Battle Sequence

Bracket Busters

The Battle Sequence consists of one or more Rounds of combat, fought between the Pre-Battle Sequence and the Post-Battle Sequence. All Bracket Buster battles are fought using the Tourney Scenario, which describes the battlefield, objectives, special rules, and under what conditions the battle ends.

Phases

As mentioned previously, a Battle Sequence is composed of one or more Rounds. Each Round is subdivided into three Phases, and a battle is fought by iterating over these Phases until a conclusion has been reached. The three Phases are:

Priority Phase

The Priority phase has two steps: first players roll for Priority, then fighters are Readied. All players roll for Priority at the same time, and all players Ready all of their eligible fighters at the same time.

Roll For Priority

Each player rolls a D6, and the player who rolls the highest has Priority. If a Priority roll is tied and no player currently has Priority, the tied players continue to roll off until a there is a winner. If a Priority roll is tied and a Priority order has already been established, the player who currently has Priority loses the tie.

Ready Fighters

If a gang has not Bottled Out, each fighter who is not Broken is Readied.

If a gang has Bottled Out, Engaged and Seriously Injured fighters are Readied but Active and Pinned fighters must first pass a Nerve test. If this test is passed the Active or Pinned fighter is Readied, otherwise they flee and are removed from the battlefield. No Injury roll is made for fleeing fighters, but they are considered to have been taken Out of Action. A fighter makes a Nerve test using either their Cool characteristic or Willpower characteristic; the controlling player chooses which characteristic they are rolling against prior to rolling the dice for the test.

By convention a "Ready marker" is placed on a fighter card or next to a fighter's model on the battlefield to indicate they are Ready.

Action Phase

The Action Phase is the most action-packed Phase of a Round, the step during which fighters take Actions in a flurry of violence and activity. The Action Phase consists of a number of turns, alternating back and forth between gangs in Priority order. First the gang with Priority takes a turn, then the gang with the next highest Priority takes a turn, and so on. Eventually, when no gangs remaining in the battle can take any Actions, the Action Phase ends.

In a multiplayer game each player gets one turn in Priority order. In a two player game players simply alternate back and forth taking one turn each, exactly as in a game of chess.

During a gang's turn the gang's controlling player may Activate fighters and / or play some Tactics cards that indicate they are played during the player's turn.

Activation

During a turn, a single Ready fighter may be Activated to take some number of Actions. Once Activated, a fighter loses their Ready status and may not be Activated again until they have once again been Ready.

Group Activation

While normally only one fighter may be activated per turn, some fighters have the ability to initate a Group Activation, which allows more than one fighter to be activated. A player must select a Ready fighter who is able to initiate a Group Activation and then nominate all of the fighters who will be activated as part of the Group Activation before any of the fighters are activated. The player may then Activate the nominated fighters in any order; the fighter initiating the Group Activation does not have to act first. Each fighter's activation must be fully completed before the next fighter is activated.

Fighters who can initiate a Group Activation will have a Skill or ability which describes the radius within which other fighters must be in order for them to be activated in this way, how many additional fighters (i.e. not including themselves) the fighter can activate, and any restrictions that may apply such as what type of other fighters may be nominated if relevant.

Only one fighter may initiate a Group Activation per turn, so it is not possible to chain a series of Group Activations across multiple fighters able to initiate a Group Activation. Thus if a Cawdor Thane initiates a Group Activation and includes a Ganger and a Cawdor Deacon in their group, the Deacon cannot use their Group Activation ability to include one more fighter.

Actions

When a fighter is Activated, they may take any Actions available to them, or no Actions if they prefer. By default, each fighter may take up to two Actions per Activation. However scenario specific rules, special abilities, fighter statuses, Tactics Cards, or other game effects may cause a fighter to take more or fewer Actions as indicated.

The Actions available to a fighter are primarily determined by the fighter's current status. Thus a Seriously Injured fighter has a set of standard Actions available to them, while an Engaged fighter has a different set of standard Actions available to them. Wargear, skills, and other game effects may extend the Actions available to a given fighter; for instance the Headbutt skill allows a fighter with the skill to opt to take a specific non-standard Action while Engaged.

