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Minigangs v2 Web

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100% found this document useful (1 vote)
985 views74 pages

Minigangs v2 Web

Uploaded by

bolliladan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

CONTENTS
Edition 2
2 The World of Mini Gangs 35 Reference Table
7 How to play Mini Gangs 37 Mini Gangs Casual
9 Quickstart Rules 38 Mini Gangs Cards
16 A game for all ages 40 Keyword Rules
20 Mini Gangs Gateway 41 Armour
20 Interpretation of rules 42 Equipment
21 Dice 42 Gun
22 Gaming Surface 42 Skill
21 Choosing your gang 42 Strategy
23 Deploying the Gangs 43 Grenades
23 Winning and losing 44 Mini Gangs Hardcore
24 Using your models 45 Points
27 Character Class 46 Picking your gang
28 Profiles 47 You go, I go
29 Actions 48 Armour
29 Move Action 49 Food
30 Fight Action 51 Guns
31 Shoot Action 52 Grenades
31 Cover 53 Skills
32 Line of Sight 57 Strategies
33 Heal Action 58 Equipment
33 Charge Action 60 Campaign Games
33 Crawl Action 61 Scenarios
34 Injured Models 70 Points Cost Reference
Written and illustrated by Curtis Fell
Illustrations on pages 8 and 36 by Pablo at The Still Tower
Editing by Bradly Hale and Curtis Fell
MiniGangs © 2023 by Curtis Fell is licensed under
Attribution-ShareAlike 4.0 International. All rights reserved.
Thanks to Knucklebones Miniatures, 3D Kingdoms, The Still Tower,
Thor Bennet, Sprue Goblin, Sam Horsburgh, Duncan Morris-Metcalf,
Will Smith, Cynthia Chang, Graham Johnson, Hannah Waterfield,
J.D.Atkin, Eric Wier, Hive Scum, Connor Lynam,
Oni Fell and Nicolai Ostergaard

2
THE WORLD OF MINI GANGS
The game of Mini Gangs is set in a post apocalyptic
wasteland.

Even the wise scarcely know what really happened. All that
is understood is that sometime in the past the land was
deeply wounded. The air and water were poisoned.
Communication broke down and nations split apart as the
human population was devastated. The great age of
electricity and wonders passed. Sprawling deserts have
spread while the plants that survived are harsh, tough and
aggressive. Some animals remain mostly unchanged, the rat,
the wolf and the raven. Others though have changed
horribly. Now these vile monstrosities drag themselves out
of the deep wastes to terrify humanity.

As the land slowly heals itself, some degree of stability is


returning. Towns and villages slowly grow in the pockets of
clean land that still exist, nurtured like seedlings on a cliff.
In these towns, however, lawlessness runs amok; gangs of
warriors fight for honour, defence and resources. The
strong seek to be in control and to dominate.

But not all abase themselves, noble spirit persists in


humanity still. The clockwork city of Bandlerd shines as a
beacon of understanding in the dimness of this time. Clans
of warrior lords in the Ironstrike Hills expand outwards
from their crags, bringing a harsh order. This order comes
from a strong fist, but brings with it peace and stability.

The land and people are finally reawakening from


debilitating injury. As mankind faces the challenge of
survival, who will rise dominant? It is a time of war. It is a
time for winners and losers.

3
A GAME BY CURTIS FELL

4
“Fighting, deep in the waste. A desert wind blows the
ashes of war, grey into the sky. Storm clouds unleash
thunder like dogs to devour their own filth. Desperate
pitiful humans struggle against the earth, against
themselves. On, ever on the turning of the great war
cog, its teeth crunching the bones of the defeated.
Circling in the dust. Draw in all you hold dear and
keep it close. Soon it will be snatched from your cold
hands. A drum, a heart beat, the pulse of life,
quickened then extinguished, short lived as a spark.
These are the days we live, in this fight we must all
take up arms or run howling into the night. Madness,
darkness and sorrow are our reward - death our final
release.”
-Excerpt from The Tome of Triddlins,
ancient law book of the Waste.

5
6
HOW TO PLAY MINIGANGS
Mini Gangs is a game that focuses on its easy-to-play rules. It is
a strategy game that has lots to offer. Mini Gangs combines
simple rules with tactical depth, making it a game for all to
play. Players use model figures to play a game on a scenic table
top using dice and a tape measure. There are three modes of
play Mini Gangs; Gateway, Casual and Hardcore.

Gateway uses the core rules of the game and is intended for
beginners. The rules can be freely downloaded from our website
or can be had as a leaflet version. They are also included in this
book, along with more discussions and comment on their
interpretation. Players will need four models each, a tape
measure, some six-sided dice and model terrain on which to
play.

Casual games are aimed at more experienced gamers who want


an easy game system to play a few quick skirmishes with.
Casual games use the Mini Gangs Cards along with the core
Gateway rules. Each player takes their gang of four models and
is randomly dealt eight cards to use with their gang. The cards
add equipment, skills and weapons to the game. This deepens
the gaming experience and allows for more sophisticated
strategies, while still keeping the flow of the game light and
simple.

Hardcore gaming is aimed at experienced players who want to


run a campaign, tell a story or portray a themed battle. It takes
the solid core of the game and expands upon it. Hardcore uses a
points system and introduces campaign rules, allowing players
to advance their gang or build larger forces.

7
8
QUICKSTART RULES
To play Mini Gangs Gateway or Casual, players need four models
each. These are one of the four character classes, a leader, a
fighter, a shooter and a healer. Each character has a single
number that goes with them called their Awesomeness.
Awesomeness determines what the player will need to roll to
shoot, fight and heal. Players take turns to use their gang and
make one action with each character in their gang. Some
character classes can make actions that others cannot.

LEADER
Awesomeness 4
Leader models should be armed
with a gun or other shooting
weapon and a combat weapon of
some kind.

ACTIONS: Move, Shoot, Fight,


Charge, Crawl

FIGHTER
Awesomeness 5
Fighter models should have a
combat weapon, such as a blade,
scythe, hammer, tentacles, teeth
or claws.

ACTIONS: Move, Fight, Charge,


Crawl

9
"Win or lose...
its all the same
to me."

SHOOTER
Awesomeness 3
Shooter models should be armed
with a cool gun. This can be
anything, a laser cannon, machine
gun, bow, blaster or magic
missile.

ACTIONS: Move, Shoot, Fight,


Crawl

HEALER
Awesomeness 2
Healer models do not carry
weapons, but can have other items
like a bag, potion pouch or
syringe.

ACTIONS: Move, Heal, Fight,


Crawl

10
ACTIONS
Each model may make one action per turn. When all your
characters have made an action, your turn is over. Models that
are injured may only make a crawl action.

MOVE ACTION
All models may make a move action. The model may be moved
up to 10cm in any direction. They may move in any direction,
change direction as they like and climb or jump as part of this
10cm move.

CRAWL ACTION
All models may make a crawl action. This is exactly the same
as a move action

11
FIGHT ACTION
All models may make a fight action. The character may attack
one enemy it is touching.
Roll a dice.

If you roll UNDER your Awesomeness you have won the fight
and injure the enemy. Place the injured model so that it is
laying down on the gaming table.

If you roll EQUAL OR OVER your Awesomeness the fight is a


draw and nobody is hurt.

