The Monty

Blind Box Looting (2-4 Gangs)

Any Battlefield


Rumor has it that a cache of archeotech has been discovered by local hivers and is being hidden amongst cargo containers with the intent of smuggling it uphive to be sold for vast profit. If true, a gang getting its hands on such a trove would gain a powerful advantage. Allowing a rival gang to aquire this cache is nearly unthinkable.

Gang members were dispatched to spread out to find the archeotech, and a member of more than one gang has done just that, alerting the rest of their gang members to join them. Tense gang violence transpires as fighters of each gang converge on the area.

The scenario uses the battlefield set up guidelines, and may either be a Zone Mortalis or a Sector Mechanicus battlefield. The battlefield should be at least 3x3 tiles if fought in Zone Mortalis, or at least 36'' x 36'' if fought in Sector Mechanicus.

After the battlefield is set up, the player who currently has Priority must place a large crate (or box shaped item) so that it is no less than 6'' and no more than 9'' from a corner of the battlefield. Each additional player, in Priority order, places another similar crate following the same restrictions, and also at least 9'' from the other boxes.

These crates cannot be placed in such a way that they are unreachable. The first loot crate placed is crate #1, the second loot crate placed is crate #2, and so on. These crates cannot be moved or carried, but can be destroyed. Each crate has Toughness 5, 3 Wounds, and a 4+ save.

Tactics Cards

Each player chooses one Tactics Cards from their deck Tactics Cards decks per loot crate on the battlefield; for instance if there are three gangs and thus three loot crates in play, each player would choose three Tactics Cards. These Tactics Cards are placed facedown on the table; players should not look at their cards after they have been placed facedown and they may not play their Tactics Cards while they are facedown. Each player should place a dice showing the number 1 on their first facedown card, a dice showing the number 2 on their second facedown card, and so on for each card. These numbers correspond with the loot crates that are in play.

During the battle when a gang takes control of a specific loot crate for the first time, that gang's player draws the Tactics Card corresponding to that loot crate. Control of a box is determined at the start of each round's End Phase (prior to Reinforcements entering the battle), as explained in the Objectives section below.

Any Tactics Card drawn in this way that would normally be played before the battle began can be played now. If a Tactics Card drawn in this way would normally be played on a fighter in the gang at the beginning of the battle it may be played on a Reinforcement entering the battle this turn or held to be played on a later Reinforcement. If there are no Reinforcements remaining to a player, the card can be played on one of their gang fighter's who is currently within 6'' of the loot crate the Tactics Card corresponded to.


This scenario allows the Reputation or XP Underdog Options (player's choice).


This scenario uses the standard rules for choosing a Crew, with all gangs using Random Selection (1). If one of the gangs has a Gang Rating that is 200 or more points less than an opponent's Gang Rating, they may instead use Custom Selection (1) to choose their Crew.

The remainder of each gang's fighter cards become their Reinforcement decks.


The Infiltration Skill, and similar deployment affecting abilities may be used in this scenario during initial deployment, but also during Reinforcements (see below).


At the start of each End Phase after it has been determined which gang controls which loot crates (if any), Reinforcements enter the battlefield from a randomly determined edge, in Priority order. Place all Reinforcement fighters entering the fray so that the edge of their base is touching the edge of the battlefield they enter from. In Sector Mechanicus, Reinforcements may enter play on raised platforms whose edges are touching the edge of the battlefield the Reinforcement enters the battlefield from.

The Infiltration Skill and Special Territories or other abilities that affect fighter deployment may be used for Reinforcements in this scenario, as appropriate. For instance when a Reinforcement with Infiltration is drawn they may be deployed to the battlefield per the rules for Infiltration rather than from the randomly selected battlefield edge they would normally enter the battlefield from.

Campaign Only: At the very end of the End Phase in which a gang deployed their last Reinforcement, that gang immediately gains 1 Reputation if an opposing gang participating in the battle still has one or more cards remaining in their Reinforcements deck.


The goal is to gain control of the loot crates. If a gang controls a crates at the end of the battle they have the opportunity for rich reward as one of the crates is "The Monty", the sought after cache of archeotech. Which crates is the Monty is randomly determined after the battle ends, so each of the crates is worth gaining control of.

Control of the crates as the battle progresses is checked during each End Phase, and acquiring control of a crate during the course of a battle allows a gang to gain a Tactics Card to use during the remainder of the battle. It is possible for control over a crate to change multiple times during the course of the battle as gangs bitterly vie for dominance.

At the beginning of each End Phase, an Active fighter within 1'' of one of the three crates controls that crate for their gang, unless an enemy fighter is also within 1'' of the same crate in which case neither gang controls the crate.

Ending the Battle

At the end of the End Phase, if all the remaining fighters on the battlefield are Seriously Injured or Broken, the battle ends immediately.

Additionally when the last Reinforcement has entered the battlefield or when a gang Bottles Out (whichever happens first), roll a D6 at the end of the following round. On a 5 or more the battle ends. Otherwise roll again at the end of each subsequent round, adding 1 to the result for each additional time this roll is made; in other words, the second time this roll is made the battle will end on a 4 or more, and so on.

