Post-Battle Sequence

The Post-Battle Sequence has the following six steps:

  1. Wrap Up
  2. Receive Rewards
  3. Post-Battle Actions
  4. Use Special Territories
  5. Update Roster
  6. Report Results

1) Wrap Up

Immediately after the Battle Sequence ends, the players take a moment to resolve any lingering business from the battle.

End of Battle Events

Events that take place "at the end of the battle" are resolved now, if any. This is also a good moment for each player to take stock of the situation, making sure any scenario specific rules have been applied or resolved, double check that details such as XP gained for taking opponents Out of Action have been annotated correctly, and so on.

Skirmish vs Campaign

If the battle that was just fought was a skirmish, this is generally where a winner or loser is determined and the game ends. If the battle was fought as part of a ongoing campaign, the remainder of the Post-Battle Sequence allows fighters and gangs to change, grow, and diminish. Some players, particularly after a long or dissapointing battle, may by impatient with these additional steps and prefer for the game to be over when the battle ends, but it is within the structure of the Post-Battle Sequence that a campaign flourishes.

Moderation

If an Arbitrator is present, they will moderate the Post-Battle Sequence for both players, ensuring that the steps are followed in the correct order, are adhered to honestly, and that the necessary bookkeeping is done correctly for each gang.

If an Arbitrator is not present, each player is responsible for moderating the other players' Post-Battle Sequence outcomes and bookkeeping, to make sure that each player is being honest and fair within the context of the campaign. If for some reason the players disagree with one another or some kind of dispute occurs, each player should document the game as well as they can, then contact an Arbitrator and allow them to mediate and determine the outcome.

Cheating

It can be tempting to want a fighter to get 1 more XP to get that next Advancement, or to fudge the numbers to gain more credits so that you can buy something now and have it for the next battle, and so on. But campaigns only work if the players involved care about and are committed to having fun collectively, whether their individual gangs are currently doing well or poorly. Showing up for games, sticking with the campaign even if your gang is in bad shape or your favorite fighter died, being a good winner and a good loser, these are the things that make this kind of game a memorable and special experience.

If a player falsifies their roster, bends or disregards the Post-Battle Sequence guidelines to acheive an outcome other than what is intended, or otherwise artificially empowers their gang, they are cheating. If more than one players collude with one another to falsely report the outcome of their battle(s) and Post-Battle Sequence actions, they are all cheating.

If players are caught cheating, it is up to the Arbitrator and other players to decide what the appropriate consequences should be, up to and including expulsion of the cheating player(s) and their gang(s) from the campaign.

Seriously Injured (Succumbing to Injury)

Sometimes the game ends while Seriously Injured fighters are still on the battlefield. When this happens, for each fighter in this condition check to see whether they recover and get away or go Out of Action by rolling a D6 for each. On a 1 or 2 the fighter goes Out of Action, on a 3+ they are removed from the battlefield unharmed and will be available for the next battle.

Lasting Injury rolls are made for the fighters who go Out of Action, and they count as being Out of Action for any Scenario objectives where the number of Out of Action fighters matters. No one gets any additional XP for the fighters going Out of Action.

Being Captured

For each fighter for whom all of the following criteria are met the opposing gang's player rolls a D6; on a 5+ the fighter is captured.

  • the opposing gang did not bottle out
  • the fighter's gang bottled out
  • the fighter was taken Out of Action after their gang bottled out
  • the fighter did not receive a Fatal Injury result

While the fighter is captured, the equipment they were carrying is lost to their gang.

Resolve Dramatis Personae

If a Dramatis Personae participated in this battle, any Post-Battle Sequence behavior described in the Dramatis Personae's write up is resolved now.

Resolve Bounty Hunters

If your gang employed the services of a Bounty Hunter for this battle, and any opposing fighters who have a Bounty on their head died or were Captured during the battle, the Bounty Hunter takes all of them (dead or alive) to turn into the Guilders for the prices on their head(s). Any Captured fighters who this happens to are removed from their gang's roster without opportunity for rescue by their gang (Skinblades, Guilder Contracts, and similar may still save them).

