Professional Documents
Culture Documents
The end of House Cassian sent shock waves through the city.
Investigations and reprisals from Rome were swift, brutal and
total but came far too late...
Now armed and able to both protect his house and enforce his
will, the goal for each Dominus has become far more advanced
than just a single night of slaughter. More subtle plans are
required if one’s rivals are to be removed.
by Adam L Dobbyns, Darren Evans and Andy Hobday
Cover art: Rota Fortunae - Memento Mori (The Wheel of Fortune) by Jody Lundy
Inspired by a Roman mosaic representing the Wheel of Fortune which, as it turns, can make the rich
(symbolised by the purple cloth on the left) poor and the poor (symbolised by the goatskin at right) rich;
in effect both states are very precarious, with death never far and life hanging by a thread: when it breaks,
the soul (symbolised by the butterfly) flies off. And thus are all made equal.
Artwork: Jody Lundy Playtesters: Magnus Barbati, Pete Barnes, Chris Bone,
Ray Earle, Mark Farr, Paul L. Mathews & Steve Snow
Story texts: Chris Bone
Big thanks to: Steve Cummings, John Dodd, Seth Hall, Leila
Book design, production & photography: Mark Owen
Hobday, Sarah Knight, Philip Matyszak (for his inspirational
Editing: Andy Hobday, Paul L. Mathews & Dom Sore books), Hayley Morgan, Gary Peach, Steve Snow, Jamie Tranter
and the photography pixies (Imogen and Amélie Hobday).
Miniature sculpting: Paul Hicks, Steve Saleh
& Dennis Zarnowski
Miniature painting: Darren Linington
Terrain: Sarissa Precision
Terrain painting: Gary Peach
Contents
Game Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Building Your Gang . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Fighter Origins & Backgrounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Gods of Rome and their Favours . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Playing a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
The Servants of Orcus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
The Living City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Gangs of Rome Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Personal Influence Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Senator Class Players & Bounty Coins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
INTRODUCTION
W elcome, Dominus, to Gangs of Rome! Gather your Fighters and equip them well;
your bloody journey begins now.
In Gangs of Rome you will use your unique fighters, pitting them against the gangs of
rival Domini in both campaign and scenario play to earn influence enough to manipulate
your way into the Senate. Then, as a Senator of Rome, you will be granted the power to
destroy your enemies with methods far greater than the sword.
So hold on to your sandals and watch your back, Dominus…
…things are about to get bloody!
GAME ELEMENTS
F irst things first, Dominus, what do you need to play Gangs
of Rome?
PEBBLES
Pebbles are placed into a Bag or cup and then drawn to indicate
whose Activation it is. Each player uses a unique colour, with
GANG CARDS black and white the most common. A single Pebble is used to
Your Gang is made up of individual Fighters, both male and Activate a Fighter in your gang. When that Activation is over
female, each detailed on their own Gang Card. Each of these that Pebble is left on the Fighter’s Gang Card to indicate he or
Gang Cards is different in one way or another, making every she has completed their actions for this Round.
Gang Member in the game unique. Each Gang Card contains
the Gang Member’s Statistics, Worth, Origin, story, Fighter’s Gift BAG
and the Roman God they follow. You will need an opaque Bag which is big enough to contain
all the Pebbles you need. This will be used by players to blind
draw Pebbles one at a time when activating their Fighters. A
cup, small box or even a pocket will suffice if you do not have
such a Bag.
NONUS
Attack 7
Defence 3
Agility 7
Fighter’s 23
cost
DICE
To add a bit of flavour of the time, the Dice used in Gangs of
Rome display Roman numerals. If you are unfamiliar with such
numerals, here is a handy key:
In every blister pack for Gangs of Rome you will find a Gang
Card. These can be used with either the Miniature in that blister I=1 IV = 4
pack or with any other suitable Miniature you wish to use.
II = 2 V=5
DENARII III = 3 VI = 6
There are forty different Roman coins—or Denarii—to collect.
These will give your Fighters a suite of additional weapons and items As a general rule, any roll of IV, V or VI will be—unless stated
to enhance their inherent skills in play. Denarii can be added singly otherwise—a success, and a roll of any other numeral will
or used in multiples to form a bank of resources for your Gang. indicate a failure. Each time you purchase a fighter blister pack
Denarii come in three types: Common, Uncommon and Rare. for Gangs of Rome, you will receive a Roman Numeral Dice.
In each blister pack for Gangs of Rome, you will receive a sheet
of laser cut Denarii containing four Coins; two Common, one
Uncommon and one Rare. These are used as part of your Coin
Bank during a game. You will also receive four Denarii Cards
corresponding to the four Denarii in the pack. Each card details
how the corresponding Denarius work in the game.
MINIATURES
We have created a dynamic range of Miniatures to represent both the male and female Fighters in your Gang. Most games of Gangs
of Rome will also include various Mob of Rome group stands known as Mob Bases; these represent the roaming citizens of the
thriving city.
FIGHTERS
Fighters can be male or female, tall or short, young or old,
and they can hail from all corners of the Empire. Gangs are
composed of anyone who is willing to enact the bidding of a
Dominus. For a price...
JULIUS
MUNATIA BRUTTIA
thinks only
5 once wrote a
game using 7 drunk wh
ile
6 pretty slaves miniature models.
awake, dr
of wine wheaming
deserve freedom.
sleeping ile
6 6 .
6
4 3
4
7 6
5
22 22
21
THE CITY
Legend has it Rome was founded by Romulus
and Remus; twin sons of Mars, the God of
War. Left to drown in a basket on the Tiber
the twins were rescued by a she-wolf and lived
to found Rome city on the river’s banks. After
killing his brother Romulus became the first
king of Rome; bequeathing the city his name.
The streets of Rome are made up of innovative
constructions of stone,marble,brick and concrete.
A wide range of structures, public buildings
and military facilities make up the urban
environment. These include amphitheatres,
aqueducts, baths, bridges, circuses, domes,
harbours, temples, shops and dwellings in various
states of repair. There are also fountains, public
spaces and gardens found amongst the many
twisting streets and alleyways. Rome presents
a varied backdrop for confrontations between
rivals. This urban environment will form the
terrain your gang will fight amongst and over.
BUILDING YOUR GANG
Y our Gang is made up of individual Fighters, each denoted by a separate Gang Card, and Denarii coins making up your
coin bank.
