling at speed 3 can take three
actions. At least one action must be to
Shoot. These actions are taken before
each move action by the vehicle, all
) must be nominated as soon as the
model declares they will Stand their
Ground.

The model Standing their Ground


shoots at the vehicle in question and
applies the result before any test
is taken for a move action by the
vehicle.

- --=..<:<.q,@ 25
I

il
I
ÏHE GANG
In The Chicago Way, players choose from Cost: the amount in $ each character of
four gang types: Prohibition Agents, Police, this type costs to recruit.
Moonshiners and Gangsters. Putting
your gang together is quick and easy by Hits: the number of Under Fire markers it
referring to the following four gang pages takes to put the character out of action.
which contain the profiles and costs for
each model for each gang. Nerve: the value the character uses for
Nerve tests as described in the section on
A player begins with $10,000 to select and page 1-6.
arm characters. There are five categories
of character reflected by different profiles Shoot: values range from 0 to t2; this
and $ value. Leaders must be taken and are value is used as a further modifier to Shoot.
restricted to one. Big guys (Investigato{,
Sergeant, Hitman, Big Brother) are also HTH: the character's ability in hand to
restricted to a maximum of one but are not hand fighting, this value is added to his or
compulsory. The other types are Guys her roll in such situations.
(Agent, Officec Hood, Cousin), Rookies
(Uncertified Agent, Recruit, Punk, Hick) Drive: representing the character's skill at
and Drivers. Certain types of characters the wheel, this modifier is added to driving
are restricted in the number you may have, tests.
as are their weapon choices. Each gang
has access to different types of vehicles as Weapons: the weapons the character is
detailed on page 29. A vehicle costs $500 allowed and the cost in $ to arm them so.
to buy. Pistols and rifles cost no extra, and the more
powerful weapons are usually restricted in
Each gang page also describes their special the number that may be bought.
abilities. These abilities may be used each
turn, just once per game, or may be in effect Once all of your characters are recruited
at all times. the gang needs a title and its members
need names. Use the gang roster on page
illloDflL IDlDOfllLltJr 43, also downloadable from:
Character: the title of the character and wurw. greatescape games. co.uk.
the minimum or maximum number of this
type you may choose.

-%ç
8r' g

/
24
r
lPlP DH ll lB ll lt ll DN ArDlENlt§

Character Cost Hits Nerve Shoot HT[I Drive \Meapons


1 Chief Agent $2400 5 2+ +L 0 0 Pistol - Free
Pistol - Free
0-1 Investigator $2000 4 3+ IZ +1 +L
Pump Action Shotgun - $500
Pistol - Free
2 + Agents $800 4 4+ 0 0 U Pump Action Shotgun - $200
Tommy Guns (1) - $600
tJ-2 Uncertified Pistol - Free
s400 Jc 6+ U 0 1
Agent Pump Action Shotgun - $100
a +2 Pistol - Free
l-1 Driver $600 .) 4+ 0 0

The agents of the Bureau of Prohibition are responsible


for directly enforcing the National Prohibition Act. The
Agents are low paid and of mixed quality. For each man
who can be counted on to enforce the law comes another
whose pockets are lined by the moonshiners and gangsters
and whose belly is lined with the liquor they're supposed
to stop.

Everything within the law - Once per game, after all


initiative cards are revealed, the Prohibition Agent player
may pick up all their initiative cards and place them on
the discard pile. A new set of initiative cards are then
drawn and placed on the table in the normal way.

Never stop fighting 'til the fight is done - At the end


of each turn the Agent player can place an Under Fire
marker on an enemy model. This model must
have at least one marker already and this
cannot be used to take a model out of action. 95
I rpDrL[OrE

. __':: :*

Character Cost Hits erve Stroot rITH Drive \Meapons


1 Captain $2400 5 2+ +1 t, U Pistol & Night Stick - Free
Pistol & Night Stick - Free
0-1 Sergeant $2000 4 )t
JT +2 +L +1,
Pump Action Shotgun - $500
Pistol & Night Stick - Free
2+ Officers $B0o 4 4+ 0 0 0
Pump Action Shotgun - $200
Pistol & Night Stick - Free
2
0-2 Recruit $400 .) 6+ 0 0 1
Pump Action Shotgun - $100

0-1 Driver s600 )