Action Types

There are three types of Action, as follows:

Types of Action:
  • Double: a Double Action takes two Actions to use, and may not be taken more than once per Activation. If a fighter is Activated and only has one Action available, they may not take a Double Action that turn.
  • Basic: a Basic Action takes one Action to use, and may not be taken more than once per Activation.
  • Simple: a Simple Action takes one Action to use, but may be taken more than once per Activation.

The Activating fighter's controlling player must verbally declare an Action before having the fighter take that Action. Their opponent(s) have an opportunity to use any abilities or Tactics Cards that indicate they are to be used after an opposing fighter's Action is declared but before the Action is taken (such as the Overwatch skill). The player does not have to declare what Action they intend to take after the current Action; for instance if a fighter has two Actions available and their controlling player declares a Move (Simple) Action, they do not yet have to declare what they intend to do with the second Action.

Standard Seriously Injured Actions

The following standard Actions are available to fighters when they are Seriously Injured:

Crawl (Double): The fighter makes a Half Move, which allows them to move up to half their current Movement characteristic in inches (rounded up). For instance a fighter with M 5'' may move up to 3'' as part of this action.
Standard Pinned Actions

The following standard Actions are available to fighters when they are Pinned:

Blindfire (Double): The fighter makes an attack with a Ranged weapon, and may shoot around corners and the edges of obstacles or terrain they are in base contact with without exposing themselves. If the fighter is Prone, they are considered to have a vision arc of 360° for purposes of making this attack. If an attack with the Blast trait is used in this way the attack automatically scatters from the targeted point on the battlefield, otherwise the fighter suffers a -2 penalty to hit their target in addition to any other penalties that may apply (such as cover).
Crawl (Double): The fighter makes a Half Move, which allows them to move up to half their current Movement characteristic in inches (rounded up). For instance a fighter with M 5'' may move up to 3'' as part of this action.
Crawl Through (Double): If this fighter is within 1'' of a Ductway and no enemy fighter is within 1'' of the other side of the Ductway, this fighter may move through the Ductway. Set this fighter up Pinned within 1'' of the other side of the Ductway; if this is not possible the action cannot be taken.
Detect (Basic): The fighter makes an Intelligence check and if successful detects something. What is detected depends upon the scenario or situation. Bonuses or penalties may apply, as indicated by scenario special rules or other game effects.
Reload (Simple): The fighter may attempt to reload one of their weapon profiles that is currently Out of Ammo. An Ammo check is made for the weapon profile being reloaded (this is a characteristic check on a D6 using the weapon’s Ammo characteristic). If the check is passed, the weapon profile is reloaded and is no longer Out of Ammo. A fighter may attempt to reload the same weapon profile more than once in a turn.
Stand Up (Basic): The fighter stands up, returning to Active status. The fighter's controlling player chooses the fighter's facing.
Standard Engaged Actions

The following standard Actions are available to fighters when they are Engaged:

Disengage (Basic): The fighter may attempt to disengage from all fighters they are currently Engaged with. Each fighter Engaged with this fighter may make a single free close combat attack against this fighter without retaliation if they can first pass an Initiative check. If this fighter is not taken Out of Action by such attacks, they are moved so that they are exactly 1'' away from one of the fighters they were Engaged with and at least 1'' away from all other enemy fighters. If this is not possible, the fighter remains Engaged with at least one of the enemy fighters.
Fight (Basic): The fighter makes close combat attacks against one or more enemies they are Engaged with.
Standard Active Actions

An Active fighter may change their facing for free during their turn. Additionally, the following standard Actions are available to fighters when they are Active:

Access Terminal (Basic): The fighter may make an Intelligence check to access or otherwise operate a terminal, console, device, or object within 1'' of the fighter. This can be used to open locked doors and loot boxes, activate scenario or tile specific effects, and so on. In some cases (where noted) a modifier may apply, and / or there may be a consequence for failure.
Aim (Simple): If the fighter's next action is a Shoot action, the fighter gains a +1 bonus to hit as part of that action. A fighter may Aim at the end of an activation and take a Shoot action at the start of their next activation as long as the fighter does nothing else (including turning to face or being moved involuntarily) between taking the Aim action and taking the Shoot action.
Blindfire (Double): The fighter makes an attack with a Ranged weapon, and may shoot around corners and the edges of obstacles or terrain they are in base contact with without exposing themselves. If the fighter is Prone, they are considered to have a vision arc of 360° for purposes of making this attack. If an attack with the Blast trait is used in this way the attack automatically scatters from the targeted point on the battlefield, otherwise the fighter suffers a -2 penalty to hit their target in addition to any other penalties that may apply (such as cover).
Carry (Simple): The fighter makes a Standard Move, taking a small carryable object with them as they go. Once they have finished their move, set up the carried object in base contact with the fighter. The carried object cannot be placed on top of anything else.
Carry Heavy (Double): The fighter moves a number of inches up to their current Strength characteristic, taking a heavy carryable object or a Seriously Injured fighter with them as they go. For instance, a fighter with Strength 4 could move up to 4'' while a fighter with Strength 2 could move up to 2''. Once they have finished their move, set up the carried item in base contact with the fighter. The carried item cannot be placed on top of anything else.
Charge (Double): The fighter attempts to move into base contact with one or more enemy fighters. The maximum distance the fighter may move as part of this action is their current Movement characteristic plus D3''. If the fighter successfully moves into base contact with at least one enemy fighter, they may take a free Fight (Basic) action against one of those opponents. If the fighter successfully moves into base contact with a Seriously Injured enemy fighter and no other enemy fighters, they may take a free Coup de Grace (Simple) action against the Seriously Injured enemy fighter. If the fighter failed to move into base contact with at least one enemy fighter, they must end their movement at least 1'' away from all enemy fighters.
Coup de Grace (Simple): The fighter may target a Seriously Injured fighter within their vision arc and no further than 1'' away; that Seriously Injured fighter is taken Out of Action immediately.
Crawl Through (Double): If this fighter is within 1'' of a Ductway and no enemy fighter is within 1'' of the other side of the Ductway, this fighter may move through the Ductway. Set this fighter up Pinned within 1'' of the other side of the Ductway; if this is not possible the action cannot be taken.
Detect (Basic): The fighter makes an Intelligence check and if successful detects something. What is detected depends upon the scenario or situation. Bonuses or penalties may apply, as indicated by scenario special rules or other game effects.
Double Move (Double): The fighter makes a Double Move, which allows them to move up to double their current Movement characteristic in inches. For instance a fighter with M 5'' may move up to 10'' as part of this action.
Entrench (Double): Until this fighter next Activates, enemies in this fighter's vision arc suffer a -1 penalty to their close combat hit rolls and do not gain a bonus dice for charging when attacking this fighter. This fighter may change their facing as part of this action.
Exert (Double): The fighter may attempt to exert strength upon an obstacle, object, or restraint that they are in base contact with. Roll a D6 and add the fighter's Strength; if the result is 9 or more the fighter succeeds. If the object being exerted upon is a door, on success the door is forced open and cannot be closed again. If the object is a closed casket, on success the casket is opened and cannot be closed again. If the object is a piece of scatter terrain (or similar), on success the object is moved 1'' and may be knocked down or repositioned.
Fire Through (Basic): If the fighter is within 1'' of a ductway, they may make a ranged attack through the ductway. If using a weapon with the Template or Blast 3'' traits, instead of using the Template or a 3'' Blast marker, every fighter and targettable object within 3'' of the other side of the ductway are hit. If using a weapon with the Blast 5'' trait, instead of using the 5'' Blast marker, every fighter within 5'' of the other side of the ductway are hit. All other weapons hit a selected fighter with 1'' of the other side of the ductway on a 5+ regardless of Ballistic Skill or modifiers.
Focus (Simple): The fighter gains a +1 bonus on the next characteristic check they make this Round.
Interact (Simple): The fighter may interact with or otherwise operate a console, device, or object within 1'' of the fighter for an effect dependent upon the item interacted with. This can be used to close doors, open unlocked doors and loot boxes, flip switches, and so on.
Move (Simple): The fighter makes a Standard Move, which allows them to move up to their current Movement characteristic in inches. For instance a fighter with M 5'' may move up to 5'' as part of this action.
Raise The Alarm (Basic): The fighter raises the alarm, alerting their allies that the enemy is upon them. How this is resolved depends upon the scenario.
Reload (Simple): The fighter may attempt to reload one of their weapon profiles that is currently Out of Ammo. An Ammo check is made for the weapon profile being reloaded (this is a characteristic check on a D6 using the weapon’s Ammo characteristic). If the check is passed, the weapon profile is reloaded and is no longer Out of Ammo. A fighter may attempt to reload the same weapon profile more than once in a turn.
Shoot (Basic): The fighter makes an attack with a Ranged weapon (initiating the Shooting Sequence).
Take Cover (Basic): The fighter may take a Half Move, which allows them to move up to half their current Movement characteristic in inches (rounded up). For instance a fighter with M 5'' may move up to 3'' as part of this action. After the fighter has moved, they become Pinned.

