The Transport
Hiveway Robbery (2 Gangs)
Objectives
Members of one gang secretly lay in wait to spring an ambush upon rival gang members transporting some of their wealth.
It's time to stand and deliver, or the devil he may take ya!
The defending gang is trying to escort cargo across the battlefield to the exit zone.
The attacking gang is attempting to steal the cargo.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender.
If the determination of who will be the Attacker and who the Defender is not decided by some other means (such as a Ratskin Guide), the players can decide the sides among themselves.
If no agreement is reached, the players roll off and the winner chooses the sides.
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. On a 4+, it's a Sector Mechanicus battle, otherwise it's 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.
Defender Has Priority
Regardless of the type of battlefield being fought over, the defending gang gains priority.
Zone Mortalis
In priority order, each player places a Zone Mortalis tile onto the battlefield until a 3 tile x 3 tile square has been made. A tile cannot be placed if it would make this impossible.
Each player is responsible for setting up the walls, doors, ductways, scatter terrain, and so forth on each tile they place.
After all nine tiles have been placed, the player with priority will point out each door and the other player will roll a D3. On a 1 the door is opened, on a 2 the door is closed but is unlocked, on a 3 the door is closed and locked.
Whenever a door becomes locked, including now, it should be marked. When a locked door is unlocked, the marker should be removed.
Unlocked doors can be opened and closed but not locked by adjacent Active fighters using the Interact (Simple) action.
Doors can be closed & locked or unlocked & opened by adjacent Active fighters using the Access Terminal (Basic) action;
there are no modifiers or consequences for failure other than a wasted action.
Interact (Simple): The fighter may interact with or otherwise operate a console, device, or object within 1'' of the fighter for
an effect dependent upon the item interacted with. This can be used to close doors, open unlocked doors and loot caskets, flip switches, and so on.
Access Terminal (Basic): The fighter may make an Intelligence check to access or otherwise operate a terminal, console, device, or object within 1'' of the fighter.
This can be used to unlock & open or close & lock doors and loot caskets, activate scenario or tile specific effects, and so on.
In some cases (where noted) a modifier may apply, and / or there may be a consequence for failure.
Sector Mechanicus
The 36'' square area of the Sector Mechanicus battlefield is split into four 18'' square quadrants, like a Cartesian grid.
The upper right corner is Quadrant I, and in counter-clockwise order the upper left corner is Quadrant II, the bottom left corner is Quadrant III, and the bottom right corner is Quadrant IV.
In priority order, each player selects one Quadrant that has not been set up yet and then each player simultaneously sets up their chosen Quadrant using whatever terrain is available.
Quadrants I-IV diagram
If a dispute arises between multiple players wanting to place the same piece of terrain, the disputing players should roll off to determine who gets to place the piece of terrain.
Each section must have a minimum of one large piece of terrain or three medium pieces of terrain, and no section should have so much terrain or be arranged in such a way as to be unplayable.
Terrain should be relatively stable and resistant to falling over if the table is bumped; anything too likely to fall over during the course of play can be vetoed by the other players.
This repeats until all four Quadrants have been set up.
Then, still in priority order, each player may either reposition a piece of terrain anywhere on the battlefield or place a walkway, gantry, or similar piece of terrain to connect structures located in different Quadrants.
After each player has had an opportunity to do this, this process is repeated until a player passes, after which the other player can go once more.
Defender Entry & Exit Zones
In this scenario, the defending gang is transporting valuable cargo and the attacking gang is attempting to hijack them.
The defending gang's fighters will move on to the battlefield from an entry zone on one edge of the battlefield,
and attempt to move off the opposite edge of the battlefield through an exit zone.
The attacking player now selects one of the battlefield edges and marks out a reachable and unobstructed 4'' wide section of that edge as the defender's exit zone.
Then the defending player selects a similar reachable and unobstructed 4'' wide section of the opposite battlefield edge as their entry zone.
Tokens or some other means of marking the fence posts of the selected zones should be placed on or next to the battlefield and remain untouched for the duration of the battle.
If there are no reachable and unobstructed 4'' wide sections on either edge or both edges, some terrain should be shifted around or removed as necessary.
There must be a navigable path between these two zones.
Cargo
The defending gang is transporting cargo, but what kind is unknown to the attacker.
The defending player should review the Cargo Kind options below, which will determine the difficulty, stakes, victory criteria, and rewards of the battle.
The defending player must secretly select one of the Cargo Kind options and then write the details of their selection on a slip of paper, fold it, and place it in a neutral area (such as a cup or the center of the table).
This note cannot be tampered with or looked at by either player until the scenario guidelines instruct the players to reveal it.
