The Turf Struggle

Viciously Vie For New Turf (2-4 Gangs)

Battlefield

Multiple gangs have cast their eye upon some new Turf that each is determined to control. Some want it for their own, others just want to deny it to their rivals.

Either way, there will be blood in the gutters by the time it is all done.

The scenario uses the battlefield set up guidelines, and may either be a Zone Mortalis or a Sector Mechanicus battlefield. A Zone Mortalis battlefield should have at least 2 tiles plus 1 tile per gang, and a Sector Mechanicus battlefield should be at least 12" per side multiplied by the number of gangs (for instance a 4 player game should be played on a battlefield that is at least 48'' x 48'').

Tactics Cards

Each player may choose 2 Tactics Cards from their Tactics Cards decks in the Pre-Battle Sequence before deployment and then shuffle their decks. Each time a gang successfully makes a Bottle test, they may draw a Tactics Card from their deck.

Underdog

This scenario allows any one of the Underdog Options, of the Underdog player's choice.

Crews

In this scenario all gangs use Custom Selection to choose their gang's crew.

Deployment

In the case of a two player battle the player with priority selects one of the board edges as their deployment zone; the opposite board edge is their opponent's deployment zone. In the case of more than two players, in priority order each player choses an unselected board edge as their deployment zone.

Objectives

Each gang wants to chase off the opposing gang(s) to establish an undisputed claim on the territory. In campaign mode the winning gang gains Turf. In skirmish mode the last gang standing is the winner.

Ending the Battle

Bottle tests are made normally in this scenario. When the remaining Active and Pinned fighters on the battlefield all belong to the same gang the battle ends immediately.

Victory

The last gang remaining on the battlefield at the end of the battle is the winner if at least one of the gang's fighters was Active or Pinned at the end of the battle. If no Active or Pinned fighters remained on the battlefield at the end of the battle, the battle is a draw.

Rewards (Campaign Only)

Special: Gain Turf or Pillage

The winning gang may increase their Turf size by 1. If they do, during the Post-Battle Sequence when rolling to determine if this newly gained Turf is a Special Territory, a D6 + 1 is rolled and if the result is 5 or more the new Turf is a Special Territory (instead of the normal 7+).

Alternately, if the winning gang does not want Turf or cannot gain Turf, they can instead pillage the area. Roll a D6 and consult the below chart to see what they get.

Pillage
D6
Outcome
1
The gang finds nothing of value. The player may choose to raze the area in retaliation, and if they do the gang gains 1 Reputation.
2-4
The gang gains D3+1 x 10 credits.
5
The gang finds D3 minor items; the player may choose item(s) from the Trading Post that are of common rarity with a combined value of 45 credits or less. The item(s) are added to the gang's Stash immediately.
6
The gang finds a hidden rare item; the player may choose an item from the Trading Post of any rarity that is worth 2D6 x 10 credits or less. The item is added to the gang's Stash immediately.

Experience

Standard XP for taking fighters Out of Action applies.

Each fighter who participated in the battle gains 1 XP.

If a gang is the winner, that gang's Leader gains 1 XP.

Reputation

Each gang gains 1 Reputation for each of the opposing gangs that they have never fought a battle against.

Each gang gains 1 Reputation for each other gang that departed the battlefield before their own gang did.

If a gang bottled out before the end of the third round of battle, they lose 1 Reputation.

Variants

The basic template of this scenario can be modified, allowing for variants with slightly different stakes or different tactical options.

The War (2-4 Gangs)

Any Battlefield

In this variant, all out senseless violence has erupted between two or more gangs. Battlefield setup is unchanged for this variant, but several modifications to the basic scenario are in effect. Note that this scenario is a full on head to head battle royale that can take a little longer to play if gangs are evenly matched and players are determined to fight to the bitter end.

Battlefield

As Turf Struggle.

Tactics Cards

Each player chooses 3 Tactics Cards from their Tactics Cards deck. Then each player may select up to 5 other Tactics Cards in their deck and set them aside; these cards will not be used in this battle. Each player then shuffles their remaining Tactics Cards to form their Tactics Cards deck for this battle.

Each time one of a gang's fighters is put Out of Action by an enemy attack, the player whose fighter was put Out of Action may draw three Tactics Cards from their deck, keep one, and discard the other two. If a player would draw a Tactics Card but their Tactics Card deck is out of cards, they may shuffle their Tactics Card discard pile (if any) to reform their Tactics Cards deck and then draw (if able).

Crews

In this scenario all gangs use Custom Selection (D3 + 3) to choose their gang's crew.

Each player may choose to privately sort any or all of their remaining available fighter cards into groups of between 1 and 4 fighters and place each group on the table face down to form Reinforcements groups. Each player may look at their own Reinforcements groups as the battle progresses, but may not switch out the cards after the battle starts. Players may not look at other players' face down Reinforcements groups.

