The Looting
Fighting Over Loot Caskets (2-4 Gangs)
Battlefield
Gang members from two or more gangs have been dispatched to spread out, find, and seize loot caskets from a Guilder shipment that suffered misadventure.
Tense gang violence transpires as fighters of each gang converge on the area and struggle to acquire as much swag as possible before the other gangs can scoop up the treasure.
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.
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 completed, still in priority order,
each player may place a door or ductway or a handful of scatter terrain anywhere on
the battlefield.
Sector Mechanicus
In priority order each player selects a 12'' x 12'' section of the battlefield and then each player simultaneously sets up the section of the battlefield they are responsible for using whatever terrain is available. If a dispute arises between multiple players wanting to place the same piece of terrain, the disputing players should roll off to determine who gets to place the piece of terrain.
Each section must have a minimum of one large piece of terrain or three medium pieces of terrain, and no section should have so much terrain or be arranged in such a way as to be unplayable. After all players have set up the section of the battlefield that they are responsible for, in priority order each player may either reposition a piece of terrain anywhere on the battlefield or place a walkway, gantry, or similar piece of terrain to connect structures located in different sections. 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.
This is repeated as necessary until all 12'' x 12'' sections of the battlefield have been set up.
Loot Casket Placement
Next (and still in priority order) each player takes turns placing a loot casket (or similar box shaped item)
onto the battlefield so that it is within 6'' of the center of the battlefield.
The player with priority then rolls D3 and adds the number of players;
if the result is 4 or less the player with priority places one last loot
casket so that it is within 6'' of the center of the battlefield.
If the result is 5 or higher, then in priority order each player places another loot casket so that it
is within 9'' of the center of the battlefield. Finally, if the number of loot caskets is an even number, the
player with priority adds one more loot casket within 9'' of the center of the battlefield.
Loot caskets may be placed next to or on top of each other, and must be reachable by a fighter.
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 goal of this scenario is to gain control of as many loot caskets as possible by the end of the battle. Each loot casket opened by or carried off the battlefield by a fighter during the battle gains that fighter's gang 1 Victory Point, and every unopened loot casket controlled by a gang at the end of the battle gains the controlling gang 1 Victory Point. The gang with the most Victory Points at the end of the battle wins.
Loot Caskets & Traps
Loot caskets feature prominently in this scenario, some of which might be trapped. By default it is assumed the standard Necromunda loot caskets and trap markers are available and used for this. However, any similar proxy items will work fine.
For the purposes of this scenario, loot caskets have Toughness 4 and 2 Wounds. When a loot casket loses its last Wound it is destroyed and the attacker rolls a D6; on a 5 the loot casket dissolves and releases a cloud of acidic gas (treat it as a Gas Trap), on a 6 the loot casket blows up (treat it as a Frag Trap). Destroyed loot caskets are removed from play.
Approaching A Loot Casket
Fighters can move within 1'' of a loot casket as part of a Standard or Double Move or when Consolidating. For each loot casket the first time a fighter gets within 1'' of that loot casket the approaching fighter's controlling player must roll on the following table to determine the loot casket's status. Note this is only done once per loot casket, and only the first time a fighter gets within 1'' of it.
Loot Casket Status
1
The loot casket is locked and also trapped! Place a Gas Trap marker underneath it. In addition to the usual things that can trigger the trap, if the loot casket is moved the Gas Trap is triggered on a D6 roll of 4 or less.
2
The loot casket is locked and also trapped!
Place a Frag Trap marker underneath it. In addition to the usual things that can trigger the trap, if the loot casket is moved the Frag Trap is triggered on a D6 roll of 4 or less.
3-5
The loot casket is locked.
6
The loot casket is unlocked.
Claiming Loot Caskets
An Active or Pinned fighter in base contact with a loot casket controls that loot casket for their gang. If that fighter becomes Engaged, Broken, or Seriously Injured, move the loot casket so that it is 1'' away from the fighter; that fighter no longer controls the loot casket.
Carrying Loot Caskets
An Active fighter within 1'' of a loot casket can use the Carry (Simple) action to pick up and carry that loot casket; while the loot casket remains in base contact with the fighter they are considered to be controlling that loot casket for their gang. A fighter may only carry a single loot casket or be in base contact with a single loot casket at a time.
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.
Opening Loot Caskets
An Active fighter in base contact with a loot casket that is unlocked can simply open the loot casket and claim whatever
is inside as a Interact (Simple) action. An Active fighter in base contact with a loot casket that is locked can attempt
to unlock and open it with an Access Terminal (Basic) action, or force it open with a Exert (Double) action.
Interact (Simple): The fighter may interact with or otherwise operate a console, device, or object within 1'' of the fighter for
an effect dependent upon the item interacted with. This can be used to close doors, open unlocked doors and loot boxes, flip switches, and so on.
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.
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.
When a loot crate is opened by a fighter while the battle is still ongoing, the fighter gains 1 XP immediately and that fighter's gang gets 1 Victory Point for claiming the loot casket.
Next, click
here
to determine if any loot is found in the loot crate.
Tactics Cards
Each player may remove up to ten cards from the Tactics Cards deck, then shuffle the remaining cards to form their gang's Tactics Cards Deck for this battle. Next, each player except the Underdog draws three Tactics Cards from their deck and discards one. The Underdog may draw five Tactics Cards and discard two.
