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    This article is the second in a short series introducing Foundry's new Streetfight rules. This article covers some additional rules for rapidfire, nerve, skills and so on. All this however, will still be just a small part of the final version of the rules, which we hope to publish as alavishly illustrated and presented volume some time in the next few months.

    Over the following pages are a great number of additional rules which you may or may not wish to use in your games. None of these are

    essential to the game, and the game will play perfectly well, and be perfectly enjoyable without them. Indeed there is absolutely no needto ever use any of the rules presented here, but as you grow more comfortable with the rules you might wish for additional challenges inyour games, and extra facets to the characters themselves. The rules presented here are designed to achieve just that, and you may wish totry some, all or none of them from time to time to add a little variety.

    Remember, these are your rules now and you can dowhat you like to them! In fact you might want to do awaywith some of the existing rules. You could get rid of therule that forces all movement to be in a straight line, getrid of duck backs and/or knock downs or reduce thenumber of firing modifiers, for instance, anything thatyou find speeds the game up can be useful if you aretrying to entertain as many groups of players as possibleat a convention or introducing new players to the game,

    for example.

    Feel free to add to or change these rules to suit your owntastes. If you settle down to regularly gaming near futureor present day skirmish games amongst a group offriends, you'll probably get the most out of it if youdevelop the rules to suit yourself. You'll soon find out thedepth of detail that you prefer. You can start by seeing ifyou think that any of the optional rules we offer here willprovide you with sufficient extra interest and excitementto justify the effort and time they consume. Let us knowwhere your own version of our rules ends up: we're veryinterested to see what you get up to, though we'reunlikely to add any extra complication to the

    mechanisms of the published rules in future editions:our feeling is that once you're ready for a high level ofextra detail, you might as well add it yourself to be surethat it fits your playing style.

    STREETFIGHTMATT KEEFE & BRYAN ANSELL

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    USING CARDS TO DETERMINE HIT LOCATION & EFFECTInstead of rolling two dice to determine the location and effect of a hit, you can make up a pack of 36 cards instead, and have the victimpull out a card, or simply copy and cut out one or more sets of the shooting chits below and draw one out of a box for each hit.

    This is a quicker method, and less fuss than using the chart. Some people also find it more fun; there's something about using cards thatmakes everything seem livelier. It seems to be that when you're rolling dice you're just testing your luck, but when you turn a card you'redealing directly with fate.

    A Note on ShootingA good way to record damage to yourcharacter is to prepare a record card forhim, and when he takes a wound, simplyattach the Shooting Chit to the card withsome Blue Tack or a "glue stick" orsimilar. We photocopy four or five sets ofthe Shooting Chits and put them in an oldcigar box, these are used to mark

    characters cards, and then thrown away.As the level of chits in the box gets low, wejust photocopy a few more sets and topthem up.

    GRAZE

    On Head

    GRAZEON

    HEAD

    FLESH

    WOUND

    ON HEAD

    FLESHWOUND ON

    HEAD.

    STUNNED

    Throw 6 to

    recover

    FATAL

    HEAD

    SHOT

    FATAL

    HEAD

    SHOT

    GRAZE

    On Chest

    FLESH

    WOUND

    ON CHEST

    FLESH

    WOUND

    ON CHEST

    FLESH

    WOUND ON

    CHEST.

    KNOCKED

    DOWN

    SERIOUS

    WOUND ON

    CHEST.

    STUNNED

    Throw 6 to

    recover

    SHOT

    THROUGH

    THE

    HEART

    GRAZE

    On Right

    Arm

    FLESH

    WOUND ON

    RIGHT

    ARM

    FLESH

    WOUND ON

    RIGHT

    ARM

    FLESHWOUND ONRIGHT ARM

    SERIOUS

    WOUND ON

    RIGHT ARM

    Cannot shoot

    with that arm.

    Cannot reload

    or shoot rifle

    SERIOUS

    RIGHT ARM

    WOUND.

    KNOCKED

    DOWN.Cannotshoot with that arm,

    reload or use rifle

    GRAZE

    On Left Arm

    FLESH

    WOUND ON

    LEFT ARM

    FLESH

    WOUND ON

    LEFT ARM

    FLESHWOUND ONLEFT ARM

    SERIOUS

    WOUND ON

    LEFT ARM

    Cannot shoot

    with that arm,

    reload or userifle

    SERIOUS

    LEFT ARM

    WOUND.

