The Post-Battle Sequence
Following any battle, there are several important steps that need to take place, as listed below. Some of these only apply during Campaign play, and can therefore be skipped during Skirmish play, as mentioned in the appropriate entries. Whatever the case, this sequence must be followed in the order shown, and must be done while both players are present.
The post-battle sequence has seven steps:
- Assign/Reassign Territory
- Receive Rewards
- Collect Income
- Post-battle Actions
- Update Roster
- Report Results
During the Wrap-up, each player checks to see whether any fighters that were Prone and Seriously Injured when the battle ended, or that fled from the battlefield whilst Prone and Seriously Injured, succumb to their injuries, as described as follows. Additionally, during the Wrap-up players determine whether any fighters captured by the enemy manage to escape, as described as follows, after which any vehicles that were abandoned by fleeing crew (as described as follows) are retrieved.
Finally, during a battle fought as part of a campaign, it is at the end of the Wrap-up that fighters that were In Recovery are considered to have made a full recovery, and their In Recovery box on the gang roster is cleared.
Players should note that any other events that take place ‘at the end of the battle’ will also take place during the Wrap-up.
Succumbing To Injuries
If a fighter is Prone and Seriously Injured when the battle ends, or if a fighter belonging to a gang that had bottled out fled from the battlefield whilst Prone and Seriously Injured, roll a D6 for them during the Wrapup. On a 3 or more, they survive without any further complications, but on a 1 or 2 they succumb to the injuries suffered during the battle and are treated as having gone Out of Action. A Lasting Injury roll is made for them, as described previously.
After the battle there is a chance that any fighters who have been captured by the opposing gang may be able to slip away while being taken away:
Capturing Enemy Fighters: Roll a D6 for each friendly fighter that suffered a Captured result (55-56) on the Lasting Injury chart and apply the below modifiers:
- -1 if the battle was a draw.
- -2 if the fighter’s gang lost the battle.
- -2 if the fighter was taken Out of Action while subject to the Webbed condition.
If the result is 4+ then the fighter successfully escapes their bonds before being dragged away and goes into Convalescence (a natural roll of a 6 always results in the captive escaping). Otherwise the fighter has been Captured – make a note in the Lasting Injury/Captured By box on the gang roster for the Captured fighter, recording the name of the gang who has Captured the fighter.
If only one gang has models left on the battlefield at the start of the Wrap-up, they will grab what they can from Wrecked enemy vehicles before leaving the battlefield. That gang adds D3x10 credits to their Stash for each Wrecked enemy vehicle on the battlefield. The Wrecked vehicles are then reclaimed by their gang.
Whilst a fighter is Captured, they are said to be a ‘Captive’. That fighter is unavailable for battles and post-battle actions as if they were In Recovery. This lasts until that fighter is recovered (as follows), rather than for just one battle. The Capturing gang should make a note in their Stash of the fighter they now hold Captive.
When a fighter is Captured, their gang has a chance to rescue them. The Captured fighter’s controlling player may issue a challenge to the gang that holds their fighter Captive to play a Rescue Mission. This supersedes the usual challenge process and the Determine Scenario step of the pre-battle sequence – instead, the Rescue Mission scenario is played.
If a gang does not wish to attempt to rescue a Captive, or if the rescue attempt fails:
- A Law Abiding gang may claim a bounty on a Captive fighter belonging to an Outlaw gang during the post-battle sequence of that battle.
- An Outlaw gang may ‘dispose’ of a Captive fighter belonging to any gang during the post-battle sequence of that battle.
- Any gang may trade a Captive back to the gang it belongs to or to any other gang that wants the Captive, as described as follows.
- Any gang may sell a Captive to the Guilders as a slave during the post-battle sequence of that battle.
If the Captive is still held the next time the two gangs face each other, the controlling player of the gang the Captive belongs to once again has the option to declare that their gang will attempt a Rescue Mission.
Trading Captive Models
At any time during a campaign, regardless of whether a Rescue Mission has been attempted, the two gangs’ controlling players can come to an agreement to make a trade to secure a Captive’s return. Additionally, once a Rescue Mission has been attempted and failed, the gang that holds the Captive is free to trade it to any gang they wish.
This trade could be a payment of credits, a trade for another Captive, a valuable item of equipment, even surrendering a Territory, or anything else – it is entirely up to the two players to decide and either gang is free to decline an offer made by the other. If an agreement is reached, the Captive is transferred to the gang that the trade was made with. If the Captive is returned through a trade to the gang it belongs to, they immediately become available to the gang once more.
2. Assign/Reassign Territory
The player that won the battle takes control of the Territory staked on the battle. In the case of a draw while fighting for control of an uncontrolled Territory, the Territory is not claimed by either player. In the case of a draw during the Takeover phase when a controlled Territory is at stake, the Territory does not change hands.
3. Receive Rewards
Each scenario shows a list of rewards which the gangs can receive, based on their performance during the battle. Any equipment gained is added to the gang’s Stash – it can be distributed to fighters in step 6.
Scenario Rewards are capped at 4D6 (x10 Credits). this means you cannot roll more than 4 D6 dice when determining your rewards, rather than making a separate roll to determine your reward cap.