To begin a game of Gangs of Rome,
you must first get to know the Fighters
of your Gang. Thanks to our ‘Hand of
Fate’ Gang Card generator , even if
you choose to buy the same Fighter
sculpt over and over again, the Gang
Card within will always be different
in some way.
IV
ORIGINS
In this initial set, the Fighters available
to you hail from just four separate parts
of the city. Being raised and trained X
in the streets and alleyways of their XI
specific areas has left each of them
with an inherent background talent
they will bring to your Gang.
MIXED FIGHTERS
Fighters in the same Gang from dissimilar backgrounds
obstruct Movement and block one another’s Line-of-
Sight; old rivalries can be less than ideal when forced
to work together.
However, a Gang comprised of Fighters of mixed
origin offer a wider variety of skills learned in their
different areas.
JUPITER (premonition) If Jupiter favours you look at any opposing face down
Denarii.
MERCURY (luck) If Mercury favours you reroll any die in your Attack and
Defence Roll this turn.
MINERVA (remedy) If Minerva favours you heal one Flesh from this Fighter.
RETIRING A FIGHTER FROM PLAY whom the Pebble belongs then activates a Fighter and uses
Once a Fighter reaches zero Flesh points they are Retired from one of the different Actions available to that Fighter.
the game. Remove the model from the game board, unless other For example, Player A has a Gang comprising of six Fighters,
rules are in play, and turn over their Gang Card in your playing and so places six black Pebbles in the Bag. Player B has seven
area. We call this Retired From Play because there are always more Fighters, so has seven white Pebbles to place in the bag.
battles around the corner in Gangs of Rome and not all wounds
are fatal! Give that Fighter’s Pebble to the player who inflicted SURPLUS PEBBLES
the fatal Flesh Wound. The Pebble for the Fighter will need to be The number of Pebbles in each game equals the number of
removed from the Bag if they have not activated in this Round. Fighters from both sides that begin the Scenario. When a Fighter
When Retired, any Denarius assigned to your Fighter is also Retires From Play, that Fighter’s Pebble is removed from either
Retired From Play. It does not go into your Used Pile! their card or the Bag with immediate effect. The removed
A Fighter never really dies, they always return to fight again, Pebble is then given to the opponent responsible for Retiring
having learned which Denarii were both good and bad for their the Fighter. In many Scenarios, the loss of a Fighter affects the
fortunes in their latest battle! If your Fighter didn't perform end-game Influence Totals.
quite as you anticipated you can adjust your Denarii bank before
the next battle. This may include seeking out replacements! Use ROUNDS & ACTIVATIONS
your available Denarii to tune your Fighter and maximise their Each new round in Gangs of Rome will begin with the
advantage on the streets. preparatory Tactics Phase. This Phase is completed simultaneously
by all players. Following the initial Tactics Phase, Rounds are then
PLAYER PEBBLES made up of a series of individual Fighter Activations, beginning
In the game, players will place the several coloured Pebbles with a Pebble drawn blind from the Bag or cup to determine
designated to represent their Gang into a Bag or cup. Each the player whose Fighter now activates for that Turn.
player adds one Pebble for each of their Fighters. Each player
should use a different coloured Pebble or other Token. If using The player in question assigns the Pebble drawn to one of his
something other than the Pebbles, players will need to ensure Fighters, thus activating it. Next, the Bag or cup is given to
their substitute Tokens are the same other than colouration. the next player and the Blind Draw is repeated. This process
Differences in form or size may allow players to identify their continues until the Bag or cup is empty, at which point ALL
Tokens during the Blind Draw. During a round Pebbles are Pebbles are collected and returned to the Bag to start a new
drawn from the Bag each Turn one at a time. The player to Round with the initial Tactics Phase.
Bread and Circuses
The Ludes Floriales were over, and now the crowds streamed cestus onto his knuckles, Brictius stepped over the fallen Faustus
from the Circus Maximus and toward the Forum Boarium. and delivered an uppercut to Hanno’s chin. The Nubian, jaw split
They pelted one another with beans and lupins as they chattered from chin to teeth, fell unconscious to the ground.
and laughed, alive with excitement. The Blues were victorious
The other Maximae had not been idle. Tatius slashed downwards
once again, their thoroughbred Cappodocian steeds more than a with his gladius, hamstringing Momus. Virginia launched herself
match for the sorry nags of the Greens. at Priscus, twin blades glittering in a ferocious blur. She severed
Prudentius leant against the wall of Golden Quadriga, a taverna Priscus’ sword arm as he vainly tried to block her furious attack.
adjacent to the Circus Maximus. Hood pulled up, he watched Crimson gore rained from the ruination of his arm and onto the
a knot of the Circus’ gangers as they loitered at the rear of the screaming Momus, who lay clutching his mutilated thigh.
Temple of Hercules. He waved a bunch of lupins across his face The crowd—now aware of this sudden explosion of bloody
four times, indicating the strength of the rival gang to Brictius, violence in their midst—cried out in panic. Slaves interposed
the leader of the Palatine gang. Upon this signal Brictius and his themselves between the bloodshed and their masters. A group
Palatine comrades emerged from their hiding place, sauntering of drunken charioteers spontaneously sobered up, and mothers
toward their Circus Maximus rivals. pushed their offspring away from the danger. A flashfire of fear
“According to Prudentius, the Nubian always has the takings consumed the masses, and they stampeded in their desperation to
from the day’s betting in that red satchel,” Brictius said to his escape this bloody violence. Faustus screamed again as he was
men as he scrutinised the rival gang. “We need to grab it and get trampled by the panicked mob, Julia’s dagger driven even deeper
away in a hurry.” into his skull. Momus squirmed and rolled in his own blood as he
was crushed by the rush of sandals. Hanno’s head was split in
The Palatine gang converged on their targets, moving against the twain by a studded boot.
flow of the crowd. Eyes fixed on the red satchel, Brictius and his
comrade Faustus came within spitting distance of the Nubian before With the mob bearing down upon him, Brictius pulled a handful
they were spotted. Julia of the Circus Maximus gave three shrill of caltrops from a leather pouch at his waist and, with a sneer,
whistles before leaping up the temple steps to gain a better vantage strew them upon the ground. Those unfortunate enough to tread
upon them shrieked in pain as the wicked spikes pierced the soles
point. She spun around and threw her slim dagger with unerring
of their feet. As the crowd backed away in terror, Brictius seized
accuracy. With a piercing scream Faustus clutched at the dagger as
both his chance and the red satchel from Hanno’s prostrate,
it protruded from his right eye. Hanno, the Nubian, withdrew an
disfigured body.
iron claw from the folds of his tunic with one hand, and tightened
his grip on his satchel with the other. Momus and Priscus of the ”Hah! To the victor the spoils!” he shouted in triumph as he ran
Palatine hemmed in the Nubian, preventing his escape. Slipping his down an alley, towards the Palatine, and to safety.
