The Razing
Stealthy Sabotage (2 Gangs)
Objectives
Members of a gang attempt to sneak into enemy territory and destroy a critical resource or treasured relic.
All your base are belong to us.
In this scenario, the defender must protect a medium-sized terrain piece that represents an HVT (High Value Target) controlled by their gang, while the attacker attempts to sneak in and destroy it.
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.
If both players have the same number of fighters in Recovery, the players roll off and the high roller chooses to be the attacker or defender.
Adeptus Arbites, Ash Waste Nomad, Cog, Delaque, Palanite Enforcers, Ratskins, and Spyrer gangs add 1 to this roll.
Special: Determine Crews First
Crew selection happens before setting up the battlefield because in Campaign mode there is a chance that the defender has no available fighters to stop the attacker,
in which case the attacker automatically succeeds and the scenario skips directly to its conclusion.
Choose Crews
The defender is caught off guard and must protect their HVT with whoever is available, against a hand-picked attacking force.
Defender's Crew
The following steps should be followed to select the defender's Crew, which is split between a Starting Crew and Reinforcements.
Home Turf
In a skirmish, or in campaigns that don't use Territory, the defending gang has Home Turf Advantage.
In campaigns that use Territory, the defending gang has Home Turf Advantage if they have at least one Turf territory.
Defender Starting Crew
The following steps should be followed to select the defender's Starting Crew.
Home Turf Hangers-on
First, if the defending gang has Home Turf Advantage, any Hangers-on they have that normally only join the Crew if the defender has Home Turf Advantage (even if it is determined by a dice roll), are 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.
Watchmen
If the defending gang is permitted to have Hangers-on of any kind, the defender can add up to three
Watchmen
to their Starting Crew.
Each one costs 15 credits to hire and increases the gang's Crew Rating by 50.
Watchmen that survive the battle depart with all of their gear at the start of the Wrap Up step of the Post-Battle Sequence.
Defender Reinforcements
The defender then chooses up to five fighter cards from their gang's remaining fighters that are not Captured or in Recovery and shuffles them together to form the defending gang's Reinforcements deck.
Unused Fighters
All of the defender's remaining fighter cards should be set aside; they will not be used in this battle.
Initially Undefended
If the defender has no Starting Crew but does have Reinforcements, the battle will start.
Though the attacker has an enormous advantage, it is possible the defender's Reinforcements will arrive in time to make a difference.
Completely Undefended
If the defender has no Starting Crew and no Reinforcements, the battle ends before it starts.
The attacker destroys the HVT, and wins the battle.
The defender loses the battle, and in campaign mode will lose some Reputation.
Skip directly to the Victory step of this scenario.
Attacker's Crew
All of the attacking gang's fighters that are not Captured or in Recovery are eligible to be selected for this scenario.
Deep Recon
First, the attacker can privately select up to three eligible fighters that can be infiltrated and shuffle their fighter cards together to form their Deep Recon deck.
Attacker Starting Crew
Then, the attacker selects the fighter cards of up to six other eligible fighters to form their Starting Crew.
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.
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
If it is a Zone Mortalis battle, a 3 x 3 tile square should be set up.
If it is a Sector Mechanicus battle, a 36'' x 36'' Sector Mechanicus battlefield should be set up.
First, the defender must set up their HVT within 6'' of the center of the battlefield.
HVT
In this scenario, the defender must protect a medium-sized terrain piece that represents an HVT (High Value Target) controlled by their gang, while the attacker attempts to sneak in and destroy it.
The defending player must select a suitable terrain piece, which might be some machinery or industrial equipment, or something of significance to their gang.
Regardless of the terrain piece chosen, the HVT has 5 Toughness, 5 Wounds, a 4+ Armor save roll, is unaffected by Weapon Traits other than Demolition and Melta, and does not suffer Flesh Wounds.
Possible HVT Terrain Pieces
If the HVT is reduced to 0 Wounds, it is destroyed but left on the battlefield as terrain.
A smoke cloud or marker should be used to mark that it is destroyed.
Normal line of sight and cover rules apply to shooting attacks made against the HVT.
Active fighters that are not in base contact with the HVT can Charge it.
Active fighters that are in base contact with the HVT can Fight it.
Remainder of the Battlefield
Then, players should use the
Player Agreement
method to set up the rest of the battlefield, or the
Standard
method if they cannot agree.
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 three 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 then draw a total of three cards from either their Tactics Cards deck or their Reinforcements deck.
Any fighter cards drawn from the Reinforcements deck are added to the defender's 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.
