These are the basic rules of the game and the foundation in which all of the rules are based upon.
Size and Volume
Each model has a size designation, and each size has a particular volume that must be adhered. There are four different sizes a model can be in the Gangfight game.
Small Models: Models with the small designation are diminutive in size. They have a relatively small threat range, which is only 0.5” around the entire model. They have a volume of 1” x 1”. Small Models can be mounted on a base no smaller than 20mm or larger than 25mm.
Medium Models: Models with the medium designation are of a standard size. The majority of models are typically of the medium size. They have a threat range of 1” around the entire model. They have a volume of 1” x 1.5”. Medium Models can be mounted on a base no smaller than 20mm or larger than 32mm.
Large Models: Models with the large designation are extremely potent on the battlefield. They have a threat range of 2” around the entire model. They have a volume of 1.5” x 2”. Large models also inflict 2 Wounds per successful hit in Melee Combat, rather than the 1 Wound that Medium and Small models inflict. Large Models can be mounted on a base no smaller than 40mm or larger than 60mm.
Huge Models: This is the largest designation that a model can have. They have a threat range of 3” around the entire model. They have a volume of 2” x 3”. Huge models also inflict 4 Wounds per successful hit in Melee Combat, rather than the 1 Wound that Medium and Small models inflict. Huge Models can be mounted on a base no smaller than 75mm or larger than 120mm.
A model’s volume is to determine how much room that model takes up on the battlefield. Typically, the volume of a model is eyeballed by the players and agreed upon, though if it does start to be an issue, a measuring tape can be used to accurately show if the model can be seen, and if models are within their threat range.
|Model Size||Base Size||Threat|
|Small Model||20mm – 25mm||0.5 inches|
|Medium Model||20mm – 32mm||1 inch|
|Large Model||40mm – 60mm||2 inches|
|Huge Model||75mm – 120mm||3 inches|
Line of Sight
A model in Gangfight has a 360 degree Line of Sight. They can see all around them, but their vision is blocked by models of equal or greater volume than themselves, and pieces of terrain that are larger than the model. A model that doesn’t have Line of Sight to an opponent cannot declare an action against that target.
DIstances and Measuring
Measurements may be taken at any time. When measuring distance in regards to movement, threat range, or any other factor – you must measure from the edge of the model’s base.
Every model generates threat – which is the area in which a model can interact with their environment. When a model is within another model’s threat range, the models can interact with one another – such as attack one another in melee, or perform other actions. A model that moves through another model’s threat range without stopping, or leaves another model’s threat range provoke a Free Strike, which is an attack that can be made without spending AP against the offending model. As with any distance or measurements in Gangfight, you always measure from the edge of the model’s base.
Gangfight uses six-sided dice (d6). Each model has a set of attributes that have a number assigned to them which typically represents the number of dice you roll when taking actions. Dice that match or beat the assigned Target Number (TN) are considered successes. The more successes a model has, the more skillfully that model completed the task attempted. Target Numbers are typically assigned (through the difficulty of the task), or are compared to an opposing model’s profile. There are three types of rolls to be made in Gangfight – Skill Tests, Standard Tests, and Opposed Tests.
When one attempts a skill test, they are attempting to complete a task that has an assigned difficulty – for example, charging. When this test is done, the appropriate chart is consulted and rolled against. For each die successful, there is typically a bonus associated with that test. Sometimes, only one success is needed to pass. These rolls only affect the model making the test, and do not involve other models.
These are the most common tests that a model will make during the course of a game. To perform a standard test, a model rolls the applicable attribute’s worth of dice, and attempts to match or beat a target number, which is determined by an opposing model. An example of this is combat, where a model rolls their Attack or Ranged attribute against a model’s Defense attribute. Each die that is equal or higher than an opponent’s assigned attribute is considered a single success.
When a model is attempting to overpower another model, an opposed test is needed to determine the result. When an opposed test is declared, both parties roll the indicated attributes against a designated target number (typically another attribute of the opposing model). The winner of the test is the one with the most successes.
When making a test, sometimes you may be willing to reduce your Dice Pool to better attempt to succeed. If you have more than one die in your Dice Pool you may drop dice, by removing them from the Dice Pool, to lower the Target Number (TN). For each die dropped, the Target Number (TN) of the task is reduced by 1.
For example: A model with an Attack Value of 5 is attempting to strike another model who has a Defense Value of 7. As they cannot roll equal to or above 7 they must lower the Target Number (TN). They must reduce their Dice Pool by at least one die to lower the Target Number to 6, which will leave them with 4 dice to roll against the new Target Number (TN). If they were to reduce their Dice Pool by another 2 dice this would lower the Target Number (TN) to 4 with 2 dice in their Dice Pool.
When rolling a die, you may achieve a Critical Success. A Critical Success occurs when you roll a natural “6” on a d6. For every Critical Success you may roll an additional die. If that die scores a success, you count it towards your total successes for that test. Critical Success die may also further generate Critical Success.
For example: Martin rolls 3 dice and gets a 3, 4 and 6. Since the Target Number is 4, he scores 2 successes. Because he rolled a natural 6, he rolls an additional die and gets a 6, this will allow him to roll another additional die where he gets a 5. He adds these two additional successes, giving him a total of 4.