Gaining And Losing Reputation
Most scenarios contain a number of ways in which a gang can gain or lose Reputation. If a gang both gains and loses Reputation, any gains are applied before any losses.
4. Collect Income
Each gang collects income from each Territory they control that generates income, as detailed for that Territory. The total amount of credits generated from each gang’s Territories is then added to the gang’s Stash.
5. Post-Battle Actions
During a campaign, each fighter in the gang that has the Gang Hierarchy (X) special rule can make one post-battle action. Each of these actions is carried out one at a time, in an order of the controlling player’s choice. Fighters who are In Recovery, or who have been Captured, cannot make post-battle actions. Unless otherwise stated, the same action can be made more than once. The actions below are always available, but others might also become available through special Territories, skills or other means.
The fighter can visit the Trading Post by making a Trade action – this action is resolved during the Visit the Trading Post step of the post-battle sequence. The availability of Rare and Illegal items available at the Trading Post is influenced by whether it is a Law-abiding or Outlaw gang visiting.
Sell To The Guilders
The fighter can sell any number of Captive fighters to the Guilders – as long as the Captive’s gang has had a chance to rescue them:
Each Captive fighter is worth half of their total Cost (50%) when sold as a slave (including all weapons and Wargear), rounding up to the nearest 5 credits – add these credits to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive fighter fromtheir roster. All weapons and equipment owned by the fighter are sold along with them, they do not go into any gang’s Stash.
Law Abiding gangs can claim bounties for any enemy fighters belonging to Outlaw gangs that they have Captured (providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission, as described in Captive Fighters). The bounty for a Captive fighter is equal to that fighter’s full Cost – this many credits are added to this gang’s Stash. The Captive fighter’s controlling player should be informed as soon as possible, and must delete the Captive from their roster
‘Dispose’ Of Captives
As described in Captive Fighters, Outlaw gangs can dispose of any enemy fighters they have captured, providing the Captive’s controlling player has had the opportunity to attempt a Rescue Mission. How the fighter is disposed of varies depending upon the type of gang in question. Some captives are sacrificed in dark rituals, others are eaten, and yet more simply disappear. Whatever the case, the Captive’s controlling player should be informed as soon as possible that their fighter has been disposed of, and must delete that fighter from their roster.
The fighter escorts a critically injured fellow gang member to the Doc. Select one other fighter or crew in the gang that suffered a Critical Injury during the battle and pay 2D6x10 credits from the gang’s Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the fighter or crew dies. Otherwise, roll a D6 on the table below:
|Complications: The fighter dies.
|Stabilised: Roll on the Lasting Injury table, re-rolling any results of Captured, Critical Injury or Memorable Death. Apply the result, in addition the fighter goes into Recovery.
|Full Recovery: The fighter goes into Recovery, but suffers no lasting effects.
The fighter accompanies the crew of a vehicle that has suffered Lasting Damage to the Chop Shop. Select one vehicle in the gang that has sustained Lasting Damage and roll a D6 on the table below to determine the cost of repairs. If the gang wishes to meet this cost, it pays with credits from its Stash and all Lasting Damage previously sustained is removed from the vehicle. If the gang does not have sufficient funds, or does not wish to pay the amount, the vehicle is not repaired and the Lasting Damage it has sustained is not removed:
|Almost Like New: The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons), but the vehicle isn’t quite the same. Replace all Lasting Damage the vehicle has previously sustained with a Persistent Rattle.
|Quality Repairs: The repairs cost a quarter (25%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons).
|Superficial Damage: The repairs cost a tenth (10%), rounding up to the nearest 5 credits, of the vehicle’s Cost (including Upgrades but not including Wargear and weapons).
6. Update Roster
During this step of the post-battle sequence, gangs can dispose of dead and injured fighters, scrap damaged vehicles, purchase new equipment and models, and more. During this step, players should follow this sequence:
A. Clean House
B. Visit the Trading Post
C. Gain Boons from Territories
D. Distribute Equipment
E. Purchase Advancements
F. Update Gang Rating
A. Clean House
After any battle, a gang is likely to have dead fighters to dispose of, injured fighters to retire, and wrecked vehicles to sell for scrap. This process is generally referred to as ‘cleaning house’.
Dead fighters or vehicle crew are simply deleted from the roster. If their gang had at least one fighter on the battlefield at the end of the battle, or if the fighter was taken to the Doc but still died, all of their equipment (except for armour) is added to the gang’s Stash. Otherwise, the dead fighter’s equipment is lost. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew.
Also at this point, the controlling player can choose to retire fighters or vehicle crews – usually because Lasting Injuries have rendered them unfit for battle. These fighters are deleted from the roster, and their equipment is added to the gang’s Stash. Equipment in the gang’s Stash can be sold or transferred to a new fighter in the next step. If they were crew, their vehicle is added to the gang’s Stash and can be given to a new crew.
