New York Gangs Rules Sample v1

download New York Gangs Rules Sample v1

of 8

description

New York Gangs sample rules.

Transcript of New York Gangs Rules Sample v1

  • 70s GANG SKIRMISH RULES

  • www.ghettominiatures.co.uk2

    Welcome to New York

    Welcome to New York Bop.The year is 1977 and the streets of New York are filled with pimps and hoes. The subway is a crime filled haven and unemployment forces young New Yorkers into a life of debauchery and violence.

    From Brooklyn to The Bronx, New York is a crumbling cesspit and the streets are ruled by Gangs who fight each other for glory, money, territory and, most of all, reputation. Gang-bangers wear their colours to show pride and spray paint their tags to mark their turf. No one is safe when the local gang is on the move and the only way to prevent them harming you is to pay them or join them.

    Will you join the armies of the night? As leader of your Gang you will have to recruit soldiers and carve out a little piece of New York for you and your boys. You will have to battle rival gangs to gain the reputation that you crave and the money you need to grow your army.

    Grab your Gang logo-adorned Cuts and weapons of choice as your battle starts now. Lets fight our way across the once great City of New York to become the Kings of the Rubble.

  • www.facebook.com/ghettominiatures3

    What do i need?

    When playing New York Bop you will need the following:

    New York Bop Miniatures New York Bop Profile Cards Tape measure or ruler Numerous d10 dice Templates and Tokens Playing surface Note pad Funky Tunes

    Miniatures Throughout the rule book we feature some of our own Ghetto Miniatures figures. The Ghetto Miniatures range provides you with all that you need to get started providing you with a standard size gang. All the min-iatures are single based 28mm figures and come supplied with 30mm lipped bases. The figures fit in with our concept of New York gangs in the era of Disco.

    The range will have new additions and up-dated profiles for the gangs which you can check out at www.ghettominiatures.co.uk.

    Profile CardsProfile cards are used to record the stats and information for your gang members. There are a number of blank profile cards supplied with the rules. You can also visit the website to download more blank pro-file cards as printable pdfs.

    MeasuringYou will need a measuring tape or ruler marked with inches. DiceThe rules use a d10 dice pool system; you will need a number of these to play the game. The dice are usually numbered 1 to

    0 (0 = 10), sometimes you will be asked to roll a d5. For a d5 just use the standard d10 and divide the number in half and round up.

    Tokens and TemplatesWe have a fantastic set of New York Bop acrylic tokens available to buy on the Ghetto Miniatures website. Accompanying the rule book there is a set of simple printed Game tokens that you can cut out and use for the games. The simple tokens can also be printed from the website for free.

    Templates are used to represent the blast radius from explosions There is a blast tem-plate included within the rules that can be photocopied or you can get a PDF version from the Ghetto Miniatures website.

    Playing surfaceThe idea of the game is for close street gang actions. You can use anything that is a plain surface and spruce it up by placing various pieces of terrain like buildings, trees, cars and other street furniture. The playing surface should ideally be 3 x 3.

    Think of the things you would see in the streets of New York City with the flat roof Tenements all lined up on the simple crossed streets .Having battles in a Park, a Carnival or Graveyard are also great ideas for games.

    Note padNote pads are always useful for taking notes throughout the game.

    Funky TunesSome Funky Beats from the 70s are not essential but very good to get you in the mood for a game.

  • www.ghettominiatures.co.uk4

    CharacteristicsThe models represent gangs that have members of varied levels of toughness and skills. Some are braver than others, making it easier for them to carry out the vital tasks when out looking for a rumble. Battle hardened members will be tougher than most, as they have gained their repu-tation as Street Fighters.

    To represent the variation between each of the Ranks we have defined a list of characteristics that will help them in their battles.

    GUTS This is what determines a gang members bottle for carrying out actions and how they perform in battle. You will use this value when rolling for a GUTS test to pass some of the actions. GUTS tests will be de-tailed later on.

    CommandCommand Points are used to issue com-mands to other gang members in your own Gang. You can use Commands to have your whole gang perform a Group Action or you can give out individual commands from the actions list. These actions do not affect a gang members Action points and only Warlords and Lieutenants have command points. Com-mands cannot be used as extra actions for the gang member who is issuing the command unless used in group action.

    You must clearly declare that you are us-ing a Command point before any action, along with marking it on your Gang Roster.

    Actions (AP)Actions are the number of actions a gang member can take in one turn. Actions are used to make your gang member perform tasks like moving, fighting and causing acts of vandalism.

    CombatCombat is the number of dice that a bop-per has in his dice pool when attacking their enemy.

    FUNKFUNK is used to determine the skill level of your Bopper. This is what will help them dodge the punches.

    BlocksA gang members Block value is how good they are at blocking hits from enemy at-tackers.

    HITSHITS determine the total amount of dam-age that your gang member can take. The higher ranked gang members can take more HITS as these guys did not get to where they are by falling down at the first punch.

