Post-battle and post-cycle

Printed pages 86–92 · PDF pages 88–94

From Core Rules. Read this book’s lore. Readable tables and original source diagrams.

PDF page 88 Printed page 86

THE POST-BATTLE SEQUENCE

Following any battle, there are several important steps that need to take place, as detailed below. This sequence must be followed in the order shown, and must be done while both players are present.

The Post-battle Sequence has five steps:

  1. Wrap-up

  2. Reassign Territory

  3. Receive Rewards

  4. Clean House

  5. Report Results

1. WRAP-UP

During the Wrap-up players determine whether Seriously Injured Fighters succumb to their injuries, if Seriously Damaged Vehicles have irreparable damage and if any models captured by the enemy manage to escape.

Players should note that any other events that take place 'at the end of the battle' will also take place during the Wrap-up.

ESCAPE TABLE

SUCCUMBING TO INJURIES/

IRREPARABLY DAMAGED

If a model is Seriously Injured/Damaged when the battle ends, or if a model fled from the battlefield whilst Seriously Injured/Damaged, roll a D6 for them during the Wrap-up. On a 3 or more, they survive without any further complications, but on a 1 or 2 they succumb to the damage suffered during the battle and are treated as having gone Out of Action - a Lasting Injury/Damage roll is made for them, as described on pages 78-79.

BEING CAPTURED

After the battle, any models that suffered a Captured result (61-62) on the Lasting Injury/Damage table then roll on the Escape table to see if they manage to get away.

D6 Result
1 Executed: The model dies or is destroyed attempting to escape and is deleted from the Gang Roster.
2-4 Ransomed: The controlling gang must pay the gang which captured the model D6x10 credits during the Update Roster step of the Post-cycle Sequence or the model dies or is destroyed and is deleted from the Gang Roster, putting all of their equipment into the owning gang's Stash. If the ransom is paid, the model goes into Recovery.
5-6 Daring Escape: The model manages to escape their captors and goes into Recovery.
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2. REASSIGN TERRITORY

The player that won the battle takes control of the Territory Staked on the battle. In the case of a draw while fighting for control of an uncontrolled Territory, the Territory is not claimed by either player. In the case of a draw when a controlled Territory is at Stake, the Territory does not change hands.

3. RECEIVE REWARDS

Each campaign will detail the rewards the gangs can receive, based on their performance during the battle. Any equipment gained is added to the gang's Stash - it can be distributed to models in the Post-cycle Sequence.

GAINING & LOSING REPUTATION

Most campaigns contain a number of ways in which a gang can gain or lose Reputation. If a gang both gains and loses Reputation, any gains are applied before any losses (note: a gang's Reputation may never drop below 1).

GAINING EXPERIENCE

During any battle, a model can gain Experience (XP) in a number of ways. The standard ways in which XP is gained are detailed here.

A model gains XP for any of the following actions:

  • 1 XP if they took part in a battle.

  • 1 XP if their action directly causes an enemy model to become Seriously Injured/Damaged.*

  • 2 XP if their action directly causes an enemy model to go Out of Action.* - If the enemy model is a Leader, Champion, Brute or Vehicle, they gain an extra 1 XP.

  • 1 XP if they provide Assistance to another Fighter making a Recovery test who successfully recovers (note: Vehicles cannot provide or benefit from Assistance).

  • 1 XP if they control an objective during the End phase of a round (note: each Fighter can only gain XP this way once per battle and Vehicles and Pets cannot control objectives).

'Note that models can only gain XP for Seriously Injuring or taking an enemy model Out of Action once per enemy model per activation. For instance, if a model causes an enemy Fighter to become Seriously Injured and also go Out of Action, they would only gain the 2 XP for causing the enemy Fighter to go Out of Action.

4. CLEAN HOUSE

During this step of the Post-battle Sequence, gangs can dispose of destroyed Vehicles and dead or injured Fighters. Dead Fighters and destroyed Vehicles are simply deleted from the Gang Roster. If their gang had at least one model on the battlefield at the end of the battle, all of a dead Fighter's equipment is added to the gang's Stash. Otherwise, the deleted model's equipment is lost.

Also at this point, the controlling player can choose to retire models - usually because Lasting Injuries/Damage have rendered them unfit for battle. These models are deleted from the Gang Roster, and their equipment may be added to the gang's Stash depending on their Type/Subtype.

Equipment in the gang's Stash can be sold or transferred to a new model in the Post-cycle Sequence.

5. REPORT RESULTS

Finally, the players should report the outcome of the battle to the Arbitrator of their campaign, who will update the campaign stats accordingly. The report should contain: which gangs fought, the outcome of the battle (i.e., who won), which Territory the victor gained control of (if any) and how many enemies each gang took Out of Action.

