Scenarios
Scripted Scenarios
1
Viciously Vie For New Turf (2-4 Gangs)
All Out War variant (2-4 Gangs)
2
Blind Box Looting (2-4 Gangs)
Fighting Over Loot Crates variant (2-4 Gangs)
3
Chance Encounter of the Violent Kind (2-4 Gangs)
Doomed Negotiations variant (2-6 Gangs)
4
Waylaying Wayward Wastrels (2 Gangs)
Hijacked Cargo Transportation variant (2 Gangs)
5
Robbing You To Benefit Me (2 Gangs)
Homewrecking variant (2 Gangs)
6
Stealthy Sabotage (2 Gangs)
Unknown Target Assassination (2-4 Gangs)
*
Saving Captured Gang Members (2 Gangs)
Special Scenario Rules
Various special rules are optionally used in some scenarios. Rather
than encumber each scenario description with boiler plate copies of these
common concepts, they are gathered here and refered to from individual scenarios.
Many of these special rules are often used together, but they don't have to be.
For instance, Sneak Attacks and Sentries are often used together and
have a lot of synergy, but they can be used independently of each other.
Note that in some cases a scenario might refer to one of these general concepts
but modify, extend, or negate parts of the rules in specific ways as described in the
scenario itself. For instance, a scenario might use the Reinforcments special rule but
describe a different way for Reinforcements to be determined or alter how they enter play.
Similarly a scenario might use Sentries but alter the way in which they are used.
Battlefield Conditions
Normally battlefields are set up as directed by the Pre-Battle Sequence
and nothing out of the ordinary is in effect for the ensuing battle.
However sometimes various conditions may affect a battlefield, either as indicated by a specific scenario,
by a gang such as the Ratskins, by an Arbitrator, by a Tactics Card, or by player agreement.
The standard Battlefield Conditions that may be applied to a battle follow; however others might be
introduced by an Arbitrator or by player agreement to customize scenarios or increase the challenge of a
battle.
Threats
As if enemy gangs and the hostile environment of the underhive itself weren't dangerous enough, sometimes other
threats are also present on a battlefield. Many-tentacled sewer beasts, giant spiders, treacherous mutated Scaavies,
and other exotic dangers abound.
Hive Tremors
Tremors shake the hive, causing unstable footing. But it's not all bad news; often such seismic activity reveals long lost
treasures.
When Hive Tremors occur several things happen, in order:
NOTE: If Hive Tremors are caused by a player (such as by playing a Tactics Card, or by a Ratskins player exercising their option to trigger Hive Tremors),
that player is considered to have priority while the Hive Tremors are resolved.
For the remainder of the battle, each Round at the beggining of the Priority Phase (before priority is determined), the player who currently has priority
must roll a D6 to determine if the Hive Tremors continue to have an impact on the battle. If a 1 is rolled, an aftershock shakes the battlefield further and every Active fighter on the battlefield must make an Initiative check or become Pinned;
Ratskin fighters may gain a +2 bonus to their Initiative checks to avoid becoming Pinned.
Ash Storm
Plumes of dense and toxic ash inundate the battlefield.
At the beginning of each turn, visibility for the turn is reduced to a maximum of 5D6''.
Additionally, all movement is reduced by 1'' per action; fighters with a Respirator or Filter Plugs (who choose to use them)
and all Ratskins and Ash Waste Nomads are immune to this movement reduction.
Bad Air
The air in the area of the battlefield has become nearly unbreathable, particularly for the weak and injured.
At the beginning of each End Phase each fighter in the affected area with a modified Toughness of 3 or less takes a Flesh Wound. Abilities and equipment that apply vs the Gas trait can be used to resist this effect. Fighters reduced to 0 Toughness by this effect are taken Out of Action and are Out Cold; they will be available for their gang's next battle. All Ratskin and Ash Waste Nomad fighters are immune to this effect.
Low-Light Conditions
Dark tunnels and domes, power outages, freak dust storms...lighting in the underhive is unreliable at best.
Ranged attacks made into, from within, or across an area affected by this low-light condition
suffer an additional -1 penalty to hit unless targeting a fighter with a Blaze marker (natural 6's still hit).
For every 2'' fighters move horizontally through the affected area, they suffer a -1" movement penalty. All Initiative checks made while in the area suffer a -1 penalty. All Detect checks made into, across, or within the affected area suffer a -1 penalty. Abilities and equipment that allow a fighter to be unaffected by low-light conditions (such as photo-goggles) resist this effect.
