Cityworld Mort Gangers

 

  
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In the dark and grim future there is only grim darkness. And skulls. Lots and lots of skulls.

On a dying world whose entire surface was covered with a miles-thick decaying city, the wretched inhabitants carved out a brutal existence amongst the rot and ruin, taking what meager resources they could from each other without mercy or compassion.

Follow the rules in BATTLEFIELD HORIZON: ENDLESS CONFLICTS unless otherwise stated here. As always, modify to taste.

 

Building a Gang

First, all players agree on the total points to be spent on each gang. Then, each player builds a gang based on that amount from the lists below.

Wannabe [raw recruit] 23 Points
- As many as you can afford.
Movement Close Combat Ranged Combat Protection Value  Morale Score
6" 2 2 0 2
Melee Weapon

Options: (for additional point costs)
May have any 1 additional weapon from the Basic Ranged Weapons list.
May have any armor.

 

Body [basic ganger] 34 Points
- As many as you can afford.
Movement Close Combat Ranged Combat Protection Value  Morale Score
6" 3 3 0 3
Melee Weapon

Options: (for additional point costs)
May have any 2 additional weapons from the Basic Ranged Weapons list.
May have a Polearm, Pike or Chainsaw.
May have any armor.

 

Scar [lieutenant or experienced ganger] 56 Points
- Only 1 for every 5 Body or Wannabe gangers.
Movement Close Combat Ranged Combat Protection Value  Morale Score
6" 5 5 0 5
Melee Weapon

Options: (for additional point costs)
May have any 2 additional weapons from the Basic Ranged Weapons list OR 1 from the Basic Ranged Weapons list and 1 from the Heavy Weapons list.
May have 1 additional weapon from the Close Combat list.
May have any armor.

 

Boss [gang leader] 82 Points
- Must have, and only 1 per gang.
Movement Close Combat Ranged Combat Protection Value  Morale Score
6" 6 6 0 6
Special Ability: Hero Model
Melee Weapon
 

Options: (for additional point costs)
May have any 2 additional weapons from the Basic Ranged Weapons list OR 1 from the Basic Ranged Weapons list and 1 from the Heavy Ranged Weapons list.
May have 2 additional weapons from the Close Combat list.
May have any armor.

 

Wildmind [untrained psychic] 64 Points
- Only 1 per gang, cannot take if gang has a Headcase.
Movement Close Combat Ranged Combat Protection Value  Morale Score
6" 3 3 0 3
Special Ability: Hero Model
Special Ability: Mystic Ability

Melee Weapon
 

Options: (for additional point costs)
May have 1 additional Special Ability: Mystic Ability (+15 points)
May have any 1 additional weapon from the Basic Ranged Weapons list.
May have any armor.

 

Headcase [experienced psychic] 136 Points
-  Only 1 per gang, cannot take if gang has a Wildmind.
Movement Close Combat Ranged Combat Protection Value  Morale Score
6" 5 5 0 5
Special Ability: Hero Model
Special Ability:
Master Mystic
Melee Weapon


Options: (for additional point costs)
May have up to 2 additional Special Ability:
Master Mystic (+45 points each).
May have any 2 additional weapons from the Basic Ranged Weapons list.
May have 1 additional weapon from the Close Combat list.
May have any armor.


 

Armor
Type PV COST
Clothing 0 0
Leathers 1 3
Light Combat Armor 2 6
Medium Combat Armor 3 9
Heavy Combat Armor 4 12

 

Cityworld Mort Gangers uses the optional 5" Ranged Combat table for calculating weapon costs due to the small scale action inherent in scifi gang warfare, and the cramped, cluttered and crumbling terrain. There will also be few, if any, vehicles on the board, so really big weapons will be rare. There will be the occasional large or flying critter running amok, however.

 
Optional 5" Range
Ranged Combat
RC Stat Weapon Cost
9 2.25
8 2
7 1.75
6 1.5
5 1.25
4 1
3 0.75
2 0.5
1 0.25
0 0

Special Rules

Ammo rolls: Any time a ranged combat roll is a "10", make an immediate Command Roll. If the Command roll fails, that weapon is out of ammunition and may not be used again this game without spending an action reloading - assuming the figure has spare ammo to do so.  Basic Ranged weapons: Thrown, Bow and Crossbow do not need to make ammo rolls.

Improvised weapons (Ranged Combat or Close Combat): 5" range, Move or Shoot, half appropriate stat score.

Gang Psychology: If the Boss is removed from play, every member of the gang must make a Command Roll. If over half the gang that's currently in play fails, the entire gang flees off the table. If not, they may continue the fight as normal.

