Bracket Busters Campaign

A bracket style tournament campaign between eight (8) gangs, with standardized missions and prizes. In this campaign format, every battle uses the Tourney Scenario.

In this campaign format each player may play two gangs. The beginning of the campaign is a qualifiers round where every gang fights all the other player's gangs (six battles each) aranged into two heats of three battles (one vs each of the other players).

After the qualifiers round is complete the gangs are ranked based upon their Win / Loss records; Wins are worth 2 points, Ties are worth 1 point, and Losses are worth 0 points. Next, the top ranked gang of each player is grouped into an Alpha bracket of four gangs, while the bottom ranked gang for each player is grouped into a Beta bracket of four gangs. In the case that both of a player's gangs have the same rank, the player can choose which of their gangs goes in which bracket.

Within each bracket the rank 1 and rank 3 gangs, and the rank 2 and rank 4 gangs are matched up for the quarter-finals round, the winners of which next face each other in a semi-finals round.

The winner of the Beta bracket semi-finals and the loser of the Alpha bracket semi-finals face one another in a finals round. If both of a players two gang's would face each other in the finals, their Beta bracket team gets a bye and continues forward to the championship round.

The winner of the Alpha bracket semi-finals and the winner of the finals face one another in the championship round. The winner of the championship round wins the tournament and the campaign.

Allowed Gang Types

The following types of gangs are allowed to participate in this campaign format:

Gang Creation

In this campaign format each gang starts with 1000 credits, Reputation 1, and Turf Size 0 by default, but an Arbitrator may increase the number of starting credits or Reputation for a given campaign at their discretion. However, this campaign format does not use Territory at all, and thus Turf Size should remain 0 even if the other starting resources are increased.

Tactics Card Decks

Each gang starts with a deck of Tactics Cards formed from two Gamma Tier Tactics cards and one Beta Tier Tactics card, chosen from the Tactics Cards available to their type of gang.

After a gang completes its third qualifiers battle the gang gains one more Beta Tier Tactics card or two Gamma Tier Tactics Cards (as preferred), chosen from the Tactics Cards available to their type of gang.

After a gang completes its sixth qualifiers battle the gang gains one Alpha Tier Tactics card or two Beta Tier Tactics Cards (as preferred), chosen from the Tactics Cards available to their type of gang.

Allowed Hired Guns

The only kinds of Hired Guns allowed during this type of campaign are Hangers-on as indicated by each Gang List. Hive Scum, Mercs, Bounty Hunters, and Dramatis Personae are not allowed.

It should be noted that while the Dome Runner and Ratskin Guide Hangers-on are permitted, the bonuses that they grant to a gang are not relevant within this campaign format (gangs do not gain Territory, and gangs do not select scenarios) and thus they are of lessened efficacy and may not be worth their hiring costs. However both types of Hangers-on have the Infiltrate Skill which is always useable in the Tourney Scenario, and for some gangs this may be sufficient to compensate for the lack of relevance of their respective gang bonuses.

Connected Skill

Because Mercs and Hive Scum are not allowed in this campaign format, the Connected Skill is not very viable. Therefore, for fighters participating in a Bracket Buster campaign Connected is not available and Captivater is considered to take its place in the Savant Skill Category.

Captivater: When this fighter takes an enemy fighter Out of Action in close combat or from no further than 6'' away and this fighter is not Engaged with any other enemy fighters, this ability may be used unless the enemy fighter is ineligible to be Captured. Instead of making a Lasting Injury roll for the enemy fighter being put Out of Action the controlling player of this fighter may choose to remove this fighter and the enemy fighter from the battlefield; if this option is chosen this fighter gains the normal XP for taking the enemy fighter Out of Action plus 1 additional XP, and the enemy fighter is Captured.

Pre-Battle Sequence

The Arbitrator will follow the Tourney Scenario instructions to set up the battlefield, and players will follow the Tourney Scenario instructions to select their Crews and Tactics Cards, determine Comparative Gang Rating, deploy their fighters, and begin the battle.