Determine Crew Rating & Underdog Status
Total the combined Crew Rating of the attacker's Crew and the defender's Starting Crew.
Note that the defender's Reinforcements are not counted as part of the defender's Crew Rating.
Determine Underdog Status by comparing the two gangs' Crew Ratings.
Underdog Bonus
If there is an Underdog, this scenario allows the Underdog to choose either the
Reputation Bonus
or
XP Bonus
Underdog Options.
Special Rules
A collection of special rules are in effect to simulate a sneaky sabotage mission.
There is an initial period of the attacking gang stealthily making their way to the HVT.
During this time the defending fighters are unaware, but some might be patrolling or standing a lookout.
If a defending fighter detects an attacking fighter, they will attempt to raise the alarm and a desperate battle will ensue.
If careful and a little lucky the attacker can sneak in, destroy the HVT, and escape before the defenders can react.
However, an attacker is under no obligation to attempt a stealth mission if they prefer the direct approach.
They can just open fire and attempt to wreck the HVT by sheer force.
Attacker Special Rules
Hidden Attackers
When attacking fighters are set up on the battlefield, they are
Hidden.
Hidden: While Hidden, this fighter cannot be the target of enemy fighters (however they might still be hit by weapons with the Blast or Template traits). Additionally, a Hidden fighter's close combat weapons gain the Backstab Trait; weapons that already have the Backstab Trait gain +2 to hit when the Backstab trait applies.
Blast / Template Attacks vs. Hidden
Attacks that have the Blast or Template traits may hit Hidden fighters, but only as a consequence of Scatter or if the Hidden fighter happens to be within the area of effect of an attack intended to hit a non-Hidden target.
Targeting a location on the battlefield with a Blast or Template attack solely to hit a Hidden fighter is not allowed.
Defender Special Rules
Home Turf
If the defending gang has at least one Turf territory, the Home Turf special rules are in effect for them.
However, they might lose the Turf if they lose the battle.
Whenever the defender must make a Bottle Test, an additional D6 is rolled and the lowest rolling dice is discarded before determining the result.
Additionally, the defending gang's fighters add 1 to all Leadership, Cool, and Will tests they make during the battle.
Lookouts and Leggers
All of the fighters from the defending gang's Starting Crew that have a Skill, Wargear, or ability that gives a bonus to Detect enemy fighters are eligible to be Lookouts or Leggers.
Until the alarm is raised, Lookouts stand a stationary watch trying to Detect the enemy from a good vantage point. Similarly, Leggers wander around trying to detect the enemy up close.
A gang might have no Lookouts or Leggers.
Note: Skills like Combat Focus, Combat Master, Overwatch, Hive Attunement, Sentinel, Snap Shot, and Wargear like Bioscanners and Auspexes grant a bonus to Detect enemy fighters.
The Watcher ability of the Watchmen the gang might have hired to protect their HVT also grants a bonus to Detect enemy fighters.
Lollygaggers
The remaining fighters in the defender's Starting Crew are Lollygaggers.
These fighters don't get Ready markers unless Alerted by the attackers.
A gang might have no Lollygaggers.
Sneak Attack Special Rules
The attacking fighters remain Hidden and the defending fighters remain
locked into their Lookout, Legger, and Lollygagger rules until an Alerted defending fighter manages to Raise the Alarm, or the battle ends.
Alerted Defenders
There are several ways that a defending fighter might be Alerted and gain the opportunity to Raise the Alarm.
A Hidden fighter might move directly into the sight of a defending fighter, or might break noise discipline to make an attack.
Similarly, a defending fighter might Detect a Hidden fighter.
An Alerted marker should be placed on the fighter card of a defender that has become Alerted.
Even if a defender becomes Alerted, the attacker might manage to Seriously Injure or take that fighter Out of Action before they are able to Raise the Alarm.
Raising the Alarm
When activated, an Alerted defending fighter can make
a Raise The Alarm (Basic) action if they are Active, Pinned, or Engaged.
Raise The Alarm (Basic): The fighter raises the alarm, alerting their allies that the enemy is upon them. All attackers lose the Hidden status. All remaining Ready markers are discarded, forcing the round to end. Starting in the next round, normal battle ensues without special rules for Lookouts, Leggers, or Lollygaggers.
Detect Hidden Fighter
If Active, a Lookout can make the Detect (Basic) action in an attempt to sense Hidden enemy fighters.