ACTIVATIONS
The colour of the Pebble which is drawn indicates which player Fighter will be able to receive a Pebble of your colour when
may Activate one of their Fighters. That player picks just ONE one is drawn.
such Fighter to whom they wish to assign this Pebble. Using
this Fighter that player may choose a series of actions before A FIGHTER IS SPENT
completing the Activation. Unless otherwise stated, a Fighter A Fighter with a Pebble already on their Gang Card from
may only ever have ONE Pebble assigned to them. a previous Activation is said to be in the Spent state. They
will NOT be able to receive another Pebble this Round. This
READY & SPENT Fighter must wait until the next Round of play to be Activated
At the end of each Round, clear ALL Pebbles from the Gang once more.
Cards in your Gang and return them to the Bag; this indicates
A Fighter in either the Ready or Spent states may defend
all surviving Fighters are now Ready. A Fighter that has Activated
themselves numerous times with a Combative Reply when
during a Round is said to be Spent.
attacked. The difference between the two states of Ready
and Spent is very important, as game elements may also have
A FIGHTER IS READY
specific effects on a Fighter in either the Ready or Spent states
An empty Gang Card, one to which a Pebble has not yet been
of play.
assigned, indicates your Fighter is in the Ready state. That
Camillus, Varius and Plautilla have activated and are Spent, but the Julius and Lepida are still Ready.
COSTING YOUR GANG THE USE OF DENARII
All Fighters come with a cost. When working with your overall All Denarii used in Gangs of Rome each come with a small
‘points’ for a Scenario, you must factor in the cost of both your corresponding Coin Card that details exactly how and when
Gang and of your Denarii Bank. that Denarius works.
A FIGHTER’S WORTH
A Fighter’s Worth is a Fighter’s cost as displayed on their
accompanying Gang Card. This cost is the sum of a Fighter’s
Statistics. Some Fighters are better at certain things than others;
Fighters of equal cost will often have different strong points.
DENARII
When you first place your Gang on the table during Set-up,
they will be without the Denarii that entitle them to use a host
of different weapons and items. You equip your Fighters during
the Tactics Phase of a Round. The Tactics Phase is a shared,
preparatory stage where all players place, replace, leave or refresh
the Denarii they have in play. These Denarii always come from
your own Coin Bank and are subsequently moved to your own
Used Pile when Expended.
There are three kinds of Denarii; Common, Uncommon and
Rare. These increase in potency the rarer they are and can
affect the game in many differing ways. Careful planning of DENARII OR BASIC ATTACKS
the Denarii you intend to Shadow each Fighter with is key to As a player, you always choose when to use your Denarii. Each
counteracting any weaknesses those Fighters may have. Equally, Fighter can fight and defend themselves quite ably even without
they can be used to magnify the Fighters’ strengths! the benefit of their Denarius. Timing and use of all the skills you
have at your disposal is core to your success as the game unfolds.
Only one Attack Action, Denarius or basic, is employed each
Turn. This is regardless of what type of Attack you choose.
COSTING DENARII
Common Denarii = cost 1 COSTING YOUR DENARII BANK
You personally choose which tactics and surprises to take into
Uncommon Denarii = cost 2
battle with your Gang. The right Denarius can dramatically
Rare Denarii = cost 3 change a Fighter’s style of play. It can make them more
aggressive, defensive or devious; the decision is yours. Frequent
YOUR DENARII BANK changes to your Coin Bank between games, based on the
The Denarii you have in your Coin Bank are always selected by Scenario or the situation your Gang could find itself in, is also
you before the game begins. This is where the strategy of Gangs wise. Once a game has started you cannot change the Denarii in
of Rome begins. your Coin Bank, so choose carefully.
Restrictions on the potencies of the Denarii in your Coin Bank The more Fighters that make up your Gang, and the higher the
may vary from game to game, depending on the difficulty of rarity and potency of the Denarii that accompany them, the
the Scenario you have chosen. Regardless of the Scenario, the more expensive your Gang will be to field.
maximum starting number of Denarii your Coin Bank may
contain directly corresponds, as a rule, to the exact number of ACQUIRING DENARII
Fighters in your Gang, plus up to 7 more Denarii. These will Additional Weapons and Items in Gangs of Rome are etched
form your Coin Bank. onto the face of the Roman Denarii. These are found in lots of
four in every blister pack of Fighters. Of the four included in
each pack, there will always be:
• One Rare Denarius
• One Uncommon Denarius
• Two Common Denarii
DENARII LIMITS
Once each of your Fighters has a single Denarius Shadowing
them during the first Tactics Phase. You can never have more
than seven extra Denarii in your bank. Should the Denarii in
your bank exceed this limit of seven for any reason you must,
at the end of the Tactics Phase, choose which of your excess
Denarii you wish to place in your personal Used Pile.
DENARII CONCEALMENT
New Denarii enter play FACE DOWN when placed, unless
otherwise stated. Either player choice or a Combative Reply will
cause Denarii to be revealed and turned FACE UP throughout
a game. Timing is vital in Gangs of Rome if a given strategy is
to be successful: you must take great care to reveal your Denarii
at the most advantageous moment!
ACTIVE DENARII
The abilities Denarii grant are Active and In Play only if the
Denarii are in the FACE UP position. An incoming Attack will
Fighters with revealed and unrevealed Denarii.
PLAYING A GAME
T o play a game of Gangs of Rome you will follow the
following sequence:
PLACING THE MOB
Taking turns, both players place the number of Mob Bases
required by the Scenario anywhere within the gaming area.
Continue until you have placed all the required Mob Bases.
• SET-UP
How you decide who goes first will be specified in the scenario
• ROUNDS or you can decide between yourselves.
