Post-Battle Sequence

Gang War

The Post-Battle Sequence has the following steps:


Wrap Up

Immediately after the Battle Sequence ends, the players take a moment to resolve any lingering business from the battle. Each player should take stock of the situation, making sure any scenario specific rules have been applied or resolved, double checking that details such as XP gained for taking opponents Out of Action or achieving objectives have been annotated correctly, and so on. After each player indicates they are ready to proceed, the following Post-Battle Sequence steps are resolved in the exact order presented.

Consumables

At this point each player should double check their fighter cards to make sure any consumable items (such as Filter Plugs and Limited Ammo) that were expended during the battle have been annotated as such by either crossing them off or putting an 'X' next to them. These items will be removed later in the Update Roster step.

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.

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.

Seriously Injured

Sometimes a battle ends while Seriously Injured fighters are still on the battlefield. When this happens, for each fighter in this condition check roll a D6 and consult the Fate of the Fallen table below to determine what happens to them.

Fate of the Fallen
  • 1-2: the fighter goes Out of Action and a Lasting Injury roll is made for them. No one gets any additional XP for fighters going Out of Action in this way, but the opposing gang gains the applicable amount of Victory Points for taking out this type of fighter (if any).
  • 3-4: the fighter is Captured by an opposing gang.
  • 5+: the fighter is removed from the battlefield unharmed and will be available for their gang's next battle.

If one or more fighters would be Captured but no opposing gang takes prisoners, treat it as if a 5+ result had been rolled.

Resolve Dramatis Personae

If any Dramatis Personae participated in this battle, for each Dramatis Personae any Post-Battle Sequence behavior described in their write up is resolved now. If there is any conflict resolving the Post-Battle guidelines of two or more Dramatis Personae on opposing gangs resolve them in Priority order.

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 Posts, 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.

Escaping Capture

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


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.

Territory

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

Gaining Territories

This step is skipped by gangs who cannot gain Territory.

If a gang's Territory Size increased as a reward of this battle, roll once on the Special Territories chart for each new Territory the gang may now have to determine what they gain.

Losing Territory

If a gang's Territory Size decreased but specific Territories are not being stolen, the gang's controlling player selects which Territories they lose and then removes them from the gang's roster immediately. For instance, a gang that had Territory Size 4 and now has Territory Size 2 due to a scenario condition and not due to theft by an opposing gang would lose two Territories of the controlling player's choice.

Note that some types of gangs have one or more Territories that they cannot lose, such as a Palanite Enforcer squad's Squad HQ Territory or a Genestealer Cutists gang's Brethren Creche Territory. Similarly if a gang would lose a Stronghold Territory the controlling player may roll a D6; on a 4+ the gang does not lose the Stronghold Territory and does not reduce their Territory Size by 1.

Stealing Territory

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

Note that some types of gangs have one or more Territories that cannot be stolen from them, such as a Palanite Enforcer squad's Squad HQ Territory or a Genestealer Cutists gang's Brethren Creche Territory. Similarly if a gang would have a Stronghold Territory stolen from them the controlling player may roll a D6; on a 4+ the gang does not lose the Stronghold Territory and does not reduce their Territory Size by 1, and the stealing gang does not gain the Stronghold Territory and does not increase their Territory Size by 1.

For Each Territory 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 Territory Size selects which of their Territories is being stolen.
  2. The Territory Size of the victim gang is decreased by 1 and the selected Territory is deleted from that gang's roster.
  3. The Territory Size of the stealing gang 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. Reputation cannot fall below 0.

Collect Income

Most gangs have a hard knocks existence and gain no benefit at this step, but some gangs can rely on a regular source of income, tithe, tribute, or what have you. Any resource, Territory, scenario specific boon, etc that explicitly occurs "when a gang collects income" or "during the Collect Income step" is resolved now.

Arbites

Adeptus Arbites Patrol Squads draw an income of D3 x 50 credits from their higher HQ.


Post-Battle Actions

Spyrer Hunting Parties skip this step entirely as they cannot take Post-Battle Actions.

Each Leader, Champion, or Gang Fighter in the gang who is not dead, Captured, Critically Injured, or in Recovery can take one Post-Battle Action each. A Leader, Champion, Prospect, or Specialist who has the Fixer skill may take two Post-Battle Actions.

A Merc with the Fixer skill who is on the gang's roster and is not dead, Captured, Critically Injured, or in Recovery can also take one Post-Battle Action. A Merc with the Savvy Trader skill who is on the gang's roster and is not dead, Captured, Critically Injured, or in Recovery can may take either 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.