    KNOCKED

    DOWN.Cannot

    shoot with that arm,reload or use rifle

    GRAZE

    On Belly

    FLESHWOUND TO

    BELLYNo movement or

    turning

    FLESHWOUND TO

    BELLY

    KNOCKED

    DOWNnomovement or

    turning

    FLESH WOUND

    TO BELLY

    STUNNED

    Throw 6 to

    recover. No

    movement or

    turning

    FATAL

    GUTSHOT

    FATAL

    GUTSHOT

    GRAZE

    On Leg

    FLESH

    WOUND TO

    LEGMovementreduced by one

    dice

    FLESH WOUND

    TO LEG.

    KNOCKED

    DOWN Movementreduced by one

    dice

    FLESH WOUND

    TO LEG.

    KNOCKED

    DOWN Movementreduced by one

    dice

    SERIOUS LEGSERIOUS LEG

    WOUND.WOUND.

    KNOCKEDKNOCKED OUT.DOWN. Throw 6 torecover, no movementNo movement

    or turningor turning

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    AUTOMATIC WEAPONSMost weapons used in a streetfight willtypically be semi or fully automatic. If fired in acontrolled and deliberate manner, theseweapons operate exactly in the way describedin the basic rules. However, automatic weaponsalso allow the firing model to blaze away if theywish, letting off a much higher number of shots,but with a much more unpredictable outcome.

    After a character has resolved the initial roundof shooting as described in the basic rules, theymay choose to blaze away, and continue firing.Only characters armed with automaticweapons have this option.

    If a character chooses to blaze away, simplydraw a card from the rapid-fire deck. This willshow the outcome of this extended burst offiring. Most cards have four categories onthem, marked with the following icons:

    DiceIn the basic rules, the only dice used were basicsix-sided dice, the same as you will find inalmost any typical board game. In theseoptional rules however, you will find mentionof strange and curious things such as D3's, 2D6and so on. These are all terms used toe describedifferent kinds of dice. The 'D' just stands fordice, whilst the number before it is the numberof dice rolled. The number after the D is thenumber of sides on the dice. So, for example,2D6 means rolls two six-sided dice and add thescores together. 3D6 means roll three six-sided

    dice and add the scores together and so on. AD3 means a three-sided dice. There isn'tactually such a thing as a three-sided dice, soinstead roll a normal six-sided dice and halveit, rounding any odd fractions up.

    Automatic

    Pistols

    Machine Pistols

    Automatic Rifles

    Machine Guns

    Out of Ammo Jam Miss

    Jam Miss Sustained Fire

    Out of Ammo Jam Miss

    Jam Miss

    Sustained Fire Sustained Fire Multiple Hit

    Multiple Hit Special Special

    Sustained Fire Multiple Hit Multiple Hit

    Multiple Hit Multiple Hit

    Out of Ammo Jam Miss

    Jam Miss Sustained Fire

    Out of Ammo Jam Miss

    Jam Miss

    Sustained Fire Sustained Fire Multiple Hit

    Multiple Hit Special Special

    Sustained Fire Multiple Hit Multiple Hit

    FATALSHOT!

    THE TARGETIS KILLED

    OUTRIGHT! SustainedFire

    SustainedFire

    SustainedFire

    SustainedFire

    SustainedFire

    SustainedFire

    MultipleHit

    MultipleHit

    Special Special Jam Jam

    Out of Ammo Out of Ammo Special Special

    Follow on Fire Follow on Fire Jam Jam

    Jam Jam Special Special

    Out of Ammo Jam Miss

    Jam Miss Sustained Fire

    Out of Ammo Jam Miss

    OUTOF

    AMMO

    OUTOF

    AMMO

    OUTOF

    AMMO

    OUTOF

    AMMO

    Jam Miss Sustained

    Fire

    Sustained Fire Sustained Fire Multiple Hit

    Multiple Hit Special Special

    Sustained Fire Multiple Hit Multiple Hit

    SUSTAINEDFIRE

    SUSTAINEDFIRE

    SUSTAINEDFIRE

    Multiple Hit Multiple Hit

    Out of Ammo Jam Miss

    Jam Miss Sustained Fire

    Out of Ammo Jam Miss

    Jam Miss

    Sustained Fire Sustained Fire Multiple Hit

    Multiple Hit Special Special

    Sustained Fire Multiple Hit Multiple Hit

    Multiple Hit Multiple Hit

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    USING THE RAPID-FIRE DECKLook up the relevant category on the card. The result will be Miss,Jam, Multiple Hit, Sustained Fire, Out of Ammo or Special. A fewcards are not divided into categories in this way, and simply haveone result printed on them which applies to whoever draws it.Either, way, the result will be one of the following:

    Miss - The character loses his aim and causes no additional hits.The character stops firing and play continues as normal. The

    character may not draw any further rapid fire cards this turn.

