The Archeo Rush

Race to acquire Archeotech (2-4 Gangs)

Battlefield

A rumor has gone around that a piece of Archeotech has been located in a dangerous and remote location. Maybe the rumor is false, but an opportunity to acquire such a valuable commodity cannot be ignored!

Scouts have been dispatched to spread out into the rumored vicinity of the artifact. They face danger from the scouts of other gangs, as well as local hazards!

This scenario may be fought on either a Zone Mortalis or a Sector Mechanicus battlefield. For two players, the battlefield should be a square that is either 24'' x 24'' or 2x2 tiles. For three players, the battlefield should be 36'' x 36'' or 3x3 tiles. For four players, the battlefield should be 48'' x 48'' or 4x4 tiles.

Players should determine a priority before setting up the battlefield.

Archeotech Area and Placement

The Archeotech item will be placed in the exact center point of the battlefield, within a 6'' x 6'' square area dead center to the battlefield. Roll a D3 on the following table to determine how the Archeotech should be represented on the battlefield:

D3 Archeotech Representation
1 Locked Loot Box: The Archeotech is contained in a locked loot box, which can be opened using the Access Terminal (Basic) action, and can be carried using the Carry (Simple) action. The loot box has Toughness 4 and 2 Wounds; if it is destroyed the Archetech within it is also destroyed.
Access Terminal (Basic): The fighter may make an Intelligence check to access or otherwise operate a terminal, console, device, or object within 1'' of the fighter. This can be used to open locked doors and loot boxes, activate scenario or tile specific effects, and so on. In some cases (where noted) a modifier may apply, and / or there may be a consequence for failure.
Carry (Simple): The fighter makes a Standard Move, taking a small carryable object with them as they go. Once they have finished their move, set up the carried object in base contact with the fighter. The carried object cannot be placed on top of anything else.
2 Big Sealed Crate: The Archeotech is contained in a big sealed crate, which can be opened using the Exert (Double) action, and can be carried using the Carry Heavy (Double) action. The big crate has Toughness 5, 3 Wounds, and a 4+ Armor save; if it is destroyed the Archetech within it is also destroyed.
Exert (Double): The fighter may attempt to exert strength upon an obstacle, object, or restraint that they are in base contact with. Roll a D6 and add the fighter's Strength; if the result is 9 or more the fighter succeeds. If the object being exerted upon is a door, on success the door is forced open and cannot be closed again. If the object is a closed casket, on success the casket is opened and cannot be closed again. If the object is a piece of scatter terrain (or similar), on success the object is moved 1'' and may be knocked down or repositioned.
Carry Heavy (Double): The fighter moves a number of inches up to their current Strength characteristic, taking a heavy carryable object or a Seriously Injured fighter with them as they go. For instance, a fighter with Strength 4 could move up to 4'' while a fighter with Strength 2 could move up to 2''. Once they have finished their move, set up the carried item in base contact with the fighter. The carried item cannot be placed on top of anything else.
3 Ensnarled: The Archeotech is integrated with or otherwise lodged or embedded within a terrain piece placed at the center of the battlefield. It cannot be accessed during the battle. To gain the item, a gang must take control of the terrain piece and hold it until the end of the battle.

Challenge!

The terrain and general layout of the Archeotech Area should be set up to offer an interesting and thematic encounter, but even on top of that a special challenge is appropriate. If an Arbitrator is present, they should handle setting up the Archeotech Area and determining what sort of challenge faces the players.

However, if there is no Arbitrator, the players should work together to set up the terrain of the Archeotech Area, and then the player with priority should roll a D6 on the following table to determine what additional obstacles or threats are present during this battle:

D6 Archeotech Area Challenge
1 Automated Turrets: Place one (1) Automated Turrets per participating player within the Archeotech Area, as symmetrically as possible while ensuring each turret has direct line of sight to the Archeotech item and at least two unobstructed firing lanes that are at least 18'' long.
2 Spider Things: Place D3 Spider Things and triple that many Baby Spider Things evenly around the Archeotech Area.
3 Tentacle Monster: Place D3+1 tentacle markers evenly around the Archeotech Area and within 3'' of the Archeotech item.
4 Seismic Tremors: The Seismic Tremors condition is in effect within the Archeotech Area. At the beginning of every even numbered round of battle, before priority is rolled for each Standing fighter in the affected area must make an Initiative check or become Pinned; an Engaged fighter who fails this check is first disengaged without reprisals and becomes Pinned 1'' away from all enemy fighters. Ratskin and Squat fighters gain a +1 bonus to their Initiative check to resist this effect.
5 Bad Air: The Bad Air condition is in effect in the Archeotech Area. 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.
6 Hazard Lights: The Hazard Lights Only condition is in effect within the Archeotech Area. 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.