    When a Bopper has as many hits as their allowance, they must carry out a Damage roll. Check the roll result against the dam-age table to determine if the Boppers can continue for the rest of the game. Please refer to the Damage section of the rules.

    the rules

  • 5NEW YORK BOP

    www.facebook.com/ghettominiatures

    Are you ready to rumble?Each game of New York Bop represents a conflict between rival gangs on the mean streets of the Big Apple. A fight can be anything from small scuffles to full scale battles, between varies gangs. Once you have agreed on the size of the game you want to play, you will need to build your gang, chose your weapons and defend your turf.

    Turn sequenceEach game is broken down into a number of turns. The turn sequence is shown below in the order each one must be carried out. 1. Initiative 2. Action3. Recovery Phase4. End of Turn

    Initiative Phase In some cases the decision of who gets to go first is determined by the scenario, but most of the time this will be decided by an initiative roll. Each player will roll 1d10 and the highest roll is the winner and will be called Player 1. Player 1 will draw 2 cards from the Events pile, which they will keep in their possession until they decide when they wish to play them at any point during the game. Player 2 then draws 2 event cards and holds them until they wish to play them. The winning player gets to start the action phase first carrying out the action of 1 of their Boppers.

    At the start of each turn all players must roll again to see who has initiative and pick up one more event card each. When the initiative roll results in a draw, then the player who was 2nd the last game shall have the initiative this turn. If it is the first In-itiative roll, then a draw will require a re-roll until there is a clear winner.

  • NEW YORK B

    OP

    www.ghettominiatures.co.uk6

    Action PhaseDuring the action phase, Player 1 gets to nominate 1 of their gang members to carry out the number of actions as stated in their Actions (AP) characteristic. Once Player 1 has performed all of their actions, Player 2 then nominates one of their gang members they wish to activate. The turn will then continue like this in a I go, you go manner, until all of the Boppers on the table have been activated.

    Actions can be spent on any of the follow-ing:

    Movement: your gang member may per-form standard walking or running actions or may need to jump from a building.

    Actions: your gang member might need to pick up a brick to hit someone with or they may want to spray their gang tag on an enemys turf.

    Close Combat: this is where you will go toe to toe with your foe and see who will rule this street.

    Missile Attack: your gang member has a brick and you see an enemy gang mem-ber that is just asking to be introduced to it.

    Please refer to each of these sections to see what actions your gang member can carry out.

    Recovery PhaseThe Recovery Phase is where you can try to recover your character if they have suf-fered some damage during the previous turn. The types of recovery you can per-form are detailed in the Recovery section of the rules.

    End of Turn PhaseIn the end of turn phase we try to regroup and reflect on what has happened during the on-going battle. There are more de-tails on this phase further on in the End of Turn section.

  • 7NEW YORK BOP

    www.facebook.com/ghettominiatures

    FightingFighting is the key factor of New York bop and all gangs love nothing more than having a rumble with a rival gang. Winning your battles is critical and will sort out the men from the boys. Who will be the Kings of the Rubble?

    Close Combat Attack (1AP)

    When two models come into base to base contact, they are considered to be en-gaged in Combat. Once in contact you can chose to carry out a close combat attack on your enemy.

    As the attacker, roll the number of dice as stated in the Combat value of your char-acteristics. Compare the results against the defending characters FUNK value. All roll results with modifiers applied that are higher than or equal to the defenders FUNK are classed as a successful HIT. The defender must now deduct the number of Blocks from the number of HITS they have taken. When the attacker rolls a 10 this is classed as an automatic hit and cannot be blocked. All hits that have not been blocked should be marked on the defend-ing gang members Roster sheet.

    Once you have gained, as many HIT markers as your total allowance, then your attacker will roll against the Damage table to see what damage they have dealt you. Every extra successful hit will result in a +1 modifier to the Damage Roll.

    Example:A Lieutenant of the Coney Island Braves goes up against a soldier from the Black Cobras. The Braves soldier rolls his 4 Com-bat dice, rolling 4, 5, 6 &8 with a modifier

    of +2 for the switch blade that he is car-rying giving him final results of 6, 7, 8 & 10. The Black Cobra has a FUNK Value of 6 so the Braves soldier has successfully HIT the Cobra 4 times but the Cobra defends 2 of them with his Block Value. The Braves Lieutenant has successfully scored 2 HIT markers against his opponent.

    OutnumberedIf during close combat any gang mem-ber is outnumbered by enemies in base to base contact, then the Outnumbering gang member will gain 1 extra die to their Combat dice pool.

    Resolving CombatShould there be no outcome from the Close Combat that results in the either side rolling against the Damage table and you have enough Actions Points. You can chose to attack again or disengage from the combat. If you have no AP left, you are required to wait until the next turn and remain in base to base contact.

    If new turns begins and you are still in close combat then the player with initiative can chose to attack or disengage.

  • Back Page

    What are you waiting for?? Lets get Bopping!!!