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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
Art by Don Ellis Aguillo, Heath Foley and Wayne O’Connor. Character Attributes . . . 4
Gang Creation . . . . 5
Blackwater Gulch miniatures by Gangfight Games,
Model Sizes . . . . 6
sculpted by Brother Vinni, Steve Eserin, Clint MacLean,
Creating Custom Characters . . 7
Ian Mountain, Bob Naismith, Pedro Ramos & James Van
Setting Up the Game . . . 8
Schaik. Blackwater Gulch scenery pieces by Battle Flag,
Playing the Game . . . 9
Buildings by AmeriTowne, Bachmann Trains, GameCraft
Movement . . . . 10
Miniatures, Perry Miniatures, Sarissa Precision, Woodland
Attacking . . . . 11
Scenics & Zuzzy Miniatures.
Terrain & Cover . . . . 13
Fantasy miniatures from Dungeon Saga by Mantic Games. Morale . . . . . 14
Fantasy buildings by 4 Ground. Special Equipment Rules . . . 15
Victory and Objectives . . . 19
Painting by Tim Kline, Golem Painting Studio & William Blank Roster Sheet . . . 20
Refsland.

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© 2016 Gangfight Games. All Rights Reserved.
What you Need
The Rules Dice
What you are reading now! You will need these rules to The game uses typical six-sided dice, commonly referred
learn how to play. to as a “D6”, and you will only need a handful of them.
Your characters’ Attributes will tell you how many dice you
Enemies need to roll, referring to your roll as #D6, where # is the
amount of dice you need to roll. For example, 2D6 means
You will need an opponent to play against. Games, or you need to roll 2 dice. There may be some occasions
what we call Gangfights, are commonly played with two where you will be asked to roll a “D3”, in this case, roll a D6,
players, one against the other, though it is quite easy to but a roll of 1 or 2 = 1, 3 or 4 = 2, and 5 or 6 = 3.
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
You and your opponent should both have at least 3 a section of forest, desert, small village, town square, or
miniature figures, or models, to start a Gang. Most games anything else you can imagine. You will add scenery and
will feature larger gangs, 3 is just the minimum size. 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
Measuring Device that is merely a suggested size. You may use any size you
feel comfortable with, whether it’s a custom built game
Distances such as how far a model can move or shoot board, a kitchen table or even a folding playing card table.
are measured in inches (“). You should have some sort of
measuring device like a small tape measure.

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© 2016 Gangfight Games. All Rights Reserved.
Game Terms and Common Rules
Attribute Rolls Facing
The characters in your gang have different Attributes such Your model may only attack something in front of it. This
as Strength or Stamina, and you will be required to roll is referred to as your model’s “facing”. Facing defines what
an amount of dice equal to a given Attribute to perform is in your model’s field of view, and this is determined by
an action. The most common Attribute rolls will be made where the model itself is looking. Draw an imaginary line
in combat. For example, if your model’s Ranged Combat across the model’s base with the his face straight ahead.
Attribute is 3, you will roll 3D6 when you try to shoot an It can see anything within a 180 degree arc in front of
enemy character. Attributes are defined on the next page. it. Any potential target behind your model may not be
attacked unless your model turns around to face it during
Target Numbers its movement. Attacking a model from behind gives you
an advantage, since the target won’t see it coming. Any
A Target Number is what you need to reach on a D6 attack against a model from behind, be it shooting or
to successfully perform an action, such as shooting melee, will get a +1D6 bonus when rolling to hit.
or fighting in melee combat. Results are never added

180°
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!

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 Personal Space
distance measured.
Unless you plan to attack a model in hand to hand
When measuring how far your model can move, measure combat, the edge of your model’s base must stay more
from the edge of its base, and be sure the entire base falls than 1” away from any enemy model. If your model’s entire
inside the distance measured. 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.

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© 2016 Gangfight Games. All Rights Reserved.
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 Quickness (Qui) - How fast a character can
damage a character can sustain before being move or react. This number is used to determine
taken out of action. When a character is injured, how many inches a character can move for each
his Health will go down by 1 for each attack movement action taken.
against him that he wasn’t able to defend. If this
number reaches zero, he will be taken out of Stamina (Sta) - How healthy and energetic a
action. character is. This number also represents how
many different actions a character may perform
Defense (DP) - Defense is a special number used each turn.
to see if a character can avoid being hurt by an
attack. It represents their skill at dodging blows Intellect (Int) - How smart a character is. This is
or bullets, or just knowing how to keep their used for things that he may need to think about
head down. This number is how many dice you or concentrate on, or for casting magic spells,
may roll to defend yourself. and the amount of skills they can learn.

Experience (XP) - Experience is a number used Ranged Combat (RC) - Determines how well a
to determine the overall power of a character. character can shoot or throw something. This
We will go over these how to calculate this number represents how many dice you get to
number in the Creating Custom Characters roll when making ranged attacks.
chapter starting on page ###.
Melee Combat (MC) - Determines how well a
Strength (Str) - How strong a character is. character is able to fight with fists, knives, axes
Mostly used to determine how much damage he and any other kind of handheld weapon that
can do when fighting he melee combat and how you don’t shoot or throw. This number will be
much he can carry. how many dice you roll for melee attacks.

