Flopromunda
HOUSE RULES
The following house rules are in effect.
LASTING INJURIES
Going Into Recovery
Some results will cause a fighter to go into Recovery. During Campaign play, this means that the fighter will be late to join their gang’s next battle, as they are recovering from their injuries.
The fighter’s In Recovery box on the gang roster is checked, and the fighter must miss both the post battle sequence of the current battle and the deployment phase of their gang’s next battle. This means that a fighter with the Gang Hierarchy (X) special rule that has gone into Recovery may not perform post-battle actions at this time.
During the gang's next battle, at the end of the End phase, roll a D6. On a 6+ one randomly selected model that is in Recovery will arrive on the battlefield. Use the standard Reinforcements rule to deploy them.
The roll improves by 1 every turn, so on turn 2 a 5+ is required, on turn 3 a 4+, etc.
ADVANCEMENTS
At the end of a battle, during the post-battle sequence, each player has the chance to purchase Advancements for any of their models by spending some or all of the XP that model has accrued. The XP cost of these Advancements is shown on the following tables. The model’s card is updated accordingly with the Advancement taken, the model’s XP is reduced by the amount spent to purchase the Advancement, the model’s total number of Advancements is increased by one (on the gang roster) and the model’s Cost is adjusted by the amount of credits shown, which will in turn increase the Gang Rating.
The more experienced a model is, the more certain Advancements cost to purchase in terms of XP. The cost of each characteristic Advancement for the same characteristic taken is increased by 2 XP for each instance after the first. For example, a Champion may increase their Initiative by 1 for 5 XP, but to increase it by 1 a second time will cost them 7 XP. Juves and Prospects however are particularly fast learners, and as a result they suffer no such penalty on characteristic increases; they may increase a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.
Models must alternate advancements that increase a characteristic with ones that grant a skill.
| Cost | Advancement (Leaders, Champions, Crews, Prospects, Juves and Specialists) | Cost Increase |
| 3 XP | Improve the fighter's Willpower or Intelligence characteristic by 1. | +5 credits |
| 4 XP | Improve the fighter's Leadership or Cool characteristic by 1. | +10 credits |
| 5 XP | Improve the fighter’s Initiative characteristic by 1. | +10 credits |
| 5 XP | Add 1" to the fighter’s Movement characteristic. | +10 credits |
| 6 XP | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits |
| 6 XP | The fighter gains a skill of your choice from one of their Primary Skill Sets. | +20 credits |
| 8 XP | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits |
| 9 XP | The fighter gains a skill of your choice from one of their Secondary Skill Sets. | +35 credits |
| 12 XP | Increase the fighter’s Wounds or Attacks characteristic by 1. | +45 credits |
| 12 XP | Specialists only: Promote the fighter to a Champion. They gain a random skill from one of their Primary Skill Sets. | +40 credits |
Gangers
Whilst Leaders, Champions, Prospects, Juves and Specialists are central to a gang’s narrative, Gangers are its ‘supporting cast’. As such, they spend Experience and gain Advancements in a simplified manner.
If during the post-battle sequence a Ganger has 6 XP or more, the controlling player must roll 2D6 on the table below, and then update the Ganger’s Fighter card and their Cost accordingly, before finally reducing their XP by 6.
| 2D6 | Advancement (Gangers, not including Specialists) | Cost Increase |
| 2 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits |
| 3-4 | Improve the fighter’s Weapon Skill or Ballistic Skill characteristic by 1. | +20 credits |
| 5-6 | Increase the fighter’s Strength or Toughness characteristic by 1. | +30 credits |
| 7 | Either add 1" to the fighter’s Movement characteristic, or increase their Initiative characteristic by 1. | +10 credits |
| 8-9 | Improve the fighter’s Willpower or Intelligence characteristic by 1. | +5 credits |
| 10-11 | Improve the fighter’s Leadership or Cool characteristic by 1. | +10 credits |
| 12 | The fighter becomes a Specialist and gains a random skill from one of their Primary Skill Sets. | +20 credits |
Specialists: Two of the results on the table above allow a Ganger to become a Specialist. They are still a Ganger, but from now on gain all the benefits of being a Specialist, as described in their entry in their Gang list.
SCENARIO SELECTION
Use the following table to generate the scenario to play.
| 2D6 | Result | Scenario Options |
| 2-5 | That's My Turf! | Takeover / Border Dispute / Sneak Attack |
| 6-7 | Territory | Toll Bridge / Escape the Pit / Escape the Badzone |
| 8-9 | Death Match | Stand-off / The Trap / Ambush |
| 10-12 | Underdog | Lower-Ranked player picks Scenario and Attack/Defend |
Gangs
Campaign Assets
View Assets
Territories |
||
|---|---|---|
| Archaeotech Device (Van Saar) | Unowned | |
| Fighting Pit (Goliath) | Unowned | |
| Mine Workings (Orlock) | The Mad Shaft Boys | |
| Narco Den (Escher) | The Rabid Dog Hounds | |
| Old Ruins | Unowned | |
| Promethium Cache | Unowned | |
| Refuse Drift (Cawdor) | Miner Threat | |
| Settlement (Special) | Unowned | |
| Slag Furnace (Goliath) | The Mad Shaft Boys | |
| Sludge Sea | Unowned | |
| Smelting Works (Goliath) | The Arc-Net Flashers MKII | |
| Toll Crossing (Orlock) | The Arc-Net Flashers MKII | |
| Workshop | The Mad Shaft Boys | |
Campaign Resources
View Resources| Gang | Reputation |
|---|---|
| Miner Threat | 1 |
| The Arc-Net Flashers MKII | 6 |
| The Mad Shaft Boys | 6 |
| The Rabid Dog Hounds | 1 |
Battle Reports
Captured Fighters
View Captured| Fighter | Original Gang | Captured By | Status |
|---|---|---|---|
| Thakk Valdarsson Drill-kyn | Miner Threat | The Mad Shaft Boys | Captured |
Action Log
Bought Techmite oculi for Spudd Valdarsson (40¢)
Outcome: Credits remaining: 35¢Bought Hydraulic drill for Brax Valdarsson (25¢)
Outcome: Credits remaining: 75¢Old Gruntt Valdarsson spent 9 XP to advance
Outcome: Gained Fast Shot skillAdded 2 XP for Chudd Valdarsson Jr - Battle 4
Outcome: Current: 7 XP, Total: 13 XPThakk Valdarsson was captured by The Mad Shaft Boys
Outcome: Thakk Valdarsson is now held captive