Relics
Sometimes a gang relic is present during a scenario. A gang relic can take
many forms, but each respresents something of great symbolic importance
or sentimental value to a gang. A gang relic always
belongs to one gang or the other; if the scenario has an attacker
and a defender the relic belongs to the defender. In other cases
more than one or all participating gangs have a relic present.
Otherwise roll off before the battle begins to determine which gang owns
the relic.
If a relic has not been defiled, members of the gang the relic belongs to
add 2 to the result of any Cool checks and Leadership checks while they are
within 12'' of the relic. Additionally once per round the player of that gang
may reroll a single dice (the second result must be taken).
If an enemy fighter is within 1'' of an enemy's relic they can
spend a Double action to defile the relic. They might tear it down, mark it with
their own gang's tag, or wreck it in a more creative fashion.
In a campaign, a fighter who defiles an enemy gang's relic gains D3 XP immediately.
The same relic cannot be defiled more than once per battle.
If a gang’s relic has
been defiled, they must start making Bottle tests, even if none
of their fighters have gone Out of Action, adding an additional +2 to
the result of the Bottle test.
Additionally, every member of a gang who's relic has been defiled
suffers a -2 penalty to all Cool and Leadership checks for the remainder
of the battle.
Home Turf
Some scenarios take place within the territory of one of
the gangs. While a gang is fighting on its own Turf, its
fighters are more likely to stand and fight. As such, the
gang gains the following advantages:
Whenever a Bottle test is made for the gang the
controlling player rolls one more D6 and may discard any
one of the dice rolled before determining the result.
The gang's fighters add 1 to all Leadership, Cool, and Will tests
they make during the battle.
If the gang has Hangers-on, some types of them may participate in the battle as
described by individual Hangers-on descriptions.
If a gang loses a battle where this special rule is in effect, the gang usually loses Turf at the end
of the battle or suffers some other undesirable outcome. However the specifics of what happens are
left to each scenario to describe.
Gangs that currently have no Turf cannot have Home Turf advantage.
Reinforcements
In some scenarios, a gang's Crew does not include all of the gang's
available fighters at the beginning of the battle, but remaining fighters
might join the battle in later rounds.
In scenarios that allow Reinforcements, a player may choose
to hold on to Tactics Cards that are normally played on a fighter
at the start of a battle and instead play them later when a fighter
joins the battle as Reinforcements.
Once a fighter has joined a battle as Reinforcements they are part of the Crew
and are given a Ready marker in the next Priority phase.
They are counted when determining the outcome of Bottle tests made after their arrival.
The gang's Crew Rating includes the fighter's Rating in its total after they join the battle (but not before).
In all respects, from the moment they join the battle until the end of the Post-Battle Sequence,
the fighter is counted in the same way as fighters who started the battle.
Scenarios that use this special rule will detail how Reinforcments are
determined, under what circumstances Reinforcements are allowed to join
the battle, and how Reinforcements deploy when they do join the battle.
Some of the more common deployment options for Reinforcements are described below,
but some scenarios describe custom options.
Deployment Edge
When this style of Reinforcement is used, when Reinforcements arrive they
are placed with the back edge of their base touching the edge of the battlefield on the
side that the gang's Crew deployed from at the beginning of the battle.
Random Edge
In some cases Reinforcements enter the battle from a random edge
of the battlefield. Roll a Scatter Dice and whichever battlefield edge
it points to is the selected edge the reinforcements must enter from.
Ipick-Upick
For scenarios using this style of Reinforcements, whenever a fighter
arrives by Reinforcements a D6 is rolled for the fighter. On a 3 or more
the controlling player may select any point on any edge of the battlefield, but on a 1 or 2
their opponent gets to choose the point. The fighter is placed by their controlling player
within 1'' of the selected point.
Hidden
Fighters may begin a battle Hidden where and when indicated by a
scenario.
Being Hidden confers various benefits, as described below. A fighter
who is currently Hidden can be indicated by placing a Hidden token on
their fighter card or next to the fighter on the battlefield.
Once a Hidden fighter has been detected, they lose their Hidden token
and normally cannot regain it for the remainder of the battle (though
in some cases it may be possible, where indicated).
Hidden: While Hidden, this fighter cannot be the target of enemy fighters (however they might still be hit by weapons with the Blast or Template traits). Additionally, a Hidden fighter's close combat weapons gain the Backstab Trait; weapons that already have the Backstab Trait gain +2 to hit when the Backstab trait applies.
Detecting Hidden Fighters
Active and Pinned fighters can make the action Detect (Basic) in an attempt to sense Hidden enemy fighters.
