Tourney Scenario

Victory Point based Tournament Battle (2 Gangs)

Battlefield

The battlefield will be set up by the Arbitrator, depending upon the current round of the Tournament (i.e. qualifiers, or post-qualifiers).

There are three battlefields used for qualifiers rounds; a 36'' x 36'' standard Sector Mechanicus battlefield, and a 3 tile by 3 tile standard Zone Mortalis battlefield. Each gang will play three battles on each battlefield vs different gangs via a procedurally generated assignment.

All quarter-finals, semi-finals, finals, and the championship round will be played on a single 36'' x 36'' complex hybrid battlefield combining elements of both Sector Mechanicus and Zone Mortalis.

The battlefield is split into four Quadrants (A, B, C, D) and the central area of the battlefield where all four Quadrants meet (E), laid out as indicated in the below table. Quadrants A and B are in the first player's side of the battlefield and Quadrants C and D are in the second player's side of the battlefield. The central area (E) is not under either players control.

Quadrants A and D each contain a Secure Zone, while Quadrants B and C each contain a Flag Zone. The central area E at the center of the board where all four Quadrants meet is a 5'' radius Control Zone.

Conditions

The Bad Air and Hazard Lights Only conditions may be in effect during this battle. At the beginning of the battle neither condition is in effect, but either can be turned on or off from the Control Terminal located in the Control Zone.

Bad Air

At the beginning of each End Phase each fighter in the affected area with a modified Toughness of 3 or less takes a Flesh Wound. Abilities and equipment that apply vs the Gas trait can be used to resist this effect. Fighters reduced to 0 Toughness by this effect are taken Out of Action and are Out Cold; they will be available for their gang's next battle. All Ratskin and Ash Waste Nomad fighters are immune to this effect.

Hazard Lights Only

Ranged attacks made into, from within, or across an area affected by this low-light condition suffer an additional -1 penalty to hit unless targeting a fighter with a Blaze marker (natural 6's still hit). For every 2'' fighters move horizontally through the affected area, they suffer a -1" movement penalty. All Initiative checks made while in the area suffer a -1 penalty. All Detect checks made into, across, or within the affected area suffer a -1 penalty. Abilities and equipment that allow a fighter to be unaffected by low-light conditions (such as photo-goggles) resist this effect.

Objectives

Each gang wants to earn as many Victory Points as possible before the battle ends. Victory Points are earned as described in each of the battlefield zones described below, and by defeating enemy gang fighters. At the end of the battle, the gang with the most Victory Points is the Winner.

Enemy Elimination

Fighters earn XP for taking enemy fighters Out of Action, and potentially earn Victory Points for their gang as well.

Taking an Enemy Out of Action
Enemy Type
XP
Victory Points
Leader
+3
+3
Champion
+2
+2
Hangers-on
+1
+1
Other Fighters
+1
-

Control Zone

In the Control Zone, as close to the center of the battlefield as possible, the Arbitrator will have placed the Control Terminal, a cogitator terminal with several functions. An Active fighter in base contact with the Control Terminal may interact with it using the Access Control Terminal Action.

Access Control Terminal (Double): The fighter may make an Intelligence check with a D3-1 penalty to operate this control terminal. If successful this fighter may select and activate one of the Control Terminal Options.

Control Terminal Options

  • If the air filtration system is currently on, turn it off (Bad Air rules apply).
  • If the air filtration system is currently off, turn it on (Bad Air rules no longer apply).
  • If the lights are currently on, turn off the lights (Hazard Lights Only rules apply).
  • If the lights are currently off, turn on the lights (Hazard Lights Only rules no longer apply).
  • Close and Lock all doors on the battlefield (if any).
  • Unlock and Open all doors on the battlefield (if any).
  • Download Valuable Data.

Once per gang per battle, if a gang's fighter uses the Control Terminal to download Valuable Data that fighter gains +1 XP and their gang gains +1 Victory Point.

At the end of the battle if a gang has the most Active, Pinned, and Engaged fighters in the Control Zone (minimum of 1 fighter), that gang gains +1 Victory Point.

Secure Zones

Quadrants A and D each contain a 6" by 6" square Secure Zone, occupying the corner of the battlefield within each quadrant. The Arbitrator will have set up a Gang Relic belonging to the first player's gang in Quadrant A's Secure Zone and a Gang Relic belonging to the second player's gang in Quadrant D's Secure Zone.

Gang Relic

This relic's gang may roll 2D6 when making a Bottle test instead of 1D6. This item is a targetable scenario objective with Toughness 5 and 3 Wounds. This item is immune to Weapon Traits other than the Demolition trait and does not suffer Flesh Wounds. This item cannot be carried or moved and is removed from play if reduced to 0 Wounds.

Captured Fighters

If the first player's gang has one or more Captured fighters on the gang's Roster, the Arbitrator will have set those fighters up in Quadrant D's Secure Zone, and if the second player's gang has one or more Captured Fighters on the gang's Roster, the Arbitrator will have set those fighters up in Quadrant A's Secure Zone. These Captured fighters are immobilized and do not get Ready Markers during the battle. However, they can each be freed by an Active friendly gang fighter taking the Free Captured Fighter action.

Free Captured Fighter (Double): If a friendly Captured fighter is within 1'', that fighter is freed from captivity. Remove that fighter from the battlefield; they will regain whatever Equipment they carried when Captured and will be available to participate in the gang's next battle.

Once per gang per battle, if a gang's fighter is not Seriously Injured and begins and ends the round in an enemy's Secure Zone, that fighter gains +1 XP and their gang gains +1 Victory Point.

Once per gang per battle, if one of the gang's fighters inflicts the last Wound on the enemy gang's Gang Relic and it is removed from play, that fighter gains +1 XP and their gang gains +1 Victory Point.

Once per gang per battle, if one of the gang's fighters frees a Captured member of their gang, that fighter gains +1 XP and their gang gains +1 Victory Point.

At the end of the battle, each gang gains +1 Victory Point per Captured enemy fighter that remains in their own Secure Zone.

At the end of the battle for each Secure Zone, the gang that has the most Active, Pinned, and Engaged fighters combined in the zone (minimum of 1 fighter) gains +1 Victory Point.

Flag Zones

Quadrants B and C each contain a 6" by 6" square Flag Zone, occupying the corner of the battlefield within each quadrant. The Arbitrator will have set up a Gang Flag belonging to the first player's gang on its Flag Stand in Quadrant B's Flag Zone and a Gang Flag belonging to the second player's gang on its Flag Stand in Quadrant C's Flag Zone.

Gang Flag

This flag cannot be targeted or destroyed but can be picked up using the Grab Gang Flag action, can be carried using the Carry Gang Flag action, and can be posted to the Flag Stand of either gang using the Post Gang Flag action.

While this flag is on its gang's Flag Stand, all fighters in this flag's gang gain +1 to all Cool and Willpower checks they are required to make (including Nerve tests).

While this flag is being carried by a fighter of either gaing that fighter automatically passes any Cool check they are required to make (including Nerve tests), cannot be Pinned, and cannot use Unwieldy weapons.

If this flag would be removed from the battlefield by any means it remains on the battlefield where it currently is. If that is not possible (for instance, a Melta weapon is used to create a pit beneath it), the flag is instead set up on the battlefield at the closest viable point to where it previously was.

Grab Gang Flag (Basic): If the fighter is within 1'' of a Gang Flag they may grab the Gang Flag and pick it up; they are now considered to be carrying that Gang Flag.
Carry Gang Flag (Basic): The fighter makes a Standard Move, carrying the Gang Flag with them as they go. Once they have finished their move set up the Gang Flag in base contact with the fighter; the fighter is still considered to be carrying the flag. If the fighter is Seriously Injured they are placed 1'' away from the Gang Flag and are no longer considered to be carrying it. If the fighter is taken Out of Action the Gang Flag remains where it is on the battlefield.
Post Gang Flag (Basic): If the fighter is within 1'' of their gang's Flag Stand and are carrying a Gang Flag of either gang, they may post that Gang Flag to their gang's Flag Stand.

Once per gang per battle, if a gang's fighter begins and ends a Round carrying an enemy gang's Gang Flag, that fighter gains +1 XP and their gang gains +1 Victory Point.

Once per gang per battle, if one of the gang's fighters posts the enemy gang's Gang Flag to their own gang's Flag Stand, that fighter gains +1 XP and their gang gains +1 Victory Point.

At the end of the battle, if a gang's own Gang Flag is on the gang's own Flag Stand the gang gains +1 Victory Points.

