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Whole New Worlds Await! Welcome to the Gangfight Skirmish Game System! This doccument contains all of the rules you will

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Whole New Worlds Await! Welcome to the Gangfight Skirmish Game System! This doccument contains all of the rules you will need in order to play fast and fun skirmish battles with miniatures from just about any setting or time period. A “skirmish game” is what we call a tabletop battle game where you and your friends collect 28-30mm scale miniature figures, or models, and organize them into small groups, or Gangs, and fight for fame, fortune, glory or to rid your word of a great evil (or pesky do-gooders). It’s also a considered a hobby game, meaning it’s a game that you can build yourself. Gangfights are played on a special board that you set up, which can be a tabletop with a few pieces of scenery for obstacles, or you can build an elaborate town or dungeon from scratch. You are limited only by your imagination! In the chapters that follow, you will learn how to build a Gang, set up your game board and fight your first battle. The Fantasy Setting Supplement is included with this document. In time you will also find many other Setting Supplements on our website at SkirmishGames.com, covering a wide variety of genres. These supplements will allow you to create your own gangs in your own worlds, while our eventual Gameworld Rulebooks contain detailed worlds we create, such as Blackwater Gulch or Mechadrome.

About this Playtest Version Thanks for checking out our new game rules! This version of the rules is geared toward creating your own characters and gangs from scratch. You will see references to Character Profiles or Character Cards which have not yet been created, but will be added in a later version. Character Creation is very easy to do, and you can use the roster sheet on the very last page to keep everything organized. The Gameworld Rulebooks that we mention also have not been created yet, as we want to get these core rules polished first. You will also see rerences to page numbers listed throughout the book as ###. This is for our reference and those numbers will be filled in at the very end when the book is finished. There are some pages with a lot of empty space, these are areas that will soon be filled in with photos, art or diagrams. For this first version we wanted to get all of the text on the page, and into your hands as quickly as possible. If you have any questions, suggestions or awesome ideas, feel free to share them on our forums or our Facebook page. Thanks again for trying out these rules, and stay tuned for more!

Credits

Contents

Wirtten and Created by Tim Kline

What you Need . . . . 2 Game Terms and Common Rules . . 3 Character Attributes . . . 4 Gang Creation . . . . 5 Model Sizes . . . . 6 Creating Custom Characters . . 7 Setting Up the Game . . . 8 Playing the Game . . . 9 Movement . . . . 10 Attacking . . . . 11 Terrain & Cover . . . . 13 Morale . . . . . 14 Special Equipment Rules . . . 15 Victory and Objectives . . . 19 Blank Roster Sheet . . . 20

Art by Don Ellis Aguillo, Heath Foley and Wayne O’Connor. Blackwater Gulch miniatures by Gangfight Games, sculpted by Brother Vinni, Steve Eserin, Clint MacLean, Ian Mountain, Bob Naismith, Pedro Ramos & James Van Schaik. Blackwater Gulch scenery pieces by Battle Flag, Buildings by AmeriTowne, Bachmann Trains, GameCraft Miniatures, Perry Miniatures, Sarissa Precision, Woodland Scenics & Zuzzy Miniatures. Fantasy miniatures from Dungeon Saga by Mantic Games. Fantasy buildings by 4 Ground. Painting by Tim Kline, Golem Painting Studio & William Refsland.

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Playtest version 1.2 © 2016 Gangfight Games. All Rights Reserved.

What you Need The Rules

Dice

What you are reading now! You will need these rules to learn how to play.

The game uses typical six-sided dice, commonly referred to as a “D6”, and you will only need a handful of them. Your characters’ Attributes will tell you how many dice you need to roll, referring to your roll as #D6, where # is the amount of dice you need to roll. For example, 2D6 means you need to roll 2 dice. There may be some occasions where you will be asked to roll a “D3”, in this case, roll a D6, but a roll of 1 or 2 = 1, 3 or 4 = 2, and 5 or 6 = 3.

Enemies You will need an opponent to play against. Games, or what we call Gangfights, are commonly played with two players, one against the other, though it is quite easy to adapt your games for multiple players. Just make your board a little bigger and have at it!

Game Board

A Gang

The game board can be any surface you wish to play on. Any table will do for small games. This board represents a section of forest, desert, small village, town square, or anything else you can imagine. You will add scenery and terrain to the board to make it appear more lifelike and give your models obstacles and cover to hide behind. The average board size for most games is 3 feet by 3 feet, but that is merely a suggested size. You may use any size you feel comfortable with, whether it’s a custom built game board, a kitchen table or even a folding playing card table.

You and your opponent should both have at least 3 miniature figures, or models, to start a Gang. Most games will feature larger gangs, 3 is just the minimum size.

Measuring Device Distances such as how far a model can move or shoot are measured in inches (“). You should have some sort of measuring device like a small tape measure.

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Game Terms and Common Rules Attribute Rolls

Facing

The characters in your gang have different Attributes such as Strength or Stamina, and you will be required to roll an amount of dice equal to a given Attribute to perform an action. The most common Attribute rolls will be made in combat. For example, if your model’s Ranged Combat Attribute is 3, you will roll 3D6 when you try to shoot an enemy character. Attributes are defined on the next page.

Your model may only attack something in front of it. This is referred to as your model’s “facing”. Facing defines what is in your model’s field of view, and this is determined by where the model itself is looking. Draw an imaginary line across the model’s base with the his face straight ahead. It can see anything within a 180 degree arc in front of it. Any potential target behind your model may not be attacked unless your model turns around to face it during its movement. Attacking a model from behind gives you an advantage, since the target won’t see it coming. Any attack against a model from behind, be it shooting or melee, will get a +1D6 bonus when rolling to hit.

Target Numbers A Target Number is what you need to reach on a D6 to successfully perform an action, such as shooting or fighting in melee combat. Results are never added together unless specified. Your Target Number will always be from 1 to 6, in most cases it is the amount of dice that reach or exceed the target number that count. The more you get, the better!

180°

Regardless of how many modifiers are added, a 6 will always be considered successful and a roll of 1 will always fail. Even if your Target Number happens to be a 1, you still roll your dice and count 1’s as a miss, in this case you will need to roll a 2 or higher. There may be some exceptions for specific rules, such as healing fallen models, and those exceptions will be noted where those rules are explained.

Measuring You may measure any distance any time you wish. All distances in the game are listed in inches (“). You should always start measuring from the edge of your model’s base, and be sure the edge your target’s base touches the distance measured.

Personal Space Unless you plan to attack a model in hand to hand combat, the edge of your model’s base must stay more than 1” away from any enemy model. If your model’s entire base cannot fit between this 1” area and an obstacle or another model’s base, your path is e ectively blocked and you will have to take the long way around or fight your way through. If for any reason your model enters an enemy model’s personal space, those models are automatically considered to be fighting in melee combat. This rule only applies to enemy models. Friendly models may get as close as you wish. The only thing that could negate this rule is if a model is totally obscured by terrain, such as a behind a high fence or wall, where an enemy model cannot see them at all.

When measuring how far your model can move, measure from the edge of its base, and be sure the entire base falls inside the distance measured.

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Character Attributes Every character in your gang will have special Attribute numbers that are used to define different parts of their physique or how experienced they are. These attributes are: Health (HP) - Health determines how much damage a character can sustain before being taken out of action. When a character is injured, his Health will go down by 1 for each attack against him that he wasn’t able to defend. If this number reaches zero, he will be taken out of action.

