House Rules & FAQ

  • We play with 12 tactical cards in our decks.
  • There are scenarios where you draw tactic cards during the game. If you draw a card you are supposed to play during the pre-battle sequence, you can draw a new card.
  • Do not spam equipment that are considered powerful, for example Web Gun or Plasma Gun. Ask the arbitrator if you are uncertain.
  • When something does not specify line of sight, it’s possible to measure through solid terrain (for example the Wyrd Power Hallucinations or the special rules Gang Hierarchy (Leader)/Gang Hierarchy (Champion)).
  • Both History of violence and Click are banned tactical cards.
  • When a fighter goes Out of Action, only make one Lasting Injury roll, regardless of the number of Out of Action dice.
  • It’s possible to throw grenades on the ground with a -2 to hit (no penalty on smoke grenades) and a -3 to a non visible point (smoke grenades, -1).
  • We allow usage of Enforcement Programs in our campaigns.
  • We only allow two Ablative Overlays per gang.
  • The item Falsehood is banned.
  • Being hit by a stray shot will give additional armor based on light cover (+1) or hard cover (+2).
  • Juves and prospects becomes promoted after three advancements in downtime, not five.
  • Exotic Beasts counts as fighters for all intents and purposes, except for the list of exceptions described in the rules for Exotic Beast.
  • On the territory Gambling Den, the selected fighter in the special boon is selected by a d6 roll. On 1-3, the selection is random. On 4-6, the gang that are controlling this territory selects a fighter. Same goes for the tactical card History of Violence. History of Violence is banned in the Underhells campaign.
  • When doing a Shoot basic action, we use the model it self to determine if it’s possible to shoot or not. When using a Template weapon however, we use the base of the model.
  • When making a Bottle Check, only count the number of fighters in your Starting Crew. If the scenario uses Reinforcements, compare the total to the number of models that actually took part in the battle, rather than only those in the Starting Crew.
  • It is not possible to throw grenades into Smoke.
  • The weapon trait Seismic overrides the skill Nerves of Steel in terms of pinning.
  • Remaining wound rolls is not neglected when a fighter using a displacer field does a save roll and teleports to another location. All save rolls are done and resolved at the same time.
  • Having a Versatile weapon, you still need to be in 1” range to do a Coup the grace action.
  • It is possible to do a Shoot basic action after performing a Retreat basic action and being in range of a Versatile weapon.
  • A Haggle post-battle action from the territory Tech Bazaar is considered as a separate action and not a regular Trading Post post-battle action. This means that you can use the item Exotic Furs as described in the territory boon, but not other items, such as Forged Guilder Seal, to modify the result of the Trading Post post-battle action.
  • Bionics or cybernetika does not cure mutations.
  • Fighters does not gain XP from webbing a fighter.