    Out of Ammo - The character stops firing as his weapon suddenlyand unexpectedly runs out of ammo. The weapon may not be usedagain until the character has made a reload action. If the characterhas another weapon available he may fire with that as normal fromnext turn on, but cannot fire again this turn. The character may notdraw any further rapid fire cards this turn.

    Jam - The character's weapon suddenly locks up and stops firing.The weapon is jammed and may not be used until the charactermakes a fix weapon action. If the character has another weaponavailable he may fire with it as normal from next turn on, butcannot fire again this turn. The character may not draw any further

    rapid fire cards this turn.

    Multiple Hit - The character keeps his finger on the trigger andcontinues to riddle his target with bullets. The target model suffersan additional D3 hits.

    Sustained Fire - The character sprays bullets across awide area, hitting not only their original target but alsoany models standing nearby. Roll a D3 for every othermodel within 3" of the original target. If the score on thedice is equal to or greater than the distance to the modelfrom the original target, this new model suffers one hit.

    Special - Many of the more exotic and unusual forms of

    weaponry have their own special rules or effects. When a'special' card is drawn, refer to the weapons ownparticular rules to see what the outcome is. In future wewill describe many unique weapons, each with their ownspecial rules, but for now you should use the followingselection of rules to represent different types of weapon.

    High Impact: When you draw a special card for ahigh impact weapon, the target is immediately slainoutright.Sight: If a weapon is equipped with a scope, sight orsimilar aiming device, a special result allows you tomake a placed shot. You may choose which locationon the body is hit (locations behind cover or out of

    sight cannot be targetted) and roll for the damagedone to that location.Explosive: If a weapon is explosive, a special resultindicates that not only has the shell found its mark,but that it has exploded with devestating effect. Theshot still hits a random location, but whichever one ishit suffers maximum damage (i.e. a 6 result on theinjury table).Shrapnel/Blast: When a special card is drawn forthese weapons, the target is caught particularly badlyby the loose shot and shrapnel. Roll for location asnormal. The target also suffers a hit to the locationabove and the location below the original on thechart (i.e. if they are hit on the left arm, a result of 4,they are also hit on 3 and 5 righ arm and belly in thiscase.Other Weapons: All other weapons simply score alucky hit on their target, and may adjust the locationup or down by 1 after rolling.

    After you have drawn the first rapid fire card, you may choose topick another. Indeed, you may continue to draw rapid fire cards foras long as you wish, until you draw a result which ends yourshooting (such as a miss, jam or out of ammo result). Be warned,this can be risky. Each new card turned could yield even more hitson your target, or your gun could run out of ammo or jam. You mustchoose whether or not to draw another rapid fire card beforeresolving the effects of any hits caused, so you cannot tell whetheror not the target has been badly injured before you stop firing.Think carefully before drawing another rapid fire card!

    If you intend using special weapons, make sure you note down thetype of weapon and any associated special effect on the charactercard to prevent confustion or argument. For weapons not noted

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    FIGHTINGThis section describes the rules on hand-to-hand fighting. Youdon't need your characters to be able to thump each other to have agood game; they manage perfectly well with their fire arms.However, it does add additional colour and interest if you can copewith the additional complication.

    If a character chooses to move into contact (or chooses to remain incontact) with an opponent, he makes an attack, while the victim

    defends,providing he has not been knocked down or Stunned.

    The attacker rolls the number of dice indicated on the fightingchartbelow, each 6 rolled is a potential hit.

    The defender then also rolls the number of dice indicated on thefighting chart, each 6 rolled cancels one of the attackers hits.

    Roll for the effect of each of the attackers remaining hits. If thedefender rolls more 6's than the attacker, then the attacker isknocked down and cannot make any other action or defend himselfproperly until he has spent a turn recovering.

    If the victim has been knocked down, he does not roll dice in

    defence, and each 6 that the attacker rolls scores a hit.

    If he has been Stunned, the attacker automatically scores a hit witheach dice he throws, alternatively the attacker might just as wellshoot his unfortunate victim at point blank range, whichautomatically kills. Neither course of action is regarded asacceptable, and even the most hardened of gangers is unlikely towant to kill in cold blood, and this should not be permitted exceptfor evil characters or perhaps where the victim is hated; bothdisqualify the character from earning experience or skills from thegame (as described in the section on campaigns), in any case.

    Characters in contact with an opponent who wish to attempt toshoot him do not use the shooting rules:they roll on the pistol or

    the rifle rows of the fighting chart, as appropriate.