Character Profiles & Cards


Shaman Boss
Each member of your gang will have their Attributes, Orc Hero
Skills and Equipment arranged in an easy to read profile.
Even if you create your own characters from scratch,
6
you will still need to determine all of your character’s
attribute numbers and lay them out in a readable format. 3
Many character types will be listed in additional Setting
Supplements that you may download from our website 89
at SkirmishGames.com. For more information on building
your own gangs, turn to the Gang Creation chapter on the 4
next page.
4
City Guard 4
5
5 3 67 4 4 3 3 2 1 2
Equipment: Longsword, Light Armor, Round Shield 5
Skills: Charge!, Hearty, Warrior

Sample Character Profile Sample Character Card

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© 2016 Gangfight Games. All Rights Reserved.
Gang Creation
Recruiting Fame
First, decide how big your Gang will be. The minimum Before you start building your gang, you should keep
amount of characters needed to form a Gang is 3, your gang’s fame level in mind. This number is used to
however, we find that games are most fun with about 8 - determine the overall strength of your Gang. If you play
10 per side, as it allows for a lot more diversity. against another gang of similar Fame, your game will
be balanced and fair. We find 400 Fame points to be a
All you need to do is select the types of characters you common level for most average sized games.
want to join your gang. You will find a wide variety
of Character Profiles in our Gameworld Rulebooks, To determine your Gang’s Fame, simply add the XP level
and downloadable Character Cards on our website at for each of your characters together. Then, just make sure
SkirmishGames.com. Alternatively, you may also create this number is at or slightly below the agreed upon Fame
your very own characters from scratch using the rules level for your game.
starting on page ###.

Character Types

Heroes Members Henchmen & Minions


These are the toughest of all. Heroes Your Gang Members form a close-knit Many gangs also include local
possess a variety of skills, abilities and group and are often comrades who townsflok as Henchmen or trained
better weapons than anyone else. Your have been working together for a beast pets as Minions that follow a
gang must include one Hero to lead it. very long time. They are experienced Hero or Member and do their bidding.
Heroes have a base level of 6 HP, 3 DP professionals possessing special These Henchmen and Minions start
and 75 XP. abilities not available to more common out with 2 HP, 1 DP and 25 XP, and
folks. Your Gang may include as many your gang may include an unlimited
If you would like to add more Heroes Members as you wish. They have a amount.
to your gang, others may join at the base level of 4 HP, 2 DP and 50 XP.
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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© 2016 Gangfight Games. All Rights Reserved.
Model Sizes
Standard Large
A Standard Model is your average man sized miniature Some characters such as men in excessively bulky armor
on foot. Their base sizes can range from 20mm for smaller or on horseback are considered Large models. They
miniatures like sneaky little goblins and up to 32mm should be on a base at least 40mm across. Large models
for more bulky characters like Orcs. Standard characters also have +1 HP to represent their size, but this bonus will
receive no size bonus. cost an additional +10 XP.

Massive Giant
Ogres and very large beasts are even tougher than large These towering monstrosities are truly formidable
ones. Massive models should be on a base at least 50mm opponents. Giants should be on a base at least 60mm
across. They receive a bonus of +2 HP, +1 Strength and will across, and they will receive a bonus of +3 HP , +2
cost an additional +25 XP. Strength and cost an additional +40 XP.

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© 2016 Gangfight Games. All Rights Reserved.
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 After your attributes and skills are all chosen, you can
different levels for characters. Heroes are the toughest equip your characters with a variety of weapons and
and most rare, while Henchmen are more common and gear. You may only carry an amount of items up to your
Minions more plentiful and represent smaller animals or character’s Strength amount. You don't have to use up
regular townsfolk. Remember, your Gang needs one Hero every point of Strength, you just cannot go over it. Some
to lead them, and the rest of the gang may be made up of heavy items may take up two points and that will be listed
any number of Members, Henchmen or Minions, with XP with the item information if so. We alsio suggest leaving
adding up to your game’s agreed upon amount of Fame. space for one extra item in case you would like to add
Don’t forget to leave room in your Fame amount for your consumable items before the game, or if you would like to
weapons and equipment! 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
After you select your level, you may begin raising your
up to level 2, Henchmen my pick items up to level 4, and
Attribute points based on your level. All characters start
Heroes mae select items of any level. You will see all items
with 1 for all attributes. You will then start increasing your
have an XP value based upon its level, you must add this
attributes based on your level.
amount to your character’s XP for each item when you
Minions & Henchmen start with 2 Health, 1 Defense, 25 equip them.
XP and may spend 9 points raising Strength, Quickness,
Stamina, Intellect, Melee and Ranged Combat, but none of Ready for Action!
these attributes may be higher than 3.
After your equipment is chosen, give your new character
Gang Members have 4 Health, 2 Defense and 50 XP. They a name, and he will be ready for battle! To make it easier
have 12 points to spend raising their other attributes, and to build your characters and list their Attributes and
no attribute may be higher than 4. equipment, we have included a sample character sheet
in the back of this book which you may copy for your
Heroes have a base of 6 Health, 3 Defense and 75 XP. They
own use, or you may a blank sheet from our website at
can spend 15 points raising other attributes, but may not
SkirmishGames.com.
raise them higher than 5.

