104. Desperate Raid
Source: White Dwarf, May 2022
This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy:
- At least 400 less Gang Rating than the enemy.
- Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played).
- Underdog tactics cannot be used in this scenario.
Attacker & Defender
The underdog is the attacker, the other gang is the defender.
Battlefield
Standard.
Crews
Custom.
Deployment
- Attacker: Within 6" of the centre of the battlefield. Each attacker starts with 1 loot casket B2B.
- Defender: Anywhere at least 12 from enemies.
Tactics Cards
None.
Break For Home
The attacker has Priority in the 1st round.
Ill-Gotten Gains
The underdogs have managed to sneak into the heart of the enemy territory and seize a large cache of goods that can be sold for a tidy profit.
In each End phase, attackers within 1" of any battlefield edge are removed (securing any loot that is B2B).
If no defenders remain on the battlefield, the attackers secure all remaining loot.
Ending the Battle
The battle ends if max one gang has models remaining on the battlefield.
Victory
The attacker wins if at least 4 loot are secured. Otherwise the defender wins.
Rewards
Credits
- Attacker: D6x10 per secured loot.
Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each attacker that secures at least 1 loot.
- +D3 to the defending leader for winning.
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
- +1 (attacker win).
- +D3 (defender win).
- -1 (bottle out).