If no opposing fighters with a Bounty on their head died or got Captured during the battle, the Bounty Hunter demands to be paid 50 plus 3d6 x 5 credits immediately. If this amount is not paid the gang loses 2D3 Reputation immediately.

The Bounty Hunter departs now, taking all of their gear with them. Note that the gang's Crew Rating is not recalculated.

Escaping Capture

If a Captured fighter has a Skinblade or the Escape Artist skill, or some other equipment or ability that allows them to escape capture, it is resolved now. If a fighter escapes Capture, they return to their gang with their equipment and unharmed.


2) Receive Rewards

Scenarios detail any rewards which the gangs can receive based on their performance during the battle. Any equipment or credits gained in this way are added to the gang's Stash immediately.

Turf

In some Scenarios Turf might be gained or lost or both. This is resolved now. If Turf is transferred from one gang to the other, this is done after any general changes in Turf not caused by player action are resolved. In other words if a gang would gain Turf without stealing it from another gang, this happens first; and then any theft of Turf is resolved. Thus it is possible to gain Turf and have it immediately stolen by an opposing gang. Easy come easy go.

Special Territories

If a gang's Turf Size increased as a reward of this battle, roll a D6 and add the amount by which it increased. On a result of 7 or more, the gang gains a new Special Territory (chosen randomly).

If a gang's Turf Size decreased, roll a D6 and subtract the amount by which it decreased. On a result of 0 or less, they lose one of their Special Territories (chosen randomly).

No matter how much a gang's Turf Size increased or decreased in this Post-Battle Sequence, only one Special Territory may be gained or lost.

Stealing Turf

If a reward lets a gang steal turf from another gang, each turf being taken by one gang from another is resolved individually using the following steps in order. If a step cannot be completed the process of transfering that turf stops and the next turf being stolen (if any) is resolved. For instance, if the gang who is stealing the turf has a permanent Turf Size of 0 (such as the Cogs), then step 3 cannot be completed.

For Each Turf Being Stolen:

  1. If a specific territory were previously agreed upon as being the stakes of the battle then this territory is selected, otherwise the player of the gang losing turf selects one of their territories.
  2. The Turf Size of the gang losing Turf is decreased by 1 and the selected territory is deleted from that gang's roster.
  3. The Turf Size of the gang gaining Turf is increased by 1 and the selected territory is added to that gang's roster.

Reputation

Scenarios often contain various ways in which a gang might gain or lose Reputation. This is resolved now. If the same gang both gains and loses Reputation, any gains are applied before any losses.

Note that many of the scenarios in the core rule book and Gang War supplements offer Reputation bonuses to the gang with lower Gang Rating. Using these house rules all such rewards are based on Crew Rating instead. Thus it is possible that a gang with a higher overall Rating might be the underdog in a given scenario based upon which of the gang's fighters actually participated in the battle.


3) Post-Battle Actions

Each Hero (Leader, Champion, Juve, Specialist), or Merc with the Fixer skill or Savvy Trader skill in the gang who is not dead, captured, Critically Injured, or in recovery can take Post-Battle Actions. Normally a fighter able to make a Post-Battle Action may take only one per Post-Battle Sequnce, but a fighter who has the Fixer skill may take two. A Merc with the Savvy Trader skill may only take the Seek Rare Item or Sell Equipment Post-Battle Actions.

Each Post-Battle Action is carried out one at a time, in an order of the controlling player's choice. Unless otherwise stated, the same Post-Battle Action can be taken more than once by different fighters though this doesn't always provide a benefit. Strategic choices regarding Post-Battle Actions are key to the long term health of a gang in a Turf War.

Work the Turf

A gang that has one or more Turf territories can take this Post-Battle Action. This Post-Battle Action can only be taken once per Post-Battle Sequence.

The player selects any number of available Leaders, Champions, Juves, Specialists, Gangers, or Mercs with the Fixer Skill from their gang and sends them out exploit resources from the gang's turf. It is possible for a gang to send no fighter and still take this Post-Battle Action.

The player rolls 1D6-1D6, modified as indicated below.

Work the Turf Modifiers

  • For each Turf territory the gang has the player may add an additional +1.
  • For each Juve, Ganger, Specialist, or Merc taking this action the player may add an additional +1.
  • For each Champion taking this action the player may add an additional +2.
  • If the Leader is taking this action the player may add an additional +3.

If the result of this roll is greater than 0, multiply the result by 10; the gang gains this many credits which are added to the gang's Stash immediately.

Show of Force

To use this action at least one Champion or the Leader must participate.

The player selects any number of available Leaders, Champions, Juves, Specialists, Gangers, or Mercs with the Fixer Skill from their gang and sends them out to the streets, tunnels, and domes of the underhive to demonstrate how dangerous the gang is and instill fear and respect. Roll a D6 on the Show of Force chart to determine the outcome.

Show of Force
D6
Outcome
1
Things go awry and someone gets hurt. Randomly select D3 fighters participating in this action and make a Lasting Injury for those fighters; each of the selected fighters that does not die gains 1 XP.
2
The gang's attempt to show off backfires. The gang loses 1 Reputation.
3-4
People are reminded that it's a bad idea to cross the gang. The gang gains D3-1 Reputation.
5-6
A confrontation occurs. Randomly select D3 of the gang's fighters participating in this action; the selected fighters gain D3-1 additional XP each (roll for each fighter individually). The gang gains 1 Reputation.

Seek Rare Item

The fighter goes to look for sellers who have good stuff to sell, increasing the gang's chances of finding rare items. This is resolved later in the Post-Battle Sequence, when the gang visits the Trading Post. Note that a Merc who has the Savvy Trader skill is allowed to take this action despite not being a Hero.

Seek Buyer

The fighter goes to look for a good buyer for some of the gang's gear. This is resolved later in the Post-Battle Sequence, during the Sell Equipment step when the gang visits the Trading Post. Note that a Merc who has the Savvy Trader skill is allowed to take this action despite not being a Hero.

Sell to the Guilders

The fighter takes a single captive fighter to the Guilders. Fighters who do not have a Bounty on them can't be sold until their gang has had a chance to rescue them, but fighters with a Bounty on them can be sold right away for rich reward.

Before selling a fighter to a Guilder, take all of the equipment off of their fighter card and add it to your Stash, and reduce the fighter card's Rating by the combined credit value of the removed equipment. You gain credits equal to half the fighter's Rating. If the fighter has a Bounty on them you gain an additional 50 credits per Bounty they have on them. All credits gained are added to the gang's Stash immediately.

The controlling players of all captives sold should be informed as soon as possible, and must delete the fighter(s) and all of the equipment they were equipped with from their gang's roster.

Buy from the Guilders

If the gang has one or more fighters who have been sold to the Guilders, the fighter goes to make contact with them in an attempt to buy one or more of the captive fighters back. For each captive fighter the cost to free them is equal to their fighter card's rating (without equipment) plus or minus (1D6 - 1D3) x 5, plus an additional 50 credits per Bounty the fighter has on them.

If the amount is paid, the fighter is returned to the gang's roster with all Bounties on them removed and their Characteristics Profile, XP, and Advancements intact, but no equipment. If the freed captive was the Leader and they have a equal or higher Leadership than the current Leader, the current Leader changes back to their previous Fighter Type, otherwise the returning Leader's Fighter Type is changed to Champion. This can take the gang over the number of Champions their Reputation currently allows.

Post Bounty

The fighter makes contact with the Guilders and pays to put a Bounty on one or more of the opposing gang's fighters. For each fighter, posting a Bounty costs 50 plus 3d6 x 5 credits. If the gang does not have sufficient funds, or does not wish to pay the full amount, the Bounty is not posted.

The Arbitrator should be notified of each Bounty as soon as possible. Additionally, during the Choose Crew step of subsequent Pre-Battle Sequences a controlling player who has one or more fighters in a Crew that have a Bounty on them must inform their opponent.

Bounties are described in the Campaign document, but the main impact is that it allows gangs to employ the services of a Bounty Hunter when fighting against a gang with one or more fighters who have a Bounty on their head.

Remove Bounty

The fighter makes contact with the Guilders and pays to remove a Bounty from the head of one or more of their gang's fighters. For each fighter, removing each Bounty costs 50 credits plus 3d6 x 5 credits. If the gang does not have sufficient funds, or does not wish to pay the full amount, the Bounty is not removed.

Medical Escort

The fighter escorts a critically injured fellow gang member to the Doc. Pick another fighter in the gang who suffered a Critical Injury during the battle and pay 2D6x10 credits from the gang’s Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the fighter dies. Otherwise, roll a D6 on the table below:

Medical Escort
D6
Outcome
1
Complications. The fighter dies.
2-5
Stabilized. Roll a D6 and apply the result from the Lasting Injuries table, assuming that it is the second dice of a D66 roll and the first dice rolled a 5 (in other words, a roll of 1 counts as 51, a roll of 2 counts as 52, and so on).
6
Full Recovery. The fighter goes into recovery, but suffers no lasting effects.

Prize Fight

A Leader or Champion may take this action if they are available to take Post-Battle Actions.

The fighter goes off to contest in a prize fight for money and glory! Roll on the following Prize Fight table to determine the outcome.

Prize Fight
D6
Outcome
1
The fighter loses; make a Lasting Injury roll for the fighter. If the fighter does not die, the gang gains D3 x 5 credits. The gang loses 1 Reputation.
2-3
The fighter wins. The gang gains 2D3 x 5 credits.
4-5
The fighter has a memorable victory. The fighter gains 1 XP and the gang gains D3 x 10 credits.
6
The fighter has a spectacular victory. The fighter gains D3 XP, and the gang gains 1 Reputation and D6 x 10 credits.

Expansion and Exploration

To use this action at least one Champion or the Leader must be available, and no other Post-Battle Actions may be taken in this Post-Battle Sequence.

The gang expands its influence and control in the underhive. The gang increases its Turf Size by 1 and gains a new Turf territory or a Special Territory as preferred. If the controlling player opts to gain a new Special Territory, they roll D66 on the Special Territories table to determine which kind of Special Territory is gained.


4) Use Special Territories

If a gang has any Special Territories that take affect "when the gang collects income", they are resolved now.

If the gang has a Guilder Contract and any fighters have been sold to the Guild, check now for each of those fighters to see if the Guilders release them. If the Guilders return a fighter all Bounties on them are removed.


5) Update Roster

At this step permanent changes can be made to a gang's roster and fighter cards. It is important that these steps be followed in exact order, otherwise unintended outcomes can occur.

  1. Manage Fighters
  2. Visit the Trading Post
  3. Distribute Equipment
  4. Modify Tactics Card Deck
  5. Update Gang Rating

A) Manage Fighters

At this step fighters may be removed or added from a gang's roster. This is also when Mercs demand payment. While going through the steps, don't recalculate Gang Rating until the Update Gang Rating step at the end.

Delete Dead Fighters

Dead fighters will be removed from the gang's roster during this step. A dead fighter's equipment might be recovered or lost, depending upon circumstance.

Recover Or Lose Equipment

Equipment is expensive, and determination of whether a dead fighter's equipment is retained or not is important to a gang's bottom line. For each fighter who died, use the below Dead Fighter Equipment Retention table to determine if their equipment is lost or recovered.

Dead Fighter Equipment Retention

  • If the fighter was taken to the doctor and died for any reason (Complications or failure to pay), their equipment is recovered.
  • If the battle ended with at least one of the gang's fighters remaining on the battlefield and not Seriously Injured, the fighter's equipment is recovered.
  • If the battle ended with some or all of the gang fleeing the battlefield, for each dead fighter roll a D6:
    • 1-2: the fighter's equipment is lost
    • 3-6 the fighter's equipment is recovered
  • If the battle ended with all of the gang's fighters Out of Action or Seriously Injured, the fighter's equipment is lost.
  • If a Bounty Hunter took the dead fighter's corpse to turn in for a Bounty, the fighter's equipment is lost.

Recovered equipment is moved from a dead fighter's card to the gang's Stash immediately. Lost equipment remains on the fighter card(s) they were listed upon at the start of the battle.

All dead fighters are removed from the gang's roster now, and their fighter cards (along with any lost equipment listed upon them) are removed from the gang's deck of fighter cards.

The fighter cards of dead fighters can be erased and reused or kept as a keepsake if prefered. Dead fighters cannot be rehired or reused as they are dead and gone. However, the models used to represent dead fighters can be repurposed and brought back to represent a new fighter.

Merc Upkeep

Each Merc on the gang's roster that participated in the battle and didn't die now demands an upkeep payment of 10 credits plus 1D3 x 5 additional credits (roll for each Merc separately).

If a Merc's upkeep is not paid the Merc will be retired from the gang in the Delete Retiring Fighters step; their gear does not go to the gang's Stash as they take their gear with them when they go.

Delete Retiring Fighters

At this point fighters may retire from your gang. Mercs who you do not upkeep and Hive Scum leave of their own accord, whether you want them to or not. For your own gang members (Leader, Champion, Juve, Specialist, Ganger) you may choose to retire them. As most gang lists have no maximum gang size, voluntarily retiring a fighter is almost always done because Lasting Injuries have rendered the fighter ineffective. However, a fighter encumbered by Bounties might also be retired and possibly rehired later when funds are available to remove the Bounties on them.

Use the following Retiring Fighters Equipment Retention table to determine whether a retiring fighter's equipment is recovered or lost.

Retiring Fighters Equipment Retention

  • If you and the Arbitrator agree to have a fighter leave the gang to become a Merc or Bounty Hunter to be added to the Campaign's Merc or Bounty Hunter pool, the fighter takes their equipment with them and it is lost. The Arbitrator may offer the gang some compensation in this situation.
  • If the fighter is a Hired Gun, they take their equipment with them and it is lost.
  • If the fighter is not a Hired Gun, their equipment is recovered.

Recovered equipment is moved from a retiring fighter's card to the gang's Stash immediately. Lost equipment remains on the fighter card(s) they were listed upon at the start of the battle.

All retiring fighters are removed from the gang's roster now, and their fighter cards (along with any lost equipment listed upon them) are removed from the gang's deck of fighter cards.

The fighter cards of retiring fighters should be retained with their current Characteristics Profile, XP, Advances, and any equipment they took with them for later reuse.

Retired Mercs return to the campaign's pool of available Mercs. Retired Leaders, Champions, Juves, Specialists, and Gangers can be later re-hired by their gang or one of their current gang's offshoot gangs.

Loss of a Leader

If a gang's Leader is killed or is retired, the New Leader guidelines explain how to resolve this unfortunate outcome.

Buy and Hire

At this time the gang can hire as many fighters as they can afford, as long as they remain in compliance with their Gang Composition guidelines.

Recruit Hangers-on

The gang can spend credits to add a Hanger-on to their roster if their Gang Composition and current Reputation allows.

B) Visit the Trading Post

A gang can spend money to buy equipment from their House Equipment list, and buy Common items from the Trading Post. The gang also has the opportunity to possibly buy Rare items from the Trading Post and to sell unwanted equipment.

Sell Equipment

Any equipment in the gang's Stash or on a non-Hired Gun fighter can be sold at this time. For each item you want to sell, use the following criteria to determine the amount of credits you would gain for doing so:

Selling Equipment

  • if no fighters took the Seek Buyer Post-Battle Action, roll a D6:
    • 1-3: no buyer can be found for the item
    • 4-6: the item can be sold for half its credit value
  • if one fighter took the Seek Buyer Post-Battle Action:
    • the item can be sold for the item's credit value minus D3 x 10; if the result is 0 or less no buyer can be found for the item
  • if two or more fighters took the Seek Buyer Post-Battle Action:
    • the item can be sold for the item's credit value minus D3 x 5; if the result is 0 or less no buyer can be found for the item

You may opt to not sell the item at the price available; you may not attempt to sell the same item again during this Post-Battle Sequence but can attempt it again in a future Post-Battle Sequence.

If an item appears on both the gang's House Equipment list and the Trading Post, use the Trading Post price when determining how many credits are gained by selling the item.

Any items sold are removed from the gang's Stash immediately. Any credits gained are added to the gang's Stash immediately.

Buy Rare Equipment

A single rare item may be available to a gang, even if no fighters took the Seek Rare Item Post-Battle Action. To determine the Rare Item Availability of this potential item roll 2D6-1. At this time, the gang may decide to buy a single Rare item from the Trading Post with a rarity equal to or less than the Rare Item Availability rolled.

For instance if the 2D6 roll were to be a 6 and a 3, the Rare Item Availability level would be 9 and an item with a rarity of 9 or less is available to the gang for purchase. Items with a rarity of 10 or higher are unavailable to the gang at this time.

If any fighters took the Seek Rare Item Post-Battle Action, for each fighter who did so an additional rare item may be available. To determine the Rare Item Availability of this potential item roll 2D6+1. At this time, the gang may decide to buy a single Rare item from the Trading Post with a rarity equal to or less than the Rare Item Availability rolled.

If a rare item is purchased it is added to the gang's Stash immediately.

Buy Common Equipment

The gang may buy equipment from their own gang Equipment list or items of Common rarity from the Trading Post at this time.

C) Distribute Equipment

At the start of this step double check all fighter cards to make sure that they each have the correct Rating and that the equipment on them is up to date and correct. Delete any items such as Filter Plugs or Stimm-slug Stashes and any Limited Ammunition items that were depleted during the battle, and subtract their credit costs from the fighter card Ratings; the credits spent on those items are permanently lost.

Next, equipment may be moved between the gang's Stash and the gang's fighter cards and vice versa. Any equipment restrictions that apply to each fighter according to their Fighter Type or Gang Composition guidelines must be complied with, including limits on the number of weapons a fighter can carry (normally 3, with Unwieldy weapons counting as 2 weapons).

To avoid confusion, equipment is never moved between two fighter cards directly; instead equipment is moved from a fighter card to the gang's Stash as a single step, or from the gang's Stash to a fighter card as a single step.

When an item is moved from a fighter card the credit value of the item is subtracted from the fighter card's Rating. When an item is moved to a fighter card the credit value of the item is added to the fighter card's Rating. For items that have a different credit cost on the Trading Post and the fighter's House Equipment list, the credit cost of the fighter's House Equipment list is used.

At the end of this step double check all fighter cards again to verify that each fighter card's equipment and Rating are correct.

D) Modify Tactics Card Deck

A player may choose to change up the cards in their Tactics Cards deck. All required cards must remain, and cards that are not available to a gang are not allowed, but otherwise the player may swap out their personal picks for other cards available to their gang in any way they like.

E) Update Gang Rating

Recalculate the gang's Gang Rating by adding up the individual Ratings of all the Hangers-on and fighters on the roster not including any captured fighters, plus 50 for each Special Territory the gang has, and update the roster accordingly.


6) Report Results

The players should report the outcome of the battle to the Arbitrator, who will update the campaign stats accordingly. Each Arbitrator can determine for themselves how they want to handle gang rosters and fighter cards, but at a minimum the Arbitrator should be keeping track of the wins and losses, Gang Rating, Reputation, and Turf Size of each gang, as well as any Captured fighters. If Mercs or Bounty Hunters are taken from or returned to their respective pools, the Arbitrator should be informed along with any changes in Mercs Advancement and XP gain. Players should provide at least this much information as soon as they reasonably can.