Detect (Basic): This fighter attempts to detect a Hidden fighter by making a successful Intelligence check, with Detect modifiers applied from gear, abilities, and the Hidden Fighter Detection Modifiers chart. A fighter cannot take this action if blinded or affected by low-light conditions or smoke.
Hidden Fighter Detection Modifiers
(sum all that apply)
Hidden fighter...
Modifier
...has a Blaze marker on them?
+4
...is carrying an Unwieldy weapon?
+1
...is not in Line of Sight?
-4
...is not in vision arc?
-2
Plain Sight
Whenever a Hidden attacker is within 9'' of any defending fighter that is not blinded or affected by low-light conditions or smoke,
that defender is Alerted if the Hidden fighter is in their vision arc and line of sight and any of the following is true:
This usually happens during a fighter's movement, in which case the movement is interrupted while a determination is made, and then the fighter can resume their movement.
Hidden Attack Noise Discipline
If a Hidden fighter makes an attack that has the Silent trait and misses, no one becomes Alerted.
If a Hidden fighter makes an attack that has the Noisy trait, that fighter is no longer Hidden and all sentries become Alerted.
If a Hidden fighter makes an attack against a target that is 3'' or more away from other opposing fighters, and that target is Seriously Injured or taken Out of Action, enemy sentries do not become Alerted.
Otherwise, when a Hidden fighter makes an attack refer to the following Noise Discipline Chart from top to bottom,
stopping at the first row that applies to the attack (if any) to determine the outcome. If there are no relevant entries, the Hidden fighter is not exposed.
Noise Discipline Chart
| Trait? |
Who |
Distance |
Outcome |
| Silent [Hit] |
Target |
Point |
Alerted |
| Area or Blast |
Enemies |
within 6'' of the Blast marker |
Alerted |
| Template |
Enemies |
within 6'' of the Template marker |
Alerted |
| Blaze |
Enemies |
within 6'' of each Blaze marker |
Alerted |
| Blinding, Demolition |
Enemies |
within 6'' of the Target |
Alerted |
| Drag, Knockback |
Enemies |
within 3'' of the Target's path |
Alerted |
| Unarmed |
Enemies |
within 1'' of the Target |
Alerted |
| No Relevant Trait |
Enemies |
within 3'' of the Target |
Alerted |
Deployment
First, the defender sets up onto the battlefield each Lollygagger (if any) such that they are at least 6'' away from the HVT and are at least 9'' away from every edge of the battlefield.
The defender should be deliberate about the facing of Lollygaggers, as they won't move but might become Alerted if an attacker is within their vision arc.
Next, the defender sets up onto the battlefield each Lookout (if any) such that they are on or within 3'' of the HVT.
Then, the defender sets up onto the battlefield each Legger (if any) such that they are on or within 9'' of the HVT.
The defender can set up Leggers as individual fighters that move separately, or as two-fighter teams that move together, but must inform the attacker which is which. To avoid confusion, a marker can be placed on Legger teams if necessary.
The attacker sets up each fighter in their Starting Crew anywhere on the battlefield that is no further than 2'' from any edge of the battlefield and at least 9'' from all defending fighters.
These fighters are Hidden.
The attacker's Deep Recon fighters, if any, will enter the battlefield later.
Starting the Battle
In the first round, the attacker gains priority. All of the attacking fighters, Lookouts, and Leggers on the battlefield that are not Broken gain a Ready marker.
Lollygaggers do not gain Ready markers unless Alerted, and the only action they can take if activated is Raise the Alarm.
Activations alternate as usual. When an attacking fighter activates they can do all of the things they normally could.
Lookout Activation
When a Lookout is activated, the defending player has the option to rotate that fighter up to 90 degrees in either direction or leave their facing as it is. Then, the player should check the Lookout's line of sight within their vision arc, and may select up to one enemy fighter that they can see.
If they do, the Lookout attempts to spot the selected fighter by making the Detect (Basic) action, modified as previously described.
If the Lookout is successful, they become Alerted and can make the Raise the Alarm (Basic) action immediately
Legger Activation
When an individual Legger or a two-fighter Legger team is activated, both players roll a D6.
The player who rolled the highest wins, and the defender wins ties.
The player that won the roll off can first change the facing of the Leggers being activated, and then must move them a number of inches equal to the other player's roll.
The fighters of a Legger team must be moved in such a way as to remain within 4'' of each other.
For example, if the attacker rolled a 5 and the defender rolled a 5, the defender would optionally change the fighters' facing and then move them 5'' forward.
Leggers open unlocked doors along the path of their movement, closing them behind themselves.