.) 4+ n 0 +2 Pistol - Free

Crime and the city have grown rapidly over the last few years.
The flat foots have struggled to keep their heads above water.
Many have chosen the easy route and turn a blind eye. Others
stand tall and proud against the rising tide of crime doing
what they can to enforce the law.
Night Sticks - Any Police model armed with a pistol also
carries a night stick which can be used to re-roll their CQ dice
in the first round of combat.
"If you're afraid of getting a rotten apple, don't go to /
the barrel. Get it off the tree." - Once per game, the Police
player may choose any card from his discard pile and swap it
with a card from his hand.
'Always happy to oblige an officer of the law." - Any
opposing model that has to take a Nerve Test that has a Police
model within l-Ocm does so at an additional -l-. This negative
is not cumulative, the test is -1 no matter how many Police
models are within l-Ocm of the testing model.
GA-\rD§ltlElPS
!
:

Character Hits Nerwe Shoot HTH Drive \Meapons


1 Boss $2400 5 2+ +1 0 0 Pistol - Free
Pistol - Free
at
0-1 Hitman $2000 4 J1 +2 +1, +1 Pump Action Shotgun - $500
Tommy Gun - $1500
Pistol - Free
l+ Hoods $800 4 4+ 0 0 0 Pump Action Shotgun - $200
Tommy Guns (1) - $600
l-4 Punk $400 J 6+ 0 0 1. Pistol - Free
..i-1 Drlver $600
, 4+ 0 0 +2 Pistol - Free

The void left by Prohibition was soon filted by ambitious


and ruthless men. Men who would do anything to make a
few more dollars, or millions in some cases. If a bribe fails
they are just as happy getting what they want through
violence.
"l'rn gonna make him an offer he can't refuse." -
Once per game, when an enemy model which is not the
Ieader declares its actions, draw a card from the deck. The
opposing play also draws a card. If the Gangster player's
card is highet the opposing model takes no actions and
his turn is over.
"You can always tell the winners at the starting
gate." - At the start of the game, once all models have
been set up, the Gangster player may reposition one of his
pistol armed Gangsters anywhere on the table
that is more than 2Ocm from an opposing
model. 27

il
/§'t'D'D-\SH I NlElpS ...-;

Ctraracter Cost Hits Nerve Shoot rITH Drive


1Pa $2400 5 2+ +1 0 0 Pistol - Free
Pistol - Free
0-1 Big Brother $2000 4 J-r +2 +L +1 Pump Action Shotgun - $500
Shotgun - $500
Pistol or Rifle - Free
2+ Cousins $800 4 4+ U 0 0
Pump Action or Shotgun- $200
C
Pistol - Free
0-4 Hick $400 J 6+ 0 0 1.
Shotgun (2) - $100
0-1 Driver $600 Ja 4+ 0 0 +2 Pistol - Free
These folks have been making liquor for themselves for
years. Now they get to make it on a grander scale and for
more profit. They may not be the slickest operators but
make sure you don't cross them, you don't want to find
yourself in a blood feud.
"Vÿe're survivors." - Any Moonshiner model taking a
nerve test gets + L to the test for each friendly model
within line of sight.
"\Me don't lay down for nobody." - Whenever one of
your models suffers an under fire result (11 - 14 rolled
on the shooting table), the marker can be placed on any
other friendly model within l-Ocm.

"It is not the violence that sets men apart,


alright, it is the distance that he is prepared to go."
VEki llrDlLlE lt'yDE§
Each gang may only have one vehicle at In one off games players may choose to
a time. The first vehicle available to each have any type or number of vehicles as they
gang is determined by the type of gang as wish within the $ value restriction of the
detailed below. After the first game of the scenario.
campaign, players may choose to replace
their original vehicle with any other type. If Below is a list of each vehicle type and their
swapping a vehicle, the player gets $250 in special rules. The vehicle type given is fairly
part exchange for their original vehicle. AIl generic. A Small Caris any2 seatertype car.
vehicles, no matter what type, cost $500. A Medium Car a standard 4 seater. A Large
Car is something a bit more specialised,
such as Capone's armoured L92B Cadillac
V-8. Closed Trucks can be standard type
Agents Medium Car delivery vehicles oI, in the case of the Police
vehicle, a prisoner transport wagon. Open
PoIice Closed Truck Trucks are run of the mill flat bed trucks
with a covered cabin such as the Ford
Gangsters Large Car Model TT

Moonshiners Open Truck All vehicles have a Driver location. The


number of Passengers indicates the number
of models in addition to the driver that a
vehicle may hold.