 

CITYWORLD MORT GANGERS WEAPON LIST

RC = Weapon Cost for the Figure's Ranged Combat Stat on the
Optional 5" Range Table.
CC = Figure's Close Combat Stat


Basic Ranged Weapons
Type Abilities Cost

Thrown

5

RC

Bow 20 (x 4) RC x 4
Crossbow 20 (x 4), Move or Shoot (/ 2), Powerful Strike (+6) RC x 2 + 6

Pistol

15 (x 3), Shoot on the Move (x2)

RC x 6

Blaster Pistol

15 (x 3), Shoot on the Move (x2), Powerful Strike (+6)

RC x 6 + 6

Machine Pistol

15 (x 3), Shoot on the Move (x 3), Rapid Fire x 2

RC x 18

Submachine Gun

15 (x 3), Shoot on the Move (x 3), Rapid Fire x 3

RC x 27

"Grenade" (Thrown)

10, Small Blast (+10)

RC + 10

Rifle

30 (x 6)

RC x 6

Blaster Rifle

20 (x 4), Powerful Strike (+6)

RC x 4 + 6

Assault Rifle

20 (x 2), Rapid Fire x 2

RC x 4

Shotgun

Scatter Shot Ammo

Slug Ammo

 

15" (x 3), Rapid Fire x 2

15" (x 3), Powerful Strike (+6)

 

RC x 6

RC x 3 + 6


Heavy Ranged Weapons
Type Abilities Cost
Sniper Rifle 40 (x 8), Move or Shoot (/ 2), Powerful Strike (+6) RC x 4 + 6
Anti-Tank Rifle 40 (x 8), Move or Shoot (/ 2), Deadly Strike (+50) RC x 4 + 50
Squad Assault Weapon 30 (x 6), Rapid Fire x 3 RC x 18

Light Machine Gun

30 (x 6), Move or Shoot (/ 2), Rapid Fire x 4

RC x 12

Heavy Machine Gun

30 (x 6), Move or Shoot (/ 2), Powerful Strike(+6), Rapid Fire x 5

RC x 3 + 6 x 5

Flamethrower

Template Shot (x 4 +10)

RC x 4+ 10

Heavy Flamethrower

Template Shot (x 4 +10), Rapid Fire x 2

RC x 4 + 10 x 2

Rocket Launcher

-Anti-Armor

-Anti-Personnel



40 (x 8), Move or Shoot (/ 2), Deadly Strike(+50)

40 (x 8), Move or Shoot (/ 2), Powerful Strike (+6), Small Blast (+10)

 

RC x 4 + 50

RC x 4 + 16

Grenade Launcher

30" (x 6), Small Blast (+10)

RC x 6 + 10

Auto Grenade Launcher

30" (x 6), Small Blast (+10), Rapid Fire x 2

RC x 6 + 10 x 2

Mortar

60" (x 12), Move or Shoot (/2), Large Blast (+20)

RC x 6 + 20

Auto Mortar 60" (x 12), Move or Shoot (/2), Large Blast (+20), Rapid Fire x 2 RC x 6 + 20 x 2


Close Combat Weapons

 

Type Abilities Cost
Melee Weapon None CC
Polearm Reach Attack (+5) CC + 5
Pike Long Reach Attack (+10) CC + 10

Quickblade

Fury of Blows x 2

CC x 2

Chainsaw

Powerful Strike (+6)

CC + 6

Chainsaw
and
Flamethrower

Powerful Strike (+6)

Template Shot (x 4 +10)

**Combined Weapon - take full cost of the most expensive weapon and 1/2 of other. May only use one of the two each turn.

CC + 6**

RC x 4 + 10**

Rocket Assisted Hammer Deadly Strike (+ 50) CC + 50
Starblade Powerful Strike (+6), Fury of Blows x 2 CC + 6 x 2
Ghostblade Fury of Blows x 4 CC x 4

*And if you don't like any of the weapons listed above, you can always use the rules to create your own!
 

Optional Gang Types -

There's absolutely nothing stopping you from disregarding everything and anything on this page and designing a completely unique gang using BATTLEFIELD HORIZON: ENDLESS CONFLICTS. By all means, do so! But here are some ideas.
 

Prims: low tech gang.
Each figure gets  Movement: Walk 8" (+ 1 point) *, and +1 to Close Combat stat* or Ranged Combat stat*.
Any figures may take Special Ability: Pathfinder (+10 points per figure).
Any figures may take Special Ability: Sneaky (+10 points per figure).
Any figures may take Special Ability: Lurker (+15 points per figure).
May only use Thrown, Bow and Crossbow ranged weapons.
May only use Melee Weapon, Polearm, Pike and Quickblade close combat weapons.
May swap one ranged weapon for one close combat weapon, but all figures must have a Melee Weapon.
May use armor, but only Leathers or Light Combat Armor.
 