3. Choose a race WYSIWYG


For most genres or settings, especially historical ones, this This is a fairly important rule to follow when it
will simply be human. Humans may add 1 bonus point comes to building your characters. This stands for
to any Attribute, while other races has a more specific What You See Is What You Get. It means that when
attribute bonus. This racial bonus may raise an attribute you are adding equipment to your characters, you
above the maximums listed above. Some races also have should equip them with items that are visible on
additional abilities or powers, and if so these may also add your model. For example, if you are using a model
to your character's XP level. You will find a complete list of of a man just holding a pistol, you should not equip
available races and their bonuses listed in the supplement him with a rifle; or if your model is wearing robes,
for setting you are playing, or in Gameworld Rulebooks. he most likely is not hiding a full suit of plate armor
underneath.
4. Learn some Skills Equipping your characters with what your model
A character may choose an amount of skills equal to their is using is the best way to avoid confusion and will
Intellect. You may select any skills listed in the setting help your opponent know what kind of force he is up
supplement you are using, or in our separate Gameworld against.
Rulebooks. Just pick the skills that you want and you’re
ready to go.

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Setting Up the Game
Usually, gangs have a reason for fighting each other. You
and your opponent may come up with a fun storyline
Starting Positions
for your game, or use one of the scenarios found in You will see some setup diagrams below to help you plan
a Gameworld Rulebook. You should also take a few out your game boards. Percentages are given instead of
moments to tell your opponent about your Gang and exact dimensions due to varying board sizes.
what they can do, in the interest of fair play, so both
players will know what they’re up against. 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
Before you begin the game, first you must determine who board. When measuring your starting areas, it is usually
will be the attacker, and who will be the defender. Both a good idea to mark the edge of it with some spare dice
players roll 1D6, rerolling ties, and the player who rolls the or other counter, just so you know your models are all
highest may choose to be the attacker or defender. When “behind the starting line.”
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 Game Board the board, and in 25% deep. All models must be placed in
these zones before the game starts.
You may play on a game board of any size that you and
Cornered is a great way to make the most out of a smaller
your opponent are comfortable with, but we recommend
board, or a good way to set up for up to four players. The
a square game board of 3 foot by 3 foot for most average
starting areas are a corner of the board, measuring 25%
games. For small games with less than 5 models per side,
on each side, and then a line connecting them diagonally.
you can get away with a smaller board, but should not
Your models will be more tightly packed when you first
be less than 2 foot by 2 foot. Very large games with more
start out, but there will be a greater distance between the
than 10 models per side can be played on a 4 foot by 4
gangs when you first start playing. Both players roll 1D6,
foot board.
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
Both players may add terrain in a mutually agreeable the board, and this is the starting zone for the defenders.
fashion to make the board look good and give your The attackers may set up in any corner of the board.
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 Pitched Battle Cornered
and capturing objectives on the next page, or in special
scenarios or missions found in Gameworld Rulebooks.

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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© 2016 Gangfight Games. All Rights Reserved.
Playing the Game
Game Turns Activation
Gangfights play out in a series of turns. Over the course To “activate” a model, you simply select one of the
of a Game Turn, all players will activate (move and attack) characters in your gang who hasn’t yet done anything in
every model in their gang. Each model in your gang may the current Game Turn. Your model will be able to perform
be activated only once per turn, though you may activate an amount of actions up to his Stamina level. After he has
them in any order you wish each turn. After every model performed all of the actions he can, his activation will end
on the board has been activated, the next turn begins and and your opponent will then activate one of his models.
everyone can go again. Alternate back and forth activating one model at a time
until all models have been activated. It is a good idea to
Initiative keep track of which models have been activated. You can
just flip their Character Card over if you are using them,
At the beginning of each turn, both players roll 1D6, or place a small counter next to a model such as a coin or
rerolling ties. The winner may choose who goes first and glass bead.
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 As stated previously, your model may perform an amount
other sort of ongoing effect placed on it previously, now of actions equal to his Stamina level. For example, if your
is the time when you make whatever rolls are required to stamina is 4, you could move, shoot twice, and move again
resolve the effects. This is also the time when all guns are to duck behind some cover.
reloaded and you decide which weapon your character
will be attacking with if he has more than one. Keep in Common actions you may perform are: Move, Attack,
mind that changing to a different weapon in the middle of Capture Objective, Change Weapons, Reload (only
your activation will use up an action, but you may change required for slow weapons), Equip Items, Consume Item,
weapons for free in your Upkeep phase. 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 There may be situations where you find yourself at a
to move multiple times. Any model moving 8 inches or higher elevation and you would like to tackie an enemy
more in one activation is considered to be running. This below you. You may leap down from an elevation of at
usually makes them a bit harder to hit with ranged attacks, least 3 inches, and if you land on top of or in the personal
but models that run cannot attack unless they were able space of an enemy model, your will have a +1 Strength
to attack before they moved, or they have a special skill bonus for your next melee attack against them. Keep in
allowing them to do so. 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 There are times when a model can fall, or voluntarily hop
should first move your model up to the edge of the gap, down from a higher level of a building or cliff or any object
hole or chasm you are trying to jump across, and then they climbed onto. Falling a distance of 4 inches or more
make a separate Jump action. When jumping, you will can hurt you. If jumping or falling, measure the distance
move an amount of inches equal to half of your Quickness down. The distance in inches is the target number you
level. If your model is running prior to jumping, you will be need to beat to avoid damage using a Quickness roll. You
able to make a running jump allowing you to move your only need one successful D6.
full Quickness in inches across the gap.
If you fail the roll, your model may be hurt. You must make

Stairs and Ladders


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,
Models may climb up or down stairs or ladders anytime
your model will lose one point of Health. Any distance
during their movement. Simply measure the distance up
over 6” will automatically fail and the model will lose 1
or down and figure out how many move actions you will
Health for each inch over 6. For example, if the model fell
need to reach the top or bottom. If the model would end
off of a huge building that is 11 inches tall, it would lose 5
its activation still on the ladder or stairs, it will be placed at
Health, and in most cases would instantly be placed out of
the top or bottom and can perform no other actions until
action where he fell.
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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© 2016 Gangfight Games. All Rights Reserved.
Attacking
Fighting is the heart and soul of the game, you and your
opponent are playing rival gangs and both want to wipe
Rolling “To Hit”
each other out. As your characters may make as many In order to make an attack, you will roll an amount of dice
attack actions as they have Stamina available, you will equal to the activated model’s Ranged or Melee Combat
have to decide and balance how many attacks and other attribute, depending upon the type of attack and taking
actions you want your character to make when activated. into account any modifiers you may have from special
You could stand still and attack more times, but that equipment, abilities, skills, cover, and more. Under normal
could leave you vulnerable for counter-attack. Plan your conditions, your base number to hit will be 4. Add or
activations carefully! 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
Your Characters may be equipped with multiple weapons, met or exceeded the Target Number. Your opponent will
and if this is the case, you must decide which weapon or need to know how many successful rolls you made when
ability you are using in your upkeep phase, before you he attempts to defend himself.
make your first action and/or roll any dice to attack. Your
Your model may attack any enemy model that it is facing
character must use this weapon for his entire Activation,
and within its line of sight. You may measure the distance
but you may use an action later if you want to change
to any target you are able to see at any time, and attack
weapons in the middle of your activation.
whichever valid target you wish as long as it is visible and
within your weapon’s range.
How Many Hands?
A model may attack with either one 2-handed weapon Common Modifiers
or ability (such as a rifle or a polearm), or two 1-handed
• If a target was running in its last activation, add +1 to
weapons or abilities (such as a pistol or sword). Using
target number.
two 1-handed weapons or abilities will grant a +1D6
to hit bonus to your attacks, while 2-handed weapons • If you are outnumbered in melee combat, add +1 to
usually have a higher strength. A model equipped with target number.
one 1-handed weapon and a shield will not get the +1D6
bonus to hit as that comes from having two weapons, but • If you have another friendly model in your target’s
they will get a Defense bonus from their shield instead. 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
First, determine if you will be making a melee or ranged number.
attack. If an enemy model is within your Personal Space,
you are automatically considered to be fighting in melee • If a ranged target has any other models (friend or foe)
combat and you must defeat them before you will be within its personal space, add +1 to your to hit target
allowed to make any ranged attack, unless your model has number as it will be a little more difficult to hit your
some sort of special ability to allow it, or you are able to intended target.
perform a Break Away action. Any enemy outside if your
Personal Space will be valid a ranged combat 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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© 2016 Gangfight Games. All Rights Reserved.
Attacking
Fist Fights Line of Sight
Melee weapons often add a strength bonus to your attack, If you want to make a ranged attack, your model has to be
however models do not need melee weapons to attack. able to see it. Your model will form an imaginary line from
Any unarmed model may make a basic attack using their its head to the target, with nothing blocking it completely.
natural Strength, fighting with just their fists, feet, claws or If your target only has the tip of a gun or top of his hat
teeth in melee combat. Even though they may have two sticking out, that isn’t good enough. Your attacking model
fists, this basic attack will not get a bonus D6 to hit like should be able to see about half of the target model, at
you would receive from two 1-handed weapons, unless the very least. Sometimes you will need to bend down,
your character has a skill or ability to allow it. 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 Models always get a chance to survive an attack,
enemy models in your Personal Space will get one free sometimes called a save or saving throw. When hit, roll an
attack against you with the weapon of their choice, unless amount of dice equal to your model’s Defense Attribute.
your model has a special skill to avoid it. Your opponent
will roll each attack he is able to make. If your model The Target Number you will need to reach will be the
survives when all attacks are finished, you will then be Strength of your attacker’s weapon, or the attacking
allowed to move away as normal, and perform any other model’s Strength Attribute in the case of melee attacks.
actions you are able to. 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
If you have more than one enemy model within your the amount of successful dice in the attacking to hit roll.
personal space, you are outnumbered, unless you have If if you do not or cannot roll enough saves, it will lose 1
other friendly models attacking the same enemies in point of health for the remainder of the game.
melee as well. If you are outnumbered, your attacks will
have a +1 to hit your target number. But, if you outnumber If a model’s Health reaches zero, it is considered “out of
your opponent, your target number will not change and action”. Lay the model on its side. It is effectively no longer
you may add +1D6 to your roll. 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 Models may travel through area terrain, but it may slow
or stream, the inside of a house or perhaps an area of them down, and they cannot run. When traveling through
rocky ground. It is any kind of terrain that would normally area terrain, your character will have a -1 Quickness
be difficult to move through, especially in the middle of a penalty. For example, if your Quickness is 4, you will only
fight. be able to move 3 inches in Area Terrain.

