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 the exact order specified below, otherwise unintended outcomes can occur.
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
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 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 leave of their own accord, whether you want them to or not. For your own gang members (Leader, Champion, Prospect, Specialist, Ganger, Juve) 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.
Use the following Retiring Fighters Equipment Retention table to determine whether a retiring fighter's equipment is recovered or lost.
Retiring Fighters Equipment Retention
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, Advancements, and any equipment they took with them for later reuse.
Retired Mercs return to the campaign's pool of available Mercs. Retired Leaders, Champions, Prospects, Specialists, Gangers, and Juves can be later re-hired by their gang or one of their current gang's offshoot gangs.
Advance Fighters
At this time the gang's Advanceable fighters can gain Advancements as indicated by the
Experience
guidelines.
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.
B) Visit the Trading Post
A gang can spend credits to buy equipment from their own gang type's Equipment List(s), 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
Arbites, Cogs, and Ratskins gangs skip this step.
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:
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 Trading Post and a specific gang type Equipment List, 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
Arbites, Cogs, and Ratskins gangs skip this step.
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
Arbites, Cogs, and Ratskins gangs can only buy equipment from their gang type's Equipment List(s).
The gang may buy equipment from their gang type's Equipment List(s) 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 Cards
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 fighters on the roster not including any Captured fighters, plus 50 for each Special Territory the gang has, and update the gang's roster accordingly.