Gangs of 5 Fingers

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    Image by andre auderzo, copyright privateer press. Used without permission.

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    CONTENTSThe Rules......................................................................................................................... 5

    Recruiting your Gang .................................................................................................. 8Racket Types ............................................................................................................ 9

    Five Fingers Gang .............................................................................................. 10

    Mercenary Charter .............................................................................................. 10Gobber Rigging Gang ........................................................................................ 11Duelist Gang........................................................................................................ 11Thamarite Cult..................................................................................................... 12Pirate Crew.......................................................................................................... 13Shenkriel Gang ................................................................................................... 13Foreign Agents ................................................................................................... 14Cryxian Reavers.................................................................................................. 15

    Gang Model Types..................................................................................................... 16Races....................................................................................................................... 17Steamjacks ............................................................................................................. 18

    The Armory................................................................................................................. 19Melee Weapons ...................................................................................................... 19Armor ...................................................................................................................... 21Magic....................................................................................................................... 21

    Campaign Rules ............................................................................................................ 22Gang Rating ............................................................................................................... 22Lasting Injuries .......................................................................................................... 23Repairing Steamjacks................................................................................................ 24Advancement ............................................................................................................. 25Campaign Skills ......................................................................................................... 26Specialist Skills.......................................................................................................... 27

    Leadership Skill Set ............................................................................................... 27Jack Marshal Skill Set............................................................................................ 28Doctor Skill Set....................................................................................................... 29Mechanic Skill Set .................................................................................................. 30Spellcaster Skill Set ............................................................................................... 31

    General Skills............................................................................................................. 32Shooting skill set.................................................................................................... 32Melee skill set......................................................................................................... 33Ferocity skill set ..................................................................................................... 34Agility / Stealth skill set ......................................................................................... 35

    Magic........................................................................................................................... 36

    Starting a Campaign Game....................................................................................... 38Basic Set-up Rules................................................................................................. 38Scenario 1: Skirmish .......................................................................................... 39Scenario 2: Raid.................................................................................................. 39Scenario 3: Land Grab ....................................................................................... 39Scenario 4: Rescue............................................................................................. 40Scenario 5: Defend ............................................................................................. 40

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    Gangs of Five Fingers

    The RulesThe Gangs of Five Fingers is about a small group of down and out members of the IronKingdoms that have taken their future into their own hands, by joining one of the manygangs in Five Fingers, Ord’s premier town of gambling, freedom and piracy.Gangs of Five Fingers is designed to be played as a campaign-style series of games butcan be played as one-off games, using the same rules either way. The basic rules areprovided here, with the campaign specific rules following later.Because Gangs of Five Fingers mostly uses the rules from the Warmachine MK II Primerulebook, and I don’t want to be hunted down by several years worth of steam powerednecromantic badness for violating copyright law, the main play rules will not be included.I will however explain the changes and additions, with provided page numbers forclarification.

    PAGE 5: This page is always important and relevant to the game, read it and keep it in

    mind.

    PAGE 27: WHAT YOU NEED: There are no stat cards for Gangs of Five Fingers, but youwill need to print off a Gang Charter in order to keep track of your Gang members’progress as well as their victories and their injuries. Probably should also have a pencil,or put it in a page sleeve and use a dry erase marker, whatever works for you (don’tsuggest a stone and chisel though, too hard to correct mistakes).

    PAGE 31-32: MODELS-THE DOGS OF WAR: Ignore the whole thing about Warcasters,for the purpose of this game, they do not exist.

    WARJACKS: Warjacks don’t exist here either. Steamjacks however do.

    Steamjacks are the less-battle oriented little brothers of Warjacks. Don’t be fooledthough, it’s hard to fight a 6-ton metal monster, whether it lifts crates or carries a sword.Steamjacks are not controlled telepathically, they are controlled by mundane mortals bySCREAMING, SHOUTING and GESTURES (depending on your Gang, occasionally rudeones). They may not have the flash of a Warjack, but they will still treat the other Ganglike a small yapping dog (and punt them down the street).

    UNITS: Go ahead and ignore units and all of their rules too. In Gangs of FiveFingers, all models can act independently, they are not part of units. Basically, treat themall as Solos. There are no Troopers, Grunts, Unit Commanders, Leaders or Officers andthere are no Attachments.

    PAGE 33-36: ADVANTAGES: Advantages in Gangs of Five Fingers are called Skills. Forthe most part, they are the same as they are in WARMACHINE, but there are some thatare a little different due to the scale of the game. Check the Skills section of these rulesto see any changes (the Skills section is in the Post Game section), which take precedentover the original rules. This holds true for everything up until the section titled SpecialRules.

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    PAGE 36: FEATS: Warcasters don’t exist in this game, so neither do their Feats.

    PAGE 38-41: PREPARING FOR WAR: Ignore this whole section, read the GangCreation section for how to build up your list for the game.

    PAGE 42: MAINTENANCE PHASE: Once again, ignore all mentions of the word FOCUS,the same goes for the CONTROL PHASE. In place of the #1 under MAINTENANCEPHASE, have the following:Roll 1d6 for each model that is on its back, and compare to the RECOVERY CHART:

    1-2 Recover: Forfeit move or action and stand up 3-4 Nothing: Model remains on its back, roll again next turn.5-6 Remove from play: the model no longer takes part in the game must roll on the

    damage Chart (See post game section).If a model has stood up from losing its last wound, all of its stats (other than ARM) are at -2 until itis healed or the game ends. If they model is up, it does not have to roll on the Damage Chart. Ifthe model is still on its back, then it rolls on the Damage Chart. Other than that, all the rules for the Turn Sequence are the same. How a model ends

    up on its back will be talked about with the DAMAGE Section (or PAGE 66 in the MKIIrulebook)

    PAGE 66: DAMAGE: When a model is BOXED in Gangs of Five Fingers, it is notimmediately destroyed, it becomes DISABLED. Place the model on its back (or use atoken if you don’t want to lay your models on their backs). During the MAINTENANCEPHASE, roll on the RECOVERY CHART. If the model is BOXED while it is DISABLED, then the BOXED model is immediatelyremoved from play. This only applies if it is DISABLED, not knocked down as an effectfrom an attack or from other effects.

    PAGE 67: WARCASTER DESTRUCTION: If I need to tell you this now, then you willnever learn…PAGE 68: REACTIVATING WARJACKS: No models will ever have the BattlegroupCommander special ability and there are only Jack Marshals, so there will never be aneed to reactivate a Steamjack. Normal games will not have the need to reactivateSteamjacks. In the Jackwerks Scenario, the rules will be provided.

    PAGE 70: ANATOMY OF A UNIT: Ignore all of these rules, there are no units in Gangs ofFive Fingers.

    PAGE 73: WARJACKS: All of the “FOCUS:” should be removed. They can however, be

    used by using the JACK MARSHAL Advantage/Skill.

    PAGE 74-79: WARCASTERS AND FOCUS: …Neither of these exist in this game…

    PAGE 80: The rules for JACK MARSHALS in units are not used for this game. There areno units, and the JACK MARSHALS Advantage does not get passed on.

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    PAGE 81-83: Everything but MAGIC ABILITY rules are not used in this game in any form,some for varying reasons already mentioned.

    PAGE 85: add this rule to Command Checks; ROUTE TEST: whenever a gang has 30%or more of its gang (in approximate points) has been removed from the game or is down(on its back, not from a Knockdown effect), then a CMD check must be taken with themodel with the highest CMD. If the test is failed, all friendly models must flee to theirstarting board edge and the game is over. If they pass, then they may continue to fight.If they pass, they must take another CMD test at the beginning of each turn that theyhave lost another model, or they may voluntarily choose to fail their test and end thegame.

    PAGE: 86-89: Use these rules for terrain other than setup. Each individual scenario willhave its own type of requested terrain, but in the case of one-off games, you can usewhatever you feel like.

    NOTE: Just a general note of advice. I would suggest reading though most of the Iron

    Kingdoms book Five Fingers: Port of Deceit. It will give you a lot of backgroundinformation on the city of Five Fingers, as well as plenty of ideas on building up your owngang.Now that we have butchered the Warmachine rules that we all know and love, we will getinto the rules that are specific to the Gangs of Five Fingers…

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    Recruiting your Gang

    This section of the rules shows you how to build your Gang.You have 1000 Coins to spend on recruiting and equipping all the thugs and low-life criminals thatyou want. As you purchase models and equipment, make sure to keep track of how much youhave left to spend.

    In the case of one-off games, you can decide to use more Coins for your Gang or even if youwant to have a larger, more violent campaign you can do that too.When playing a campaign, you can keep any unspent Coins to be used at a later date, such assaving up to get your steamjack a better cortex.

     All Gangs have somewhat different rules when it comes to what options they can take, but thereare some things that are universal, no matter what the Gang is. The first thing to consider whencreating a Gang is what type of Gang you want to run. There are Gangs that specialize in Knives,or those that specialize in muscle. Some Gangs are differentiated by what race is allowed intotheir group, like Gobber Rigging Gangs. The easiest way to build your gang is to pick one of thefollowing before moving on to the next section of the rules.Each Gang will be displayed in the following format:

    [Gang Name]Location: This is the Island that the Gang is located on (which is important in Mapped

    Campaign play).Rackets: This will tell you what type of illicit activity your Gang specializes in (this is also

    important in Campaign play) Whenever your Gang partakes in this activity, theygain bonus income (see the Income section of course). If you are not playing aCampaign, then this is just some side information.

    Restrictions: This will tell you what models, weapons and equipment your Gang cannot take.Special Rules: This will tell you if there are any special benefits your Gang receives. It

    may also contain disadvantages…

    Options: This will tell you what options your Gang has access to during its creation. Youcan take any and all of them, but you can only take each one once.