To define a section of the board as Area Terrain, simply If you are starting a movement action in an open area and
place terrain pieces inside a small area. A good way to finishing in Area Terrain, you may finish your current move
show the area is to use a shaped base to show its borders, action as normal. Your next movement action will have the
which can be made from colored cloth, cardboard, or thin -1 Quickness penalty.
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 Lastly, you cannot run in Area Terrain, thus the maximum
looks nice and so both players know what it is. distance you may move in in your activation will be 8
inches. Mounts may enter Area Terrain, but the same rules
Any model within Area Terrain will be harder to hit if for running will apply.
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
Obstacles
duck behind in the heat of battle. There are many small obstacles that your models may
have to hop over as they move. These could be large rocks,
Area Terrain blocks line of sight to models behind it. You
hedges, fences, crates, barrels or pieces of furniture. You
may not make ranged attacks against targets that are
may jump over obstacles that are up to 1 inch across and
behind Area Terrain. Even if it looks like you should be able
up to 1 inch high. When traveling over an obstacle, your
to see through a few bushes or a rocky area, imagine they
movement distance will be lowered by 1 inch for each
are too tall or overgrown to see through.
obstacle you cross as you hop over it.

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 A fleeing model may shoot at any target that is visible
outnumbered and has lost half of their models or more, after his first move, but it will not voluntarily enter melee
they could run away. In the Upkeep phase of each of your combat and must end its movement more than one
models’ activations, you will need to make an Intellect roll inch away from enemy models. Models locked in melee
to see if it can stay in the fight. Your model needs just one must first make a Break Away action to leave the fight as
successful D6 to pass his morale test and fight on. defined on page ###.

Your base target number is a 4. If your gang is You will have to make a Morale roll for each of your
outnumbered 2 to 1, your target number is a 5. If you are models in their Upkeep phases until you are no longer
outnumbered 3 to 1 or worse, your target number is a 6. outnumbered. As you were making a “fighting retreat”
you may have been able to inflict enough casualties on
If the roll fails, the model will retreat and will make a the other gang that you’ve turned the tide, and the other
normal move action toward the closest board edge. The gang could the ones retreating now.
model must make at least one move action, and may
move more if you prefer. He must move in the most direct Example: You and your opponent are both playing small
route possible, though he may go around Area Terrain 5-man gangs. You managed to take down one of his models,
or Obstacles, and climb up or down stairs and ladders but he has taken down three of yours. As your next activation
(instead of jumping) if necessary. After moving, you may begins, you see that you now have lost more than half of
face the model in any direction and perform any ranged your gang, and are now outnumbered 2 to 1, so your models
any other actions you wish, but any move action made will roll for morale on their activations. The model you are
during the activation will have to be away from the activating happens to have an Intellect of 2. You roll 2D6 with
the enemy and toward the board edge. If a model runs a target number of 5, but you roll 1 and a 3. The roll fails and
completely off the board, they are considered a casualty, your model immediately falls back toward the closest board
and unlike being out of action, they cannot be revived in edge.
any way.

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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 As the name would suggest, these are weapons you can
a Strength level used to determine how hard hold in one hand. These will include pistols or knives,
they will hit. This is the number you will use daggers, longswords, clubs, maces and other similar
when attacking. The letter M listed here means weapons. Most 1-handed melee weapons will grant a +1
to use your Model's strength, usually for melee Strength bonus to your attack and cost 1 point of Strength
weapons. On more advanced melee weapons to equip.
you may see this listed as M+1 or M+2, meaning
you will add 1 or 2 to your model's strength. If your character attacks with two 1-handed weapons,
he will get to roll +1D6 to hit. Both weapons must be the
Range - This icon will be shown in a weapon same type (ranged or melee), but they do not have to be
profiles, and the number next to it will represent identical. You will always use the strength of your “best”
how far away in inches your enemy's base must weapon. The additional weapon will give you 1 extra D6
be if you want to be able to attack them. Ranged to roll, and you may only claim any special bonuses from
weapons may double this number for the your primary weapon in the case of magical swords or
long range attacks. Remember that long range similar items. In the case of pistols, your target must at
attacks will add a +1 to your target number to be in range for both of your pistols in order to claim your
hit. Most melee weapons will be listed as 1" for extra D6 to hit.
their range and they have no long range.

Level - All items have a set level assigned to 2-Handed Weapons


them that determines their overall strength
and who may equip them. Generally speaking, These are larger weapons that require two hands to wield
Minions may only equip level 1 or 2 items, properly, such as a rifle, shotgun, bow or crossbow, sledge
Henchmen may equip levels 1 through 4, and hammer, heavy battle axe or pole arm. 2-handed melee
Heroes may equip items of any level. The level weapons usually will grant a higher Strength bonus for
also represents how much XP you will have to your attack.
add to your character to equip this item.
Many 2-handed melee weapons will be listed with a
Strength value of M+2, meaning the strength of your
Special Damage Types attack will use your model’s strength, +2. For example, if
your Strength is 4, and you equip a Sledge Hammer, your
Some weapons and magical spells will cause specail types attacks will have a strength of 6 rather than 4.
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 These are quick-firing ranged weapons that allow a
that can spray arrows or bullets over a wide area. AOE talented shooter to fire several bullets in quick succession,
weapons can be powerful, and quite useful, but also granting your model +1D6 when rolling to hit.
dangerous.