In the Automated Turret, Spider Things, and Tentacle Monster variants, determine how many items will be placed in total, and then in priority order each player sets up one such item onto the battlefield per the given instructions.

Spice!

In addition to interesting terrain and challenging conditions, the Archeotech Area should have some extra details thrown in to further amp up the stakes and make the battle memorable. If an Arbitrator is present, they should consider this when setting up the Archeotech Area.

However, if there is no Arbitrator, the player with priority should roll on the following table to determine what additional detail is present in the Archeotech Area. In the Locked Loot Box and Big Sealed Crate variants roll a D3, in the Ensnarled variant roll D3+1.

D3 / D3+1 Archeotech Area Spice
1 Multiple Containers: There are multiple possible containers for the Archeotech item, making it more difficult to find. Remove the loot box or big crate from the middle of the battlefield, then set up onto the battlefield 1 loot box or big crate (of the same kind as the original container) per participating player. Each container must be between 2'' to 4'' from the center of the battlefield and must be at least 3'' away from the other containers.
    It is unknown which container the Archeotech item is in. During the battle, when a container is opened, destroyed, exposed by a special ability or gear (such as an Auspex ), or carried off the battlefield, if it is the last remaining container then the Archeotech item is within it. Otherwise, roll a D6; on a 5+ the Archeotech item is within that container.
2 Traps: Place D3-1 Frag Traps, D3-1 Gas Traps, and D3-1 Melta Traps, in the Archeotech Area. The traps should be placed at least 2'' away from each other.
3 Corpses: One or more conflicts have raged over this area before. Place D6 corpse markers around the Archeotech Area representing the remains of fallen Archeotech seekers. Fighters within 1'' of a corpse marker can search it for loot by making the Interact (Simple) action. Click here to determine if any loot is found on the corpse.
    The fighter may add any discovered loot they are able to use to their fighter card. All other loot can either be left on the corpse or added to the gang's Stash immediately. Other fighters within 1'' may pilfer any loot remaining on the corpse by making the Interact (Simple) action. Remove the corpse marker when no loot remains on it.
4 Too Hot: The Too Hot condition is in effect in the Archeotech Area. At the end of each of their own activations a fighter who remains in the affected area must roll a D6. If the roll exceeds their current modified Toughness, the fighter suffers a Flesh Wound, becomes Broken, and begins Running for Cover. Broken fighters within the affected area will take the most direct route available to them to leave the area.

In the Multiple Containers, Traps and Corpses variants, determine how many items will be placed in total, and then in priority order each player sets up one such item onto the battlefield per the given instructions.

Zone Mortalis

In Zone Mortalis, the player with priority must choose a tile and place it. In priority order, the next player may either choose another tile and place it so that it is touching a tile that is already in place edge to edge and corner to corner, or swap any two tiles that are already placed, or rotate a tile that is already placed, or flip a tile that is already placed over to its other side. This continues from player to player until the required number of tiles (determined by the number of players) have been placed.

After the last tile has been put in place, the 6'' x 6'' Archeotech Area dead center in the battlefield described above should be set up.

Finally, still in priority order, each player may place a door or ductway or a handful of scatter terrain anywhere on the battlefield outside of the Archeotech Area. Multiple rounds of this may repeat after the first, until a player passes at which point the remaining players in that round may place terrain or pass and then battlefield set up is concluded.

Sector Mechanicus

First, the Archeotech Area in the center of the battlefield described above is set up. Then, in priority order, each player picks one of the following options to set up onto the battlefield outside of the central Archeotech Area:

  • 1 large piece of terrain
  • 3 small to medium pieces of terrain
  • 2D3 Railings, Ladders, Barrels, Barricades, etc
  • A walkway, bridge or similar piece of connecting terrain

Multiple rounds of this may repeat after the first, until a player passes at which point the remaining players in that round may place terrain or pass and then battlefield set up is concluded.

Terrain should be relatively stable and resistant to falling over if the table is bumped; anything too likely to fall over during the course of play can be vetoed by the other players. Similarly, playablity should be considered when placing terrain; unreachable areas should be avoided.

While terrain is being placed, some discussion can be had amongst the players to tweak, move, turn, or otherwise reposition already placed terrain to allow things to connect up, to make a more interesting layout, or to avoid nonsensical arrangements. However, if agreement is not reached, original placement wins out.