Tyre Drive Passengers Notes i;i§i:*§*1*i*i§*r:t§;*3:§L:i§**;ij&tjti


i{a;:iiillii}î f1ïi1r.ii§li:;!r§-à!:a::{lii}r.ô§i:i;11!:l
, i.'. ,' ': l:1,:-:--:,:::;

Small Car +2 +1 1

\{edium Car +1. +3 1. Running Boards


Large Car 0 +4 2 Running Boards, Heavy; Hard-to-Handle
Closed Truck 1 +3 4 CIosed, Hard-to-Handle

Open Truck 1 +7 4 Open Back, Hard-to-Handle


Hard-to-Handle - These vehicles may not
\ l-lllllClLlt .)lDlttÛlAl[ lDulLltJr take Hard Turn Actions at Speed 3.
Running Boards - Some cars are fitied
içith running boards on either side of the Closed - Closed vehicles can carry up to
,,-ehicle. Models may choose to stand on a 2 additional passengers in the rear of
:unning board rather than get inside, one the vehicle. Each takes 1- cargo spot if
nay ride on each side. Models on running carrying cargo and additional passengers.
boards do not count as inside a vehicle for Passengers carried this way cannot be
-he purposes of shooting, but do count the targeted by shooting.
'-ehicle's Speed as their movement value.
]Iodels trying to embark or disembark onto Open - Open vehicles can carry much
rr from running boards get + 1- to any Nerve larger numbers of passengers as indicated
Test needed for travelling at Speed 2. in the vehicle profile. These passengers
don't benefit from being inside a vehicle for
Heavy - Heavy vehicles ignore the first shooting purposes but count as obscured.
;nder fire marker that they would suffer for They also count the vehicle's Speed as their
shooting or a failed driving test. movement value. Each side of
the vehicle (not the front) can
allow for up to 2 models firing. 29
at the spea:!a::
characters ale -:-
may only take --
of the normal ::-:
is taken o; -

only tak;
a turn and
.Acharac--
at a tir: -
vehicle, ea,

opponenis
for
the garne
after a--
may no:
turn.

and the
This
1S

re-
a ne\\-
untii
that

&*ffiffi
The Lowdown
ïHE HHt Deployment
Despatched by their boss, a ruthless band The ambushed side places its leader in the
of armed men travel to a rival's patch to open and within l-Ocm of the centre of the
teach him a severe lesson. gaming area. The rest of the members are
placed no more than 2Ocm from their leader
Who's In It? and within 1Ocm of a friendly character.

The side performing the hit has all of its The attacking player may then move two
members minus their boss. enemy characters, not including the boss,
up to LOcm. The attacking characters are
The ambushed side has all of its members then positioned, each further than 20cm
minus their big guy. from an enemy model.

Scenario rules The End

The ambushed side counts as surprised. The game ends when the boss is out of
Both sides have four cards for their hand action or either side fails a Big Nerve Test.
,MlÀlè
,

q{#Ê

The Lowdown
ÏHE HIEIISIT The good guys are split into three groups
which musL be positioned at least 40cm
Business is booming and the dollars flow from one another. AII characters placed
even faster than the liquoc but someone must be more than 20cm from any opposing
always wants a slice of someone else's character.
action. A rich, fat target is identified and
watched, but in the midst of a carefully The End
plan4ed job, an unwelcome interruption!
The game ends when either side fails a Big
Who's In It? Nerve Test or when the time runs out. In
the case of the latter, the robbers lose. The
The whole gang! bad guys win if they achieve the objective.

Scenario rules The robbers' objective is to get at least four


pieces of loot off one side of the gaming
\ioving loot area. They are allowed to take as much loot
Time limit as they wish. Their exit points are 20cm
Both sides have five cards for their hand wide corridors centred on the short edges
(if applicable) of the gaming area. If they
I)eployment complete this, they win.

