The Raid
Robbing You To Benefit Me (2 Gangs)
Objectives
The art of the lightning raid is one appreciated and cultivated by many
a successful gang leader. Get in, get out, get rich. Or die trying.
The attacking gang is attempting to secure the defender's stash boxes and carry them off the battlefield.
The defending gang is attempting to stop them from doing so.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender.
By default, the gang with the most fighters in Recovery is the defender.
In the case of a tie, the players roll off and the high roller chooses to be the attacker or defender.
Defender Special Rules
The Home Turf and Stash Boxes special rules are in effect for the defender.
Home Turf
Some scenarios take place within the territory of one of the gangs.
By default, a gang with home turf advantage gains the following benefits:
Stash Boxes
In this scenario, the defender must prepare D3+1 stash boxes.
The defender must place into each of these stash boxes one item or exactly 25 credits from their gang's Stash, if able.
Any stash box they cannot fill is empty; empty stash boxes that are secured by the attacker will result in a transfer of Reputation at the conclusion of the battle.
The Manifest
Each stash box should be numbered, and the defender must note down on a slip of paper each numbered box and what (if anything) is in it.
This information is a secret from the attacker until the end of the scenario, but the defender can refer to the list during the battle.
Targetable Carryable Objects
Sturdy caskets should be used to represent stash boxes on the battlefield.
They are Toughness 4 objects with 2 Wounds and a 4+ Armor save that can be targeted and destroyed.
If a stash box is destroyed its contents are also destroyed.
If an empty stash box is destroyed, the defending gang loses 1 Reputation.
Stash boxes can be carried by a fighter making the Carry Heavy action.
Carry Heavy (Double): The fighter moves a number of inches up to their current Strength characteristic, taking a heavy carryable item or a Seriously Injured fighter with them as they go. For instance, a fighter with Strength 4 could move up to 4'' while a fighter with Strength 2 could move up to 2''. Once they have finished their move, set up the carried item in base contact with the fighter. The carried item cannot be placed on top of anything else.
Two Fighters Will Move You
Two Active fighters that are both in base contact with a stash box can work together as part of the same group activation to move that stash box faster.
If this is done, both fighters take the Carry Heavy action at the same time (remove both their Ready markers).
The two fighters and the stash box move together a number of inches equal to the two fighters' current Strength characteristics added together.
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 Zone Mortalis must be a 3 x 3 tile square; a Sector Mechanicus battlefield must be a 36'' x 36'' square.
The attacker must set up a 9'' diameter circle in the center of the battlefield, which will be the defender's Fort.
The attacker cannot leave this area empty, they must place at least one terrain piece and at least three pieces of scatter terrain or an equivalent amount of cover.
The defender must set up the remainder of the battlefield. The defender cannot make it impossible to get to the Fort; there must be at least one navigable path from each battlefield edge to the center of the battlefield.
Choose Crews
The defender is caught off guard and must protect their Home Turf with whoever is available, against a hand-picked attacking force.
Attacker's Crew
To form their Crew, the attacker may select any and all of their gang's eligible fighters that are not Captured or in Recovery, to a minimum of 1 fighter.
Defender's Crew
All of the defending gang's fighters that are not Captured are eligible for this battle, including fighters that are in Recovery.
Because the defending gang is being attacked on their Home Turf by surprise, they must defend with
whichever fighters happen to be present. The following steps should be followed to select
the defender's Starting Crew.
Defender Starting Crew
First, check the Crew Selection of each Hangers-on the defending gang has. As the defender is subject to the Home Turf condition, some Hangers-on that do not ordinarily take part in battles might be part of the Starting Crew for this battle.
Then, for each non-Captured fighter on the defending gang's roster, roll a D6. If the fighter is in Recovery, they are part of the Starting Crew on a roll of 3+.
Otherwise, the fighter joins the Starting Crew on a roll of 5+.
Each fighter that is in Recovery that joins the Starting Crew is no longer in Recovery, but starts the battle with a Flesh Wound representing their injured state.
Defender Reinforcements
The fighter cards of the defending gang's remaining fighters that are not Captured and are not in Recovery are shuffled together to form the defending gang's Reinforcements deck.
Determine Crew Rating & Underdog Status
Crew Rating and Underdog Status are calculated as described in the campaign format specific Pre-Battle Sequence.
Underdog Bonus
Underdog status is determined now using the Crew Ratings of the attacker's and defender's Starting Crews.
If there is an Underdog, they may choose either the
Extra Tactics Cards
or
Variety Pack Bonus
Underdog Options.