Attackers

In this scenario, all of the gangs are considered to be attackers and none of the gangs are considered to be defenders.

Objectives

The primary objective of this scenario is to gain control of the Archeotech item, the secondary objective is to prevent an opposing gang from gaining and keeping control of it, and the tertiary objective is to cause harm to the leadership of opposing gangs. Victory Points are earned during the battle as follows:

  • If a fighter takes an opposing gang's Leader Out of Action, they gain the usual XP reward for doing so and their gang gains 2 Victory Points.
  • If a fighter takes an opposing gang's Champion Out of Action, they gain the usual XP reward for doing so and their gang gains 1 Victory Point.
  • In the Locked Loot Box and Big Sealed Crate variants, if a fighter destroys the Archeotech item, they gain 1 additional XP and their gang gains 2 Victory Points.
  • In the Ensnarled variant, at the end of each round if only one gang has one or more Active or Pinned fighters within 1'' of the Archeotech, that gang gains 1 Victory Point.
  • If a gang controls the Archeotech item at the end of the battle they gain 4 Victory Points.

The gang with the most Victory Points at the end of the battle wins.

Crews

The Crew for this scenario is composed of all available fighters on the gang's roster who are not in Recovery, including Hired Guns. Given the importance of gaining control over archeotech, it's an all hands on deck situation.

Determine the Crew Rating for each participating gang now.

Underdog

The participating gang with the lowest total Crew Rating is considered to be the Underdog for this scenario. For the duration of the battle, if the Underdog ties for priority they win priority (even if they previously had priority).

Tactics Cards

Each player may select two Tactics Cards from their Tactics Cards deck to form their hand. They may then remove up to ten cards from the Tactics Cards deck, and shuffle the remaining cards to form their gang's Tactics Cards deck for this battle.

Fighter Groups

First, each player shuffles together face down the fighter cards of all of their available fighters who can be infiltrated, either via the Infiltration Skill or a similar game mechanic, to form their gang's Infiltrators deck. It is possible for a gang with no such available fighters to have no Infiltrators deck.

Next, each player shuffles together face down the fighter cards of all of the Juves and Gangers (and Ganger equivalents) in the gang's remaining Crew to form their gang's Scouts deck. If a gang has no such fighters, randomly select D3 fighter cards from among the remaining Crew to form that gang's Scouts deck.

Finally, each player shuffles together face down all the remaining fighter cards of their Crew to form their gang's Reinforcements deck.

Deployment

The player with the lowest priority selects any edge of the battlefield as their deployment edge. In a two player game, the opposite edge is their opponent's deployment edge; in a three or four player game in reverse priority order (lowest to highest) each remaining player selects one of the remaining battlefield edges as their deployment edge. Deployment is over; the battle begins with no fighters on the battlefield.

Starting the Battle (Round 1)

The player with priority begins the battle by drawing a fighter card from their gang's Scouts deck, and setting that fighter up onto the battlefield with the back edge of the fighter's base touching the player's deployment edge, giving that fighter a Ready marker, and then activating that fighter.

Play proceeds in priority order, with each player in turn drawing a fighter card from their Scouts deck, and repeating the same process until all fighters from each gang's Scouts decks have been set up onto the battlefield and activated.

Scouting Rounds (Rounds 2+)

Play continues normally with the fighters put into play from each gang's Scouts decks for one or more rounds, until a fighter from any gang moves into the Archeotech Area. When this occurs that fighter's activation ends, play temporarily stops, all remaining Ready markers are removed, then play resumes and the round ends.

Escalation Round

Before priority is determined in the round after the first fighter from any gang moved into the Archeotech Area, each player may draw up to three Tactics Cards from their Tactics Cards deck and add them to their hand.

Next, priority is rolled for and in priority order each player draws a fighter card from their gang's Infiltrators deck (if any) and set up that fighter onto the battlefield within 9'' of their own deployment edge. Infiltrators that are set up onto the battlefield outside the vision arc and line of sight of all enemy fighters may enter play Hidden. After all fighters in all Infiltration decks have been set up, Ready markers are placed, and the round proceeds normally thereafter.

Hidden

A player may choose to place a Hidden marker on the board to represent an infiltrating fighter if they want that fighter to enter play Hidden. For this scenario each Hidden marker corresponds to a specific fighter which must be declared when the Hidden marker is set up onto the battlefield; if a player has two or more Hidden markers on the battlefield they cannot wait until one of them is exposed to decide which infiltrating fighter to put into play for that marker.

