Each type of model in Gangfight has a statistics block known as their Profile. These Profiles are made up of attributes and various pieces of information relating to the particular model it represents.
Each profile consists of 9 attributes. These are values assigned to traits that a model has to represent their abilities on the battlefield.
Movement (MOV) – This value represents how far a model can move on the battlefield in inches. This attribute is used in tests involving running, climbing and jumping.
Attack (ATT) – This value represents how well a model performs in close combat with a melee weapon. This attribute is primarily used to generate the Dice Pool for close combat tests against an opposing Model.
Marksmanship (MRK) – This value represents a model’s hand-eye coordination, particularly when making ranged attacks. This attribute is primarily used to generate the Dice Pool for ranged combat tests against an opposing Model.
Defense (DEF) – This value represents a model’s ability to defend themselves against being struck by an opposing Model. This attribute is primarily used to generate the Target Number (TN) when and opposing model performs a combat test.
Initiative Value (IV) – This value represents how fast your model can act in a combat situation. A model’s Initiative Value is primarily used as the base for determining how many Action Points a model allocated to spend turning their turn.
Willpower (WP) – This value represents a model’s ability to withstand fear and emotional punishment. This value is primarily used to generate the Dice Pool to resist psychological effects, resist fear, and
rallying after a particularly devastating assault. It is also commonly used to make and resist certain types of attacks.
Armour (ARM) – This value represents a model’s ability to withstand physical damage. This attribute is primarily used to generate the Dice Pool to resist damage after an attack. Any unsaved damage is applied to the defending model’s Endurance Value.
Endurance (EN) – This value is how much punishment a model can withstand before succumbing to an incapacitated state. This attribute is reduced each time a model takes damage. When this attribute reaches 0 or less, the model is considered incapacitated, removed from the table top and replaced with an incapacitation token.
Damage (DAM) – This value represents how much damage a model inflicts upon a successful melee attack. This attribute is primarily used to generate the base Target Number (TN) when an opposing model is making an Armour Check.
There are three types of troops in the Gangfight game. They are detailed below.
There are all sorts of fighters in the world, and not all of them are professionally trained. Regular troops are poorly trained and come to the table with One (1) Perk that is selected when purchasing the troop and their equipment.
These troops are trained soldiers or fighters that have learned to coordinate their actions and fight as a team. Veteran troops come to the table with Two (2) Perks that are selected when purchasing the troop and their equipment.
There are individuals that stand out among others in command and battle prowess. These models are known as heroes. Heroes are the most customizable model within your force, and can be equipped with various weapons, armours, or even spells or other special abilities. Being best trained models in your force, they come to the table with Three (3) Perks that are selected when purchasing the hero and their equipment.