Scenarios

Scripted Scenarios
D6
Scenario
Summary
1
Viciously Vie For New Turf (2-4 Gangs)

All Out War variant (2-4 Gangs)

2
Blind Box Looting (2-4 Gangs)

Fighting Over Loot Crates variant (2-4 Gangs)

3
Chance Encounter of the Violent Kind (2-4 Gangs)

Doomed Negotiations variant (2-6 Gangs)

4
Waylaying Wayward Wastrels (2 Gangs)

Hijacked Cargo Transportation variant (2 Gangs)

5
Robbing You To Benefit Me (2 Gangs)

Homewrecking variant (2 Gangs)

6
Stealthy Sabotage (2 Gangs)

Unknown Target Assassination (2-4 Gangs)

*
Saving Captured Gang Members (2 Gangs)

Special Scenario Rules

Various special rules are optionally used in some scenarios. Rather than encumber each scenario description with boiler plate copies of these common concepts, they are gathered here and refered to from individual scenarios.

Many of these special rules are often used together, but they don't have to be. For instance, Sneak Attacks and Sentries are often used together and have a lot of synergy, but they can be used independently of each other.

Note that in some cases a scenario might refer to one of these general concepts but modify, extend, or negate parts of the rules in specific ways as described in the scenario itself. For instance, a scenario might use the Reinforcments special rule but describe a different way for Reinforcements to be determined or alter how they enter play. Similarly a scenario might use Sentries but alter the way in which they are used.

Battlefield Conditions

Normally battlefields are set up as directed by the Pre-Battle Sequence and nothing out of the ordinary is in effect for the ensuing battle. However sometimes various conditions may affect a battlefield, either as indicated by a specific scenario, by a gang such as the Ratskins, by an Arbitrator, by a Tactics Card, or by player agreement. The standard Battlefield Conditions that may be applied to a battle follow; however others might be introduced by an Arbitrator or by player agreement to customize scenarios or increase the challenge of a battle.

Threats

As if enemy gangs and the hostile environment of the underhive itself weren't dangerous enough, sometimes other threats are also present on a battlefield. Many-tentacled sewer beasts, giant spiders, treacherous mutated Scaavies, and other exotic dangers abound.

Beasts

A particularly dangerous type of threat are various "Beasts", which might be present on a battlefield by agreement between players, but can also be introduced into play by other means such as with the Beast Lure Tactics Card.

Confrontations

Other people (and things) live in or conduct actvitites of their own in the underhive, and not all slink away when gangers come around. Sometimes a confrontation is the natural outcome.

Hive Tremors

Tremors shake the hive, causing unstable footing. But it's not all bad news; often such seismic activity reveals long lost treasures.

When Hive Tremors occur several things happen, in order:

  • Zone Mortalis:
    • Roll a D6:
      • 1-2: in priority order each player may place or remove a Ductway on the battlefield
      • 3-5: the player with priority may place or remove a Ductway on the battlefield
      • 6: the player with priority may place a Pitfall Crater on the battlefield
        • Pitfall Craters placed in this way cannot be placed under a fighter
  • Sector Mechanicus:
    • Roll a D6:
      • 1-2: in priority order each player may remove a ladder or a barricade or a railing from the battlefield
      • 3-5: the player with priority may remove a ladder or a barricade or a railing from the battlefield
      • 6: the player with priority may place a Pitfall Crater on the battlefield
        • Pitfall Craters placed in this way cannot be placed under a fighter
  • Every Active fighter on the battlefield must make an Initiative check or become Pinned
    • Ratskin fighters may gain a +2 bonus to their Initiative checks to avoid becoming Pinned
  • Loot Caskets:
    • Roll a D6:
      • 1-2: no Loot Caskets are revealed
      • 3-5: the player with priority places one Loot Casket within 6'' of the middle of the battlefield
      • 6: in priority order each player places a Loot Casket within 9'' of the middle of the battlefield

NOTE: If Hive Tremors are caused by a player (such as by playing a Tactics Card, or by a Ratskins player exercising their option to trigger Hive Tremors), that player is considered to have priority while the Hive Tremors are resolved.

For the remainder of the battle, each Round at the beggining of the Priority Phase (before priority is determined), the player who currently has priority must roll a D6 to determine if the Hive Tremors continue to have an impact on the battle. If a 1 is rolled, an aftershock shakes the battlefield further and every Active fighter on the battlefield must make an Initiative check or become Pinned; Ratskin fighters may gain a +2 bonus to their Initiative checks to avoid becoming Pinned.

Ash Storm

Plumes of dense and toxic ash inundate the battlefield.

At the beginning of each turn, visibility for the turn is reduced to a maximum of 5D6''. Additionally, all movement is reduced by 1'' per action; fighters with a Respirator or Filter Plugs (who choose to use them) and all Ratskins and Ash Waste Nomads are immune to this movement reduction.