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.

For the purposes of this scenario, if a Hidden fighter makes an attack with a weapon that has the Noisy or Template traits they are exposed. If a Hidden fighter makes a close combat attack against an opponent and the opponent is still Standing at the end of the exchange, the attacking fighter is exposed.

Detect

Active and Pinned fighters can take the Detect (Basic) action in an attempt to expose a Hidden enemy fighter. Additionally, if a Hidden fighter makes an attack with a weapon that does not have the Silent trait the opposing player may select one of their gang's fighters within 12'' of the Hidden fighter to immediately take the Detect action for free.

Detect (Basic): Select a Hidden enemy fighter within 12'', and then make an Intelligence check with the following modifiers applied. If this check is successful, the selected enemy fighter is exposed.

Detect Hidden Fighter Modifiers

  • Detecting fighter has applicable abilities and / or Equipment: +var.
  • Hidden fighter is within line of sight and vision arc: +2.
  • Hidden fighter is Engaged: +2.
  • Hidden fighter is within 6'': +1.
  • Hidden fighter is in partial cover: -1.
  • Hidden fighter is in full cover: -2.
  • Hidden fighter is not in line of sight: -4.
  • Hidden fighter has applicable abilities and / or Equipment: -var.

Exposed

When a Hidden fighter is exposed, the controlling player must set up the fighter onto the battlefield where the exposed Hidden marker is currently located and remove the Hidden marker from play.

Reinforcements!

At the end of the Escalation Round and each subsequent round, in priority order each player may draw up to D3 fighter cards from their gang's Reinforcements deck (if any) and set up the corresponding fighters onto the battlefield with the back edge of each fighter's base touching the player's deployment edge.

Gaining the Archeotech Mid-battle

In the Locked Loot Box and Big Sealed Crate variants, if a fighter successfully opens the box or crate the Archeotech item is contained in during the battle, click here to determine what sort of Archetech they have discovered.

If the Archeotech item is a weapon, grenade, or a wargear item usable by a fighter immediately (rather than a wargear item added to a gang's Stash, or bionics which require surgery, or armor which requires fitting and time to don), it can be used in this battle. Otherwise, the item must be carried around in its container.

If the Archeotech item is usable within the battle but is not currently being carried or used, a fighter allowed to use the Archeotech item can add it to their fighter card by moving within 1'' of the item and making an Interact (Simple) action (even if this causes them to exceed the usual 3 weapon limit). This allows them to use the item for the remainder of the battle. If the fighter survives the battle in possession of the Archeotech item, it is moved to the gang's Stash during the Receive Rewards step of the Post-Battle Sequence and may be redistributed from there as the gang's player sees fit.

However, if a fighter has equipped the Archeotech item but is subsequently taken Out of Action during the battle, they drop the Archeotech item where they were when taken out; a suitable marker should be placed on the battlefield to represent it. Another fighter can take control of the item as described above, or else make the Carry (Simple) action to carry the item.

Escape!

Any fighter can escape by moving off any edge of the battlefield (voluntarily or involuntarily). Similarly if a Broken fighter randomly rolls enough inches of movement to leave the battle by moving off a battlefield edge (observing all the rules for how Broken fighters move), the Broken fighter escapes the battlefield.

Escaping fighters are removed from the battlefield, and count as being taken Out of Action for the purposes of Bottle tests, but are unharmed and will be available for their gang's next battle.

Escaping With Archeotech

In the Locked Loot Box and Big Sealed Crate variants, if a fighter Escapes while equipped with or carrying the Archeotech item, that fighter gains 1 XP immediately and that fighter's gang controls the Archeotech. If this occurs, the battle continues until the end of the current round.

Bottle Tests

A gang does not have to make Bottle tests if they have any fighters remaining in their Infiltrators and / or Reinforcement decks, even if they do not currently have fighters on the battlefield. Otherwise, a gang must make Bottle tests as normal when necessary.

Conceding

If a gang must make a Bottle test, the gang's player may opt to voluntarily concede; if the opposing player(s) agree the conceding player withdraws their gang from the battle and their gang is considered to have bottled out. All of their Active, Pinned, Engaged, and Broken fighters are removed from play.

For any of their fighters who are Seriously Injured the fighter is removed from play but a D6 is rolled for them; on a 1 or 2 a Lasting Injury roll must be made for that fighter.