Quickness (Qui) - How fast a character can move or react. This number is used to determine how many inches a character can move for each movement action taken. Stamina (Sta) - How healthy and energetic a character is. This number also represents how many different actions a character may perform each turn.

Defense (DP) - Defense is a special number used to see if a character can avoid being hurt by an attack. It represents their skill at dodging blows or bullets, or just knowing how to keep their head down. This number is how many dice you may roll to defend yourself.

Intellect (Int) - How smart a character is. This is used for things that he may need to think about or concentrate on, or for casting magic spells, and the amount of skills they can learn. Ranged Combat (RC) - Determines how well a character can shoot or throw something. This number represents how many dice you get to roll when making ranged attacks.

Experience (XP) - Experience is a number used to determine the overall power of a character. We will go over these how to calculate this number in the Creating Custom Characters chapter starting on page ###.

Melee Combat (MC) - Determines how well a character is able to fight with fists, knives, axes and any other kind of handheld weapon that you don’t shoot or throw. This number will be how many dice you roll for melee attacks.

Strength (Str) - How strong a character is. Mostly used to determine how much damage he can do when fighting he melee combat and how much he can carry.

Character Profiles & Cards

Shaman Boss

Each member of your gang will have their Attributes, Skills and Equipment arranged in an easy to read profile. Even if you create your own characters from scratch, you will still need to determine all of your character’s attribute numbers and lay them out in a readable format. Many character types will be listed in additional Setting Supplements that you may download from our website at SkirmishGames.com. For more information on building your own gangs, turn to the Gang Creation chapter on the next page.

Orc Hero

6 3 89 4 4 4

City Guard 5

3

5

67

4

4

3

3

2

2

1

5

Equipment: Longsword, Light Armor, Round Shield Skills: Charge!, Hearty, Warrior Sample Character Profile

Sample Character Card

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Gang Creation Recruiting

Fame

First, decide how big your Gang will be. The minimum amount of characters needed to form a Gang is 3, however, we find that games are most fun with about 8 10 per side, as it allows for a lot more diversity.

Before you start building your gang, you should keep your gang’s fame level in mind. This number is used to determine the overall strength of your Gang. If you play against another gang of similar Fame, your game will be balanced and fair. We find 400 Fame points to be a common level for most average sized games.

All you need to do is select the types of characters you want to join your gang. You will find a wide variety of Character Profiles in our Gameworld Rulebooks, and downloadable Character Cards on our website at SkirmishGames.com. Alternatively, you may also create your very own characters from scratch using the rules starting on page ###.

To determine your Gang’s Fame, simply add the XP level for each of your characters together. Then, just make sure this number is at or slightly below the agreed upon Fame level for your game.

Character Types

Heroes

Members

Henchmen & Minions

These are the toughest of all. Heroes possess a variety of skills, abilities and better weapons than anyone else. Your gang must include one Hero to lead it. Heroes have a base level of 6 HP, 3 DP and 75 XP.

Your Gang Members form a close-knit group and are often comrades who have been working together for a very long time. They are experienced professionals possessing special abilities not available to more common folks. Your Gang may include as many Members as you wish. They have a base level of 4 HP, 2 DP and 50 XP.

Many gangs also include local townsflok as Henchmen or trained beast pets as Minions that follow a Hero or Member and do their bidding. These Henchmen and Minions start out with 2 HP, 1 DP and 25 XP, and your gang may include an unlimited amount.

If you would like to add more Heroes to your gang, others may join at the rate of one additional Hero for every 400 Fame Points. You must specify one hero as your gang's leader and make sure your opponet knows who the leader is.

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Model Sizes Standard

Large

A Standard Model is your average man sized miniature on foot. Their base sizes can range from 20mm for smaller miniatures like sneaky little goblins and up to 32mm for more bulky characters like Orcs. Standard characters receive no size bonus.

Some characters such as men in excessively bulky armor or on horseback are considered Large models. They should be on a base at least 40mm across. Large models also have +1 HP to represent their size, but this bonus will cost an additional +10 XP.

Massive

Giant

Ogres and very large beasts are even tougher than large ones. Massive models should be on a base at least 50mm across. They receive a bonus of +2 HP, +1 Strength and will cost an additional +25 XP.

These towering monstrosities are truly formidable opponents. Giants should be on a base at least 60mm across, and they will receive a bonus of +3 HP , +2 Strength and cost an additional +40 XP.

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Creating Custom Characters We provide character cards with our miniatures, and sample downloadable cards to make it easy to jump right into the game. However, many players perfer to build their own characters from scratch, and here is how you do it!

1. Select Level

5. Gear Up

As mentioned on the previous page, there are three different levels for characters. Heroes are the toughest and most rare, while Henchmen are more common and Minions more plentiful and represent smaller animals or regular townsfolk. Remember, your Gang needs one Hero to lead them, and the rest of the gang may be made up of any number of Members, Henchmen or Minions, with XP adding up to your game’s agreed upon amount of Fame. Don’t forget to leave room in your Fame amount for your weapons and equipment!

After your attributes and skills are all chosen, you can equip your characters with a variety of weapons and gear. You may only carry an amount of items up to your character’s Strength amount. You don't have to use up every point of Strength, you just cannot go over it. Some heavy items may take up two points and that will be listed with the item information if so. We alsio suggest leaving space for one extra item in case you would like to add consumable items before the game, or if you would like to capture and carry multiple objectives.

2. Raise Attributes

You may select your equipment from the lists in a setting supplement or in the Gameworld Rulebook for the game you are playing. Henchmen & Minions may equip items up to level 2, Henchmen my pick items up to level 4, and Heroes mae select items of any level. You will see all items have an XP value based upon its level, you must add this amount to your character’s XP for each item when you equip them.

After you select your level, you may begin raising your Attribute points based on your level. All characters start with 1 for all attributes. You will then start increasing your attributes based on your level. Minions & Henchmen start with 2 Health, 1 Defense, 25 XP and may spend 9 points raising Strength, Quickness, Stamina, Intellect, Melee and Ranged Combat, but none of these attributes may be higher than 3.

Ready for Action! After your equipment is chosen, give your new character a name, and he will be ready for battle! To make it easier to build your characters and list their Attributes and equipment, we have included a sample character sheet in the back of this book which you may copy for your own use, or you may a blank sheet from our website at SkirmishGames.com.

Gang Members have 4 Health, 2 Defense and 50 XP. They have 12 points to spend raising their other attributes, and no attribute may be higher than 4. Heroes have a base of 6 Health, 3 Defense and 75 XP. They can spend 15 points raising other attributes, but may not raise them higher than 5.

3. Choose a race

WYSIWYG

For most genres or settings, especially historical ones, this will simply be human. Humans may add 1 bonus point to any Attribute, while other races has a more specific attribute bonus. This racial bonus may raise an attribute above the maximums listed above. Some races also have additional abilities or powers, and if so these may also add to your character's XP level. You will find a complete list of available races and their bonuses listed in the supplement for setting you are playing, or in Gameworld Rulebooks.

This is a fairly important rule to follow when it comes to building your characters. This stands for What You See Is What You Get. It means that when you are adding equipment to your characters, you should equip them with items that are visible on your model. For example, if you are using a model of a man just holding a pistol, you should not equip him with a rifle; or if your model is wearing robes, he most likely is not hiding a full suit of plate armor underneath.