End Phase

When there are no remaining Ready fighters still in the battle, the End Phase begins. The End Phase is the wrap up at the end of a Round, dealing with any lingering business and checking the willingness of a gang to continue fighting, before moving into a new Round.

The End Phase has three steps, which must be taken in the correct order, as follows:

Bottle Tests

Gangs often lose their willingness to fight on in the face of adversity; living to fight again another day tends to be more the norm. Some scenarios provide alternate instructions regarding Bottle tests, and some even indicate that they don't require / allow Bottle tests at all. However, by default if no other instruction is given the following guidelines are used for Bottle tests when using this content.

Making a Bottle test

At this step in the Battle Sequence, a Bottle test must be made now for any gang that has any fighters who are currently Broken, Seriously Injured, or Out of Action, and less than six Active, Pinned, or Engaged fighters remaining on the battlefield. The controlling player of a gang making a Bottle test rolls a D6 and adds the number of Active, Pinned, or Engaged fighters in the gang who remain on the battlefield to determine their gang's total. A total result of 7+ passes, while less than that fails.

For instance, a gang that has had a fighter put Out of Action and who currently have three (3) Active, Pinned, or Engaged fighters remaining on the battlefield must make a Bottle test. The gang will pass their Bottle test on a roll of 4+ and fail on a roll of 1, 2, or 3.

Failing a Bottle test

If this test is failed the gang is referred to as having Bottled Out and members of the gang remaining on the battlefield will have to pass Nerve tests at the start of each Round for the remainder of the battle, individually fleeing if they fail. A gang that has already Bottled Out does not have to keep making Bottle Tests at the end of each round but their fighters do have to continue to make Nerve tests at the beginning of each round during the Ready Fighters step.

It is important to note that unless a specific scenario says otherwise, failing a Bottle test does not equal losing. It is possible for a gang to keep fighting and possibly go on to win the battle if the remaining fighters can hold their nerve and resist the urge to flee.

Recovery

At this step Seriously Injured fighters have a chance to get back into the fight or succumb to their injuries and go Out of Action. Each player in turn rolls an Injury dice for each of their fighters who are currently Seriously Injured and applies the result.

An Active or Pinned friendly fighter who is within 1'' of a friendly Seriously Injured fighter may assist one Seriously Injured fighter at this time. If a Seriously Injured fighter is assisted in this way, when they make their Recovery test they may roll an extra Injury dice and discard one dice before determining the result.

If a Seriously Injured fighter gets a Flesh Wound result, the fighter suffers a Flesh Wound. If their current modified Toughness is 1 or higher the fighter is turned face up and becomes Pinned. If this additional Flesh Wound causes the fighter to have a modified Tougness of less than 1, the fighter is taken Out of Action but no Lasting Injury roll is made for them.

If a Seriously Injured fighter gets a Serious Injury result nothing happens; the fighter remains Seriously Injured. If a Seriously Injured fighter gets an Out of Action result the fighter is taken Out of Action and a Lasting Injury roll is made for them.