To use one of these weapons, first you must roll to hit as Binding
normal, and keep track of every successful D6. Not only
These weapons are designed to tie down your enemies
will this be used for your opponent’s Defense roll, but this
and prevent them from getting away. Roll to hit as normal,
will also how many inches your AOE radius will be. Any
and if the target fails his save, but not taken out of action,
model (friend or foe!) within this radius will also be hit and
he will be stuck and unable to move. The taget will have to
will have to defend themselves.
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
Armor rangers alike. In most Gangfights, bows will have no
special skills. However, bows will be considered silent
Many settings have different types of armor for your weapons for special missions or scenarios where that may
characters to equip. Armor will increase your character’s be required.
Health stat, making them tougher to kill.

Artillery
Artillery is an all encompassing word to define an extra-
large 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, Spears and similarly long weapons are able to reach
such as a potion or magical scroll. The item’s information enemies that are farther away than your average sword or
in the equipment listing for your genre supplement or dagger. Long Reach weapons may attack enemies up to
Gameworld Rulebook will tell you what happens when it is 2 inches away, however your Personal Space will still be
used. Unlike other equipment, Consumable items usually just 1 inch. Thus, you may also attack with these weapons
are not listed in Character Profiles or Cards. Instead, without becoming locked in melee combat if your enemy
these items may be added to your gang and assigned to is not in your Personal Space.
characters prior to the game. This is a great way to spend a
few extra Fame points to make sure both gangs are even.

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
Mounts
a different color than the dice you and your opponent ar While Gangfights are usually centered around men on
rolling to avoid confusion. foot, there are many occasions where some characters
may wish to ride a horse or small vehicle. In the interest
Healing & Reviving of keeping the game flowing quickly and smoothly, a
character should start and finish the game on his mount
Some magical potions or special equipment will allow you and normally will not get on or off in the middle of the
to heal lost Health for yourself or others. Healing may only game.
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
Additionaly, some items like Smellin’ Salts allow you to if his own Quickness happens to be higher.
revive models that are out of action. In order to revive
a model, the healer must have the fallen model in his If you would like to get off of your mount, you must have
personal space, and use the item for an action. The healer a suitable model to represent your character on foot.
will make an Intellect roll, using the fallen model’s Stamina Getting off of your mount will count as one action. In
as a Target Number, however in this case you must roll most cases, your mount will leave the battlefield when
at or below their Stamina level to revive them. Also in you get off, unless it has it's own character profile that
this case, rolling a 1 will not be an automatic failure. If states differently. A mount's model is usually larger than
successful, the model wills stand back up with 1 Health. 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 A short ranged, 2-handed gun meant to blast whoever
two you will be able to roll +1D6 to attack; however, your gets too close. Their shells full of buckshot or something
target must be within range for both of your weapons. 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 Gangfights should last for 6 full Game Turns. For most
because they have a score to settle. When you are setting games, this is more than enough time to wipe out or
up your game, you should place objectives on the board severely cripple your enemies. You can imagine this turn
after you place terrain, but before you place any of your limit being enforced by lawmen coming to break up your
gang models on the board. 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 Once the 6th turn comes to an end, the surviving
a crates, barrels, treasure chests or a injured comerade on members of each gang will retreat and prepare for their
a special base is your best choice. This also comes with next chance for revenge. Some battles may end up being
added modeling and painting fun! 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

Victory Points
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
Each member of your gang is worth a special number
missions for you to play, with special objectives and
of points, depending upon their level. This is how many
special rewards.
points your opponent is awarded if the game ends with
The amount of objectives you place on the board is based them out of action.
on your Gang's Fame ammount. You may place one
Minions are worth 1 point each, Henchmen are worth 2
objective on the board for every 250 points of Fame your
points, Heroes are worth 3 points, and your Gang Leader is
gang has. Thus, for an average game of 500 points, each
worth 5 points.
player may place two objectives.
Additionally, Large models are worth +1 point, Massive
You and your opponent should take turns placing
models are worth +2 points, and Giant models are worth
objectives. You can both roll 1D6, and whoever rolls the
+3 points.
highest may place the first one. Objectives cannot be
placed in any gang starting areas, and each one should be Lastly, each objective your characters possess when the
at least 6 inches appart. game ends will be worth 2 Victory Points.
In order to claim an objective during the game, you must After your Gangfight ends, simply add up your victory
move your model next to it and have the objective's base points and whoever has the highest score wins the game!
in your model's Personal Space, then perform a Capture As mentioned previously, you will win automatically if you
Objective action and remove the objective marker from are able to wipe out the entire enemy gang.
the board.

When you capture an objective, you should mark down


who is carrying it, or place the marker on top of your So, now what?
Character Cards or roster sheet. Your character must have
This is the end of the core rules for the Ganfight
at least 1 spare point of strength to carry the Objective,
Skirmsih Game System. On the next page you will
thus if you are creating your own characters from scratch,
find the Fantasy Setting Supplement, and more will
it is a good idea to equip fewer items, so you will have
soon be available at SkirmshGames.com. Check
space left to pick up your objectives.
them out, build some gangs, and start fighting!
It is also recommended to spread objectives out among
We also suggest following us on our Facebook page
your gang members. If a model carrying an objective is
to stay up to date with new rules updates and new
taken out of action, all of their objectives will drop at their
miniatures!
feet and any other model may then pick them up.

