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Gangfight Errata and FAQ

Rulebook Updates

Due to balance issues, the following rules have been updated:

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”. When Medium sized or smaller models are struck by a Large Model, they cannot drop dice from any Armour Saves they must make from such an Attack. 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”. When Large sized or smaller models are struck by a Huge Model, they cannot drop dice from any Armour Saves they must make

Critical Success: 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. You cannot roll an additional die if the Target Number is higher than 6, though 6s are always successes.

Interrupts: If you hold onto actions during your turn, you can spend them during your opponent’s turn to interrupt that action. These interrupts are specific, and are the only actions that can be attempted on your opponent’s turn. Interrupts must be declared before any models are moved.

Cover: For a model to be considered in cover, the obstacle or piece of terrain must cover at least ½ of the model’s volume and must be blocking Line of Sight (LoS) between the model and the target.

Sidestep: Sometimes the best offense is a great defense. If an attack against a model with this perk completely misses, the model may make a free IV test (TN 4). A model may move their full Movement (MOV) value +1” per success, in any direction without provoking a free strike from any opposing enemy models.

Consummate Hunter: A model with this ability works best as a team. If a model is in close combat, and an allied model attempts a charge against the model they are melee with, the model with this ability may add +3 to their Movement (MOV) value to complete that charge.

Stalwart: Models with this ability are stout warriors who are able to survive even the most aggressive assault. A model with this ability scores Critical Successes when attempting to negate Wounds with their Armour (ARM) attribute on a natural 5, as well as a natural 6. Only rolls of a natural 6 generate additional dice. Rolls of 5 are only automatic successes.

Mounted: A model with this ability is mounted on another creature that is at least one size category than the rider. Though technically represented by two models, they share a single profile. Under no circumstances can a Rider dismount from the Beast they are riding.

Shortbow (Entry on the Table): Increase Short Bow Damage from 3 to 4.

Chronicle Spells

Counter-Spell: This spell can be cast as an interrupt. It is the only spell that can be cast 4 Gangfight FAQ 1.2 (September 2021) as an interrupt action. When a spell is cast within 24” of a mage, he can spend an order Action Point (AP) that is being held in reserve to cast this spell. The caster must have the mana needed to cast the spell. This turns the casting of the spell into an opposed roll, and the mage with the most successes wins the test. If the caster of the Counter-Spell wins the test, then the spell is cancelled and doesn’t go off. If the opposing caster wins, he gets the spell off, but must subtract the amount of successes scored by the caster from his own amount of successes.

Mana Blast: The mage creates a Direct Area of Effect (AOE) that is 8” in length and 1” in width. For each success, the width increases by 1”. Any models caught under the Area of Effect (AOE) of the spell immediately take as many wounds as successes scored when casting the spell at Damage (DAM) 3, +1 Damage (DAM) per success scored to a maximum of the caster’s Willpower (WP) attribute (thus, one success in casting the spell means the width of the Direct AoE is 2” and inflicts 1 Damage 4 (DAM) hit, where as five successes in casting this spell means the width of the Direct Aoe is 6” wide and inflicts 5 Damage 8 (DAM) hits).

Mana Missile: This is a basic attack spell. The mage chooses a single target, and casts this spell. This spell inflicts as many wounds as successes scored when casting the spell at Damage 3, +1 Damage (DAM) per success scored to a maximum of the caster’s Willpower (WP) attribute (thus, one success in casting the spell means the model takes 1 Damage 4 (DAM) hit, while five successes in casting this spell means the model suffers 5 Damage 8 (DAM) hits).

Mana Nova: This spell allows the mage to create an Indirect Area of Effect (AoE) centered around one particular target. The mage targets a single target within 24”. Every model caught within the Indirect Area of Effect (AoE) suffers as many wounds as successes scored when casting the spell at Damage 3, +1 Damage (DAM) per success scored to a maximum of the caster’s Willpower (WP) attribute. The Area of Effect grows 1” per every success scored (thus, one success in casting the spell means the Area of Effect (AoE) is 1”, and the target model suffers 1 Damage 4 (DAM) hit, while five successes in casting this spell means the Area of Effect (AoE) is 5”, and the target model(s) suffers 5 Damage 8 (DAM) hits).

Possession: This spell allows a mage to take control of another model. To do this, the spell must be cast against a single model. This is an opposed roll – if the caster has more successes than the 5 Gangfight FAQ 1.2 (September 2021) targeted model, each success is an action that can be directed on that model. These actions require an Action Point on behalf of the caster of the spell, thus a caster with only 2 action points left after casting the spell, can only have the target of this spell perform 2 actions, regardless of how many successes the caster scored. If the target of this spell has more successes than the caster, then the spell fails. The actions garnered from this spell must be used immediately, and do not carry over after the caster’s turn has ended.