Bad Air

The air in the area of the battlefield has become nearly unbreathable, particularly for the weak and injured.

At the beginning of each End Phase, each fighter with a modified Toughness of 2 or less takes a Flesh Wound. Fighters with a Respirator or Filter Plugs (who choose to use them) or similar items, and all Ratskins and Ash Waste Nomads are immune to this effect.

Low-Light Conditions

Dark tunnels and domes, power outages, freak dust storms...lighting in the underhive is unreliable at best.

For the duration of the battle ranged attacks have an additional -1 modifier if made against targets between 6'' and 12'' away, or a -2 modifier if made against targets more than 12'' away. Attackers unaffected by low-light conditions or targeting a fighter with a Blaze marker ignore these penalties.

Relics

Sometimes a gang relic is present during a scenario. A gang relic can take many forms, but each respresents something of great symbolic importance or sentimental value to a gang. A gang relic always belongs to one gang or the other; if the scenario has an attacker and a defender the relic belongs to the defender. In other cases more than one or all participating gangs have a relic present. Otherwise roll off before the battle begins to determine which gang owns the relic.

If a relic has not been defiled, members of the gang the relic belongs to add 2 to the result of any Cool checks and Leadership checks while they are within 12'' of the relic. Additionally once per round the player of that gang may reroll a single dice (the second result must be taken).

If an enemy fighter is within 1'' of an enemy's relic they can spend a Double action to defile the relic. They might tear it down, mark it with their own gang's tag, or wreck it in a more creative fashion. In a campaign, a fighter who defiles an enemy gang's relic gains D3 XP immediately. The same relic cannot be defiled more than once per battle.

If a gang’s relic has been defiled, they must start making Bottle tests, even if none of their fighters have gone Out of Action, adding an additional +2 to the result of the Bottle test.

Additionally, every member of a gang who's relic has been defiled suffers a -2 penalty to all Cool and Leadership checks for the remainder of the battle.

Home Turf

Some scenarios take place within the territory of one of the gangs. While a gang is fighting on its own Turf, its fighters are more likely to stand and fight. As such, the gang gains the following advantages:

Whenever a Bottle test is made for the gang the controlling player rolls one more D6 and may discard any one of the dice rolled before determining the result.

The gang's fighters add 1 to all Leadership, Cool, and Will tests they make during the battle.

If the gang has Hangers-on, some types of them may participate in the battle as described by individual Hangers-on descriptions.

If a gang loses a battle where this special rule is in effect, the gang usually loses Turf at the end of the battle or suffers some other undesirable outcome. However the specifics of what happens are left to each scenario to describe.

Gangs that currently have no Turf cannot have Home Turf advantage.

Reinforcements

In some scenarios, a gang's Crew does not include all of the gang's available fighters at the beginning of the battle, but remaining fighters might join the battle in later rounds.

In scenarios that allow Reinforcements, a player may choose to hold on to Tactics Cards that are normally played on a fighter at the start of a battle and instead play them later when a fighter joins the battle as Reinforcements.

Once a fighter has joined a battle as Reinforcements they are part of the Crew and are given a Ready marker in the next Priority phase. They are counted when determining the outcome of Bottle tests made after their arrival. The gang's Crew Rating includes the fighter's Rating in its total after they join the battle (but not before). In all respects, from the moment they join the battle until the end of the Post-Battle Sequence, the fighter is counted in the same way as fighters who started the battle.

Scenarios that use this special rule will detail how Reinforcments are determined, under what circumstances Reinforcements are allowed to join the battle, and how Reinforcements deploy when they do join the battle. Some of the more common deployment options for Reinforcements are described below, but some scenarios describe custom options.

Deployment Edge

When this style of Reinforcement is used, when Reinforcements arrive they are placed with the back edge of their base touching the edge of the battlefield on the side that the gang's Crew deployed from at the beginning of the battle.

Random Edge

In some cases Reinforcements enter the battle from a random edge of the battlefield. Roll a Scatter Dice and whichever battlefield edge it points to is the selected edge the reinforcements must enter from.

Ipick-Upick

For scenarios using this style of Reinforcements, whenever a fighter arrives by Reinforcements a D6 is rolled for the fighter. On a 3 or more the controlling player may select any point on any edge of the battlefield, but on a 1 or 2 their opponent gets to choose the point. The fighter is placed by their controlling player within 1'' of the selected point.

Hidden

Some scenarios, Tactics Cards, skills, or other abilities may allow a fighter to be Hidden.

Sneak Attacks

In some scenarios, the defender is not initially aware of the presence of enemy fighters. In these scenarios, the rules for Sneak Attacks are used. Sneak Attack is often combined with the Hidden and Sentry special rules, but can be used by itself.