At the end of the battle, if the opposing gang's Gang Flag is on the gang's Flag Stand the gang gains +1 Victory Points.

At the end of the battle for each Flag Zone, the gang that has the most Active, Pinned, and Engaged fighters combined in the zone (minimum of 1 fighter) gains +1 Victory Point.

Choose Crews

All available Leaders, Champions, Prospects, Specialists, Gangers, Juves, and Special fighters in the gang who are not Captured and are not in Recovery are part of the gang's Crew for this battle unless a given fighter has a special rule or restriction indicating otherwise.

Determine Comparitive Gang Rating

At this step in the Pre-Battle Sequence, the Comparative Gang Rating for each gang participating in the battle is calculated. Each gang's Comparative Gang Rating is the total Rating of all the fighters in the Crew plus the total Rating of all the gang's Hangers-on that are not in Recovery.

After the Comparative Gang Rating has been calculated for each gang participating in the upcoming battle, order the Gang Ratings from highest to lowest, with a tie being broken by comparing the two gang's Crews total fighter count from highest to lowest, followed by comparing Reputation from highest to lowest. If there is still a tie, the older player is considered to have the higher Comparitive Gang Rating.

The outcome of this comparison is applied hereafter until the end of the Post-Battle Sequence whenever the rules refer to the gang with the higher Comparitive Gang Rating or the gang with the lower Comparitive Gang Rating.

Priority Marker

The gang with the lower Comparative Gang Rating may either take the Priority marker or give their opponent the Priority marker. If the Arbitrator is also playing in the tournament, during this step in battles the Arbitrator is participating in their opponent is considered to have the lower Comparative Gang Rating even if the Arbitrator's gang actually has the lower Comparative Gang Rating.

Resolve Hangers-Ons

Some Hangers-on will join a gang's Crew under various circumstances. Any Hangers-on whose "Crew Selection" criteria has been met may (or in some cases must) join their gang's Crew for the upcoming battle.

For this purpose in this scenario each gang is considered to have Home Turf advantage, to be both the attacker and the defender, to have an objective to destroy, to have an objective to protect, to have an objective to claim, to have an objective to escort from one side of the battlefield to the other, and to be able to use Infiltrators.

Unselected Fighters Recover

For each fighter on a gang's Roster that was excluded from Crew selection for this battle because they were in Recovery, clear their Recovering box on their gang's Roster now. These fighters do not take part in this battle (and were not included in their gang's Comparative Gang Rating) but will be able to take part in their gang's next battle.

Tactics Cards

Each gang may select two Tactics Cards plus one additional Tactics Card for each full 10 points of Reputation their gang has from their gang's Tactics Card Deck. Additionally, some Hangers-ons and the Tactician Skill grant additional Tactics Cards; these are selected now as well.

Some Tactics Cards such as the Rigged Door and Hidden Passage cards are battlefield dependent, and may not be selected if they are not relevant to the battlefield the battle will be played upon.

All Tactics Cards selected should be set aside face down, so that opposing players do not know what they are until such a time as each card is played. A player may look at their own Tactics cards and any Tactics cards opposing players have played at any time, but cannot look at an opposing player's unplayed Tactics cards.

Deployment

Each player separates all of their available fighters into three face down decks: all of the gang's fighters with the Infilitrate skill (or a similar ability) go into a Infiltrators deck, the gang's Leader and Champions go into a Commanders deck (unless they are already in the Infiltrators deck), and all other eligible fighters go into a Warriors deck. Shuffle all three decks.

Security Detail

Each player simultaneously draws up to one fighter from their Commanders deck and up to four fighters from their Warriors deck and forms a Security Detail from them. Then each player simultaneously sets up their entire Security Detail within their gang's Secure Zone.

Flag Detail

Each player simultaneously draws up to one fighter from their Commanders deck and up to two fighters from their Warriors deck and forms a Flag Detail from them. Then each player simultaneously sets up their entire Flag Detail within their gang's Flag Zone.

Infiltrators

If neither player has any fighters in their Infiltrators deck, deployment is finished and play may proceed. Otherwise, in priority order each player takes turns drawing a card from their Infiltrators deck and setting that fighter up onto the battlefield. Infiltrators may not be set up in the Control Zone, a Secure Zone, or a Flag Zone, or within line of sight and vision arc of an enemy fighter. Note: it is possible that one or more fighters in a gang's Infiltrators deck cannot be set up onto the battlefield because there is no valid location to place them.