• FINEM LUDUM
PLACING YOUR GANG
SET-UP Once the Mob Bases are in place you will Deploy your
First things first: all players should agree on a Scenario to play, and Gang. Unless specified in the Scenario you are playing,
then set up a 3x3' playing area to depict the gaming area usually, place a coloured Pebble representing each Fighter into a
but not always, the streets and alleyways of Rome in which the Bag. One by one, as each coloured Pebble is drawn, place a
Scenario will take place. The Scenario will outline any scenery corresponding Fighter on the field of play as described by the
vital to that Scenario, and suggest any other specific scenery to Scenario. Once all Fighters are Deployed, the players may
use and where it should be placed. The Scenario will also specify then commence the first Round.
where both Gangs are Deployed. We recommend you start with
A Tribute to Mars (see page 27).
ROUNDS TACTICS
Play begins after Set-up has been completed, and the players At the start of each new Round, the Tactics Phase begins. First,
may proceed to the first Round. Each Round consists of the check to see if any Mob Bases move around the board, and
following Phases: then check all Pebbles have been removed from Gang Cards,
thereby returning those Gang Cards to their Ready states of
• TACTICS play. See The Living City on page 23 for the rules regarding
• ACTIVATIONS Mob Movement.
• ROUND END
COIN REFRESH DRAW A PEBBLE
This Phase is performed by all participating players To instigate an Activation, one player will Blind Draw a Pebble
simultaneously. Whilst in the Tactics Phase, players choose to from the Bag (or other container). The Pebble is then given to the
perform any or all of these Minor Actions to change or replenish appropriate player. The player uses this Pebble to activate ONE
in-game Denarii. Ready Fighter per Activation. This continues until all Fighters
have been Activated. Once all Fighters have been activated the
• Leave an Unactivated Denarius face down Shadowing a Round is completed. Players will then use the Round End to see
Fighter. The Denarius’s identity is known only to the owning if the game is over or another round is required.
player, and may be checked by that player at any time.
Unless stated otherwise, players are only permitted the
opportunity to manage and refresh their fielded Denarii
and replenish their Coin Bank at the beginning of a round
in the Tactics phase.
• Leave an Activated Denarius face up Shadowing a Fighter:
you may be using a Weapon or Item you are happy with and
which you wish to keep it in play for that Fighter to use again.
• Place a new face down Denarii Shadowing ALL the
Fighters in your Gang who lack one.
• You may replace an Active Denarius from a previous round
and swap it for a new face down Denarius that better suits
your plans. Denarii swapped-out in this way are then placed
in the respective player’s Used Pile.
If, at any point during the Tactics Phase, you have no remaining
Denarii left in your Coin Bank, retrieve those placed in your
Used Pile and fully replenish your Coin Bank. Once you have
assigned your Denarii you may have no more than seven spare
Denarii in your Coin Bank at the end of this Phase. If, for any
reason, you have more than seven, you must shed Denarii from ROUND END
your Coin Bank and into your Used Pile. Once all Pebbles have been drawn the Round is over. Check
the Scenario Conditions to see if any of those Conditions have
You may even like to bluff your opponent by swapping a face been met and the game has ended. If so then proceed to Finem
up Denarius for yet another copy of the same Coin, but FACE Ludum: the End Game. If the game has not ended then retrieve
DOWN. Bluffing is an acceptable technique with which to all Pebbles from the cards of Fighters that have not Retired
introduce doubt into your opponent’s mind. Duplicate copies of From Play and return those Pebbles to the Bag.
the same Denarius in effect reload that particular skill’s ability
to trigger from face down concealment.
FINEM LUDUM
Unless stated otherwise, players are only allowed the opportunity Finem Ludum: the End Game. It is here that you discover
to manage and refresh their fielded Denarii and replenish their whether or not the fickle Goddess of Victory, Victoria, has
Coin Bank at the beginning of a Round. smiled on your endeavours. Players check the scenario’s
Conditions for Victory and discover who has gained Victoria’s
ACTIVATIONS favour. If you win, now is the time to embrace Bacchus and plan
The Tactics Phase comes to an end after managing, replacing and your next triumph. If you failed you may need to increase your
replenishing any in-game Denarii and gives way to individual offerings to Minerva, Mars and Victoria. Look at your tactics,
Fighter Activations. your Fighters and your Denarii. And come back stronger…
ACTIVATING A FIGHTER PASSIVE ACTION
A Pebble of your colour must be drawn in order for you to You could also choose to do nothing except remain in position.
Activate a Fighter in your Gang. This Pebble is used to Activate While this Activates a Fighter, the Fighter in question does not
one Fighter in the Ready state. Place the Pebble on the Gang perform any Actions.
Card of the Fighter you wish to activate. Each Fighter can only
be Activated once per Round.
MOVEMENT
The Fighter can now choose from a selection of Joint Actions, The Gradus is the single unit of measurement your Fighters use
a single Action or choose to do nothing (this is known as a to both measure Movement, and to determine Range. 1 Gradus
Passive Action). These selections are: equals 1 inch.
Move
Agility
Test
Move
Agility
Test
Move
LADDERS & ROPES
Ladders and knotted ropes can be important
vertical transit points as no Agility roll is
required to ascend and descend them.
In building a scenario board, if you have
a lot of elevated terrain and something of
a shortage of miniature ladders, you may
like to simply buy some packing twine and
make some tiny knotted rope lengths.
Once the Attack roll has been made, the target of the Attack
rolls their Defence Dice. The target’s Defence value indicates
the number of Defence Dice to roll. Any roll of IV, V or VI
successfully negates one successful Attack. Be careful, however,
the Servants of Orcus will be watching!
For example, Gallus decides to Reply to Priscus’ Attack by
attempting to throw him away using Brawl Combat. Gallus
uses his Attack stat of 7 to roll seven Dice. He rolls two IIs, III,
Two IVs, a V and a VI: four Successes. Priscus now has to take
an Agility test to try and escape the successful Attacks. Using
his Agility stat of 5, and having received one Wound, he rolls
four Dice. He scores I, III, IV and VI: two Successes. However,
as Priscus needed to Block all four of Gallus’ Successes to pass
this Agility Test. He has failed to do so, and must now face the
consequences...
As with other Agility Tests, be sure to reduce the defending
Fighter’s number of Dice used by the number of Wounds
that Fighter has already received. If a Defender successfully
repels the Attack, the grappling attempt has failed ending the
For example, Priscus charges Gallus and engages him in Hand- Attacker’s turn.
to-Hand Blood Combat. Priscus has an Attack stat of 6, so he Nota bene: Agility Tests are NOT seen by the Servants of
rolls six Dice, scoring two V and one VI: three hits! Orcus.
