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111. Gunk War

“This may not be much, but it is mine and no mutie scum is gonna take it away fromme!”
- Gaen ‘The Gunk Queen’ Gorvos

In this scenario, a Gunk Tank must be defended while it is drained, before an attacking gang can destroy it.

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

Standard with the following exception: Place a large Gunk Tank in the centre of the battlefield.

Crews

  • Attacker: Custom (6).
  • Defender: Random (6).

No vehicles or mounts.

Tactics Cards

  • Custom (2).
  • Underdog (starting crew cost): +1 random per 100 credits.

Deployment

  1. Defender: Within 6" of the Gunk Tank.
  2. Attacker: Anywhere at least 6" from the defender's deployment zone.

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).

Ring Of Fire

A Gunk Tank must be defended while being drained, before the attackers can destroy it.

The defender's deployment zone is a circle with an outer ring 6" from the Gunk Tank. The circumference of this circle (outer edge) is filled with gunk and has been set alight:

  • -1 to hit for ranged attacks that draws LoS through it.
  • Fighters are Revealed while within 3".
  • Fighters moving across suffer a S2 hit with Blaze (does not cause Pinning) after finishing the move.

Bottom Of The Barrel

A Gunk Tank must be defended while being drained, before the attackers can destroy it.

The Gunk Tank can only be damaged by melee attacks:

  • T6, 3W and 4+ save.

If reduced to 0 wounds it explodes! Fighters within 3" suffer the following hit:

  • S5, AP-1, D2 with Blaze.

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 at the end of a round if any of the following are true:

  • After 5 rounds.
  • The Gunk Tank explodes.
  • Only one gang remains.

Victory

The defender wins if the Gunk Tank has not exploded and at least 1 defender is left on the battlefield. Otherwise the attacker wins.

Rewards

Credits

  • Winner: D6x10.
  • Loser: D3x10.

Experience

Scenario specific rewards:

  • +1 for taking part.
  • +1 to attackers for wounding the Gunk Tank at least once.
  • +D3 to the defending 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).
Narrative Variant

The Defence of Two Tunnels

If players wish they may use this scenario to represent the defence of Two Tunnels as Corpse Grinder Cults invade the settlement, attempting to consume all within it. The Gunk Queen and her brother desperately attempt to defend the industrial gunkworks by flooding the surrounding streets with gunk and setting it alight!

In order to do this, make the following changes: