92. Gunk Tank
Anything can be fixed with enough gunk.
In the Gunk Tank scenario, two gangs scramble to drain the most gunk from an abandoned gunk tank.
While this scenario can be played in any campaign, there are additional effects when played in an Outlander campaign. These are noted throughout this scenario.
Phase 1
Double the amount of Materials received as rewards if played in Phase 1.
Source: Book of the Outcast
Battlefield
Standard.
Crews
- Random (7).
Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
Deployment
Standard.
Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
The Gunk Tank
Represented by any suitable terrain at least 3" in diameter.
In addition to the standard rules, a fighter B2B can spend a Double action (Siphon) to gain 1 gunk:
- A fighter can only carry 1 gunk at the time.
- If Seriously Injured or taken Out of Action, the gunk is dropped and placed B2B with the fighter (or where the fighter was).
Lugging Gunk
While carrying gunk, automatically catch fire if hit by Blaze (this alone does not cause the gunk to be dropped).
Escape
Fighters carrying gunk can escape by moving B2B with any battlefield edge. Fighters removed in this way do not count as Seriously Injured or Out of Action for the purposes of Bottle tests.
Ending the Battle
The battle ends when only one gang has fighters remaining on the battlefield.
NOTE: The last remaining gang gains D3 gunk.
Victory
The gang that escaped with the most gunk is the winner. Otherwise it is a draw.
Rewards
Credits
- D6x10 per gunk.
Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for escaping.
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 for bottling out.