57. Mercator Storehouse Heist
Two gangs send a small infiltration force into a Guild storehouse, intent on claiming a supposedly valuable item destined for auction to the highest bidder.
Source: White Dwarf, December 2019
Gang Raids scenarios are designed to be shorter than standard games and have some limitations and exceptions to the normal rules:
- No Leaders, Hangers-on, Brutes or Hired Guns.
- Max 1 Champion.
- No Resource at stake.
- No Infiltrate.
- No Loot caskets (unless otherwise stated).
Bottle Tests
D3 + Seriously Injured + Out of Action > starting crew
Battlefield
- Standard: 5. The winner of a roll-off places the first tile. This tile marks the centre of the battlefield. Then take turns placing 4 more tiles, 2 each, adjacent to the first tile, forming a cross. There must be a clear route from the centre tile to each battlefield edge furthest from the centre.
Alternatively, if playing on Sector Mechanicus terrain, limit the play area to 3" x 3" and emulate the cross formation, blocking out the corners as impassable.
Crews
- Custom (4).
Tactics Cards
- No Cards
Deployment
- Place the auction item on the centre.
- Place the defence servitor within 1” of the centre (winner of a roll-off).
- The winner of a roll-off selects a deployment zone (3”) and deploys the entire crew. The other team deploys the entire crew in the opposite deployment zone. Take turns selecting a deployment zone (3”) and deploy the entire crew.
d
[ ]
e[ ][x][ ]e
[ ]
d
d: deployment zone
e: escape zone
x: auction item
The Auction Item And Escaping
- No fighter can carry the auction item until the defence servitor is Out of Action.
- If within 1” of the auction item, spend a Simple action (Carry) to carry the item.
- A fighter can't use any weapons while carrying the auction item (unless having Bulging Biceps).
- If taken Out of Action while carrying the auction item, leave it where the fighter was.
Any fighters (regardless of statuses or conditions) can escape the battlefield in the End phase if within 1” of an Escape Route (counting as Out of Action for the purposes of Bottle tests).
Hole In The Wall
Once per game, instead of activating a fighter, each gang can place a ductway anywhere on the battlefield.
Defence Servitor
A mindless immobile automaton is protecting the auction item from prospective thieves.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
- | 5+ | 4+ | 5 | 5 | 1 | 3+ | 2 | 7+ | 5+ | 9+ | 8+ |
Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
---|---|---|---|---|---|---|---|---|---|
Grav Gun | 9" | 18" | +1 | - | * | -1 | 2 | 5+ | Blast (3"), Concussion, Graviton Pulse |
Servo claw | - | E | - | - | S+2 | - | 2 | - | Melee |
Wargear: Light carapace (4+)
Special Rules
- Immobile (can't move).
- 360° vision arc
- Counts any Injury roll as Flesh Wound (can only be taken Out of Action by being reduced to T0).
- Can't be Pinned.
- Automatically passes any Cool tests.
Overwatch Routine
The servitor will make Shoot (Basic) actions whenever all of the following are true:
- Not Engaged.
- A fighter ends an activation within LOS of the servitor.
- Passes an Initiative test. This test is automatically passed if at least one of the following is true:
- The first time each round.
- The activated fighter made an attack against the servitor.
If Engaged, make Reaction attacks as normal.
Fleeing The Battlefield
If a gang voluntarily bottles out and flees the battlefield, the remaining gang automatically wins and claims the auction item.
Ending the Battle
The battle ends when only one gang has fighters remaining (at the end of a round).
Victory
The gang escaping with the auction item is the winner. Otherwise it is a draw.
Rewards
Rare Goods
The gang that secured the auction item rolls a D66 on the table that follows during the post-battle sequence to see what they have stolen. Any item stolen is immediately added to the gang's stash.
D66 | Secured Loot |
---|---|
11 | Useless Tat: D3x10 credits. |
12-46 | Valuable to Someone: D6x15 credits. |
51-53 | Arms Trade: A single weapon with Rarity/Legality (10) or less. |
54-56 | Exotic Gear: A single Wargear item (not status item or exotic beast) with a Rarity/Legality (10) or less. |
61-63 | Valuable Haul: A single weapon or Wargear item (not status item or exotic beast) with a Rarity/Legality of (11) or less. |
64-66 | Rare Find: A single status item with Rarity/Legality (12) or less. If choosing a master-crafted weapon, the total cost must be 125 credits or less. |
Credits
- D6x10 to the attacker for winning.
Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to the winning Leader (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
- +2 to the winner.
- +1 to both gangs if this was the first battle against each other.
- -1 for bottling out.