CHARGE ACTION
Leaders and Fighters may make a charge action. A charge is a
move action and a fight action combined together into a single
action.

First the character may make a normal move action of 10cm.


Then they may make a fight action against one enemy they are
now touching.

HEAL ACTION
Only Healers may make a heal action. Pick one injured
character who is touching the Healer
Roll a dice.

If you roll OVER your Awesomeness you have healed the


injured model. Stand the model back up, they are no longer
injured. If they have not made a crawl action this turn then
they may make thier action as normal after being healed.

If you roll EQUAL OR UNDER your Awesomeness the heal


fails and the injured model remains laying down.

12
SHOOT ACTION
Leaders and Shooters may make a shoot action. Choose one
enemy model that your character can see as the target. The
target must be in range of the gun, which is usually 30cm.
Roll a dice.

If you roll OVER your Awesomeness you have hit the target
and injured them. Place the injured model so that it is laying
down on the gaming table.

If you roll EQUAL OR UNDER your Awesomeness the shot


misses and nobody is hurt.

COVER
If the target of a shoot action is partially hidden from the
shooter's point of view, then they are in cover. To hit a model
in cover, the shooter must score 6 on the dice roll. Anything
below a six misses.

13
SETTING UP THE BOARD
Mini Gangs should be played on a gaming surface at least 50cm
square. Players set up their Gangs on the table and should
start the game with all charaters at least 40cm from any enemy
characters. The easiest way to do this is to place markers 40cm
apart and deploy models "behind" these.

40cm

ENDING THE GAME


The game ends when only one player has any injured models,
or if the opponents all give up.

MINI GANGS CASUAL


To play casual players are dealt 8 Mini Gangs cards from the
deck. Before the game, these must be asigned to the four
characters. Please see further in this book for full details of
how to use the cards.

14
15
A GAME FOR ALL AGES
One of Mini Gangs' aims Thus Mini Gangs develops
is to serve as an childrens understanding of
introductory tabletop numbers, probability and
strategy game for both spacial relationships.
children and adults. The The numbers in this game
Gateway rules are very have been simplified so
simple. However, as with that children can learn the
all tabletop games tactics, abstract game mechanics
planning and strategy more easily.
make the experience. If
these core skills are used Using rules, dice and
effectively, Mini Gangs is models helps children
great fun and deep enough think about reading,
for adults to enjoy. space, distance and
measuring. Moving the
Mini Gangs is designed to models and rolling dice
develop children's teach precision motor
mathematical skills skills as well as estimating.
through play. Playing The game also involves a
games, in general, is a degree of memory use
great way to make them such as remembering
feel at home with numbers whose turn it is and which
and space. They also models they have used.
encourage children to
think logically and clearly. Games are also social
Games help children work activities and children can
out mathematical be taught valuable life
strategies upon which they skills through playing
can build. them. When gaming,
children will learn the
basic key skills that are
needed to play other more
complicated games as they
get older.

16
Adults playing this game The adult will also need to
with children will need to demonstrate how to
teach some of the core measure and move the
concepts used in the rules. models in a fair way.
These rules are simple to
understand and easy to These parts of the rules
teach but the ideas behind have been left with some
them may need some levity for interpretation,
explaining. as gamers should learn to
be able to agree on
The main area that the interpretations of a set of
adult gamer may need to rules. Models and terrain
show the younger players are different, though, so
is how to check line of not every situation can be
sight between models. covered by a set of rules.
This can be easily Children need to learn this
demonstrated and will lead social skill to be able to
into deciding if a model is game effectively with
obscured by terrain. others!
Whether a model is "in
cover" behind a terrain Model making is a large
feature should be part of table top gaming.
discussed. Ask the Making the figures and
children to decide if a gaming table encourages
model who's waving an creativity and imagination.
arm, carrying a flag or It also imparts detailed
who has a billowing cloak hand eye corrdination.
can be seen. Should the
model be counted as Of course these key skills
visible, covered or totally may also need to be
obscured if just a small pointed out to adult
part is showing? Is the gamers playing Mini
model still in cover if only Gangs.
one leg is obscured? These
are relevant questions to
consider.

17
18
19
MINI GANGS GATEWAY
Mini Gangs Gateway is an introductory tabletop strategy
game aimed at those new to the hobby. The main concept is
a simple game that allows experienced players to get
beginners or children playing more easily. Gateway mode is
comprised of three core segments. They are as follows:

1. Each player brings a gang of four models to the table.


2. Players take turns to use their mini gangs on the battlefield.
3. Each gang is trying to injure all the enemy models.

INTERPRETATION OF RULES
All tabletop strategy games require the players to interpret
the rules to one degree or another. The game is played with
inch high model figures on a model tabletop. Within this
framework they try to represent real humans walking,
crouching, hiding, running, fighting, shooting and any
number of other actions. No set of rules can do this with
one hundred percent accuracy.

There will always be room for interpretation.

One example of this would be movement. If the gaming


table has a rope bridge, or a network of tunnels, the actual
rules as written may not adequately cover all the possibilities
available. Players would need to interpret the rules slightly
to cover whats happening in the game world versues what is
possible for the actual models on the table. Another good
example is models that are in a heroic or dynamic pose.
Sometimes they have upraised arms, are holding a banner or
have their weapon raised in a threatening position. Often it
is not feasible to balance a model in a way that would be
easily possible for the real character.

20
The shooting rules require the model being shot at to be
visible. But what happens if the shooter can see the head
or arm of a model that would really be taking cover
behind a wall? Instances like this require players to
interpret the rules in order to fit the models on the table.

In these rules there are several examples where not every


conceivable situation is given a rule. The aim of Mini
Gangs is to make a game that is short to read and easy to
play. Less experienced players may need help to get going.

Children may have to be taught how to read a tape


measure, how to move a model or how to judge line of
sight between two models. These kinds of concepts are
not covered deeply in the rules.

Hence, players should discuss any issues they have with


playing and try to interpret the rules as they can.

DICE
Mini Gangs uses a normal six-sided dice. This is
sometimes called a D6.

"Tread lighly where fools enter.


Death is swift and all shall one
day walk with the guide..."

21
GAMING SURFACE
The gaming surface should be a table top 50cm square or
larger. Its best to play with some scenery; this can be
anything from toys all the way up to detailed custom-built
models. Either way, model terrain makes the game more
strategic. It is important that players agree on a fun-looking
setup of scenery before the actual game begins.

CHOOSING YOUR GANG


There are four different types of model characters in the
game with each type representing a different battlefield role.
It's up to the players which models they choose to represent
the four characters in thier gang. It's important to be able to
easily visually identify each of the four character classes.

When playing Mini Gangs Gateway, all players must have one
of each of the character classes in their gang. Players may
not take more than four models, ensuring that all gangs are
on an equal footing. A gang consists of a Leader, a Fighter, a
Shooter and a Healer.

When picking a gang, please enjoy theming it as you like.


Charaters can be female, male, robots, aliens, monsters,
wizards, super soldiers, post-apoc wastelanders, historical
heroes or any mix your imagination can come up with. The
model's base size doesnt affect the game either, so please
feel free to choose a cool looking gang. Ramshackle Games
makes a wide selection of suitable figures so please visit our
web shop.