When the Sneak Attacks special rule is in effect, the attacker's fighters start the battle with a Ready marker while the defender's fighters do not have Ready markers; the scenario will describe how the defender's fighters may gain Ready markers.

Alerted Fighters

An Alerted fighter has become aware that someone is sneaking up on them or that they are in danger. How a fighter becomes Alerted is scenario specific; in the usual situation where Sneak Attack is combined with the Hidden rules defending fighters become alerted by detecting a Hidden fighter or by being attacked. Regardless of the means, whenever a fighter becomes Alerted they gain a Ready marker. If a Alerted fighter is not taken Out of Action before they are activated, they may be activated normally later in the round.

Raising The Alarm

During a Sneak Attack, when activated an Active fighter who is Alerted has the option to make a Raise The Alarm (Basic) action.

Raise The Alarm (Basic): The fighter raises the alarm, alerting their allies that the enemy is upon them. How this is resolved depends upon the scenario.

In most scenarios, after the alarm has been raised the remainder of the battle will be fought using standard rules, but some scenarios might describe a different outcome of what happens next.

Noise Discipline

The most common way enemy fighters become Alerted is when a Hidden fighter attacks, particularly with a ranged weapon.

When a Hidden fighter makes an attack with a weapon that has the Melee trait and does not have the Noisy trait, the target is Alerted. If an enemy fighter other than the target is within 3'' of the target and the target or the Hidden fighter is in that fighter's vision arc, that enemy fighter is also Alerted.

When a Hidden fighter makes an attack with a weapon that has the Noisy trait, all opposing sentries within 12'' may take a free Detect action against the attacking fighter and gain a +4 bonus on their check.

When a Hidden fighter makes an attack with a weapon that has the Blast trait, all enemy fighters within the Blast marker or within 6'' of the outer edge of the Blast marker are Alerted.

When a Hidden fighter makes an attack with a weapon that has the Template trait, all enemy fighters within the Template or within 6'' of the outer edge of the Template are Alerted.

When a Hidden fighter makes an attack with a ranged weapon that has the Silent trait, if they hit the target is Alerted but no other fighters are. If an attack with a weapon that has the Silent trait misses, no one is Alerted.

When a Hidden fighter makes an attack with a ranged weapon without any of the Traits previously mentioned, the target is Alerted, any enemy fighter within 6'' of the Hidden fighter is Alerted, and any enemy fighter within 6'' of the target is Alerted.

Sentries

When the Sentries special rules are used, some number of the defending gang wander the battlefield, on patrol or otherwise remaining vigilant. Scenarios that use this special rule describe how many sentries are available to the defender.

Sentries never gain Ready markers; instead their Fighter cards are shuffled together to form a face-down Sentry deck at the start of the first round. Each time it is the defender's turn to activate a fighter, a card is drawn at random from the Sentry deck, and that fighter takes their turn, then their fighter card is shuffled back into the deck. When the attacker has activated their last fighter, the defender activates one more sentry, and then the Action phase ends.

If a sentry is attacked their card is taken from the deck while the attack is being resolved. If the sentry is not taken Out of Action or Seriously Injured, their fighter card is shuffled back into the Sentry deck after the attack is resolved.

Note that the same sentry might be randomly activated multiple times in a round.

When a sentry is activated, both players roll a D6: the player who rolled the highest can move the sentry a number of inches equal to the other player's roll. The defending player wins ties. For example, it the attacker rolled a 4 and the defender rolled a 4, the defender would move the sentry 4'' forward. In a Zone Mortalis battle, the player moving the sentry may have the sentry open or close a door within 1'' of the fighter at any point along the path of their movement. Sentries stop moving 1'' away from platform edges, obstacles, or impassable terrain.

Once a sentry has moved, the player who moved them chooses the sentry's facing. Finally, the sentry makes a Detect (Basic) action and may detect a Hidden fighter. If the sentry does not detect a Hidden fighter, their turn ends the sentry's fighter card is shuffled back into the Sentry deck. If a Hidden fighter is detected the sentry is Alerted and gains a Ready marker immediately; they are no longer a sentry and their fighter card will not be shuffled back into the Sentry deck.

If a Hidden fighter who is detected has a Ready marker, both the detecting fighter and the Hidden fighter make an Initative check. If the detecting fighter makes their Initiative check by more or ties the Hidden fighter, they immediately activate. If the Hidden fighter makes their Initiative check by more they immediately activate; they may attempt to Seriously Injure or take the detecting fighter Out of Action and thus maintain the element of surprise.

If activated the Alerted fighter may make any actions normally available to them.

Underdog

Some scenarios make allowances for gangs with significantly lower Crew Rating than opposing gangs to gain some kind of an Underdog Bonus, either to help them during the battle or provide improved rewards after the battle in which they were outmatched.