Crews
In this concrete jungle, Crews are the only ones who actually give a damn about everyday people. They ride Gear to fly through the sprawl - horizontally across sectors and vertically up the endless skyscrapers.
The goal? Earn reputation in all 5 sectors. Out-trick rival crews, dodge the Talos, and make a name for yourselves from the sewers to the rooftops.
Creating a Crew
Each Hero is built using the standard Outgunned creation rules: pick a Role (the Tagger is the new Outtagged Role, but any core Role works), then pick a Trope (Outtagged adds 6 new ones - Grindmaster, Street Phantom, Neon Prophet, Frequency Rider, Concrete Brawler, and Stray). Fill in Personal Data, choose Feats, grab your starting Gear, and you're rolling.
As a group, decide on your Crew's signature colour, tag, and HQ location. You also get the three Plan Bs for the Campaign: one of them should be Tag, the other two are chosen from Bullet, Backup, or Bluff as normal.
Reputation
Reputation runs from 0 to 100 in each sector. The higher you go, the more the city knows your name.
Total reputation is calculated as:
Total Reputation / Total Sectors
Hit 51% reputation in every single sector and your Crew becomes the Master Sector Archon - the undisputed rulers of the Athens street scene.
Reputation maps to the Outgunned Heat tracker. As the Crew's tags spread across new sectors, the Talos notice and crack down harder. Heat rises the usual ways (Heroes Left for Dead, losing time, fatal mistakes) and also when the Crew makes a big splash in a new sector.
HQ
Every Crew picks a spot somewhere in the city and makes it their own. An abandoned warehouse, a forgotten rooftop, an old parking garage, a hollowed-out building, maybe even something bold and out in the open. Whatever it is, it's yours.
The HQ is a safe zone. Adversaries don't show up here, and nobody can take it from you. This is where you kick back, plan your next move, and blast the radio. No drama. Just your crew.
It's also the only place the radio plays, so if you want to hear about the next big score, head home first.
The HQ is where Time-Outs happen. During a Time-Out, each Hero gets 2 actions: Investigating, Healing (remove a Condition), Fixing (repair Gear), Shopping (buy equipment with Cash), or Working (anything else that takes time). You can push for a third action, but Heat rises by 1.
Signatures
Every Crew picks a signature colour and a tag. Spray it everywhere. It's your flag, your identity, your mark on the city.
Heroes with the Echo Tag Feat can listen for their old tags across the sector, turning every wall they've ever painted into a passive sensor network.
Crew Upgrades
Upgrades are split into HQ upgrades and overworld upgrades. There are no Crew types, so any Crew can grab any upgrade.
Every HQ starts with a Hidden Lair, Quarters, and Secure Lair - those are permanent and can't be taken away.
From there, trick out your base with ramps, half-pipes, training gear, and whatever else your Crew needs to stay sharp.
Advancement
Heroes Advance at the Turning Point (mid-Campaign) and before the Showdown (final Shot). Each Advancement grants +2 Skill Points, +1 Feat (from any source, including Outtagged Feats), and +1 Flow. Maximum 3 Advancements per Hero.