The Crucible
Chance Encounter of the Violent Kind (2-4 Gangs)
Battlefield
Members of two or more gangs going about their business happen to cross
each others paths.
Hostilities ensue, and young warriors prove their mettle
or prove to be merely mediocre.
The scenario uses the battlefield set up guidelines, and may either be a
Zone Mortalis or a Sector Mechanicus battlefield.
A Zone Mortalis battlefield
should have between 4 and 6 tiles, and the center of the battlefield should
have as few walls as possible.
A Sector Mechanicus battlefield should be
between 24" x 24" and 36" x 36". In either case, no obstacles or scatter terrain can be set up within 6"
of the center of the battlefield at this time.
Tactics Cards
Each player starts the game with no Tactics Cards. Each player should remove from
their Tactics Card decks any card that is normally played at the beginning of the
battle. Each gang shuffles their remaining Tactics Cards to form their Tactics Card decks.
Underdog
This scenario allows the
Reputation or
XP Underdog Options (player's choice).
Crews
In this scenario each player should sort the fighter cards of their gang's
available fighters into two smaller decks.
The first deck should contain Juves and ordinary Gangers (not Specialists).
The second deck should contain every other type of fighter in the gang (Leaders, Champions, etc).
The Juves and ordinary Gangers deck should be shuffled.
Now each gang should use Random Selection (3) to choose their crew from the
deck of Juves and Gangers.
If a gang has fewer than 3 Juves and Gangers who are available
for the battle, all available Juves and / or Gangers are chosen and then
the gang randomly selects additional available fighters by shuffling the available Fighter
cards together and drawing the necessary number of cards until either the crew has 3 fighters
or no more fighters are available to the gang.
A gang's remaining fighter cards from both decks (if any) are then shuffled together
to form the player's Reinforcements deck. A player may choose to exclude some or
all of their remaining fighter cards from their Reinforcement deck at this time.
Deployment
Players should determine priority normally. The player with priority
should select a spot within 6'' of the center of the battlefield,
and then set up their first fighter at that spot. The next player does the same, but
their fighter must be no closer than 6'' and no further than 9'' away from the enemy fighter.
In a multiplayer game each player does this in priority order until every
player has deployed their first fighter.
After every player has placed their first fighter, each player deploys the remainder
of their gang's crew, such that each fighter deployed is set up within 1'' of the fighter from
their own gang that was first placed upon the battlefield.
Continuing in priority order, each player may now choose to either place up to two pieces of scatter terrain
anywhere on the battlefield, or to draw a Tactics Card from their deck.
Scatter terrain placed in this way must be reasonably sized, such as a barricade or a guard rail, or
something similar.
Reinforcements
In this scenario all gangs uses the
Random Edge
option for
Reinforcements
.
At the very end of each End Phase (after everything else has been resolved) each player rolls a D6
and adds the number of rounds that the battle has been waged. Consult the table below to determine
how many Reinforcements the player may draw and deploy that round.
Reinforcement
2-6
The player may draw
one Tactics Card from their Tactics Cards deck.
7-8
The player may draw one fighter card from their Reinforcement deck and deploy that fighter this round.
9-10
The player may draw two fighter cards from their Reinforcement deck and deploy those fighters this round.
11+
The player may draw three fighter cards from their Reinforcement deck and deploy those fighters this round.
Reinforcements enter the battlefield from a randomly determined edge, in
priority order. Place all Reinforcement fighters entering the battle so that the edge of their base is
touching the edge of the battlefield they enter from. In Sector Mechanicus, Reinforcements may enter play on raised
platforms whose edges are touching the edge of the battlefield the Reinforcement enters the battlefield from.
If a player has no more Reinforcements remaining,
they may draw a Tactics Card from their Tactics Cards deck.
Objectives
It is very dangerous to encounter enemies while unprepared, and these poor
sods have done just that. The goal for each player is to keep the
unlucky fighters from their starting crews from going Out of Action.
Taking an enemy fighter from an opponent's starting crew Out of Action gains
a Victory Point.
Starting the Battle
The Charge action is unavailable during the first round of the battle.
Ending the Battle
Bottle tests are not made during this battle.
