The Four Corners
Take and Hold (2-4 Gangs)
Battlefield
Two to four gangs have taken up defensible positions while contesting over a no man's land of deadly crossfire. They each must hold their ground while simultaneously attempting to overtake their rival gangs positions.
The reward for overruning an opponent's position is high, but the penalty for failing to secure ones own baliwick is severe.
This scenario may only be fought on a Sector Mechanicus battlefield.
In this scenario each gang will be attacking and defending the corners of the battlefield. Assignment of each player to a corner is randomly determined after the battlefield is set up, so it is in each player's best interests when taking their respective turns placing terrain to not make any particular corner too defensible or too indefensible.
Sector Mechanicus
Players should do the following before setting out any terrain:
Measure / Layout Battlefield Area
First measure out the battlefield as a square of a size determined by the number of players.
Measure / Layout The Four Corners
Next, at each of the four corners of the battlefield mark out a square, each of which is 1/4 the size of the battlefield.
Hereafter, each corner will be referred to by its number, designated clockwise with the upper left corner being Corner 1.
To make it easier to keep track or which corner is which, players may take four dice and place each one in a different corner, turned so that the dice in Corner 1 has its '1' face showing, the dice in Corner 2 has its '2' face showing, and so on.
Determine Priority
The players should roll off to determine priority now.
Setup Terrain
Players will take turns placing terrain and obstacles in a procedural fashion as described below. However, in this scenario terrain cannot be set up inside of any of the marked out areas of the four corner zones, and none of the four corner zones can be entirely blocked off from the rest of the battlefield by terrain or obstacles. Because corner assignments for gangs are randomized, players are incentived to not advantage or disadvantage any particular part of the battlefield, particularly when it comes to making the corner zones too protected or too exposed. Additionally, in this scenario movement on the ground is difficult so it is in the best interests of all players to focus on verticality and connected platforms when placing terrain.
In priority order each player selects one large, two medium, or three small terrain pieces and places them onto the battlefield. The player with the next highest priority does the same, and so on until each player has had a chance to place terrain. If all the players want to continue placing more terrain in this way, they may do one or more additional loop of this process.
Then, still in priority order, each player may either reposition one piece of terrain anywhere on the battlefield or place a ladder, walkway, gantry, or similar piece of terrain to connect structures and / or levels, or they may pass. Finally, in priority order each player may place a ladder, D3 railings, or D3 pieces of scatter terrain anywhere on the battlefield, or they may pass.
Assign Corners
The player with priority rolls a D6 and consults the following table to determine which corner zone they must defend in the upcoming battle.
Priority Player Corner Assignment
1-3
Roll again and consult the following chart:
- 1-3: Corner 1
- 4-6: Corner 3
4-6
Roll again and consult the following chart:
- 1-3: Corner 2
- 4-6: Corner 4
The player with the second highest priority will be defending the diagonally opposed corner zone. For instance, if the player with priority was randomly assigned to Corner 3 the other player is assigned to Corner 2.
If this is a three or four player battle, the player with the next lowest priority then chooses one of the two remaining unassigned corner zones and rolls a D6; on a 4+ they will defend the unassigned corner zone they chose otherwise they will defend the unassigned corner zone they did not choose.
If this is a four player battle, the player with the lowest priority defends the last unassigned corner zone.
Setup Gang Relics
Finally each gang must set up a Gang Relic as close to the center of their assigned corner zone as possible. Defending their own Gang Relic while trying to damage or destroy other gang's Gang Relics is the primary theme of this scenario.
Gang Relic
While this relic remains in play, its gang may choose to automatically pass Bottle tests if forced to make them. This item is a targetable scenario objective with Toughness 5 and 3 Wounds. If this relic's gang is the Underdog, this item also has a 6+ Unmodifiable save.
This item is immune to Weapon Traits other than the Demolition trait and does not suffer Flesh Wounds. Enemy fighters earn 1 Victory Point for their gang for each Wound they inflict on this item, and gain 1 XP immediately when they reduce this item to 0 Wounds. This item cannot be carried or moved but is removed from play if reduced to 0 Wounds.
Attackers and Defenders
In this scenario, all of the gangs are considered to be both attackers and defenders.
Conditions
The Difficult Terrain condition is in effect for the ground level of the battlefield. Fighters moving across raised platforms or by other means (such as flying or grapnel lines) are not affected by this condition.
Difficult Terrain
Every 1'' of distance across the ground level of the battlefield costs a fighter on foot 2'' of Movement. The Strider Skill makes a fighter immune to this condition.
Objectives
Each gang wants to earn as many Victory Points as possible before the battle ends. Victory Points are earned by defending a gang's own Gang Relic and by damaging other gangs' Gang Relics. At the end of the battle, the gang with the most Victory Points is the Winner.
Gaining Victory Points
Once per gang per battle, if a gang's fighter is not Seriously Injured and begins and ends the round in an enemy gang's corner zone, that fighter gains +1 XP and their gang gains +1 Victory Point.
For each Wound a fighter inflicts on an enemy gang's Gang Relic, that fighter's gang gains +1 Victory Point. When a fighter inflicts the final Wound on the enemy gang's Gang Relic and it is removed from play, that fighter gains +1 XP.
If at the end of a round all but one gang has been Wiped Out or Bottled Out, the lone remaining gang gains a Victory Point.
Tactics Cards
First each player may select up to half of the Tactics Cards in their Tactics Cards Deck and set them aside; these cards will not be used in this battle. Next each player shuffles their remaining Tactics Cards to form their Tactics Cards deck for this battle.
Under the following circumstances the controlling player of a gang may draw three cards from their Tactics Card deck, keep one card to add to their hand, and then discard the other two cards:
If a player would draw a Tactics Card but their Tactics Card deck is out of cards, they must shuffle their Tactics Card discard pile (if any) to reform their Tactics Cards deck and then draw (if able).