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Fantasy Setting Supplement
The Fantasy genre is easily the most diverse, allowing you There are four primary factions to choose from: Mortal
to create a wide variety of gangs made up of a myriad Guilds, Undead Hordes, Demonic Covens and Beast Packs.
of different races and classes. Not to mention the huge
variety and options of magical weapons or spells. Your gang may only be made up of characters from one
faction, unless your Gang Leader has a special skill to allow
In this document you will find everything you need to him to recruit members of other factions. Refer tp the
play Fatnasy Gangfights, including themed factions & Gang Creation chapter on page ### in the core rulebook
races, unique skills, magical spells and special or magical to build your gang, and use the rules in this document to
equipment. breath life into your characters.

Contents
Mortal Guilds . . . . 2 Fantasy Skills . . . . 6
Undead Hordes . . . . 3 Fantasy Equipment . . . 7
Demonic Covens . . . 4 Magic Spells . . . . 9
Beast Packs . . . . 5

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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 Bloodsucker - Wound an enemy model in melee combat,
Large Model (+1 Health, +10 XP) and regain 1 lost point of Health, but you cannot heal
higher than your starting Health amount. All Vampires
Ghoul: +1 Quickness must choose this skill.
Revenant: +1 Strength Horrify - Undead characters with this skill may cause fear
in the hearts of others. Any enemy model within 3" of
Skeleton: +1 Quickness
you will have a +1 penalty added to their Morale Target
Spirit: +1 Intellect Number.

Vampire: +1 Intellect

Wight: +1 Stamina

Zombie: +1 Strength

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Demonic Covens
Demons, devils and crazed cultists abound in many of Demonic gangs are referred to as Covens, and they may
the most popular settings and genres to choose from. include posessed mortal characters representing foul
Darkness can corrupt even the bravest of hearts, and witches, corrupted warriors or villagers, along with a host
tempt mere mortals with promises of riches and power. 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
Greater Demon: +1 Intellect may select one, while Heroes may choose two. Each gift
Large Model (+1 Health, +10 XP) will cost 5 XP, and count toward the amount of skills you
may possess.
Arch Demon: +1 Intellect
Massive Model (+1 Strength, +2 Health, +25 XP) Arcane - Roll +1D6 when casting magic spells.
Leviathan: +1 Intellect Hate - Gain +1 Strength for all Melee attacks.
Giant Model (+2 Strength, +3 Health, +40 XP)
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,
Bat: +1 Quickness while Heroes may choose two. Each abilitiy will cost 5 XP,
and count toward the amount of skills you may possess.
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
Boar: +1 Strength to be Light Melee Weapons, thus they will always have a
+1D6 to hit in melee combat as if they were wielding two
Bull or Bison: +1 Strength 1-handed melee weapons.
Large Model (+1 Health, +10 XP)
Vicious Bite - This Beast may make a melee attack with
Cat: +1 Quickness +1 Strength, this attack cannot benefit from having two
melee weapons equipped.
Goat: +1 Stamina
Wings - Birds, Bats, and some Insects and Reptiles may be
Insect: +1 Strength
winged, and will be able to Fly when moving.
Rat: +1 Quickness

Reptile: +1 Stamina

Wolf: +1 Intellect0

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Playtest version 1.2
© 2016 Gangfight Games. All Rights Reserved.
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 Magic User - May use magic spells listed on page ###.
Morale roll.
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
Charge! - Double your move distance if doing so will allow enemy finishes their current Move action, interrupting
you to enter an enemy model's Personal Space. their activation. They may continue their activation after
your attack (if they survive).
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 Pickpocket - Roll to hit like a melee attack, using your
fails to defend himself, instead of being injured the last Quickness level instead of Strength. If the opponent fails
weapon he used will fall to the ground. He must use an to defend himself, instead of being injured you may steal
action to pick it up at the start of his next Activation. 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
Lucky - Start the game with a pool of Lucky Dice equal to able to be revived if taken out of action.
your Quickness. Any amount of these dice may be added
to any roll you are required to make at any time, however Ranger - Move freely in Area Terrain just as if it were out in
once these dice are used, they are gone for the remainder the open.
of the game.
Rogue - Lower base to hit Target Number to 3 when
Gunslinger - Gain +1 D6 to hit when attacking with attacking enemies from behind.
Pistols.
Run & Gun - May attack after running with a +1 to your to
Hearty - Reroll 1D6 from a failed saving throw. hit Target Number

Hit & Run - When attempting to break away from melee Templar - Gain +1D6 to hit against any Undead enemy.
combat, make a Quickness roll with a target number equal
to the amount of enemies in your Personal Space to a Tough - Gain +1 Health.
maximum of 6. If successful, enemies will not be able to
Warrior - Gain +1 D6 to hit in melee combat.
make free attacks when you leave melee combat.
Witch Hunter - Gain +1D6 to hit against any character
Healer - May revive a friendly model that is out of action
with the Magic User skill.
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 Beguile - If your Coven Leader has this skill, you may
bonus for Morale rolls. recruit Mortal Henchmen or Minions, but not Heroes.
Jumpy - Not slowed when moving over obstacles or Handler - If your Leader has this skill, you may recruit
through windows. Beast Henchmen or Minions, but not Heroes.
Knight - No Quickness penaty for wearing Medium or Necromancer - If your Leader has this skill, you may
Heavy Armor. recruit Undead Henchmen or Minions, but not Heroes.
Know-how - May use equipment 1 level higher than your Warlock - If your Leader has this skill, you may recruit
character's max. Minions may equip items up to level 3, Demonic Henchmen or Minions, but not Heroes.
Henchmen up to level 5.