Work the Turf

Fighters from a gang that has one or more Turf territories can take this Post-Battle Action, to a maximum of once per Post-Battle Sequence.

Turf: The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action. Having multiple Turf Territories provides a bonus to the outcome of that action.

The player selects one or more available Leaders, Champions, Prospects, Specialists, Gangers, and / or Juves from their gang and sends them out to exploit resources from the gang's turf. Mercs with the Fixer Skill may also be sent to Work the Turf.

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 Prospect, Juve, Ganger, or Specialist taking this action the player may add an additional +1.
  • For each Merc taking this action the player may add an additional +2.
  • 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.

Forage

Fighters in Genestealer Cultists, Ash Waste Nomads, Cogs, Ratskins, and Squat Salvagers gangs may take this action.

The player selects one or more available Leaders, Champions, Prospects, Specialists, Gangers, and / or Juves from their gang and sends them out to comb the wastes looking for food, supplies, or whatever can be found, stolen, or taken. Roll a D6 and add the number of fighters participating in the action, then consult the Foraging chart.

Foraging
Result
Outcome
1-2
The gang finds enough to survive off of, but nothing else.
3-4
The gang finds enough to survive off of, and gains D3+1 x 10 credits.
5-9
The gang finds sufficient resources to subsist on, and gains 2D3+1 x 10 credits.
10+
The gang finds enough to thrive on, and gains 1D6+1 x 15 credits.

Show of Force

Fighters in Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar, Ash Waste Nomads, Palanite Enforcers, and Squat Salvagers gangs may take this action. Fighters in Chaos Cultists and Genestealer Cultists gangs who do not have Mutations may also take this action.

The player selects one or more available Leader or Champions, and two or more Prospects, Specialists, Gangers, and / or Juves from their gang and sends them into the streets, tunnels, and domes of the underhive to demonstrate how dangerous the gang is in order to instill the proper fear and respect. Mercs with the Fixer Skill may also be included. Roll a D6 and add the number of fighters participating in the Show of Force, and refer to the Show of Force chart to determine the outcome.

Show of Force
D6 + # of fighters
Outcome
4-5
Misadventure: for each fighter participating in this action roll a D6 and consult the following table:
  • 1-2: make a Lasting Injury roll for the fighter; if they are killed remove them from the gang's roster and the gang loses D3 Reputation, otherwise the gang loses 1 Reputation.
  • 3-5: nothing special happens.
  • 6: the fighter gains 1 XP and the gang gains 1 Reputation.
6-7
Backlash: lose 1 Reputation.
8-11
Successful Flex: gain 1 Reputation.
12+
Confrontation: for each fighter participating in this action roll a D6 and consult the following table:
  • 1: make a Lasting Injury roll for the fighter; if they are killed remove them from the gang's roster and the gang loses D3 Reputation, otherwise the gang loses 1 Reputation.
  • 2-3: nothing special happens.
  • 4-5: the fighter gains 1 XP and the gang gains 1 Reputation.
  • 6: the fighter gains D3 XP and the gang gains the same amount of Reputation.

Territory Expansion

Fighters in Cawdor, Delaque, Escher, Goliath, Orlock, and Van Saar gangs may take this action. Fighters in Chaos Cultists and Genestealer Cultists gangs who do not have Mutations may also take this action.

The player selects one or more available Leaders, Champions, Prospects, Specialists, Gangers, and / or Juves from their gang and sends them out to the streets, tunnels, and domes of the underhive to expand the gang's Turf. Mercs with the Fixer Skill may also be included. Roll a D6 and add the number of fighters participating in the action, then consult the Territory Expansion chart.

Territory Expansion
Result
Outcome
1-5
Unsuccessful; nothing happens.
6-9
The gang increases its Territory Size by 1 and gains a Turf Territory.
10+
The gang increases its Territory Size by 1 and roll D66 on the Special Territories table to determine which kind of Special Territory is gained. A result of 11-16 may be re-rolled once.

Do Business

Leaders and Champions in Escher, Orlock, Van Saar and Squat Salvagers gangs may take this action.

This Post-Battle Action can be taken once per gang per Post-Battle Sequence. The Leader and / or Champions take the time to maintain any ongoing Guilder Contracts or other business interests owned or managed by the gang, and hopefully make some profit in the process. Roll a D6 and add the number of fighters taking this action, then consult the following Do Business table to determine the outcome; Van Saar gangs may roll an extra D6 and discard the lowest.