Shooties: ranged attack gang.
Each figure gets +1 to Ranged Combat*.
All figures must take Special Ability: Heartless (+5 points per figure).
Any gang member but Wannabe's may swap a close combat weapon for a basic ranged weapon, but all members must have a Melee Weapon.
May only use Melee Weapon in close combat.
May not use Thrown, Bow and Crossbow ranged weapons.
One Body ganger may have a heavy ranged weapon instead of a basic ranged weapon.
 

Assaulties: close combat gang.
Each figure gets +1 to Close Combat*.
All figures must take Special Ability: Berserker (+5 points per figure).
Any figures may take Special Ability: Frenzy (-5 points per figure).
Any figures may select from the entire close combat weapon list.
All figures must swap one ranged weapon for one close combat weapon.
Any figures may add an extra Special Ability: Fury of Blows at the regular cost to any close combat weapons.
 

Purgers: nut-jobs somehow saving the world from "evil" through the excessive use of chainsaws and flamethrowers.
Each figure gets +1 to Close Combat*.
All figures must take Special Ability: Without Fear (+10 points per figure).
Any figures may take Special Ability: Frenzy (-5 points per figure).
Boss must take Special Ability: Mystic Null (+25 points).
Boss and any Scars must take Special Ability: Heartless (+5 points per figure).
Boss and any Scars may take Special Ability: Undying Will (+60 points per figure).
All figures must select Flamethrower, or Special Ability: Combined Weapon Flamethrower with one other weapon, either close combat or ranged combat.
Any figures may select a Chainsaw or Special Ability: Combined Weapon Chainsaw with one other weapon, either close combat or ranged combat.
One figure in the gang must have a Heavy Flamethrower.
 

Bots: gang of rogue robots.
Each figure gets Movement: Walk 4" (-1 point) and Protection Value of 5 (+15 points).
This gang may not purchase a Wildmind or Headcase gangers.
All figures must take Special Ability: Methodical Advance (+20 points).
All figures must take Special Ability: Pathfinder (+10 points).
Any figures may take Special Ability: Heartless (+5 points per figure).
Any figures may take Special Ability: Without Fear (+10 points per figure).
Boss and any Scars may take Special Ability: Tele-Com (+10 points per figure).
Any figures may select from the entire close combat weapon list.
Figures may not use any type of Armor.
 

Muties: gang of hideous mutant freaks. Grr. Argh.
All figures must take Special Ability: Sneaky (+10 points per figure).
All figures must take Special Ability: Creepy (+5 points per figure).
Boss and any Scars may take Special Ability: Tele-Com (+10 points per figure).
"Big" mutants may take Special Ability: Resilient (+25, then +50 points per figure).
Every member of the gang must take at least 1, but no more than 3, of the following random abilities.
Roll a D10:
1) Swap out Special Ability:Creepy for Special Ability: Horrifying (+ 5 points).
2) Special Ability:
Jumper/Weak Flyer (Special - see rules).*
3) Special Ability: Lurker (+ 15 points).
4) An additional Close Combat attack with Special Ability: Powerful Strike (CC + 6 points).
5) An additional Close Combat attack with Special Ability: Reach Attack or Long Reach Attack (CC + 5 or + 10 points).
6) Special Ability: Mystic Null (+ 25 points).
7) Special Ability:
Squabblers (-10 points).
8) Special Ability: Without Fear (+ 10 points).
9) Special Ability: Wild (+ 10 points).
10) Figure may have either Movement: Walk 8" (+ 1 point) or Walk 10" (+ 2 points).
All rolled abilities must be taken and paid for, but redundant rolls (like rolling Lurker a second time) may be re-rolled.
 

Enforcers: they neither serve nor protect.
All figures must take Special Ability: Heartless (+5 points per figure).
Gang may have both one Wildmind and one Headcase.
Boss and any Scars may take Special Ability: Tele-Com (+10 points per figure).
Boss, Headcase and any Scars may take Special Ability: Shield (+15 points per figure).
Any figure may have a Quickblade, a Starblade or a Ghostblade in addition to their melee weapon.*
Any figure may have Special Ability: Jumper/Weak Flyer (Special - see rules).*

* Changes to the starting stats require a recalculation of the point costs based on the new values. See: BATTLEFIELD HORIZON: ENDLESS CONFLICTS.

 

Table Setup

Use lots of terrain that gives cover and slows down advances. Something like this:


CAMPAIGNS

For campaigns, use the rules on pages 19 & 20 of BATTLEFIELD HORIZON: ENDLESS CONFLICTS.