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118. Battle of the Riftways

“Keep going! We don’t stop until we breach the ash gate!”
- Jorgsa, Scrap Forgers, House Goliath

In this scenario, a gang races across a series of narrow bridges to try to breach an ash gate.

Source: Cinderak Burning

Battlefield

Standard (Ash Wastes & Rolling Roads). Mark out 3 Roadways connecting the Leading and Trailing Edges together. These roads can merge and split from each other. Barricades and debris should be scattered on the roads.

Crews

  • Attacker: Custom (10).
  • Defender: Random (D3+1) + Reinforcements.

Vehicles and mounts can be included.

Tactics Cards

  • Custom (2).
  • Underdog (Gang Rating): +1 random per 100 credits.

Deployment

  • Defender: Anywhere.
  • Attacker: Within 3" of the Trailing Edge.

Reinforcements

Defender:

  • Round 1-3: D3.
  • Round 4: All remaining models.
  • Within 8" of the Leading Edge and at least 3" from enemies (deployed by the controlling gang).

Riftways (Battlefield Surface)

This scenario only uses the following custom Battlefield Surface:

  • Models moving off a road are immediately OoA.

Journey To The Ash Gate

A gang races across a series of narrow bridges to breach an ash gate.

The battle starts with Rolling Roads and later turns into regular Ash Wastes:

  • Round 1-4: Ash Wastes & Rolling Roads.
  • Round 5+: Sector Mechanicus.

Rolling Roads

Apply the following:

Round 1-3:

  • Roadways: The 3 roadways must continue (cannot suddenly stop).
  • Terrain: Only use barricades along the roadways.

Round 4:

  • Platform: All revealed battlefield is considered to be a road surface (effectively a relatively safe 8" platform at the end of the battlefield).
  • Ash Gate: A large structure (for example Gang Stronghold) should be set up in the centre of the Leading Edge (this is in addition to the normal amount of terrain added this round).

Fighters that are left behind rejoin as follows:

  • Attacker: From the Trailing Edge (as normal).
  • Defender: From the Leading Edge.

The Ash Gate

Attackers can target the ash gate as any other model:

  • T8, 6W, 3+ save.
  • Cannot benefit from cover.
  • Destroyed when reduced to 0 Wounds.

Sentry Guns

Apply the following in the End phase of round 5 and each subsequent End phase:

  • The closest attacking vehicle within 12" of the ash gate suffers the following hit on a 4+:
    • S6, AP-2, D2.

Ending the Battle

The battle ends if any of the following is true:

  • The ash gate is destroyed.
  • Only the defender remains in any End phase.

Victory

The attacker wins if the ash gate is destroyed. Otherwise the defender wins.

Rewards

Credits

  • Winner: 3D6x10.
  • Loser: D6x10.

Experience

Scenario specific rewards:

  • +1 for taking part.
  • +D3 for destroying the ash gate.

Standard rewards:

  • +1 for taking an enemy Out of Action.
  • +1 for taking an enemy Leader or Champion Out of Action.
  • +1 for killing an enemy (during the battle).
  • +1 for Rallying.

Reputation

  • +D3 (win).
  • -1 (bottle out).
Narrative Variant

Assault On Gate 17

If players wish, they may use this scenario to represent the Goliath attack on Gate 17.

In order to do this, make the following changes:

  • The attacking gang should be a Goliath gang, predominately made up of Goliath Maulers.
  • The defending gang should be a mix of Escher and Orlock fighters, with a large number of Escher Cutters and Orlock Wreckers.