The slip of paper will be checked later in the battle to determine Victory and outcomes.
| Cargo Kind |
Details |
Primary Reward |
| Credits Cache |
The cargo is a cache of credits the defenders have just acquired, and they are trying to get to a safe place to count it.
|
Winner Gains Credits, Loser Loses Reputation
|
| Deadly Decoy |
The cargo is a bomb that triggers if the cargo casket is opened or destroyed.
The defender secretly wants the attacker to succeed, capture the casket, and open it.
|
Reputation Gain / Loss
|
| Stash Stuff |
The cargo is one or more sellable items from the defending gang's Stash, being taken to a buyer.
The combined cargo must be worth at least 25 credits. The defender cannot choose this option if they cannot meet this minimum value.
The selected item(s) must be included in the selected Cargo Kind details written down on the secret note.
|
Defender Sells Surplus or Attacker Steals It
|
Cargo Casket
The cargo being transported in this scenario is contained in a casket. The standard loot casket or a similar box can be used to represent it on the battlefield.
For the purposes of this scenario, the cargo casket is locked, and has Toughness 4 and 2 Wounds.
Additionally, it is unaffected by Weapon Traits other than Demolition, Knockback, and Drag, and does not suffer Flesh Wounds.
Example Cargo Casket
Controlling The Cargo Casket
An Active or Pinned fighter in base contact with the cargo casket controls it, if there are no Active enemy fighters within 1'' of themselves and the cargo casket.
If that fighter becomes Engaged, Broken, or Seriously Injured, move the cargo casket so that it is 1'' away from the fighter; that fighter no longer controls the cargo casket.
If a fighter carries the cargo casket off the battlefield, their gang controls it and the other gang cannot gain control of it.
Moving The Cargo Casket
Any Active fighter adjacent to the Cargo Casket can use the Carry (Simple) action to move with the casket.
Carry (Simple): The fighter makes a Standard Move, taking a small carryable item with them as they go. 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.
Opening The Cargo Casket
The contents of the cargo casket are revealed if the casket is opened.
An Active fighter in base contact with the cargo casket can attempt to unlock and open it with an Access Terminal (Basic) action, or force it open with an Exert (Double) action.
Access Terminal (Basic): The fighter may make an Intelligence check to access or otherwise operate a terminal, console, device, or object within 1'' of the fighter.
This can be used to unlock & open or close & lock doors and loot caskets, activate scenario or tile specific effects, and so on.
In some cases (where noted) a modifier may apply, and / or there may be a consequence for failure.
Exert (Double): The fighter may attempt to exert strength upon an obstacle, object, or restraint that they are in base contact with.
Roll a D6 and add the fighter's Strength; if the result is 9 or more the fighter succeeds.
If the object being exerted upon is a door, on success the door is forced open and cannot be closed again.
If the object is a closed casket, on success the casket is opened and cannot be closed again.
If the object is a piece of scatter terrain (or similar), on success the object is moved 1'' and may be knocked down or repositioned.
Destroying The Cargo Casket
When a cargo casket loses its last Wound, it is destroyed.
If the defender chose Stash Stuff or Credits Cache, the cargo is also destroyed.
Cargo Kind Revealed
If the cargo casket is opened or destroyed, the defender reveals the slip of paper upon which they wrote down their Cargo Kind selection.
Both players now know the chosen Cargo Kind. The two gangs can continue to fight over final possession of the cargo casket, if it is not destroyed.
Deadly Decoy Explosion
Whether the cargo casket was destroyed or opened, it immediately explodes upon revelation that it holds a Deadly Decoy.
The defending player must position a 5'' Blast above the center of the cargo casket; all targets under the Blast marker take a Strength 5 hit with AP -2 that deals 2 Damage.
After this is resolved, the cargo casket is removed from the battlefield; it has been destroyed.
Both players should collaborate to accurately track how many total Wounds are lost to this explosion from fighters of both gangs, as the relative count will be used to determine Victory.
A fighter can only lose as many Wounds as they have; for instance a fighter with 1 Wound that takes 2 Damage loses 1 Wound.
Choose Crews
In this scenario all gangs use the
All Eligible Fighters
method to choose their gang's Crew.
Determine Crew Rating & Underdog Status
Crew Rating and Underdog Status are calculated considering all fighters selected for Crews.
Underdog Status is calculated by comparing the Crew Rating of each gang.
Underdog Bonus
If there is an Underdog, this scenario allows any one of the
Underdog Options
of the Underdog player's choice.
Infiltrators Deck
The attacker separates the fighter cards of all fighters in their Crew that can infiltrate, counts them, arranges them into an Infiltrators Deck, and places the deck face down near the battlefield.
During the battle, the attacker can look at the cards in this deck but the defender cannot.
Fighter Decks
The attacker takes the remaining fighter cards of the fighters in their Crew that are not in the Infiltrators Deck and piles them together to form their Fighters Deck.