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    Racket Types 

    •  Assassination:Choose 1 Opposing model at the start of the game. If the model isremoved from the game or is down, then in the Income step of the Post Game, gainXPxd6 Coins.

    •  Conning: When selling an item, make a CMD check. If the CMD checked is passed, gainan additional D6 Coins per point the check is passed by.

    •  Extortion: During the Income step, gain an additional D6 Coins for each Territory owned.•  Fencing: When selling items, gain an additional 2 Coins per Item sold

    •  Muscle: Each model that takes the Work option for Income gains an additional d6 Coins.

    •  Protection: Each surviving model gains an additional 2 Coins on Raid, Dock, Warehouseand Defend Scenarios.

    •  Smuggling: When making a CMD check for Black Market items, add 1 to the model’sCMD.

    •  Piracy: For each model sent, roll a d6 and compare it to the following:1: Dead or Captured: Remove the model from the Roster2: Out to Sea: Miss the next game, roll again3: Gain 2d6 Coins4: Gain 3d6 Coins

    5: Gain 4d6 Coins6: Roll another d6:-1-4: Gain 5d6 Coins -5-6: Gain an Artifact. If the Gang already has an Artifact, gain 5d6 coins. 

    •  Theft: For each model sent, roll a d6 and compare it to the following:1: Killed or Captured2: Gain 1d6 Coins3: Gain 2d6 Coins4: Gain 3d6 Coins5: Choose 1 Item from the Market List6: Choose 1 Item from the Black Market Lis

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    Five Fingers Gang

    Location: Any IslandRackets: Any Rackets (choose 1 for a permanent Racket)

    Restrictions: None.Options: MUST take a model with the Leader upgrade.May recruit Jack Marshals, Mechanics, Doctors or Spell-casters.

    Special Rules: None. 

    Mercenary Charter

    Location: Any IslandRackets: ProtectionRestrictions: NoneOptions: MUST take a model with the Leader upgrade.May recruit Jack Marshals, Mechanics, Doctors or Spell-casters. 

    Special Rules:Law Abiding: Cannot be the Attacker on Raid Scenarios, unless the opposing Gang is Cryxian,Thamarite or another Unlawful Gang.Watch: models in this Gang can choose to partake in the Watch during the Income step. Modelstaking part in the Watch gain 10 Coins each.Jack Works: Any time a Steamjack is repaired, it does not have to pay the extra d6 Coins. 

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    Gobber Rigging Gang

    Location: Captain IslandRackets: SmugglingRestrictions: May only include Gobbers and Steamjacks.Options: MUST take a model with the Leader upgrade.May recruit Jack Marshals, Mechanics and up to half (rounded down) can be Rig Runners.

    Special Rules:Rig Runner :(Upgrade +0 coins). Gobbers can be upgraded to Rig Runners, they gain the Ambush skill. Rig Runners cannot take Military Rifles, Crossbows, Blunderbuss, Shotguns, LongGuns, Carbines, Slug Guns or Grenades.Special Delivery: A Rig Runner can make Deliveries during the Income step. A Rig Runner thatmakes deliveries gains 1/2SPDxd6 Coins.

    Duelist Gang 

    Location: Bull’s IslandRackets: ExtortionRestrictions:

    Cannot recruit OgrunCannot recruit more than 2 Trollkin GangersCannot take Spears, Whips or HalberdsCan only take the following Ranged Weapons: Shoddy Pistols, Pistols, Heavy Pistols,Dueling Pistols, Hand Cannons and Throwing Knives.

    Options: MUST take a model with the Leader upgrade.May recruit Jack Marshals, Doctors and Spell Casters. 

    Special Rules:Knife Fighters: Models in this Gang gain boosted Attack rolls when using Hand Weapons andThrowing Knives.

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    Thamarite Cult

    Location: Dicer/Bolis IslandRacket: AssassinationRestrictions: Can only recruit Human and Risen GangersOptions: MUST take a model with the Leader upgrade AND the Spell Caster Upgrade.May recruit Jack Marshals and Spell Casters. 

    Special Rules: Mother of Sorcery: In addition to the Leader Upgrade, the Leader must also takethe Spell Caster Upgrade. This does not count towards the maximum number of upgrades theGang can take. (ie, this Gang may upgrade 4 models at Gang Creation, one of which must beSpell Caster for the Leader)Sacrifice: The model that kills an Assassination target gains +1 XP (in addition to the XP gainedfor killing a model). If a model is Captured on the Lasting Injury Chart, it may be killed to give theLeader +1 XP.Scion: Each Thamarite Cult must pick one of the following Scions, gaining the listed benefit.

    Aiden: gain +3d6 Coins during the Income stepBolis: during each game, this Gang may make 3 re-rollsDelesle: When a non-Leader, non-Risen Ganger dies, add 1 Risen to the Gang.Khorva: Models gain +2 to Back Strikes (total +4)

    Nivara: Spell Casters start with 2 Spells instead of 1 Spell.

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    Pirate Crew

    Location: Wake IslandRackets: Piracy.Restrictions: None.Options: MUST take a model with the Leader upgrade.May recruit Jack Marshals, Mechanics and Doctors.

    Special Rules: Gang: All models have Gang: this model gains +2 to MAT when in Melee Rangeof an enemy model that is in Melee Range of another friendly model with Gang.

    Press Gang: If a model is Captured on the Lasting Injury Chart, it must make a CMD check. If itfails, it is added to the Gang. If the model passes its CMD check, then it may be treated asnormal.Scurvy: Pirates cost 1 additional Coin each in the Income Phase for UpkeepProfessional: If you roll a lost result on the Pirate Chart, you may re-roll on the chart. Anadditional roll of Lost stands.

    Shenkriel Gang

    Location: Hospice IslandRackets: MuscleRestrictions: May only recruit Trollkin ModelsOptions: MUST take a model with the Leader upgrade.May recruit spell Casters and Doctors.

    Special Rules:

    Fell Caller : the Leader of the Shenkriel Gang gains Fell Caller. As a Special Action, the Leadermay make one of the following Calls:

    War Cry: friendly Trollkin within 6 inches gain +2 to MAT and RAT rolls.Shatter : SP 8, POW 10Reveille: friendly Trollkin within 6 inches that are Knocked Down immediately stand up

    and act as normal if they had not already activated. This does not affect models that are downbecause they are out of wounds.

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    Foreign Agents

    Location: Any IslandRacket: EspionageRestrictions: Gangs are restricted to models based on their Patron Nation*. 

    Options: MUST take a model with the Leader upgrade.May recruit Jack Marshals, Spell Casters and Doctors.

    Special Rules:Espionage: target an enemy model at the beginning of the game after deployment but before thefirst turn. For each turn a model remains within 6 inches of the model, gain 1d6 Coins.When this Gang Defends Docks, Raids or Protect, this gang gains +1d6 for each surviving model.Hide in Plain Sight: ½ of the models in the Gang can Advance Deploy

    *Patron Nation: At Gang creation, choose one of the following:Khador : May upgrade a model to a Spell Casterwithout paying the 10 Coins, but the model stillgains the XP. Can take Human and Gobbers 

    Cygnar : Watchman Brigands cost 10 less Coins. Can take Human, Gobbers and Rhullic models. Ord: Gang starts with a Five Fingers Map. Can take Human, Gobber Trollkin, and Rhullicmodels. Llael: the Leader gains boosted Melee Attack Rolls. Can only take Human models. Cryx: The Gang also has the Piracy, Extortion, or Smuggling racket at Gang Creation. Can takeSatyxis, Human, Trollkin and Ogrun modesl. Rhul: When repairing a Steamjack in the Post Game sequence, the extra d6 does not need to bepaid. Rhulic Gangs may recruit Ogrun models, but there can never be more Ogrun than Rhullicmodels. 

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    Gang Model Types

    Now that you have chosen what type of Gang you want to lead, you need to understand thebasics of the gang structure.There are 4 main different types of models that make up the Gang. Some of them cost a bit morethan a standard model and any increased cost will be noted by the model. The model types are

    Leaders, Gangers, Specialists and Steam Jacks. The different types will be presented with adescription, cost (if any) and their benefits. When you are recruiting your Gang, you must have atleast 5 non-Steam Jack models in your gang. 

    Leader (+20 Coins, 15XP): The leader is the head honcho of the Gang. He is the mostimportant model in your Gang. This model has the Leader Skill, +1 CMD, +1 MAT or RAT and +5Health. The Leader plays an important role in the Post Game phase of the game, which will bedescribed in that section. The Leader has access to the Leadership Skill set and any 3 Skill sets. 

     A Leader may take any Specialists upgrades, but it counts towards the maximum 3. Add the XPto the Leader’s starting XP 

    Gangers (+0 Coins): A ganger is a basic run of the mill gang member. Gangers have access to

    any 3 Skill sets. 

    Specialists (by specialty): Specialists have rare skills that set them apart from the rest of theirGang brothers. Each Gang can take up to 3 specialists, which are determined by their Gang List.

    •  Jack Marshal (+10 Coins, 4XP): A Ganger with the Jack Marshal specialty is the minderof the Gang’s Steamjack. The Jack Marshal starts with the Jack Marshal Skill. The JackMarshal has access to the Jack Marshal Skill set and any other 2 general Skill sets.

    •  Mechanic (+10 Coins, 4XP): A Ganger with the Mechanic specialty is tasked withkeeping the Gang’s mechanika in working order. They are desirable in gangs that makeuse of Steamjacks, but not all such Gangs have the head for learning such things. TheMechanic has the Repair [6] Skill and starts with4 XP. The Mechanic has access to the

    Mechanic Skill set and any other 2 general Skill sets.

