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Necromunda (2017)Expand Necromunda (2017)

Gang War Campaign

Many gangs, Enforcer squads, various cults, outlanders, and possibly even more esoteric groups such as vicious Spyrer Hunting Parties or Adeptus Arbites patrols vie for control over a Sector of the underhive in a battle royale stretching out over days, weeks, or even months.

In this campaign format a minimum number of battles to be fought by each gang is decided at the beginning of the campaign. Each player plays one or two gangs in an open ended series of scenarios, ultimately culminating in a head to head battle for supremacy between the top two gangs after each gang participating in the campaign has either fought the agreed upon minimum number of battles or withdrawn.

Up To Two Gangs Per Player

Contrary to the official rules, this campaign format allows a player to play up to two gangs if they wish, if they are able to play frequently enough to avoid becoming a bottleneck for other players. This can help add some meat to a Gang War with fewer total players. A player who chooses to play two gangs should alternate between their gangs as much as possible.

No Cycles

Rather than organize a Gang War into Cycles, the minimum number of battles that must be fought by each gang is decided upon when the campaign begins, and when that number has been reached the campaign enters Apotheosis. For example if a Gang War campaign was started with an agreed upon minimum of six battles per gang, once the last gang had fought their sixth battle, Apotheosis would begin.

Campaign Battles

The Gang War specific Pre-Battle, Battle, and Post-Battle Sequences must be followed for all campaign battles.

Extra Battles

Before Apotheosis, players who can play more frequently than others may continue to have battles amongst themselves with no upper limit. For instance, it is possible that a Gang War might include a gang that has fought the minimum number of battles while another gang within the campaign has fought twice that many battles. Playing more battles than the minimum required is a matter of risk vs reward, and it's not a guarantee of advantage...particularly given how gang ranking is determined (described below).

Strength of Schedule

To the extent possible each player should attempt to play each other player at least once. Depending on how many gangs are in the Gang War and how long the Gang War lasts this may not always be practical, but it is ideal. Whenever possible gangs should avoid fighting the same opposing gang(s) consecutively, with Rescue Mission being justification for a notable exception.

If a strong gang repeatedly plays against a weaker gang, the stronger gang can get unusually powered up by preying on the weaker gang. This should be avoided. Similarly it is unfair to everyone else for a player to deliberately allow another player to use battles against them as an opportunity to buff up, "farming" for credits or XP. Even if not playing to "win" a battle per se, a player should always attempt to gain the best possible benefit for their own gang and to minimize the benefit to the opposing gangs.

If abuses are occurring, the Arbitrator can opt to not count the results of a Gang War battle and rule that it was just a skirmish, in which case fighters who participated do not gain XP, credits are not spent or gained, and no changes to a gang's Stash or roster or Reputation or Territory Size or Gang Rating occur.

Apotheosis

When Apotheosis begins, each gang still participating in the campaign may fight one more battle. A gang may opt to pass on this opportunity.

Top Dogs

Once the last results of Apotheosis are recorded, the two Top Dogs will be determined by comparing each gang's Reputation.

Break ties by calculating and comparing a Win / Loss score. Wins are worth 2 points, Draws are 1 point, and Losses are -1 point. Break any remaining ties by comparing which gang fought more total battles, followed by the gang with the higher total Gang Rating, followed by the gang with the most Territory.

If the top two gangs belong to the same player, that player's best gang and the next best gang in the campaign that belongs to a different player are the Top Dogs.

Showdown

After the final ranking of the gangs is calculated and the Top Dogs are determined, the Top Dogs fight a final battle. The winning gang claims the title of Overlord of the Sector.


Allowed Gang Types

House gangs (Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar) are allowed to participate in this campaign format. Non-House gangs may be allowed to participate in this campaign format on a case by case basis, if agreed upon.

The classic six Houses are allowed to participate in this campaign format:

The following additional types of gangs may be allowed to participate in this campaign format on a case by case basis if agreed upon:

Offshoot Gangs

The gangs and fighters of a concluded Gang War campaign can be carried forward into a subsequent Gang War campaign, allowing for a kind of serial continuity across multiple campaigns. It is also allowed for two Offshoot gangs to be created from the same gang by just splitting resources and fighters from the original gang between them.

Offshoot Gang Pro / Con Summary

Offshoot gangs gain several benefits, which are described in more detail in the relevant sections. But in summary, they start with more credits than a new gang, retain some of the Reputation and Territory of the original gang, and can hire the experienced fighters from the original gang with their Advances and gear by paying the total adjusted credit value of those fighters (including their gear and Advances).

