The Raid
Robbing You To Benefit Me (2 Gangs)
Battlefield
The art of the lighting raid is one appreciated and cultivated by many
a successful gang leader. Get in, get out, get rich. Or die trying.
The scenario uses the battlefield set up guidelines, and may either be a
Zone Mortalis or a Sector Mechanicus battlefield. A small to medium sized
battlefield works best for this scenario.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the
defender. In a campaign, the player who chose this scenario
is the attacker. In a skirmish, players roll off and the winner
decides whether they will attack or defend.
Defender Special Rules
Some special scenario rules are in effect for the defender.
First, the
Home Turf
special rules are in effect for the defender.
Second, if after the defending gang's crew is formed the defending gang has additional fighters remaining,
the
Random Edge Reinforcements
option is in effect for the defending gang. One random defending fighter will arrive
at the start of the first End phase, two at the start of the second End phase,
three at the start of the third End Phase, and so on until no more reinforcements remain
or the battle has ended.
Tactics Cards
The attacker chooses 2 Tactics Cards from their Tactics Cards deck. The defender
may remove up to 10 Tactics Cards from their Tactics Cards deck, then shuffle the remaining
cards to form a deck for this battle and then deal themselves 3 random Tactics Cards from that deck.
Underdog
This scenario allows the
Reputation or
XP Underdog Options (player's choice).
Crews
The attacker uses the Custom Selection method to choose their crew.
The defender uses the Random Selection (D3+4) method to choose their crew, and then rolls for each Hangers-on their gang
has who might be present at their Home Turf; any present are added to the gang's crew.
After the defender has dealt out their starting crew's fighter cards, their remaining fighter cards
are shuffled together to form their Reinforcements deck.
Once the defending gang's crew has been formed, the attacking gang's player must inform the defending gang's
player of any fighters in their crew who have bounties on them.
If the defending gang's player decides to hire a Bounty Hunter at this time the Bounty Hunter is set aside and may enter
the battle later as a Reinforcement, taking the place of a randomly determined Reinforcement.
Deployment
The defender sets up four loot boxes anywhere on the
battlefield. Then they set up their crew. Each of the defending fighters
must be within 3'' of one of the loot caskets.
The attacker then picks one edge of the battlefield (in Sector
Mechanicus battles) or one edge of a single tile (in Zone
Mortalis battles); this edge is their escape route.
The attacker sets up their entire crew within 6'' of their escape route.
Objectives
The attacking gang is attempting to secure the four loot boxes
and move them off the battlefield via their escape route.
The defending gang is attempting to stop them.
Claiming Loot Boxes
If one of the four loot boxes is within 1''
of the attacking gang's escape route at the start of the End phase, the loot box is claimed
by the attacking gang and removed from the battlefield.
If one of the four loot boxes is within 1''
of any other edge of the battlefield at the start of the End phase, the loot box is claimed
by the defending gang and removed from the battlefield.
Escape!
Any attacking fighter can escape by moving off the edge of the battlefield within their gang's
escape route.
Any defending fighter can escape by moving off of any edge of the battlefield other than
the attacking gang's escape route.
Escaping fighters are removed from the battlefield, and count as being taken
Out of Action for the purposes of Bottle tests.
If a Broken fighter of either gang randomly rolls enough inches of movement for that
fighter 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 and is considered
to have been taken Out of Action by the opposing gang.
Ending the Battle
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 both gangs, as necessary.
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 the defending player concedes, the attacking player is considered to have claimed any loot boxes that remain on the battlefield.
When the remaining Active and Pinned fighters on the battlefield all belong to the same gang,
the battle ends immediately.
At the end of the End Phase, if all the remaining fighters on the battlefield are Seriously Injured or Broken,
the battle ends immediately.
Victory
If one of the gangs concedes, the other gang automatically wins. Otherwise, victory is determined by tallying Victory Points.
Each loot box is worth 1 Victory Point. The attacking gang has 1 Victory Point for each loot box they claimed.
The defender has 1 Victory Point for each loot box that the attacking gang did not claim.
The gang with the most Victory Points wins. If there is a tie, the battle ends in a draw.
Rewards (Campaign Only)
Turf
If the defending gang concedes or if the battle ends with no defending fighters on the battlefield and the attacking gang
has not bottled out or conceded, the defending gang loses 1 Turf.
If the defending gang loses a Turf and has one or more Special Territories roll D6; if the result is a 1 the lost Turf
is one of the gang's Special Territories (defending player's choice).
Loot
If the attacker claimed any loot boxes, for each loot box claimed
D3 x 10 credits are moved from the defender's Stash to the attacker's Stash immediately.
If the amount rolled exceeds the total number of credits in the defender's Stash, the attacker gains
all of the credits currently remaining in the defender's Stash.
Experience
Standard XP for taking fighters Out of Action applies.
Each fighter who participated in the battle gains 1 XP.
Each defending fighter that Seriously Injures or takes Out of Action an attacking
fighter who is within 2'' of a loot box gains an additional 1 XP.
Each attacking fighter who carried a loot box to the escape route gains 1 XP if the loot box is claimed.
If a gang is the winner, that gang's Leader gains 1 XP.
Reputation
Each gang gains 1 Reputation if this was their first battle against this opponent.
The attacker gains 1 Reputation if they managed to claim at least one loot box.
The attacker gains 1 additional Reputation if they managed to claim all 4 loot boxes.
The defender gains 1 Reputation if they managed to keep at least one loot box.
The defender gains 1 additional Reputation if they managed to keep all 4 loot boxes.
Variants
The basic template of this scenario can be modified, allowing for variants with slightly different stakes or different tactical options.
The Assault
This variant is similar to The Razing Scenario, but without the added complexity of Sneak Attack and sentries.
In this variant, the attacking gang is trying to destroy a target owned or controlled by the defending gang.