While a player has any Reinforcements groups remaining, they may choose to hold on to any Tactics Cards they have drawn that must be played upon a fighter when they are set up onto the battlefield so as to play those Tactics Cards upon a fighter entering the battle later as a Reinforcement.

Underdog

Determine which gang participating in the battle has the most fighters in their crew and in reinforcements. Each other participating gang starts the battle with 1 Victory Point for every three fighters fewer than that number they have in their crew and reinforcements.

For instance, if one gang has 15 fighters between their crew and reinforcements, and another gang participating in the battle has 9 fighters total between crew and reinforcements, then the gang with 9 fighters would start the battle with 2 Victory Points as an Underdog bonus.

Deployment and Starting the Battle

In the case of a two player battle the player with priority selects one of the board edges as their deployment edge; the opposite board edge is their opponent's deployment edge. In the case of more than two players, in priority order each player choses an unselected board edge as their deployment edge.

First, fighters in starting crews who are using the Infiltrate skill (or similar abilities) are set up per the rules for that ability. Then all fighters in each starting crew gain their Ready markers whether they are on the battlefield yet or not, and the first round of battle starts.

The first time each fighter in a starting crew would be activated, if the fighter is not already on the battlefield their player must first set up that fighter so that the back edge of the fighter's base is touching their gang's deployment edge. After this is done the fighter's activation begins and proceeds normally thereafter. By the end of the first round, every fighter in each starting crew will have been deployed onto the battlefield.

Fighters may not Group Activate during the first round of battle.

Reinforcements

At the very end of the End Phase of each round (including the first), all players must simultaneously (at the same time instead of in priority order) select one of their remaining face down Reinforcements groups. If a player no longer has any Reinforcements groups remaining to them, they may instead draw a Tactics card.

Next, in priority order each player alternates setting up a fighter from their selected Reinforcements group onto the battlefield so that the back edge of the fighter's base is touching their gang's deployment edge, stopping when the last fighter joining the battle this round has been set up.

Objectives

This is all out war and the goal is to accumulate Victory Points, mostly (but not entirely) by taking enemy fighters Out of Action. The gang with the most Victory Points at the end of the battle wins.

The War Victory Points
Accomplishment
Victory Points
Take an enemy Leader or Bounty Hunter Out of Action
3
Take an enemy Champion or Merc Out of Action
2
Take any other kind of enemy fighter Out of Action
1
Did Not Use Reinforcements In Battle
1
Underdog bonus
var

Ending the Battle

Bottle tests are not made during this battle, but from the beginning of the third round until the end of the battle by other means, a player may choose to concede at any point during the battle. A conceding player withdraws their gang from the battle; all of their Active, Pinned, Engaged, and Broken fighters are removed from play immediately. Free attacks are not made against Engaged fighters being removed in this way by the enemy fighter they are Engaged with. Seriously Injured fighters on the gang are removed from play but a D6 is rolled for each fighter; a Lasting Injury roll must be made for any Seriously Injured fighters who roll a 1 or 2.

A conceding gang loses any Victory Points they may have accumulated.

A player who no longer has any fighters remaining on the battlefield but has at least one Reinforcements groups remaining to them may either concede, or continue to participate in the battle by bringing Reinforcements into the battle.

If a player no longer has any fighters remaining on the battlefield and has no more Reinforcements groups remaining to them, they may not continue to participate in the battle.

If any gang gets to 10 Victory Points the battle will continue until the end of the current round, after which the battle ends and a winner is determined by tallying Victory Points.

If only a single player is still participating in the battle, the battle ends immediately and a winner is determined by tallying Victory Points.

Victory

If a gang concedes, that gang loses any Victory Points they may have gained.

The gang with the most Victory Points at the end of the battle is the winner, regardless of how many of the gang's fighters remain on the battlefield. If there is a tie, the battle ends in a draw.

Rewards (Campaign Only)

Experience

Standard XP for taking fighters Out of Action applies.

Each fighter who participated in the battle gains 1 XP.

The first fighter in the battle to take any enemy fighter Out of Action gets 1 additional XP.

Any fighters who remain on the battlefield at the end of the battle each gain D3 additional XP.

If a gang is the winner, that gang's Leader gains 1 XP.

Reputation

Each gang gains 1 Reputation for each of the opposing gangs that they have never fought a battle against.

Each gang gains 1 Reputation for every full 3 Victory Points their gang ended the battle with. For instance, 8 Victory Points is worth 2 Reputation, but 9 Victory Points is worth 3 Reputation.

If there is a winning gang, that gang gains 1 Reputation.

If a gang failed to take at least one enemy Out of Action, they lose 1 Reputation.