MOVE IT!
The Movement Phase
 

During this phase, both players move their models about the table, trying to out manoeuvre each other to gain some advantage. Some will move to better firing positions or better cover, some will sneak around trying to outflank enemy groups or cut their foes down from behind. Some remain where they are and (despite the name of the phase) squeeze off early, if inaccurate, fire.

SEQUENCE OF PLAY

The Movement phase is itself divided into three sub-phases - Action, Reaction and End. During the Action sub-phase, players alternate activating their models, taking an action with each. Any reaction tests (see below) that are caused by models in the Action sub-phase are not taken until the subsequent Reaction sub-phase, after all actions have been taken. This forces you to commit yoursef to any attack you make without knowing the outcome of the tests required. The End sub-phase finishes things off, completing charges and making charge reactions.

 

ACTION

Before play begins, both players roll 1 D6. The highest scoring player may choose to activate his first model or force his opponent to do so. Ties are re-rolled.

During the movement phase, all models may perform ONE of the following actions when it is activated. These actions are detailed below and clicking on an action takes you to it's description.

Action: Move Normally

Models moving normally (ie not running, charging or anything else) over open ground may move up to 4" in any direction they choose and may face any direction the player wishes after completing this move. All rules affecting normal movement also affect running and charging, unless otherwise stated.

Certain types of terrain have an effect on the movement of gangsters moving though, up or over them - see "TERRAIN" for details.

Action: Run

A model that forgoes all other actions that turn may Run, going flat out to cover the distance quicker. Running models are not ready for combat or paying much attention to their surroundings and so always fail reaction tests, but they may move at double rate. As stated, a running model may not take any actions in subsequent phases and so may not shoot.

Action: Charge!/Bushwhack

A model that wishes to engage another in hand to hand combat must declare a Charge against that model. To do this, the foe must be visible or detected to the charging model at the start of the turn. The model moves a full normal move towards the foe by the most direct route. The Charger does not need to end this move in contact with their foe, as the charge is not yet complete. However, if this move DOES bring the models into base-to-base contact, the charged model DOES NOT get to take a reaction test - they are assumed to have failed automatically!

At the end of the phase, after all reaction tests have been taken, the charger makes a second full normal move, exactly as before. If this move ends with the two models in base-to-base contact, combat is joined and will be fought out in the combat phase.

Bushwhacking is a special type of charge. It is used when the charging model is outside of his target's field of vision. The charging model is sneaking up on his foe, trying to get close enough to cut him down without being seen. This type of attack is absoloutly lethal if done correctly, the unfortunate victim being struck down without ever knowing what hit him!

Treat attempts to bushwhack an enemy as a normal charge, with the following exceptions. First, though the enemy may take a reaction test as normal they must pass to be surprised - if they fail, they are totally oblivious and cannot even defend themselves! If this occurs, the model takes an automatic critical hit as soon as the attacker makes base to base contact. If, by some miracle they should survive this, the fight contiues in the following combat phase!

Action: Fire a Snap Shot

The model forgoes moving in order to fire faster. As a result, the model remains stationary (although it may turn on the spot) and fires a snap shot as detailed in the Shooting Phase. It may fire a second snap shot during the Shooting Phase, although it must choose either the same target or another within 5". Models with slow weapons CANNOT fire during the Movement Phase.

Action: Pass

In some circumstances a model may wish to do nothing at all. In this case, you may pass. However, once you declare that one of your models is Passing, you may not activate any further models that phase - you should therefore complete all your other actions before passing.

 

REACTION

From our lofty perches high above the battlefield, far away from the bullets and the blood it is easy for us to forget what it is like down there for the little guys. What's round that corner? What was that noise? What the F[wet crunch]...

To represent this uncertainty, gangsters will sometimes be required to take a Reaction Test to see how well they cope with the unexpected appearance of a foe. Even having to take a test is a distraction and failure indicates hesitating a little TOO long to get your bearings…

When To Test

Reaction tests are taken during the Reaction sub-phase. A gangster must take a Reaction Test whenever a previously unseen and undetected enemy model appears within 5", either by you walking into them or vice-versa. If the enemy was more than 5" away when it came into view, no test is required - it is assumed that the distance helps your guy keep a clear head. Note that it is entirely possible for both models to require a test.

If a model were moving when the test was required, it's movement ends as soon as the enemy comes into sight and if the model had not taken an action that phase it may not now do so - even if it passes the test

Taking The Test

To take a Reaction Test, roll 1D6 for every inch (full or part) between you and the nearest eligible enemy (ie, one you couldn't see at the start of the turn). If any dice scores equal to or less than your Wits rating, you have passed the test and suffer no further effects. If not, you are taken by surprise and can do nothing for the rest of the turn. If engaged in combat you will count as Surprised.

Note that if you are in base to base contact with the model that caused the test, you will not have any dice to roll - you automatically fail as you walk straight into your waiting foe! The most likely way this will be caused is by a charger reaching you with their initial movement.

 

END

The most common occurence in the end phase is the completion of charges. If the charged model failed their Reaction test, all that remains is to move the charging model a second full, normal move straight towards the enemy in the same manner as the charge was begun. If the charged model passed it's test, on the other hand...

If a charged model passes their Reaction test (or if one was not required), they may choose ONE of the following charge reactions. If they fail the test, they must choose to Hold and are Surprised in the subsequent Combat phase.

Stand And Fire

The model holds it's ground and fires into the charging foe at point blank range. This will usually be sufficient to send the luckless assailant to an early grave, but people sometimes miss even at point blank range. Even more frightening are the times that your shot slams home, but the guy keeps on coming anyhow. Should either of these things happen, you are in trouble...

The shot is fired as normal, though the short range will usually ensure an easy time of hitting. If the target is not taken down and completes their charge, you will count as Surprised in the Combat phase.

Flee

This option is only open to models that had yet to move. The spineless coward simply turns tail and heads for the hills. The guy might not give up the chase, however, and you may be running for longer than you had thought!

The model becomes Broken and makes a flee move directly away from the charging enemy.

Hold

Taking a moment to ready his own combat weapons, the guy bravely makes a stand against his foe and prepares to fight him at his own game.

The model remains in place and recieves the charge. Unless surprised, the model may also draw one combat weapon.

Meet

So the scumsucker wants to fight does he? Well that's just fine. Let's get it on!

The model makes a full normal move TOWARDS the charging enemy and engages in close combat with whatever weapons it had ready.