22
DEPLOYING THE GANGS
Once players have their four models they should place them
on the gaming table. The ideal gaming surface for Mini Gangs
is a table top 50cm square or larger. Any kind of models
scenery can be used to decorate the battlefield as a means of
enhancing the game's theme. Many of the photographs in this
book use miscast parts from Ramshackle Games. Please
contact us for more details.

Models must start the game at least 40cm from an enemy


model. The easiest way to do this is to put out a marker for
each player and make sure they are 40cm apart. Then players
simply put down their models and the game is ready to begin.
All players deploy their gangs at the same time.

To find out who gets the first turn, players roll a dice. The
highest roll goes first. If players roll the same number then
roll again.

WINNING AND LOSING


Players keep taking turns with their Mini Gangs until the
enemy combatants are either injured or have given up.
Players lose if all their models are all injured or if they have
given up. The player remaining is declared the winner!

23
USING YOUR MODELS
On your turn, each of your models may take one action
each.

This is performed by selecting a model and saying aloud


which action it is taking. Your turn ends when all of your
models have taken an action. Note that some characters can
take actions that others cannot. The list of available actions
is outlined below. Actions are covered in more detail further
on, but the following list shows what things your models can
do in the game.

MOVE Move the model up to 10cm in any direction.

SHOOT Target any model within 30cm.

FIGHT Attack any enemy model your model is touching.

HEAL Try to heal an injured model your model is touching.

CHARGE The model may move 10 cm and then attack any


enemy model it is touching

CRAWL Move the model 5cm. This is the only action an


injured model may take.

"On the battlefield, you


gots'ta think strategically,
or youns a dead'un!"

24
25
The wastelands stretch out anything from the wastes!
desolate for miles. They fill
the vast reaches between Settlements in the wasteland
settlements, mostly barren vary greatly. Generally they
desert, dry and cruel. Some are lawless conglomerations of
are forested areas with bizzare shanties, based around
flora and fauna lurking surviving ancient building
amongst the dark, dense relics. Most are rudimentary,
foliage. Others still are providing places to buy basic
hellish, fatal death zones sustenance. In essence they
replete with radioactive are nothing more than
hotspots, biochemical lakes shelters from the elements
and noisome swamps. Of where the destitute huddle
course these are but a few and eek out meager
examples of the perils existences. Some are more
awaiting the unwary. Only the urban, offering diversions,
bravest or most desperate entertainment and rich meals
remain long in the for those who bring goods to
wastelands. trade. Beware the fool who
enters unwittingly.
Travel between settlements
can be hazardous. The few The most sophisticated of all
roads that do still exist are the settlements is Bandlerd,
dangerous and inhospitable. the great clockwork city. It is
The dangers of the wasteland a place of wonder and
terrain combine with lurking technological advancement.
bandits, making journies Its citizens live life to the
perrilous undertakings. Thus, fullest.
sturdy and rugged transport is
essential for navigating the The settlement life isn’t for
blasted lands as shelter is everyone, though- not even
sparse as the land is that which is offered in
dangerous. Hence why illustrious Bandlerd. While
travellers are advised to carry some prefer a sedentary life,
projectile and melee weapons some gangs wish to travel and
with them at all times. visit new places. All, however,
are shaped by the waste, no
Food stores and drinking matter their wanderlust or
water must be carried since it lack thereof.
is not advisable to consume

26
CHARACTER CLASS
There are four different classes of model characters in Mini
Gangs: leader, fighter, shooter and healer.
Each character has a number that goes with them called
"Awesomeness".

In most tabletop strategy games, models have a whole set of


numbers that go with them- called statistics or stats for
short. Mini Gangs uses just one stat to make the game
simple. Awesomeness shows how good a model is at fighting,
shooting or healing.

The profiles of each character show that character's


corresponding awesomeness. They also show which actions
that model may take. Remember, some characters can take
actions that others cannot. Here is a breakdown of each
character’s available actions:

Leaders may Move, Shoot, Fight, Charge and Crawl.


Fighters may Move, Fight, Charge and Crawl.
Shooters may Move, Shoot, Fight and Crawl.
Healers may Move, Heal, Fight and Crawl.

"Peace is the
tool of a
weak man."

27
PROFILES
Shown below are the profiles for a typical gang. The pictures
are of the Bandlerd Finishing School for Girls Field Trip but
please note that the profiles are the same for every gang.
The green panel in the top left of each profile displays the
associated character class. Under this is the awesomeness for
that particular class. Below that are the actions that the class
can select from each turn. In the panel at the bottom is a
brief description of the character.

28
ACTIONS
Actions are what your model characters do in the game. Each
model under your control may make one action per turn.
When all of your models have made an action your turn
ends. The rules for each action are described below.
Remember: some character classes can make actions that
others can't.

MOVE ACTION
All models may make a move action.
Your model may be moved up to 10cm in any direction. If
the model needs to climb or negotiate a tricky bit of
scenery, please estimate distances as best as possible.
Model terrain has no effect on the distance, but you must
try to measure your distances carefully.

29
FIGHT ACTION
All models may make a fight action.
A model may attack 1 enemy it is touching.
Roll a dice.

If you roll UNDER your model's awesomeness you have won


the fight and have Injured the enemy. Please see the "Injured
Models" rules on page 34.

If you roll EQUAL TO or OVER your awesomeness, the fight


is a draw and nobody is hurt.

To win a fight action:


Leader needs to roll a 1, 2 or 3
Fighter needs to roll a 1, 2, 3 or 4
Shooter needs to roll a 1 or 2
Healer needs to roll a 1

"Death be a
blade's edge wide.
You either be
lickedy split
or you be dancin'
dead style."

30
SHOOT ACTION
Leaders and shooters may make shoot actions.

You may choose an enemy model to shoot at.


This target model must be within 30cm of the shooting
model. Your shooting model must be able to see the target
model. This means you must look from your model's point
of view; if your intended target can be seen then the shooter
model can see the target.

To see if your shot hits or misses, roll a dice.

If you roll OVER your model's awesomeness you have hit


and Injured the enemy. Please see the "Injured Models"
rules on page 34.

If you roll EQUAL TO or UNDER your model's awesomeness


the shot has missed! Nothing more happens.

To hit and injure with a shoot action:


Leader needs to roll a 5 or 6
Shooter needs to roll a 4, 5 or 6

COVER
Sometimes the target model is covered by gaming terrain so
that the shooter can only see part of the target.
If a significant amount of the enemy model is hidden from
the Shooter's point of view, then the target is in cover.
Enemy models provide cover for models behind them.
Friendly models are ignored and can be shot through as if
they weren't there.

Models must roll a 6 to hit and injure an enemy in cover.

31
LINE OF SIGHT AND COVER
Dehli, the shooter from the
Scarecrows is looking at the
Keychain Mohawks.
The leader is not in cover, as she
is fully exposed in the top right.
The shooter is in cover, as he
can be partially seen.
Leader
The healer cannot be seen at all.
The fighter's weapon can be
seen, but is unfair to count him
as visible. Only his weapon is
sticking up and the character Fighter
would not always be in this pose.

Shooter

Dehli

32
HEAL ACTION
Only Healers may make a heal action. A model may try to
heal one injured model it is touching.

Roll a die.

If you roll OVER your model's awesomeness, you have


healed the injured model.
That model is now no longer injured.
Stand the healed model back up.