Crews
In this scenario each player will use some of their available fighters to form a Command Group deck, some of their available fighters to form a Looters Group deck, and some of their available fighters to form a Infiltrators deck (if they have any fighters who can be infiltrated). Fighters in the Infiltrators deck will be deployed onto the battlefield before the battle begins, while fighters in the Looters Groups and Command Groups are Reinforcements.
Infiltrators
Each player privately places the fighter cards of all of their available fighters who can be infiltrated, either via the Infiltration Skill or a similar game mechanic, face down to form their gang's Infiltrators deck. It is possible for a gang with no such available fighters to have no Infiltrators deck.
Looters Group
Each player privately places all of their available Juves, Gangers (and Ganger equivalents), and Specialists fighter cards face down to form their gang's Looters Group deck. Each player may then place up to one available Champion's fighter card face down to finish making their Looters Group deck. It is possible for a gang with no such available fighters to have no Looters Group deck.
Command Group
Each player privately places all remaining available fighters cards face down to form their gang's Command Group deck. It is possible for a gang with no such available fighters to have no Command Group deck.
Underdog
The participating gang with the lowest total Crew Rating is considered to be the Underdog for this scenario.
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.
Infiltrators
The standard infiltration rules are not used in this scenario; instead infiltrating fighters simply get to enter the battlefield earlier than other types of fighters.
The player with priority sets up one fighter from their Infiltrators deck onto the battlefield within 6'' of their own deployment edge, then the player with the next highest priority sets up one fighter from their Infiltrators deck onto the battlefield within 6'' of their own deployment edge, and so on. This process repeats itself in a loop from highest priority player to lowest priority player until all fighters in all the gangs' Infiltrators decks have been set up onto the battlefield.
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 a player does not have to declare which Hidden marker represents which fighter, they may wait until a Hidden marker is exposed to decide which infiltrating fighter to put into play for that Hidden 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). A Hidden fighter can take actions normally, but if they declare an attack action the fighter is exposed immediately before selecting a weapon profile and a target.
Detect
Active and Pinned fighters can take the Detect (Basic) action in an attempt to expose a Hidden enemy fighter.
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.
Exposed
When a Hidden marker is exposed, the controlling player must set up an available infiltrating fighter onto the battlefield where the exposed Hidden marker is currently located and remove the Hidden marker from play.
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
Looters Group
At the start of the second round, before priority is determined, the player who currently has priority sets up one fighter from their Looters Group deck onto the battlefield within 4'' of their own deployment edge, then the player with the next highest priority sets up one fighter from their Looters Group deck onto the battlefield within 4'' of their own deployment edge, and so on. This process repeats itself in a loop from highest priority player to lowest priority player until all fighters in all the gangs' Looters Group decks have been set up onto the battlefield.
When this process has been completed, the new priority for the round is determined.
Command Group
At the start of the fourth round, before priority is determined, the player who currently has priority sets up one fighter from their Command Group deck onto the battlefield within 2'' of their own deployment edge, then the player with the next highest priority sets up one fighter from their Command Group deck onto the battlefield within 2'' of their own deployment edge, and so on. This process repeats itself in a loop from highest priority player to lowest priority player until all fighters in all the gangs' Command Group decks have been set up onto the battlefield.
When this process has been completed, the Underdog gang gains priority for the round.
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 leaves 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 Loot Caskets
If a fighter Escapes with an unopened loot casket by carrying it off a battlefield edge, that fighter gains 1 XP immediately and their gang gains 1 Victory Point for claiming that loot casket. The loot casket will be opened in the Receive Rewards step of the Post-Battle Sequence.
Bottle Tests
Bottle tests are not made during the first three rounds of the battle. Starting at the end of the fourth round Bottle tests are made normally by all gangs, as necessary.
Ending the Battle
There are several ways for the battle to end.
Get Wiped Out
During the fourth and subsequent rounds, if at any time no fighters remain on the battlefield or all fighters remaining on the battlefield are Broken or Seriously Injured, the battle will continue to the end of the current round and then be over.
No More Loot Caskets
If at any point during the battle there are no more loot caskets remaining on the battlefield, the battle will continue to the end of the current round and then be over.
Final Stand
If at any point during the battle 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.
Controlling Loot Caskets At The End Of The Battle
Gangs received Victory Points for any loot caskets opened or carried off the battlefield during the battle, but control over any loot crates remaining on the battlefield is determined now.
For each loot crate remaining on the battlefield, if that loot crate is in base contact with a gang fighter, that fighter controls that loot casket for their gang; the fighter gains 1 XP and their gang gains 1 Victory Point.
Loot crates that are not controlled by any gang remain unclaimed.
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.
Rewards (Campaign Only)
Unopened Loot Crates
For each unopened loot casket a gang claimed, at this time the controlling player may roll on the Loot Casket Contents table for that loot casket and add its contents (if any) to their gang's Stash immediately.
Experience
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.
Loot Caskets
Fighters gained 1 XP for each loot casket they opened during the battle. Each fighter who carried a loot casket off the battlefield gained 1 XP. Each fighter who controlled a loot casket at the end of the battle gained 1 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, any of that gang's fighters who 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.
If there is a winning gang, that 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.