Detect (Basic): The fighter makes an Intelligence check and if successful detects something. What is detected depends upon the scenario or situation. Bonuses or penalties may apply, as indicated by scenario special rules or other game effects.
Hidden Fighter Detection Modifiers
Hidden fighter...
Modifier
...has a Blaze marker on them?
+2
...is carrying an Unwieldy weapon?
+1
Sneak Attacks
In some scenarios, the defender is not initially aware of
the presence of enemy fighters. In these scenarios, the rules for
Sneak Attacks are used. Sneak Attack is often combined with the Hidden and Sentry special rules, but
can be used by itself.
When the Sneak Attacks special rule is in effect, the attacker's
fighters start the battle with a Ready marker while the defender's
fighters do not have Ready markers; the scenario will describe how the defender's fighters may gain Ready markers.
Alerted Fighters
An Alerted fighter has become aware that someone is sneaking up on them or
that they are in danger. How a fighter becomes Alerted is scenario specific; in the usual situation where Sneak Attack
is combined with the Hidden rules defending fighters become alerted by detecting a Hidden fighter or by being attacked.
Regardless of the means, whenever a fighter becomes Alerted they gain a Ready marker.
If a Alerted fighter is not taken Out of Action before they are activated, they may be activated normally later in the round.
Raising The Alarm
During a Sneak Attack, when activated an Active fighter who is Alerted has the option to make
a Raise The Alarm (Basic) action.
Raise The Alarm (Basic): The fighter raises the alarm, alerting their allies that the enemy is upon them. How this is resolved depends upon the scenario.
In most scenarios, after the alarm has been raised the remainder of the battle will be fought
using standard rules, but some scenarios might describe a different outcome of what happens next.
Noise Discipline
The most common way enemy fighters become Alerted is when a Hidden fighter attacks,
particularly with a ranged weapon.
When a Hidden fighter makes an attack with a weapon that has the Melee trait and does not have the Noisy trait,
the target is Alerted. If an enemy fighter other than the target is within 3'' of the target and the target or the Hidden
fighter is in that fighter's vision arc, that enemy fighter is also Alerted.
When a Hidden fighter makes an attack with a weapon that has the Noisy trait, all opposing sentries within 12'' may
take a free Detect action against the attacking fighter and gain a +4 bonus on their check.
When a Hidden fighter makes an attack with a weapon that has the Blast trait, all enemy fighters
within the Blast marker or within 6'' of the outer edge of the Blast marker are Alerted.
When a Hidden fighter makes an attack with a weapon that has the Template trait, all enemy fighters
within the Template or within 6'' of the outer edge of the Template are Alerted.
When a Hidden fighter makes an attack with a ranged weapon that has the Silent trait, if they hit the
target is Alerted but no other fighters are. If an attack with a weapon that has the Silent trait misses,
no one is Alerted.
When a Hidden fighter makes an attack with a ranged weapon without any of the Traits previously mentioned,
the target is Alerted, any enemy fighter within 6'' of the Hidden fighter is Alerted, and any
enemy fighter within 6'' of the target is Alerted.
Sentries
When the Sentries special rules are used, some number of
the defending gang wander the battlefield, on patrol or otherwise
remaining vigilant. Scenarios that use this special rule describe how many
sentries are available to the defender.
Sentries never gain Ready markers; instead their Fighter
cards are shuffled together to form a face-down Sentry
deck at the start of the first round. Each time it is the
defender's turn to activate a fighter, a card is drawn at
random from the Sentry deck, and that fighter takes their
turn, then their fighter card is shuffled back into the deck.
When the attacker has activated their last fighter, the defender activates one more sentry,
and then the Action phase ends.
If a sentry is attacked their card is taken from the deck while
the attack is being resolved. If the sentry is not taken Out of Action
or Seriously Injured, their fighter card is shuffled back into the Sentry deck after
the attack is resolved.
Note that the same sentry might be randomly activated multiple times in a round.
When a sentry is activated, both players roll a D6:
the player who rolled the highest can move the sentry a number of inches equal to
the other player's roll. The defending player wins ties. For example, it the attacker rolled a
4 and the defender rolled a 4, the defender would move the sentry 4'' forward.
In a Zone Mortalis battle, the player moving the sentry may have the sentry open or close a door
within 1'' of the fighter at any point along the path of their movement. Sentries stop moving
1'' away from platform edges, obstacles, or impassable terrain.