4. Learn some Skills A character may choose an amount of skills equal to their Intellect. You may select any skills listed in the setting supplement you are using, or in our separate Gameworld Rulebooks. Just pick the skills that you want and you’re ready to go.

Equipping your characters with what your model is using is the best way to avoid confusion and will help your opponent know what kind of force he is up against.

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Setting Up the Game Starting Positions

Usually, gangs have a reason for fighting each other. You and your opponent may come up with a fun storyline for your game, or use one of the scenarios found in a Gameworld Rulebook. You should also take a few moments to tell your opponent about your Gang and what they can do, in the interest of fair play, so both players will know what they’re up against.

You will see some setup diagrams below to help you plan out your game boards. Percentages are given instead of exact dimensions due to varying board sizes. For example, 25% would equal 12 inches on a 4 foot board, 9 inches on a 3 foot board or 6 inches on a 2 foot board. When measuring your starting areas, it is usually a good idea to mark the edge of it with some spare dice or other counter, just so you know your models are all “behind the starting line.”

Before you begin the game, first you must determine who will be the attacker, and who will be the defender. Both players roll 1D6, rerolling ties, and the player who rolls the highest may choose to be the attacker or defender. When it is time to place your models, the defender always sets the first model.

A Pitched Battle is usually the most common, where each gang’s starting area goes across the whole side of the board, and in 25% deep. All models must be placed in these zones before the game starts.

The Game Board You may play on a game board of any size that you and your opponent are comfortable with, but we recommend a square game board of 3 foot by 3 foot for most average games. For small games with less than 5 models per side, you can get away with a smaller board, but should not be less than 2 foot by 2 foot. Very large games with more than 10 models per side can be played on a 4 foot by 4 foot board.

Cornered is a great way to make the most out of a smaller board, or a good way to set up for up to four players. The starting areas are a corner of the board, measuring 25% on each side, and then a line connecting them diagonally. Your models will be more tightly packed when you first start out, but there will be a greater distance between the gangs when you first start playing. Both players roll 1D6, rerolling ties, and the winner may choose which corner of the board to start on.

Adding Terrain and Objectives

Surrounded has a circle that is 25% across in the center of the board, and this is the starting zone for the defenders. The attackers may set up in any corner of the board.

Both players may add terrain in a mutually agreeable fashion to make the board look good and give your gang members things to hide behind. Don’t forget to include any special terrain pieces if you are playing a specific scenario from a Gameworld Rulebook. We find that games are most fun when at least half of your board is covered with terrain, and we find that creating a small town with buildings taking up a lot of space is a quick and easy way to fill up your board. Turn to page ### for more information and special terrain rules. Though not required, you may wish to place optional objectives for your gangs to capture. These could be loot caches, kinapped victims or priceless objects of immeasurable power. You will find the rules for placing and capturing objectives on the next page, or in special scenarios or missions found in Gameworld Rulebooks.

Pitched Battle

Cornered

After you’ve set up your terrain and objectives, it’s time for your gangs to take their starting positions.

Surrounded

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Playing the Game Game Turns

Activation

Gangfights play out in a series of turns. Over the course of a Game Turn, all players will activate (move and attack) every model in their gang. Each model in your gang may be activated only once per turn, though you may activate them in any order you wish each turn. After every model on the board has been activated, the next turn begins and everyone can go again.

To “activate” a model, you simply select one of the characters in your gang who hasn’t yet done anything in the current Game Turn. Your model will be able to perform an amount of actions up to his Stamina level. After he has performed all of the actions he can, his activation will end and your opponent will then activate one of his models. Alternate back and forth activating one model at a time until all models have been activated. It is a good idea to keep track of which models have been activated. You can just flip their Character Card over if you are using them, or place a small counter next to a model such as a coin or glass bead.

Initiative At the beginning of each turn, both players roll 1D6, rerolling ties. The winner may choose who goes first and that person will activate his first model.

There are 2 parts, or phases, to activating a model: upkeep and actions.

Upkeep

Actions

If a model needs to roll for morale, is poisoned or had any other sort of ongoing effect placed on it previously, now is the time when you make whatever rolls are required to resolve the effects. This is also the time when all guns are reloaded and you decide which weapon your character will be attacking with if he has more than one. Keep in mind that changing to a different weapon in the middle of your activation will use up an action, but you may change weapons for free in your Upkeep phase.

As stated previously, your model may perform an amount of actions equal to his Stamina level. For example, if your stamina is 4, you could move, shoot twice, and move again to duck behind some cover. Common actions you may perform are: Move, Attack, Capture Objective, Change Weapons, Reload (only required for slow weapons), Equip Items, Consume Item, Use Ability or Cast a Spell.

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Movement When using a Move action, your model may move an amount of inches up to his Quickness. When you move your model, you can end your movement facing any direction you choose, but this is the direction it must face until its next move action is performed or its next activation. Models may move a maximum of 12 inches per Activation, unless they have a skill, equipment or a mount to increase it.

Running

Tackling

Depending on how high your Stamina is, you may be able to move multiple times. Any model moving 8 inches or more in one activation is considered to be running. This usually makes them a bit harder to hit with ranged attacks, but models that run cannot attack unless they were able to attack before they moved, or they have a special skill allowing them to do so.

There may be situations where you find yourself at a higher elevation and you would like to tackie an enemy below you. You may leap down from an elevation of at least 3 inches, and if you land on top of or in the personal space of an enemy model, your will have a +1 Strength bonus for your next melee attack against them. Keep in mind that distances over 4 inches can hurt you, as defined below.

Jumping

Falling

A model may jump across an open gap, such as from one rooftop to another. In order to jump across a gap, you should first move your model up to the edge of the gap, hole or chasm you are trying to jump across, and then make a separate Jump action. When jumping, you will move an amount of inches equal to half of your Quickness level. If your model is running prior to jumping, you will be able to make a running jump allowing you to move your full Quickness in inches across the gap.

There are times when a model can fall, or voluntarily hop down from a higher level of a building or cliff or any object they climbed onto. Falling a distance of 4 inches or more can hurt you. If jumping or falling, measure the distance down. The distance in inches is the target number you need to beat to avoid damage using a Quickness roll. You only need one successful D6. If you fail the roll, your model may be hurt. You must make a Defense roll as noted on page ### to resist being hurt, using the inches fallen as your target number. You also only need one successful D6 to survive. If the roll is failed, your model will lose one point of Health. Any distance over 6” will automatically fail and the model will lose 1 Health for each inch over 6. For example, if the model fell off of a huge building that is 11 inches tall, it would lose 5 Health, and in most cases would instantly be placed out of action where he fell.

Stairs and Ladders Models may climb up or down stairs or ladders anytime during their movement. Simply measure the distance up or down and figure out how many move actions you will need to reach the top or bottom. If the model would end its activation still on the ladder or stairs, it will be placed at the top or bottom and can perform no other actions until the next game turn.

Flying If the model has wings or a jetpack or special power, it may be able to fly when moving. Flying models will always ignore obstacles in their path, and may end their movement at any height such as very high rooftops or cliffs, even if it normally wouldn’t be able to move high enough with a ladder or stairs alone. Models that can fly usually cannot fly while in buildings, as there won't be enough room, though they may dive and land through or take off from doors or windows. When it comes to combat, think of flying as something more like a very big jump. When attacking or being attacked, consider your model to be standing on the ground at the time of the attack.

