project-image

Gangs of Rome - A 28mm Gang Fight Skirmish Game

Created by Footsore Miniatures & Games

A new A4 rulebook and highly detailed 28mm miniatures to fight tabletop skirmishes carving out your territory in The Eternal City.

Latest Updates from Our Project:

Thank You, Everyone!
about 1 year ago – Fri, Mar 31, 2023 at 11:03:40 AM

And breath. Thank you, everyone, for supporting Gangs of Rome v.2. It is safe to say we smashed it! The campaign has been more successful than we imagined, and we couldn't have done it without all of you.  We are so pleased to be able to give Gangs of Rome a massive Kickstart.

Please continue to read and follow the email updates we will be sending out over the upcoming days and weeks. We use them to keep the lines of communication open. Be assured that we are fully committed to delivering your pledges promptly while keeping you updated along the way.

We will explain what happens next in detail in the coming days. But for now, take a deep breath and bask in the glow of what we have achieved together.

As always, if you do have any questions, do not hesitate to send us a message or comment below. We will reply as quickly as we can.

- TEAM FOOTSORE

Cover Artwork by Peter Dennis
about 1 year ago – Fri, Mar 31, 2023 at 12:28:56 AM

Gangs of Rome by Peter Dennis, ©2023 Footsore Miniatures & Games

 With the Kickstarter campaign finishing later today, we are very happy to be able to share with you the cover artwork for the new rulebook.  We asked supremo Peter Dennis to create something fitting as a special thank you to all backers.   We hope you like it. 🙂

- TEAM FOOTSORE

Lets Take a Look at... Movement
about 1 year ago – Thu, Mar 30, 2023 at 12:50:45 PM

One of the most exciting elements of Gangs of Rome is being able to access and fight over any piece of terrain. Be it a residential area under construction, a bustling dockside or the rolling hills of the countryside, we want you to be able to get your Gang Fighters wherever your imagination wants them to be.

 Moving over complicated obstacles can be tricky and often unwieldy in wargames, with many things to work out and intricate rules to consider. In Gangs of Rome, the Action Stack enables us to break down complex movements into small, individual, easy-to-manage actions that add up to the sum of the whole.

A Player laying out a complex movement with a Move - Climb - Move Action Stack.

There are three core actions that allow you to traverse the Rome you’ve represented on the tabletop. These are Move, Climb and Leap. These different actions enable different things to happen; between them, they cover any movement you wish to make. Let's take a look at each in a bit more detail, they are simple and easy to do but broad and open enough to cover any movement you want your fighter to make.

Move is the most basic movement action, and with it, your Gang Fighter may move up to the value of their Agility Stat, in inches, in any horizontal direction. Fighters may freely pass over any object that is less than 1” in height. A Move action must be in a straight line. However, you can make multiple Move actions in your Action Stack to move around objects. Any horizontal movement your fighter wants to make will require a Move action in the Action Stack.

A Gang Fighter making a Move action to travel horizontally, and to cross an object less than 1" tall.


Climb allows your Gang Fighter to move vertically. A Gang Fighter may move up or down a distance equal to their Agility Stat in inches. Take care, however, as climbing can be dangerous! Should you fail your Agility Roll when attempting a Climb, you will fall and take damage equal to half the distance you are attempting to cover. We have chosen the word ‘Climb’ for vertical movement describing a controlled assent or descent as it feels like it covers the most options, but this action is used for any vertical movement. So in your mind's eye, your fighter may be jumping down from the scaffolding, but because it is a vertical movement, it would require a Climb action in your Action Stack.

A Gang Fighter making a Climb Action to move vertically up the scaffolding.

Leaping is the final move action. A Gang fighter leaps horizontally to cross a gap between two pieces of terrain. The leap cannot be further than the Gang Fighters Agility Stat in inches. This is the only time that pre-measuring is not allowed in Gangs of Rome. You must not measure the distance before declaring the leap action. Should you fail your Agility roll, or the gap be further than your Agility Stat, the Gang Fighter will plummet to the ground halfway across the gap and take fall damage equal to the distance fallen in inches. Any movement that crosses a gap (horizontal and diagonal) will require a Leap action in your Action Stack.

A Gang Fighter making a Leap action to cross a gap between two pieces of terrain.

Movement is intentionally simple and open, so any horizontal or vertical movement you want to make will be covered by one of these three actions. We believe almost any move you wish your Gang Fighter to make will fit into one of these three actions. If there is any uncertainty, both players can come to an agreement on which type of movement the desired Action comes under and use that in the Action Stack.

A Gang Fighter ready to attempt a Climb - Move - Leap Action Stack. The Leap action is very risky, given its position in the Action Stack!

Lets Take a Look at... Combat
about 1 year ago – Wed, Mar 29, 2023 at 12:54:42 AM

With our Kickstarter campaign drawing to a close, it's time to take a look at what some would consider the best action, combat! Largely the core combat mechanic has stayed the same, you trade off successful Attack rolls against successful Defence rolls. Our thinking here is why change something that is well-balanced, quick and exciting.

The red Gang Fighter boldly squares up to two opponents.

In the new version of the game, you have three methods of combat at your disposal. They are Melee Combat, Ranged Combat and Grapple Combat. Each offers its own unique benefits and can be combined more than once to deadly effect in your Action Stack.


