110. Fall of Badzones Outpost
“They’re behind us, pull back! Pull back!”
- Jelena, House Escher, Gang Queen, Carrion Queens
In this scenario, a stronghold in the underhive is overrun by an enemy gang. The retreating gang must buy enough time for everyone to get out.
Source: Cinderak Burning
Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
Battlefield
Sector Mechanicus: The defender sets up all terrain. The battlefield is intended to be an underhive settlement with dense terrain.
Crews
- Random (D3+4).
No vehicles or mounts.
Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
Deployment
-
Defender:
- Choose one edge as the defending edge, the opposite side is the attacking edge.
- Deploy the crew outside 6" of the enemy edge.
-
Attacker: Deploy the crew within 3" of the attacking edge.
Home Turf Advantage
Defender:
- Bottle tests: Roll 2D6 and discard the highest.
- Rally tests: +1.
- Hangers-on: Included in the crew on a 4+ (roll individually).
Escape The Settlement
An underhive stronghold is overrun by enemies and the retreating gang must buy enough time for everyone to get out.
After round 1, defenders within 1" of the defender's edge can escape in any End phase (removed from the battlefield).
Fleeing The Battlefield
If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario.
Ending the Battle
The battle ends after 5 rounds.
Victory
The defender wins if at least 3 fighters escaped and no more than 1 attacker within 3" of the defender's edge. Otherwise the attacker wins.
Rewards
Credits
- Winner: D6x10.
- Loser: D3x5.
Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each escaped defender.
- +D3 to the attacking Leader for winning (regardless of whether they took part in the battle or not).
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).
The Fall Of Sump City
If players wish, they may use this scenario to represent the fall of Sump City as the Eschers and their allies fight for Sump City against Chaos cultists, corrupted gangs and the beasts of the underhive. Eventually, they are forced to escape onto waiting boats and set off charges in the city’s foundations to sink it.
In order to do this, make the following changes:
- The defender should be a House Escher gang.
- The attacker’s gang is made up of a mix of Helot Chaos Cults, Corpse Grinder Cults and Exotic Beasts (Exotic Beasts do not need to have an owner and will operate independently).
- The Endless Hordes rule is in effect (see below).
Endless Hordes
In each End phase, any of the attacker’s Gangers, Juves or Exotic Beasts that have been taken Out of Action return to the battlefield by being placed in base contact with the attacker’s board edge.