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Attacking Rolling “To Hit”

Fighting is the heart and soul of the game, you and your opponent are playing rival gangs and both want to wipe each other out. As your characters may make as many attack actions as they have Stamina available, you will have to decide and balance how many attacks and other actions you want your character to make when activated. You could stand still and attack more times, but that could leave you vulnerable for counter-attack. Plan your activations carefully!

In order to make an attack, you will roll an amount of dice equal to the activated model’s Ranged or Melee Combat attribute, depending upon the type of attack and taking into account any modifiers you may have from special equipment, abilities, skills, cover, and more. Under normal conditions, your base number to hit will be 4. Add or subtract any modifiers that came into play and this will be your “to hit” Target Number.

Choosing Weapons

When you roll your dice to hit, keep track of every D6 that met or exceeded the Target Number. Your opponent will need to know how many successful rolls you made when he attempts to defend himself.

Your Characters may be equipped with multiple weapons, and if this is the case, you must decide which weapon or ability you are using in your upkeep phase, before you make your first action and/or roll any dice to attack. Your character must use this weapon for his entire Activation, but you may use an action later if you want to change weapons in the middle of your activation.

Your model may attack any enemy model that it is facing and within its line of sight. You may measure the distance to any target you are able to see at any time, and attack whichever valid target you wish as long as it is visible and within your weapon’s range.

How Many Hands?

Common Modifiers

A model may attack with either one 2-handed weapon or ability (such as a rifle or a polearm), or two 1-handed weapons or abilities (such as a pistol or sword). Using two 1-handed weapons or abilities will grant a +1D6 to hit bonus to your attacks, while 2-handed weapons usually have a higher strength. A model equipped with one 1-handed weapon and a shield will not get the +1D6 bonus to hit as that comes from having two weapons, but they will get a Defense bonus from their shield instead.

• If a target was running in its last activation, add +1 to target number. • If you are outnumbered in melee combat, add +1 to target number. • If you have another friendly model in your target’s personal space when you are fighting them in melee combat, add +1D6 when rolling to hit.

Type of Attack

• If a target falls within your weapon’s long range (up to twice the weapon's listed range), add +1 to target number.

First, determine if you will be making a melee or ranged attack. If an enemy model is within your Personal Space, you are automatically considered to be fighting in melee combat and you must defeat them before you will be allowed to make any ranged attack, unless your model has some sort of special ability to allow it, or you are able to perform a Break Away action. Any enemy outside if your Personal Space will be valid a ranged combat target.

• If a ranged target has any other models (friend or foe) within its personal space, add +1 to your to hit target number as it will be a little more difficult to hit your intended target. • If the Strength of an attack gets modified to be higher than 7 or higher, the target will suffer a -1 Defense penalty. Note that there are no modifiers for being in cover and fighting in melee combat. If you are close enough to touch someone, they can’t hide from your attacks.

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Playtest version 1.2 © 2016 Gangfight Games. All Rights Reserved.

Attacking Fist Fights

Line of Sight

Melee weapons often add a strength bonus to your attack, however models do not need melee weapons to attack. Any unarmed model may make a basic attack using their natural Strength, fighting with just their fists, feet, claws or teeth in melee combat. Even though they may have two fists, this basic attack will not get a bonus D6 to hit like you would receive from two 1-handed weapons, unless your character has a skill or ability to allow it.

If you want to make a ranged attack, your model has to be able to see it. Your model will form an imaginary line from its head to the target, with nothing blocking it completely. If your target only has the tip of a gun or top of his hat sticking out, that isn’t good enough. Your attacking model should be able to see about half of the target model, at the very least. Sometimes you will need to bend down, eye level to the board, and get a “model’s eye view” of the game to see if they can hit their target.

Leaving Melee Combat

Defense

You may move a model away from melee combat by performing a special Break Away action. If you do, all enemy models in your Personal Space will get one free attack against you with the weapon of their choice, unless your model has a special skill to avoid it. Your opponent will roll each attack he is able to make. If your model survives when all attacks are finished, you will then be allowed to move away as normal, and perform any other actions you are able to.

Models always get a chance to survive an attack, sometimes called a save or saving throw. When hit, roll an amount of dice equal to your model’s Defense Attribute. The Target Number you will need to reach will be the Strength of your attacker’s weapon, or the attacking model’s Strength Attribute in the case of melee attacks. Take into account any modifiers that weapons may add more Strength to the attack.

Outnumbered

In addition to beating the Strength of the attack, the you must also roll enough successful saves to meet or exceed the amount of successful dice in the attacking to hit roll. If if you do not or cannot roll enough saves, it will lose 1 point of health for the remainder of the game.

If you have more than one enemy model within your personal space, you are outnumbered, unless you have other friendly models attacking the same enemies in melee as well. If you are outnumbered, your attacks will have a +1 to hit your target number. But, if you outnumber your opponent, your target number will not change and you may add +1D6 to your roll.

If a model’s Health reaches zero, it is considered “out of action”. Lay the model on its side. It is effectively no longer in play, but should remain where it fell for other actions or scenario objectives that may affect it, or if another model has the ability to revive them.

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Terrain & Cover Terrain is what we call trees or buildings or any other objects you will use to decorate your game board to make it look more realistic. Gangfights should have a lot of terrain, so your gang members have things to hide behind or climb onto. Terrain is split into two types: Area Terrain and Obstacles. All terrain features will provide cover and models utilizing them will receive a +1 Defense bonus against ranged attacks.

Area Terrain

Moving & Area Terrain

Area terrain is something like a wooded area, small pond or stream, the inside of a house or perhaps an area of rocky ground. It is any kind of terrain that would normally be difficult to move through, especially in the middle of a fight.

Models may travel through area terrain, but it may slow them down, and they cannot run. When traveling through area terrain, your character will have a -1 Quickness penalty. For example, if your Quickness is 4, you will only be able to move 3 inches in Area Terrain.

To define a section of the board as Area Terrain, simply place terrain pieces inside a small area. A good way to show the area is to use a shaped base to show its borders, which can be made from colored cloth, cardboard, or thin sheets of wood that you can cut into any shape you wish. Place your trees or other items on top of the base so it looks nice and so both players know what it is.

If you are starting a movement action in an open area and finishing in Area Terrain, you may finish your current move action as normal. Your next movement action will have the -1 Quickness penalty. Lastly, you cannot run in Area Terrain, thus the maximum distance you may move in in your activation will be 8 inches. Mounts may enter Area Terrain, but the same rules for running will apply.

Any model within Area Terrain will be harder to hit if you’d like to shoot at them, and will receive a cover bonus even if the attacker is also in Area Terrain as well. This is to represent general clutter and objects your characters may duck behind in the heat of battle.

Obstacles There are many small obstacles that your models may have to hop over as they move. These could be large rocks, hedges, fences, crates, barrels or pieces of furniture. You may jump over obstacles that are up to 1 inch across and up to 1 inch high. When traveling over an obstacle, your movement distance will be lowered by 1 inch for each obstacle you cross as you hop over it.

Area Terrain blocks line of sight to models behind it. You may not make ranged attacks against targets that are behind Area Terrain. Even if it looks like you should be able to see through a few bushes or a rocky area, imagine they are too tall or overgrown to see through.

Large or Ogre sized models may hop over obstacles as high as 1.5 inches, and Giant sized models may hop over obstacles up to 2 inches high. Standing behind an obstacle will grant your model a cover bonus if it is between you and your attacker. In order to claim this bonus, part of the obstacle itself must be within your model's Personal Space, like in the photo below.