Battle Sequence

The standard Battle Sequence is used for this campaign format.


Post-Battle Sequence

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.

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.


Determine Winner

The battle's outcome is determined by Victory Points. If both gangs have the same number of Victory Points the battle results in a Tie (T). Otherwise, the gang with the most Victory Points is the Winner (W) and the gang with the least Victory Points is the Loser (L).


Receive Rewards

At this step all rewards gained by each gang during the battle are determined and applied to the gang fighters and rosters.

Victory Point Credits

Each gang adds 25 credits to their Stash for each Victory Point the gang earned during the battle.

Reputation Rewards

The Winner gains D3+1 Reputation. In the case of a Tie, both gangs gain 1 Reputation. The Loser gains D3-D3 Reputation; it is possible to lose Reputation in this way but a gang's Reputation cannot fall below 0.

Control Terminal Data Reward

If a gang downloaded Valuable Data from the Control Terminal during the battle before the end of the second round of battle, the gang gains the special Hacker Skillz Tactics Card. If the gang would gain this reward but already has this tactic card, the gang instead gains 2D3 x 10 credits.

Flag Capper Reward

If a gang ended the battle with both their Gang Flag and the opposing gang's Gang Flag on their gang's Flag Stand, the gang gains the special Flag Capper Tactics Card. If the gang would gain this reward but already has this tactic card, the gang instead gains 2D3 x 10 credits.

Ganker Reward

If a gang had a Hidden gang fighter successfully take an opposing fighter Out of Action during the battle, the gang gains the special Ganker Tactics Card. If the gang would gain this reward but already has this tactic card, the gang instead gains 2D3 x 10 credits.

Prize Round Reward

A gang that wins a prize round (quarter-finals, semi-finals, finals) may gain one of the Bracket Buster Tactics Card that their gang does not already have, or may instead gain a Gamma or Beta Tactics Card from among those available to their gang type.

Underdog Bonuses

The gang with the lower Comparative Gang Rating for this battle (as determined during the Pre-Battle Sequence) may gain some additional rewards, as indicated by the following table.

Underdog Bonus Rewards
Odds
Rating Difference
Reputation
XP
Tactics Cards
Credits
Even
0 to -49
-
-
-
-
Unfavored
-50 to -149
+1
+1
-
+2D3 x 10
Unlikely
-150 to -249
+2
+2
+1 Gamma Tier
+2D6 x 10
Longshot
-250 to -349
+3
+3
+1 Beta Tier
+2D6 x 25
Martyr
-350 to -499
+4
+4
+1 Alpha Tier
+2D6 x 50
Hopeless
-500 or more
+5
+5
+2 Alpha Tier
+2D6 x 75

If the gang gained a Reputation bonus, the gang's Reputation is updated immediately. All surviving eligible fighters in the gang who participated in the battle gain the additional XP indicated immediately. If the gang gained an additional Tactics card, the player may select a Tactics Card at the indicated Tier from those available to their type of gang and add it to their gang's Tactics Card deck immediately. Any additional credits gained are calculated and added to the gang's Stash immediately.

XP

Each surviving fighter that participated in the battle who is able to gain XP and Advance is awarded 4 XP now, in addition to any other XP that fighter gained for taking enemies Out of Action or completing objectives.

Participating Juves and any other participating fighters who may gain additional XP do so at this time, per their relevant abilities.

If one of the gangs was the Winner, that gang's Leader gains +1 XP at this time if they participated in the battle and survived.

Note: in this campaign format fighters gain a roll on their Advancements table for each 5 XP they gain; thus eligible fighters might gain one or possibly even more Advancements per battle they participate in. This is intentional to allow a feeling of gang progression even though the total number of battles each gang can participate in within this campaign format is relatively small compared to some other campaign formats.


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.

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.

Positive Reinforcement

Select another fighter in the gang who participated in the battle and either put an enemy fighter Out of Action or accomplished an objective that gained their gang one or more Victory Points; that fighter gains an additional D3 XP immediately.

