The Untouchables aka Prohibition Agents are the third Gang i’m looking at from The Chicago Way.
Currently I don’t have the models for this gang so I have used a mix of images from Great Escape Games website and random miniatures I have.
They are introduced on the Great Escape Games Website as follows.
The agents of the Bureau of Prohibition are responsible for directly enforcing the National Prohibition Act.
The Chicago Way Core Rules – Great escape games
The Agents are low paid and of mixed quality.
For Each man who can be counted on to enforce the law comes another whose pockets are lined by the moonshiners and gangsters and whose belly is lined with the liquor they’re supposed to stop.
So there are 5 model types available to the Prohibition Agents
Chief Agent – every gang of Prohibition Agents must have a Chief Agent to lead them. The Chief agent is armed with a pistol for free.
Investigator – each gang can take upto 1 investigator, who comes with a pistol for free or can be provided with a Pump Action Shotgun for a fee.
Agents – At least 2 agents must be taken they come with a pistol for free, 1 can be upgraded to a Tommy Gun and for a fee all can be provided with Pump Action Shotguns
Uncertified Agent = upto 2 of these can be taken if wished – they come with Pistols for free and can be provided with a Pump Action shotgun for a fee.
Driver – a max of 1 driver may be taken but they don’t have to be taken, they can only be armed with a pistol.
The prohibition agents have 2 gang rules
- EVERYTHING WITHIN THE LAW – Once per game the player may remove all the dealt initiative cards for their gang, place them in the discard pile and then deal a new set of cards. This is done after the first set of initiative cards have been revealed and before any model takes an action.
- NEVER STOP FIGHTING ‘TIL THE FIGHT IS DONE – Each turn the Agent player may place an extra under fire marker on an opposition model that already has one. This cannot be used to take a model out of action but can push them close.
But what are their Ace, King, Queen, Jack cards?
- ACE – “Blood Oath” – only playable after an agent is taken out of action. The player nominates another model and for the rest of the turn any time the model takes an under fire model, it makes a Nerve test with no modifiers, if it passes it the under fire is ignored and no marker is placed.
- KING – “The Lord hates a coward” – playing this card allows one model to automatically pass a nerve test, also all under fire markers are removed from it.
- QUEEN – “I’m going to see you burn” – this card is used when an opponent uses an action to recover and remove an under fire marker. The target models activation ends immediately and the marker remains
- JACK – “Can’t Talk with a gun in your mouth” – forces all enemy models who see a friend go out of action to immediately take a Nerve test, if it is failed they receive an Under fire marker. This can result in a target going out of action.
So that is an interesting mix of options. The once per turn ability to add an under fire marker to an enemy already carrying one can be quite powerful and the Jack card could cause a wonderful domino effect from taking one enemy out of action.
The Agents are also starts a campaign with a Medium Car, this allows the driver and 3 passengers to travel in the vehicle and its Running Boards allow 2 more agents to hang on outside.
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