Hidden Infiltrators

Hidden

A player may choose to place a Hidden marker on the board to represent an infiltrating fighter if they want that fighter to enter play Hidden. For this scenario each Hidden marker corresponds to a specific fighter which must be declared when the Hidden marker is set up onto the battlefield; if a player has two or more Hidden markers on the battlefield they cannot wait until one of them is exposed to decide which infiltrating fighter to put into play for that marker.

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.

For the purposes of this scenario, if a Hidden fighter makes an attack with a weapon that has the Noisy or Template traits they are exposed. If a Hidden fighter makes a close combat attack against an opponent and the opponent is still Standing at the end of the exchange, the attacking fighter is exposed.

Detect

Active and Pinned fighters can take the Detect (Basic) action in an attempt to expose a Hidden enemy fighter. Additionally, if a Hidden fighter makes an attack with a weapon that does not have the Silent trait the opposing player may select one of their gang's fighters within 12'' of the Hidden fighter to immediately take the Detect action for free.

Detect (Basic): Select a Hidden enemy fighter within 12'', and then make an Intelligence check with the following modifiers applied. If this check is successful, the selected enemy fighter is exposed.

Detect Hidden Fighter Modifiers

  • Detecting fighter has applicable abilities and / or Equipment: +var.
  • Hidden fighter is within line of sight and vision arc: +2.
  • Hidden fighter is Engaged: +2.
  • Hidden fighter is within 6'': +1.
  • Hidden fighter is in partial cover: -1.
  • Hidden fighter is in full cover: -2.
  • Hidden fighter is not in line of sight: -4.
  • Hidden fighter has applicable abilities and / or Equipment: -var.

Exposed

When a Hidden fighter is exposed, the controlling player must set up the fighter onto the battlefield where the exposed Hidden marker is currently located and remove the Hidden marker from play.

Reinforcements

All remaining fighters in the Commanders, Warriors, and Infiltrators decks are shuffled together to form a face down Reinforcements deck.

Starting the Battle

All fighters on the battlefield receive Ready markers now.

The player with the Priority marker starts the battle at this time, choosing a fighter to activate. Players then alternate activating fighters as normal, repeating rounds as necessary until the battle ends. The standard Battle Sequence is used for this scenario.

Reinforcements

At the very start of the End Phase of each round (including the first), before Bottle Tests are made, in priority order players may draw a fighter card from their Reinforcements deck and may then either shuffle the drawn card back into their Reinforcements deck or set up the selected fighter onto the battlefield.

If the fighter has the Infiltrate skill (or a similar ability) the player may set them up following the guidelines provided above for setting up infiltrating fighters if they choose and if there is a viable location on the battlefield to do so. Otherwise, the fighter is set up within 4" of the edge of the player's side of the battlefield, and at least 1" away from any enemy fighters. If there are no viable locations to set the fighter up on the battlefield, shuffle their fighter card back into your Reinforcements deck.

Bottle Tests

Bottle tests are made normally in this scenario, except that a gang may roll 2D6 instead of 1D6 when making a Bottle test if their Gang Relic is still in play. If a gang fails a Bottle test the gang's player can choose to Bottle Out, removing all of their Active, Pinned, and Engaged fighters from the battlefield (Seriously Injured fighters remain in play). Otherwise, their fighters remain on the battlefield but must make Nerve tests at the start each subsequent round or flee the battlefield; however if the gang's Gang Flag remains on the gang's Flag Stand, the gang's fighters receive +1 to these mandatory Nerve tests.

Ending the Battle

If a round ends and either gang no longer has any fighters remaining on the battlefield or if all of a gang's remaining fighters are Seriously Injured, the battle will continue for one more Priority Phase and Action Phase and then end. This gives an opposing gang that still has at least one fighter who is not Seriously Injured an opportunity to complete objectives before the battle ends.

Victory

Victory is determined in the Post-Battle Sequence after the Wrap Up step is completed. The gang with the most Victory Points is the Winner. If both gangs have the same number of Victory Points, the battle is a Tie.

Post-Battle Sequence

Proceed to the Post-Battle Sequence.