The Boss Meet
Ψ : Campaign Only
Armed Negotiations (2-6 Gangs)
Objectives
The bosses of two or more gangs have decided to meet to
discuss policy, settle a beef, conspire against some other gang,
trade resources, or do some business.
This scenario has no specific objective, and can end without violence.
Gangs can take the opportunity to use the Negotiation Stage to resolve whatever matters they care to.
Deals can be made, gear and credits from gang Stashes can be exchanged, Captured fighters can be ransomed, and so on.
Battlefield
This scenario is fought on a 2 x 2 Zone Mortalis battlefield, or a 24'' x 24'' Sector Mechanicus battlefield.
Either way, the center of the battlefield should be set up as a 6'' x 6'' Meet Area with no obstacles and sparse terrain.
The semi-random nature of deployment used in this scenario incentivizes players to cooperate to set the terrain up in a fair manner.
However, if players cannot cooperate roll for priority and in priority order each player places one obstacle or D3 pieces of scatter terrain, then continuing like this in a loop until a player decides to not place anything.
Neutral Ground
In this scenario, the Meet happens on neutral ground. None of the gangs are considered to be Attackers or Defenders, and none of the gangs are considered to have Home Turf Advantage or a Gang Relic.
Choose Crews
During the Choose Crews step, each player will select up to six fighters from their gang's roster that are not Captured or in Recovery. These fighters will be arranged into a Starting Crew and Reinforcements, with one of the fighters being designated as the Face of the gang for the upcoming Meet.
Secret Crew Selection
The fighter cards of each gang's Crews will be formed into separate decks, which are placed face down near the battlefield.
Each player can look at their own decks of fighter cards, but players cannot look at the fighter cards in the other
gangs' decks until those cards are played and the corresponding fighter is set up onto the battlefield.
Unselected fighter cards should also be placed face down off the battlefield and are also secret, until all of a gang's Crew has been deployed onto the battlefield.
Starting Crew
Each gang's Starting Crew is composed of their Face and Entourage (if any).
Fighters in the Starting Crew cannot be equipped with Heavy Weapons. Gangs must either choose fighters without them for their Starting Crew, or may move Heavy Weapons from fighters to their gang's Stash immediately upon choosing them for the gang's Starting Crew. If they do, such a fighter can be equipped with weapons from the gang's Stash that they are allowed to use, up to their carry limit.
The Face
Each player must secretly choose an available fighter to be the gang's Face, placing their fighter card face down near the battlefield with a dice placed on its "1" face on top of it.
The gang must choose a Hero if one is available, otherwise they must choose an available Henchman that is Advanceable.
If a gang has no eligible fighters to be the gang's Face, they cannot participate in the Meet and this scenario counts as a Loss for them.
The Entourage
Next, each player can secretly select up to two other available Henchmen from their gang to serve as the Entourage for their Face.
The player takes the fighter cards for those fighters and places them face down near the battlefield with a dice placed on its "2" face on top of them.
Reinforcements
Each player may secretly select up to three available fighters from their gang to serve as Reinforcements.
The fighter cards for these fighters should be placed face down near the battlefield, with a dice placed on its "3" face on top of them.
These fighters will enter the battlefield later if the Meet turns violent.
Remainders
Each player should place the fighter cards of all of their unselected available fighters face down off the battlefield.
These fighters will not participate in the upcoming battle.
Tactics Cards
During the Tactics Cards step of the Pre-Battle Sequence, each gang uses the Custom Selection (5) option,
choosing five cards from their Tactics Cards decks for their hand and putting aside
the other cards. They will not be used in this battle.
Battle Stages
This scenario has two stages, starting with the Negotiation Stage and possibly
transitioning to the Battle Stage if violence breaks out. Each of these Stages will be described later.
Determine Crew Rating & Underdog Status
Crew rating and Underdog status are determined at the end of the scenario, but only if violence breaks out.
Fighters Recover
For each fighter that was excluded from Crew selection because they are in Recovery, clear their Recovering box on their gang's roster now.
Those fighters are able to take part in their gang's next battle, and are also able to take part in Post-Battle Actions after this battle.
Deployment
Players should determine priority normally and in priority order, each player turns over their gang's Face fighter card and sets that fighter up onto the battlefield within the 6'' x 6'' Meet Area (the 1'' rule applies).
Each Face after the first must be no further than 2'' away from at least one other Face.
Continuing in priority order, each player then selects one fighter card from their gang's Entourage deck (if any), and sets up the corresponding fighter onto the battlefield no further than 3'' away from another fighter from their gang (the 1'' rule applies).
This continues until all of the Entourage fighters of all gangs have been set up onto the battlefield if possible.
If there are no remaining valid locations for an Entourage fighter to be set up, that fighter's fighter card and all remaining Entourage fighter cards are added to their gang's Reinforcements deck.
Negotiation Stage
The scenario starts in the Negotiation Stage, which is conducted as one or more simplified Negotiation Rounds.
At the start of each Negotiation Round, a new priority is rolled for and Ready markers are distributed to each fighter on the battlefield.
Fighters are activated in priority order as normal, but cannot Group Activate.
Negotiation Stage Actions
The choice of actions available to each fighter during the Negotiation Stage are limited.