If you roll EQUAL TO or UNDER your model's


awesomeness, you have failed to heal the target model.
The target model is still injured.

A healer needs to roll a 3, 4, 5 or 6 to heal.

CHARGE ACTION
Leaders and fighters may take a charge action. Charge is a
special kind of action that combines two actions into one: a
move and a fight action.

First the character takes a normal move action of up to


10cm. From their new postion they may make a normal fight
action against any enemy model they are now touching.

CRAWL ACTION
Injured models may only make a crawl action. A crawl action
is exactly the same as a move action, except the model may
only move up to 5cm.

33
INJURED MODELS
Models can be injured by enemies shooting at them or
beating them in a fight.

If one of your models is injured, lay them down on the


gaming table. The player who controls the injured character
may place the model lying any way they choose, so long as it
seems sensible. Player may elect to have their injured model
fall off any high scenery they are on with no penalty.

Injured characters may only make crawl actions until healed.

Once healed, models act as normal. Please note that this


means an injured model can use a crawl action to move and
be touching a healer. If they are then healed, they stand up
but may make no more actions this turn, as the crawling
used up their action for the turn.

However, if both the injured model and the healer are


touching at the start of the turn, the healer may heal the
injured model before they have taken their action this turn.
This means the newly healed model may make an action.

"There ain't no such thing as


dirty fighting.
It's all dirty.
One of you lives,
One of you dies.
There ain't nothing dirtier
than dead."
34
ROLL UNDER OR OVER
The basic concept in Mini Gangs is simple: roll under the
awesomeness to fight, roll over to shoot and heal. Rolling
under is also used for the game's armour system, which is
covered in the Mini Gangs Casual section of the rules. By
balancing the values of awesomeness for each class, the rules
can be kept very simple. This means players avoid the
needlessly steep learning curves often associated with
miniature gaming by not having to regularly consult
cumbersome statistics tables, which slow down gameplay and
break immersion. Thus, Mini Gangs is gaming stripped down
to the basics. The reference table below shows a summary of
all the rules needed to play.

REFERENCE TABLE

35
"What is the
best in life?
Camaraderie,
belonging and
friendship.
Thats why I'm
in a gang."

36
MINI GANGS CASUAL
Casual gaming opens up strategy in Mini Gangs using the
basic Gateway rules but then adds Mini Gangs cards. These
represent skills, equipment and other advantages your gang
might possess. They add a level of detail and variety to the
game and mean that players have more control over how
they play. When playing Mini Gangs Casual, use the same
rules as when playing Mini Gangs Gateway. Some cards, like
armour, have new rules that add to the basic game. All of
the cards that use a new rule have the name of the rule
written on them at the bottom. These are called keywords.
and are explained over the following pages.

In Mini Gangs Casual, players get 8 randomly dealt cards for


their gang. These are given to the characters in your gang,
enhancing their combat prowess. The cards have a
description written on them explaining how they are used in-
game.

The cards must be assigned to your gang members before the


game begins. Each item can only be used by the character
holding it. Characters in contact may exchange cards as a
free action.

If you do not have the cards, players can randomly generate


their 8 "cards" by using the D100 table on pages 70 and 71.
A D100 is two ten sided dice; one is the units and the other
is the tens. You can also use a random number generator.

"I am filled with hate and rage, with


anger and a sense of futility. Its what
keeps me going..."

37
MINI GANGS CARDS
When playing Casual mode, each player is dealt 8 Mini Gangs
cards before the game begins. These cards must be assigned
to the models in your gang. Gang sheets can be used to put
your cards on. These are A4 pages with spaces for each of
the different characters in your gang. This helps keep track
of who has which card while playing. Not all cards can be
given to everyone. Some cards can only be given to a specific
character class.
The cards represent equipment, guns, skills, actions and
strategies that your Mini Gang uses. The cards show the
name, points cost, effects for the card and keywords.
The points on each card are used only when playing Mini
Gangs Hardcore and can thus be ignored for Casual play.
Special rules written on the cards show what effect the card
may have during play. These are usually explained fully on
the cards themselves. The cards also list which keywords
apply to them.

The name of the card.

How many points this


card is worth. Points cost
are used in Hardcore, so
can be ignored while
playing Casual.
The effect of the card in
the game. These rules
apply along with the
keyword rules.

Keywords are special rules


that apply to this card.

38
39
KEYWORD RULES
Each of the cards has one or more keywords written at the
bottom. These keywords show which special rules apply to
that card.

1 USE
Some items can only be used once. After the effects on the
card have been worked out, discard the card.

3 USE
Some grenade cards represent a stock of 3 grenades. Please
keep track of how many the model uses during the game.
Once all three have been used discard the card.

ACTION
Some of the actions represented by the cards take time to
perform. Cards with the key word "action" on them require
the model to spend an action to gain the effect on the card.
This means that the model will not be able to make any other
action during their turn, such as move or fight.

"We must all help where we can.


Battle injustice and all that sort of
thing, what what?
A well placed few grams of lead in
the right noggin can save a whole
caboodle of strife and trouble you
know?"

40
ARMOUR
Models wearing armour may try to avoid being injured by
making an armour save roll. If a model wearing armour is
injured they may make an armour save roll. Models with
armour have an armour rating as shown on the card in the
Mini Gangs Hardcore section.

If the model rolls LOWER than their armour rating their


armour saves them and the attack is deflected. The model is
not injured.

If the roll is EQUAL TO or HIGHER than the armour rating,


the armour fails and the model is injured as normal.

A model wearing no armour has an armour rating of 1. This


may sound cool but remember that the roll must be LOWER
than the armour rating. Rolling lower than a 1 is not
possible on a normal D6! Wearing any kind of armour
replaces this rating with whatever is written on the card or
adds to the total armour rating.

Usually, only one kind of armour may be worn. However,


some armour cards give a bonus to the model's armour
rating. These may be combined with other armour or used to
increase the standard armour rating of 1.

ARMOUR SAVES
Roll BELOW Armour Roll
Rating
Powered 5 1,2,3,4
Laminate Composite 4 1,2,3
Force Field 4 1,2,3
Riot Gear 3 1,2
Extra Armour +1 1
Shield +1 1

41
EQUIPMENT
Equipment cards are items that are carried. They can only be
used by the model holding the card. Equipment cards may be
passed between models who are touching. Each card may
only be passed once per turn. Any amount of cards may be
swapped between models during a turn.

GUN
Gun cards increase the firepower of the gang. They may only
be given to models who can make shoot actions. This usually
means only a leader or shooter may have a gun card. Gun
cards are carried in addition to the model's normal gun.
Either the gun card or the standard gun may be used. Gun
types cannot be combined together.

SKILL
Skill cards represent abilities the model has. Skill cards may
not be passed to other models.

STRATEGY
Strategy cards represent ploys or commands your gang use
during a skirmish. Strategy cards may only be given to
leaders. The leader can only use the card if they are not
injured.

"Peace is the
road to tyranny"

42
GRENADE
Each grenade type has different effects in game but all use
the same basic rules. Throwing a grenade is a special kind of
shoot action. Any model carrying a grenade may make a
throw grenade action, even characters who may not normally
make a shoot action. Grenades have a range of 15cm. Place a
grenade marker anywhere within 15cm.