Scrounging

Fighters taking this Post-Battle Action comb the underhive looking for whatever can be found or stolen. For each fighter taking this Post-Battle Action roll on the following Scrounging table to determine the outcome.

Scrounging
D6
Outcome
1-3
Bust: The fighter finds nothing of value.
4-5
Paydirt: The fighter scrounges up D3 x 5 credits.
6
Useful Thing: The fighter finds a Common item worth up to D6 x 5 credits, which is added to the gang's Stash immediately.

Prize Fight

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.

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

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

Medical Escort

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. 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.

Delete Retiring Fighters

At this point fighters may retire from your gang. 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.

Advance Fighters

Each Advanceable fighter on the gang gets a single Advancement roll for every 5 XP they have earned (i.e. 5, 10, 15, 20, 25, etc). Fighters on a gang's Roster who are not Captured and have fewer Advances applied to them than their current earned XP allows must roll on either the Hero or Henchman Advancement tables below as appropriate to their fighter type one or more times until the fighter has the correct number of Advancements applied to them.

Leaders, Champions, Prospects, and Specialists roll on the Hero Advancement table, while Gangers and Juves roll on the Henchman Advancement table.

For instance, a Juve with 12 XP earned and only one Advancement applied to them must roll once on the Henchman Advancement table, while a Prospect with 20 XP earned and two Advancements applied must roll twice on the Hero Advancement table.

Hero Advancement chart
2D6
Item
Rating
2
improve the fighter's Toughness or Wounds by 1 step
+10
3
improve the fighter's Movement or Attacks by 1 step
+10
4
improve the fighter's Initiative or Strength by 1 step
+10
5
improve the fighter's Ballistics Skill or Weapon Skill by 1 step
+10
6-8
improve any two secondary characteristics by 1 step each
+10
9
Random Primary Skill
+10
10
Choose any Primary Skill or Random Secondary Skill
+10
11
Choose any Primary or Secondary Skill
+10
12
Choose any Skill
+10

Some of the entries in the Hero Advancement table offer a choice between either of two primary characteristics (Move, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Attacks) to improve, such as Initiative or Strength. The player may choose whichever of the two indicated characteristics they prefer up the fighter's Characteristics Maxima; if one of the characteristics is already maxed out the other characteristic is improved. If both characteristics are already at the Characteristic Maxima for that fighter, the fighter may increase another primary characteristic of their choice that is not maxed out instead. If all of the fighter's primary characteristics are maxed out, they may choose a Primary Skill instead.

One of the entries in the Hero Advancement table increases two different secondary characteristics (Leadership, Cool, Willpower, Intelligence) simultaneously up to the fighter's Characteristic Maxima of the player's choice; such as Cool and Intelligence. If all of the secondary characteristics are already at the Characteristic Maxima for that fighter, the fighter may choose a Primary Skill instead.

One of the entries in the Hero Advancement table allows a fighter to gain a random skill from a Skill Category they have Secondary access to; if a fighter has no Secondary Skill Category access they instead gain a random skill from a Skill Category they have Primary access to.

If a fighter would gain a randomly selected Skill and roll a Skill the fighter already has, the fighter may instead choose a Skill from that same Skill Category. In the unlikely event the fighter has every Skill in that Skill Category, they may instead choose any Skill.

Henchmen Advancement chart
2D6
Item
Rating
2
Promotion!
+10
3
improve the fighter's Movement or Attacks by 1 step
+10
4-5
improve the fighter's Initiative or Strength by 1 step
+10
6
improve Cool and Leadership by 1 step each
+10
7
improve Cool and Intelligence by 1 step each
+10
8
improve Cool and Willpower by 1 step each
+10
9-10
improve the fighter's Ballistics Skill or Weapon Skill by 1 step
+10
11
improve the fighter's Toughness or Wounds by 1 step
+10
12
Promotion!
+10

Some of the entries in the Henchman Advancement table offer a choice between either of two primary characteristics to improve, such as Initiative or Strength. The player may choose whichever they prefer up the fighter's Characteristic Maxima; if one of the characteristics is already maxed out the other characteristic is improved. If both characteristics are already at the Characteristic Maxima for that fighter, treat the Advancement as if a result of Promotion had been rolled instead.