However, while these benefits give an Offshoot gang various advantages, there is a downside. Starting gangs facing an Offshoot gang will typically qualify for scenario-specific Underdog Bonuses.

Spyrers

Spyrer gangs interact with campaign continuity differently than other gangs, pursuing the completion of a specific Hunting Pact. If Spyrer Hunting Parties are allowed in a campaign, the following additional considerations apply:

Unfinished Business

A Spyrer Hunting Party from a previous campaign that has not yet completed their Hunters Pact may carry over their roster as is and continue playing in this Gang War.

Spyrer Cumulative Offshoot Bonuses

An Offshoot gang can be formed for a Spyrer Hunting Party that successfully completed their Hunters Pact in a prior campaign, with an additional amount of starting credits determined by how many successful Hunters Pacts the gang has completed. The gang selects the new Hunters Pact they will pursue in this campaign, which can be a repeat of the previous Hunters Pact or a different one. See the Hunters Pact Achieved section of the Spyrers Gang List for details.


Gang Creation

New gangs start with 1000 credits, Offshoot gangs (if any) start with 1500 credits. Spyrer gangs are handled differently, as previously described.

Reputation

New gangs start with 1 Reputation. Offshoot gangs start with half of their predecessor gang's Reputation, rounded up. Over the course of a Gang War campaign a gang's Reputation can be reduced to 0 but cannot fall below 0.

Territory Size

In a Gang War, each gang has a Territory Size rating, which is a number that represents how many Territory slots a gang has available. Territory slots are never empty; there is always a Territory in each slot.

It is possible for a gang to have Territory Size 0. Some variant types of gangs never gain Territories, while other gangs might have all of their Territory stolen from them. A gang that has a Territory Size of 0 can attempt to force a Turf Struggle in the Determine Scenario step of the Pre-Battle Sequence, even if that gang can't gain Territory. Otherwise, there is no special effect of Territory Size 0 other than lacking such a resource.

Territory Size By Gang Type

The following chart indicates the starting, minimum, maximum Territory Size rating and a starting Special Territory (if any) for each type of gang that can participate in a Gang War. A maximum Territory Size of "-" indicates that type of gang has no maximum limit. An Initial Territory of "-" indicates that type of gang does not start with a Special Territory.

Offshoot gangs may start with up to half the Territory Size of their original gang (rounded up) and may retain Special Territories up to that limit.

Gang Type
Starting
Min
Max
Initial Territory
1
0
-
Settlement
1
0
-
Secret Passageways
1
0
-
Drug Lab
1
0
-
Mine Workings
1
0
-
Refinery
1
0
-
Workshop
1
0
-
Ratskin Settlement
1
0
-
Drinking Hole
1
0
-
Stronghold
1
1
-
Unhallowed Ground
1
1
-
Brethren Creche
1
1
1
Precinct-Fortress
1
1
1
Squad HQ
0
0
0
-
0
0
0
-

Special Territories

Special Territories are locations, facilities, contracts, or even entire settlements that provide specific advantages to the gang that controls them. However, other gangs are always eager to push the current gang that holds them off and claim such tasty resources for themselves...or pillage them for a one-time windfall.

Usually, gangs take specific Special Territories by force from the roster of another gang which they have defeated in battle. However, when a gang gains a Special Territory randomly the controlling player rolls on the table below to determine which Special Territory they gain:

Territories
D6
Territory
1
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.
Turf: If the gang takes a Work the Turf Post-Battle Action, add 1 to the roll per Turf.
2
Stronghold: The gang controls a reinforced and highly defensible location. When this territory is added to a gang's roster the gang gains D3 Reputation. If this territory would be lost or stolen by any means the controlling player may roll a D6; on a 4 or more the gang retains the Stronghold and its corresponding Territory Size. When this Territory is removed from a gang's roster, that gang loses D3 Reputation.
Stronghold: Gang gains D3 Reputation when Stronghold gained, loses D3 Reputation when Stronghold lost. If Stronghold would be lost or stolen, roll D6; on a 4+ it is retained.
3
Roll on the Vice Territories table
4
Roll on the Labor Territories table
5
Roll on the Materiel Territories table
6
Roll on the Personnel Territories table
Vice Territories
D6
Territory
1-2
Fight Club: Once per Post-Battle Sequence, one Champion or Prospect can take a special Collect Winnings Post-Battle Action. Roll a D6 for every Fight Club the gang controls, all at once. For each '1' rolled, the gang loses 1 Reputation. For each '5' or '6' rolled, 15 credits are added to the gang's Stash immediately. For each '6' rolled, roll that D6 again and if the second roll is also a '6', another 30 credits are added to the gang's Stash immediately and the gang gains 1 Reputation as the popularity of their Fight Clubs increases.
Fight Club: Post-Battle Action: [Champion / Prospect], max 1. Roll D6 per Fight Club simultaneously. 1: -1 Rep, 2-4: Nothing, 5: 15 credits, 6: 15 credits & roll D6. Second 6: +1 Rep & +30 credits.
3
Drinking Hole: The gang controls a popular drinking establishment, where denizens of the underhive tend to congregate and rack up bar tabs. During the Manage Fighters step of each Post-Battle Sequence, the gang has 25 free credits per Drinking Hole to pay for upkeep, or to hire a new fighter. Any unspent credits are wasted, they do not go to the gang's Stash.
Drinking Hole: Manage Fighters step: 25 free credits per Drinking Hole to pay for upkeep or to hire new fighter(s). Unspent credits do not go to the gang's Stash.
4
Drug Lab: When the gang collects income, for each Drug Lab the gang controls, the gang gains the player's choice of D3-1 free AE, Frenzon, Meds, or Stimm-slug stash items. The selected items (if any) are added to the gang's Stash immediately.
Drug Lab: Collect Income step: per Drug Lab add player's choice of D3-1 free AE stash, Frenzon stash, Meds stash, or Stimm-slug stash to the gang's Stash immediately.
5
Gambling Den: When the gang collects income, for each Gambling Den the gang controls the controlling player may roll up to 5D6 and the result is multiplied by 5; this many credits are added to the gang's Stash immediately. However each dice that rolled a 5 or 6 represents a rigged game or other cheat, and the gang loses 1 Reputation for each 5 or 6 rolled as word of their untrustworthiness spreads.
Gambling Den: Collect Income step: roll up to 5D6 per Den, add (Result x 5) credits to the gang's Stash immediately. Lose 1 Rep for each dice rolling 5 or 6.
6
Guilder Post: Once per Post-Battle Sequence, one Leader or Champion may take a special Collect Guilder Residuals Post-Battle Action to collect D3-1 x 25 credits per Guilder Post, which are added to the gang's Stash immediately. Additionally, if the gang takes a Buy from the Guilders, Post Bounty, or Remove Bounty Post-Battle Action the credit cost is reduced by 10 credits, and whenever the gang takes a Sell to the Guilders Post-Battle Action the gang gains an additional 10 credits.
Guilder Post: Post-Battle Action: [Leader / Champion], max 1. Per Guilder Post add (D3-1) x 25 credits to the gang's Stash immediately. Passive: -10 cred cost to Buy/Post/Remove Bounty actions; +10 cred gain on Sell to Guilders actions.
Labor Territories
D6
Territory
1-2
Logistics Hub: When the gang collects income, for each Logistics Hub the gang controls, the gang gains (1D6 - 1D3) x 15 credits (to a minimum of 0 credits per roll), which are added to the gang's Stash immediately.
Logistics Hub: Collect Income step: per Logistics Hub add (1D6 - 1D3) x 15 credits (min 0 per roll) to the gang's Stash immediately.
3
Chem Pit: When the gang collects income, for each Chem Pit the gang controls the controlling player can choose an available Ganger or a Juve from their gang to work the chem pit and then roll 2D6. If the result is a double (double 1's, double 2's, etc), the fighter suffers a mishap; make a Lasting Injury roll for that fighter. Otherwise multiply the result by 5 and add that many credits to the gang's Stash immediately. If the gang has any Captives, one can be sent into the mines in place of a Ganger or Juve.
Chem Pit: Collect Income step: per Chem Pit send 1 Ganger/Juve/Captive and roll 2D6: Doubles = Fighter suffers Lasting Injury. Else add (Result x 5) credits to the gang's Stash immediately.
4
Spore Cave: When the gang collects income, for each Spore Cave the gang controls the controlling player may choose an available Ganger or Juve from their gang to gather spores, and then roll a D6. If the result is greater than the fighter's Toughness, the fighter contracts spore sickness and goes into Recovery. Otherwise the fighter successfully harvests valuable spores; add D3 x 25 credits to the gang’s Stash immediately. If the gang has any Captives, one can be sent into the mines in place of a Ganger or Juve.
