The Bushwhack
Waylaying Wayward Wastrels (2 Gangs)
Objectives
Members of one gang secretly lay in wait to spring an ambush upon another gang.
Treachery is afoot in the underhive!
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.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender.
Unless there is some other means used (such as an Arbitrator or a gang type that is always the attacker),
players roll off and the winner decides whether they will attack or defend.
Type of Battlefield
The players should agree whether they will fight this battle using the Zone Mortalis or Sector Mechanicus rules or optionally fight on a hybrid battlefield.
If the players cannot come to an agreement, roll a D6. If the result is a 4+ it will be a Sector Mechanicus battle, otherwise it is a Zone Mortalis battle.
Set up Battlefield
A Sector Mechanicus battlefield should be 36" x 36".
Mark out a 6'' radius area in the center of the battlefield.
No large terrain can be set up within this center zone, but 2D3 pieces of Partial Cover sized scatter terrain should be placed evenly.
On a Zone Mortalis battlefield, a blank tile is placed dead center and 2D3 pieces of Partial Cover sized scatter terrain should be placed evenly.
The players then alternate placing tiles around the center tile to form a 3 x 3 square, setting up any walls and doors that tile requires, and either D3 pieces of scatter terrain or a Ductway on that tile as they prefer.
When all the tiles have been placed, for each door roll a D6 -- if even the door is open and unlocked, if odd it is closed and locked.
Choose Crews
The defender uses the
Random Selection
(2D3+3) method to form their Crew.
The attacker uses the
Custom Selection
(X) method of Crew selection, with X equal to the total number of fighters in the defender's Crew +D3.
The fighter cards of the attacker's Crew are sorted together and placed face down near the battlefield.
The attacker can look at them but the defender cannot until they are revealed later.
Determine Crew Rating & Underdog Status
Crew Rating and Underdog Status are calculated as described in the campaign format specific Pre-Battle Sequence.
Underdog Bonus
If there is an Underdog, this scenario allows the
or
XP Bonus
Underdog Options (player's choice).
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.
Tactics Cards
Each player may remove and set aside up to 10 cards from their Tactics Cards deck.
The attacker may select up to 2 cards from the remaining cards to form their hand, then shuffles the undrawn cards together to form their Tactics Cards deck for this battle.
The defender shuffles their remaining cards together to form their Tactics Cards deck for this battle, then draws 2 cards to form their hand.
Deployment
The defender's deployment zone is either the 6'' radius center area (Sector Mechanicus) or center tile (Zone Mortalis).
The remainder of the battlefield is the attacker's deployment zone, but with placement restrictions.
When attacking fighters are set up onto the battlefield, they must be at least 4'' away from the edges of the battlefield and the defender's deployment zone.
Additionally, each attacking fighter must be placed so that it is in at least Partial Cover relative to the exact center of the battlefield.
The defender has priority, and must draw the top fighter card from their Vanguard deck and play it to set up the corresponding fighter onto the battlefield
within their deployment zone.
The attacker then selects a fighter card from their Crew and plays it to set up the corresponding fighter onto the battlefield within their deployment zone, respecting the placement restrictions previously described.
The players continue to do this in priority order until all of the fighters in the defender's Vanguard,
and all of the attacker's Crew have been set up onto the battlefield.
Surprise Attack
The first round of the battle begins and the attackers automatically win priority. No effect or Tactics Card can take the priority from the attacker for the first round of battle.
If the attacker makes group activations during the first round of battle they may include one additional fighter per group activation.
Turning Tide
The attacker initially has the advantage of surprise, but the tide begins to turn.
At the end of the second round, the following things happen:
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. Escaping defenders gain additional XP, as described in the Rewards section.
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.
Bottle Tests
Bottle Tests are not made during the first three rounds of the battle.
After that, if a gang must make a Bottle Test and succeed, they may draw a card from their Tactics Cards deck and add it to their hand.
Ending the Battle
Players determine if the battle ends at the very end of each round.
The battle continues if any of the following are true:
Otherwise, the battle ends immediately.
Victory
Victory Points are calculated to determine the winner. The gang with the most Victory Points wins. In the case of a tie, the battle is a draw.
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 gained 1 XP at that time, as previously described.
If a gang is the winner, that gang's Leader gains 1 XP.
Reputation
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.
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.