If one of the gang's fighters is equipped with the Archeotech item, they take the item with them and their gang controls the Archeotech item. If one of the gang's fighters is carrying the Archeotech item, they drop the item at their last location on the battlefield and their gang does not control the Archeotech item.

A conceding gang may lose a variable amount of Victory Points. However, to keep the outcome in doubt while the battle still rages, how many Victory Points are lost (if any) is determined at the end of the battle rather than when a gang concedes.

Ending the Battle

There are several ways for the battle to end.

Last Gang Standing

After all available fighters have been deployed onto the battlefield from all Infiltrator and Reinforcement decks, if at the start of a round only one gang still has Active and / or Pinned fighters remaining on the battlefield, the battle will continue to the end of the current round and then be over.

Wipe Out

After all available fighters have been deployed onto the battlefield from all Infiltrator and Reinforcement decks, if at the start of a round there are no Active, Engaged, or Pinned fighters remaining on the battlefield, the battle ends immediately.

Archeotech Removed From Battlefield

If the Archeotech item has been carried off the battlefield, the battle will continue to the end of the current round and then be over.

Archeotech Destroyed

If the Archeotech item is destroyed, the battle will continue to the end of the current round and then be over.

Victory

The final tally of Victory Points is made at the beginning of the End of Battle Events step of the Post-Battle Sequence. The gang with the most Victory Points is the winner. If two gangs are tied for most Victory Points, the battle ends in a draw. If no gang has at least 1 Victory Point, all of the gangs are considered to have lost the battle.

Conceding

Each gang that conceded loses D3-1 Victory Points (minimum 0) now.

Control Over the Archeotech

While a gang can gain enough Victory Points by other means to win, victory within this scenario usually hinges upon determining who controls the Archeotech item at the end of the battle.

If the Archeotech item was destroyed no gang controls it, and the gang that destroyed it gained Victory Points as previously indicated.

In the Multiple Containers variant, if it has not yet been revealed which container the Archeotech item is in, it will be revealed now. Each player who's gang controls one or more unopened containers rolls for priority. Then, until either all controlled containers have been opened or the Archeotech item has been revealed, in that priority order each player selects one unopened container their gang controls to be opened. If it is the last container then the Archeotech item is revealed. Otherwise, that player rolls a D6; on a 5+ the Archeotech item is revealed. If the Archeotech item is revealed, it is controlled by the revealing player's gang; click here to determine what Archeotech item the gang has gained.

If the Archeotech item was carried off the battlefield by an escaping fighter, that fighter's gang controls the Archeotech item as previously noted.

If the Archeotech item is equipped by a fighter who remains on the battlefield, that fighter gains 1 XP and that fighter's gang controls the Archeotech.

If the Archeotech item remains on the battlefield and there are no Active or Pinned fighters within 1'' of it, no gang controls the Archeotech item.

If the Archeotech item remains on the battlefield, and Active, Pinned, or Engaged fighters from two or more gangs are within 1'' of it, no gang controls the Archeotech item.

If the Archeotech item remains on the battlefield, and there are 1 or more Active or Pinned fighters from the same gang within 1'' of it, and no fighters from an opposing gang, that gang controls the Archeotech item and gain the applicable Victory Points. This is the only way to take control of the Archeotech in the Ensnarled variant.

Rewards (Campaign Only)

Archeotech Item

If a gang ended the battle in control of the Archeotech item, and which item they gained has been determined, that item is moved to the gang's Stash immediately. Otherwise, if the specific Archeotech item gained has not already been determined click here and add the indicated Archeotech item to the gang's Stash immediately.

Experience

Participation

If the battle went at least 3 rounds, each fighter who participated in the battle gains 1 XP. Infiltrators and Reinforcements who never made it onto the battlefield do not gain this XP.

Scouts

If the battle went at least 3 rounds, any fighter deployed to the battlefield from a Scouts deck who remains on the battlefield at the end of the battle gets 1 additional XP.

Standard XP

Fighters gain the standard XP awards for taking opposing fighters Out of Action.

First Blood

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

Da Boss

If a gang is the winner, that gang's Leader gains 1 XP if they were in the Crew, even if the battle ended while their fighter card remained in their gang's Infiltrators or Reinforcements decks.

Reputation

Each gang gains 1 Reputation per opposing gang.

The Underdog gang gains 1 Reputation.

Each gang gains 1 Reputation for every 2 Victory Points they earned.

Losing gangs lose 1 Reputation.

Post-Battle Sequence

Proceed to the Post-Battle Sequence.