Do Business
D6 + # of fighters
Outcome
2-3
Business Is Bad: there is no available profit to be made; the gang loses 1 Reputation.
4-8
Business As Usual: the gang gains 2D6 x 5 credits and 1 Reputation.
9+
Business Is Booming: the gang gains D3 + 1 x 20 credits and gains D3 Reputation.

Extort

Fighters in Cawdor, Delaque and Palanite Enforcers gangs may take this action.

This Post-Battle Action can be taken once per gang per Post-Battle Sequence. Members of the gang patrol around their turf, jurisdiction, or brethren ensuring good order while also shaking down the populace for "protection" money, tithes, "charitable donations", etc. Roll a D6 and add the number of fighters taking this action, then consult the following Extort table to determine the outcome; Palanite Enforcer gangs may roll an extra D6 and discard the lowest.

Extort
D6 + # of fighters
Outcome
2-5
Passive Resistance: the returns are meager; the gang gains D3 x 10 credits but loses 1 Reputation.
6-11
Grudging Payment: the gang gains D3 x 25 credits.
12+
Satisfied Customers: the gang gains D3 x 50 credits and gains D3 Reputation.

Prize Fight

Leaders and Champions in Cawdor, Escher, Goliath, Orlock, Ash Waste Nomads, Cogs, and Squat Salvagers gangs may take this action. Leaders and Champions in Chaos Cultists and Genestealer Cultists gangs who do not have Mutations may also take this action.

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.

A Goliath fighter may choose to reroll their outcome once.

Prize Fight
D6
Outcome
1
Beaten: make a Lasting Injury roll for the fighter. If the fighter does not die, the fighter gains 1 XP. Either way, the gang gains D3 x 5 credits and loses 1 Reputation.
2-3
Draw: The gang gains 2D3 x 5 credits and then roll a D6 and consult the following table:
  • 1: Punishing Bout: the fighter goes into Recovery and the gang loses 1 Reputation.
  • 2-4: Average Bout: the fighter gains 1 XP.
  • 5-6: Exciting Bout: the fighter gains 1 XP and the gang gains 1 Reputation.
4-5
TKO: The fighter gains 1 XP and the gang gains 1 Reputation and D3 x 10 credits.
6
KO: roll a D6 and consult the following table:
  • 1-2: the fighter gains 1 XP, the gang gains 1 Reputation and 25 credits.
  • 3-5: the fighter gains 2 XP, the gang gains 2 Reputation and 50 credits.
  • 6: the fighter gains 3 XP, the gang gains 3 Reputation and 75 credits.

Skulduggery

Prospects and Specialists in Delaque and Escher gangs may take this action. Prospects and Specialists in Chaos Cultists gangs dedicated to Slaaneesh, Tzeentch, or Chaos Undivided may also take this action.

The fighter goes off to forward their gang's plots and agendas. Roll on the following Skulduggery table to determine the outcome.

Skulduggery
D6
Outcome
1-2
Misadventure: the fighter runs afoul of something or someone, or things don't go as planned. Roll a D3 and consult the following table:
  • 1: the fighter is killed; remove them and all of their gear from the gang's roster immediately.
  • 2: the fighter survives but suffers permanent harm; make a roll on the Permanent Injury table for the fighter.
  • 3: the fighter will eventually extricate themselves but misses the gang's next battle; mark them as being in Recovery.
3-5
Successful Skulduggery: the fighter advances their gang's interests in some way. The controlling player must choose one of the following options:
  • Influence: the fighter's gang gains 1 Reputation.
  • Larceny: steal up to D3+1 x 5 credits from the opposing gang's Stash and add the stolen amount to the gang's Stash.
  • Malice: select a fighter from the opposing gang's Crew who is not in Recovery; that fighter goes into Recovery and will miss their gang's next battle.
  • Sabotage: the opposing gang loses 1 Reputation.
  • Scratch: the fighter's gang gains D6+1 x 5 credits, added to the gang's Stash.
6
Significant Success: the fighter advances their gang's interests in a significant way. The controlling player must choose one of the following options:
  • Crucible: pick one of the options from the Successful Skulduggery list above. Additionally, this fighter gains 2D3-1 XP.
  • Double the Trouble: pick two different options from the Successful Skulduggery list above.
  • Theft: steal an item from the opposing gang's Stash and add it to the gang's Stash.

Dispense Justice

Leaders and Champions in Palanite Enforcers and Arbites gangs may take this action.