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THE POST-CYCLE SEQUENCE

At the end of a Campaign Cycle, all gangs take.the chance for a brief cessation of hostilities in order to tend to their wounded, work their Territories and acquire new models/equipment.

The Post-cycle Sequence is comprised of the following steps:

  1. Post-cycle Actions

  2. Collect Income

  3. Update Roster

1. POST-CYCLE ACTIONS

During a campaign, each model in the gang can perform one Post-cycle Action. Each of these actions is carried out one at a time, in an order of the controlling player's choice. Models who are In Recovery or are Critically Injured/Damaged cannot perform Post-cycle Actions. Unless otherwise stated, the same action can be made more than once by different models. The actions below are always available, but others might also become available through special Territories, skills or other means.

MEDICAL ESCORT (LEADER OR CHAMPION ONLY)

The Fighter escorts a Critically Injured fellow gang member to the Doc. This action is resolved at the start of the Update Roster step. Select one other Fighter in the gang that suffered a Critical Injury during a battle and pay 30 credits from the gang's Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the Fighter dies. Otherwise, roll a D6 on the table below:

D6 Result
1 Complications: The Fighter dies.
2-3 Stablllsed: Roll a D6 - this is the second dice of a D66 roll, the first is automatically a 5. Apply the appropriate result from the Lasting Injury table.
4-6 Full Recovery: The Fighter goes into Recovery, but suffers no lasting effects.

"I'll Use The Good Stuff": If a player wishes, before rolling on the above table, they may pay for the Doc to use some of their more expensive supplies which aids in getting a better result. For every extra 50 credits spent, add +1 to the roll.

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FIT BIONICS

(LEADER OR CHAMPION ONLY)

The Fighter takes another Fighter to the Doc to be fitted with a bionic replacement. This action is resolved at the start of the Update Roster step. Select another Fighter in the gang who has a Lasting Injury and pay 50 credits from the gang's Stash for each Lasting Injury you wish to remove (note: multiple instances of the same Lasting Injury must each be removed separately). The selected Lasting Injuries are removed from the Fighter's Model Card (note: a Critical Injury cannot be removed with this Post-cycle Action). The targeted Fighter cannot perform any Post-cycle Actions themselves and a Fighter cannot be targeted by both the Medical Escort and Fit Bionics Post-cycle Actions in the same Post-cycle Sequence.

DEVELOP TACTICS

(LEADER OR CHAMPION ONLY)

The Fighter works to develop new tricks that can be used in battle. Generate a new Gang Tactic (see page 148) and add it to the Gang Roster.

VISIT CHOP SHOP

(VEHICLE ONLY)

The Vehicle is taken to the local chop shop to be repaired. This action is resolved at the start of the Update Roster step. Select any number of Lasting Damage results (including Critical Damage) and pay 50 credits from the gang's Stash for each one (note: multiple instances of the same Lasting Damage must each be removed separately). The selected Lasting Damage is removed from the Vehicle's Model Card.

WORK TERRITORY

(LEADER, CHAMPION, GANGER OR

PROSPECT ONLY - MAX FIVE FIGHTERS)

A maximum of five Fighters may perform this Postcycle Action during each Post-cycle Sequence. The Fighter 'works' a Territory - extorting protection money, collecting dues or just shaking down the residents for creds. Add 15 credits to the gang's Stash for each Fighter that performs the action.

VISIT TRADING POST

(LEADER OR CHAMPION ONLY)

The Fighter goes to the Trading Post to see what items they can find for their gang. This is covered in more detail under Purchase Equipment on page 92.

TRAIN

(ANY MODEL)

The model practises their skills ready for the upcoming battles. Each model that performs this action earns 2 XP.

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2. COLLECT INCOME

Each gang collects Boons from each Territory they control. See page 125 for more details.

Additionally, each gang adds credits equal to 10x their Reputation to their Stash.

3. UPDATE ROSTER

This step of the Post-cycle Sequence is split into several sub-steps:

A. Advance Models B. Visit the Trading Post C. Redistribute Equipment D. Clean House

A. ADVANCE MODELS

At the end of a cycle, during the Post-cycle Sequence, each player checks if any of their models has earned enough XP to advance to the next rank. When a model's XP total moves them onto the next rank, they then roll on the Advancement table. Note that when you add a model to your gang, either when founding the gang or recruiting additional models, their starting XP does not generate Advancements.

VEHICLES & IMPROVING CHARACTERISTICS

It may seem counterintuitive that a Vehicle may gain additional Attacks, Toughness or Wounds as a result of earning XP. The Vehicle manages to improve these characteristics as the Vehicle's crew learns how to better aim when colliding with other models, or tinkers and improves their Vehicle.

