Post-Battle Sequence

Free-for-all

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

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 share the information regarding the outcome with the other players in the campaign as soon as possible.

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+: the fighter is removed from the battlefield unharmed and will be available for their gang's next battle.

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.

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, 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.

Scrounging

Fighters in Cawdor, Escher, Goliath, Orlock, Chaos Cultists, Genestealer Cultists, Ash Waste Nomads, Cogs, Ratskins, and Squat Salvagers gangs may take this action.

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.

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. 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.

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.

Rite of Glory

Fighters in Cawdor, Goliath, Ash Waste Nomads, and Cogs gangs may take this action. Fighters in Chaos Cultists gangs dedicated to Khorne or Nurgle may also take this action.

For a gang to use this action, no other Post-Battle Actions may be taken in this Post-Battle Sequence by the gang's fighters.

The gang throws a savage celebration to honor their battlefield exploits. All fighters in the gang who participated in the battle gain 1 XP, and any fighter who put at least one fighter Out of Action in that battle gains an additional 1 XP.

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. 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

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 can be sold at this time for half it's credit value rounded down to the nearest 5 credit increment. For instance, a 45 credit item can be sold for 20 credits. 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.

After each battle, a single semi-random list of equipment items are available to all the gangs with access to the Trading Post; provided on the Trading Post Auction page. If more than one eligible gang wants to buy items from the Trading Post, they take turns in priority order (with the gang who ended the battle with priority going first) with each gang able to buy a single item in turn until either there are no more items remaining or all controlling players have passed on an opportunity to purchase an item at least once.

For each item purchased, reduce the purchasing gang's credits by the indicated amount and add the item to that 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 and update the gang's roster accordingly.


Report Results

The players should report the outcome of the battle to the other players in the campaign. 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 other players to decide what the appropriate consequences should be, up to and including expulsion of the cheating player(s) and their gang(s) from the campaign.

Finit

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