Spore Cave: Collect Income step: per Spore Cave send 1 Ganger/Juve/Captive and roll D6. If > Toughness: Fighter goes to Recovery. Else add D3 x 25 credits to the gang's Stash immediately.
5
Mine Workings: When the gang collects income, for each Mine Workings the gang controls the controlling player may select up to three available Gangers or Juves from their gang and roll a D6 for each. If a dice rolls a 1, that fighter is caught in a collapse and goes into Recovery. Otherwise, multiply the result by 5 and add this many credits to the gang’s Stash. If the gang has any Captives, each one can be sent into the mines in place of a Ganger or Juve.
Mine Workings: Collect Income step: per Mine Workings, send up to 3 Gangers/Juves/Captives. Roll D6 per fighter. On 1: Fighter goes to Recovery. Else add (Result x 5) credits to the gang's Stash immediately.
6
Refinery: Once per Post-Battle Sequence for each Refinery the gang controls, an available Leader or Champion may take a special Exploit Refinery Post-Battle Action to collect D6 x 15 credits, which are added to the gang's Stash immediately.
Refinery: Post-Battle Action: [Leader / Champion]. Add D6 x 15 credits to the gang's Stash immediately.
Materiel Territories
D6
Territory
1-2
Supplier: The first time this territory is added to a roster within the campaign, a single type of Rare item from the Trading Post must be selected by the controlling player. If this territory is stolen, the type of item selected is not changed. The gang that controls this territory treats the type of item selected as having a rarity 4 lower than normal.
Supplier: When gained, select one Rare item type from the Trading Post (selection persists if stolen). Controlling gang treats that item type as Rarity -4.
3-4
Bullet Farm: When the gang collects income, for each Bullet Farm the gang controls a free Ammo Cache or D3 Extra Ammo wargear items may be added to the gang's Stash immediately.
Bullet Farm: Collect Income step: per Bullet Farm, add 1 free Ammo Cache or D3 Extra Ammo wargear items to the gang's Stash immediately.
5
Workshop: During the Buy Common Equipment step of the Post-Battle Sequence, for each Workshop the gang controls the player may select an item from the Equipment List of one of their gang's fighter types. The gang may purchase that item with a discount of D3 x 15 credits (to a minimum of 0 credits).
Workshop: Buy Common Equipment step: per Workshop, select 1 of the gang's fighters and 1 Common item they can be equipped with. You can buy 1 of that item at a discount of D3 x 15 credits (min 0) and add it to their fighter card.
6
Marketplace: For each Marketplace the gang controls, during the Post-Battle Sequence the controlling player may gain the benefits of either a Seek Rare Item action or a Seek Buyer action as if a fighter of the gang had taken that action.
Marketplace: Post-Battle Sequence: per Marketplace, gain benefit of one Seek Rare Item or Seek Buyer Post-Battle action (no fighter required).
Personnel Territories
D6
Territory
1-2
Settlement: When the gang collects income, for each Settlement the gang controls you may roll a D6. For each roll of 4+, the gang may add a free Ganger to the gang's roster immediately.
Settlement: Collect Income step: per Settlement roll D6. On 4+, add 1 free Ganger to roster.
3
Clinic: During the Post-Battle Actions step of the Post-Battle Sequence, a gang member being taken to see the Doc by a Medical Escort action can be taken to one of the gang's Clinics. If they are, the Medical Escort D6 roll can be rerolled once. Each Clinic the gang controls can service one fighter per Post-Battle Sequence in this manner, and a given fighter can only benefit from one Clinic per Post-Battle Sequence.
Clinic: Post-Battle Actions: Medical Escort D6 may be re-rolled. Limit 1 fighter / 1 reroll per Clinic.
4
Chop Shop: During the Distribute Equipment step of the Post-Battle Sequence, a gang member receiving one or more Bionic items can be sent to the Chop Shop to get them installed. That fighter does not go into Recovery for receiving Bionics, and if they are already in Recovery they recover immediately. Each Chop Shop the gang controls can service one fighter per Post-Battle Sequence in this manner.
Chop Shop: Distribute Equipment step: Fighter installing Bionics avoids/removes Recovery status. Limit 1 fighter serviced per Chop Shop.
5
Secret Passageways: In scenarios that allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to infiltrate the battlefield as if they have the Infiltration Skill. In scenarios that do not allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to make a free Standard Move at the very end of the Deploy step before the battle begins.
Secret Passageways: Per Secret Passageway: Infiltration scenario: 1 fighter gains Infiltration. Non-Infiltration scenario: 1 fighter makes free Standard Move after Deploy.
6
Transit Hub: The first time the gang would draw some number of fighter cards from a Reinforcements deck during a battle, one additional fighter card can be drawn from the deck for each Transit Hub controlled by the gang.
Transit Hub: Battle: Draw +1 fighter card the first time Reinforcements are drawn per Transit Hub.
Chaos Cultists Special Territory