The defender takes all of the fighter cards for the fighters in their crew and piles them together to form their Fighters Deck.
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
During the Tactics Cards step of the Pre-Battle Sequence, each player may select three Tactics Cards from their Tactics Cards deck to form their hand.
The remaining cards are set aside; they will not be used in this battle.
Deployment
First, the attacker must set up all of the fighters in their Infiltrators Deck, as Blips.
Cargo Crate Carrier
The defender selects a fighter card from their Fighters Deck and plays it to set up the corresponding fighter onto the battlefield with their base entirely within the entry zone and with the back of their base touching the edge of the battlefield. The cargo casket is set up adjacent to this fighter, and they are considered to be carrying it. Then that fighter must make a Carry (Simple) action, taking the cargo casket with them.
All Other Fighters
The attacker selects a fighter card from their Fighters Deck and plays it to set up the corresponding fighter onto the battlefield within 12'' of the exit zone.
Then the defender selects a fighter card from their Fighters Deck and plays it to set up the corresponding fighter onto the battlefield with their base entirely within the entry zone and with the back of their base touching the edge of the battlefield. Then that fighter must make a Move (Simple) action.
This step repeats as necessary until there are no more fighter cards remaining in the attacker's Fighters Deck, and there are no more fighter cards remaining in the defender's Fighters Deck or there is no more room for the defender to set up additional fighters.
Starting the Battle
The battle proceeds normally following the Battle Sequence.
Exit!
Any defending fighter can exit the battlefield by moving off the edge of the battlefield in the defending gang's exit zone.
Any attacking fighter can exit the battlefield by moving off the edge of the battlefield anywhere other than the defending gang's entry and exit zones.
Fighters that exit the battlefield in this way are Out of Action but unharmed. If a fighter exits the battlefield carrying the cargo casket, their gang controls that cargo casket.
Bottle Tests
Bottle Tests are made during this battle, starting at the end of the second round.
But, a gang automatically passes the Bottle Test if they control the cargo casket.
Ending the Battle
If no gangs have an Active or Pinned fighter still on the battlefield, the battle ends.
If only one gang still has at least one Active or Pinned fighter on the battlefield, the battle will go for one more round and then end.
If the cargo casket was opened, destroyed, or carried off the battlefield this round, the battle will go for one more round and then end.
Otherwise, the battle continues.
Victory
The type of Cargo Kind chosen dictates how Victory is determined. If the slip of paper with the defender's choice of Cargo Kind has not been revealed already, it is revealed now.
Credits Cache
If a gang carried the cargo casket off the battlefield, that gang wins and the other gang loses.
If the cargo casket remains on the battlefield and is controlled by a gang, that gang wins and the other gang loses.
If the cargo casket was destroyed or if neither gang controls the cargo casket, the battle ends in a draw.
Deadly Decoy
If the defender carried the cargo casket off the battlefield, the battle ends in a draw.
If the attacker carried the cargo casket off the battlefield, the attacker loses and the defender wins.
If the cargo casket remains on the battlefield at the end of the battle, the battle ends in a draw regardless of who controls it.
The only other possible outcome is the cargo casket exploded, in which case the winner is whichever gang's fighters lost the fewest Wounds to the explosion.
In the case of a tie on this count (including 0), the battle ends in a draw.
Stash Stuff
If the defender carried the cargo casket off the battlefield or remains in control of it at the end of the battle, the defender wins and the attacker loses.
Otherwise, the attacker wins and the defender loses.
Rewards (Campaign Only)
Stash Stuff
If the defender is the winner, they are able to sell the contents of the cargo casket at full market price. They add the sale credits to and delete the sold Equipment from their gang's Stash immediately.
If the attacker is the winner, the defender deletes the contents of the cargo casket from their gang's Stash and the attacker adds them to their gang's Stash, immediately.
Credits Cache
If there is a winner, they add 2D3 x 25 credits to their 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 defending fighter who exited via the gang's exit zone gains 1 XP.
An attacking fighter that opens the cargo casket gains 1 XP.
A fighter that exits the battlefield with the cargo casket gains 1 XP.
Reputation
Stash Stuff
If the cargo casket is destroyed by either gang, that gang loses 1 Reputation.
If there is a winner, that gang gains 1 Reputation.
Credits Cache
If the cargo casket is destroyed by either gang, that gang loses 2 Reputation.
If the battle ends in a draw, both gangs lose 1 Reputation.
If there is a winner, that gang gains 1 Reputation for every 50 credits they gained from the Credits Cache (rounded up)
and the losing gang loses the same amount of Reputation.
Deadly Decoy
If the cargo casket exploded, the defending gang gains 1 Reputation for every attacking fighter that took a Wound from the explosion and the attacker loses the same amount of 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.