THE SERVANTS OF ORCUS
The VERY FIRST Attack of the Activation, made by the and VI) from your Dice Pool, and drag that result screaming
Charging or Shooting Fighter, is UNSEEN by the Servants into the Underworld to feed their grim master. You must
of Orcus. remove a single IV, V or VI from your Dice Pool. Only one
Dice from each Pool is ever taken in this way, no matter how
…But who is Orcus, and who are his servants? And what
many multiples of I are present.
role do the servants play in Gangs of Rome?
Orcus is the Roman God of the Underworld, and he and
his Servants are attracted to the tumult of combat! When a
battle is heard, Orcus, ever hungry for new souls, will send
his servants to claim your dead.
But even their multitudinous eyes cannot see every blow of
every battle. Each first Attack roll in a game of Gangs of
Rome is unaffected by the Servants of Orcus. However these
vultures of the Underworld, waiting for a chance to strip
success from the Dice, will be eagerly watching the conflict
by the time your opponent rolls for Defence!
From this point onward all Fighters must beware results of
multiple I on any dice rolls that may appear, for such results
are the Servants of Orcus, and he longs for their delivery!
If only a single I is rolled, then the Servants can be resisted
and there is no effect. However, multiple I results will lead to
the Servants of Orcus negatively impacting the dice roll. The
Servants will claim ONE of your Successes (rolls of IV, V
CHARGE MOVE
Even an injured Fighter is able to summon the extra speed and
strength required for an Attack. As such, when determining
the Movement Allowance for a Charge Move into combat,
players should use a Fighter’s Attack stat rather than his or her
Flesh stat. The Attack stat provides the number of Gradus that
Fighter may Charge Move. Thematically this represents the
burst of adrenaline the Fighter will experience when he charges
a potentially deadly foe.
Clear
Charge Obstructed
route Charge
Charge
route over
obstacles
CLEAR CHARGE
A Fighter must be able to travel a direct path to their
intended Target or NO Charge Move is able to take
place. You are allowed to pre-measure before deciding
whether or not to Charge Move. However, if the Target
is not In Range you CANNOT Charge Move. Hand-to-
Hand Combat over a low Obstacle, such a fence, low wall
or bewildered cow, IS possible if the Target of the Attack
is already in Base-to-Base Contact with the Obstacle in
question. See the Intervening Barrier rule on page 20 for
more details.
Immediately after completing a successful Charge Move,
Hand-to-Hand Combat such as a BLOOD or BRAWL
Attack now takes place.
RANGED ATTACK
Normal Fighter Attacks do not have a Range. Players
will need to use Denarii to gain a Ranged Attack. Each
named and numbered Denarius have a corresponding
Coin Card that describes the Range, Attack Dice and
any Special Rules of the weapon assigned to a Gang
Member by that Denarius. Some weapons of this kind,
such as the Sling, will attach themselves to a Fighter
and may remain with them for multiple Turns or until
the player wishes to replace them with another Coin
and another Skill. These weapons cannot be used in
Hand-to-Hand Combat.
In order to use a Ranged Weapon during your Activation
you will need to check whether or not your chosen target
is In Range. As with a Charge Move, you can pre-measure
the Range on that Target before deciding to Attack.
Thematically this represents a Fighter aiming and making
a decision as to whether or not their Attack is likely to
succeed at their current distance. Opposing Fighters that
fall within the distance of a Ranged Weapon may be the
subject of a Ranged Attack. The Range of a particular
Attack will be shown on the relevant Coin Card.
If the target is In Range, then complete a Blood Attack
using the Ranged Weapon’s Attack stat to determine the
number of Dice to be thrown. The Defender will use their
Defence stat to determine their Defence Dice.
TARGET OBSCURED
You can only shoot someone you can see. Sometimes pushed in Gradus away from the Brawl Attackers base, equals
you will not be able to see all of a Fighter. If, when checking the difference between the Brawl Attackers initial Attack
Line-of-Sight from an attacking model's current position dice successes, and the Brawl Defenders failed total Agility
and perspective, more than HALF the Target’s entire form is successes. This means that even if the Brawl defender essentially
obscured from sight they are classed as Obscured. An Obscured fails to fully defend themselves, they can at least reduce the total
Target gains +1 extra Defence Die when rolling their initial distance they will be thrown in the attack. A single Gradus of
Defence Pool to deflect the incoming Ranged Attack. The +1 distance prevented, may be the difference between life or death
Defence Die also applies if a Target is defending a doorway or for the defender!
any terrain.
For example, a Brawl takes place between Brutus, who wishes to
BLOOD DAMAGE escape, and Octavia, who wishes to maintain her hold on Brutus.
Damage is caused in Combat when Attack Dice are rolled and Brutus roles his six Attack Dice and scores four hits. Octavia,
not Blocked by Defence Dice. Each successful Attack Dice with her agility score of five, rolls that many Dice, but only scores
which the Target fails to Block results in a single Wound against two Successes. Brutus escapes using Brawl by being able to throw
the Fighter's Flesh total. A Fighter is Retired From Play when Octavia two Gradus away from him. This distance is calculated by
his or her Flesh total reaches zero. subtracting Octavia’s two Hits from Brutus’ four Hits.
A Fighter that is moved using a Brawl-style Attack loses their
BRAWL DAMAGE right to counter-Attack.
A Defender that does not pass their Agility Test in a Brawl will
fail to escape. This results in your Fighter being pushed away in
any direction by the Attacker. The total distance your fighter is
BRAWL COLLISIONS & FALLS models, as well as receiving the Defence Bonus, gain the ability
Fighters pushed away and who then collide with a fixed object to Disengage from this encounter freely and at will. There is
(such as a cart or wall) as a result of a Brawl, take oneUnavoidable no need to make a Brawl-style Attack or Breakaway roll to
Wound. Fighters pushed away as a result of a Brawl Attacks Disengage. This barrier will also grant the Target Obscured
and who then fall a distance greater than two Gradus, take one bonus against incoming Ranged Attacks. (+1 Defence Dice
unavoidable Wound PER GRADUS, rounding up where a against Ranged Attacks)
partial Gradus is measured. If the fall is of two or less Gradus
the Fighter takes one unavoidable Wound in total.
Nota bene: railings are considered to be a wall and, as such,
collision with a railing will inflict one Unavoidable Wound.