If the model throwing the grenade can make a shoot action,


roll to hit as normal by rolling over the character's
awesomeness. If the model cannot normally make a shoot
action they must roll a 6 to hit.
If the shot misses move the marker 2D6cm in a random
direction.

LOB SHOT
If the grenade marker is placed where the thrower cannot see
it then this is considered a lob shot. The shooter has lobbed
the grenade over the obstacle that is hiding the target.
Lob shots always need the roll of a 6 to hit.

EXPLOSIONS
Once the marker is placed, the grenade then detonates. Use
the centre of the grenade marker to check if any characters
are in the effect radius of the grenade blast. Different
grenades have different sized effect-radii. Also each grenade
type has a different effect on any model caught by the blast.
Please see the grenade cards or the entries on page 52 to see
details for each grenade type.
Models behind a wall or other piece of terrain that would
obviously stop the explosion from hurting them are not
affected. This can sometimes be difficult to adjudicate so
please use common sense.

43
44
MINI GANGS HARDCORE
Hardcore adds to Casual gaming. The main difference is that
players use Points to create their own gangs. Players agree
on an amount of points with which to buy their gang.
Hardcore gangs can have more or less than four models, and
the different classes can be mixed. Each character class is
given a points value. Points are also written on the Mini
Gangs cards and these can be bought for your models.

In the Hardcore rules players can run a campaign of linked


skirmish games. Their gangs earn more points by playing
games. They also earn Campaign Points, with the highest
scoring player winning at the end of the campaign.

There are also a set of scenarios to play. These provide


themes and goals for the game, making them more
interesting to play.

POINTS
Players must agree on how many points they want to use to
build their gangs. 150 points is a good limit for a small
skirmish gang. Players may choose to use more or less points
if they want larger gangs or to limit play time by taking
small gangs into battle.

Each different character class is assigned a points value as


follows:

LEADER 14
SHOOTER 12
FIGHTER 12
HEALER 10

45
PICKING YOUR GANG
When picking your gang in Hardcore, you may spend your
points on characters and on Mini Gangs cards. The cards have
their points cost written in the top right-hand corner. Any
amount can be bought, up to the agreed-upon points limit.

Players can also limit the amount of cards they can choose by
using the deck to draw cards from. If the card is not in the
deck, then players may not take it in their gang. Cards can
only be taken if they are in the deck. This would mean only
one Shooter in the game could take a Sniper Rifle. Players
should agree on which cards are in the deck and who gets to
pick first.

Alternately, all the cards are listed on the following pages and
players can pick their gangs using whichever cards they like.
The points cost and other rules are printed below just as they
appear on the cards. Players will need to list which cards they
buy along side their characters on a separate sheet of paper.
Players can buy more than one of each card using this
method, unlike the example of "deck drawing" above. This
would mean they could form an entire gang of shooters with
Sniper Rifles.

"Don't be judgin' me!


I do's whats the best for me
and my gang!
I don't need youn'z tellin'
me I aint doin' it right!"

46
"YOU GO , I GO"
When you play Mini Gangs with more than four models per
side or with more than three players its worth considering
changing the turn order. As an optional rule, instead of each
player using their whole gang before the next player gets a
turn to do the same, each player alternates activating one
figure at a time.

So player one uses an action with one figure, then player two,
then player three etc. After each player has performed an
action with one of their models, the first player uses their
second model and so on. Once all players have used all their
models then a new turn begins.

This way of playing is called "You go, I go" and it ensures


there is less disadvantage in being the last player to get a
turn! The problem with this way of playing is that it can get a
bit confusing as to which model has already been used on a
given turn. Consequently it is not recommended for games
with very large armies. It should be noted that, in using this
method of play, if one player has more models than the
others they will be left at the end of each turn activating all
of their remaining models, which can seem a bit unbalanced
during play. Obviously this reflects the fact that their gangers
are not as well equipped as the smaller gangs!

"You can't trust folks nor no beast,


but youn'z can trust cold hard steel!"

47
ARMOUR
POWERED ARMOUR POINTS 10
Armour Rating 5
KEYWORDS: Equipment, Armour

LAMINATE COMPOSITE ARMOUR POINTS 8


Armour Rating 4
KEYWORDS: Equipment, Armour

RIOT GEAR POINTS 6


Armour Rating 3
KEYWORDS: Equipment, Armour

EXTRA ARMOUR POINTS 2


Armour Rating +1
KEYWORDS: Equipment, Armour
Extra Armour combines with other armour adding
+1 to the model's armour rating. If Extra Armour
makes the model's armour rating more than 6,
the roll of a 6 always fails.

FORCE FIELD POINTS 6


Armour Rating 4 against shooting
KEYWORDS: Equipment, Armour
A Force Field gives the wearer an armour
rating of 4 against all shooting attacks.

SHIELD POINTS 8
Armour Rating +1
KEYWORDS: Equipment, Armour
A shield combines with other armour adding +1
to the model's armour rating.
Models making a fight action against a model
with a shield lose -2 from their Awesomeness,
although a roll of a 1 always hits.

48
FOOD
BBQ POINTS 6
The leader promises a tasty barbeque for the gang
after the fight. If you discard this card after you
have rolled a die you may re-roll that die.
Only one BBQ can be used per roll.
KEYWORDS: 1 Use, Strategy

SALAD POINTS 6
The gang ate a healthy mixed salad before the
battle so are oin top form. If you discard this card
during your turn, one model in your gang may
make an extra action.
A character may only use one Salad per turn.
KEYWORDS: 1 Use, Strategy

ENERGY BAR POINTS 4


A protein packed energy bar can be just the thing
to get you motivated. If you discard this card
during your turn, the model carrying the energy
bar may make an extra action.
A character may only eat one Energy Bar per turn.
KEYWORDS: 1 Use, Equipment

PASTY POINTS 4
Traditional pasty or a fancy new modern recipe,
food in handy to eat pastry always makes you
feel good. Yum Yum!
If a model carrying a Pasty discards this card
after you have rolled a die for them you
may re-roll the die.
A character may only eat one Pasty per turn.
KEYWORDS: 1 Use, Equipment

49
50
GUNS
FLAME THROWER POINTS 6
A Flame Thrower has a range of 15cm. Target
models may not claim cover and may not take
armour saves.
KEYWORDS: Gun, Equipment
MACHINEGUN POINTS 6
When making a Shoot Action with a Machine
Gun, roll two dice instead of one. This may
mean the target model is injured twice and will
have to make two armour saves if they are
wearing armour.
KEYWORDS: Gun, Equipment
NEURAL DISRUPTOR POINTS 6
A Neural Disruptor has a range of 15cm.
Nominate a target point and roll for the
Shooting Action. If the shot hits all models
within 5cm of the target point must roll a 1, 2 or 3
or miss their next turn.
KEYWORDS: Gun, Equipment
PLASMA BLASTER POINTS 6
Add +1 to your die roll when making
Shoot Action rolls using this gun.
KEYWORDS: Gun, Equipment
SHOTGUN POINTS 4
A model that is targeted by the Shotgun is
blown back D6cm. This takes effect even if
the shoot action fails to injure the target.
KEYWORDS: Gun, Equipment
SIDE ARM POINTS 4
This gun may be given to a model who cannot
make a shoot action. Any model with a side arm
may make a shoot action but they must always
roll a 6 to hit.
KEYWORDS: Gun, Equipment
SNIPER RIFLE POINTS 6
A Sniper Rifle has a range of 40cm.
KEYWORDS: Gun, Equipment