While a player has any fighter cards remaining in their Reinforcements deck, 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 Reinforcements.
Crews
Infiltrators
Each player may select the fighter card of up to one of their available fighters who is able to be infiltrated, whether due to the Infiltration Skill or some other ability, and set the fighter card aside face down.
Trench Detail
Each player privately places the fighter card of an available Champion or Leader (if any) face down to start their Trench Detail deck, and then places the fighter cards of up to two available Juves, Gangers (and Ganger equivalents), or Specialists face down on top to finish their Trench Detail deck.
Reinforcements
Each player places all remaining available fighters cards face down to form their gang's Reinforcements deck, and thoroughly shuffles the deck. It is possible for a gang with no remaining available fighters to not have a Reinforcements deck.
Underdog
The participating gang with the lowest total Crew Rating is considered to be the Underdog for this scenario. The Underdog gang's Gang Relic is a bit harder to damage.
Deployment
Each gang's corner is their deployment zone. For instance, in a two player battle each gang's corner is a 6'' x 6'' deployment zone, while in a three player battle each gang's corner is a 9'' x 9'' deployement zone. The gang's Trench Detail will start play at least partially in their gang's deployment zone, and Reinforcements will enter play via their gang's deployment zone.
Infiltrators
In priority order, each player may turn the fighter card of their infiltrating fighter (if any) face up and then set up that fighter onto the battlefield following the normal infiltration rules. If an infiltrating fighter cannot be set up onto the battlefield due to there not being any valid locations to place them, they are instead set up in base contact with their gang's Gang Relic.
Trench Detail
In priority order, each player takes turns setting up one of the fighters from their Trench Detail deck onto the battlefield with at least part of their base in their gang's deployment zone, until all the fighters in each gang's Trench Detail are set up onto the battlefield.
Starting the Battle
After Deployment is finished, the player with priority begins the battle by taking their first activation. The first round of battle proceeds normally.
Reinforcements
At the very end of each round (including the first), before Bottle Tests are made, in priority order each player may roll a D3-1 (minimum 0) and draw up to that many cards from the top of their Reinforcements deck if possible, then set up the corresponding fighters such that their bases are at least partially in the gang's deployment zone.
If there isn't room to place a Reinforcements fighter onto the battlefield, their fighter card is shuffled back into their gang's Reinforcements deck.
Bottle Tests
Bottle tests are made normally in this scenario, except that a gang may choose to automatically pass any Bottle tests they are forced to make while their Gang Relic is still in play. If a gang fails a Bottle test the gang's player can choose to Bottle Out. Otherwise, their fighters remain on the battlefield but must make Nerve tests at the start each subsequent round or flee the battlefield. Note that Reinforcements are not Out of Action or Broken, and should not be treated as such for purposes of Bottle test determinations.
Ending the Battle
The battle continues until there is one or zero gangs remaining on the battlefield. The ways in which a gang may leave the battlefield are detailed below.
Get Wiped Out
If at the end of a round all of a gang's fighters are Out of Action or Broken, all of the gang's remaining Broken fighters are removed from the battlefield and the gang is Wiped Out. Note that Reinforcements are not Out of Action or Broken, and thus a gang that still has Reinforcement fighters cannot be Wiped Out.
Bottle Out
Gangs can voluntarily Bottle Out if they are forced to make a Bottle test and fail the check. All of the Active, Pinned, Engaged, and Broken fighters of gang are removed from play immediately. Free attacks are not made against Engaged fighters being removed in this way. Next, for each of the gang's Seriously Injured fighters (if any) the conceding player rolls a D6; on a 3+ remove the fighter from the battlefield unharmed (they will be available for their gang's next battle) but on a 1 or 2 a Lasting Injury roll must be made for that fighter and then they are removed from the battlefield.
Truce
After the sixth or succeeding rounds the controlling players of all the gangs remaining on the battlefield can agree to a Truce, in which case all of the Active, Pinned, Engaged, and Broken fighters remaining on the battlefield are removed from play immediately. Next for each Seriously Injured fighter remaining on the battlefield (if any) the controlling player of that fighter rolls a D6; on a 3+ remove the fighter from the battlefield unharmed (they will be available for their gang's next battle) but on a 1 or 2 a Lasting Injury roll must be made for that fighter and then they are removed from the battlefield.
Finally, the controlling players of each gang agreeing to the Truce must roll a D6; on a 1 or 2 their gang loses 1 Victory Point (to a minimum of 0).
Victory
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 all of the gangs have exactly 0 Victory Points, all of the gangs are considered to have lost the battle.
It is possible for a gang that was Wiped Out or that Bottled Out or that participated in a Truce to still win on Victory Points.
Rewards (Campaign Only)
Experience
Destroying Gang Relics
Fighters who reduced a Gang Relic to 0 Wounds gained 1 XP.
Participation
Each fighter who participated in the battle gains 1 XP. Reinforcements who never made it onto the battlefield did not actually particpate in the battle and do not gain this 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.
Winners
If a gang wins the battle and the battle lasted until at least the end of the fourth round, that gang's fighters who were present on the battlefield at the start of the first round and remain on the battlefield at the end of the battle each gain an additional 1 XP. And if that gang's Leader participated in the battle, they gain 1 additional XP (even if they are no longer on the battlefield at the end of the battle).
Reputation
Each gang gains 1 Reputation per opposing gang.
Each gang gains 1 Reputation for every 2 Victory Points they earned.
The Underdog gang gains 1 Reputation.
Each gang whose Gang Relic was destroyed loses 1 Reputation.
Post-Battle Sequence
Proceed to the Post-Battle Sequence.