Buildings Building interiors are a special kind of Area Terrain. All models within buildings are considered to be in cover for ranged attacks coming from the outside of the building, even if an attacker has a clear view to the model (for example, the model is inside, but visible through an open door or window). The Area Terrain movement penalties listed below still apply while inside buildings, to represent your model having to move around furniture and other clutter that could be inside.

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Morale Sometimes you could be so outnumbered or the casualties could be so vast that your gang knows it’s time to retreat. When this happens, you may need to make a Morale roll. At the beginning of a model’s activation, if their gang is outnumbered and has lost half of their models or more, they could run away. In the Upkeep phase of each of your models’ activations, you will need to make an Intellect roll to see if it can stay in the fight. Your model needs just one successful D6 to pass his morale test and fight on.

A fleeing model may shoot at any target that is visible after his first move, but it will not voluntarily enter melee combat and must end its movement more than one inch away from enemy models. Models locked in melee must first make a Break Away action to leave the fight as defined on page ###.

Your base target number is a 4. If your gang is outnumbered 2 to 1, your target number is a 5. If you are outnumbered 3 to 1 or worse, your target number is a 6.

You will have to make a Morale roll for each of your models in their Upkeep phases until you are no longer outnumbered. As you were making a “fighting retreat” you may have been able to inflict enough casualties on the other gang that you’ve turned the tide, and the other gang could the ones retreating now.

If the roll fails, the model will retreat and will make a normal move action toward the closest board edge. The model must make at least one move action, and may move more if you prefer. He must move in the most direct route possible, though he may go around Area Terrain or Obstacles, and climb up or down stairs and ladders (instead of jumping) if necessary. After moving, you may face the model in any direction and perform any ranged any other actions you wish, but any move action made during the activation will have to be away from the the enemy and toward the board edge. If a model runs completely off the board, they are considered a casualty, and unlike being out of action, they cannot be revived in any way.

Example: You and your opponent are both playing small 5-man gangs. You managed to take down one of his models, but he has taken down three of yours. As your next activation begins, you see that you now have lost more than half of your gang, and are now outnumbered 2 to 1, so your models will roll for morale on their activations. The model you are activating happens to have an Intellect of 2. You roll 2D6 with a target number of 5, but you roll 1 and a 3. The roll fails and your model immediately falls back toward the closest board edge.

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SPecial Equipment Rules What follows below are special rules pertaining to the wide variety of equipment and weapon types your characters are able to use, and any special rules you need to know. You can find a list of general equipment and weapons in our setting supplements or Gameworld Rulebooks. Since a character’s equipment is one of the major factors that defines what they are able to do in a Gangfight, there are many special rules below to cover any type of situation. Remember that you may only equip an amount of items equal to your character’s strength, whether it’s a weapon, armor, shield, grenade, bottle of booze or magical scroll.

Weapon Listings and Icons

1-Handed Weapons

Strength - Just like characters, weapons have a Strength level used to determine how hard they will hit. This is the number you will use when attacking. The letter M listed here means to use your Model's strength, usually for melee weapons. On more advanced melee weapons you may see this listed as M+1 or M+2, meaning you will add 1 or 2 to your model's strength.

As the name would suggest, these are weapons you can hold in one hand. These will include pistols or knives, daggers, longswords, clubs, maces and other similar weapons. Most 1-handed melee weapons will grant a +1 Strength bonus to your attack and cost 1 point of Strength to equip. If your character attacks with two 1-handed weapons, he will get to roll +1D6 to hit. Both weapons must be the same type (ranged or melee), but they do not have to be identical. You will always use the strength of your “best” weapon. The additional weapon will give you 1 extra D6 to roll, and you may only claim any special bonuses from your primary weapon in the case of magical swords or similar items. In the case of pistols, your target must at be in range for both of your pistols in order to claim your extra D6 to hit.

Range - This icon will be shown in a weapon profiles, and the number next to it will represent how far away in inches your enemy's base must be if you want to be able to attack them. Ranged weapons may double this number for the long range attacks. Remember that long range attacks will add a +1 to your target number to hit. Most melee weapons will be listed as 1" for their range and they have no long range.

2-Handed Weapons

Level - All items have a set level assigned to them that determines their overall strength and who may equip them. Generally speaking, Minions may only equip level 1 or 2 items, Henchmen may equip levels 1 through 4, and Heroes may equip items of any level. The level also represents how much XP you will have to add to your character to equip this item.

These are larger weapons that require two hands to wield properly, such as a rifle, shotgun, bow or crossbow, sledge hammer, heavy battle axe or pole arm. 2-handed melee weapons usually will grant a higher Strength bonus for your attack. Many 2-handed melee weapons will be listed with a Strength value of M+2, meaning the strength of your attack will use your model’s strength, +2. For example, if your Strength is 4, and you equip a Sledge Hammer, your attacks will have a strength of 6 rather than 4.

Special Damage Types Some weapons and magical spells will cause specail types of damage, which some characters may be susceptible to or have ways to protect against. These will often be associated with DOT or AOE attacks. These special damage types are: Disease, Fire, Poison, Holy or Unholy.

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SPecial Equipment Rules AOE (Area of Effect)

Automatic

These are usually spells, explosives or special weapons that can spray arrows or bullets over a wide area. AOE weapons can be powerful, and quite useful, but also dangerous.

These are quick-firing ranged weapons that allow a talented shooter to fire several bullets in quick succession, granting your model +1D6 when rolling to hit.

Binding

To use one of these weapons, first you must roll to hit as normal, and keep track of every successful D6. Not only will this be used for your opponent’s Defense roll, but this will also how many inches your AOE radius will be. Any model (friend or foe!) within this radius will also be hit and will have to defend themselves.

These weapons are designed to tie down your enemies and prevent them from getting away. Roll to hit as normal, and if the target fails his save, but not taken out of action, he will be stuck and unable to move. The taget will have to use up an action in his next activation to free himself.

For example, if you rolled a lot of dice and got 3 successful hits, then every model within 3 inches of the original target will be hit too.

Bow The classic ranged weapon favored by hunters and rangers alike. In most Gangfights, bows will have no special skills. However, bows will be considered silent weapons for special missions or scenarios where that may be required.

Armor Many settings have different types of armor for your characters to equip. Armor will increase your character’s Health stat, making them tougher to kill.

Artillery Artillery is an all encompassing word to define an extralarge weapon in the game. Often a large machine of some sort, this weapon will be too heavy for a normal man to effectively move and fire in the heat of battle, thus an artillery piece cannot be moved during a game, even if it has wheels, but the model firing may use an action turn it in any direction. An Artillery piece is considered an obstacle as well as a normal model. If a model is behind Artillery, he may be considered to be in cover depending on line of sight, just as if he were hiding behind a huge rock, a fence or some other terrain piece. Artillery weapons are fired by choosing a member of your gang to fire it on his activation instead of using his normal weapon. To fire the artillery piece, a member of your gang must stand in the Artillery model’s rear arc, and in the shooter's Personal Space. An artillery piece may only be used by one model per game turn. Artillery is added to your gang the same way you would add a new character, however its stats and attributes will be listed in the Equipment section for the setting you are playing. Lastly, when you set up your men at the start of your game, you may place artillery anywhere on the board, just keep in mind your enemies may get to it and use it first!