    •  Doctor (+10 Coins, 4XP):  While not a Doctor as such, this Ganger has the basicknowledge to patch his brethren back together. The Doctor has the Heal Skill. TheDoctor has access to the doctor skill set and any other 2 general Skill sets.Heal [6] Target friendly model in B2B contact with this model regains d6 health. If themodel is DISABLED, the model is no longer DISABLED and does not suffer the -2 Statpenalty for recovering. A model that recovers from being DISABLED will still be KnockedDown. 

    •  Spell Caster (+10 Coins, 4XP):  Spell Casters are usually pretty rare among Gangs, butthose Gangs that can attract a Spell Caster will do whatever they can to hold on to this

    asset. The Spell Caster has the Magic Ability [6] with access to a single spell and startswith 4 XP.The Spell Caster has access to the Spell Caster Skill Set and any other 1 general Skill set. 

    Steamjacks Steamjacks are models like the rest of the gang, but they are not affected by Gangspecial rules unless the rule specifically states that it affects Steamjacks.

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    Steamjacks have the Special Rules as mentioned in the MKII Prime Rulebook. Steam Jackshave special rules regarding repair that can be found in the Campaign section of the rules.Note: The Jack Marshal ‘free focus’ can be used to Shake Effects. 

    Races

    The other important part of a model, whether a Leader, Grunt or Specialist is their race. Thereare several races living (and unliving) in Five Fingers that can join Gangs.The races a Gang can take are listed in their Gang roster.

    Race  Points  SPD  MAT  RAT  STR  DEF   ARM  CMD  HP 

    Human  65  6  4  3  5  12  12  7  5 

    Humans are the generic baseline race, they have no special rules or abilities.

    Race  Points  SPD  MAT  RAT  STR  DEF   ARM  CMD  HP 

    Rhulic  65  5  4  3  5  11  12  8  5 

    Rhulic models can purchase non-shield, non-buckler armor for 5 Coins less.Rhulic models do not suffer the -1 SPD penalty from using Heavy Armor.

    Race  Points  SPD  MAT  RAT  STR  DEF   ARM  CMD  HP 

    Gobber   40  6  2  2  2  14  12  7  5 

    Gobbers are a cowardly race and will usually leave the leading to a braver individual. Unless theGang contains only Gobbers and Steamjacks, a Gobber will not lead a Gang.

    Race  Points  SPD  MAT  RAT  STR  DEF   ARM  CMD  HP 

    Trollkin  75  6  5  3  8  12  12  7  5 

    Trollkin are a strong and resilient race. Trollkin have the Tough Skill. Trollkin also have the BigHands rule: when a model with Big Hands purchases a Ranged Weapon other than Crossbows,Throwing Knives, and Grenades, they cost +5 Coins. When a Trollkin rolls on the Lasting InjuryTable, it may reroll a DEAD result once during each Post Game sequence.

    Race  Points  SPD  MAT  RAT  STR  DEF   ARM  CMD  HP 

    Ogrun  90  5  5  3  9  12  12  7  10 

    Ogrun can never have the Jack Marshal Skill or the Mechanic Skill. Ogrun do not suffer the -1SPD from Heavy Armor.Ogrun have the Big Hands rule: when a model with Big Hands purchases a Ranged Weaponother than Crossbows, Throwing Knives and Grenades they cost +5 Coins. 

    Race  Points  SPD  MAT  RAT  STR  DEF   ARM  CMD  HP 

    Satyxis  70  7  5  3  5  13  12  7  5 

    Satyxis are Cryxian raiders that occasionally find berth in Five Fingers, and while not a

    comfortable sight, they have been known to stalk Five Fingers.

    Race  Points  SPD  MAT  RAT  STR  DEF   ARM  CMD  HP 

    Thrall  50  6  4  3  6  13  10  5  5 

    Thralls are basic Cryxian undead, they are not really made for fighting, but they have their uses.They are basic, cheap labor and are treated as such.Thralls are Undead, they are fearless, but because of this, they will never gain experience.NOTE: When Risen are specified, they use the exact same rules and stats as thralls. 

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    Steamjacks

    Steamjacks are some of the heavy ‘muscle’ of the Gangs. Most of the Steamjacks are oldermodels used to load and move cargo, but in a pinch they are assets in a gang brawl. They arebig, expensive and slow, but they are worth their weight in gold to a gang leader strapped formuscle.

    There are two different classes of Steamjacks. The first and most common are light Steamjacks.They are faster and more nimble than their larger counterparts, but they are more fragile. Theyare usually used for light hauling and construction work. The second are heavy Steamjacks,much larger, more durable and stronger, they are slower.

    Nothing beats sending a heavy Steamjack barreling through an enemy gang. Steamjacks are slightly different from other Gangers. Their damage does not automatically healafter a game has taken place, but their damage has to be repaired at a cost (see the LastingInjury section).

    Light Steamjack: 175 points 

    SPD  STR  MAT  RAT  DEF   ARM 

    6  8  4  4  12  16 

    Damage: 16

    X  X  X  X  X  X 

    X  X 

    L  L  M  C  R  R 

    Weapons: x2 Open Fists, x1 Right, x1 LeftCortex: Cupernum-grade 

    Heavy Steamjack: 225 points 

    SPD  STR  MAT  RAT  DEF   ARM 5  10  4  4  10  18 

    Damage: 20 

    X  X 

    L  L  M  C  R  R 

    Weapons: x2 Open Fists, x1 Right, x1 LeftCortex: Cupernum-grade 

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    Ranged Weapons 

    Black Powder weapons: Black powder weapons have the following rules.

    Reload: For every turn a Black Powder Weapon fires, it must spend 1 turn beingreloaded.

    If a model has 2 Black Powder Weapons, it can fire both of them one turn and reload boththe next, or it can fire one each turn, reloading it the next.If the weapon has a ROF of more than 1, the ROF is the number of times that it can befired before needing to be reloaded.Unstable: Whenever a to-hit roll for a Black Powder Weapon rolls double ones, roll a d6on the misfire chart here:

    1-2: Nothing: The weapon must be reloaded to be fired3-4: Jam: Weapon cannot be fired for the rest of the Game5: Break: the weapon must be repaired for 2d6 Coins6: Explode: the wielding model suffers a POW 10 damage roll and the weapon isremoved from the model’s equipment

    Weapons marked with (*) can be purchased for Steam Jacks. They can be bought individually or

    bought in pairs of 2. When being purchased for a Steam Jack, the steamjack will lose one of theirOpen hands to wield the weapon.

    Weapon  Rng  ROF  AOE  POW  Special  Cost 

    Blunderbuss* 8 1 - 12 Black Powder,Grape Shot  20

    Cannon* 10 1 3 14 Black Powder, Warjack Only  30

    Carbine 10 2 - 10 Black Powder 15

    Crossbow 10 1 - 8 Silent 10

    Dueling Pistol 10 1 - 12 Black Powder 15

    Grenade 6 1 3 12 Cumbersome 20

    Hand Cannon* 12 1 - 12 Black Powder 20

    Heavy Pistol* 8 1 - 12 Black Powder 15Long Rifle* 14 1 - 10 Black Powder 20

    Military Rifle 10 1 - 11 Black Powder 15

    Pistol 8 1 - 10 Black Powder 10

    Quad Iron* 10 1 - 10 Black Powder, Multi-Fire Special Attack 25

    Shoddy Pistol 8 1 - 10 Unstable roll on any Doubles to Hit 5

    Shotgun SP8 1 - 12 Black Powder 15

    Slug Gun* 4 1 - 14 Black Powder 20

    Throwing Knife 6 1 - 2 Add model’s STR to POW 5

    Cumbersome:  This weapon may not be used the same turn that another ranged weapon was used. Grape Shot:  This may fire with the given profile or as a SP 6 Attack. 

    Multi-fireSpecialAttack:

    If this weapon hits target model, it may make another ranged attack with this weapon againstthe target model or another model in 2 inches. It may make up to 4 total attacks this way. Ifone of the attacks misses, then the shooting stops. 

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    Armor

    Type Coins Rules

    Buckler 10 +1 ARM, does not require a hand to use.Light Armor   20 +2 ARM

    Medium Armor   45 +4 ARM,Heavy Armor 70 +6 ARM, -1 SPD 

    Mechanika Any weapon may have a single Mechanikal upgrade.

    Ranged weapon upgradesDual Barrel (Cost of this upgrade is the same as the original cost of the weapon). Black Powder weapons only (cannot be used on the “Cannon” or Multi-fire weapons).

    The weapon now has a RoF of 2

     Any of these upgrades can be applied to a ranged or melee weapon (other than Horns, Shields,Throwing Knives and Magelock Pistols). Critical Effect (30 Coins) Effected weapon permanently gains one of the following: Knockdown, Slam, Beatback orDetonatorCritical Damage Effect (35 Coins)Effected weapon permanently gains one of the following: Brutal Damage or Armor Piercing Critical Continuous Effects (40 Coins) Effected weapon permanently gains one of the following: Critical Stall, Critical Corrosion, CriticalFire or Critical Freeze.

    Weapon Effect (40 Coins) Effected weapon permanently gains one of the following: Trash, Slam or Knockdown.Greater Weapon Effect (50 Coins) Effected weapon permanently gains one of the following: Beatback, Detonator, Stall or Freeze.Greater Weapon Damage Effect (60 Coins)Effected weapon permanently gains one of the following: Brutal Damage, Poison, Armor Piercing,Corrosion, or Fire 

    Magic

    Please see the magic section in the Campaign rules.

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    Campaign Rules

    To start a campaign, you need to have at least 2 players, preferably more and an even number tokeep everyone playing. Each person should have their Gang, roster, models and everything elsethey need to play. In theory, people can run more than one gang to increase variety of games,

    but this could get confusing in the record keeping department. After the players have their Gangs and are ready to play, the Win Conditions need to bedetermined. These are what determine if the game is finished or not. If you are playing anarrated style campaign, then the Win Conditions will probably be determined by the campaignorganizer. The Win Conditions can be either player-wide conditions or individual conditions.Some of the Win Conditions ideas are the following:

    The first Gang with a Leader to reach 100 XP or higher, wins the CampaignThe last Gang to have its original Leader still alive, wins the CampaignFace a “Low-Captain’s Gang” controlled by a Game Master

    Pretty much anything you can come up with can be used as a Campaign Win Condition, justmake it obtainable.