Melee Combat

Melee Combat is the most common attack action and has changed very little. Your Gang Fighter will try to inflict as much damage on your opponent's Gang Fighter as possible during base-to-base contact.

As a successful action from the Action Stack, your Gang Fighter rolls the number of dice equal to their Attack Stat to make a Melee combat action. All results of 4 or more count as successful hits.

Your opponent now rolls a number of dice equal to their Defence Stat. Again 4s or higher count as a success. Subtract the number of successful defence dice from the number of successful attack dice; the remainder is the total amount of damage dealt to your foe.

High risk action on a small balcony.

If the total damage dealt to your opponent is zero or one, they can attack back! This happens in exactly the same way, using the same rules for Melee Combat. If your opponent scores more damage in the combat than you, they win the combat, and your activation ends immediately, ending your fighter's turn, even if you have more successful actions to be yet completed. If you win the combat action, proceed with your next successful action from the Action Stack.


Ranged Combat

A Ranged Combat action can only be made when your Gang Fighter is equipped with a ranged weapon such as a sling or a spear.

Each weapon’s range is given in inches. When declaring a ranged attack, your target must fall within the range of the weapon being used. If not, then the Ranged Combat action can not take place.

The target fighter is within range to make a Ranged attack.

If in range, check, using line of sight, whether the target is obscured in any way. If any terrain blocks any part of your target, they are said to be in cover, and the attacking player rolls one less Attack Dice.

The red Gang Fighter is obscured so in cover. The blue Gang Fighter is not obscured so does not gain any benefit for cover, as all of the model is visible.

Now that your opponent is within range and has decided whether they are in cover, the attack is resolved like a Melee Combat action. If your opponent successfully defends all your successful attack scores, your activation ends immediately.

Should your opponent also be equipped with a ranged weapon, they may try to attack back in the same manner as Melee Combat if they are eligible to do so - where the damage dealt to your opponent is zero or one.


Grapple Combat

Grapple combat is where things get really exciting. A Grapple Combat action allows you to throw a foe from a rooftop, against a wall, into the Mob or just out of the way!

When making a Grapple Combat action, both you and your opponent roll attack and defence dice as in Melee Combat. However, instead of dealing damage, the difference scored is the distance you throw your opponent in inches. If your opponent successfully defends the attack and is not thrown, they make a Grapple Combat action to try and throw you!

You can throw your foe in any direction, resulting in different outcomes depending on what the Gang Fighter you are throwing hits.

  • If the throw takes them off the edge of a terrain piece, place the thrown Gang Fighter at ground level taking fall damage equal to the distance fallen in inches.
The blue Gang Fighter has been thrown 2" from the scaffolding and has taken 3 damage as the scaffolding is 3" high.
  • If the Gang Fighter is thrown into a wall or other solid object, they will take damage equal to the distance travelled in inches before hitting the object.
The Blue gang fighter has been thrown 2" into the scaffolding and has taken 2 damage.
  • If the Gang Fighter is thrown into a Mob, immediately roll a mob reaction.
The blue Gang Fighter has been thrown 2" into a mob. The mob has rolled a reaction and rolled a 'V'. They are going to make an attack against the blue Gang Fighter.
  • If the Fighter doesn't come into contact with anything, they move the full distance in the direction you choose.
     

Some of these outcomes can be combined for added effect. For example, you may throw a fighter from a rooftop into a Mob, meaning they take fall damage and force a mob reaction! You can even combine different combat types for maximum effect, too. There is nothing stopping you from making a Melee attack to soften your enemy up before throwing them from a balcony with a Grapple attack.

The blue Gang Fighter has been thrown from the scaffolding (taking 3 fall damage) into a Mob base. The Mob base has made a Reaction roll and rolled a 'V'. They are about to make an attack action of their own!

Like the other actions in Gangs of Rome, we have tried to keep Combat Actions open to cover all types of scenarios and give a cinematic thrill to your tabletop fights.

All stretch goals unlocked!
about 1 year ago – Tue, Mar 28, 2023 at 02:12:34 AM

A big thank you to everyone for helping us unlock all the stretch goals. Reaching £50k in funding is amazing, especially with three and a half days left.

There are no further stretch goals; adding extra would just be us making them up on the spot, something we don't want to do. 

However, as requested, we have decided to include different types of bases as part of the free STL, including mob bases and 25mm bases without the numeral.

We are really excited to be able to make everything we wished to make for the new version of Gangs of Rome.

And don't forget, you asked, and we listened. All the unlocked figures sculpted by Paul Hicks have been grouped into a single add-on called 'ALL THE NEW MINIS', making it much easier to include them with your pledge.

Brawlers (Rixa) x2, Thieves (Furtum) x2, Acrobats (Agilitas), Vigiles Urbani with Big Sticks, Vigiles Urbani, Halt!, Vigiles Urbani with Lanterns, The Oscan Players, Puppeteer - Incola, Leper - Incola and the Vigiles Commander - Incola. That makes a total of 18 new white metal miniatures.

It would be appreciated if we could ask for your help sharing the Gangs of Rome project as far and wide as possible for one last push.

- TEAM FOOTSORE