Balancing: The Bounty System

The primary anti-snowball mechanic. When a gang’s rating exceeds others significantly, they become Notorious and a Bounty is placed on them.

Note: In a two-gang campaign, the Bounty System still applies but the Arbitrator should lean more heavily on Cycle Events and NPC threats to keep things balanced, since there is no third party to collect bounties.

Bounty Thresholds

Rating Differential vs. Lowest Gang Bounty Level
0 – 300 No Bounty
301 – 600 Wanted - attackers gain +D6x10 credits on victory
601 – 1,000 Outlaw - attackers gain +D6x10 credits and 1 free advance for a fighter on victory
1,001+ Most Wanted - attackers gain +2D6x10 credits, 1 advance, and may steal one item from the Outlaw’s stash on a 4+ on victory

Bounties are recalculated at the end of every Cycle.

Hired Muscle for the Underdog

The lowest-rated gang in the campaign may hire one Hanger-On or Hired Gun for free each Cycle after the first (returned at Cycle end, no ongoing cost). This represents desperate alliances and the underhive’s tendency to back the underdog.