Chaos Cultists start with an Unhallowed Ground Special Territory (described below). This Special Territory is somewhat abstract, representing whatever loci of worship a particular cult is oriented around, ranging from the flesh pits of the Corpse Grinders to the dens of iniquity of the Helots. It is a source of new converts, and the center of a Chaos Cult's power base. Unhallowed Ground cannot be stolen by another gang but can be pillaged. A pillaged Unhallowed Ground isn't removed from the squad's roster but can't be used until one full battle has been fought without anyone pillaging the Special Territory, after which the cult has resituated itself and the Unhallowed Ground Special Territory can be used again.

Unhallowed Ground: At the end of the Hire Fighters step during the Post-Battle Sequence, if the gang has fewer than the maximum number of Chaos Cultist Initiates the gang is allowed, you may immediately add a new Chaos Cultist Initiate to your gang's roster for free.
Unhallowed Ground: End of Hire Fighters step: if gang has fewer than max Initiates, add 1 free Chaos Cultist Initiate. Cannot be Stolen. If pillaged, disabled for 1 full battle.
Genestealer Cultists Special Territory

Genestealer Cultists start with a Brethren Creche Special Territory (described below). This Special Territory cannot be stolen by another gang but can be pillaged. A pillaged Brethren Creche isn't removed from the squad's roster but can't be used until one full battle has been fought without anyone pillaging the Special Territory, after which it is repaired and can be used again.

Brethren Creche: At the end of the Hire Fighters step during the Post-Battle Sequence, if the gang has fewer than the maximum number of Neophyte Initiates the gang is allowed, you may immediately add a new Neophyte Initiate to your gang's roster for free.
Brethren Creche: End of Hire Fighters step: if gang has fewer than max Neophyte Initiates, add 1 free Neophyte Initiate. Cannot be Stolen. If pillaged, disabled for 1 full battle.
Palanite Enforcers Special Territory

Palanite Enforcers start with a Squad HQ Special Territory (described below). This Special Territory cannot be stolen by another gang but can be pillaged. A pillaged Squad HQ isn't removed from the squad's roster but can't be used until one full battle has been fought without anyone pillaging the Special Territory, after which it is repaired and can be used again.

Squad HQ: At the end of the Hire Fighters step during the Post-Battle Sequence, you may roll 2D6 and subtract the total number of fighters currently on the Palanite Enforcers Squad's roster, then consult the following table for the outcome.
Result
Outcome
0-
Carry On: nothing special happens.
1-4
Reinforce: You may add 1 new Recruit equipped with up to 50 credits worth of gear from the Palanite Recruit Equipment List for free.
5-7
Augment: You may add 2 new Recruits equipped with a combined total of up to 125 credits worth of gear from the Palanite Recruit Equipment List for free.
8+
Reentrench: As Reinforce (1 new Recruit with 50 credits of gear). You may also add 1 new Palanite Patrolman with up to 125 credits worth of gear from the Palanite Patrolman Equipment List to your roster for free. Finally, you can promote a Palanite Patrolman on your roster to become a Palanite Corporal.
Arbites Special Territory

Adeptus Arbites Patrol Squads, if allowed in the campaign, start with a Precinct-Fortress Special Territory (described below), never gain any other Territory, and the Precinct-Fortress cannot be taken from them.

Precinct-Fortress: At the end of the Hire Fighters step during the Post-Battle Sequence, you may roll 2D6 and subtract the total number of fighters currently on the Adeptus Arbites Patrol Squad's roster, then consult the following table for the outcome.
Result
Outcome
0-
Carry On: nothing special happens.
1-7
Reinforce: You may add 1 new Trooper equipped with a Sidearm, a Combat Shotgun, and Salvo Shells to your roster for free.
8+
Augment: You may add 2 new Troopers equipped with a Sidearm, a Combat Shotgun, and Salvo Shells to your roster for free.
Ratskin Special Territories

Ratskin gangs, if allowed in the campaign, use the following Ratskin Special Territories list instead of the default list used by most types of gangs.