When activated, a Face can do one of the following:
- Offer Terms
- Counter Offer
- Accept Terms
- Balk
- Attack (Shoot a Pistol or Charge!)
When activated, a fighter in an Entourage can do one of the following:
- Change Facing and Move up to 2'' (1'' rule applies)
- Attack (Shoot a Pistol or Charge!)
Offer Terms
A Face can offer to buy, sell, or trade any equipment, territory, or Captured fighters possessed by any of the participating gangs.
They may also propose Treaties, Alliances, or coordinated attacks against specific targets.
Such transactions should represent an exchange of value or strategic interest.
Counter Offer
A Face can respond to an offer of terms with a counter offer, which might just be haggling over price or might be new terms.
Accept Terms
A Face can accept offered terms. Players should write down the details of all accepted terms, including the order in which they were agreed. They will be resolved in order at the conclusion of the Negotiation Stage if negotiations peacefully conclude.
Balk
A Face can balk, effectively skipping their turn. If, in priority order, the remaining gangs also balk, the negotiations are concluded. Skip to the Conclude Negotiations step of this scenario.
Attack
Any member of the Starting Crews can choose to attack when activated. They can either select an enemy fighter and shoot them with a Pistol, or they can Charge an enemy fighter.
In either case, the fighter's attack is resolved and then the Negotiation Stage ends immediately and the Battle Stage begins.
Negotiations have failed, and accepted terms are discarded without being resolved.
Skip to the Starting the Battle step of this scenario.
Conclude Negotiations
All agreed to terms are resolved, fully resolving each agreed to terms in order, making any changes to gang rosters immediately.
If terms are reached that cannot be resolved successfully, negotiations break down and a battle starts.
All terms previously resolved remain in effect, but no further terms are resolved.
Skip to the Starting the Battle step of this scenario.
If any and all accepted terms are successfully resolved, the negotiations end peacefully.
All participating gangs treat this scenario as a Draw.
Negotiation Rewards
The Face of each participating gang earns 1 XP for each Round of the Negotiation Stage, to a maximum of 3 XP.
The Entourage fighters of each participating gang earn 1 XP each, total.
Post-Battle Sequence
Proceed to the Post-Battle Sequence.
Starting the Battle
Negotiations have failed, and treachery is afoot. Before the first round of battle begins, any lurking infiltrating Reinforcements enter the battlefield.
Infiltrators
In priority order, each player selects up to one fighter card from their
Reinforcements deck for a fighter that can be infiltrated and sets up that fighter
onto the battlefield at any location that is at least 1'' away from and outside
the vision arc and line of sight of all enemy fighters.
If there are no valid locations to deploy an infiltrating fighter, they are returned to their gang's Reinforcements deck.
This process continues until there are no more infiltrators to set up or no more valid locations to do so.
Battle Phase
From this point forward, a standard battle proceeds, following the rules of the Battle Sequence.
Reinforcements
After the Rally step of the first End Phase of the battle,
in priority order each player reveals the fighter cards from
their Reinforcements deck and sets up onto the battlefield
each of the corresponding fighters such that their base
touches an edge of the battlefield (the 1'' rule applies).
Bottle Tests
Bottle Tests are not made during this battle.
Retreat
Fighters can move off any edge of the battlefield. They are Out of Action but unharmed.
Ending the Battle
At the end of the second round and each subsequent round, the battle ends if no gang or only one gang has Active, Pinned, or Seriously Injured fighters remaining on the battlefield. If two or more gangs have Active, Pinned, or Engaged fighters remaining, the battle continues.
Victory
If a peaceful resolution is reached and the scenario ends without violence, it is considered to be a Draw for all of the participating gangs.
However, if any gang becomes violent the Meet transitions into the Battle Stage, and victory will be determined by Victory Points.
Each gang gains 1 Victory Point for each fighter from an opposing gang's Starting Crew one of their own fighters took Out of Action.
Fighters that retreated from the battlefield are not worth Victory Points.
Each gang gains 1 Victory Point for each fighter from their own Starting Crew that remains on the battlefield.
Gangs with no Victory Points lose automatically, as do gangs that do not have the most Victory Points.
The gang with the most Victory Points wins. Non-zero ties go to the player that has more of their
Starting Crew still on the battlefield that are not Broken or Seriously Injured.
If this is also a tie, then the battle ends in a Draw between the double tied players and a Loss for any other gangs.
Battle Rewards
Underdog
First, determine Underdog status using the total Crew Rating of the fighters that participated in the battle.
If there is an Underdog, that player gains their choice of either the
Reputation
or
XP
Underdog Options.
Experience
Standard XP for taking fighters Out of Action applies.
Each fighter that was deployed onto the battlefield before the end of the battle gains 1 XP.
If there is a winning gang, that gang's Face and their Entourage gains 1 additional XP.
Reputation
If there is a winning gang, that gang gains 1 Reputation.
Each gang gains 1 Reputation for every 2 Victory Points they earned.
If all of the fighters of a gang's Starting Crew were put Out of Action by injury, that gang loses 1 Reputation.
Diversity Incentive
For each of the opposing gangs that a gang has never fought before this battle, a gang
can gain either D3 Reputation or a pool of D3+1 XP to distribute amongst the gang's participating fighters.
Post-Battle Sequence
Proceed to the Post-Battle Sequence.