42. Propaganda
Gangs seek to sway the other gangers to their cause.
Source: Book of Ruin
Battlefield
Standard.
Crews
- Custom (4).
Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
Deployment
- Standard.
- Take turns (starting with the gang with Priority) deploying 12 Houseless Gangers:
- More than 12” from a battlefield edge.
- Not within 3” of another fighter.
Hearts and Minds
As the hive descends into madness, both sides seek to turn gangers and gangs to their cause.
The players should select 12 fighter models to represent Houseless Gangers (see page 65). After both crews have deployed, players take turns, starting with the player who has priority, placing these models anywhere on the battlefield more than 12" from an edge or within 3" of another fighter.
Both gangs are trying to turn the Houseless Gangers to their cause and then use them against their foes. In this scenario each player’s fighters can use the Coerce (Basic) action:
Choose a Houseless Ganger within 3" and make a Leadership check for the coercing fighter. If the check is successful, place a token next to the Houseless Ganger to indicate that it is now part of the coercing fighter’s gang.
Houseless Gangers coerced into joining a fighter’s gang become part of that fighter’s gang for all intents and purposes and will gain a Ready marker at the beginning of the following round.
Don’t Believe Their Lyes
Once a Houseless Ganger has chosen their side, it’s unlikely they will change sides again… though not impossible.A fighter may make a Coerce Action against an enemy Houseless Ganger. If the fighter’s Leadership check is successful then the other player should make a Willpower check for their Houseless Ganger, adding 1 to the dice result for each friendly fighter within 3" of the Houseless Ganger. If the Houseless Ganger passes their Willpower check,they may immediately take a free Shoot (Basic) action at the fighter who tried to coerce them. If the Willpower check was failed then the Houseless Ganger becomes part of the coercing fighter’s gang as normal and loses any Readied marker if they have one.
Houseless Gangers can be turned from one side to the other multiple times during a battle.
Houseless Gangers are loners and orphans from other gangs and can be represented by any appropriate model – players may choose to use the portions of their gangs who have been left out of the scenario. For simplicity, Houseless Gangers should use the following profile:
Houseless Ganger
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 7+ | 8+ |
Special Rules
Houseless Gangers are armed and equipped as depicted on their models, and both players should take a moment at the beginning of the game to agree on what weapons and wargear each Houseless Ganger is carrying. Remember that both gangs have a chance of taking control of the Houseless Gangers and so the inclusion of heavily armed models is entirely reasonable provided both players accept these more deadly fighters might be used against them.
Ending the Battle
The battle ends when only one gang has fighters remaining.
Victory
The last remaining gang is the winner. If no gangs are left on the battlefield, it is a draw.
Rewards
Credits
- D3x10 for each Houseless Ganger controlled by the gang at the end of the battle.
Experience
Scenario specific rewards:
- +1 for taking part.
- +1 for coercing an enemy Houseless Ganger.
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 for winning.
- -1 to any gang that bottled out.