2D6
Ratskin Special Territory
2
Reclaimed Habitat: The gang has reclaimed a part of the underhive, chasing off interlopers. When the gang collects income, the gang gains 1 Reputation for each Reclaimed Habitat they control.
Reclaimed Habitat: Collect Income step: gain 1 Reputation per Habitat.
3-5
Secret Passageways: In scenarios that allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to infiltrate the battlefield as if they have the Infiltration Skill. In scenarios that do not allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to make a free Standard Move at the very end of the Deploy step before the battle begins.
Secret Passageways: Per Secret Passageway: Infiltration scenario: 1 fighter gains Infiltration. Non-Infiltration scenario: 1 fighter makes free Standard Move after Deploy.
6-9
Ratskin Settlement: When the gang collects income, roll a D6 for each Ratskin Settlement controlled. If the result is a natural 6 a free Brave shows up ready to join the gang; you may equip this new fighter with up to 50 credits worth of gear from the Ratskin Brave Equipment List for free and add the fighter to your gang's roster immediately.
Ratskin Settlement: Collect Income step: per Ratskin Settlement roll D6. On 6, add 1 free Brave to roster w/ up to 50 credits of gear from the Ratskin Brave Equipment List.
10-11
Beast Farm: The gang protects a Ratskin community that raises underhive creatures such as blindsnakes, hive spiders, and of course hive rats. When the gang collects income, per Beast Farm the gang controls add the player's choice of D3 free Blade Venom Stashes or 1 Blindsnake Pouch or 1 Ratskin Hides to the gang's Stash immediately.
Beast Farm: Collect Income step: per Beast Farm gain D3 Blade Venom Stashes, 1 Blindsnake Pouch, OR 1 Ratskin Hides.
12
Sacred Cache: The gang controls a secret and sacred place to hide archeotech and other treasures, protecting the hive's ancient legacies. When the gang collects income, per Sacred Cache the gang adds the player's choice of D3 free Hive Spirit Infusions or D3 free Hive Spirit Wards to the gang's Stash immediately.
Sacred Cache: Collect Income step: per Beast Farm gain D3 Blade Venom Stashes, 1 Blindsnake Pouch, OR 1 Ratskin Hides.

Fighters

Gangs are defined by the kind and quality of their fighters.

Heroes

Leaders and Champions are Heroes. While they are usually the most powerful fighters of their gang, more importantly they are its leadership. Beyond their combat performance on the battlefield, some Post-Battle Actions are restricted to only Leaders and Champions, making them essential to the strategic development of their gangs.

Leaders

Gangs have 1 Leader slot and must always have one fighter in it. When a gang starts, the Leader is hired directly like other fighters. If a Leader is killed or retired, an eligible fighter from the gang will be promoted to take their place and fill the slot.

Champions

Each type of gang has a number of Champion slots defined by their Gang Composition guidelines. The number of slots is usually subdivided among different kinds of Champions, and is often also further restricted by how many non-Heroes the gang has on its roster.

For instance, a pattern common to most of the gang types is that they can start with up to 1 powerful but niche kind of Champion, and up to 2 of a more well rounded kind of Champion.

However, regardless of how many open Champion slots a gang has, they might also be constrained by a Gang Composition requirement that the number of Heroes cannot exceed the total number of Prospects, Juves, and Ganger-equivalent fighters on the gang's roster.

More Champion Slots

Most types of Champions define criteria that allow the number of slots for that kind of Champion to increase after a campaign starts. The most common criteria are one slot per given increment of Reputation the gang has, such as +1 slot per 10 Reputation. Other criteria might be per given increment of Battles the gang has fought or won or lost, such as +1 slot per 5 Wins.

And so on. In all cases, the specific Champion type dictates the criteria to gain more slots for that type of Champion. If no criteria are provided for a given Champion, no more slots of that kind can be gained.

For instance, an Orlock gang can only ever have up to one Arms Master; they never gain more slots for that type of Champion.

No Retroactive Reevaluation

How many Champion slots a gang has is evaluated when a Champion would be added to a roster or when a non-Champion gang member would become a Champion, to determine if the gang can gain that Champion. The slots are never retroactively re-evaluated for an existing Champion while they remain on the gang's roster. If later changes to the gang's situation result in the gang having more Champions than they can currently justify, the gang retains the Champions they have but can no longer gain more until the criteria can be met again.