GIVING LIFE TO THE MOB... Whilst in this shared stage of the Round, the citizens of Rome
The Tactics Phase of a Gangs of Rome Round is a communal are calmly going about their daily lives as they move about
stage in which ALL players reset their Gang Cards to the Ready the city. Unless otherwise stated, a Mob Base will not harm
state and refresh their Coin Banks. It is also the point where a Fighter while completing their moves in the Tactics Phase.
the mobs of Rome move about the city. ALL Mob Bases move Should their path bring them into contact with a Fighter in the
BEFORE the placing of new Denarii in the Tactics Phase. Tactics Phase, the mob will skirt around them, as above, and
This allows players to plan their moves and tactics around the continue in their designated direction.
positioning of the milling crowds.
MOB BOUNDARIES
Mob Bases in Gangs of Rome treat the edge of the city as if it were
an impassable obstacle. A Mob Base will never leave the boundary
of play unless otherwise stated by the specifics of a Scenario.
PUBLIC
A Gang Member is considered to be Public if they are within 6
Gradus of a Mob Base. To be in view, and therefore Public, your
Fighter must be on the same level as the Mob Base in question
and be in an unbroken Line-of-Sight. Fighters who are not
physically at the same level as the mob are not considered to
be in their general field of vision. Attacks from places such as
Should the Mob Base collide with a structure of any sort, or elevated positions will be considered as Discreet.
even another mob, it will still continue to move. Slide the Mob
Base around the outside edge of the obstacle, staying as close to DISCREET
its intended general direction as possible. If, during a move, a If a Fighter is not Public, as described above, then they are
left or right decision is to be made, roll a Die. On a roll of I, II Discreet. While Discreet, a Fighter may unleash their Attacks
or III, the mob turns left; IV, V or VI and the mob turns right. without fear of mob reaction.
LINE-OF-SIGHT A decision to Feign is a good one if you cannot shoot back,
A mob blocks your Fighter’s Line-of-Sight if they are currently or deem it unwise to do so whilst so close to a mob. If a Feign
both on the same level and the Line-of-Sight goes through the has been chosen, move the nearest Mob Base, placing them
Mob Base. in Base-to-Base Contact with your Fighter and at any angle.
Thematically this represents a crowd gathering around your
MOVING THROUGH THE MOB apparently stricken Fighter to see if that Fighter requires
A Fighter can move through a Mob Base without harm; this assistance.
reduces their total move by one Gradus for each mob base a fighter
In this instance, your Fighter is essentially using Feign to
passes through. A Fighter moving through a Mob Base must be
draw the crowd to them. Being behind a mob can be very
able to reach the other side of that Base during Movement. They
useful, as attacking the mob directly can cause them to panic
can only stop within the mob itself when performing a Blend.
and trample opposing Fighters unlucky enough to be in
their path! Not only that, but the mob also blocks Line-of-
PUBLIC BEHAVIOUR
Sight and so can prevent your Fighter from being targeted
A Fighter performing Actions while in view of the mob must be
from the same level. Your Fighter may also choose this new
careful, but he or she also has opportunities...
contact with the Mob Base to vanish using the Blend tactic
during their next Activation.
RANGED ATTACKS IN PUBLIC
When a Fighter is struck by a Ranged Attack in view of the
REMAINING QUIET
mob that Fighter can Reply as normal. However, they may also
In the case of taking a Wound from a Ranged Attack whilst in
choose to Feign or to not respond at all.
public, your Fighter may also choose to not Reply at all, thereby
using neither a Ranged Attack nor Feign. This choice is not
FEIGN
available if directly attacked in Hand-to-Hand while in Public.
After being Wounded by a Ranged Attack whilst Public, a Fighter
Such a bold move by an opposing Fighter must be defended
may perform a Feign, similar to that of a football foul, in place of
against; it cannot be hidden or ignored.
their usual Reply Action. Your Fighter stages an illusion of greater
injury, such as pretending to curl up and collapse in the street.
Discreet
6 Gradus
Discreet
Discreet
Public
ATTACK DICE NEAR THE MOB
Any time any form of Attack Dice roll is made by a Public sequences from all participants are complete. When fighting
Fighter near a Mob Base, a series of effects can be triggered. Mobs between participating Public Fighters near the mob is complete,
witnessing such violence always react once the Attack and Defence roll ONE Gangs of Rome Die and consult the following chart:
MOB REACTIONS
Dice Result
I–II SHOCK! The mob looks on in utter disbelief ! With not a fighter or a citizen of courage
among them, the mob remains stationary and makes no response to this scene of sickening
violence.
III–IV PANIC! Horrified by the violence before them, the mob immediately moves 6 Gradus
directly away from the situation. Any models caught in the path of this Move are Trampled
and immediately suffer two Unavoidable Wounds. No Defence or Agility roll can escape the
panicked crowd. Fighters who are trampled are placed to the rear of the Mob Base after it
passes over them.
V–VI RAGE! Enraging the Mob of Rome is the worst outcome anyone could conceive. The Mob
Base immediately moves into Base-to-Base Contact with the nearest Fighter involved in
the violence. For each Wound the Fighter has received during the game, roll one Die. On a
result of IV, V or IV, the Fighter in question takes one unavoidable Wound for each success!
If the Fighter has no Wounds when confronted with the mob’s rage, they are considered too
tough for the mob to attack. This concession does not apply if the mob is in a Panic. The
Trample effect found in the Panic result above will always Wound whoever is in its path
unless stated otherwise.
FORCED PANIC
Your Fighter may use a Mob Base as a sort of guided weapon This Forced panic is a deliberate malicious act designed to turn
by forcing them to Panic, sending them in the direction of a honest hard working citizens, into a crushing press of panic
foe! A Fighter wanting to force a Panic will need to attack the and trampling madness aimed squarely at your enemies.. This
Mob Base directly; either in Hand-to-Hand Combat or with a panic causes two Unavoidable Wounds to any Fighters caught
Ranged Attack. One Success (IV, V or VI) or more will cause in its path. No Defence or Agility rolls can avoid these Wounds.
the mob to Panic directly away from them as above. Fighters who are Trampled are placed to the rear of the Mob
Base after it passes over them.
BLEND
Rome, a bustling hub of people from all walks
of life and hailing from the far-flung corners
of the great Roman Empire. Robes, cloaks,
hoods and all manner of clothing garb the
citizens of Rome in a shifting sea of life. It is
the perfect place to hide for one raised within
its human tide.
In Scenarios where the Mobs of Rome are in
play, your Fighters may use them to vanish
into the crowd. Once there, lost in the sea
of faces, they may bide their time, hidden
among the mob like sharks under the waves.