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
Both the attacker and defender may remove up to 10 Tactics Cards from their Tactics Cards decks and put them aside (those cards will not be used in this battle).
Attacker Tactics Cards
The attacker selects two cards from their remaining Tactics Cards to form their hand, and shuffles the rest to form their Tactics Cards deck for this battle.
Defender Tactics Cards or Reinforcements
The defender shuffles their remaining Tactics Cards to form their deck for this battle.
The defender may draw three Tactics Cards plus any additional Tactics Cards gained as an Underdog Bonus at this time.
However, for each Tactics Card they could draw the defender may decide to instead draw a fighter card from their Reinforcements deck and add that fighter to their Starting Crew.
The attacker's and defender's Tactics Cards decks should be placed near the battlefield, and might be drawn from later in the battle under certain conditions.
Deployment
The defender sets up a fighter from their Starting Crew within the Fort,
and then the attacker sets up a non-infiltrating fighter from their Crew onto the battlefield such that their base is within 3'' of any edge of the battlefield.
This continues in a loop until all of the defender's Starting Crew and all of the attacker's non-infiltrating fighters have been set up onto the battlefield.
Finally, the attacker sets up all of their infiltrating fighters (if any) onto the battlefield anywhere outside of the Fort, where they are not in the vision arc and line of sight of a defending fighter (the 1'' rule applies).
Starting the Battle
The battle starts and is fought normally using the Battle Sequence.
Fleeing The Battlefield
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.
Withdrawing From The Battlefield
After the end of the second round of the battle, a fighter of either gang can escape by moving off an edge of the battlefield.
If a fighter does so while carrying a stash box, they gain +1 XP and secure the stash box for their gang.
Withdrawing fighters are removed from the battlefield, and count as being taken Out of Action for the purposes of Bottle Tests.
Reinforcements
Starting at the very end of the End Phase of the second round and each round after that,
if there are cards remaining in the defending gang's Reinforcements deck, some of them may enter the battlefield.
First, an edge of the battlefield is chosen for the Reinforcements deployment. If an even round is ending the defender selects the edge, otherwise the attacker does.
Then, the defender may choose to draw a fighter card from their Reinforcements deck and play it to set up the corresponding fighter onto the battlefield such that their base is touching the selected edge of the battlefield.
The defender may choose to repeat this process up to two more times if they still have cards remaining in their Reinforcements deck, for a total of up to three fighters.
The fighter cards of the deployed fighters are public information once played and are placed with those of the defender's fighters that are on the battlefield for the remainder of the battle.
Once the last fighter card in the defender's Reinforcements deck has been played, the defender is out of Reinforcements and this step is skipped in subsequent rounds.
Get Wiped Out
If at the end of a round all of a gang's fighters are Out of Action or Broken, all of the gang's remaining Broken fighters are removed from the battlefield and the gang is Wiped Out.
Note that Reinforcements are not Out of Action or Broken, and thus the defending gang cannot be Wiped Out while they still have cards in their Reinforcements deck.
Bottle Tests
Bottle Tests are not made during the first three rounds of the battle.
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.
If both gangs have Active, Pinned, or Engaged fighters remaining on the battlefield, the battle continues.
If the defending gang was Wiped Out this round, the battle continues for one more round.
Otherwise, the battle ends immediately.
Victory
Victory is determined by tallying and comparing Victory Points.
The attacker scores 2 Victory Points for each stash box they carried off the battlefield.
The defender scores 1 Victory Point for each stash box that was not carried off the battlefield or destroyed by the attacking gang.
The gang with the most Victory Points wins.
If there is a tie, the battle ends in a draw.
Rewards (Campaign Only)
Loot
The attacker gains the contents of any non-empty stash boxes they secured.
Items and credits are deleted from the defending gang's Stash and added to the attacking 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 that carried a stash box off the battlefield gained 1 XP at that time, as previously mentioned.
If a gang is the winner, that gang's Leader gains 1 XP even if they did not participate in the battle.
Reputation
Each gang gains 1 Reputation for each Victory Point they earned.
The defending gang loses 1 Reputation if an empty stash box is secured by the attacker, as their lack of wealth is revealed.
The attacking gang gains 1 Reputation if they secure an empty stash box.
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.
Territory (Campaign Only)
If the defender lost, one Turf territory the gang has cannot be used during the subsequent Post-Battle Sequence.
Post-Battle Sequence
Proceed to the Post-Battle Sequence.