Leggers stop moving 1'' away from the edge of the battlefield, platform edges, obstacles, or impassable terrain.
When the Leggers movement is finished, the players roll off again and the winner may change the facing of the Leggers.
The attacker wins ties on this roll.
If this movement causes one or more enemy fighters to be in Plain Sight to a Legger, they may become Alerted as previously described.
Escape!
After the alarm has been sounded, all fighters can escape by moving off of any battlefield edge.
Escaping fighters are removed from the battlefield, and are unharmed, but count as being taken Out of Action for the purposes of Bottle Tests.
Bottle Tests
Bottle Tests are made normally after the alarm has been raised.
During the battle, a player may draw a Tactics Card from their deck after succeeding on a Bottle Test.
Deep Recon
At the very end of the first Action Phase (before the End Phase) and each round after that,
after all Ready markers have been used, the attacker can choose to draw one fighter card from their Deep Recon deck (if any).
If they do, the attacker must set the corresponding fighter up anywhere on the battlefield that is at least 6'' away from all defending fighters.
This fighter is Hidden. Then they give that fighter a Ready marker, and immediately activate them.
Reinforcements
Starting at the very end of the End Phase of the round in which the alarm was raised and each round after that,
if there are cards remaining in the defending gang's Reinforcements deck, some of them may enter the battlefield.
The defender must choose to draw 1 or up to 3 fighter cards from their Reinforcements deck (but not more than they have remaining),
committing to the number before drawing any cards.
Draw 1
If a defender chooses to draw 1 card, they draw a card from their Reinforcements deck and play it to set that fighter up
onto the battlefield such that their base is touching any edge of the battlefield.
Draw up to 3
If a defender chooses to draw up to 3 cards, the attacker chooses an edge of the battlefield. The defender then draws their choice of two or three cards from their Reinforcements deck and plays them to set those fighters up
onto the battlefield such that their bases are each touching that edge.
Ending the Battle
At the very end of each round, several criteria are checked to determine if the battle continues or not.
If this was the final round as determined at the end of the previous round, the battle ends.
If there are no more fighters remaining in the attacker's Deep Recon deck, and the attacker has no Active, Pinned, or Engaged fighters on the battlefield, the defender can choose to end the battle immediately or to have it continue for one more round and then end.
If there are no more fighters remaining in the defender's Reinforcements deck, and the defender has zero Active, Pinned, or Engaged fighters on the battlefield, the attacker can choose to end the battle immediately or to have it continue for one more round and then end.
If the HVT was destroyed during the round just ending, the attacker can choose to end the battle immediately or to have it continue for one more round and then end.
Victory
If the HVT was Completely Undefended and the battle was skipped, the attacking gang destroys the HVT.
If the attacking gang destroyed the HVT, the attacking gang wins.
If the attacking gang failed to destroy the HVT, the defending gang wins.
Rewards (Campaign Only)
Experience
Standard XP for taking fighters Out of Action applies.
Each fighter who participated in the battle gains 1 XP.
If the alarm was not raised by the end of the third round, each attacking fighter that participated in the battle gains 1 XP.
If no Wounds were inflicted on the HVT by the end of the third round, each defending fighter that participated in the battle gains 1 XP.
If a sentry raises the alarm, that fighter gains 1 additional XP.
The attacking fighter who destroys the HVT gains 1 additional XP.
Reputation
The winner gains 1 Reputation.
The loser loses 1 Reputation.
If the HVT was defended and the attacker managed to destroy it before the alarm was raised, they gain D3 Reputation.
If the HVT was Completely Undefended, the defender loses D3 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.
Territory (Campaign Only)
Turf
If the defending gang had Home Turf Advantage and lost, the defending gang loses 1 Turf.
If the attacking gang is able to gain terrain, the attacking gang gains 1 Turf.
If the defending gang had Home Turf Advantage and won, the defending player may choose to spend 50 credits immediately to lose 1 Turf and gain 1 Stronghold Special Territory.
Stronghold: The gang controls a reinforced and highly defensible location.
If this territory would be lost, stolen, or destroyed the controlling player may roll a D6;
on a 4+ the gang retains the Stronghold and its corresponding Territory Size.
Additionally, a gang gains D3 Reputation when this territory is added to their roster and loses D3 Reputation if it is removed from their roster.
Stronghold: Gain D3 Reputation when Stronghold added, lose D3 Reputation when removed. Roll D6 if Stronghold would be lost / stolen / destroyed; 4+ it is not lost / stolen destroyed.
Post-Battle Sequence
Proceed to the Post-Battle Sequence.