    Gang Rating

    The Gang Rating is determined as follows: Add 1 for each Gobber and Thrall Add 2 for each Human, Rhulic and Satyxis Add 3 for each Trollkin Add 4 for each Ogrun and Light Steamjack Add 8 for each Heavy Steamjack Add 1 for each Spell the Gang has access to Add 1 for each Drive the Gang has access to Add the combined number of Levels the Gang has Added all together, this is the Gang’s rating.

    For the Gang with the lowest Gang rating, there two options.•  For each difference in Gang rating, if the Gang with the lower rating wins, then the Gang

    gains extra XP equal to the difference in Gang ratings, that is divided evenly (everyonegets 1 before anyone gets 2 and then so on) among the surviving Gang members.

    •  If the Gang Rating difference is too great, the player with the lowest Gang rating gets 10Coins per difference to use towards hiring a Brigand for the duration of the Scenario. Atthe end of the game, the Brigand will leave and cannot be retained by paying theirupkeep.

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    Lasting Injuries

     A model that is taking out of the game, must roll on the Lasting Injury Chart. It covers everythingfrom lost limbs, to being captured, to death.If a model is DISABLED at the end of the game, make a CMD check.If the CMD check is passed,the model recovers as normal. If the CMD check is failed, then the model must roll on the Lasting

    Injury Table.If the model is simply Knocked Down, then no roll is required. All models that do not roll on thechart are automatically healed to full health before the next game.

    Thralls do not roll on the Lasting Injury Chart. Instead, roll on the following chart:1-2 Thrall is destroyed, remove it from the roster.3-5 Thrall is in need of repair, costs 2d6 Coins to repair.6 Thrall is fine.

    Roll 2d6 and compare it to the following:2 DEAD!3 Leg Wound: Roll 1d6; 1-3 miss next game, 4-6 model looses ½ its SPD. If a

    model rolls this twice, then it has to be removed from the roster4 Arm Wound: Roll 1d6; 1-3 miss next game, 4-6 model looses 1 arm. If a modelrolls this twice, then it has to be removed from the roster

    5 Massive Injury: Roll 1d6; 1-3 miss next game, 4-6 model must miss next 2 games6 Head Wound: Roll 1d6; 1-4 miss next game, 5-6 model loses -1 MAT, RAT and

    DEF7 Recovers8 Recovers, must miss next game9 Recovers, model gains +1 XP10 Traumatic Injury: Roll 1d6 before each game and compare to the following;

    1-2 model must miss this game, 3-4 model suffers from Berserk this game,5-6 model may act as normal

    11 Captured: captured model can be ransomed back to the Gang or sold tothe Watch for 5d6 Coins

    12 DEAD! (again)

    If a model is killed, the owning controller may try to recover some of the lost model’s equipment.For each item that the model carried, roll a d6:

    1-4 Item is unrecoverable5-6 Item is salvaged

    If the item attempting to be recovered is an item of armor (Light, Medium or Heavy Armor), aShield (shield or buckler) or a Mechanikal Limb, it is only recovered on a roll of 6.

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    Repairing Steamjacks

    Steamjacks do not roll on the Lasting Injury Chart. Between each Campaign game, theSteamjack must be repaired. If you have a Mechanic in the Gang, you may use the repair skillonce. The rest of the Damage bust be repaired by a reputable mechanic. Roll 1d6 when you aregoing to repair a Steamjack, this cost is paid in addition to the actual damage repaired. You do

    not have to have all of it repaired, but you must have at least one functioning box for theSteamjack’s Systems.Each Hull damage box costs 5 Coins to repairEach System damage box costs 10 Coins to repair

     Any System with an upgrade costs an additional 5 Coins per damage box to repair (suchas Enhanced Pneumatic Arms which will cost 15 Coins per box)

    RULES UNDER REVIEW

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    - A model can choose from any skill sets that it wants up to the maximum allowable skill sets.

    - Leaders may have choose from 4 skill sets, spell casters can choose from 2 skill sets and themagic list, all other gang members choose from 3 skill sets.

    - Specialists (leaders, spellcasters, doctors, mechanics, jack marshals) MUST take one of theirskill sets as the relevant specialist skill sets (e.g. one of the 4 leader’s skill sets must be theleadership skill sets). 

    -Skill marked with “*” can only be taken by on one gang member in a gang at any time (i.e. youcannot have 2 gang members with that skill but if a gang member with that skill dies then you cantake it again).

    -Level 2 skills can only be taken if both of the level 1 skills in the same named sub-skill set havealso been taken. (e.g. the “inspiring presence” level 2 leadership skill may only be taken if both ofthe level one skills in the “Natural born leader” sub skill set have already been taken on thatmodel.

    Campaign Skills 

     A Gang member may learn a single Campaign Skill during the course of a Campaign.Campaign Skills do not count against Skill Set limits.

    Barter : When purchasing a Rare item, the item cost is reduced by 1 Coin multiplied by thedifference of the CMD roll. (CMD 8, Rarity 2; a 5 is rolled, meaning 1 coin is saved)

    Hard Worker: When this Ganger Labors during the Income Phase, this Ganger gains +1 Coin

    Slave Driver: When your Gang generates Coins from a Territory, you may choose to take a CMD

    check to gain more income. You gain an additional D6 Coins per point passed by. If the CMDcheck is failed, then the territory is removed from the roster.

    Fast Talker: Whenever your Gang has the option to gain a new member through a Territory orScenario, you may reroll the dice roll to determine if you receive a new member or not. If you arepurchasing a new Ganger, you may take a CMD check. If you pass, the Ganger costs 5 Coinsless.

    Politically Savvy*: If the Campaign is using the Heat Rules, during the Heat Reduction phase,this Gang reduces its Heat by 1 additional point.

    Con Job*: If the Campaign is using the Heat Rules, during the Heat Reduction phase, this Gang

    can transfer 1 Heat from itself to another Gang. This Gang must still pay the Cost of losing theHeat.

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    opponent has deployed and before the game begins. In addition one living model within 8” of thismodel may use this model’s “alert” skill each turn (in addition to this model). 

    Jack Marshal Skill Set

    Jack Marshal: this model may control Steam Jacks. A Steam Jack controlled by a Jack Marshalmay run, charge, boost attack roll or boost damage roll once per activation, as long as the SteamJack is in the Jack Marsha’s CMD range.

    Drives Drive: Haste*: Make a CMD check during activation. If the check succeeds, the target SteamJack gains +3 SPD during its movement this turn.Drive: Off Road*: Make a CMD check during activation. If the check succeeds, the target SteamJack gains Pathfinder this round.Drive: Pronto*: Make a CMD check during activation. If the check succeeds, the target SteamJack immediately moves up to its current SPD in inchesDrive: Power Attack*: Make a CMD check during activation. If the check succeeds, the target

    Steam Jack may make Power Attacks without needing to use focus and gains +2 MAT whenmaking Power Attacks.

    Combat MarshalLEVEL1Iron Wall: When this model is in B2B contact with a friendly Steam Jack, this model gains +2

     ARM. Coordinated strike (Steamjack) : This model gains +2 MAT against an enemy model if asteamjack is also engaged with that model.

    LEVEL 2Skill:

    Ranged MarshalLEVEL 1Loader : When in B2B contact with a friendly steamjack and taking no other action that steamjackdoes not need to spend a turn to reload, it may fire every turnSkill:

    LEVEL 2Skill:

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    Doctor Skill Set

    Healer  LEVEL 1 Pain killer: Living friendly models in base to base contact with this model make recovery rollswith a -1 modifier to the D6.

    Doctors Training: 

    LEVEL 2 Surgeon: +/-1 to the injury roll for any ONE gang member in the end phase. 

    Pathologist LEVEL 1 Anatomical precision: if this model fails to beat the Armour of a living enemy model with amelee attack, they suffer one point of damage. Also if this model BOXES a living model their firstrecovery roll is made with a +1 to the D6. Take down: Models BOXED by a melee attack made by this model do not benefit from theTOUGH skill

    LEVEL 2 Dismember: This model may roll an additional dice on its damage rolls against a DISABLEDliving enemy model. 

    Chemist LEVEL 1 This will make you feel better: pick a gang member with a lasting injury and roll a 1d6 1- missesthe game 2-3 no effect 4+ the model acts as if it was not injured this game. Healing potion: pick a model in your gang at the start of the game and once per game thatmodel my use the heal skill with all the bonuses this model has. A model can only carry onepotion no matter the source. 

    LEVEL 2 Mad scientist: You may choose a friendly living model at the start of the game that module gainsa +2 to one of the following; SPD, STR, DEF, CMD, this will last for D3+1 turns, after this effectexpires the model suffers D3 damage immediately. 

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    Mechanic Skill Set

    Fixer  LEVEL 1 Bodge: Repair any 1 Damage point anywhere on a Steam Jacks damage grid. Mechanic Training: 

    LEVEL 2 Combat Mechanic: This model may move, perform any mechanic skills and then move anadditional 3” 

    Junker  LEVEL 1 Scavenge: During the post game, if this Gang wrecked an opposing Steam Jack, then this ganggains +2d6 Coins. Salvage: If a steamjack in your gang is destroyed then you receive the maximum coins from theworkshop for its parts. 

    LEVEL 2 

    Dismantle: This model gains an additional d6 to damage rolls against Steamjacks.