Choose a relatively central building as the


target. Half (round up or down as desired)
of the bad guys are placed inside the
building, the rest within 20cm of any part 5l
of the building.
The Lowdown
ÏHE IPAIIID Deployment
It's time to get tough with these hoodlums Choose a building as the target of the raid.
who think that they run Chicago! Whether This building should be near a table edge.
you're the law or a rival gang, hit them Two characters (not the boss or a big guy)
where they feel safe! are placed inside on the ground flooq, no
more than Scm from the front entrance;
Who's In It? these two and only these [wo are drunk and
complacent. Two more are placed within
The whole gangl 1Ocm of the rear of the building.Any further
characters are placed more than 60cm from
Scenario rules the initial groups.

Drunk and Complacent The raiders are deployed further than 20cm
Both sides have five cards for their hand. from any opposing model.

The End
The game ends when the boss is out of
action or either side fails a Big Nerve Test.

ÏHIE GAIIJ.\IIILEIT
The Lowdown Deployment
One side is running the gauntlet of fire in The gauntlet running vehicle is placed on
order to escape with a stash of loot or escort one of the short table edges on a road.
a key witness in a federal case against a Members of the gang may be in the vehicle
high profile Chicago ganglord! but three or more are positioned L0 to 2Ocm
from the vehicle.
Who's In It?
The other side's models are placed
The whole gang! The side running the anywhere that is more than 20cm away
gauntlet must have a vehicle. The other from any opposing character.
side is not permitted a vehicle.
The End
Scenario rules
The side running the gauntlet must escape
Time limit the gaming area with at least two models.
Both sides have five cards Their exit point is a 20cm wide corridor
for their hand. approximately centred on the short edge of
the gaming area. If there is a road that exits
the opposite table edge, this may be used
as the escape route. If they complete this,
they win. In any other event, they lose.

52
Ei-
ItlliE ,§'tA§SA0lPlE
The Lowdown Deployment

Violence is at an all time high and it's about The gang with the lowest $ value places one
to get bloodier! character. The gang with the next lowest $
value places the next model, and so on. AII
Who's In It? players place one character at a time until
all models are on the table.
The whole gang!
Following the placing of the first charactel,
Scenario rules a gang's remaining models must be placed
within 10cm of one of their friends and
Both sides have five cards for their hand. more than 20cm from opposing models.
This scenario may be used for a three or
four way fight! The End
Big Nerve Test is used and the game ends
when only one gang remains.

r,,earr]ry::.ir.!,,â*l
tDA,§'tlPAllGN
The ratification of the l8th Amendment
of the U.S. Constitution, and the National tDtictDlJilttilllHilT
Prohibition Act (or Volstead Act) which was Your gang starts with a leader and a modest
intended to enforce it, heralded a turbulent stash of illicit earnings or government
period in the history of the United States funding with which to recruit a determined
and a rich source of stories of brutality and group of young men who wiII stop at nothing
criminality. to get the job done. As has been seen with
each of the gang lists (see pages 25 to 28),
Into the production and distribution the character profiles, weapons and cars
vacuum left by the enactment of the NPA have a dollar value attached. Our gangs
came the likes of Al Capone, Joe Masseria, start with $1-0,000 and spend this money
Bugs Moran and "Nucky" Johnson. These recruiting and equipping the group.
men were ruthless, driven and voraciously
ambitious and were often blessed with far Take a Gang Roster (these may be
greater resources than the men charged downloaded at www.greatescapegÇmes.
with enforcing the law. And there were co.uk), give your gang a title, name your
plenty of small time crooks and hoodlums Ieader and start "buying" your men until all
trying to get their slice of the pie, as well as (or almost all) of your money is exhausted.
unflinching officers of the peace trying to
do their bit, enforce the law and stay alive. Your gang wiII gain and lose members,
accumulate (and spend) cash, develop
In The Chicago Way your gang is one of skills and gain influence throughout the
these two-bit gangs of smugglers or bright- campaign. The total dollar value of the
eyed squads of law enforcement officers. gang will fluctuate during the campaign
Campaigns in The Chicago Way represent and we keep track of it using the roster.
a season of violent activity as the "good
guys" and "bad guys" tussle for control of you start to ass emble the men you
their patch against rival bootleggers, or may be tempted to arm them to the teeth.
to sweep the streets clean of the criminal After all a small number of determined
fraternity. and well armed men can make a huge
difference.
The campaign lasts for a set number of I would suggest caution though; smaller
campaign turns. This is set by the players numbers of men,
and may be determined by the number of no matter how
players taking part. Four players is the well armed, can
minimum recommended size and eight is fall prey to larger
groups. Build your
the maximum. Five campaign turns is ideal, force slowly to reap
though four may be enough for seven or best rewards,
eight players.