MODEL RANKS

MODEL RANKS

XP (each interval is a rank) Title
1-3, 4-6, 7-9, 10-12 Rookie
13-18, 19-24, 25-30, 31-36 Gang Member
37-48, 49-60, 61-72, 73-84 Gang Exemplar
85-96, 97-108, 109-120, 121-132 Gang Hero
133-156, 157-180, 181-204, 205-228 Gang Legend
229+ Legend of the Underhive
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Gaining Advancements: When a model has accrued enough XP to move up to the next rank, during this step they roll on the Advancement table. The Advancement table shows what the model has learnt and how they have improved. When rolling on the table, a player may select any result they rolled high enough for (e.g., if a model rolled a 5 they could either improve their Leadership, Intelligence, Cool or Willpower by 1 or gain a new skill). If a model has earned enough XP during a Cycle to move up multiple ranks, then make a roll on the Advancement table for each rank they gained.

When a model gains an Advancement, their Credits Value increases by the amount shown on the Advancement table.

Unable to Gain an Advancement: Very rarely it may happen that a model cannot select any of the Advancements they have available as they would all take a characteristic beyond its maximum. If this happens, the model may select any Advancement from the ~dvancement table and gain that.

ADVANCEMENT TABLE

2D6 Result Credits Value Increase
2 +1 Leadership, +1 Intelligence or generate a random Primary skill +5 credits
3-4 +1 Cool or +1 Willpower +5 credits
5 Select a new Primary skill or generate a random Secondary skill +10 credits
6 +1 Initiative or +1 Movement +10 credits
7-8 Select a new Secondary skill +15 credits
9 +1 WS or +1 BS +15 credits
10 +1 Strength or +1 Toughness +20 credits
11 +1 Wounds, +1 Attacks or +1 Save +20 credits
12 Select any skill +30 credits

Maximum Characteristics: Each of a model's characteristics has a maximum value as shown in the table below. No Advancement, equipment or Fit Bionics Post-cycle Action may take a model's characteristics beyond this maximum value unless explicitly stated otherwise.

Characteristic M WS BS S T W I A Sv Ld Cl Wil Int
Maximum 12" 2+ 2+ 10 10 10 10 10 3+ 10 10 10 10

Skills: The skills that are available to models are divided into a number of universal Skill Sets, as presented on page 150.

Each gang fights in its own way, and this is reflected by the Skill Sets that are available to the models that make up that gang. All models have different levels of skill access depending upon their Type and the gang to which they belong; for example, a House Goliath Forge-Boss (Champion) can gain Brawn skills more easily than a House Escher Little Sister (Prospect). In each gang list, details are given showing the Skill Sets available to those models. Models have Primary access to some Skill Sets, and Secondary access to others.

Gaining a New Skill: Whenever a model gains a new skill, it will usually either be from their Primary or Secondary Skill Sets. Selecting a new skill is covered in more detail on page 150. If an Advancement roll for a model is a 12, they may instead select a skill from any Skill Set, even those that are normally exclusive to other gangs or Inherent skills (note: a model may still not select a skill that is unavailable to their Type or Subtype).

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B. VISIT THE TRADING POST

During this sub-step a gang may recruit new models and purchase or sell equipment in an order as described below.

Recruit New Models: Gangs take this opportunity to recruit new models from their gang lists.

Purchase Equipment: Gangs may spend their credits on equipment from their Equipment Lists for their gangs and purchase items from the Trading Post. Weapons and wargear may always be purchased from a gang's Equipment List, but can only be purchased from the Trading Post if at least one Fighter performed the Visit Trading Post Post-cycle Action.

Exclusive items (those with a TP of E) may only be purchased if they appear on a model's Equipment List. Each Fighter that performs the Visit Trading Post Post-cycle Action adds Trade Points to the gang: 2 TP if the action is performed by a Leader, 1 TP if it is performed by a Champion. In order to purchase items from the Trading Post, as well as paying the Credit Cost you must deduct the number of Trade Points for the equipment from the total generated; any unspent Trade Points are lost at the end of this sub-step.

Sell Unwanted Items: Any items in the gang's Stash can be sold. The item is deleted from the Stash, and the gang gains half its value in credits rounded up (to a minimum of 5 credits).

C. REDISTRIBUTE EQUIPMENT

During this sub-step, models may discard any weapons or wargear they are equipped with and be given equipment from the gang's Stash in the following manner:

  • Models may discard any weapons or wargear they are equipped with. Any weapons and wargear discarded in this way are placed in the gang's Stash and may be given to other models.

  • Any weapons or wargear in the gang's Stash may be given to models to equip.

  • Models may only be given Exclusive weapons or wargear if it appears on their gang's Equipment List.

  • Models may be given more than three weapons; if they are, they must have multiple Model Cards, each representing a different 'equipment set'.

D. CLEAN HOUSE

Clear all In Recovery boxes and delete dead, destroyed and retired models.