51
GRENADES

FLASH-BANG GRENADE POINTS 2


EFFECT RADIUS 8cm
If a model is within the effect radius of a
Flash-Bang Grenade then they may make
no actions in their next turn.
KEYWORDS: 1 Use, Equipment, Grenade

FRAGMENTATION GRENADE POINTS 2


EFFECT RADIUS 5cm
Any model within the effect radius may be injured.
Roll a D6 for each model in the Effect Radius.
On the roll of a 4, 5 or a 6 the model is injured.
KEYWORDS: 1 Use, Equipment, Grenade

PHOSPHEROUS GRENADE POINTS 2


EFFECT RADIUS 3cm
Any model within the effect radius may be injured.
Roll a D6 for each model in the Effect Radius.
On the roll of a 4, 5 or a 6 the model is injured.
Models caught in the effect radius may not make
any armour saves.
KEYWORDS: 1 Use, Equipment, Grenade

SMOKE GRENADE POINTS 1


EFFECT RADIUS 10cm
Models cannot see or shoot into, out of or through
the effect radius of a smoke grenade.
The smoke remain in place until the throwing
player's next turn
KEYWORDS: 1 Use, Equipment, Grenade

52
SKILLS

BATTLEFIELD SURGEON POINTS 6


A healer with this skill always passes a heal roll.
They do not need to roll the die.
The injured model is automatically healed.
KEYWORDS: Skill

BERZERK CHARGE POINTS 6


Models with Berzerk Charge may move 15cm.
Berzerkers may make charge actions
even if not normally allowed to.
KEYWORDS: Skill

DODGE POINTS 6
This model is able to dodge attacks that would
usually kill.

When this model is targeted by a shoot action,


the shooter subtracts -1 from their shoot roll.
The roll of a 6 will always hit.

When this model is targeted by a fight action,


the attacker subtracts -1 from their awesomeness.
The roll of a 1 will always hit.
KEYWORDS: Skill

EXTRA LIFE POINTS 8


If this model is injured, they may discard
this card to immediately heal automatically.
The card can also be used to negate a Knock Out Blow.
KEYWORDS: Skill, 1 Use

53
"It was crazy, totally nuts, the actual plants
came at us like animals! Out of the jungle,
they moved so darg narm quickly. We all got
out but only by the skin of our teeth! One of
them, the big flower thing, spat acid. The
scariest though was the one shaped like a
person! It wielded a blaster, I nearly bricked
when I saw that. Whats next? Who'd a thunk
it! Plants coming to get ye. What a world!"

54
SKILLS
FAST POINTS 4
This model may move an extra D6cm
when they make a move action. Roll
each time the model moves.
KEYWORDS: Skill

HOON GOON POINTS 1


After making a fight action, this model may hurl
it's opponent 5cm in any direction.
KEYWORDS: Skill
KNOCK OUT BLOW POINTS 6
If this model makes a fight action against an
injured model remove the target model
from the board.
The target model may use cards such as
Extra Life to avoid the Knock Out Blow.
KEYWORDS: Skill

OVERWATCH POINTS 4
If the player declares an Overwatch action then
they may make a single shoot action at any
time until they activate again next turn.
This means a model on Overwatch may
shoot in another player's turn.
KEYWORDS: Action, Skill

MORE MACHINE THAN MAN POINTS 6


If this model is injured roll a die when they
activate each turn.
This counts as an action.
On the roll of a 6 the model is immediately healed.
On the roll of a 1 discard this card.
KEYWORDS: Action, Skill

55
SKILLS

PARRY POINTS 6
If the model with Parry is attacked with a
fight action, the player may make the
attacker reroll the die. The second roll is final
and may not be re-rolled again.
KEYWORDS: Skill

REDEPLOY POINTS 8
This model may make a Redeploy action.
Redeploy is a special kind of action that
combines a shoot and a move action into one.
First the character may make may make a normal
Shoot Action.
Then the model may make a normal move action.
The model may not move then shoot, they
must shoot first.
KEYWORDS: Action, Skill

SELF DEFENSE TRAINING POINTS 4


An enemy attacking this model with a
fight action must add +2 to their dice roll.
The dice rolls a 1 still always hits.
KEYWORDS: Skill

WADE IN POINTS 4
All enemy models touching this model may only
make a fight action in their turn.
They may not move, shoot, heal, charge or
make any other action other than fight.
KEYWORDS: Skill

56
STRATEGIES
CEASE FIRE POINTS 4
No model may make a shoot action.
The cease fire lasts until the end of your next turn.
KEYWORDS: 1 Use, Action, Strategy

COMMS FAILURE POINTS 4


This card cancels the effects of the last card used.
This means you may play this card in your
enemies turn.
KEYWORDS: 1 Use, Strategy

LURE POINTS 4
You may move an enemy model 10cm, although
you may not move them off a high place or
into certain death.
KEYWORDS: 1 Use, Action, Strategy

PEACE BE UPON US POINTS 4


No model may make a fight or
charge action. This effect lasts until the end of
your next turn.
KEYWORDS: 1 Use, Action, Strategy

PLOT DEVICE POINTS 10


After discarding this card, one model may
immediately be automatically healed.
KEYWORDS: 1 Use, Strategy

RUN AWAY POINTS 6


Once per turn, any one of your models may be
moved 10cm. The model must be moved away
from the closest enemy model. This does not
count as an action.
KEYWORDS: Strategy

TRUCE POINTS 6
No model may make a shoot, fight or charge action.
The truce lasts until the end of your next turn.
KEYWORDS: 1 Use, Action, Strategy

57
EQUIPMENT
POWERED COMBAT WEAPON POINTS 6
A model with a powered combat weapon may
add+1 to their awesomeness when making a
fight action. A model injured by a powered
combat weapon may not make an armour save roll.
KEYWORDS: Equipment

STEALTH SUIT POINTS 4


A stealth suit makes it very difficult to spot the wearer if
they are not moving fast. A model wearing a stealth suit may
make a special sneak action. A model making a sneak action
may only move 5cm.
A sneaking model cannot be seen by any other model that is
more than 15cm away, even is the actual model is visible.
A sneaking model closer than 15cm counts as being in cover
until they activate next turn even if they are out in the open.
KEYWORDS: Action, Equipment

STIMPAK POINTS 6
A model may use a stimpak to make a heal action
on themselves or another model.
The heal action will work on the roll of a 4 or more.
If the heal roll is successful discard this card.
If the heal fails keep the card.
KEYWORDS: 1 Use, Action, Equipment

"Loot, lucre, filthy moolah, cradits,


spondoolies. Its all about the cash.
Show me the money!"

58
59
CAMPAIGN GAMES
Campaigns are a sequence of games. Each player keeps the
same gang between games but is given more points to spend
after each game they play. Campaigns can be played with any
number of players and each player can be absent from a
session or more without affecting the other players.
The players can play as many or as few games as they choose.
Individual games may be played with any number of players
all with different gangs.

WINNING THE CAMPAIGN


Players should agree on an ending condition for their
campaign. This can be a specified number of weeks, sessions
or a maximum Gang Points level to achieve. When the
agreed end point is reached, players work out how many
Campign Points they have and the one with the most is
declared the winner.