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SPecial Equipment Rules Consumable

Long Reach Weapons

These are items that are used once, and then discarded, such as a potion or magical scroll. The item’s information in the equipment listing for your genre supplement or Gameworld Rulebook will tell you what happens when it is used. Unlike other equipment, Consumable items usually are not listed in Character Profiles or Cards. Instead, these items may be added to your gang and assigned to characters prior to the game. This is a great way to spend a few extra Fame points to make sure both gangs are even.

Spears and similarly long weapons are able to reach enemies that are farther away than your average sword or dagger. Long Reach weapons may attack enemies up to 2 inches away, however your Personal Space will still be just 1 inch. Thus, you may also attack with these weapons without becoming locked in melee combat if your enemy is not in your Personal Space.

DOT (Damage over Time) This is a weapon or effect that can hurt a character continuously each game turn, such as fire or poisonous gases. If a target is wounded by a weapon with a DOT effect, he will have to make a new Defense roll in each of his Upkeep phases until he is able to successfully pass defense Defense roll. If he fails, he will loose one additional point of Health. To keep track of your DOT effect, you should put a number of tokens equaling the amount of hits required to save next to the injured model. Or, you may use a D6 with the number showing the amount of hits requred, but make it a different color than the dice you and your opponent ar rolling to avoid confusion.

Mounts While Gangfights are usually centered around men on foot, there are many occasions where some characters may wish to ride a horse or small vehicle. In the interest of keeping the game flowing quickly and smoothly, a character should start and finish the game on his mount and normally will not get on or off in the middle of the game.

Healing & Reviving Some magical potions or special equipment will allow you to heal lost Health for yourself or others. Healing may only replenish lost Health, you can never heal beyond your initial Health value.

All mounts have a fixed Quickness level, and this is how many inches your character will move while riding it, even if his own Quickness happens to be higher.

Additionaly, some items like Smellin’ Salts allow you to revive models that are out of action. In order to revive a model, the healer must have the fallen model in his personal space, and use the item for an action. The healer will make an Intellect roll, using the fallen model’s Stamina as a Target Number, however in this case you must roll at or below their Stamina level to revive them. Also in this case, rolling a 1 will not be an automatic failure. If successful, the model wills stand back up with 1 Health.

If you would like to get off of your mount, you must have a suitable model to represent your character on foot. Getting off of your mount will count as one action. In most cases, your mount will leave the battlefield when you get off, unless it has it's own character profile that states differently. A mount's model is usually larger than the character riding it, granting a Health bonus or offering saddlebags to allow you to carry more equipment. Thus, it is usually best to stay on your mount, as you wil lose these bonuses if you dismount.

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SPecial Equipment Rules Pistol

Shotgun

A pistol is a 1-handed ranged weapon, thus if you equip two you will be able to roll +1D6 to attack; however, your target must be within range for both of your weapons.

A short ranged, 2-handed gun meant to blast whoever gets too close. Their shells full of buckshot or something similar, granting +1 Strength when fired at normal range, but not for long range targets.

Slow Slow weapons may only attack once and then must be reloaded, such as a flintlock pistol or a crossbow. These weapons may only be used once per activation, unless an a further action is spent to reload it. Remember, all weapons are reloaded automatically in your model’s Upkeep phase, so if you plan your activation properly you may not need to use up extra actions to reload.

Sniper These are 2-handed, long range rifles meant to take out targets at a great distance. Extra long barrels and steady hands give these rifles the ability to reroll 1 missed D6 when you roll to hit.

Rifle Rifles are two-handed ranged weapons, very common in Skirmish battles. They tend to hit harder and have better range than pistols.

Shields Shields grant the wielder +1 Defense, however they require one open hand to equip. Thus, you will only be able to fight with one 1-handed or dual-handed weapon if you plan to use a shield.

Super Strength There could be occasions where the Strength of an attack gets modified to be higher than 6. If this happens, any target hit by an attack with a Strength of 7 or more will suffer a -1 Defense penalty for this attack.

Thrown Thrown weapons are 1-Handed ranged weapons, but many special abilities or magic spells may also use throwing to determine their range. Unless otherwise specified, the range of a thrown weapon will usually listed as M, meaning it will be equal to your model’s Strength. Like other ranged weapons, you may double this distance for a Long Range attack.

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Victory and Objectives In any Gangfight, the simplest and most straight forward way to win is just by wiping out the other gang. You and your opponent may decide to simply fight to the death, but for an added challenge, we suggest you give your games a turn limit and place objectives on the board for your gangs to fight over.

Objectives

Turn limits

Many gangs fight over loot, resources or territory, or just because they have a score to settle. When you are setting up your game, you should place objectives on the board after you place terrain, but before you place any of your gang models on the board.

Gangfights should last for 6 full Game Turns. For most games, this is more than enough time to wipe out or severely cripple your enemies. You can imagine this turn limit being enforced by lawmen coming to break up your fight, or the sun rising high enough to chase the undead away, or how long it will be until your evac ship arrives.

Objectives should be a special marker of some kind. They can be a glass bead or a coin, but something thematic like a crates, barrels, treasure chests or a injured comerade on a special base is your best choice. This also comes with added modeling and painting fun!

Once the 6th turn comes to an end, the surviving members of each gang will retreat and prepare for their next chance for revenge. Some battles may end up being closer than they appear, depending on how many kills you got and how tough those fallen enemies were.

You and your opponent should decide what these objectives are. Talk about your upcoming game and come up with a fun reason for your battle. Additionally, our Gameworld Rulebooks will have many special themed missions for you to play, with special objectives and special rewards.

Victory Points Each member of your gang is worth a special number of points, depending upon their level. This is how many points your opponent is awarded if the game ends with them out of action.

The amount of objectives you place on the board is based on your Gang's Fame ammount. You may place one objective on the board for every 250 points of Fame your gang has. Thus, for an average game of 500 points, each player may place two objectives.

Minions are worth 1 point each, Henchmen are worth 2 points, Heroes are worth 3 points, and your Gang Leader is worth 5 points. Additionally, Large models are worth +1 point, Massive models are worth +2 points, and Giant models are worth +3 points.

You and your opponent should take turns placing objectives. You can both roll 1D6, and whoever rolls the highest may place the first one. Objectives cannot be placed in any gang starting areas, and each one should be at least 6 inches appart.

Lastly, each objective your characters possess when the game ends will be worth 2 Victory Points.

In order to claim an objective during the game, you must move your model next to it and have the objective's base in your model's Personal Space, then perform a Capture Objective action and remove the objective marker from the board.

After your Gangfight ends, simply add up your victory points and whoever has the highest score wins the game! As mentioned previously, you will win automatically if you are able to wipe out the entire enemy gang.

When you capture an objective, you should mark down who is carrying it, or place the marker on top of your Character Cards or roster sheet. Your character must have at least 1 spare point of strength to carry the Objective, thus if you are creating your own characters from scratch, it is a good idea to equip fewer items, so you will have space left to pick up your objectives.

So, now what? This is the end of the core rules for the Ganfight Skirmsih Game System. On the next page you will find the Fantasy Setting Supplement, and more will soon be available at SkirmshGames.com. Check them out, build some gangs, and start fighting!

It is also recommended to spread objectives out among your gang members. If a model carrying an objective is taken out of action, all of their objectives will drop at their feet and any other model may then pick them up.

We also suggest following us on our Facebook page to stay up to date with new rules updates and new miniatures!