    Combat Engineer  LEVEL 1 Iron Wall: When this model is in B2B contact with a friendly Steam Jack, this model gains +2

     ARM. Coordinated strike (Steamjack) : This model gains +2 MAT against an enemy model if asteamjack is also engaged with that model.

    LEVEL 2 Tune Up: * action. When using this skill on a Steamjack in base contact the jack may roll an

    additional D6 for its attack OR damage rolls. Once the dice have been rolled discard a D6 of yourchoosing. 

    GunsmithLEVEL 1Aimer : When in B2B contact with a friendly living model and taking no other action one modelmay gain +2 RAT when firing a weapon with an AoE value.Tweak: Any black powder weapons used by this model gain +D6” range rolled per shot.

    LEVEL 2Skill:

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    Spellcaster Skill Set 

    Spells [x] (see magic list) 

    Combat Caster  LEVEL 1

    Rage Fueled: If this model kills an enemy model with a melee attack, then it may immediatelycast one spell.Melee magic: This model may cast into a combat it is involved in with a +1 bonus to itsspellcasting ability. 

    LEVEL 2 Furious Casting: This model may cast 2 spells per turn instead of one, this may be the samespell twice. 

    Alchemist LEVEL 1 Create Potions*: Instead of gaining Income during the Income phase of the Post Game, this

    model may spend 10Coins in order to make a Potion and give it to any model. A Potion is a one-time use Spell that is cast by a CMD check; the spell must be one the Alchemist knows.

     A model may only carry one potion. Scribe: A model with this skill can choose one spell at the beginning of the battle to research.Once during this game the spell can be cast with+3 to this models magic ability. 

    LEVEL2 Black powder genius: Black powder weapons in your gang are NOT unstable as long as the

     Alchemist did not have to roll on the lasting injuries table at the end of the last game. 

    Illusionist LEVEL 1 

    Apparition: During your control phase, place this model anywhere completely within 2" of it'scurrent location Concentration: a spellcaster with this skill may gain +1 to their magical ability by remainingstationary for this turn. 

    LEVEL 2 Skill:

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    General Skills

    Shooting skill set

    Sniper  LEVEL 1 Pin Point Accuracy: When damaging a Steam Jack, this model can choose which column to damage.If it hits, it may choose to do 1 damage instead of rolling for damage. Vital Shot: When this model makes a ranged attack that fails to exceed a model’s ARM, it deals 1damage to the model instead. 

    LEVEL 2 Crack Shot: This model ignores the penalty for shooting into melee 

    Duelist LEVEL 1 Gun Fighter : This model has a melee range of 0.5” with pistol weapons and can make ranged attackstargeting models in melee. This can only be used with Pistol weapons Rapid reload: This model may fire any one handed gunpowder firearm as if it did not have the reloadrule. 

    LEVEL 2 Insult to Injury: If this model makes melee attacks and is unengaged at the end of its activation, it maymake a single ranged attack. 

    Blaser  LEVEL 1 Assault: As part of a charge, after moving, the model may make a single ranged attack targeting thecharged model. This model is not considered to be engaged when making the ranged attack, nor is thetarget considered to be in melee with the assaulting model. Bushwhack: This model can make a Ranged attack before moving, but cannot make other actionsafter it has moved. 

    LEVEL 2 Double Tap: If this model has a ranged weapon that has ROF of 2, then it may make 2 ranged attacksin one round. 

    Bomber  LEVEL 1 Predict the winds: When using an AoE weapon, if the attack deviates, this model can re-roll the D6 fordirection. Range finder : When using an AoE weapon, or if this model is in base to base contact with a modelarmed with an AoE weapon that makes a ranged attack and this model does not make a ranged attackitself if the attack deviates, you may re-roll the D6 for distance. 

    LEVEL 2 Pyrotechnics: When using AoE weapons this model may re-roll any blast damage rolls to wound 

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    Ferocity skill set

    Barger  LEVEL 1 Unstoppable Charge: This model may re-roll a failed Charge Attack. Beatback: If this model successfully hits another model, after the attack is resolved the model hit

    can be pushed 1”. This model may follow up 1” after the attack. 

    LEVEL 2 Slam: This model can slam equal or smaller bases as per the power attack slam rules, modelsslammed are moved D3 inches. 

    Tough guy LEVEL 1 Tough: When this model takes enough damage to be DISABLED, roll on the following RecoveryChart instead of the normal one: 1-3: Recover  4: Nothing

    5-6: Injured 

    Tackle: Models engaged with this model that are within 0.5” of this model cannot move awayexcept to change facing. 

    LEVEL2 Center of Gravity: This model cannot be pushed nor will it become knocked down, except whenit is disabled. 

    Beserker  LEVEL 1 Hyper-aggressive: When this model is hit by an enemy ranged attack it can move 1d3 inchesdirectly towards the model that made the attack OR another enemy model if it is closer. 

    Frothing at the mouth: Model’s in this model’s melee range or wishing to assault this modelmust pass a CMD check or loose their initial attacks. LEVEL2 Berserk: Whenever this model kills another model with a melee attack, it must immediately attackanother model in melee range, friend or foe. Models killed by these attacks will generate furtherBerserk attacks. 

    StalwartLEVEL 1 Cool head: This model may roll an additional D6 on command checks and discard the highest Only a flesh wound: You may add or subtract 1 from the dice roll on the injury chart at the end ofthe game when you roll for this character  

    LEVEL2 Unyielding: This model gains +2 armour when engaged in melee with an enemy model.

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    Agility / Stealth skill set 

    Spy LEVEL 1 Camouflage: this model gains an additional +2 DEF when benefiting from concealment or cover.Lurk: Model may forfeit its movement to gain +2 DEF against ranged and magic attacks. This

    model also gains the aiming bonus. 

    LEVEL2 Stealth: Ranged and Magic attacks that originate from further than 5” away automatically miss. 

    Assassin LEVEL 1 Backstab: This model gains +2 to attack rolls when attacking a model in its back arc. Shadow play: When this model hits a model with a melee attack place this model anywhere itcan legally fit and in base to base with the model hit 

    LEVEL2 Kill stroke: this model may charge ignoring other models And obstacles as long as it has LOS 

    Ranger  LEVEL 1 Pathfinder : This model ignores movement penalties from rough terrain and obstacles, but notvertical terrain. Advanced deploy: as per WM rules. 

    LEVEL2 Wall Climber : This model ignores movement penalties from vertical terrain. 

    Acrobat LEVEL 1 

    Evasive: When this model is missed by an enemy ranged attack it may immediately move 2inches, does not stack with Hyper-aggressive. Roll with it: The 1st time this model would be disabled during a game it is knocked down insteadand remains on 1 wound. 

    LEVEL2 Leap: This model may make a 3” leap after completing its movement action, this can take themodel into a combat (does not count as a charge), a leap can be used to cross obstacles or tocross empty space (e.g. broken bridges). Leap cannot be used as part of a run or charge. 

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    Magic

    Models that have the Spell Caster ability have access to 1 spell when they are created or take theSpell Caster Skill. In Campaigns, when a model is entitled to a Skill upgrade, then it may insteadchoose to learn a new spell from the list.

    In the case of buff spells (shown by a *), only one model may be affected per model casting thespell.

    Arcane Bolt: Rng 12 POW 11 magic attack

    Blinding Flash: While in CMD range, all enemy models suffer -2 RAT for 1 round.

    Blur *: This or target model in 6 inches gain +3 DEF against shooting attacks

    Deadeye*: This or target model in 6 inches gains +1 die on its next ranged attack

    Giant Slayer : This or target model in 6 inches gains +2 damage against medium-based models

    and +4 damage against large-based models.

    Temper Metal*: Target steamjack in 6 inches gains +2 ARM and is immune to continuous effects.

    Feint: This or target model in 6 inches may immediately move 3 inches after an enemymodel ends its normal movement engaging this model. This move ignores freestrikes.

    Blood Ritual: Rng 10 POW 10 magic attack. If this attack boxes a model, this spell may be castagain at another target.

    Return Fire: This or target model in 6 inches gains Return Fire. A model with Return Fire is

    missed by an enemy attack, it may immediately make an attack at the attackingmodel.

    Dash: Target steamjack within 6 inches gains +1 Mov and cannot be target by free strikesthis turn.

    Stasis: This or target model gains immunity to knockdown and continuous effects, butsuffers -2 DEF

    Fly’s Kiss: RNG 8 POW 10 AOE 3 magic attack. All models in AOE suffer POW 10 Damageroll.

    Solid Ground: Friendly models in this model’s CMD range cannot be knocked down or slammed.

    Ravager : This or target model in 6” can make an additional attack with each Melee weapon ithas, but suffers -2 DEF.

    Scything Touch*: This or target model in 6 inches gains +2 STR

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    Venom: RNG SP 6 POW 10, models hit suffer Corrosion

    Puppet Strings: This or target model in 8 inches can cause a friendly steamjack to make a singleout of activation attack. If the steamjack has not activated yet, it does not affect itsactivation.

    Storm Rager *: This or target model gains +1 STR, +1 MAT and +1 ARM for one round.

    Arcane Shield*: This or target model in 6 inches gains +3 ARM for one round.

    Redline: Target steamjack in 6 inches gains +2 SPD and +2 STR, and can run, charge,slam or trample for free.

    Arc Lighning: RNG 10 magic attack. Target model suffers POW 10 Electric Magic attack. Attack arcs to d3 additional targets within 4” not hitting any model more than once.Hit models suffer POW 10 Electric Magic Attack.

    Curse: RNG 10 POW 10 magic attack. When a model is hit by this attack, the hit model

    suffers -2 DEF

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    Starting a Campaign Game

    Each player rolls 1d6 and adds their gang’s highest CMD value to the roll. Whoever has thehighest total chooses which scenario will be played, and whether they will be the attacker ordefender. If a scenario has any alternating selection, the player who did not win the roll will getfirst choice, such as setting up terrain for the game.

