The Monty
Blind Box Looting (2-4 Gangs)
Any Battlefield
Battlefield
Rumor has it that a cache of archeotech has been discovered by local hivers and
is being hidden amongst cargo containers with the intent of smuggling it uphive
to be sold for vast profit. If true, a gang getting its hands on such a trove
would gain a powerful advantage. Allowing a rival gang to aquire this cache is nearly
unthinkable.
Gang members were dispatched to spread out to find the
archeotech, and a member of more than one gang has done just that,
alerting the rest of their gang members to join them. Tense gang
violence transpires as fighters of each gang converge on the area.
The scenario uses the battlefield set up guidelines, and may either be a Zone Mortalis or a Sector Mechanicus battlefield. The battlefield should be at least 3x3 tiles if fought in Zone Mortalis, or at least 36'' x 36'' if fought in Sector Mechanicus.
After the battlefield is set up, the player who currently has Priority must place a large crate (or box shaped item) so that it is no less than 6'' and no more than 9'' from a corner of the battlefield. Each additional player, in Priority order, places another similar crate following the same restrictions, and also at least 9'' from the other boxes.
These crates cannot be placed in such a way that they are unreachable. The first loot crate placed is crate #1, the second loot crate placed is crate #2, and so on. These crates cannot be moved or carried, but can be destroyed. Each crate has Toughness 5, 3 Wounds, and a 4+ save.
Tactics Cards
Each player chooses one Tactics Cards from their deck Tactics Cards decks per loot crate on the battlefield; for instance if there are three gangs and thus three loot crates in play, each player would choose three Tactics Cards. These Tactics Cards are placed facedown on the table; players should not look at their cards after they have been placed facedown and they may not play their Tactics Cards while they are facedown. Each player should place a dice showing the number 1 on their first facedown card, a dice showing the number 2 on their second facedown card, and so on for each card. These numbers correspond with the loot crates that are in play.
During the battle when a gang takes control of a specific loot crate for the first time, that gang's player draws the Tactics Card corresponding to that loot crate. Control of a box is determined at the start of each round's End Phase (prior to Reinforcements
entering the battle), as explained in the Objectives section below.
Any Tactics Card drawn in this way that would normally be played before the battle began can be played now. If a Tactics Card drawn in this way would normally be played on a fighter in the gang at the beginning of the battle it may be played on a Reinforcement entering the battle this turn or held to be played on a later Reinforcement. If there are no Reinforcements remaining to a player, the card can be played on one of their gang fighter's who is currently within 6'' of the loot crate the Tactics Card corresponded to.
Underdog
This scenario allows the
Reputation
or
XP
Underdog Options (player's choice).
Crews
This scenario uses the standard rules for choosing a Crew, with all gangs using
Random Selection (1). If one of the gangs has a Gang Rating that is 200 or more points
less than an opponent's Gang Rating, they may instead use Custom Selection (1) to choose their Crew.
The remainder of each gang's fighter cards become their Reinforcement decks.
Deployment
The Infiltration Skill, and similar deployment affecting abilities may be used in this scenario during initial deployment, but also during Reinforcements (see below).
Reinforcements
At the start of each End Phase after it has been determined which gang controls which loot crates (if any),
Reinforcements enter the battlefield from a randomly determined edge, in
Priority order. Place all Reinforcement fighters entering the fray 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.
The Infiltration Skill and Special Territories or other abilities that affect fighter deployment may be
used for Reinforcements in this scenario, as appropriate. For instance when a Reinforcement with Infiltration
is drawn they may be deployed to the battlefield per the rules for Infiltration rather than from the randomly
selected battlefield edge they would normally enter the battlefield from.
Campaign Only: At the very end of the End Phase in which a gang deployed their last Reinforcement, that gang immediately gains 1 Reputation if an opposing gang participating in the battle still has one or more cards remaining in their Reinforcements deck.
Objectives
The goal is to gain control of the loot crates. If a gang controls a crates at the end of the battle
they have the opportunity for rich reward as one of the crates is "The Monty", the sought after cache of archeotech.
Which crates is the Monty is randomly determined after the battle ends, so each of the crates is worth gaining
control of.
Control of the crates as the battle progresses is checked during each End Phase, and acquiring
control of a crate during the course of a battle allows a gang to gain a Tactics Card to use during the
remainder of the battle. It is possible for control over a crate to change multiple times during the course
of the battle as gangs bitterly vie for dominance.
At the beginning of each End Phase, an Active fighter within 1'' of one of the three crates controls that
crate for their gang, unless an enemy fighter is also within 1'' of the same crate in which case neither gang
controls the crate.
Ending the Battle
At the end of the End Phase, if all the remaining fighters on the battlefield are Seriously Injured or Broken,
the battle ends immediately.
Additionally when the last Reinforcement has entered the battlefield or
when a gang Bottles Out (whichever happens first), roll a D6 at the end of the following
round. On a 5 or more the battle ends. Otherwise roll again at
the end of each subsequent round, adding 1 to the result
for each additional time this roll is made; in other words,
the second time this roll is made the battle will end on a 4
or more, and so on.
Each player rolls a D6 for each crate they control during the Wrap Up phase of the Post-Battle Sequence, the high roller has the control over the crate that contains the archeotech cache...aka the "Monty". Ties between multiple players are broken by roll offs until there is a winner.
Victory
Each loot crate controlled at the end of the battle is worth 1 Victory Point. The gang that controls the crate containing the Monty gains an additional Victory Point. The gang with the most Victory Points is the winner. If two gangs are tied for most Victory Points, the battle ends in a draw.
Rewards (Campaign Only)
Special
The player of the gang that controlled the crate containing the Monty at the end of the game (if any) may choose
one or more Rare Items of any rarity from the Trading Post with a combined credit value of D6 x 50 credits
or less to be the treasure hidden within the Monty; these item(s) are added to the gang's
Stash immediately. Credits not spent on rare items are lost.
If a gang controlled one the other loot crates they receive 1D6 x 10 credits; if they controlled two of the other loot crates (in a three or four player battle) the gang instead receives 2D6 x 15 credits, and if they controlled all three of the other loot crates (in a four player battle) the gang instead receives 3D6 x 20 credits. The credits are added to the 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 fighter who controlled a loot crate at the end of the battle gains 1 XP.
If a gang is the winner, that gang's Leader gains 1 XP.
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.
A gang gains 1 Reputation for each loot crate controlled at the end of the battle. If a gang
controls all the loot crates at the end of the battle, they receive 1 additional Reputation (i.e.,
4 total Reputation).
If either gang bottled out, they lose 1 Reputation.
Variants
The basic template of this scenario can be modified, allowing for variants with slightly different
stakes or different tactical options.
Three Door Monty
Zone Mortalis
Hostile Monty
Zone Mortalis or Sector Mechanicus