The Bushwhack

Waylaying Wayward Wastrels (2 Gangs)

Any Battlefield

Members of one gang secrectly lay in wait to spring an ambush upon another gang.

Treachery is afoot in the underhive!

Attacker 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.

Battlefield

The scenario uses the battlefield set up guidelines, with some mild alterations as decribed below, and may either be a Zone Mortalis or a Sector Mechanicus battlefield.

A Sector Mechanicus battlefield should be at least 24" x 24". On a Sector Mechanicus battlefield no large terrain can be set up within 12'' of the center of the battlefield. Scatter terrain can still be set up in this area. The defender's deployment zone is anywhere within 6'' of the center of the battlefield.

On a Zone Mortalis battlefield the attacker starts by placing up to three tiles, then the players alternate placing tiles as normal, starting with the defender. Once the battlefield has been set up, the attacker picks any point on the battlefield (marking it somehow) and the defender's deployment zone is anywhere within 6'' of that point.

Crews

The attacker uses the Custom Selection method of crew selection, while the defender uses the Random Selection (2D3+3) method.

Underdog

This scenario allows any one of the Underdog Options, of the Underdog player's choice.

Tactics Cards

The attacker can choose up to two Tactics Cards. The defender shuffles their Tactics Cards deck and draws two cards from it at random.

Deployment

The defender shuffles their crew's fighter cards and without looking at the cards sorts them into three separate decks of as close to equal size as possible. The defender then selects two of these decks and flips the fighter cards over. The fighters whose fighter cards are selected in this way must be set up within the defender's deployment zone, while the cards in the third unselected deck are set aside for later use.

Next, each attacking fighter is set up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6'' of an enemy fighters.

Finally, after the attacker has set up, the defender flips over the deck of remaining fighter cards that was set aside earlier and sets up the fighters whose fighter cards are selected in this way anywhere on the battlefield that is not within 1'' of an enemy fighter and is at least 6'' away from all board edges.

Objectives

The attacker is attempting to take out as many of the defenders as possible. The defenders are trying to survive, escape, or wipe out their attackers.

The attacker gains 1 Victory Point for each defending fighter who is taken Out of Action by any means other than escaping the battlefield.

The defender gains 1 Victory Point for each defending fighter who escapes.

Surprise Attack

The attackers take the Priority marker in the first round of the game. If the attacker makes group activations during the first round of battle they may include one additional fighter per group activation.

Turning Tide

At the end of the second round, during the recovery phase all defending fighters who are Seriously Injured may automatically recover (taking a Flesh Wound and becoming Pinned), and all defending fighters who are Broken automatically Rally.

Escape!

Any defending fighter can escape by moving off of any battlefield edge. Escaping fighters are removed from the battlefield, and do not count as being taken Out of Action for the purposes of Bottle tests made by the defender, or for the purposes of tallying Victory Points by the attacker. In a campaign each defender who escapes earns 1 XP.

After the second Round, attacking fighters may also leave the battle by moving off of a battlefield edge. However, attacking fighters who leave in this way are considered to have been taken Out of Action for purposes of bottle tests made by the attacking gang.

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. 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 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 defender who escapes is worth 1 Victory Point for the defender. Each defender taken Out of Action by any other means is worth 1 Victory Point for the attacker. At the end of the battle the player with the most Victory Points wins.

Defending fighters who who are removed from play by other means (Bottled Out, Conceded) do not count as a Victory Point for either side.

Rewards (Campaign Only)

Experience

Standard XP for taking fighters Out of Action applies.

Each fighter who participated in the battle gains 1 XP.

Each defending fighter who escaped gains 1 XP.

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

Reputation

Each gang gains 1 Reputation if they have never fought a battle against the opposing gang.

If there is a winner, the winning gang gains 1 Reputation. If the winning gang has a crew rating that is at least 300 points less than the other gang's crew rating, the winning gang gains an additional 1 Reputation.

If the attacking gang failed to take any of the defending gang's fighters Out of Action, the attacking gang loses 1 Reputation and the defending gang gains 1 Reputation.

If none of the defending gang's fighters manage to escape, the defending gang loses 1 Reputation and the attacking gang gains 1 Reputation.

Variants

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

The Transport

Any Battlefield

In this variant, the defending gang is transporting valuable cargo along a route. The defending player must select a loot box or similar object as the cargo; the selected object is carryable. Alternately if the defending player has a reasonably sized vehicle available, the cargo may be placed upon it and the vehicle may be deployed to the battlefield for flavor; however a member of the gang must remain on or within 1'' of the vehicle to drive or push it, the vehicle moves at the same speed as that fighter exactly as if it were an object being carried by that fighter.

Deployment

The defending player must select a 6'' wide section of a board edge as their entry zone, and another 6'' wide section of the opposing board edge as their escape zone. Tokens or some other means of marking the selected zones should be placed on or next to the battlefield for the duration of the battle.

Then the attacking player sets up their entire crew anywhere on the battlefield that is at least 12'' from the defender's entry zone. The Hidden special rules are in effect for the attacker; this allows attacking fighters to be deployed in the Hidden status.

Finally the defending player must move their entire crew onto the board from their gang's entry zone, measuring each fighters starting movement from the board edge within the entry zone. One of the crew's fighters must be carrying the cargo.

Objectives

The attacking gang is attempting to steal the cargo from the defending gang. The defending gang is trying to escape with the cargo via the escape zone.

Surprise Attack

The attackers take the Priority marker in the first round of the game. If the attacker makes group activations during the first round of battle they may include one additional fighter per group activation.

Escape!

Any defending fighter can escape by moving off the edge of the battlefield in the defending gang's escape zone. In a campaign each defending fighter who escapes earns D3 XP.

Any attacking fighter can escape by moving off the edge of the battlefield in the defending gang's entry zone. If an attacking fighter escapes in this way carrying the cargo, the battle ends.

Escaping fighters are removed from the battlefield, and do not 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. Starting at the end of the fourth round bottle tests are made normally by both gangs, as necessary.

If the remaining Active and Pinned fighters on the battlefield all belong to the same gang, the battle ends immediately.

If a fighter of either gang manages to escape with the cargo, the battle ends immediately.

Victory

If one of the gangs concedes, the other gang automatically wins. If a fighter of one of the gangs escaped with the cargo, that gang automatically wins. Otherwise if a gang has an Active or Pinned fighter within 1'' of the cargo and the other gang does not, that gang wins. If both gangs have an Active or Pinned fighter within 1'' of the cargo, or neither gang does, the battle ends in a draw.

Rewards (Campaign Only)

Loot

If the attacking gang managed to steal the cargo, the attacking player may either choose to take an item from the defending gang's Stash and put it into their gang's Stash immediately, or steal up to 2D3 x 10 credits from the defending gang's Stash and add it to their gang's Stash immediately.

Experience

Standard XP for taking fighters Out of Action applies.

Each fighter who participated in the battle gains 1 XP.

Each defending fighter who escaped via the gang's escape route gains D3 XP.

If an attacking fighter manages to escape with the cargo, that fighter gains D3 XP.

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

Reputation

Each gang gains 1 Reputation if they have never fought a battle against the opposing gang.

If there is a winner, the winning gang gains 1 Reputation. If the winning gang has a crew rating that is at least 300 points less than the other gang's crew rating, the winning gang gains an additional 1 Reputation.

If a member of the defending gang escaped with the cargo, the attacking gang loses 1 Reputation.