INCOME
After each game played those players will gain more points
to spend on their gang. Each player gains 8 points after
playing a game. The players may spend the points on new
Characters or Mini Gangs cards for their gang.
Gangs who played against other gangs with more points also
get bonus points. Work out the difference between your
gang and the highest point gang that played. Your gang gets
half the difference as a bonus.

RECOVERY
Models are assumed to recover between games.
If you dont like this and players want to add the chance of
models dying, then roll a D6 for each model injured in the
game. If you roll a 6 the model is dead.

CAMPAIGN POINTS
Campaign points show how well each gang is doing against
the others. They can be noted down in a suitable place.
Players get 1 point for a loss, 2 for a draw and 3 for a win.

Win 3
Draw 2
Lose 1

60
SCENARIOS
Scenarios are a great way to add variety and challenge to a
game of Mini Gangs. Scenarios can be used for Gateway,
Casual or Hardcore mode.

SCENARIO 1: Gang Warfare


Hot-headed gang leaders start trouble at the slightest
provocation: bandits attack for loot; noble heroes fight
injustice. Whatever the motivation, the results are the same:
Gang Warfare!
The player's gangs are trying to wipe each other out, and
only one gang can come out on top. When there is only one
player with uninjured models left, they win.

SCENARIO 2: Grab the loot


Trade goods, weapons crates, techno-tridlins, food or just
plain old hard cash make for valuable loot. Undefended
hordes will soon be snapped up by scavenging gangs.

Once the gangs are set up, players each put 4 loot tokens on
the board. These must be placed at least 20cm from any of
their own models.

Players must claim as much loot as possible. To do this, any


model touching a loot token may make a special Loot
Action. This means that the model picks up the loot. Once a
player has claimed a loot token, the player removes it from
the board and keeps it.

The game ends when all loot tokens are removed from the
board. The player with the most loot tokens wins.

61
SCENARIO 3: Zombie Invasion
A horde of zombies shamble out of the deep wastes.
The gangs must survive the invasion!

Set the board up as normal. Each player then rolls two dice.
The combined totals show how many zombies are to be put
on the table. Once the gangs are deployed, players take
turns placing zombies until all the zombies are on the table.
No zombie may be placed closer than 15cm to any player's
gang models.

After their turn a player may activate D6 zombies.


A zombie may make a move, fight or charge action.
A zombie has an awesomness of 3. This means they hit in
combat on a 1 or 2.

After the zombies have been activated, roll a D6 for each


injured zombie. On the roll of a 6 the zombie is healed.

If a fight or shoot action is won against an injured zombie it


is destroyed. The player removes the model from the board
and keeps it.

The game ends when there are no gangs alive or all the
zombies are destroyed. If any gangs survive, the player
whose gang destroyed the most zombies wins the scenario. If
the zombies injure all of a gang's models the winner is the
player whose gang survived the longest.

"Brainless automotons shambling out


of the night, howling wordlessly?
Sounds like a standard night out
with the gang!"
"
62
63
The Great Disaster occurred a time long ago in the past. The
Human race was devastated. The world economy collapsed as
humanity died in the billions. After this the people who
remained were split and disparate. The ionosphere and
magnetosphere were distorted and remain in flux even now.
The radioactive hotspots are corrupt and disrupt radio
transmissions. Large scale electrical production capacity was
destroyed along with most of the world's infrastructure. This
has rendered long distance communication impossible. Even
the magnetic north does not remain true and shifts by the
hour. Certainly more than a century has passed although there
is no way to estimate times passing.
Even so, in this time, some recovery has been made.
Civilisation was not utterly annihilated and small pockets of
humanity remain. Some of these settlements somehow
survived the grueling hardships of the post-apocalyptic
landscape, though; to the point that writing, recording and
transmitting are now expanding. Humanity has begun to leave
it's survival bunkers and begin to re-map the now changed
world.
It can be a hard life in the wastes.
Many life forms have been altered by the poisons in the air,
water and earth. New animals thrive in the toxic wastes,
making them home. They are the decedents of those from the
past. Man is among them. Monstrous half-human beasts lurk
in the deep wastes. Some are not so changed, clinging to a
mind that makes them human. Yet they can be grotesque with
warped forms, bestial faces and oddly patterned skin. Others
sport multiple heads or chitinous exoskeletons like some kind
of crustacean.
These odd homunculi gather into gangs for protection and
companionship. They often resent pure-strain humans, calling
them Stinking Normals or Disgusting Samelings. Tension over
territory and resources often results in skirmishes with the
True-bloods for control. All in all this is not usually
appreciated by the organisations trying to rebuild civilisation.
Many more traditionally-shaped people regard the Muties with
contempt and persecution.
One place where this is not the case is the wondrous
mechanical city of Bandlerd. Mutated citizens abound and the
so-called Freak Club has many distinguished members. Among
them is the amazing Mr.Mud, whose body is made entirely of
animate clay.

64
SCENARIO 4: Dunger Hunt
Dungers are ferocious furry beasts about the size of a cow.
They eat pretty much anything and are voracious feeders.
They take their name from the huge stinking piles of dung
they leave strewn about their feeding grounds. This causes
problems for the local towns people. Even if the Dungers are
not helping themselves to crops and livestock, the stench is
unbearable. Civic councils often organise hunts to cull the
foul animals. For this, a truce is declared between gangs and
it is regarded as a matter of honour to bag the most beasts.

During a Dunger hunt, players may only declare fight or


shoot actions against Dunger models. They may not attack
other gang models.

Set the board up as normal. Each player then rolls two dice:
the total determines how many Dungers are to be put on the
table. Once the gangs are deployed, players take turns
placing Dungers on the table until all the Dungers are
deployed. No Dunger may be placed closer than 15cm to any
one gang model.

After their turn, players may activate D6 Dungers.


A Dunger may make a move, fight or charge action.
A Dunger has an awesomness of 4. This means they hit in
combat on a 1,2 or 3.

When a player injures a Dunger they remove the model from


the table and keep it.
The game ends when all the Dunger models have been
removed from the board. The player with the most Dungers
wins the hunt.

65
SCENARIO 5: Rescue the VIP
The wastes can be a dangerous place. Travellers find
themselves lost or waylaid. Important individuals are often in
need of rescue from such dire circumstances. Financial
incentives are offered for their safe return by friends, family
and creditors. Gangs hotly vie for these rewards.

Set the board up as normal. Once the players have set up


their gangs, place a model of a Very Important Person
equidistant from all the player gangs.

If any model touches the VIP at the start of their turn they
may move the VIP model via a move action. This can be in
any direction of their choosing. The VIP can only be moved
once in each player's turn.

The player who moves the VIP off the edge of the gaming
board wins the game.

"Why is Gaston important? You ask


why the man is important?
Well, its because he is the best cook
in two towns, thats why!
The man is a genius of the table. So
you had better bring him in unharmed
or all our tummies are in for a bad
time!"

66
KILL 6: Killbot Attack
Large robots can cause mayhem. Gangs are sent to destroy
these Killbots and end their rampaging. Killbots are armed
with devastating weaponry and can smash a human with
ease.

When the gangs are , place a Killbot in the middle of the


table.