The fighter can execute or remand to custody any number of Captured fighters even if the Captured fighters' gang(s) have not had a chance to rescue them yet. The Captured fighters controlling players should be informed as soon as possible, and must delete those fighters from their rosters.

The squad gains 1 Reputation for every Captured fighter dispensed with in this way. Additionally, roll a D6 once on the table below, adding the number of Captured fighters dispensed with in this way to your roll:

Just Rewards
Result
Outcome
1-6
Business As Usual; nothing special happens.
7-9
Budgetary Consideration; the squad gains D6 x 25 credits.
10+
Unit Citation; the squad gains D3 x 50 credits and D3 Reputation.

Seek Rare Item

Fighters in Cawdor, Delaque, Escher, Goliath, Orlock, and Van Saar gangs may take this action. Fighters in Chaos Cultists and Genestealer Cultists gangs who do not have Mutations may also take this action.

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. A Merc who has the Savvy Trader skill is allowed to take this action.

Seek Buyer

Fighters in Cawdor, Delaque, Escher, Goliath, Orlock, and Van Saar gangs may take this action. Fighters in Chaos Cultists and Genestealer Cultists gangs who do not have Mutations may also take this action.

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. A Merc who has the Savvy Trader skill is allowed to take this action.

Sell to the Guilders

Fighters in Cawdor, Delaque, Escher, Goliath, Orlock, and Van Saar gangs may take this action. Fighters in Chaos Cultists and Genestealer Cultists gangs who do not have Mutations may also take this action.

Guilders will not buy an Arbites fighter.

The fighter takes a single Captured fighter to the Guilders. Captured fighters can't be sold in this way until their gang has had a chance to rescue them, unless they have a Bounty on them.

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

Fighters in Cawdor, Delaque, Escher, Goliath, Orlock, and Van Saar gangs may take this action. Fighters in Chaos Cultists and Genestealer Cultists gangs who do not have Mutations may also take this action.

If the gang has one or more Captured 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 Captured 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

Fighters in Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar and Palanite Enforcers gangs may take this action. Fighters in Chaos Cultists and Genestealer Cultists gangs who do not have Mutations may also take this action.

Guilders will not put a bounty on an Arbites fighter.

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.

Remove Bounty

Fighters in Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar and Palanite Enforcers gangs may take this action. Fighters in Chaos Cultists and Genestealer Cultists gangs who do not have Mutations may also take this action.

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

Fighters in Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar, Palanite Enforcers, and Arbites gangs may take this action. Fighters in Chaos Cultists gangs who do not have Mutations may also take this action to take a Critically Injured fighter who also does not have Mutations to get medical attention.

Fighters that use the Standard Injury table who suffer a Critical Injury must receive medical attention or else they are killed and removed from the gang's Roster. Fighters that use an alternate Injury table cannot benefit from this Post-Battle Action.

The fighter takes a fellow gang member who has suffered a Critical Injury to receive medical treatment. The gang must pay 2D6x10 credits from the gang's Stash now. Once the cost has been determined, if the gang does not have sufficient funds or does not wish to pay the necessary amount of credits, no roll is made and the fighter dies (however, the gang is guaranteed to recover the fighter's Equipment in the Delete Dead Fighters step later in the Post-Battle Sequence). If the full amount of credits is paid, the gang's player rolls a D6 on the table below:

Medical Escort
D6
Outcome
1
Complications: the fighter dies.
2-4
Stabilized: the fighter goes into Recovery, but suffers a Permanent Injury. 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).
5-6
Full Recovery: the fighter goes into Recovery, but suffers no lasting effects.

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 the exact order specified below, otherwise unintended outcomes can occur.

  1. Manage Fighters
  2. Visit the Trading Post
  3. Distribute Equipment
  4. Modify Tactics Cards
  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 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

  • 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, 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:

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 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.


Report Results

The players should report the outcome of the battle to the Arbitrator(s). At a minimum a summary of the battle should include clear indication of which scenario and what type of battlefield was fought over (Zone Mortalis, Sector Mechanicus, hybrid), who won and who lost (if relevant to the scenario played), updated gang rosters (including fighter changes, Reputation, Territory, etc), details about any Captured fighters (which fighter from which gang was Captured by which other gang), and any significant loot gained. If a battle resulted in a change of status for one or more Mercs or Bounty Hunters, the relevant information should also be included in the battle results.

While not strictly necessary a (brief) description of the battle or some colorful after action commentary, and / or a few pictures can prove interesting for other players to enjoy as well.

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 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.

Finit

This battle is concluded. May there be many more after this one!