Rider: A model with this perk is mounted on a beast that is one category larger than itself. To reflect this, the following adjustments are made to the Model’s profile: +2 MOV, -1 DEF, -1 IV, +1 EN, and the Model’s size category is increased by one step (small to medium, medium to large, large to huge). The Model then receives the Mounted ability. In addition to this, the model may choose up to 3 Bestial Traits which are traits that are possessed by the creature the model is riding.

NEW CHRONICLE PERK – Mounted Hero: A model with this perk has managed to tame a particularly large creature of dangerous disposition, in which the model rides into battle. To reflect this, the following adjustments are made to the Model’s profile: +2 MOV, -2 DEF, -1 IV, +3 EN, +1 DAM, and the model’s size is automatically increased to Huge. The Model then receives the Mounted ability. In addition to this, the model may choose up to 3 Bestial Traits that are possessed by the creature the Model is riding.

Page 83 – Size: Size plays a big factor in terms of cost for equipment. Small or Meidum sized models pay the regular cost for equipment. Large models pay twice (2x) as much and Huge sized Models pay four times (4x) as much. Melee Weapons, Ranged Weapons and Armour all come in standard sizes, and the cost of said equipment is factored into the size of the weapon or piece of armour in question.

Combat Summary

After receiving many questions about the flow of combat, we put this summary together to hopefully answer your questions in advance.

Melee Combat

Close combat begins when a model falls within another model’s threat range via the result of a Charge! Action, or a Fight! Action. To execute an attack, you must follow the following steps. 

  1. Check to see if the model you are rolling to attack is within your threat range. 
  2. If the model you are attacking is within your model’s threat range, then you make an Attack Roll. To make an attack roll, you roll your Attack (ATT) attribute. You roll as many dice as you have in your Attack (ATT) attribute, with the Target Number being your opponent’s Defense (DEF) attribute. If the Defense (DEF) attribute of your target is higher than 6, rolls of a natural 6 still count as a Success, but not a Critical success. 
  3. Each die that matches or beats the target number is considered a hit. For each success you score against your opponent, you inflict 1 Wound. 
  4. Your opponent then has to attempt to negate the Wounds. To do this, they roll as many dice as they have in their Armour (ARM) attribute. The target number is your model’s modified Damage (DAM) attribute. If the modified Damage (DAM) attribute is higher than 6, rolls of a natural 6 still count as a Success but not a Critical Success.
  5. Each die that matches or beats the target number manages to negate 1 Wound inflicted from the attack.  
  6. Apply the remaining damage to your Endurance (EN) attribute, and record the amount left. If the remaining amount is 0 or less, your model is now incapacitated and can be replaced with an Incapacitation Token. Note that even if a model does not take damage from the attack, he will still suffer the effects of the attack (such as those from a Power Attack or a Finesse Attack). 

Ranged Combat

Ranged combat begins when a model falls within another model’s Line of Sight and is equipped with a loaded Ranged weapon. To make a Ranged Attack, a model must have a loaded weapon, and cannot have any models in their Threat range.  

  1. Check to see if the model you are rolling to attack is within your model’s Line of Sight. 
  2. If the model you are attacking is within the Range of the weapon, then you can make a Marksmanship Roll. To make a Marksmanship roll, you roll your Marksmanship (MRK) attribute. You roll as many dice as you have in your Marksmanship (MRK) attribute, with the Target Number being your opponent’s Defense (DEF) attribute. If the Defense (DEF) attribute of your target is higher than 6, rolls of a natural 6 still count as a Success  but not a Critical Success.
  3. If your target is within close combat, you can only roll a maximum of 3 dice to hit, even if your Marksmanship (MRK) attribute is higher than 3. 
  4. If your target is within Short Range (ie. the weapons range or less), you can add +1 die to your Marksmanship (MRK) attribute for being within Point Blank Range. 
  5. If your target is within Long Range (ie. 6” or more of your weapon’s range) from your model, you must subtract 1 die from your Marksmanship (MRK) attribute, and you lose an additional die for each additional increment of 6”. 
  6. Each die that matches or beats the target number is considered a hit. For each success you score against your opponent. you inflict 1 Wound on your target. 
  7. Your opponent then has to attempt to negate the wounds. To do this, they roll as many dice as they have in their Armour attribute. The target number is your Ranged Weapons Damage (DAM) attribute. If your modified Damage (DAM) attribute of your weapon is higher than 6, rolls of a natural 6 still count as a Success but not a Critical Success.
  8. Each die that matches or beats the target number manages to negate  1 Wound inflicted from the attack. 
  9. Apply the remaining damage to your Endurance (EN) attribute, and record the amount left. If the remaining amount is 0 or less, your model is now incapacitated and can be replaced with an Incapacitation Token. Note that even if a model does not take damage from the attack, he will still suffer the effects of the attack (such as those from a Power Attack or a Finesse Attack).