A Killbot has an awesomeness of 4.

67
After all players have had a turn, the Killbot takes a turn.
On a Killbot's turn, the menacing machine will select a
target and make two actions from its program. Roll one die
to select the target for the turn.

1 Closest Leader
2 Closest Shooter
3 Closest Fighter
4 Closest Healer
5 Randomly pick a player to nominate the target.
6 The Killbot's target acquisition software malfunctions and
it targets a point 3D6cm away in a random direction.

Once the target is selected, roll two dice and consult the
following program table. This will denote what the Killbot
does. Its best to resolve the first result before rolling the
second.

Programing table-
1 Does Nothing
2 or 3 Moves 2D6+5cm towards target
4 Moves 2D6+5cm towards the nearest cover and lurks there.
5 Shoots at target.
6 Attempts to charge it's target. Move the Killbot D6
+10cm towards target. If the Killbot touches it's target it
will make a fight action.

A killbot has 6 lives. Each time the Killbot is injured,


remove one life. When the Killbot reaches zero lives it is
destroyed. The games ends when the Killbot is destroyed.
The players get one victory point for each injury they inflict
on the Killbot. The player who destroys the Killbot gets two
victory points. The player who has the most victory points at
the end of the game wins.

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Before the end of the old world, technology was advanced,
to say the least. Great wonders were everyday normality.
They say great metal machines treaversed the skies, if that
is even possible to credit. Disregarding these dubious
exaggerations, it is known that many things of great craft
were wrought.

Some of these marvels are still part of our life even now in
the wastes. One of the many great advancements of the
long-passed time is our ability to graft cyborg-netics.
Handy in this time of danger strewn landscape, being able
to replace or upgrade your natural born body can be a
boon. The manufacture of robotic limbs was preserved by a
great family, who now are the main dealers in this tech.
They also guard a secret, for while the fabricating of a limb
may be arduous to those who know not its craft, this is
only part of the problem of cyborging one's self up. The
hushed knowledge is of how to make the electrobits link
into the human body and become as a flesh limb might be,
responsive and under control.

The solution to this issue is an ooze from a time of hi-tech.


The ancient scientist of the by-gone invented the goo,
secreted by a bio-modified yeast strain. When smeared on
the skin, the slime forms a link between a metal plate and
the nervy-fibers in a human, or animal; hard to make in
the first place, but easy to culture if you know how to
keep yeast alive.

The family with this lucrative secret is of course the


renown Giggles clan. They abide in one of the huge scrap
yards, vast lands filled with graves of the machinery from
long ago. They are masters of the metal member. They
regard skin and bone as rather sub-standard and view the
continual grafting of replacement parts as part of the
growing-up process. No child is considered mature until at
least fifty parts in a hundred are cyborg'ed. They are
clannish, insular and touchy. Their odd behavior codes and
bristling pride often leads them into conflict with other
gangs. They don't seem to mind this though, as a bullet
hole makes for a great excuse to install some new
hardware.

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POINTS COST REFERENCE
CHARACTERS
LEADER POINTS 14
SHOOTER POINTS 12
FIGHTER POINTS 12
HEALER POINTS 10

D100 ARMOUR
1,2 POWERED ARMOUR POINTS10
3,4 LAMINATE COMPOSITE ARMOUR POINTS 8
5,6 RIOT GEAR POINTS 6
7,8 EXTRA ARMOUR POINTS 2
9,10 FORCE FIELD POINTS 6
11,12 SHIELD POINTS 8
FOOD
13,14 BBQ POINTS 6
15,16 SALAD POINTS 6
17,18 ENERGY BAR POINTS 4
19,20 PASTY POINTS 4
GUNS
21,22 FLAME THROWER POINTS 6
23,24 MACHINEGUN POINTS 6
25,26 NEURAL DISRUPTOR POINTS 6
27,28 PLASMA BLASTER POINTS 6
29,30 SHOTGUN POINTS 4
31,32 SIDE ARM POINTS 4
33,34 SNIPER RIFLE POINTS 6

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D100 GRENADES
35,36 FLASH-BANG GRENADE POINTS 2
37,38 3 FLASH-BANG GRENADES POINTS 6
39,40 FRAGMENTATION GRENADE POINTS 2
41,42 3 FRAGMENTATION GRENADES POINTS 6
43,44 PHOSPHEROUS GRENADE POINTS 2
45,46 3 PHOSPHEROUS GRENADES POINTS 6
47,48 SMOKE GRENADE POINTS 1
49,50 3 SMOKE GRENADES POINTS 3
SKILLS
51,52 BATTLEFIELD SURGEON POINTS 6
53,54 BERZERK CHARGE POINTS 6
55,56 DODGE POINTS 6
57,58 EXTRA LIFE POINTS 8
59,60 FAST POINTS 4
61,62 HOON GOON POINTS 1
63,64 KNOCK OUT BLOW POINTS 6
65,66 OVERWATCH POINTS 4
67,68 MORE MACHINE THAN MAN POINTS 6
69,70 PARRY POINTS 6
71,72 REDEPLOY POINTS 8
73,74 SELF DEFENSE TRAINING POINTS 4
75,76 WADE IN POINTS 4
STRATEGIES
77,78 CEASE FIRE POINTS 4
79,80,81 COMMS FAILURE POINTS 4
82,83 LURE POINTS 4
84,85 PEACE BE UPON US POINTS 4
86,87 PLOT DEVICE POINTS 10
88,89 RUN AWAY POINTS 6
90,91 TRUCE POINTS 6
EQUIPMENT
92,93,94 POWERED COMBAT WEAPON POINTS 6
95,96 STEALTH SUIT POINTS 4
97,98,99 STIMPAK POINTS 6
100 LUCKY! Choose anything you like.

71
"Clank their iron shod feet and
grumble their tracks of rubber.
The Giggles Clan are monstrous
metal hulks...more machine than
man!"

72
INDEX
16 A game for all ages 41 Keyword Rules
29 Actions 32 Line of Sight
41,48 Armour 38 Mini Gangs Cards
60 Campaign Games 37 Mini Gangs Casual
27 Character Class 20 Mini Gangs Gateway
33 Charge Action 44 Mini Gangs Hardcore
21 Choosing your gang 29 Move Action
32 Cover 46 Picking your gang
33 Crawl Action 45 Points
23 Deploying the Gangs 70 Points Cost Reference
21 Dice 28 Profiles
42,58 Equipment 9 Quickstart Rules
30 Fight Action 35 Reference Table
49 Food 61 Scenarios
22 Gaming Surface 31 Shoot Action
43,52 Grenades 42,53 Skills
42,51 Gun 42,57 Strategy
33 Heal Action 2 The World of Mini Gangs
7 How to play Mini Gangs 24 Using your models
34 Injured Models 23 Winning and losing
20 Interpretation of rules 47 You go, I go

Thanks for purchasing Mini Gangs.


Please visit the Ramshackle Games web site for updates and more
fun and games. I would love to hear any feedback regarding
Mini Gangs so please email me, post up on our Facebook,
Instagram or find me on the "In Rust We Trust" Discord server.
You can also phone me on UK (+44)07758302018
Email [email protected]

MiniGangs © 2023 by Curtis Fell is licensed under Attribution-


ShareAlike 4.0 International. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/4.0/

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