On The Rob


In the back alleys, pipelines, and sewer-warrens of Cog-Port beyond Corpse Town, the gangs clash over Caskets of the Mysterious Crystals. One gang is trying to make off with their stolen loot, the other is trying to โ€˜recoverโ€™ the stolen items โ€“ purely out of civic duty, of course.

Attacker and Defender

  • This Scenario has an Attacker and Defender

  • Randomly determine which gang is which

Battlefield

  • This Scenario is played a Sector Mechanicus or Zone Mortalis Battlefield

  • The Defender sets up 6 Loot Caskets. These must be setup at least 6โ€ away from board edges and any other Casket.

  • No other Loot Caskets or Crystal Clusters are setup in this scenario.

Crew & Cards

  • The Attacker uses the Custom Selection (7) method to choose their crew and chooses 2 Tactics Cards.

  • The Defender uses the Random Selection (D3+2) method to choose their crew and selects 2 Tactics Cards randomly. The rest of their Gang are setup as Reinforcements.

  • Reinforcements enter from the 2nd turn onwards. Roll a D3 to see how many Reinforcements arrive each turn until all the remainder of their Gang has arrived.

  • When deploying reinforcements, number each board edge from 1-4 and roll a D6 to see which edge they arrive on. On a 5 the Attacker chooses the board edge, on a 6 the Defender chooses the board edge.

Deployment

  • The Defender may deploy their Crew anywhere on the board so long as each Fighter is within 3โ€ of a Loot Casket.

  • After the Defender is fully set up the Attacker deploys within 6โ€ of a board edge of their choice.

Objective

  • The Attacker is searching for stolen Mysterious Crystals. Unfortunately for them, the Defender grabbed a bunch of other junk too. Whenever an Attacking Fighter opens a Loot Casket roll a D6. On a 3+ it contains Mysterious Crystal. The Player should note how many Mysterious Crystals are recovered in this way and by which Fighter. On a roll of a 1-2, the Attacking Gang gains D3รท2 credits (to a minimum of 1 credit, rounding down fractions).

  • The rules for carrying and opening loot caskets can be found here, but remember to use the above rule for determining its contents.

  • The Defender cannot open Loot Caskets for any reason in this scenario.

Ending/Victory

  • The battle ends when one gang has no Fighters left on the board.

  • If at the end of the Battle the Attacker has found 3 Mysterious Crystals, they win. Otherwise, the Defender wins.

  • If either Gang voluntarily Bottles Out and flees the battlefield, their opponent wins. If the Defender voluntarily flees, the Attacker is assumed to have opened all the remaining Loot Caskets. Roll a D6 for each Casket as normal, however, their Fighters do not gain XP for opening the Caskets.

  • The Defender has the Home Turf Advantage.

  • No Fighters may be Captured in this scenario

Rewards & XP

  • Every Fighter that took part in the battle gains 1XP.

  • Every Fighter that found a Mysterious Crystal in a Loot Crate gains 1XP.

  • The winning gang gains D6x10 credits.

  • The losing gang gains D3x10 credits.

  • All participating fighters mark their fighter card with an additional ๐Ÿ”ถ symbol.

Rep

  • The winning Gang gains +1 Reputation.

  • If either Gang bottles out, they lose 1 Reputation.