    If the player with the lower rating wins the roll, roll on the following chart to determine theScenario that will be played:

    1 Scenario 9: Warehouse2 Scenario 8: Enemy Territory3 Scenario 7: Docks4 Scenario 3: Land Grab5 Scenario 2: Raid6 Scenario 1: Skirmish

    If the player with the higher rating wins the roll, roll on the following table to determine theScenario that will be played:

    1 Scenario 6: Ruins

    2 Scenario 8: Enemy Territory3 Scenario 5: Defend4 Scenario 4: Rescue5 Scenario 3: Land Grab6 Scenario 1: Skirmish

    If the players have tied their rolls, then play the Skirmish Scenario.

    Basic Set-up Rules

    The basic game board for a game should be set up on a 4x4 foot table. If there are any Scenario-specific terrain features, make sure to set them up first. Each player takes a turn setting up apiece of terrain. There should always be a way to move around the board, but one or two dead

    ends won’t kill the game. Keep alternating setting up terrain until one player decides that there isenough.Many Scenarios call for the use of Tokens. Any model can forfeit their action to pick up a Tokenand can only carry 1 token at any time. A model that is carrying a Token cannot run. A modelcarrying a Token cannot drop the Token unless they are Knocked Down. When Tokens areplaced on the board, they must be at least 6 inches away from another token and at least 8inches away from any model.

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    Scenario 1: Skirmish

    Target: Make one Gang RouteSet up: Standard deployment. Two deployment zones across the board.Terrain: Mostly buildings for the main terrain. Roads and alley ways, crates and wagons.Bonus Earnings: None 

    Scenario 2: Raid

    Target: Remove as many Loot counters from the defender’s deployment zone as possibleSet up: Defender places d3+1 Loot Tokens on the front edge of their deployment zone. Twodeployment zones across the board. Cannot block off routes from one board end to the other.Terrain: Buildings, roads and alley ways, walls, crates and wagons.Bonus Earnings: Each model that is in possession of a Loot Token at the end of the Scenariogains +1 EXP. For each Loot Counter the Attacker has at the end of the game, roll on thefollowing chart: 

    1 10 Coins2 20 Coins

    3 30 Coins4 Any 1 Mechanika upgrade5 Any 1 White Market item6 Any 1 Black Market Rare(1 or 0) item

    Scenario 3: Land Grab

    Target: Have more models in the building than the other GangSet up: In the center of the table, set up a building in the center of the table that is at least 6x6inches in size. Note: it would be best to have a building with multiple entrances, not just one. Itwould also be a good idea to have a building you can fight inside of.Bonus Earnings: Any model that ends the game in the building gains +1 EXP. The Gang with

    the most models in the building at the end may roll for a new Territory. See the Income area forthe Territory table. 

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    Scenario 4: Rescue

    Target: Get in, rescue the model, get them out alive.Set up: In the Defender’s deployment zone, there needs to be an additional model set up. TheDefender must keep this model from entering base to base contact with an Attacker. Once the

    model is in Base to base contact with an Attacker, the attacking player gains control of the model.Note, the defender cannot kill the captive before the Attacker takes control. If desired, any Gangmay attempt to take this Scenario to rescue a Captured model if they desire. Replace theCaptive’s stats with the model’s stats. The model may not use any special rules, skills or abilities.The model does not possess any of their old equipment. Captive

    MOV  MAT  RAT  STR  DEF   ARM  CMD  HP 

    4  --  --  --  12  12  7  5 

    This model cannot attack. It can only run during its activation if it makes a CMD check. 

    Bonus Earnings: Any model that is within 6” of the Captive at the end of the game gains +1EXP. If the Captive survives the Scenario, the Leader gains +1 EXP and the Gang gains 25

    Coins.

    Scenario 5: Defend

    Target: Keep the opposing player from stealing your holdingsSet up: Set up a 6x6 building in the Defender’s deployment zone before the rest of the terrain.This follows the same Set up rules as Land Grab other than the location of the target building.Bonus Earnings: Any model that is in the building at the end of the game gains +1 EXP. If the

     Attacker has more models in the building than the Defender, each player rolls 1d6 with the Attacker getting a bonus for the difference in models in the building. If the Attacker’s total ishigher, then the Defender looses 1 Territory. If neither player had a Territory, then the attackerrolls on the Territory chart. 

    Scenario 6: Ruin

    Target: Find the artifact before the other Gang and get out with it alive.Set up: The Ruin does not follow the normal set up rules. Set up should be a large central roomof at least 9x9 inches with multiple entrances and connected to a large maze system. Usedungeon tiles or other similar set up. Each player sets up 2 pathways leading to the central room.Randomly determine where each Gang starts. At the center of the set up, place an Artifact token.The Gang that has control of the Artifact Token when the first Gang Routes, or one model getsthe Artifact Token to their deployment zone.Bonus Earnings: Any model that has control of the Artifact at the end of the game gains +1 EXP.If a model that possess the Artifact Token gets it back to their deployment zone, then the Gang

    may roll on the Artifact table at the end of the Black Market Section. 

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    Scenario 7: Docks

    Target: Get the other Gang to Route, but watch out for weak deckingSet up: Place few buildings, a crane or two, crates, barrels, maybe a ship if there is one. Set upterrain as a normal.

    Special Rules: Any model that moves more than a walk or gains any boost to its MOV, it mustpass a CMD check. If the check is failed, remove the model from the game and roll on the injurychart at the end of the game with a +1 to its roll. If a Steam Jack moves more than a walk, roll ad6. On a roll of 1 or 2, the Steam Jack is removed from the game and suffers 2d6 damage.Bonus Earnings: None 

    Scenario 8: Enemy Territory

    Target: Sometime you are in the wrong place, it is time to get before they find you.Set up: Place a 6 inch corridor down the center of the game board. Parallel to the ‘road’ place an8” deployment zone along each back of the board.

     At one end of the road, is the defender’s deployment zone.

    Each model that makes it to the other end counts as a scoring model.Bonus Earnings: Each model that makes it to the end of the corridor gains 1 EXP. If thedefendingGang Routes, then all only the model’s that make it gain EXP.If the Gang routes, then they do not gain EXP. If the Attacking Gang Routes, then the survivingmodels automatically gain the EXP and win the Scenario. 

    Scenario 9: Warehouse

    Target: Trying to rob a warehouse that is already being robbed.Set up: Enclosed space. Shipping Containers, Crates, boxes, barrels. There need to be 2d6+1tokens, one marked differently underneath, so no one can tell which tokens are which. Aftersetting up the terrain. Each player places a Loot token within the center of the game board,alternating until they are all placed on the game. The Gang ends when one of the Gangs Routes.

     Any Loot Tokens that are not picked up are ignored.Bonus Earnings: Each model with a Loot token gains +1 EXP. The Gang that has possession ofthe marked Loot Token gains +1 EXP. The Gang that has the marked Loot Token gains 50coins. For each unmarked Loot Token roll on the following table:

    1 Orgoth Ruins Map2 5 Coins3 10 Coins4 15 Coins5 20 Coins6 25 Coins 

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    Post Game actionsIncome

     After the Scenario has been played out and any Lasting Injuries have been determined, the Gangdetermines how many funds it has accrued. 

     Adding Everything up:First, add up anything that has been gained from playing the scenario, such as Coins picked upfrom playing a Warehouse Scenario.Then, add up Income that the Gang collects during their day to day business. Each Gangmember that has survived can choose to do one of the following options to help generate incomefor the Gang:

    1) Racketeering: Gangers may choose to fulfill one of the Rackets that are not completedduring a game.2) Territories: The Ganger can collect income as designated by any Territory that is held.Note, that a Territory can only be used once per Income step.3) Work: The Ganger finds a miscellaneous job to do. Any model that works gains 2D6??

    Coins, but the Ganger does not count when determining the Gang’s upkeep required.

    Rackets Assassination: Can only be completed in-gameConning: When selling an item, make a CMD check. If the CMD checked is passed, gainan additional D6 Coins per point the check is passed by. Can be taken once per Gangersent for Conning.Extortion: During the Income step, gain an additional D6 Coins for each Holding.

     Automatic for any Territory that is collected on.Fencing: When selling items, gain an additional 2 Coins per Item sold. Does not requiresending any Gangers.Muscle: Counts as taking the Work option for Income, gains d6 Coins instead of .d3

    Protection: Can only be completed in-gameSmuggling: When making a CMD check for Black Market items, add 1 to the model’sCMD. Must choose the number of Gangers to send before rolling number of availableBlack Market items.Piracy: For each model sent, roll a d6 and compare it to the following:

    1: Dead or Captured: Remove the model from the Roster2: Out to Sea: Miss the next game, roll again3: Gain 1d6 Coins4: Gain 2d6 Coins5: Gain 4d6 Coins6: Roll on the Artifact Chart

    Theft: For each model sent, roll a d6 and compare it to the following:1: Killed or Captured2: Gain 1d6 Coins3: Gain 2d6 Coins4: Gain 3d6 Coins5: Choose 1 Item from the Market List6: Choose 1 Item from the Black Market List 

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    Territories Whenever a Gang gains a Territory that is not stolen from another Gang, roll on the followingchart to determine what Territory the Gang has.

    2 Tavern: Gain 3d6 Coins, or this Gang can ignore the first failed Route Test nextgame.

    3 Gambling Hall: Gain 10 Coins or (d6-1)x5 Coins.

    4 High-end Shop: Choose one player, the next time they make purchases from theWhite Market, gain 5 Coins +1 for each item that is purchased. Gain 5 coins if theymake a purchase from the Black Market.

    5 General Store: Choose one player, gain 1 Coin for each surviving Ganger theother Gang has, plus 5 if they have a surviving Steam Jack.

