Part of the enjoyment of Delvers may be the internal rivalry, mostly good-humored though sometimes heated, that takes place between the gangboss and Satrap. The glory often goes to the Vanguard regardless of deeds. Enmity does develop as the whelps do choose sides for promotion and favors by playing politics and fanning rivalry.
The combat tables often force the player character to step forward or fall back in rank position. The act should often be seen as demotion or usurpation. Failure changes a man. The company has assigned gangboss in roles; these tend to be territorial and earned at the beginning. As characters move about in combat the whelps may grow confused. The leadership will shift.
Any rank without a character in group play should be assessed a minus one dice penalty for all, as if the rank had temporarily collapsed. After a battle the Satrap may move characters about, back to say baseline positions; however, the Ref may intervene and make those characters relegated to the very Rear prove themselves in battle to gain forward ranks and trust. There are optimal positions, but after the underworld is entered much will be changed and little by design.
The reason this section is optional is because the party may not have the players to fill out all four rank leaders and have some floaters. Ref must decide when to apply this penalty. Certainly, having all players bunched in the Headquarters is never ideal. Nor is having them all in the Vanguard and ignoring the big picture.
Whenever a character suffers a vicious wound, he should move by his choice immediately to the Secondary or Rear Guard rank. Anyone in that position can swap and take his previous place in the vacated rank. The whelps may even believe the wound was self-inflicted to shirk duty or was caused directly or indirectly by the person who moved forward in distinction. Party cohesion is never a guarantee.