Some of the entries in the Henchman Advancement table increase two different secondary characteristics simultaneously up to the fighter's Characteristic Maxima, such as Cool and Intelligence. If either of the characteristics are already at the Characteristic Maxima for that fighter, treat the Advancement as if a result of Promotion had been rolled instead.

A Juve or Ganger who gets a Promotion becomes a Specialist, gaining a Primary Skill choice appropriate to a Specialist of their type of gang, and increasing their Rating by +10. All further Advancements for the fighter are determined using the Hero Advancement table.

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

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

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 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

If a gang gained or lost Tactics Cards during the battle, the relevant changes are recorded now.

E) Update Gang Rating

Recalculate the gang's Gang Rating by adding up the individual Ratings of fighters on the roster 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.

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!


Bracket Busters Tactics Cards

A set of special Tactics Cards specific to this campaign are available as rewards at various points in the campaign for accomplishing specific challenges or winning a prize round.

Air Scrubbers ( Ψ )

You may play this card when the Bad Air condition is applied to the battlefield.

Your gang's Secure Zone and Flag Zone are not affected by the Bad Air condition.

NVGs ( Ψ )

You may play this card when the Hazard Lights Only condition is applied to the battlefield.

You may select up to three of your gang's fighters on the battlefield to gain limited use Night Vision Goggles; those fighters are not affected by low-light conditions for the remainder of the battle. Fighters who cannot gain Equipment from the Trading Post cannot be selected.

Rescue Ranger ( Ψ )

You may play this card when activating a fighter. Tuck this under that fighter's card.

For the remainder of the battle this fighter treats the Free Captured Fighter action as Simple rather than Double.

Ready Reserve ( Ψ )

You may play this card before drawing from your Reinforcements deck.

You may may instead select a fighter card of your choice from your Reinforcements deck, and then shuffle the remaining cards.

Reinforced Guard Detail ( Ψ )

You may play this card when forming your Guard Detail.

You may add an additional fighter card from your Commanders deck or up to two additional fighter cards from your Warriors deck to your Guard Detail.

Reinforced Flag Detail ( Ψ )

You may play this card when forming your Flag Detail.

You may add an additional fighter card from your Commanders deck or up to two additional fighter cards from your Warriors deck to your Flag Detail.

Flag Capper ( Ψ )

You may play this card when activating a fighter. Tuck this under that fighter's card.

For the remainder of the battle this fighter treats the Grab Gang Flag, Carry Gang Flag, and Post Gang Flag actions as Simple rather than Basic.

Ganker ( Ψ )

You may play this card if one of your Hidden fighters would stop being Hidden for any reason.

The Hidden fighter is not detected. Instead, remove your Hidden fighter from the battlefield and then immediately set them back up onto the battlefield following the scenario's guidelines for Infiltration.

Hacker Skillz ( Ψ )

You may play this card when activating a fighter. Tuck this under that fighter's card.

For the remainder of the battle this fighter treats the Access Control Terminal action as Basic rather than Double and ignores the D3-1 penalty to the action's required Intelligence check.

Break Their Wills ( Ψ )

You may play this at the start of any End phase.

During this End phase, when the opposing gang determines if they must make a Bottle test and when making a Bottle test roll, that gang is considered to have one less Active, Pinned, or Engaged fighters on the battlefield than they actually do.

On Alert ( Ψ )

You may play this at the start of any Action phase.

During this Action phase, your gang's fighters gain +2 to Detect enemy fighters.

Rugged Relic ( Ψ )

You may play this when setting up your Guard Detail.

Your Gang Relic gains +D3 Wounds for this battle.