Each player rolls a D6 for each crate they control during the Wrap Up phase of the Post-Battle Sequence, the high roller has the control over the crate that contains the archeotech cache...aka the "Monty". Ties between multiple players are broken by roll offs until there is a winner.


Each loot crate controlled at the end of the battle is worth 1 Victory Point. The gang that controls the crate containing the Monty gains an additional Victory Point. 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.

Rewards (Campaign Only)


The player of the gang that controlled the crate containing the Monty at the end of the game (if any) may choose one or more Rare Items of any rarity from the Trading Post with a combined credit value of D6 x 50 credits or less to be the treasure hidden within the Monty; these item(s) are added to the gang's Stash immediately. Credits not spent on rare items are lost.

If a gang controlled one the other loot crates they receive 1D6 x 10 credits; if they controlled two of the other loot crates (in a three or four player battle) the gang instead receives 2D6 x 15 credits, and if they controlled all three of the other loot crates (in a four player battle) the gang instead receives 3D6 x 20 credits. The credits are added to the gang's Stash immediately.


Standard XP for taking fighters Out of Action applies.

Each fighter who participated in the battle gains 1 XP.

Each fighter who controlled a loot crate at the end of the battle gains 1 XP.

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


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.

A gang gains 1 Reputation for each loot crate controlled at the end of the battle. If a gang controls all the loot crates at the end of the battle, they receive 1 additional Reputation (i.e., 4 total Reputation).

If either gang bottled out, they lose 1 Reputation.


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

Three Door Monty

Zone Mortalis

A fun Zone Mortalis variant is to arrange a battlefield around three Vaults lined up next to each other in a row, with some scatter terrain between them to provide some cover.

In this variant everything based upon control of a loot crate in the standard scenario is re-interpreted to mean control over a Vault. Control over a Vault is achieved by having a fighter within 1'' of the control terminal that unlocks that Vault's door.

Rather than deploying a fighter at the beginning of the battle within 6'' of a loot crate, fighters are deployed at least 6'' away from a Vault door and no closer than 9'' away from any enemy fighter. Fighters cannot be deployed inside Vaults.

When a Vault is opened for the first time (whichever Vault happens to be opened first) roll a D6; on a 5 or 6 that Vault contains The Monty. If the first Vault did not contain the Monty roll a D6 when the second Vault is opened; on a 4 or better this Vault contains The Monty. If neither the first nor second Vaults contained The Monty, roll a D6 when the third Vault is opened; on a 3 or better this Vault contains The Monty.

If none of the Vaults contain The Monty, the entire thing turns out to have just been a viral rumor, or perhaps the Guilders secured the hoard elsewhere, or maybe some other gang already spirited the score away. Afterall, nothing is a sure thing in the grimdark tunnels of the underhive.

Gangs continue to fight once The Monty is revealed (or if there turns out to not be any prize), with Bottle tests, and the battle rages on. If there is no Monty, fighters may Escape the battle from any board edge and are considered to be Out of Action for the remainder of the battle. If only one gang remains upon the battlefield the battle ends.

To make this scenario harder, the players or an Arbitrator can decide at the start of the battle that the Rigged Door Tactics Card or similar door-opening Tactics Cards cannot be used on the Vault Doors.

Hostile Monty

Zone Mortalis or Sector Mechanicus

In a battle run by an Arbitrator, the treasure the gangs seek is not just laying around waiting to be collected. It is already in the possession of some other group and they intend to keep it.

The opposition presented by the Arbitrator can take any form the Arbitrator imagines, ranging from local hivers, to another gang, to Adeptus Arbites, agents of a Noble House, freelancers, Guilders, Ratskins, or whatever. The Arbitrator should add up the total Gang Ratings of the players' gangs participating in the battle; the Arbitrator's opposing forces should have no more than 75% of that total.

The Arbitrator places the loot crates, deploys their forces first, and may keep up to half of their fighters as Reinforcements. During the beginning of each End Phase the Arbitrator may choose to draw up to D3+1 Reinforcements from their Reinforcements deck, and may bring them on as a group from any battlefield edge. This is done before players resolve their Reinforcements.

Rather than selecting their starting Crew using Random Selection (1), each player selects no more than half of their available fighters (of their choice) as their Crew, with the remainder being available as Reinforcements. At the beginning of the battle rather than deploying 1 fighter near a loot crate, in Priority order each player selects an edge of the battlefield that has not already been selected by another player; their fighters will move onto the battlefield from this board edge as they are activated during the first round, and their Reinforcements will also move onto the battlefield from this board edge as the battle elapses.

Players can choose to ally or not as they see fit during the course of the battle. There are no mechanics around this; players can simply choose to not attack each other or not as they see fit action by action. Another gang's fighters are still considered to be "enemy fighters" even if the gangs are currently cooperating with each other.

XP rewarded for taking out Arbitrator controlled opposition should be based upon the quality of each opposing fighter. Unremarkable opposition (Ganger equivalent) is worth 1 XP each when taken Out of Action, better quality opposition (Champion equivalent) is worth 2 XP when taken Out of Action, and elite opposition (Leader equivalent or better) is worth 3 XP when taken Out of Action.