89. Settlement Raid
Man the walls!
In the Settlement Raid scenario, one gang launches a full-frontal assault on another gang’s settlement in order to try to loot it.
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
Divide the battlefield into 2 halves:
- Attacker: Standard.
- Defender: Defender can set up any terrain representing their settlement including a Gang Stronghold.
The defender's half is the settlement being raided.
The defender can set up any and all settlement defences in defender's half of the battlefield. This replaces the default Gang Stronghold.
Crews
- Attacker: Custom (10).
- Defender: Random (10) + Reinforcements.
Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
Deployment
- Defender: Anywhere in the settlement.
- Attacker: Within 2" of the opposite battlefield edge.
Reinforcements
- Defender: 2.
- Each End phase (starting on the 3rd round).
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).
Ransacking The Settlement
The attacker is trying to get fighters into the enemy settlement to cause havoc and steal anything that is not nailed down.
Attackers B2B with the defender's battlefield Edge can be removed from the battlefield in the start of the End phase.
Fleeing The Battlefield
If the defender voluntarily bottles out and flees the battlefield, all remaining attackers automatically ransacks the settlement.
Ending the Battle
The battle ends when only one gang has fighters remaining on the battlefield.
Victory
The attacker wins by looting at least 100 credits from the settlement, otherwise the defender wins.
Rewards
Credits
- Attacker: D3x10 per ransacking attacker.
- Defender: D6x10 for winning.
Experience
Scenario specific rewards:
- +1 for taking part.
- +1 to each ransacking attacker.
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.
Resources
Choose one of the following per attacker that moves off the defender's battlefield edge:
- D6 Power.
- D6 Salvage.
- D6 Sustenance.