House Rules
- Model doesn't need to be painted.
- Model does not need to show all it's weapons. If weapons are not shown you must notify your opponent of differences.
- Don't have to shoot or charge the closest target.
- May run within 8" of an opposing model without charging.
- May crawl when pinned, but cannot stand up at the end of that turn.
- A model who is charged by a creature that causes fear does not test to break until engaged in hand-to-hand.
If broken, the model is moved 1" away from the attacker (who gets one free hit). In his next turn, the broken
model moves the standard 2d6" towards cover.
- May voluntarily fail leadership check when charged by creature causing fear (with -1 penalty on all leadership
checks for the rest of the match). Also, a model may voluntarily break if charged by a creature that doesn't
cause fear (with -3 penalty on all leadership checks for the rest of the match). However, the attacker still gets
a free hit in both cases.
- When the leader goes out of action, the gang must make an immediate bottle check. If a 2 is rolled, the gang is so infuriated that they don’t have to check until they have suffered 50% casualties. (75% for those scenarios that start out at 50%)
- Bottle checks are made as normal at 25% casualties, at -1 with 50% casualties, and at -2 with 75% casualties.
If the first check isn’t made until 50% casualties, then the check at 75% casualties is at -1.
- If any fighters are in hand-to-hand combat when the gang bottles out, the opponent gets 1 free hit as they break
off and flee.
- Gangers costs are modified to reflect what they really are. (i.e. juves > gangers cost 50,
gangers > leaders cost 120, captured leaders > brethren cost 50)
- True Grit changed to mean: 1 is no wound, 2 is flesh wound.
- If an ammo check is failed for weapons with multiple ammo types (shotguns, grenade launchers, missile
launchers) roll a d6. On a 1-3, the gun is jammed as normal, and on a 4-6, you just ran out of that type of ammo.
- A basic or special weapon may be slung, but gives a -1 to WS for each weapon slung.
Heavy weapons cannot be slung and give a -1 to WS for their encumbrance.
- Captured equipment goes to the capturing gang. Exception: if the captive is turned in for a reward, his
equipment must be turned in as well.
- Captive is freed as soon as ropes are cut. You may bottle after this with no penalty, as long as you have two
men or 25% down or out of action.
- May run across pipes, but cannot end movement on pipes. Must make an init. test at the halfway point or fall.
- If a model jumps down from a height and doesn't take a wound, he can avoid being pinned if he passes an
initiative test at -1 for every 3" fallen. If the model avoids being pinned, he may continue his movement.
- May voluntarily fail initiative check for falling.
- May transfer equipment between models that are in base-to-base contact as long as neither model has run or shot
that turn.
- May drop equipment, which is marked by a loot counter. You may move or fire as normal when dropping
equipment. You may not run or shoot if you pick up equipment. If you bottle, your opponent may pick up the
dropped equipment.
- You may throw equipment instead of shooting. You may try to throw equipment to another gang member, but
have to roll to hit as if you were shooting at him. The catcher must pass an initiative test or else the equipment
is dropped at his feet. The catcher may not shoot and try to catch, and is at -1 to his init test if he ran that turn.
If the thrower missed, the equipment will scatter as a grenade. Guns that were not caught have to make an
ammo check. Pistols and close combat weapons may be thrown (str*2)+2 inches, basic or special weapons may
be thrown str*2 inches, heavy weapons may be thrown (str*2)-2 inches.
- If you have more than one fighter in hand-to-hand combat, the others don't have to make a break test if one guy
goes down. At the end of the fight, any survivors then have to make the break test.
- If hit by a shotgun, you must roll equal to or less than your strength on a d6 or be knocked back 2"
- Any grenade can be throw on at a spot on the ground or wall that you CAN SEE, at a -1 to hit. You still are not
allowed to attack models who are hidden (or not seen at all) in this manner, you can attack models who are
detected though.
- You don't have to equip hired guns with all the weapons listed.
soon to be replaced by Hired Guns allowance
- Heroic Rescues
Gang members can drag or carry a comrade for a distance equal to the carrying member's current strength in
inches. Two or more gang members may co-operate in the rescue, in which case their strengths may be combined
in order to move further, but may never be farther than the distance the slowest member could move. Rescuing
counts as the action for the gang member(s) involved.
Example: A gang member of strength 3 could drag or carry a victim 3 inches. Two gang members, one of
strength 3 and one of strength 4 could work together to carry a victim 7 inches, provided they could both cover
7 inches by normal movement (by running). Three gang members, all strength 3, could carry a victim up to 9
inches but would probably be hampered by slow members to a speed of 8 inches - the maximum typical move.
Before embarking upon a rescue each rescuer must first pass a leadership test to see if they have the bottle to do
it. If they fail the leadership test they may make a normal move and action instead.
- You can choose whether the ammo check is the same dice as the to-hit dice or seperately. This is especially useful if you need a 6 to-hit. If you don't roll an ammo check dice, it is assumed you are using a roll of 6 on the
to-hit dice to indicate an ammo check.
- When fighting in H2H, you are actually hitting the opponent with the butt of pistols not firing them, therefore the strength of the hit is the ganger's strength not the Weapon's strength.
- Disarm skill - Instead of destroying weapon, you are merely nullifying that weapon for the round. User does not get attack dice for the weapon, and can not use it for damage rolls.
- Equipment from anyone a medic works on goes to the stash if the ganger dies.
- All Overwatch shots are at -1 to hit.
- +5 XP for each succesful use of a medi-pac in battle.
- Nerves of Steel will be changed to mean you can check as a leader, whether you can get up from being pinned at the start of the turn.
Rule Clarifications
- Broken fighters count as being down for bottle tests.
- Cannibalism feeds 10 people. (Scavvies only)
- Don't have to come out of vents or tunnels after first turn, but have to state which gangers are in vents and which are in tunnels.
- Hand injuries: if using one weapon in that hand > -1 WS
if using two handed weapon > -1 WS
if using two weapons > designate 1 dice as the bonus dice for using 2 weapons, that dice has a -1.
- Outlander gangs do not receive giant killer money bonuses.
- If you move a model into a location he can see a hidden model, that model is seen by your ganger, and detected by everyone else in your gang. The ganger who can see him can fire any weapons he chooses at the ganger, but for those he is only detected, only template weapons may be used. (They heard he is behind the pipe, but not sure where)
- Heavy weapons may only be fired in their forward arc during overwatch
- Move or Fire weapons (i.e. grenade launcher) do not count as heavy weapons for overwatch.
- If attacked by multiple attackers and you have a parry, you can use it once against each opponent. (per parry).
- If a leader is pinned within 2 inches of a friendly model. He has two chances to get up at the start of the turn. Once for being a leader, and once for being within 2 inches of a friendly.
- If there are multiple infiltrators, roll a dice for each one, highest sets up first.
- No experience for hitting downed models, but there is experience for hitting broken models.
- A model who was out of action can not use any of his post-battle skills. (i.e. medic, inventor, ratskin search for territory, etc...)
- If a model is capable of running faster than 10", he is at a -1 to hit for speed, as long as he ran in his turn, regardless of how far.