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The Trial

by Richard Irvine

Gangs often send their least experienced members on a trial, where each is given a task to complete and therefore prove themselves. To succeed is to be gain respect, to fail is certain humilation...

TERRAIN

Set up the table in anyway you feel is appropriate. All six loot counters should be placed on the table before the trials are chosen and gangs are deployed.

GANGS

The three members of each gang with the least experience are sent to undertake their trials. They must be accompanied by the gangs leader and one other member of the gang (not a heavy).

THE TRIAL

After deployment, players should secretly determine what trial each of their three inexperienced gangers should undertake. Roll a D6:

1. The ganger must take one member of the opposing team out of action.

2. The ganger must put two members of the opposing gang down or out of action.

3. The ganger must take on the opposing gangs leader in hand to hand combat.

4. The ganger must stand in the open within 20" of an opposing gang member.

5. The ganger must pick up a loot counter and carry it off any table edge.

6. The ganger must exit the table at his opponents edge.

PICKING UP LOOT

Standard rules apply for picking up and dropping, etc., loot counters.

ENDING THE GAME

No bottle tests are taken, although players may voluntarily bottle. If one gang volountarily bottles, the other gang wins. Otherwise, the game ends when all the gang members who are undertaking one teams trials are down or out of action, or have completed their trials. If one gang ends the game by completing all their trials, then they have won. Any other result is a draw and neither side counts as winning

EXPERIENCE

+D6 Survives

+5 Winning gang leader

+5 Wounding an enemy gang member

+5 Carrying loot counter

+10 Player completes his trial