For instance, a gang that unlocked and filled a slot for a type of Champion by going from 0 to 10 Reputation that later drops to 9 Reputation does not have to fire the Champion in that slot. If the gang were to gain Reputation again, they don't open up another new slot when they get to 10 Reputation, they have just regained the ability to qualify for the slot they've already filled. They would need to get to 20 Reputation to open up an entirely new slot. If that Champion or another Champion of that type dies or retires, while the gang is still at 9 Reputation, they cannot put a new fighter in the vacated slot until the gang returns to at least 10 Reputation.

Gang Composition Check Upon Promotion

As mentioned, many types of gangs have Gang Composition criteria that forbid the number of Heroes on a gang from exceeding the total number of Prospects, Juves, and Ganger equivalents on the gang's roster. When a gang with that sort of restriction promotes a Prospect or Specialist to fill an available Champion slot, all of the criteria are checked before the promotion occurs. Thus, the fighter being promoted isn't a Hero yet and can be counted to meet this type of criteria.

For instance, a Prospect on a gang that currently has 4 Heroes and 4 Prospects, Juves, and Ganger equivalents can be promoted to fill an available Champion slot they qualify for. As soon as the Prospect is promoted, the gang suddenly has 5 Heroes and 3 other relevant fighter types, but that doesn't matter until the next time such criteria are checked.

Henchmen

Prospects, Specialists, Gangers, and Juves are Henchmen.

Prospects

Prospects are elite recruits that exemplify the special nature of their particular kind of gang. They have one or more Skills or special abilities, and have access to unusual Equipment or pets. Prospects progress like Heroes when they gain advancement, and can be promoted to become Champions if slots are available.

Gang types allow a specific number of Prospect slots a gang of that type is allowed. This functions exactly the same as Champion slots.

Specialists

Specialists are Gangers or Juves that have gotten promoted, gaining Skill Access, a Skill of their choice from their Primary Skills, and access to Special weapons. Specialists progress like Heroes when they gain advancement, and can be promoted to become Champions if slots are available.

Most gang types allow a starting gang to hire one Specialist when the gang is created. Otherwise, a gang gets a Specialist when a Ganger or Juve is promoted. Specialists are considered to be Ganger equivalents for Gang Composition and similar purposes that are concerned with how many Gangers a gang has.

Gangers

Gangers are the not-fancy-but-necessary rank and file of a gang. They do not have Skill Access, and progress randomly when they gain advancement. They can be promoted to become Specialists, but via a random roll when they progress.

Gangers usually have solid access to an array of rifles, pistols, close combat weapons, grenades, armor, and other equipment. They do not have access to Special or Heavy Weapons, or the most exclusive gear.

Juves

Juves are the unremarkable recruits of a gang. They generally serve as cheap, fast-moving, and expendable members who can scurry around fetching loot, clog lanes, charge downed enemies, act as a living screen for more valuable fighters, and so on. They advance quickly and will eventually develop into capable fighters...if they survive. They can be promoted to become Specialists, but via a random roll when they progress.

Gang types allow a specific number of Juves slots a gang of that type is allowed. This functions exactly the same as Champion slots.

Juves usually have limited access to a small collection of pistols, close combat weapons, grenades, and maybe some other low value equipment. They do not have access to guns bigger than pistols. However, Juves of some gangs are allowed particular items favored by their gangs.

For instance, Delaque Juves have access to Photogoggles and Tactical Trenchcoats, while Cawdor Juves can be equipped with a Hand Flamer that's worth several times more than the Juve themselves!

Special

Most gang lists offer an exotic kind of fighter that is exclusive to that type of gang. Gangs that can have Special fighters are limited to a specific number of slots.

Many kinds of Special fighters count as Ganger equivalents for Gang Composition and similar purposes. Most are very powerful and provide a lot of value for their credit cost but do not gain XP. However, there are no hard and fast rules around Special fighters as a group. The only thing they have in common is that they are unusual, flavorful, and bespoke to their type of gang.

For instance, the Goliath Sumpkroc is a big burly reptilian beast that is terrifying but can't climb or open doors, and never improves. Meanwhile, the Ratskin Shaman is a unique Champion-like fighter that has strange Spirit Powers, an Equipment List, and gains Experience.

Hired Guns

Hired Guns such as Hangers-on, Hive Scum, Mercs, Bounty Hunters, and Dramatis Personae are described in depth in the Gang War Hired Guns document.

