90. Market Mayhem
You want the best gear? Hit the market. Of course, if you don’t want to pay you better hit it hard!
In the Market Mayhem scenario, two gangs face off against each other after a fight breaks out in a bustling underhive market.
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 3 only
Cannot be used in phase 1 of the campaign.
Source: Book of the Outcast
Attacker & Defender
Tie-breaker for determining the attacker:
- Highest rating.
- Roll-off (the winner can choose attacker/defender).
The other gang is the defender.
The gang who issued the challenge is the attacker.
Battlefield
Standard. 12" circle radius in the centre is the Underhive Market.
If the defender has any defences then these may be placed anywhere on the battlefield.
Crews
- Attacker: Custom (10).
- Defender: Random (10).
Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
Deployment
Take turns (starting with the defender), setting up 1 fighter at the time:
- Within 12" of the centre.
- Outside 1" of any enemy fighter.
Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
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).
The Market
Neither side is packing heavy weapons for the fight - the attacker has snuck into the rival's market with only what they can hide on their person, while the defender doesn't want to shoot up their own settlement.
A market typically consists of market stalls and scatter terrain arranged in a 12" diameter area. In addition, the following can't be used when fighting in the market or shooting into the market (applies to all gangs):
- Heavy weapons.
- Ranged weapons with S6+.
- Blast/Template.
- Rapid Fire (X), however, can use single shot mode (without Rapid Fire).
- Coup de Grace or targeting Seriously Injured fighters with attacks.
Market Looting
Counts as a Loot casket that can be opened multiple times and with different content:
D6 | Result |
---|---|
1 | Trapped!: Suffer a S3 hit. |
2-3 | Nothing Much: D6x5 credits. |
4-5 | It Wasn't Nailed Down: A Common item worth 30 or less (after the battle). |
6 | Jackpot!: Select 3 different items with Rarity 9 or less, then randomize one to gain. |
Note: If controlled by a gang, only the enemy can loot it.
Ammo Stash
Counts as an Ammo Crate with an additional effect within 1":
- Spend a Simple action (Resupply) and roll a 4+ to reload a Single Shot weapon.
Poorly Constructed
If hit by Blast, it is destroyed (and replaced with a pile of rubble) if the following test succeeds:
- Weapon Str >= 2D6
Additionally, if hit by Blaze, it is automatically set on fire. Fighters inside or B2B with it must test against Blaze.
Ending the Battle
The battle ends when any of the following are true (start of round):
- Only one gang remains on the battlefield.
- One gang only has Seriously Injured fighters remaining
Victory
The attacker wins if the defender only has Seriously Injured fighters remaining on the battlefield. Otherwise the defender wins.
Rewards
Credits
- Attacker: 4D6x10 for winning.
- Defender: 3D6x10 for winning.
Experience
Scenario specific rewards:
- +1 for taking part.
- +D6 to the winning leader.
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 to the winner.
- -1 for bottling out.