Any Active or Pinned fighters within 1'' of an edge of the battlefield at the start of the End phase
may escape the battlefield. Escaping fighters are removed from the battlefield; their fighter cards
are shuffled into the player's Reinforcement deck and the fighter does not count as
being Out of Action.
At the end of the End Phase, if any of the players participating in the battle no longer have
any fighters from their starting crew remaining on the battlefield, the battle ends immediately.
Victory
Taking an enemy fighter from an opponent's starting crew Out of Action is worth
1 Victory Point. The gang with the most Victory points wins.
If there is a tie for most Victory points, the battle ends in a draw.
If the battle has ended and none of the fighters in any gang's starting crews were put Out of Action,
there is no winner; the battle is a draw.
Rewards (Campaign Only)
Experience
Standard XP for taking fighters Out of Action applies.
Every End Phase, each fighter from a gang's starting crew gains 1 XP if they are still on the battlefield,
up to a maximum of 5 XP each.
Each fighter who joined the battle as a Reinforcement gains 1 XP.
If there is a winning gang, that gang's Leader gains 1 additional XP.
Reputation
If there is a winning gang, that gang gains 1 Reputation.
Each gang gains 1 Reputation for each of the opposing gangs that they have never fought a battle
against.
Each gang gains 1 Reputation for each other gang that departed the battlefield before their own gang did.
If all of the fighters of a gang's starting crew were put Out of Action, that gang loses 1 Reputation.
If none of the fighters of any gang's starting crew were put Out of Action, all gangs participating in
the battle lose 1 Reputation.
Variants
The basic template of this scenario can be modified, allowing for variants with slightly different stakes or different tactical options.
The Boss Meet
Doomed Negotiations variant (2-6 Gangs)
In this variant, the bosses of two or more gangs have decided to meet to discuss policy, settle a beef, conspire against some other gang, or
whatever.
Crews
In this scenario each player should secretly select from their available fighters their Leader or a Champion to serve as their boss
for the meet.
Next each player should secretly select from their available fighters a Champion or a Merc, or up to two other fighters to form the
boss's entourage.
The selected boss and entourage form the gang's starting crew for this battle.
For each gang, the fighter cards of all remaining available fighters should be shuffled together to form a deck which is then set aside
to form the gang's Reinforcements.
Objectives
Ideally, the bosses would discuss whatever matter concerns them and then part ways...but that's boring.
So when things inevitably don't work out, each boss and their entourage must do their best to survive.
Deployment
Players should determine priority normally.
A spot near the center of the battlefield should be chosen as the meeting place by consensus among the players with the player who has
priority breaking any ties; a token or small object should be placed on the battlefield to mark the selected spot.
Then in priority order each boss must be set up within 2'' of the selected spot. Finally, still in priority order,
each player must set up a member of their entourage within 3'' of their own boss and no closer than 3'' to an enemy boss until
all fighters in each gang's staring crew have been set up on the battlefield.
Boss Negotiations
At the start of the battle conflict has not yet broken out, and the bosses conduct their business.
During this phase of the battle only bosses receive Ready markers, each boss activates in priority order until no Ready markers remain,
at which point a new round begins and each boss receives a new Ready marker.
When each boss is activated, they may either Negotiate or Attack.
If the boss chooses to Attack they may make a single Shoot (Basic) action targeting a single enemy fighter in their line of sight.
The boss may not use a Grenade, Special, or Heavy weapon for this attack, or any weapon that has the Blast or Template traits.
After this attack has been resolved, the current round ends, the gang whose fighter was attacked gains priority, and violence erupts!
If the boss chooses to Negotiate, their controlling player rolls a D6 and adds 1 for each round that has passed thus far, then
compares the result to the Boss Negotiations chart to determine the outcome.
Boss Negotiations
1-4
Negotiations continue. Nothing happens...yet.
5-7
Negotiations continue but tensions rise. A member of the entourage of the activating boss may move up to 1'' as terrain permits. Fighters may
not move within 1'' of an enemy fighter in this way, as usual.
8+
Negotiations fail. The current round ends, the gang of the currently activated boss gains priority, and violence erupts!
Once violence erupts, the standard Crucible scenario rules apply thereafter.