    ShieldsIf a character has a shield, he suffers no effect when his opponentrolls a 1.

    Modifiers: in the same way as for shooting, add or subtract thefollowing NUMBER OF DICE rolled by the character:

    Defender is behind cover - 1Attacker moves over 9 inches +2

    Each flesh wound - 1Each serious wound - 2Wounded right arm - 1Backshooting +2Defender on ground +2

    Plug - 1Killer +1Street Legend +2

    Attacked from side - 2Attacked from rear - 4

    Gamesmasters may further modify the number of dice as they find

    appropriate.

    HIT LOCATIONThrow for the location of flesh wounds, and for the effect of headwounds, on the hit location chart.

    You also throw for the location and effect of terrible wounds! onthe hit location chart, but a: Graze or flesh wound becomes a serious wound. A serious wound either also causes the severing of a limb or

    the head, or runs through the body, killing the victim in eithercase.

    Victims who are shot! orknifed! are treated exactly asif they had been shot innormal firing except that acharacter who is out of ammocannot shoot an opponent,and counts a shot! result as noeffect.

    Attackers and defenders mustannounce that they areclubbing their weapon beforethe a t tacker ro l l s h ismovement dice, neither canfire on their next turn,irrespective of whether a

    fight takes place. This meansyou must guess if an enemycharacter is likely to try andcharge into contact with oneof your characters, and thenrisk being unable to use theweapon in question.

    THE FIGHTING CHARTDICE ROLLED THROW FOR EFFECT

    WEAPON

    1 2 3 4 5 6

    FIST 3 4 KNOCKED DOWNFLESH

    WOUNDSTUNNED!

    PISTOL 2 2 KNOCKED DOWNFLESH

    WOUND SHOT!

    CLUBBEDPISTOL

    3 3 KNOCKED DOWN HEADWOUND STUNNED!

    RIFLE 2 2 KNOCKED DOWNFLESH

    WOUND SHOT!

    CLUBBED

    RIFLE 5 3FLESH WOUND HEAD WOUND STUNNED!

    LONG

    DAGGER5 5 KNOCKED

    KNOCKED

    DOWN

    DOWN

    FLESH WOUND TERRIBLE WOUND!

    CLEAVER

    or

    MACHETE4 3 FLESH WOUND TERRIBLE WOUND!

    KNIFE 4 4 KNOCKEDDOWN KNIFED!CLUB, AXE,

    SPIKED

    CLUB5 3 KNOCKED DOWN

    HEAD

    WOUNDSTUNNED!

    HEAD

    WOUND

    & KOD!

    DEAD!

    DEFEND

    ATTACK

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    SHOOTING INTO COMBATOnly Evil characters may fire into a fight. They stand at equalchance of hitting any of the protagonists or close bystanders. Roll adice to determine which character in the combat, or any modelwithin 2" is hit. They gain normal experience whoever they hit ofcourse (evil characters are explained in the Campaign section).

    ESCAPING FROM COMBATCharacters can leave combat, turning to face any direction andmoving up to three dice (Citizens must move the full distancethrown) in two circumstances:

    If his opponent is outnumbered. If he throws more 6's than his opponent, and chooses to escape

    rather than applying the result.

    OUTNUMBERED CHARACTERSMany players have asked about this. There are no special rules ormodifiers for characters outnumbered in combat. When acharacter moves (or remains) in contact with one or moreopponents, he decides which one he attacks, they may each attackhim in return when their character card is drawn.

    The outnumbered character is at a considerable disadvantage; ifany of his opponents succeed in knocking him down or damaginghim in any way, then he is left at the mercy of the others. The rulesfeel balanced to us as they stand; we feel that any additionalmodifiers would be over the top - but feel free to introducewhatever mechanic you find suits your own preferences!

    NERVEYou will find that there is atendency for games betweenstubborn opponents to only endwhen the last wounded survivorfrom the losing side is hunted downand shot or beaten unconscious byhis enemies, many of whom will behobbling around with wounds of

    their own by this point. Really, thestreetfight should have ended longbefore; when it became apparentthat one side is so severelydisadvantaged and could not fulfilits objectives. However, the little lead men only have as muchintelligence as either their players or the rule system provide themwith, and if you find that your game drags on beyond the point ofcommon sense or lively entertainment, then you will find thefollowing rule useful:

    There are three circumstances when a character must throw to seeif his courage fails him and he loses his nerve:

    1. When he is BUSTED UP. This happens when: A Plug suffers any wound or graze. A Ganger suffers any two wounds. A Killer character suffers any three wounds. A Street Legend suffers any three wounds, at least one of

    which is serious.