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Fantasy Setting Supplement The Fantasy genre is easily the most diverse, allowing you to create a wide variety of gangs made up of a myriad of different races and classes. Not to mention the huge variety and options of magical weapons or spells.

There are four primary factions to choose from: Mortal Guilds, Undead Hordes, Demonic Covens and Beast Packs. Your gang may only be made up of characters from one faction, unless your Gang Leader has a special skill to allow him to recruit members of other factions. Refer tp the Gang Creation chapter on page ### in the core rulebook to build your gang, and use the rules in this document to breath life into your characters.

In this document you will find everything you need to play Fatnasy Gangfights, including themed factions & races, unique skills, magical spells and special or magical equipment.

Contents Mortal Guilds . . . . 2 Undead Hordes . . . . 3 Demonic Covens . . . 4 Beast Packs . . . . 5

Fantasy Skills . . . . 6 Fantasy Equipment . . . 7 Magic Spells . . . . 9

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Mortal Guilds In Fantasy games, we refer to Mortal gangs as Guilds. These Guilds will likely include many humans along with Elves, Dwarves, Halflings, Orcs and more. Below you will find a list of the races available to Mortal Guilds along with the bonus attribute points and any special abilities they may posess.

Mortal Races Dwarf: +1 Stamina Elf: +1 Intellect Gnome: +1 Intellect Goblin: +1 Quickness Halfling: +1 Quickness Lizardman: +1 Strength Orc: +1 Strength * Ratman: +1 Quickness Troll or Ogre: +1 Stamina Large Model (+1 Health, +10 XP)

* Tribes of Orcs usually form around the biggest and baddest among them. If you create an Orc character to lead your gang or guild, they will be a Large model. This only applies to the leader, other Orc Heroes or Members should be Standard sized models.

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Undead Hordes In Fantasy Gangfights, we refer to Undead gangs as Hordes. These foul creatures from beyond the grave are driven to consume living flesh and cause fear in the hearts of mere mortals.

Undead Races

Special Undead Skills

Abomination: +1 Stamina Large Model (+1 Health, +10 XP)

Bloodsucker - Wound an enemy model in melee combat, and regain 1 lost point of Health, but you cannot heal higher than your starting Health amount. All Vampires must choose this skill.

Ghoul: +1 Quickness Revenant: +1 Strength

Horrify - Undead characters with this skill may cause fear in the hearts of others. Any enemy model within 3" of you will have a +1 penalty added to their Morale Target Number.

Skeleton: +1 Quickness Spirit: +1 Intellect Vampire: +1 Intellect Wight: +1 Stamina Zombie: +1 Strength

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Demonic Covens Demons, devils and crazed cultists abound in many of the most popular settings and genres to choose from. Darkness can corrupt even the bravest of hearts, and tempt mere mortals with promises of riches and power.

Demonic gangs are referred to as Covens, and they may include posessed mortal characters representing foul witches, corrupted warriors or villagers, along with a host of creatures of the underworld for them to command.

Demonic Races

Demonic Gifts

Demon: +1 Intellect

Though not mandatory, any Demon character may choose Demonic Gifts. Coven Mebers, Henchmen and Minons may select one, while Heroes may choose two. Each gift will cost 5 XP, and count toward the amount of skills you may possess.

Greater Demon: +1 Intellect Large Model (+1 Health, +10 XP) Arch Demon: +1 Intellect Massive Model (+1 Strength, +2 Health, +25 XP)

Arcane - Roll +1D6 when casting magic spells.

Leviathan: +1 Intellect Giant Model (+2 Strength, +3 Health, +40 XP)

Hate - Gain +1 Strength for all Melee attacks. Lust - Use an action to draw enemies toward you once per Activation. Roll 1D6 for each enemy model within 6”. if you meet or exceed their Intellect level, they will immediately move directly toward you, moving an amount of inches equal to their Quickness. Pestilence - Any enemy character you injure in Melee combat will have a -1 Stamina penalty in their next Activation. Spite - Roll +1 D6 to hit when attacking an enemy character that injured you in his previous activation. Winged - A special Gift, any Demon my be Winged for +5 XP, allowing them to fly.

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Beast Packs Vicious Beasts stalk the forests and countrysides of many Fantasy settings, barking at the moon and preying on those unaware. These Beasts could be a race of man-animal hybrids found in many popular Fantasy or mythological settings, such as Lizardmen, Ratmen, Minotaurs, Centaurs or Satyrs. Or, they could be lycanthropes and were-things like in our Horror Western game, Blackwater Gulch. It’s up to you and your imagination to come up with an interesting backstory for your Beast Pack. In Gangfights, we refer to gangs of Beasts as a Pack. When forming a Beast pack, each character must choose one of the Animal Affinities for their starting attributes, listed below.

Bestial Animal Affinities

Though not mandatory, any Beast character may have special abilities. Henchmen and Minions may select one, while Heroes may choose two. Each abilitiy will cost 5 XP, and count toward the amount of skills you may possess.

Bat: +1 Quickness Bear: +1 Stamina Large Model (+1 Health, +10 XP)

Running Wild - This Beast may move a maximum of 18”, rather than the usual 12”.

Bat: +1 Intellect

Savage Claws - This Beast’s bare hands are considered to be Light Melee Weapons, thus they will always have a +1D6 to hit in melee combat as if they were wielding two 1-handed melee weapons.

Boar: +1 Strength Bull or Bison: +1 Strength Large Model (+1 Health, +10 XP)

Vicious Bite - This Beast may make a melee attack with +1 Strength, this attack cannot benefit from having two melee weapons equipped.

Cat: +1 Quickness Goat: +1 Stamina

Wings - Birds, Bats, and some Insects and Reptiles may be winged, and will be able to Fly when moving.

Insect: +1 Strength Rat: +1 Quickness Reptile: +1 Stamina Wolf: +1 Intellect0

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Fantasy Skills The skills listed below are available to all characters and races, and are included here for easy reference. Bravery - Lower target number by 1 when making a Morale roll.

Magic User - May use magic spells listed on page ###. Manhunter - Gain +1D6 to hit against any Mortal enemy.

Brute - Your opponent must reroll one successful D6 from his saving throw in melee combat.

Overwatch - Reserve one action to attack an enemy that later moves into view. You may attack as soon as this enemy finishes their current Move action, interrupting their activation. They may continue their activation after your attack (if they survive).

Charge! - Double your move distance if doing so will allow you to enter an enemy model's Personal Space. Deadeye - Ignore the to hit penalty for long ranged attacks.

Parry - If you are wielding a melee weapon, you may reroll 1 failed D6 from your Defense roll against melee attacks.

Disarm - Roll to hit like a melee attack, using your Quickness level instead of Strength. If the opponent fails to defend himself, instead of being injured the last weapon he used will fall to the ground. He must use an action to pick it up at the start of his next Activation.

Pickpocket - Roll to hit like a melee attack, using your Quickness level instead of Strength. If the opponent fails to defend himself, instead of being injured you may steal one Objective that they are carrying.

Duck & Cover - Gain +1 Defense.

Planner - Reserve 1 action to use as a bonus action in the next Game Turn.

Engineer - Gain +1D6 to hit when attacking with Artillery.

Pulverize - In melee combat, your enemies will not be able to be revived if taken out of action.

Lucky - Start the game with a pool of Lucky Dice equal to your Quickness. Any amount of these dice may be added to any roll you are required to make at any time, however once these dice are used, they are gone for the remainder of the game.