    6 Bridge: Gain 2d6 Coins7 Slums: Gain 5 Coins +1 per each additional Slum. If there are 5 Slums and only

    one is worked, then you get 5 Coins plus 4 for the additional Slums. If all 5 areworked, then you would get 45 Coins.

    8 Merchant Contact: Whenever you sell an item, you gain +1 Coin per item sold.9 Drink Vendor: Each of your living Ganger’s cost 1 less Coin in the Upkeep step.10 Workshop: For 30 Coins you may upgrade a weapon’s ROF by 1.

    11 Pit Arena: Gain 3d6 Coins. Or, if you have captured a model and the owningplayer does not want to ransom them back or try to rescue them, then you may sellthem for (10+EXP)x2 and sacrifice the model.

    12 Housing Area: 9+d6 Coins. If you only roll a 1, make a CMD check (using theGanger’s CMD that is working this Territory). If the CMD check is passed, thenyou may purchase your next new Ganger at half price. If you have multipleHousing Areas, you can only get 1 new Ganger at half price. 

    Work 

    If the Jack Marshal decides to Work for Income, any Steam Jack that has all of its systems stillfunctioning (ignoring the hull), then it may also work. If the Steam Jack works with the JackMarshal, the Jack Marshal does not need to have its upkeep paid and the Steam Jack’s upkeep is

    halved. 

    Upkeep 

     After the amount of Income the Gang has collected has been determined, subtract the followingfor general upkeep for the Gang.Each Human, Gobber, Rhul and Satyxis 4 Coins eachEach Trollkin and Ogrun 6 Coins eachEach Light Steam Jack 15 Coins eachEach Heavy Steam Jack 30 Coins each

     Any model armed with a Black Powder Weapon 1 Coin eachPaying Brigands xx Coins Each

    The cost is determined by what brigand you wish to hire. Once the Gang’s total Income has been determined, they may spend the remaining money in theMarkets.

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    New Recruits 

    New recruits may be bought in the same way a model in the Gang Creation section is bought.Choose a model and a Specialty (if there is an opening), their weapons and armor and pay forthem. You are not required to pay their upkeep until the next game.

     Any new model hired into the Gang must follow any restrictions that your original Gang

    recruitment followed. 

    Brigands

    If you choose to hire any Brigands, then you must purchase them at this stage. You may hirethem by paying their Hire Fee. The Brigands can be found after the Market Sections. 

    Markets 

    Markets are divided into 2 markets, White Markets and Black Markets.

    White Market items are commonly available and can be purchased freely without any looking.

    Black Market items are a bit harder to get a hold of. To determine the availability of Black Marketitems, roll a d6 when buying items to determine how many Rare items are offered. Pick out theRare Items you wish to try to purchase and then make a CMD check. Each Black Market willhave a Rarity number from 0 to 3. This represents a negative modifier to CMD. If you pass theCMD check, then you can purchase the item.Selling items is never as lucrative when they are used.

    If you ever wish to sell any items while at the Markets, they are automatically worth half of theiroriginal cost. Rare Items are always worth their full price if you decide to sell them. On the otherhand, you can always hang on to any older items to hand them off to any new recruits or toreplace lost or damaged weapons as a campaign goes on.

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    The Markets

    White Market Price ListMelee WeaponsHand Weapon, Sword, Bayonet 5 CoinsSteam Fist, Axe, Spear, Halberd, Buckler, Mace, Flail 10 Coins

    Hammer, Shield, Whip/Chain 15 Coins Ranged WeaponsShoddy Pistol, Throwing Knives 5 CoinsPistol, Crossbow 10 CoinsBlunderbuss, Shotgun, Military Rifle, Dueling Pistol, Heavy Pistol, Carbine 15 CoinsHand Cannon, Long Rifle, Slug Gun 20 CoinsArmorLight Armor 20 CoinsGearRope & Hook 10 CoinsTargetter 10 CoinsClimbing Gear 20 Coins

    Smoke Bombs 25 CoinsMedical Kit 30 CoinsGunner’s Kit 10 CoinsMechanic’s Tools 30 CoinsFive Fingers Map 40 Coins

    Black Market Price List RarityRanged WeaponsGrenades 20 Coins 1Quad Iron 25 Coins 1Cannon 30 Coins 3Armor

    Medium Armor 45 Coins 1Heavy Armor 70 Coins 2GearSoul Cage 50 Coins 3MechanikaMechanikal Limbs 35 Coins 2Critical Effect 30 Coins 0Critical Continuous Effect 40 Coins 1Weapon Effect 40 Coins 2Greater Weapon Effect 50 Coins 3Potion 20 Coins 1Hooga Cigars 25 Coins 1

    Exceptional Black Powder 15 Coins 1Orgoth Map 50 Coins 3Blessed Charm 25 Coins 1Fine Uniform 35 Coins 1

     Arcane Scripts 65 Coins 3

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    Miscellanea

    Rope & Hook (10 coins) Rope allows a non steamjack model to re-roll a failed test for climbing or falling.Targetter (10 Coins) 

    This upgrade gives an additional +1 RAT when a non-steamjack model remains stationary for theweapon it is fitted to only.Climbing Gear :

     As long as this model walks, it may climb up vertical surfaces as long as it has enough movementto reach the top of the object being climbed.Smoke Bombs:This model may place a 3” Smoke Template within 1” of this model.Medical Kit:This model gains +1 to Skill [X] when trying to heal a model. If double 6’s are rolled, then thesupplies run out and it can no longer be used.Gunner’s Kit:This model may re-roll a misfire roll when using a Black Powder weapon.

    Mechanic’s Tools:This model gains +1 to Skill [X] when trying to repair a model. If double 6’s are rolled, then thesupplies run out and it can no longer be used.Five Fingers Map:When ever this model rolls to determine what scenario is played, roll 2 dice and choosewhichever one you want. If you roll the same on both die, the map has worn out and is useless.Soul Cage:When a living model is removed from the play within 6” of this model, it gains 1 soul token. Thesoul token may be used to make an additional attack, boost a to-hit or to-damage roll, or cast anadditional spell. If this model is captured, it is worth +20 Coins when turned in and is immediatelyexecuted. It may not be Rescued.Mechanikal Limbs:

    If this model has lost an Arm or a Leg, this will replace it. The model losses the penalty for thelost limb and gain an additional +1. A Mechanikal Leg provides +1 SPD and a Mechanikal Armprovides +1 STR.Mechanika Upgrades:These are the exact same as the options that are provided in the Armory.Potion: Choose any one spell. This model may take the Potion as its action, immediately castingthe spell. The spell cannot be a spell that causes damage to an opposing or friendly model.Hooga Cigars:There are 2d6 Cigars. Each Cigar may be given to a Ganger instead of paying that model’supkeep during the Income step. Brigands WILL NOT accept payment in Cigars (unless specified)Exceptional Black Powder :Choose one of this model’s Black Powder weapons. The weapon no longer has to roll for

    Misfires.Orgoth Map: roll a d6 and compare it to the following:

    1 The map is fake, completely worthless2 The Gang can automatically play the Ruin Scenario next game3 The Gang gains 1 Slum Territory4 The Gang may advance deploy during Ruin Scenario games5 The Gang immediately gains 1 Black Market Item6 The Gang immediately gains 1 Artifact

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    With the exception of #4, after the map is used, it can no longer be used.Blessed Charm: After this model is boxed, destroy the Blessed Charm. The model carrying theBlessed Charm heals d6 health.Fine Uniform:If worn by the Leader, the Leader gains +1 CMD when other models need to use this model’sCMD to make a CMD check.

    Arcane Scripts: A model that takes the Arcane Scripts can take the Spell Caster Ability if the Gang has not usedall 3 of its Specialists. If the Gang already has a Spell Caster, it can be used to permanently givethe Spell Caster +1 to Spell Abilities [X] or to learn 1 additional spell.

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    Jackwerks 

    The following upgrades may be purchased for Steamjacks.No upgrade may be taken more than once other than Armour Plates, armour Plates may only betaken twice.Should a steamjack with an upgraded cortex want to upgrade the cortex again it will loose all the

    benifits of the first upgrade. 

    Type Coins Rarity Rules

    Ferrum Cortex 30 0 The Steamjack may increase MAT, RAT or DEF by 1, or it maylearn a single, non Leader, non Specialist Skill.

     Aurum Cortex 60 2 The Steamjack may increase MAT, RAT or DEF by 1, or it maylearn a single, non Leader, non Specialist Skill twice.

     Arcanum Cortex 100 3 The Steamjack may increase MAT, RAT or DEF by 1, or it maylearn a single, non Leader, non Specialist Skill three times.

     Armor Plates 25 0 The Steamjack may increase its ARM by 1 without using an OpeHand. If the Steamjack takes this option twice, it has its MV

    reduced by one.Lashings 15 0 Models in B2B contact with this Steamjack cannot be knocked

    down by knockdown effects (does not apply to being DISABLED

    Enhanced Pneumatics 20 1 Steamjack gains +1 STR.

     Advanced Stabilizers 30 1 The Steamjack cannot be knocked down by knockdown effects

    Head Spike 15 0 When using the Head Butt power attack, this model deals STR+POW

     Advanced Boiler 25 1 This model gains +1 SPD. This is added after Armor Platereductions.

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    Brigands

    Brigands can be hired by any gang as a normal model. They are cheaper than most normalGangers in the short run, but during the Post Game sequence, the model’s upkeep cost must bepaid. They do not have to pay for normal gang upkeep.If the Gang cannot or will not pay the upkeep cost, then it will leave. Brigands do not gain

    experience, nor do they every receive advancements.