When a fighter goes Out of Action due to a failed Recovery attempt, no bonus XP for taking a fighter Out of Action is awarded to anyone.

Rally

At this step Broken fighters have a chance to regain their morale. A fighter makes a Nerve test using either their Cool characteristic or Willpower characteristic; the controlling player chooses which characteristic they are rolling against prior to rolling the dice for the test. Alternating in Prioirty order each player makes a Nerve test for one of their fighters who is currently Broken. Each fighter making a Nerve test may add 1 to their result for each friendly Active fighter within 3'' of themselves. Each fighter who passes their Nerve test is no longer Broken, and gains 1 XP immediately for successfully rallying.

Gaining XP

During campaign play, most types of fighters can gain Experience Points (XP) during the Battle Sequence for accomplishing various things. The standard ways to gain XP during a Battle Sequence are:

Note that XP rewards not listed here may also be awarded for scenario specific accomplishments, as well as during the Post-Battle Sequence for various reasons such as via a Post-Battle Sequence Action, where noted.

Standard Battle Sequence XP Rewards

  • Scenario specific rewards: varies
  • Take an enemy Leader Out of Action: 3 XP
  • Take an enemy Bounty Hunter Out of Action: 3 XP
  • Take an enemy Champion Out of Action: 2 XP
  • Take an enemy Spyrer Out of Action: 2 XP
  • Take an enemy Merc Out of Action: 2 XP
  • Take any other kind of enemy fighter out of action: 1 XP
  • Rally: 1 XP

Lasting Injury

During campaign battles, fighters put Out of Action via damage must check to see if they are killed or if they suffer a Lasting Injury. Some types of fighters use bespoke abilities to resolve this where indicated, but by default most fighters use the Standard Lasting Injury table.

Lasting Injury Table

D6
Outcome
1-2
Out Cold: The fighter misses the rest of the battle, but avoids any long-term injuries.
3-4
Grievous Injury: The fighter goes into Recovery.
5
Permanent Injury: The fighter goes into Recovery and suffers a permanent injury. Roll again on the Permanent Injury table.
6
Critical Injury: The fighter suffers a critical injury and may die. Roll again on the Critical Injury table.
Permanent Injury Table

Rating: the fighter card's Rating is reduced by the amount indicated in this column. The gang does not gain credits back for this reduction.

D6
Outcome
Rating
1
Hand Injury: The fighter's Weapon Skill is decreased by 1 step
-5
2
Eye Injury: Ballistic Skill is decreased by 1 step
-5
3
Spinal Injury: The fighter's Strength is reduced by 1 step.
-5
4
Enfeebled: The fighter's Toughness is decreased by 1 step.
-5
5
Head Injury: The fighter's Leadership, Cool, Willpower, and Intelligence are all decreased by 1 step.
-10
6
Hobbled: The fighter's Movement is reduced by 1'' and Initiative is decreased by 1 step.
-10
Critical Injury Table
D6
Outcome
1-5
Critical Injury: The fighter is in critical condition. If their injury is not successfully treated by a visit to the Doc in the Post-Battle Sequence, they will die.
6
Memorable Death: The fighter is killed instantly; not even a visit to the Doc can save them. If the injury was caused by an attack, the attacker gains an additional 1 XP.

Survivor Critical Injury Variant

Some gang types and fighters who don't normally have access to or believe in the efficacies of modern medicine instead use the following Survivor Critical Injury Table.

Survivor Critical Injury Table

Roll a D6 and subtract the fighter's Wounds characteristic (not their current Wounds), then consult the table below with the total:

D6+W
Outcome
0 or less
Grievous Injury: The fighter goes into Recovery.
1-4
Permanent Injury: The fighter goes into Recovery and suffers a permanent injury. Roll again on the Permanent Injury table.
5+
Memorable Death: The fighter is killed instantly. If the injury was caused by an attack, the attacker gains an additional 1 XP.

End the battle

When the battle has concluded, proceed to the Post-Battle Sequence.