Once a sentry has moved, the player who moved them chooses the sentry's facing. Finally, the sentry
makes a Detect (Basic) action and may detect a Hidden fighter. If the sentry does not detect
a Hidden fighter, their turn ends the sentry's fighter card is shuffled back into the Sentry deck.
If a Hidden fighter is detected the sentry is Alerted and gains a Ready marker immediately; they are no longer a sentry
and their fighter card will not be shuffled back into the Sentry deck.
If a Hidden fighter who is detected has a Ready marker, both the detecting fighter and the Hidden fighter make an Initative check.
If the detecting fighter makes their Initiative check by more or ties the Hidden fighter, they immediately activate.
If the Hidden fighter makes their Initiative check by more they immediately activate; they may attempt to Seriously
Injure or take the detecting fighter Out of Action and thus maintain the element of surprise.
If activated the Alerted fighter may make any actions normally available to them.
Underdog
Some scenarios attempt to even the playing field for
gangs with a Crew Rating substantially below the opposing gang's Crew Rating, as determined in the
Comparitive Crew Rating step of the Pre-Battle Sequence.
There are a variety of underdog options available, and it is even possible for a
scenario to use more than one option or give the player a choice.
Mercy Rule
If a scenario indicates that a gang would lose Reputation for bottling out, an underdog gang that managed to
survive to the end of the third round of that battle before bottling out does not lose Reputation for bottling out.
Multiplayer Underdog
In games with three or more players, Underdog status is determined by comparing
a gang's Crew Rating against the Crew Rating of all the enemy gangs averaged together.
The difference in Crew Rating compared to this average opposing Crew Rating is what is used to determine
any Underdog bonuses a gang may receive.
Automatic Priority
With this option, if a gang has a Crew Rating at least 100 points lower than their opponent, their gang
automatically wins priority over the other gang on the first and second rounds of battle, after which
priority will be determined normally.
With this option, if a gang has a lower Crew Rating than their opponent, they may draw 1 or more additional
Tactics Cards based upon the differences in Crew Rating as indicated by the Underdog Tactics Cards Bonus table.
Underdog Tactics Cards Bonus
Odds
Rating Difference
# of Tactics Cards
Reputation
With this option, after the battle the gang with the lower Crew Rating gains additional Reputation based
upon the differences in Crew Rating as indicated by the Underdog Reputation Bonus table.
Underdog Reputation Bonus
Odds
Rating Difference
Reputation
XP
With this option, after the battle the fighters in the Crew with the lower Crew Rating gain additional XP based
upon the differences in Crew Rating as indicated by the Underdog XP Bonus table. Only fighters who participated in the battle gain the
bonus XP.
Underdog XP Bonus
Odds
Rating Difference
XP
Underdog Variety Pack
With this option, an underdog gang gets a variety pack of cumulative bonuses based upon how much of an underdog they really are.
Underdog Variety Pack Bonus
Odds
Rating Difference
Bonus
Unfavored
-100 to -249
+1 Tactics Card
Longshot
-250 to -499
as Unfavored, and the gang gains +1 Reputation
Martyr
-500 to -999
as Longshot, and each participating fighter gains +1 additional XP
Hopeless
-1000 or more
as Martyr, plus the gang gains Automatic Priority
Hive Scum
With this option, if a gang has a lower Crew Rating than their opponent, they may add one Hive Scum
to their Crew for this battle based upon the differences in Crew Rating as indicated by the Underdog Hive Scum Bonus table.
This option is not available to gangs that cannot hire Hive Scum normally.
Underdog Hive Scum Bonus
Odds
Rating Difference
# of Hive Scum
In-House Augmentation
With this option, at the end of the Buy Advancements and Recruit Hired Guns step of the Pre-Battle Sequence,
after any Advancements have been applied and any Hired Guns have been hired,
Escher, Cawdor, Van Saar, Orlock, Delaque, and Goliath gangs who have a Crew Rating that is less
than the opposing gang's Crew Rating may appeal to their House bosses for assistance.
To do this, the player rolls a D6 and adds 1 for each full 100 points of difference in rating.
If the result is 7 or higher, the player may add a new fighter with 2D6+3 XP to their gang for free,
of any allowed type from the gang's Gang List and complying with Gang Composition rules,
equipped with up to 150 credits worth of free weapons and wargear from their House list.
Any of the 150 credits not spent equipping this fighter are lost; they do not go to the gang's Stash.
This fighter is included as part of the gang's Crew for this battle, and is a permament member of the gang
going forward (assuming they survive the battle). However, half of all credits that would go to the gang's
Stash during the Battle Sequence and the Post-Battle Sequence are lost, sent to the House bosses as repayment.