54
lii-
Play an Advantage
-)ltltltllllltD tJlD Tlllt
eAmDAilD1' lllltÀlD Each faction has a choice of five Advantages
to use during the five turn campaign. Each
The campaign map roughly represents Advantage may only be used once. In a
eight districts of Chicago sometime in the four turn campaign, remove the "Send in
1920's. The areas of influence for each the boys!" Advantage. If you play a six turn
gang are: campaign, add an empty Advantage (i.e. no
advantage). The Advantages are:
North Side & Far North Side - Agents
South Side & Far Southeast Side Send in the Boys! Place one influence in
Moonshiners a territory that is controlled by one rival
West Side & Southwest Side - Gangsters player (i.e. in a district where a rival's
Central & Far Southwest Side - Cops influence is greater than all the other gangs
combined).
With up to eight players, each gets a district
according to their gang. With four players, Secret Deals. Swap one influence from
each gets both districts (treat as a single any player with one influence of a different
district) associated with their gang. With player.
an even number of gangs, players may wish
to form ad hoc teams for the duration of the Diversion. Move one rival player's
campaign. influence to an adjoining district.

Each gang has 4 starting influence. Three Do me a Favour. Move one of your own
influence must be in the home district, one influence into an adjoining district.
influence may be placed in a rival district.
No more than two different gang influence The fifth advantage is variable depending
may be placed in a given district at the start on the faction type:
of the campaign. The oldest player places
first followed by the second oldest and so Cops - Iron Fist
on. Record your gang's influence on your - If the cops win their game they roll a D10.
gang roster and on the Chicago Way map. On a 6+ they add one influence to the
board and also remove one influence from
Influence is the key to control in Chicago. the player they just beat.
The object of the campaign is to have more
influence than all of your rivals. Influence is Gangsters - Racketeering
knowing the right people, being able to use - Double earnings after this game
violence when necessary and having the
jump on everyone else through a network Moonshiners - Head for the Hills
of snitches and informers. - May move an opponent's influence to a
neighbouring district.

tlOW À Cl\lllUlD^\llGlll Agents - Federal


Funding
TUlDlll WtDlDlt(Jr - May add $800 to
Each campaign turn centres around the their gang for the next
tabletop game followed by determining the
game. This does not
count for the purposes
aftermath of the shoot out. Prior to all the
action, each player secretly decides on an of handicapping.
Advantage to play. See page 4L for
handicapping.

"Somebody messes with me, I'm gonna


mess with him." 55
I
The effect of the Advantage is determined Influence & Money
before playing this turn's game. In the
first campaign turn the youngest player The winner gets an influence (or he may
reveals the Advantage chosen and enacts take one off his opponent) and Dl-0 x $100.
it, followed by the next youngest, and so He may reroll the amount. The loser rolls
on. In following turns, the second youngest D10 x $100, but a L0 equals $0. For a draw
goes first, and so on. neither side gets influence but does net D10
x $L00.
Play a game
Gangs may spend money on: cars, guns,
Choose one of the scenarios to play in guys, hiring special characters for the next
any agreeable manner and get shooting! game only, or extra cards for your hand for
Players may wish to make notes about who the next game only.
shot whom and will need to record any
characters that are out of action. The cost of cars, guys and guns is listed in
the faction profile. Additional characters
Both sides check for death and injury can be created by you and will be listed on
the Great Escape Games website.
The "Send One of His to the Morgue"
section on page 37 details the types of No model may be armed with two of any
injuries characters may suffer if they were weapon type other than a pistol. Additional
put out of action during the game. pistols cost $100 no matter which character
type wants them.
Both sides get two skills
A faction may spend money on getting
The owning player may choose which of his cards for his hand for the following game.
characters may make a roll for skills. See Up to two may be bought, costing $200 for
the Character Skills section on page 38. the first one and $300 for the second.

Each Rookie rolls a DLO if he survives. On a Use Influence


4+, he is promoted to a Guy.
A faction that won their game may now
either add influence to the map or remove
one influence from the player that was
defeated. Randomly determine who uses
their influence first.
Tidy up your roster
This is the time to write down your skills,
remove dead guys and update the value of
your faction. If you have less than 6 guys
tt
,
and cannot afford a replacement, you are
topped up with dudes for free (so you cannot
have less than 6 guys).

