The Rescue

Saving Captured Gang Members (2 Gangs)

Any Battlefield

A gang rallys together in an attempt to bust out a captured teammate. All for one and one for all!

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.

This mission isn't very appropriate for skirmish, but if played the players roll off and the winner decides whether they will attack or defend. The attacker must select one of their gang's fighters at random, and that fighter has been captured by the defender.

Sneak Attack

The Sneak Attacks special rules are in effect for this battle and should be read and applied carefully as they have a major impact on the execution of the battle until one of the defending fighters manages to take the Raising The Alarm action. After the alarm is raised, the remainder of the battle is fought using standard Battle Sequence rules.

Attacker Special Rules

The Hidden special rules are in effect for the attacker.

Defender Special Rules

The Sentries, Home Turf, and Random Edge Reinforcements special rules are in effect for the defender.


The defender has the choice of Zone Mortalis or Sector Mechanicus.

Zone Mortalis

If Zone Mortalis is chosen, the defender must set up a 2 tile by 2 tile area in the center of the battlefield, including a room or a similar area where the attacking gang's captured fighter(s) are held captive; the captive area must be reachable. The defender may place up to D3 locked doors on the battlefield as part of their set up. Next the attacker sets up additional tiles touching the edges of the tiles placed by the defender to form the remainder of the battlefield; the attacker must set up at least 4 tiles and may set up more if they prefer to. Then, starting with the defender, each player takes turns placing barricades, cargo boxes, clusters of barrels, sections of pipes, etc, until 2D3 such board elements have been placed.

No ductways are placed by either player normally (but the Tactics Card Hidden Ductway may be used if available).

Sector Mechanicus

If Sector Mechanicus is chosen, the defender must set up an 18'' x 18'' area in the center of the battlefield, including an area where the attacking gang's captured fighter(s) are held captive. The defender may use up to half of the available terrain pieces and may set them up however they like, but the area where the captives are being held must be reachable. Next the attacker sets up the remainder of the battlefield around the area set up by the defender, extending the size of the battlefield to 36'' x 36''. The attacker may use any remaining terrain pieces and may place them however they like. The attacker may add up to D3 walkways that connect to platforms placed by the defender. Then, starting with the defender, each player takes turns placing barricades, cargo boxes, clusters of barrels, sections of pipes, ladders, etc, until 2D3 such board elements have been placed.

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 player.

Tactics Cards

The attacker chooses 3 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. The defender cannot play Tactics Cards until after the alarm is sounded; any of the defender's Tactics Cards that would normally be played before the battle started may be played immediately after the alarm is sounded.


This scenario allows the Reputation Underdog Option.


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.


The defender sets up the attacker's captured fighter(s) in the area established for them during battlefield setup.

Every fighter in the defender's crew is a sentry. The defender sets up their sentries anywhere in the part of the battlefield the defender set up earlier during the Battlefield step.

The attacker then picks one edge of the battlefield; this edge is their escape route and the attacking gang's fighters may exit the battlefield by moving off of this edge (escaped fighters are considered to be Out of Action for Bottle tests). The attacker then sets up their entire crew anywhere in the part of the battlefield the attacker set up earlier, observing the rules for Hidden fighters (out of sight and at least 6'' away from any enemy fighter).

The attacker may choose to move one or more items from their gang's Stash to one or more special loot crates, and may deploy such loot crates along with their fighters. Each loot crate must be placed in base contact with a fighter in the gang's crew. A fighter may carry one loot crate using the Carry action.

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.


Before the alarm is raised Reinforcements take no part in the battle. Starting in the round after the alarm is raised, at the very end of the End Phase of each round the defender randomly draws D3 fighter cards from their Reinforcements deck; if any of the fighter cards drawn is a Leader or Champion the defender may draw one more fighter card.

The defender randomly determines a battlefield edge, and then sets up all of the randomly drawn fighters with the back of each fighter's base touching the selected edge of the battlefield. If the attacker's escape route is randomly selected, the defender may choose any of the other battlefield edges instead.


The attacking gang is attempting to rescue their captive fighter(s) and move them off the battlefield via their escape route. The defending gang is attempting to stop them.


Escaping fighters are removed from the battlefield.

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.

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.


Captives have no gear, wear no armor, and are unarmed. An exception to this is that captives remain equipped with any item that explicitly states that it can't be removed from a fighter (such as some bionic items). Captives have their skills and any special innate abilities.

At the start of the battle, captives do not receive Ready markers and cannot be activated by either player. Once the alarm has been sounded, captives gain a Ready marker along with all other fighters. Before the alarm is sounded, if an attacking fighter gets within 6'' and line of sight of a captive, the attacker may choose to give the captive a Ready marker.

If the attacker brought one or more loot crates with gear from the gang's Stash, a captive fighter within 1'' of a loot crate may equip themselves with any items contained in the loot crate by taking an Interact action; move all items taken from the loot crate to the fighter's card immediately. If the captured fighter is rescued, these items may be moved back to the gang's Stash during the Distribute Equipment step of the Post-Battle Sequence.

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.

Claiming Captives

If the defender concedes, the attacker rescues any captive(s) remaining on the battlefield.

If a captive manages to move off the battlefield using the attacker's escape route, then that captive is rescued.

If a captive moves off the battlefield using the defender's escape route, then that captive remains captured.

If a captive would be taken Out of Action, leave them on the battlefield as Seriously Injured. Recovery tests are not made for this fighter for the remainder of the battle.

A fighter of either gang may carry a Seriously Injured captive using the Carry Heavy Action.

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.

Ending the Battle

Bottle tests are not made during this battle, but from the beginning of the third round until the end of the battle by other means, a player may choose to concede at any point during the battle. A conceding player withdraws their gang from the battle; all of their Active, Pinned, Engaged, and Broken fighters are removed from play immediately. Free attacks are not made against Engaged fighters being removed in this way by the enemy fighter they are Engaged with. Seriously Injured fighters on the gang are removed from play but a D6 is rolled for each fighter; a Lasting Injury roll must be made for any Seriously Injured fighters who roll a 1 or 2.

If the defending player concedes, the attacking player is considered to have rescued any captives that remain on the battlefield.

If the attacking player concedes, any captives that have escaped the battlefield are rescued, but if any captives remain on the battlefield they remain captured.


If one of the gangs concedes, the other gang automatically wins. Otherwise, if all captive fighters were rescued the attacker wins; if one or more fighters remain captured the defender wins.

Rewards (Campaign Only)


The attacker erases the "Captured By" box on their roster for any fighters they managed to rescue; rescued fighters are once again available to the gang.

The defender may take any Post-Battle Action affecting the attacking gang's fighters who remain captured that require the fighter's gang have a chance to rescue them before being taken. For instance, the Sell to the Guilders Post-Battle Action.


Standard XP for taking fighters Out of Action applies.

Each fighter who participated in the battle gains 1 XP.

Each captive who escapes using the attacker's escape route gains an additional D3 XP.

If a defending fighter takes a captive Out of Action they gain an additional 1 XP.

Each fighter who carries a Seriously Injured captive off the battlefield gains an additional 1 XP.

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


Each gang gains 1 Reputation if this was their first battle against this opponent.

The attacker gains 1 Reputation for each captive they rescue.

The attacker loses 1 Reputation for each captive they fail to rescue.

The defender gains 1 Reputation for each captive the attacker fails to rescue.

The defender loses 1 Reputation for each captive the attacker rescues.

If at least 1 captive is rescued before the alarm is raised the attacker gains 1 Reputation.