    Thief   55 Coins to HireGobber Stats (Human or Rhul: +5 to Hire) 10 Coins UpkeepGear : x2 Hand Weapons, Crossbow +7 to Gang RatingStats: +1 MAT, +1 RAT, Lurk, StealthSpecial Rules: If the Scenario involves Loot Tokens, then the Thief has the AdvancedDeploymentSkill. 

    Back Alley Doctor   40 Coins to Hire

    Human Stats 15 Coins UpkeepGear : Hand Weapon, Medical Kit +12 to Gang RatingStats: Heal [7] (includes Medical Kit)Special Rules: If this model fails its skill check by rolling double 6’s, the model suffers 1 woundinstead.

    Pitfighter   65 Coins to HireHuman/Rhul Stats (Trollkin:+ 10 to Hire) 25 Coins UpkeepGear : Sword, Chain, Light Armor, Buckler +10 to Gang RatingStats: +1 MAT, Flying Steel (Chain),Victory Howl, Unstoppable ChargeSpecial Rules: None

    Gunmage Expatriate  65 Coins to HireHuman Stats 25 Coins UpkeepGear : Hand Cannon, Hand Weapon, Light Armor +10 to Gang RatingStats: +2 RAT, 3 Rune ShotsSpecial Rules:Choose 3 of the following. Each time the Hand Cannon is fired, it may use one of the 3 specialattack types.

    Thunder : hit model is slammed d3 inches away from the AttackerFire: this attack causes the Fire continuous effectCorrosion: this attack causes the Corrosion continuous effectFreeze: the hit model becomes stationary for one roundSmoke: place a 3” Smoke AOE over the hit target

    Flare: hit model suffers -2 DEF for one roundRicochet: make a second ranged attack against another model within 4” of the original

    target.Long Shot: This attack has +4 RNG

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    Watch Guard  50 Coins to HireHuman Stats 20 Coins UpkeepGear: Halberd, Heavy Pistol, Medium Armor +8 to Gang RatingStats: +1 RAT, Forfend, Combat Master (Halberd)Special Rules:

    This model cannot be sold or ransomed when captured.

    Watch Captain  70 Coins to HireHuman Stats 35 Coins UpkeepGear: Sword, Heavy Pistol (ROF 2) Medium Armor +11 to Gang RatingStats: +1 RAT, +1 Mat, +1 CMD, Combat Master (Sword), FearlessSpecial Rules:

    This model cannot be sold or ransomed when capturedWatch Leader: While within this model’s CMD area, Watch Guard are Fearless.

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    INDEX

    2-Handed Axe, 192-Handed Hammer , 192-Handed Sword, 192-Handed:, 19

     Advanced Boiler , 48 Advanced deploy, 35 Advanced Stabilizers, 48 Advancement, 25Agility / Stealth skill set, 35

     Aiden, 12 Aimer , 30 Alert, 27 Anatomical precision, 29 Apparition, 31 Arc Lighning, 37 Arcane Bolt, 36 Arcane Scripts, 47 Arcane Shield, 37 Arcanum Cortex, 48 Armor Plates, 48

     Assassination, 9 Assault, 32 Aurum Cortex, 48 Axe, 19Back Alley Doctor , 49Backstab, 35Barter , 26Bayonet, 19Beatback, 34Berserk, 34Black Market Price List, 45Black Powder , 20Black powder genius, 31Blessed Charm, 47Blinding Flash, 36Blood Ritual, 36Blur , 36

    Bodge, 30Bolis, 12Bonus Earnings, 41Bridge, 43Brigands, 44, 49Brutal Charge:, 19Buckler , 21Bushwhack, 32Camouflage, 35Campaign Skills, 26Center of Gravity, 34Chain Weapon:, 19Climbing Gear , 46Close-Quarter Fighting, 33Combat Marshal, 28Combat Master , 33Combat Mechanic, 30Combo Attack; Head but, 33Combo-Strike:, 19Con Job, 26Concentration, 31Conning, 9Control Phase, 6Cool head, 34Co-ordinated strike(living), 27Co-ordinated strike(Steamjack), 28, 30Corrosion, 49

    Crack Shot, 32Create Potions, 31Critical Concussion:, 19Critical Continuous Effects, 21

    Critical Damage Effect, 21Critical Effect, 21Critical Knockdown:, 19Critical Slam:, 19Cryx, 14Cryxian Reavers, 15Cumbersome, 20Curse, 37Cygnar , 14Damage, 6Dash, 36Deadeye, 36Delesle, 12Disabled, 6Dismantle, 30Dismember , 29

    Doctor , 16Doctor Skill Set, 29Doctors Training, 29Double Tap, 32Drive: Haste, 28Drive: Off Road, 28Drive: Power Attack, 28Drive: Pronto, 28Dual Barrel, 21Duck and weave, 33Duelist Gang, 11Enhanced Pneumatics, 48Espionage, 14Evasive, 35Exceptional Black Powder , 46Experience, 25Extortion, 9

    Fast Talker , 26Fearless, 27Feint, 36Fell Caller , 13Fencing, 9Ferocity skill set, 34

    Ferrum Cortex, 48Fine Uniform, 47Fire, 49Five Fingers Gang, 10Five Fingers Map, 46Flail, 19Flare, 49Fly’s Kiss, 36Flying Steel, 33Foreign Agents, 14Forfend, 33Freeze, 49Frothing at the mouth, 34Furious Casting, 31Gambling Hall, 43Gang Rating, 22Gangers, 16General Skills, 32

    General Store, 43Giant Slayer , 36Gobber , 17

    Gobber Rigging Gang, 11Grape Shot, 20Greater Weapon Damage Effect, 21Greater Weapon Effect, 21

    Gun Fighter , 32Gunmage Expatriate, 49Gunner’s Kit, 46Gunsmith, 30Halberd, 19Hammer , 19Hand Weapon, 19Hard Worker , 26Head Spike, 48Healing potion, 29Heavy Armor , 21Heavy Steamjack, 18Hero Worship, 27Hide in Plain Sight, 14High-end Shop, 43Hooga Cigars, 46

    Horns, 19Housing Area, 43Human, 17Hunted, 15Hyper-aggressive, 34Improvised Weapon:, 19Income, 42Inner Silence, 27Inspiring presence, 27Instinct, 33Insult to Injury, 32Intellegence gathering, 27Intimidation, 27Iron Wall, 28, 30Jack Marshal, 16, 28Jack Marshal Skill Set, 28Jack Works, 10

    Jackwerks, 48Khador , 14Khorva, 12Kill stroke, 35Knife Fighters, 11Lashings, 48Lasting Injuries, 23Law Abiding, 10Leader , 16, 27Leadership Skill Set, 27Leap, 35Level 2 skills, 26Light Armor , 21Light Steamjack, 18Llael, 14Loader , 28Long Shot, 49Low Profile, 15Lurk, 35Mace, 19Mad scientist, 29Magic, 21, 36Maintenance Phase, 6Markets, 44Mechanic, 16Mechanic Skill Set, 30Mechanic Training, 30

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    Mechanic’s Tools, 46Mechanika, 21Mechanika Upgrades, 46Mechanikal Limbs, 46Medical Kit, 46Medium Armor , 21Melee magic, 31Melee skill set, 33

    Melee Weapons, 19

    Mercenary Charter , 10Merchant Contact, 43Miscellanea, 46

    Mother of Sorcery, 12Multi-fire Special Attack, 20Muscle, 9New Recruits, 44Nivara, 12Ogrun, 17Only a flesh wound, 34Ord, 14Orgoth Map, 46Pain killer , 29Parry, 33Pathfinder , 35Patron Nation, 14

    Pin Point Accuracy, 32Piracy, 9Pirate Crew, 13Pit Arena, 43Pitfighter , 49Point Blank, 33Politically Savvy, 26Potion, 46Predict the winds, 32Press Gang, 13Professional, 13Protection, 9Puppet Strings, 37Pyrotechnics, 32Quick thinking, 27Rackets, 42Rage Fueled, 31

    Range finder , 32Ranged Marshal, 28Ranged weapon upgrades, 21Ranged Weapons, 20

    Ranked attack, 33Rapid reload, 32Ravager , 36Reach, 19Recovery Chart, 6Redline, 37Reload, 20Repairing Steamjacks, 24Retaliate, 33

    Return Fire, 36Reveille, 13Rhul, 14Rhulic, 17Ricochet, 49Rig Runner , 11Riposte, 33Roll with it, 35Rope & Hook, 46Route Test, 7Sacrifice, 12, 15Salvage, 30Satyxis, 17Scavenge, 30Scion, 12Scribe, 31

    Scurvy, 13Scything Touch, 36Set Defense:, 19Shadow play, 35Shatter , 13Shenkriel Gang, 13Shield, 19Shooting skill set, 32Skills, 26Slam, 34Slave Driver , 26Slums, 43Smoke, 49Smoke Bombs, 46Smuggling, 9Solid Ground, 36Soul Cage, 46

    Spear , 19Special Delivery, 11Specialist Skills, 27Specialists, 16, 26

    Spell Caster , 16Spellcaster Skill Set, 31

    Stasis, 36Stealth, 35Steam Fist, 19Steamjacks, 16, 18Storm Rager , 37Sucker , 27Surgeon, 29

    Sword, 19Tackle, 34Take down, 29Targetter , 46Tavern, 43Temper Metal, 36Territories, 43Thamarite Cult, 12The Armory, 19Theft, 9Thief , 49This will make you feel better , 29Thrall, 17Thunder , 49Tough, 34Trollkin, 17

    Tune Up, 30Tweak, 30Unstable, 20Unstoppable Charge, 34Unyielding, 34Upkeep, 43Venom, 36Victory Roar/Howl, 27Vital Shot, 32Wall Climber , 35War Cry, 13Watch, 10Watch Captain, 50Watch Guard, 50Watchful, 27Weapon Effect, 21Whip/Chain, 19

    White Market Price List, 45Work, 43Workshop, 43