94. The Big Score
Find the mother lode and you can retire to live a life of luxury… just got to hope no one else has the same idea.
In The Big Score scenario, two gangs fight to loot an abandoned settlement whose defences are still active.
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 1
Double the amount of Materials received as rewards if played in Phase 1.
Source: Book of the Outcast
Battlefield
Standard.
Add 4 Prospecting Sites (abouce 4" in size) at least 8" from any battlefield edge.
Crews
- Custom (10).
Tactics Cards
- Custom (2).
- Underdog (starting crew cost): +1 random per 100 credits.
Deployment
Standard.
After deployment, take turns (starting with the gang with Priority) for each of the following steps:
- Place 6 loot caskets within 6" of the centre (one at a time).
- Place 6 defences anywhere (one at a time).
Defenses are ambiguous in Book of the Outcast, and this scenario refers to the following excerpt on terrain.
In the outlands, defences are even more important than in the rest of the underhive.
Places such as Dust Falls, or even Sump City, survive by constant connection to the rest of the hive and the nominal protection of the Palanite Enforcers and Clan Houses.
Not so the settlements deep in the badzones, who must endure on their own. Wallsare perhaps the most important component of their defences, as a simple three-metre tall fence around your settlement can be enough to keep most critters from wandering in – or at least give the inhabitants time to shoot them in the head before they do.
For the more security conscious, towers, gates, sentry guns, minefields and guard beasts are all options, and few settlements thrive for long without at least a few of these.
It is up to players to interpret this how they like. Defenses could be booby traps, watchtowers, or even defence servitors.
The Score
Defences are automated and treats both gangs as enemies.
Horrors In The Dark
When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6.
D6 | Result |
---|---|
1 | Suffer a Strength 6 hit with AP -1 and Damage 2. If Seriously Injured, the fighter is dragged away into the darkness and taken Out of Action. |
2-3 | The fighter can't make any actions this turn. |
4-5 | The fighter can only make one action this turn. |
6 | The fighter activates normally. |
Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter.
Ending the Battle
The battle ends when any of the following are true:
- Only one gang remains on the battlefield.
- Any gang has 3+ Loot caskets in the gang's deployment zone.
Victory
The gang with the most loot caskets in the gang's deployment zone is the winner.
Rewards
Credits
- 2D6x10 per loot casket.
Experience
Scenario specific rewards:
- +1 for taking part.
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
Randomize one of the following Materials (roll a D3) per loot:
- D6 Power.
- D6 Salvage.
- D6 Sustenance.