Frequently Asked Questions

Q: When building a hero riding a dragon (as a large or huge beast), and the Rider perk combines the two profiles, who’s Marksmanship Attribute (MRK) do I use when making an attack using that model’s Breath Weapon from the corresponding perk?
A: See changes to the Rider perk above. 

Q: As Beasts have the Tooth and Claw rule, can they have armour if they are mounted by a model with the Rider Perk?
A: As indicated in the Rider perk above, the model is now considered “Mounted” and may purchase additional weapons and armour, but at the appropriate size category. 

Q: Do Finesse Attacks and Power attacks stack damage with their movement effects?
A: No. Unless another rule supersedes the ability (such as a perk, or a special ability), a Finesse or Power Attack can only inflict 1 Wound. Any additional successes are applied to the movement effect.

Q: Can the Magic Weapon perk be applied to a Ranged Weapon?
A: Yes. It adds +1 MRK instead of ATT. 

Q: Can I upgrade the size of ranged weapons in Aeon?
A: No. Larger weapons are already in the list – indicated in the description. Their cost and damage is already put into consideration (Ie. Heavy Machine Gun, Autocannon, etc). You do, however, adjust the price of Melee Weapons (including the Vibro, Monofilament, or Kinetic Energy, etc). Remember that Large Weapons and Huge Weapons benefit from their size category.

Q: How do I include drones in my Aeon force? I’ve noticed they are in First Strike but not Aeon.
A: In the far future of 2218, it is expected that drones operate far differently than in the near future setting of First Strike. Most remote vehicles are equipped with a fairly competent AI that allows them to operate independently of a pilot. It would be advisable to use the “Artificial” Stateline to represent your remote with the most appropriate perks. If you want to take a remote from First Strike, you can do so, but you will need to give it the Neural Sync upgrade and assign it a pilot. 

Q: In regards to the Tactics ability possessed by Humans in Chronicle, it appears that only Heroes can issue a +1 to any one Veteran or Regular model within 12″.
A: That is correct. Once per activation, any Human Hero can issue a blanket +1 bonus to any Veteran or Regular model. This ability lasts for One Round.

Q: I’m unclear how the Lykoi Ability “Consummate Hunter” actually works. Can you help me?
A: The wording is wrong. It should read “If a model is in close combat, and an allied model attempts a charge against the model they are melee with, the model with this ability may add +3 to their Movement (MOV) value to complete that charge.” – which means that if they are Charging into a melee combat that is already in progress, when they do so, they get an additional +3 to their roll to get into the combat. This means that an un-armoured Lykoi gets to roll 9 dice (and move a potential 15″!!!) into a combat that is already ensuing.

Q: I’m playing a Gangfight Legacy game, and I can’t find the “At Death’s Door” Table for models that were killed during the game. Where can I find it?
A: Roll 1d6 on the “Aftermath” table – treating the result of “2” as 1, and “7” as 6.

Q: In the Ambush scenario, it says the Attacker gains 1 additional Victory Point if they manage to completely surround the enemy. What determines if an enemy is completely surrounded?
A: Ignore that. The most VP the Attacker can get in this scenario is 1 – being able to redeploy all of your models within 12″ of the enemy is a big enough advantage. No need to add insult to injury.

Q: My Party Leader was killed in a previous round, but the End Game Scenario mentions the game ends when my Party Leader is killed. Does the game immediately end?
A: No. If your Party Leader is killed, Party Leadership is transferred to another Hero model of your choice in the following turn. This continues to happen until you run out of Heroes. If all of your Heroes have been removed from the board – then you are treated as though you do NOT have a Party Leader and the game immediately ends. Remember that a model with the “Fighter” Perk can never be the Party Leader. 

Q: Where can I find rules for terrain?
A: In regards to Terrain – there are a few things to note. On page 20, there is a section on Cover (Soft Cover and Hard Cover). On page 23, it talks about setup for Terrain in the second Paragraph. On page 13, it talks about Charging, mainly through Flat (normal terrain), Light (Soft) Terrain, and Dense (Hard) Terrain. You are free to designate whatever you and your opponent want to declare as Light Terrain and Dense Terrain. Light Terrain counts as Soft Cover when you are in it, and Dense Terrain counts as Hard Cover when you are in it. As for Line of Sight, use your good judgement on whether or not a model can be seen through a piece of terrain or not – that’s why I included volumes in the size descriptions. It is a standard template of how tall a model should be of that size.