The last of the Gangs for The Chicago Way outlined in the Core book is the Moonshiners – those Hicks hiding in the Hills who’ve been brewing moonshine for ever.
They are introduced in The Chicago Way as
These folks have been making liquor for themselves for years. Now they get to make it on a grander scale and for more profit.
Moonshiners – The Chicago Ways – Great escape games
They may not be the slickest operators but make sure you don’t cross them, you don’t want to find yourself in a blood feud.

So there are 5 model available to the moonshiners just like the other gangs in The Chicago Way
PA – Leads the moonshiners and distrusts the rest so much he has to be present, Pa carries a pistol for free.
BIG BROTHER – occasionally supports Pa and the family – he comes with a free pistol but can also buy a Pump Action Shotgun or an old fashioned Double Barrelled shotgun to use.
COUSINS – at least 2 of the extended family must accompany Pa – they can have a pistol or rifle for free, or can be given a Pump Action or Double Barrelled Shotgun for a price.
HICKS – The extended members of the family that no one really wants to admit to. Upto 4 of these can be brought along as make weights – upto 2 can be given shotguns for a price and the rest just have pistols.
DRIVER – and as with all the other gangs the last option is for upto 1 Driver to ensure that the good arrive safely, the driver comes with a pistol.
The moonshiners have 2 special rules.
- WE’RE SURVIVORS – any moonshiner gets +1 PER friendly model with in Line of Sight when taking a nerve test.
- WE DON’T LAY DOWN FOR NOBODY – when a moonshiner takes a shooting result of 11-14 (take an under fire marker) they can place the marker on an alternative member of the gang with in 10cm.
But what are their Ace, King, Queen, Jack cards?
- ACE – “We control the fear” –this card must be played at the start of a turn. Once played all enemy models taking nerve tests must roll 2 dice and pass the test with both with an additional -1 to the roll.
- KING – “Been on the Stump whiskey for a few days” – this card can be played at any time – it is played on one of the Moonshiners and for the rest of the turn the model ignores all negative markers for under fire markers and automatically passes all nerve tests.
- QUEEN – “Blood feud” – this is similar to one of the cards for Daughters of the west. Once played – a single enemy model is nominated and for the rest of the game all shots against it are taken with a +1..
- JACK – “Oh, what, you gonna shoot me?” – use this card just at Close Combat is about to be entered, the model about to enter Close combat get a +1 on H2H rolls and can force the opponent to reroll their combat dice in the first round of combat. This suggests that the +1 stays until the combat is resolved.
So as we have seen previously each gang gets a vehicle option – the moonshiners start with the option of an open truck. This allows the driver and 7 gang members to travel in the vehicle, it also allows 2 gang members per side to shoot from the vehicle so thats potentially 6 shooters from the vehicle. But it is classed as hard to handle and cannot make hard turn actions at speed 3 – also has a compulsory -1 to drive skill.
Now to me this seems to be a very powerful gang with some lovely cards and the special rule of +1 per visible friendly gang member potentially makes them quite sticky. Yes they dont have the flexible fire power of the Gangsters but hey with the option of lots of shoguns who needs it ?..
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