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Playtest version 1.2
© 2016 Gangfight Games. All Rights Reserved.
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 Heavy Armor
+1 1 +2 -1 3 +3 -1 5
Type: Armor Type: Armor Type: Armor, Heavy
Examples: Leather Armor, Scaley Skin, Examples: Chainmail, Chininous Examples: Full Plate Armor
Thick Padded Armor Plates, Ring Mail, Scale Mail

Buckler Common Shield Heavy Shield


1 +1 3 +2 -1 5
Type: Shield Type: Shield Type: Shield, Heavy
May be equipped even if both hands Examples: Kite Shield, Heater Shield, Examples: Mantlet, Scutum
are full. You may reroll 1D6 from a Round Shield
faled Defense roll.

Melee Weapons
Light Hand Weapons 1-handed Weapons 2-Handed 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 Examples: Battle Axe, Flail,
Axe, Katana, Longsword, Machete, Greatsword, Halberd, Lance, Pike,
Mace, Spiked Club, Warhammer Polearm, Staff

Thrown Weapons
Throwing Knives Ninja Stars Bola, Lasso or Net
3 M 2 3 M 2 3 M 3
Thrown Thrown Thrown, Binding

Firewater
4 M 4
Thrown, DOT

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Playtest version 1.2
© 2016 Gangfight Games. All Rights Reserved.
Fantasy Equipment
Primitive Ranged Weapons & Bows
Short Bow Long Bow Crossbow
3 6 2 3 10 4 4 8 3
Bow Bow Slow

Hand Crossbow Blowpipe Sling


4 4 4 3 5 2 3 7 2
Slow, Pistol DOT (Poisonous)

Firearms
Flintlock Pistol Blunderbuss Musket
3 6 5 3 4 5 3 10 5
Slow, Pistol Slow, Rifle, Shotgun Slow, Rifle

Mounts
Donkey Horse Raptor
5 2 6 4 7 6
Mount Mount Mount
May cross over obstales when running May cross over obstales when running May cross over obstales when running

Consumable Items
SMellin' Salts Potion of Healing Magic Scroll
4 +1 4 4
Consumable Consumable Consumable
Use to revive one fallen friendly model Drink to heal 1 lost point of Health 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 Raising a level to 5 or 6 will make the item Rare, thus
Equipment anove list, and add a +1 bonus to any one under most circumstances only your Heroes will be able
character Attribute, and raising the level by 1. Or, you may to equip them. You may also create Scrolls as noted above,
add any one skill from the list on page ### to an item and which are Consumable items that allow a character to cast
raice the level by 2. Lastly, if you would like to add a +1 to 1 magical spell listed on the next page, and the scroll will
Health or Defense, this will also raise the level by 2. have an item level equal to the spell's level.

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


Mighty Longsword Marksman's Long Bow Thug's Armor
M+1 1 3 3 10 5 +1 3
Type: 1-Handed Melee, Rare Type: Bow, Rare Type: Light Armor
Character gains +1 Strength Character gains +1 Ranged Combat Character gains the Rogue skill

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Playtest version 1.2
© 2016 Gangfight Games. All Rights Reserved.
Magic Spells
Wizards and Mages abound in Fantasy settings, and of The spells listed below will have Attribute icons listed
course they will need spells to cast! Characters may learn before the name and this is the attribute you will roll when
any of the below spells if they choose the Magic User skill. you cast the spell. For example, tossing a Magic Missile will
Each spell is treated as both a skill and also equipment. require you to use your Ranged Combat attribute, while
Spells have an XP cost equal to their level, which must be casting the Fear spell will use your Intellect.
added to your character's XP amount, and you may have
an amount of skills and spells in any combination up to Attack spells will roll to hit like normal, while Intellect
your Intellect level. For example, an intellect of 4 will allow based spells will simply have a target number of 4 to cast.
you character to learn a maximum of 3 spells, because you However, each consecutive spell you cast in one activation
must also have the Magic User skill to be able to cast spells will increase your target number by 1. This means your
in the first place. 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 Knockback


M+1 1 1 3 1 1
Automatically equipped when cast. Wound enemy model and move them 1D3" away, facing
any direction.

Grasping Roots Magic Missile


3 4 2 3 M 2
Binding Thrown

Hypnotic Gaze Stoneskin


4 1 3 +1 -1 3
Wounded enemy model loses Stamina instead of Health, +1 Defense and -1 Quickness until your next Upkeep.
for next Activation.

Fireball Revive
4 6 4 2 4
DOT Revive 1 out of action friendly model.

Dispell Fear
4 5 2 5
Remove one magical effect of your choice from a target -1 to enemy morale rolls within 6" of the caster.
model, including DOTs or beneficial spells.

Ethereal Wings Hailstorm


6 4 8 6
Gain Flying until your next Upkeep. AOE

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Playtest version 1.2
© 2016 Gangfight Games. All Rights Reserved.
Gang Name: Fame:

Name: Name:

___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Race: Race:
Skills: Skills:

Equipment: Equipment:

Name: Name:

___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Race: Race:
Skills: Skills:

Equipment: Equipment:

Name: Name:

___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Race: Race:
Skills: Skills:

Equipment: Equipment:

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