BLENDING IN
At the cost of all Combative Action a Fighter
who has moved into Base-to-Base Contact
with a Mob Base can declare their intention
to Blend. Remove the blended Fighter from
play and set them aside until their next
Activation.
Nota bene: a Fighter’s Blend Point is not
their location on the field, merely where last
seen before completely vanishing into the
crowds of the city.
Once part of the mob, a Fighter can now
appear from, or be discovered in, any Mob
Base in the city. Blended Fighters are lost to
the eye but they cannot stay that way for long,
for there are ways to find them even amongst
the crowds…
CALLING IN A MARKER
Once acquired from your defeated opponent, a
Gangs of Rome Personal Influence Marker is
a valuable asset to any Dominus looking for an
edge in future encounters against the player who
handed it over. PIMs can only be used against
the specific player who issued them. Anytime
you fight a player over whom you hold a PIM,
you may call in the PIM against that player to
affect the forthcoming battle in some way.
LIMIT
Only ONE Personal Influence Marker is used
each game, per player. Choosing your favour has
to be made before the first Pebble is drawn.
Permission granted to photocopy this validated PIM for personal
use only in any games played against Andy Hobday.
USING A PIM
A player bearing your Personal Influence Marker may surrender it to you in exchange for one following:
PIM OPTIONS
ANGER ISSUES FAMILY
Choose an opposing Fighter; that Fighter may only make Choose one of YOUR Gang Members, and one of your
Brawl-style Attacks this entire game. opponent’s Gang Members to be ‘family’. These two Fighters
will not Attack each other unless they are the last Fighters on
BLABBERMOUTH each side.
Choose an opposing Fighter. For the rest of the game, when a
Denarius Shadows this Fighter, it must be facing UP! FATALIST
Choose an opposing Fighter; this Fighter has no belief in
BOUGHT AND PAID FOR medicine. During this game, their Flesh may only go down,
Once per game, you may have a mob of your choice within 6 never up.
Gradus of a foe Rage Attack that foe.
HIDDEN ASSETS
THE CHALLENGER Begin your game with two of your Fighters already in Blend.
Choose an opposing Fighter; that Fighter will immediately
meet one of your Gang Members, as chosen by you, in a Base- HORSE SENSE
to-Base, Hand-to-Hand battle in the very centre of the map. Choose a Fighter in your gang. A face down Denarius Shadowing
This is a fight to the death, and only Blood-style Attacks are this Gang Member any time throughout the game is considered to
permitted. Neither Fighter may use Denarii. No Brawl or be a horse! Whilst equipped with any face down Coin, this Fighter’s
Breakaway is permitted. No Prayer is allowed. Fight one after Street Level Move increases by +3 Gradus per Move Action.
the other until one of you is defeated. The challenger Attacks
first. HOUSE OF CARDS
Choose a Fighter on your Gang to know a critical weakness
CLEVER DISGUISE built into a recently completed structure. Once per game, whilst
Once per game, at any time, you may swap the location of one in Base-to-Base Contact with a structure, remove the entire
of your Fighters with that of another. structure from play. Any Fighters within the structure when
removed suffer two unavoidable Wounds and are left where the
CONCOCTION structure once stood.
Turn your Gang Cards onto their side. Once per game, each
of your Fighters may ignore their very first Wound. Straighten INVENTOR
each Gang Card after they have taken a Wound; these Fighters Name a Fighter on your Gang; this Fighter has created a bird
are no longer protected. wing harness. Whilst playing this game, this Fighter may, as a
Free Action, jump off structures over 3 Gradus high to glide to
A CRISIS OF FAITH street level up to 15 Gradus away. This glide is not a Charge or
Chose an opposing Gang. Deceived into believing their beloved a Move.
mentor has died of a cruel illness, no one in this group will Pray
to the Gods for the rest of the game. STAR-CROSSED LOVERS
Choose two Fighters in the opposing Gang. If, at the start of
DAY SPA each of those Fighters’ Turns, they are more than 10 Gradus
Choose an opposing Fighter. When this Fighter is retired, from each other, one of them must take a Wound. If one dies,
EACH of your Gang Members will heal 1 Flesh. the survivor begins to die also, one Wound per Turn.
Campaign play��������������������������������������������3, 27, 29 Feign������������������������������������������������������������������� 24 Rounds ������������ 4, 8, 9–11, 12, 13, 14, 16, 20, 23, 28
Coins/Denarii������������������������ 4, 7, 8, 10, 13, 17, 19, Fighters of Aventine��������������������������������������������� 7 Scenarios����������������������3, 6, 8, 10, 12, 13, 23, 26, 30
����������������������������������������������������� 21, 23, 26, 27, 28
Flesh/wounds ���������������������������2, 4, 5, 8, 14–19, 30 Scenario play��������������������������������������������27, 29, 30
active 11
binding/healing Flesh/wounds 26, 28
acquiring 10 Senators����������������������������������������������������������� 3, 29
limiting Agility 15
bank 4, 7, 8, 10, 11, 13, 23, 29 Set-up�������������������������������������������� 6, 10, 12, 27, 30
limiting Movement 14
bounty coin 31
unavoidable wounds 8, 16, 19,20, 22, 25, 28 Stamina����������������������������������������������������������������� 7
cards 4, 10, 11, 17, 19, 26
Friends in Low Places������������������������������������������� 7 Statistics �������������������������������������4, 8, 10, 11, 18, 19
coin/Denarii-based Attacks 7, 11, 16, 17, 19, 21
coins/Denarii and Blending 26 Gangs ������������������������������2, 6–14, 16,17, 20, 27–29 Agility stat 17
cost/costing 10 gang members 4, 19, 21, 22, 23 Flesh stat 14, 18, 20
Subura: fighters of the Subura may re-roll any multiple I results that have heralded the coming
of the Servants of Orcus. A re-roll may be made only once per dice pool.
Aventine: a Fighter of the Aventine, gains +1 extra defence die against incoming coin-based
attacks made in any reply to their own direct combat actions.
Circus Maximus: the movement of a fighter from the Circus Maximus never drops below 4
Gradus, regardles of wounds taken.
PATRON GODS
If MARS favours this Fighter use any other fighter’s skill on the table for one full turn.
If APOLLO favours this Fighter their ranged weapons increase in range by 5 Gradus.
If JUPITER favours this Fighter look at any opposing face down Denarii.