Ranger - Move freely in Area Terrain just as if it were out in the open. Rogue - Lower base to hit Target Number to 3 when attacking enemies from behind.

Gunslinger - Gain +1 D6 to hit when attacking with Pistols.

Run & Gun - May attack after running with a +1 to your to hit Target Number

Hearty - Reroll 1D6 from a failed saving throw. Hit & Run - When attempting to break away from melee combat, make a Quickness roll with a target number equal to the amount of enemies in your Personal Space to a maximum of 6. If successful, enemies will not be able to make free attacks when you leave melee combat.

Templar - Gain +1D6 to hit against any Undead enemy. Tough - Gain +1 Health. Warrior - Gain +1 D6 to hit in melee combat. Witch Hunter - Gain +1D6 to hit against any character with the Magic User skill.

Healer - May revive a friendly model that is out of action as defined on page ### of the Core Rules. Inquisitor - Gain +1D6 to hit against any Demon enemy.

Leadership Skills

Inspiring - All friendly models within 6” of you gain +1D6 bonus for Morale rolls.

Beguile - If your Coven Leader has this skill, you may recruit Mortal Henchmen or Minions, but not Heroes.

Jumpy - Not slowed when moving over obstacles or through windows.

Handler - If your Leader has this skill, you may recruit Beast Henchmen or Minions, but not Heroes.

Knight - No Quickness penaty for wearing Medium or Heavy Armor.

Necromancer - If your Leader has this skill, you may recruit Undead Henchmen or Minions, but not Heroes.

Know-how - May use equipment 1 level higher than your character's max. Minions may equip items up to level 3, Henchmen up to level 5.

Warlock - If your Leader has this skill, you may recruit Demonic Henchmen or Minions, but not Heroes.

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Fantasy Equipment What good would a Fantasy world be without magical things? The items listed below are presented in a more generic format, as many would have the same statistics anyway. For example, a Long Sword and a Broad Sword would both be the same in game terms. Most common items are levels ranging from 1 - 4, while enchanted items are levels 5 and 6.

Armor & Shields Light Armor

Medium Armor

+1

1

+2

Heavy Armor

-1

3

+3

-1

Type: Armor

Type: Armor

Type: Armor, Heavy

Examples: Leather Armor, Scaley Skin, Thick Padded Armor

Examples: Chainmail, Chininous Plates, Ring Mail, Scale Mail

Examples: Full Plate Armor

Buckler

Common Shield

Heavy Shield

1

+1

3

+2

5

-1

Type: Shield

Type: Shield

Type: Shield, Heavy

May be equipped even if both hands are full. You may reroll 1D6 from a faled Defense roll.

Examples: Kite Shield, Heater Shield, Round Shield

Examples: Mantlet, Scutum

1-handed Weapons

2-Handed Weapons

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Melee Weapons Light Hand Weapons M

1

1

M+1

1

2

M+2

1

4

Type: 1-Handed Melee

Type: 1-Handed Melee

Type: 2-Handed Melee

Examples: Dagger, Knuckleduster

Examples: Broad Sword, Cutlass, Hand Axe, Katana, Longsword, Machete, Mace, Spiked Club, Warhammer

Examples: Battle Axe, Flail, Greatsword, Halberd, Lance, Pike, Polearm, Staff

Ninja Stars

Bola, Lasso or Net

Thrown Weapons Throwing Knives 3

M

2

Thrown

3

M

2

Thrown

Thrown, Binding

Firewater 4

M

3

4

Thrown, DOT

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Playtest version 1.2 © 2016 Gangfight Games. All Rights Reserved.

M

3

Fantasy Equipment Primitive Ranged Weapons & Bows Short Bow 3

Long Bow 6

2

Crossbow

3

10

4

4

Bow

Bow

Slow

Hand Crossbow

Blowpipe

Sling

4

4

4

Slow, Pistol

3

5

2

3

8

3

7

2

10

5

DOT (Poisonous)

Firearms Flintlock Pistol 3

6

Blunderbuss 5

Slow, Pistol

3

Musket 4

5

3

Slow, Rifle, Shotgun

Slow, Rifle

Horse

Raptor

Mounts Donkey 5

2

6

Mount May cross over obstales when running

4

7

6

Mount May cross over obstales when running

Mount May cross over obstales when running

Potion of Healing

Magic Scroll

Consumable Items SMellin' Salts

+1

4 Consumable Use to revive one fallen friendly model

4

4

Consumable Drink to heal 1 lost point of Health

Consumable Select a spell from the list on page ### at the beginning of the game.

Enchanted Equipment You may select armor, melee weapons or bows from the Equipment anove list, and add a +1 bonus to any one character Attribute, and raising the level by 1. Or, you may add any one skill from the list on page ### to an item and raice the level by 2. Lastly, if you would like to add a +1 to Health or Defense, this will also raise the level by 2.

Raising a level to 5 or 6 will make the item Rare, thus under most circumstances only your Heroes will be able to equip them. You may also create Scrolls as noted above, which are Consumable items that allow a character to cast 1 magical spell listed on the next page, and the scroll will have an item level equal to the spell's level.

Here are a few sample items to give you some ideas:

Mighty Longsword M+1

1

Type: 1-Handed Melee, Rare Character gains +1 Strength

Marksman's Long Bow 3

3

10

Thug's Armor 5

Type: Bow, Rare Character gains +1 Ranged Combat

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Playtest version 1.2 © 2016 Gangfight Games. All Rights Reserved.

+1

3

Type: Light Armor Character gains the Rogue skill

Magic Spells Wizards and Mages abound in Fantasy settings, and of course they will need spells to cast! Characters may learn any of the below spells if they choose the Magic User skill. Each spell is treated as both a skill and also equipment. Spells have an XP cost equal to their level, which must be added to your character's XP amount, and you may have an amount of skills and spells in any combination up to your Intellect level. For example, an intellect of 4 will allow you character to learn a maximum of 3 spells, because you must also have the Magic User skill to be able to cast spells in the first place.

The spells listed below will have Attribute icons listed before the name and this is the attribute you will roll when you cast the spell. For example, tossing a Magic Missile will require you to use your Ranged Combat attribute, while casting the Fear spell will use your Intellect. Attack spells will roll to hit like normal, while Intellect based spells will simply have a target number of 4 to cast. However, each consecutive spell you cast in one activation will increase your target number by 1. This means your first spell will cast on a roll of 4, while your second will require a 5 and your third or more will require a 6.

Like equipment, Minions may only learn spells up to level 2, Henchmen up to level 4, and Heroes may learn any spells they wish.

Conjure Blade M+1

1

Knockback 1

3

Automatically equipped when cast.

4

Magic Missile 2

3

Binding

2

1

Stoneskin 3

+1

Wounded enemy model loses Stamina instead of Health, for next Activation.

-1

3

+1 Defense and -1 Quickness until your next Upkeep.

Fireball 4

M

Thrown

Hypnotic Gaze 4

1

Wound enemy model and move them 1D3" away, facing any direction.

Grasping Roots 3

1

Revive 6

4

2

DOT

4

Revive 1 out of action friendly model.

Dispell 4

Fear 5

2

Remove one magical effect of your choice from a target model, including DOTs or beneficial spells.

5

-1 to enemy morale rolls within 6" of the caster.

Ethereal Wings

Hailstorm

6

4

Gain Flying until your next Upkeep.

AOE

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Playtest version 1.2 © 2016 Gangfight Games. All Rights Reserved.

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6

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