"I shoot the dead. Dead bodies,


that is. I don't kill them."
ôrillllD (Dllllt olt lullô lto Tï]lt lllll(DlD(Dtlllt
When a character is put out of action in The Chicago Way, it does not necessarily mean
that he or she is taking the big sleep; characters may have lost their nerve and fled, been
wounded or knocked unconscious. Of course they might also actually be dead, so it is
immediately after a game when the fate of models put out of action is determined.

Shuffle your deck and draw a card for each victim in turn. Results will vary according to
the suit drawn for common cards.
lard Result Effect Cost $
Measure him up for a Remove from
Joker Dead
Chicago overcoat roster
2-1.0 Flesh wound None No Change
Own Suit
Remove from
2 Filled with daylight Dead
roster
Remove from
J Shot in the mush Dead
roster
Remove from
4 Gunned down like a dog Dead
roster
Remove from
5 Murdered in cold blood Dead
roster
6 Got the heebie-jeebies + 1- penalty to Nerve -$ 100

7 Mangled arm -1 HTH & -2 penalty to all drive tests -$ 100

B Filled with buckshot -1 penalty to Hits -$ 100


May only take 2 Move actions,
I Kneecapped opponent suffers no penalty to Shoot -$ 100
for any Move actions
10 Clipped in the eye -1 penalty to Shoot -$200

Jack Scarface Will never get the heebie-jeebies No change

Queen No fear of death -1 bonus to Nerve +Ê100


Someone's watching over For further injuries may draw 2 cards
King +Ê 100
you and choose result
Full recovery generate a No change (except for skill) Varies
Ace
bonus skill
What happens if my leader dies? Duplicate injuries
If your leader dies then the character with Some permanent injuries may be applied
the next highest $ value takes over. If you cumulatively but a duplicate Kneecapped
wish to promote another character because or Lost an Eye result will force a character
of a narrative reason, feel free to do so. If to retire.
the replacement has a value of less than
$1800 not including weapons, then he or
she may take any or all of the following
bonuses:

Upgrade Shoot from 0 to +1 (+$200)


Upgrade Hits from 4 to 5 (+$200) 57
rmprove Nerve to 2+ (+$200)
tUUa\lDÀt[TltlD ôlffilllllür If any card drawn is a Jokeq, then the Joker
applies; the player does not get to choose!
As their criminal or law enforcement
careers progress, characters may improve Bonuses to attributes are cumulative but
their attributes or gain new skills. As with may not exceed the maximum values shown
injuries, the gang's card deck is used when below. Unless stated otherwise, any Shoot
generating skills and these are recorded bonus gained only applies to the weapon
on the roster. The skill or attribute bonus the character uses at the time. If he or she
gained may depend on the gang as each uses different weapons, choose which one
one has access to its own set of skills.. to apply the bonus to.

When generating a skill, a character draws Maximum character profile


two cards from his deck and chooses one.
The cards are returned to the deck which Hits Nerve Shoot HTrI Drive
is reshuffled for the next character to
generate a skill. If a character draws one 6 1+ +6 +6 +6
card which duplicates an already existing
skill, he must choose the other card. If both
cards drawn duplicate already existing "Is this your idea of
skills, redraw two cards.

Card skill Effect Cost $


The character has either lost his
No good bum; his heart
nerve, found solace in the morph
Joker ain't in it; Iost the will; or is just not up to the job. May no
0
two-bit punk; jobsworth Ionger gain skills.
Counts as drunk/complacent in every
2or3 Booze hound
scenario
-$ 100

4 Ice cold -1 bonus to Nerve +$ 100


May redraw an injury result but must
5 Hard as nails 0
abide by the second draw
+ l- bonus to HtH, suffers l- Iess'
6 Muscle under fire marker when beaten in +$100
HIH
Character draws 2 initiative cards +$100
7 Fleet footed
and keeps the highest
B Expert driver +2 bonus to ali drive tests +$100
I Big man + 1 bonus to Hits +$200
10 Expert shot/button man + L bonus to Shoot with main weapon +$200


tii-
V
Card skill Effect Cost $
llE

No model may take an interruption


Jack Bull headed +$100
against this character's actions
Each aim action confers a +2 to hit
Queen This kid's a prodigy +$200
bonus
The character provides one extra
King He's seen it all +$200
card for the player's hand
+ L bonus to Shoot attribute with any +$200
Ace Marksman
weapon