Exclusive Hangers-on

Most types of gang allow one slot for a very skilled and well equipped fighter type that is unique to that type of gang. These Exclusive Hangers-on are "impressive" grade fighters, designed to be very thematically appropriate and allow an out of the box capability that leans hard into a signature tactic of their gang type.

For instance, an Escher Fumigator is a run-n-gun Chemthrower-toting maniac designed to dish out and survive gas attacks, but she only fights in Zone Mortalis battles. A Delaque Saboteur is a one-man wrecking crew able to sneak in and detonate an objective stealthily, or go loud and blow stuff up with abandon.

Spyrers

Spyrers, if they are allowed, are the exception to everything. They are their own fighter type and have no Leader, Champions, Prospects, Specialists, Gangers, Juves, Specials, or Hangers-on. They receive special consideration in scenarios that have special Crew selection criteria based upon Gangers or Champions.

Experience

Most types of fighter earn Experience aka XP, and gain Advances at certain increments. Advances improve a fighter's characteristics and potentially allows the gaining of Skills that give fighters special rule-bending abilities. Some types of fighter can also get other types of Advances where indicated, such as psychic powers or armor suit upgrades. This is described in depth in the Gang War Experience document.

Stash and Kit

All equipment held by standard members of a gang (Leader, Champions, Prospects, Specialists, Gangers, Juves) belongs to the gang itself. Items can be freely moved between those types of fighters and the Stash during the Distribute Equipment step of the Post-Battle Sequence. As a result, the confusion and bookkeeping of maintaining multiple Equipment Sets or multiple fighter cards per fighter are not used in this campaign format.

WYSIWYG

Appropriate models should be chosen to depict fighters, ideally of the correct type of fighter and obviously carrying the fighter's significant gear. For instance, an Orlock model with an Autogun shouldn't be used to represent a Goliath fighter with a Grenade Launcher.

If a player likes to switch up the kit of a named fighter on a recurring basis over the course of the campaign, they should consider magnetizing the model to allow loadouts to be switched, or just use two or more separate models with different loadouts to represent the same individual fighter and field the appropriate model in a given battle.

For instance, if a fighter swaps between two different loadouts, the controlling player should consider painting up two different appropriately equipped models to represent that fighter. They would then use one or the other model for a given battle, depending upon which loadout the fighter is using.


Tactics Cards

Tactics Cards are single-use cards providing boosts, debuffs, tactical tricks, selective rules bending, and so on. They are designed to add flavor, spice things up a bit, and keep game play from becoming too predictable. A player might think they know what's going to happen next based upon the public state of the battlefield, but then a clutch play of just the right Tactics Card by their opponent might swing the battle.

Tactics Cards Decks

Each gang participating in a Gang War should build and maintain a deck with exactly twenty (20) Tactics Cards chosen from among those available to their type of gang. For most starting gangs, their gang's Tactics Card list only has twenty cards and thus this resolves itself at the beginning of a campaign.

For instance, the Escher Tactics Cards list has exactly 20 cards, thus a starting Escher gang simply forms their initial deck from those cards.

Spyrers

If allowed, a Spyrer gang must make some choices from the Spyrers Tactics Cards list to assemble their deck of 20 cards. There are four exclusive Tactics Cards for each type of Spyrer armor, and a Spyrer gang can only include such cards in their Tactics Cards deck if their gang has at least one fighter in that type of armor.

For instance, a Spyrer gang that does not have at least one Jakara fighter cannot take the Energetic Charge Tactics Card in their deck.

Swapping Cards

During campaign play, it is possible that new Tactics Cards might be won as rewards and added to a gang's Tactics Cards deck. If this occurs, during the Update Roster step of the Post-Battle Sequence, the player of that gang must remove cards from their gang's Tactics Cards deck to get back down to exactly twenty (20) cards. Typically, a player would keep the 20 cards they deem most useful and drop the rest.

Similarly, during the Update Roster step of each Post-Battle Sequence a player can swap out one (1) card from their gang's Tactics Cards deck for a Neutral Tactics Card of the same Tier.

Tactics Card Copies

When a gang first forms their Tactics Cards deck it cannot include duplicates. However, when swapping cards as previously described, a player can swap in additional copies of cards they already have in their deck.

No Pre-Battle Sequence Fiddling

Making changes to a gang's Tactics Cards deck is not allowed in the Pre-Battle Sequence to prevent overt min-maxing for the upcoming battle, and to avoid the undue wasting of time often involved in fiddling about reading and swapping cards. All such changes must take place in the Post-Battle Sequence as previously described.