Finally, the controlling player can choose to scrap any vehicles that have sustained Lasting Damage. A vehicle is worth a quarter of its total Cost (25%) rounded up to the nearest 5 credits (including Upgrades but not including Wargear and weapons) when sold as scrap. These credits are added to the gang’s Stash. When a vehicle is scrapped, any Upgrades it had are lost, though its Wargear and weapons are added to the gang’s Stash. The crew must be either given a new vehicle, one must be purchased for them or they are retired.
B. Visit The Trading Post
The gang can visit the Trading Post to spend its hardearned credits in any of the ways described below, allowing them to hire new fighters and buy or sell equipment. The actions can be made in any order and, unless specified, there is no limit to how many times a gang can perform each one. Any spent credits are deducted from the gang’s Stash; any gained credits are added to the gang’s Stash.
Hire a Fighter: The gang can hire a new fighter or crew from its House List, paying for them as they did when founding the gang. No equipment is purchased for this fighter or crew – they receive equipment in a later step.
Note that, when hiring new fighters or crew, the Gang Composition rules and any restrictions detailed in the gang list must be honoured.
Purchase a Vehicle: The gang can purchase any new vehicle from its House List, paying for it as they did when founding the gang. No Upgrades are purchased for this vehicle – it receives Upgrades in a later step.
Recruit Hangers-on & Brutes: The gang can spend credits to add a Hanger-on or a Brute to their roster. Their Reputation must be sufficient to allow this.
Sell Unwanted Items: Any items in the gang’s Stash can be sold. The item is deleted from the Stash, and the gang gains its value in credits, minus D6x10 (to a minimum of 5 credits).
Note that equipment granted as a Territory Boon cannot be sold during the same post-battle sequence.
Purchase Equipment: Equipment can be purchased for any model from its own Equipment List at the price shown (this cannot be added to the gang’s Stash during this post-battle sequence). A gang can purchase Common equipment from the Trading Post, at the price shown, adding it to its Stash. This action cannot be used to purchase Rare or Illegal equipment.
Seek Rare & Illegal Equipment (Trade Post-battle Action Only): This action can only be performed if a fighter has made a Trade post-battle action, is only performed once and is done to determine the availability of Rare and Illegal items on offer at the Trading Post. Roll 2D6 to determine the availability of items, adding the following bonuses:
- +2 if the gang’s Leader is making a Trade post- battle action.
- +1 for each Champion making a Trade post- battle action.
- +1 for every full 10 Reputation the gang has.
- +/-X as from a specified special rule.
- A Law-abiding gang may purchase equipment from the Trading Post that is Rare (X) where X is equal to or less than the Availability level and may purchase items that are Illegal (X) where X is equal to or less than the Availability level -4.
- An Outlaw gang may purchase equipment from the Trading Post that is Rare (X) or Illegal (X) where X is equal to or less than the Availability level.
Note that Exclusive items may not be purchased from the Trading Post, only from gang Equipment Lists.
The Black Market, Rarity And Legality Ratings
Older publications may reference the Black Market, treat any of those abilities as referencing the Trading Post instead. Additionally, they may reference Rarity or Legality ratings – in these cases replace them with Rare (X) and Illegal (X). For example, a Rarity rating of 8 becomes Rare (8).
Post-Battle Actions Timings
Much as players may wish otherwise, sometimes there isn’t always time after a battle to fully resolve all the post-battle actions – when this occurs there are a couple of different options. Some players like to roll everything in front of their opponent and then go away and decide exactly how to spend their credits and XP, while others prefer to resolve all these in the pre-battle sequence of their next battle.
In the end, these options all work as long as both players and the Arbitrator (in Campaign play) agree.
C. Gain Boons From Territories
Some Territories grant a gang Boons in the form of additional recruits, Hangers-on or equipment. Any available Boons the gang wishes to claim are claimed now.
D. Distribute Equipment
Any equipment currently held in the gang’s Stash can now be distributed among its models. Weapon choices must respect any restrictions noted in a model’s entry within their gang list. Also, the limit of no more than three weapons for fighters must be adhered to, with weapons marked with a * taking the space of two.
Once any equipment has been added to a Fighter card or Vehicle card, the card’s Credits cost is updated accordingly. If the model is equipped with an item that has two different costs – one in the model’s own Equipment List and the other in the Trading Post – the value in the model’s own Equipment List takes precedence.
Players are reminded that no fighter can discard a weapon or Wargear that grants the Mounted condition once added to their Fighter cards. Remember as well that fighters with the Tools of the Trade special rule can have multiple Fighter cards, each representing a different set of equipment, as described on Equipment Sets.
E. Purchase Advancements
In Campaign play, each player can use this step of the post-battle sequence to spend Experience (XP), allowing their fighters to purchase Advancements.
F. Update Gang Rating
Re-calculate the gang’s Gang Rating, and update the roster accordingly. Note that this is not done until this step of the post-battle sequence, meaning that any other references to the Gang Rating in the post-battle sequence are referring to the Gang Rating prior to this step.
7. Report Results
Finally, the players should report the outcome of the battle to the Arbitrator of their campaign, who will update the campaign stats accordingly. The report should contain: which gangs fought, the outcome of the battle (i.e., who won), which Territory the victor gained control of, how many enemies each gang took Out of Action and the final Gang Rating and Wealth of the gangs.