Experience

Once two or more players are present, you can decide what scenario is going to be played. If one of the gangs is holding members of the other gang hostage, a rescue mission should be played. You can also decide which scenario to play by mutual agreement, but you cannot capture new territories after the battle. The only way to acquire more turf is to play a battle from the Scenario Table.

If three or more players are taking part, one of the arbitrator scenarios can be played. Usually, these do not allow you to capture new territories. There are also mini-scenarios that are shorter than a full game, one of these can be played if both players agree.

One of the players will be the attacker. If the two gangs fought previously, the aggressor from the previous battle will be the defender in this one. If this is their first encounter, roll a D6 to determine who is attacking. The attacking player must decide which territory they want to attack before making the roll. You can attack any neutral territory you can travel to, or any border territory claimed by another player.

If the attacker wins a battle on neutral territory, they can add that territory to their list. If the attacker wins a battle on enemy turf, that territory becomes neutral and no-one can collect income from it until it is recaptured.


Scenario Table

D66 Roll:

Scenario:

11

Tip-off!

The attacking player has been sold out, and their plans have been made known to the defenders! The defender gets a chance to launch a surprise counter-attack and may pick any scenario from this table. They become the attackers for this round.

12-13

Scavengers (Main rules)

The attacking player will set up first.

14-15

Hit and Run (Main rules)

16

Ambush (Main rules)

An ambush is deadly when it works! The attacking gang attempts to force the odds in their favour. Roll a D6 after the terrain has been set up. On a roll of a 6 the attackers get ambushed instead! If they manage to win the battle they can still claim a territory.

21-22

The Raid (Main rules)

23

The Hit (Outlanders)

24

Caravan (Outlanders)

An rare opportunity has presented itself, you can attack a guilder caravan and get away clean! The attackers do not become outlaws if they take part in this battle. however, they are forced to lie low for a while and are unable to visit the trade posts after the battle.

25

The Gunk Flood (Custom scenarios)

The attackers corner the enemy gang in a very dangerous location. The defenders must deploy on the ground floor, and the whole area is about to fill up with toxic sludge!

26

Swamp Fever (Custom scenarios)

The attackers corner the enemy gang in a very dangerous location. This area is extremely dangerous, but relatively sheltered. Do not roll for treacherous conditions before this battle.

31-32

The Heist (Custom scenarios)

33

Loss of Grace (Custom scenarios, new_scenarios2)

If two players are taking part, deploy on opposite corners. The defenders get to start closer to the side with the gate objective.

34

Civil Unrest (Custom scenarios, new_scenarios2)

35

Escape Route (Custom scenarios, new_scenarios)

The attacker becomes the defender in this scennario, and must escape a trap before it's too late.

36

The Wounded Man (Custom scenarios, new_scenarios)

The defender is searching for a wounded comrade. They start to take bottle rolls after 50% casualties, and cannot bottle out voluntarily until 50% casualties have been sustained.

41

Tunnel Fight (Custom scenarios)

42

A Bridge too Far (Custom scenarios)

43

A Night to Remember

The underhive weather is particularly bad this time. Play the Gang Fight scenario, and roll 3 times on the treacherous conditions table. Re-roll any "clear weather" results.

44

Archeotech Rush (Custom scenarios)

45

The great White One (Custom scenarios)

The defender does not use his own gang, just the spider. The swamp spider should be slightly stronger than the defender's best close-combat specialist. For the spider, use the stats in the scenario, but modify the toughness, wounds and weapon skill of the spider to be 1 higher than the defender's best weapons skill stat. So if the defender has a fighter with a weapon skill of 4, the spider will have a WS, T and W set to 5.

46

The Shambler (Custom scenarios)

As the attackers swoop in to steal a cache of equipment, the defenders rush to get there first. Unknown to both gangs, a monster is sleeping in the vicinity...

51

It came from the sump (Custom scenarios)

The attacker controls the monster, his gang does not take part in the battle. The monster acts as described in the rules, but its stats are capped at 5 rather than 6. Any fighters taken out of action by the monster are consumed whole. If the monster is victorious, their body and equipment is dissolved in the creature's stomach. If the monster is driven off or killed, roll a D6 for each fighter who was eaten:

1 - Dead

2 - Multiple Injuries - roll D3 times on the normal injury chart

3-4 - Horrible Scars

5-6 - Rescued - counts as full recovery

52

Under cover of darkness

The attackers attempt to attack during a low-light cycle. Play the ambush scenario, with the following modifications: The defenders have D3 + 4 fighters, and they set up in a small fortified building. Set up the terrain to represent a campsite. The attacker uses his entire gang. The darkness is almost complete, visibility range for shooting is 8".

53-54

Crystal Search (Custom scenarios)

55

Escort (Custom scenarios, blind_fighting)

The attacker chooses D3+6 fighters to take part in the ambush. The leader must be one of the fighters present - this is too important to delegate! The defender uses his entire gang.

56

The Armoury (Custom scenarios, breakin_the_law)

61

The Package (Custom scenarios)

62

Monster Hunt (Custom scenarios, blind_fighting)

63

The Gauntlet (Custom scenarios)

64

The Assassination (bounty_hunter-scenarios)

The defender chooses half of his gang, the leader must be one of the fighters chosen. The attacker chooses D3+6 fighters to take part in the ambush. The leader must be one of the fighters present - this is too important to delegate!

65

The Closing In (bounty_hunter-scenarios)

The defender chooses half of his gang, the leader must be one of the fighters chosen. The attacker uses his entire gang.

66

Tactical Supremacy

The attacker may choose any of the scenarios on this table.

Mini Scenarios

Shoot Out (Main rules)

The Brewery (Custom scenarios)

The attacker can choose D3+5 fighters from his gang.

The Hunters (Outlanders)

The defender uses D3+3 fighters from this gang, selected randomly. The attacker can choose D3+5 fighters from his gang.

Training Day (Custom scenarios)

The Duel (Custom scenarios, new_scenarios)

Bodyguard (Custom scenarios)

The attacker uses D3+4 fighters, the defender uses D3+1.

The Hunt (bounty_hunter-scenarios)
The Chase (bounty_hunter-scenarios)

The attacker uses D3+3 fighters, and the defender uses D3+1. The defender may set up 12" away from the edge, and the attacker may set up within 2" of the same edge.