Card skill Effect Cost $

May trump any card with a card in the


Jack Man of integrity player's hand valued higher than a 10
+$100

Queen Protect & serve *L to Hits and -L bonus to Nerve +$200

The character is never out of ammo


King Weapon master when using any weapon, though "Out of +$200
Ammo" cards affect him as normal
+1" bonus to Shoot attribute with any +$200
Ace Top marksman
weapon

ffi
ffi&'#
Card skitl Effect Cost $

Each turn, the model may swap


Jack Slippery initiative cards with any friendly model
+$ 100

Once per game, at any time, may look


at the top 3 cards of his own deck and +$100
Queen Informer rearrange them before returning them
to the top of the deck
King Professional killer Suffers no cumulative shot penalties +$200

+ 1 bonus to Shoot attribute with any +$200


Ace Assassin
weapon

Card skill Effect Cost $

Jack Hatchet man May use all actions to enter HtH +$100

Always counts as moving with one more


Queen Runner action than declared for purposes of +$200
opponent shooting penalties
For every Under Fire marker the model
King Folk hero has, he gets a + 1 bonus to hit rather +$200
than a -1" penalty
+ L bonus to Shoot attribute with any +$200
Ace Hunter weapon

*AIWW
- **.-*..,-.,,,".*irfl
= "È.9] ##;$ xs'efi :i4-.!iril
:== .-::i:,"*:Ex.i[Ei;t:i4:;
lih\ lll lD li tC a\ lD lD ll lll tD wltilillÏtrD Ttutt cAillÏDAIGÏl
There will be times when one player faces After the designated number of turns,
off against a rival with a higher $ value. The work out who controls which districts. The
lower value gang is permitted to spend the player/team controlling the most wins the
difference between the two, less $400, on campaign.
extra guys, special characters, cars, extra
cards, etc. for the duration of the game only. If there is a draw those players tying for
the top wiII now play one more game and
For example, Annie's LTth Precinct cops duke it out. The winner wins the campaign.
(value $8100) are playing Stuart's Mickey If there are more than 2 players tied, have
McHooch's gangsters (value $9100) and the a 3 or 4 way battle.
gangs have a difference of $1000 in value.
-\nnie gets to spend $600 (the difference of To control a district you must have the most
S1000 minus $400) on extras to equalise influence (i.e. in a district, your influence is
the contest somewhat. greater than all the other gangs combined).

Remember that any extras taken are lost at "You can get much further with a kind
lhe end of the game. word and a gun than you can with just a
kind word."

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Fot!ür
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Tflt

Cll(fl(o ÏvnY
A Great Escape Games Production

M ark wheartey ü ËlillJrc c orquo date

Layout & Design


Mark Wheatley

Miniature Painting
Mark Wheatley

Miniature Designer
Mark Evans

Illustrations
Matt Bielski

Modei Making
Stuart McCorquodale, Mark Wheatley, Ben & Adam Jeal, Ian Crouch, Nick from NFX

Photography
Mark Wheatley, assisted by Jamie Walker
Map Design
Kate Evans-Cusack (Red Maiden Art)

Many thanks to: Mark Mainwaring, Wayne Richards, Karl Tebbutt, Dave Woodward, Mik Green, Dave
Powell, Wayne Bollands, Daniei Falconbridge, Blackhearts, Wargames Association of Reading, Ian Crabb
at War & Peace Games, Nick Eyre at North Star Military Figures, Ben, Adam & Cad from 4Ground, Ian
Crouch, Rob West at Firestorm Games, Chris Hall, Duncan Macfarlane, Ray Earle, Mike Hobbs, Ken
Butt, Darryl Morton, Dean Winson, Paul Cubbins, Tony Slocombe, Mirco Wenning, Annie Norman, BilI
and Dan Atherton, Jasmine Symonds, Mark Windram, Steve Wood from Arcane Scenery Guy Bowers,
Ian Jones, Lewis Jones, Phil Hendry Meeples & Miniatures, Neil Shuck, Chris Frye at E-Figures, Shaw at
Golden Distribution, AIex Buchel, Fred Machu, Nick & Tash from NFX, PIay it Paintedl youtube channel,
Captain Herbal and all the guys on the Great Escape Games Forum and all the others who we have
forgotten to mention...

The events and characters depicted in this book are fictitious, including many of the contributors. Any
similarity between such fictitious persons or events and actual persons living or dead or actual events is
purely coincidental.

Copyright @ Great Escape Games 2016. AII rights reserved.


No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or
by any means without the prior written permission of the publishef, nor be otherwise circulated in any form
of binding or cover other than that in which it is published and without a similar condition being imposed
on the subsequent purchaser.

Buildings are from the 4Ground The Chicago Way range. AII figures from the Great Escape Games The
Chicago Way range. Scenery available from Great Escape Games, Renedra, and Ainsty Castings.
www. greatescapegames. co.uk

"Yott fellous are untouchable, is thot the thing? No one ca.n get to Aou?
H"A, euerAone cqn be gotten to."
qflt 4CTrOIs

(trr§,lfo
ACTION SUMMARY
move up to 4", enterlexit vehicle, enter
Move hand-to-hand, take one vehicle move/
turn
Aim + 1 to hlt per aim
Shoot Take a single shot
Reload/Unjam/
gtlDrprflt ptftptil(t sflttT Change weapon
Reload, Unjam or Swap weapons

sflOOTr[( qoDrrrrus Recover Remove an under f,re marker

SHOOTER IS... MODIFIER NOTES


-aking 2 Move Actions 1. Applies no matter the order of actions
Firing from a moving vehicle -1t-2 -1 to hit for each speed of the vehicle
-\t Long Range L Take a single shot
,{iming +1 Only rifle armed models can aim twice
:-r1ng a 2nd Shoot Action 1.

Firing a 3nd Shoot Action _')

- nder Fire 1. -1 for each under flre marker

TARGET IS... MODIFIER NOTES


\Ioving I -1 per move action includes vehicle movement
Behind substantial
1
,:over
-\ Leader -1 Does not apply if f,ring model is also a Leader
\ Vehicle +2
Obscured models are ones where a clear line of sight cannot be drawn to
lbscured 1
the model's entire base due to intervening models, whether friend or foe
Inside a vehicle 2 -2 per vehicle speed
§vtflpolls nbt t
MAX.
SHOTS POINT
BL.ANK CLOSE LONG
?-stoI J 0-4 4-B ô 1a
+2 to hit at point blank range
Lifle 1 NiA 0-20 21" + Mav aim twice

S jrolgun 2 o-4 4-B N/A


+4 To hit at point blank range, may not aim, out of ammo if 2 shots
are taken in 1 turn
S:olqun 1" o-4 N/A N/A +6 To hit & out of ammo, may not aim or quick shot
- tsoth B
Pump action
shotgun
a
J 0-4 4-B N/A +3 To hit at point blank, may not aim

,,:mmy Gun SPECIAL 0-4 4-B B-1,2 Automatic frre, may not aim

5flOoilil( T çrrPvr qilTs qoDrfrrps


FIIAL THE MODEL... MODIFIER NOTES
\atural 1 Out of Ammo{am is Under Fire 1, -1 for each Under Fire Marker
I - 10 Miss
friendly models within 6" (max
has a friend +1
11 - 1.4 Under Fire Marker +1)
_5 - 18 Under Fire Marker & Nerve Test
_,1+ Out of Action
4flllD-To-4rflilD (OAbnT
YOUR MODIFIER I\rJItt
s the one which initiated combat +1 OnIy applies for the flrst round of combat
:s attacking from a higher position +1 Includes jumping off a building or other terrain piece into combat
::as the highest inltiative card +1 In further rounds of combat after the f,rst

HAS...
rrder flre markers +1 Each under flre marker gives your modei +1
In The you control a gang of
to achieve their

tt
ple are gonna drink!
You know that, I know that,
we all know that, and all I
do is act on that. And all thi§
talk of bootlegging - what is
bootlegging? On a boat, it's
bootlegging. On Lake Shore
vê, it's hospitality. I t m
tt

This rule book comes with a deck of The Chicago Way cards and a Campaign
Map. If either was missing ask the wise guy that sold it to you to explain
himself before there's any trouble!

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