If SATURN favours this Fighter choose a Denarius at random from your opponent’s coin bank and discard it
as though it were used.
If MERCURY favours this Fighter, they may re-roll any die in either attack or defence this turn.
PRAYING TO A GOD
Once at any time during their turn, a Fighter may take a Free action to pray to their patron god. Roll a single die. On a score of VI the god grants
their favour to the fighter.
MOB REACTIONS
If a Public fighter rolls any type of attack dice near a Mob Base, roll a die and consult the following table once any attacks and replies are complete:
I–II SHOCK! The mob remains stationary and makes no response.
III–IV PANIC! The mob immediately moves 6 Gradus directly away from the combat. Any models caught in the path of this move are
TRAMPLED and immediately suffer two unavoidable wounds. Fighters who are trampled are placed to the rear of the Mob Base after it
passes over them.
V–VI RAGE! The Mob Base immediately moves into base-to-base contact with the nearest fighter involved in the attack. Roll one die for each
wound the fighter has received during the game; this fighter takes one Unavoidable Wound for each success. A Fighter with no wounds
are considered too tough for the mob to attack.
quick reference sheet
ROUND TACTICS PHASE ACTIVATIONS
SEQUENCE • Return pebbles from all surviving Gang members to the bag
Players draw pebbles out of a bag, and the player
• Tactics phase • Change or refresh any Fighter’s Denarius whose colour is drawn activates a single fighter.
• Roll a die for each Mob Base on the board. On a roll of IV, Place the Pebble on the Fighter’s card to indicate
• Activations it is Spent, then draw the next pebble. After all
V or VI, move the mob in the direction of the V a number of
• Round End Gradus equal to the number rolled Fighters have been activated, the phase is over.
FIGHTER ACTIONS
A fighter must be in the Ready state to be activated. COMBAT ACTIONS RANGED ATTACK
Each fighter can only be activated once per round. Make one Blood attack in ranged or hand-to-hand Fighter may make a Ranged Attack if they have
The fighter must now choose to take one of the combat, or Brawl attack in hand-to-hand Combat. an appropriate Denarius. If the Target is in range,
following actions: make an attack, using the Ranged Weapon’s Attack
A model may only enter hand-to-hand combat stat to determine the number of Dice to throw.
• Charge Move + Combat with a Charge action.
• Move + Blend The Defender rolls dice equal to their Defence
ATTACKING stat, adding +1 dice if they are obscured from
• Move + Move
A fighter must end a Charge action in contact the Attacker, or defending a doorway or terrain.
• Combat + Move Each unblocked Attack causes the target to
with an opposing Fighter to enter hand-to-hand
• Move + Bind combat. A fighter performs its basic attack is lose 1 Flesh.
• Bind + Move whilst in base-to-base contact. A fighter requires
• Move certain Denarii to launch a ranged attack. A REPLYING TO A RANGED ATTACK
Fighter chooses to use their basic attack or a A fighter may only reply to a ranged attack if he or
• Combat Denarii-based attack. she is equipped with a ranged weapon.
• Blend
OUTNUMBERED: A fighter in contact with FEIGN: A public fighter wounded by a ranged
• Bind multiple enemies is outnumbered. A fighter attack may perform a free Feign action. Place the
• Passive Action attacking an outnumbered opponent gains +1 nearest Mob Base in base-to-base contact with
Attack dice, or +2 Attack dice if outnumbered by your fighter and at any angle.
MOVE ACTIONS Fighters from a single gang of the same Origin.
Move actions include Climb, Leap or Breakaway RANGED INTO HAND-TO-HAND
from Combat. BLOOD COMBAT A target of a ranged attack engaged in hand-to-
Roll a number of dice equal to the Fighter’s Attack hand combat is considered to be Obscured.
CHARGE stat (or from the Denarius used for the Attack).
Any Ranged Attack Dice that miss are re-rolled,
Move into combat prior to making a hand-to- The target of the attack rolls dice equal to their with Fighters engaged with the original target
hand attack. Use the Fighter’s Fight stat rather Defence value. Each successful roll blocks one as the new targets. Targets of this attack are
than their Flesh for the distance they can move. successful Attack. Each unblocked Attack causes considered to be Obscured.
the target to lose 1 Flesh. The target can make an
immediate reply attack as a free action. No fighter engaged in hand-to-hand combat may
MOVING THROUGH THE MOB reply with a ranged weapon.
Cost of 1 Gradus of their total Move and must be
A GUSHER: If the target of a Blood attack suffers
able to reach the other side of that. They can only
two or more unblocked hits they lose their ability LEAVING COMBAT
stop within the mob to take a Blend action.
to reply in hand-to-hand combat. Once in hand-to-hand combat, a fighter may only
leave combat by using the following methods:
BLEND ACTION BRAWL COMBAT
Vanish into a crowded Mob Base. BRAWL: A successful Brawl throws an opposing
Players must declare a Brawl attack before
attack dice are rolled. The attacker rolls attack fighter out of base-to-base contact. A successfull
BIND dice. Successes determine the Agility Rating the Brawl attack does not trigger a free Reply Attack.
Bandage a single wound to restore one Flesh. defender will need to overcome on an Agility test. BREAKAWAY: At the beginning of a fighter’s
The Defender rolls a number of dice equal to the activation, he may attempt to breakaway from
PASSIVE ACTION Fighter’s Agility stat, and must roll more successes hand-to-hand combat as a free action. A Breakaway
Do nothing. than the Agility Rating of the challenge. The may be attempted once per fighter activation.
Fighter fails if the number of successes rolled is A Fighter rolls dice equivalent to its Agility, minus
less than that Agility Rating. the number of wounds taken, and needs a number
SUCCESSES of successes based on the the number of opponents
When rolling dice for any Attribute-based from which the fighter wishes to Breakaway:
test, any roll of IV, V or VI on a die is
WOUNDS AND AGILITY
The agility dice available to the fighter are limited
considered a success. One foe: Agility rating 3
by the fighter’s current Flesh score.
Two foes: Agility rating 4
BRAWL DAMAGE A Fighter cannot Breakaway from three or more foes.
MOVEMENT RATE A defender who does not pass an Agility Test in a
Brawl is pushed away in any direction from of the FAILURE TO BREAK: A fighter who fails to
A fighter’s standard movement is the same as Attacker’s base up to a distance in Gradus equal Breakaway takes one unavoidable wound.
their current Flesh rating. to the difference in the two fighters’ Agility Tests.
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