The upcoming Gangs of Rome campaign supplement will introduce slave mobs during one-off matches and to campaign play. Slave Mobs bring a twist on the usual reactions displayed by the inhabitants of the great city; something your fighters should be wary of once they suffer any injuries. Using the rules we have reproduced below you can try them out before the supplement is released.
The Slaver and his mob are always looking to acquire new stock. As such, they prey on injured fighters…
For the majority of the game, the Slave Mob move and react as per a regular mob. However, if they come within 14 Gradus of a fighter who has been reduced to less than 50% of his / her starting Flesh (rounded down), the Slaver and his mob will attempt to capture the wounded fighter.
Each turn, the Slave Mob moves 7 Gradus towards the injured fighter. They will ignore any other fighter that has been reduced to less than 50% of their starting Flesh (rounded down). If they move into base-to-base with the target fighter, that fighter is automatically captured by the Slave mob.
Nota bene: a Slave Mob who reacts with Rage and attacks a Fighter may immediately capture that Fighter should they reduce him or her to less than 50% of their starting Flesh (rounded down).
The captured Fighter is placed on the Slave Mob stand and temporarily removed from Player’s control. Remove any Denarii carried by the captured Fighter from the player’s Coin Bank for the rest of the game. Remove the Fighter’s pebble from the dice bag if this Fighter has yet to be Activated. If already Activated, the Fighter’s pebble is not placed in the dice bag at the beginning of the next turn.
If the table layout includes a Slave Market, a Slave Mob with a captured Fighter will move directly toward that Slave Market. During this time it no longer rolls to React as per a standard Mob. Their movement rate is reduced to 1D6 Gradus per turn as they attempt to restrain the captured Fighter. Should the Slave Mob make contact with the Slave Market place the captured Fighter either in or on top of the cage. The Slave Mob is now free to move about the board and attempt to capture a further Fighter as detailed above.
If the table layout does not include a Slave Market, the Slave Mob will move directly toward the closest table edge. Their movement rate is reduced to 1D6 Gradus per turn as they attempt to restrain the captured Fighter. If the Slave Mob reaches a table edge while still in possession of a captured Fighter, that Fighter is removed from the Campaign.
A gang whose compatriot has been captured by the Slave Mob may attempt to free their fellow Fighter. This can be accomplished by either attacking and causing the Slave Mob to Panic as per the rules for a standard Mob, or by freeing them from the Slave Market. A Panicking Slave Mob will abandon their captured Fighter as soon as it Panics. That Fighter will either be left in the spot vacated by the Panicked Slave Mob, or, in the case of Forced Panic, be left behind in base-to-base contact with whichever Fighter caused the Slave Mob to enter Forced Panic.
A captured Fighter can be freed from a Slave Market by a Fighter who can remain in base-to-base contact with the market for one whole Round. While in contact with the Slave Market, that Fighter may not perform any Action. If that Fighter is forced to roll any Agility dice, it will be unable to free the captured Fighter and must spend a further Round freeing the captured Fighter.
Once freed from either the Slave Mob or Slave Market, the Fighter’s pebble is placed back into the dice bag and maybe Activated as normal. Any Denarii he or she was carrying remain lost.
Slave Mobs move and react as per a regular mob.
Slave Mobs will attempt to capture a fighter within 14G with less than 50% of their starting Flesh (rounded down). Move Slave Mob 7G towards the injured fighter, ignoring other fighters reduced to less than 50% of their starting Flesh (rounded down). Slave Mob absorbs target Fighter upon entering base-to-base contact.
Slave Mobs in Rage attacking a Fighter capture any Fighter reduced to less than 50% of starting Flesh (rounded down).
Captured Fighters are temporarily removed from the game. Remove Denarii carried by captured Fighter from player’s Coin Bank for the rest of the game. Remove Fighter’s pebble from dice bag if Fighter has not been Activated. If already Activated, Fighter’s pebble is not placed in dice bag at the beginning of next turn.
Slave Mobs with a Slave move directly toward nearest Slave Market. It no longer rolls to React as per standard Mobs. Movement rate reduced to 1D6 Gradus per turn. If Slave Mob makes contact with Slave Market, captured Fighter is placed in or on top of the cage. The Slave Mob may now move about the board as normal.
If there is no Slave Market on the table, Slave Mobs moves toward the nearest table edge. Movement reduced to 1D6 Gradus per turn. Captured Fighter removed from Campaign if Slave Mob reaches table edge while still in possession of Fighter.
Gangs may attempt to rescue a captured compatriot by attacking Slave Mob and causing Forced Panic or by freeing captured Fighter from Slave Market. Captured Fighters are abandoned in the area left behind by Panicking Slave Mobs. Slave Mobs in Forced Panic abandon Fighters in base-to-base with Fighter who causes Forced Panic.
Fighters can be freed from Slave Market by a Fighter who which remains in base-to-base contact with the market for one Round. That Fighter may not perform any Action. If forced to roll any Agility dice, Fighter will be unable to free captured Fighter.
A Fighter’s pebble is placed back in dice bag once freed and may be Activated as normal.
Any Denarii previously carried by freed Fighters remain lost.