Factions:
*True believers (jihadists, fascists, skin heads) can reroll 1's but if two or more dice roll a 6, someone has knifed an opponent.
Roll 5+ to be arrested a week later or murdered in a back alley (even chance).
*Ethnic groups with strong family ties may add 1D3 mates as their uncle "knows a guy".
*Anarchist "black bloc" reroll 1's but if they are fighting fascists, add 1D6 police officers to the opposing group.
*Biker gangs get a 6+ save because of their leathers.
*Hippies only get a single attack die in the first round of combat, then they scamper.
Roll 6+ for one of them to have a rich uncle who gets 1D3 members of the opposing group arrested the following week.
*If the gang fight takes place in modern day Afghanistan or anywhere in the Balkans, resolve one round of brawling, then switch to Ambush Alley to play out the remainder of the 17 year conflict.
*If either player has an appropriately painted figure, they may include one Australian.
Gain +1 attack die but on a roll of 1, Australian and 1D3 members of the gang have gotten too wasted to keep fighting and will sit out the fight.