    He must throw again each time he suffers an additional wound.

    2. When half of his friends go down; either killed, seriouslywounded, Stunned, surrendered, lost their nerve or left the table.

    3. Whenever the gamesmaster thinks it appropriate.

    Testing NerveTo test nerve, the character immediately rolls a number of Nervedice:

    Plug 3 diceGanger 4 diceKiller 5 diceStreet Legend 6 dice

    Modifiers Subtract one dice for each flesh wound, and two dice for each

    serious wound. Add one dice if he and his friends have caused more of the

    enemy to go down than they have lost themselves.

    The character must throw at least one 6,otherwise he has lost hisnerve, and starting on his next turn, must hide, run or surrender, asappropriate. In most cases this will mean the character must movetowards the nearest table edge as quickly as possible, and thenmove off the table. The character may not fire, but may make moveand fire actions if there is an enemy within 12" at the start of histurn. In other circumstances, it is useful to have a gamesmaster todecide how these panicked characters act.

    Regaining NerveIf a character is within 12" of his gangleader at the start of his turn,he may attempt to regain his nerve as his action for the turn. Rollthe usual number of nerve dice for the character. If he rolls at least

    one 6 he regains his nerve, but does nothing else this turn. If he rollsno 6's, the character moves 3 dice towards the nearest table edge asnormal.

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    HATRED & FEARCharacters can hate or fear each other in a number ofcircumstances: The gamesmaster can create a scenario where relationships

    of hate and fear already exist, or rule that events during agunfight cause one character to hate or fear another.

    Some skills cause hatred and fear. As events progress in a campaign, characters get involved in

    rivalries and feuds, and soon meet feared and hatedopponents. Ideas for representing this are included in thecampaign section of these rules.

    When a character HATES an opponent: He adds one dice when fighting or shooting at him. He must fire at a hated enemy within his arc of fire if he can. If

    a hated character who is neutral, or on his own side, comeswithin his arc of fire, he must throw a dice, on a 1 for 2 hemust fire at him!

    When a character FEARS an opponent: He subtracts one dice when fighting or shooting at him.

    It is possible for situations to arise where a character both hates andfears the same opponent. In which case, he does not resolve thisturmoil of conflicting emotions until he has either fired at or is fired

    upon or comes within twelve inches of his nemesis. Throw a diceto see if he hates or fears him for the rest of the gunfight 1,2 or 3 hefears him, 4 or more he hates him. Under such unusualcircumstances, this becomes extreme hatred or fear, and involvesadding or subtracting two dice when fighting or shooting.

    CIVILIANSCivilians each have a character card in the fate deck, in exactly thesame way as for your gangmembers. Civilians are placed on theboard using exactly the same method as the gangmembersinvolved, except that they must always be set-up at least 12" fromany armed model.

    When a civilian's card is drawn, it is left face up on the table. Theplayer who controls the next character drawn after this takes

    control of the civilian for this turn. If more than one civilian card isface up on the table, a player may only take a turn for one of these,but is free to choose which one.

    Civilians & Action CardsAny time that a civilian card is face up on the table, any player mayuse an action card to take a turn using the civilian character. Thecivilian only takes one turn however, and both the action card andthe civilian's character card are discarded after this.

    Moving CiviliansThe only action permitted to civilians (under normalcircumstances) is move. At the start of a civilian's turn, beforerolling any dice for movement, roll a dice on the chart below to seehow the civilian behaves.

    1 The civilian moves in a random direction.2 The civilian must move towards the nearest board edge.3 The civilian moves towards the nearest other civilian.4-6 The civilian moves exactly like a plug.

    Civilians always move like plugs (must move their full distance,may go in different directions to the one you intend if terrainintervenes and so on). Unlike plugs, civilians may not nominateenemy models to move towards, however, but may still electpieces of cover to head for. Similarly, when a civilian moves, theycan never finish their move closer to an armed model than theybegan it (unless moving towards cover). In effect, this means

    civilians must always move away from gangers, though it is quitepossible that gangers will move closer to the civilians during theirown turn.

    Attacks on CiviliansAny character who hits a civilian from fighting or shooting, gainsabsolutely no experience whatsoever from the game (not evenfrom other hits or kills they may have caused). Similarly, any gangwho's members wound or kill a civilian can gain no increase inreputation whatsoever after the game, nor are any of the gang'sindividual members permitted to go up a character class as a resultof the game.

    These rules will be updated regularly on our web site

    www.wargamesfoundry.com

    Artwork by Wayne Englandand Tony Yates.Photography by Kevin Dallimore