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# Gang Raids This section gives details about Gang Raid scenarios. :::info Designer's Notes: Using Gang Raid Scenarios The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In campaign play, these scenarios are perfect for gangs who have several fighters in Recovery or for players wishing to strike at their opponents without risking their whole gang, allowing your gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling-off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries. ::: When a gang leader orders an attack on a rival, it's invariably part of a bigger picture, their goals ranking from taking turf to killing a valuable target. Sometimes, this can be achieved with just a handful of fighters, a small crack team sent out to do a job better to keep quiet. Neither is every conflict a well-planned operation, as at times small groups of gangers will stumble across an opportunity that's just too good to miss. Whether shaking down an ammo stall or just roughing up some local thug-lord who looked at them wrong, such conflicts are isolated instances involving only a few members of a gang. Often, these are fights committed to on a whim, the victors returning to the gang afterwards to brag about their actions while the defeated slink away in shame. Regardless of the results, these small battles create quite the stir whenever they occur. ### Terrain The Gand Raids scenarios have been written with Zone Mortalis very much in mind, allowing players to fit games into a relatively small set of terrain which is convenient to transport. :::note These secenarios are short and to the point, but can be played on any terrain. ::: ## Gang Raid Special Rules Due to the relatively small size of Gang Raids scenarios the following rules apply to them, in addition to any special rules listied in the scenario. ### Bottle tests To make a Bottle test during a Gang Raids scenario, the player rolls a D3 instead of a D6 before adding the result of the total number of fighters that are Seriously Injured or Out of Action. ### Beneath My Notice It is rare for a leader to lead small scale operations, instead giving these tasks to their most trusted champions. Whether minor affairs requiring a measure of stealth or nothing more than outbreaks of spontanious violence, these skirmishes are rarely anything more than a handful of gangers on each side. To represent this, the following restrictions apply when a player is choosing their crews for Gang Raid scenarios: - The player may not include a Leader as part of their Crew. - The player may only include one Champion as part of their Crew. - The player may not include any Hangers-on, Brutes or Hired Guns as part of their crew. ### A Minor Affair Gang Raids scenarios are small conflicts far removed from the larger conflict between gangs over territory and business. As such, Territory and Rackets cannot be staked on a Gang Raids scenarios - delivering a blow to their opponent's pride is enough of a reward here. ### Deployment Deployment in Gang Raids scenarios following the standard deployment rules. The exception is that fighters may not make use of the [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate) skill during Gang Raids scenarios. If a fighter has the Infiltrate skill, they deploy like any other fighter unless stated otherwise. ### Loot Caskets Unless otherwise states, no Loot caskets are placed upon the battlefield during Gang Raids scenarios.
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2024-06-13 20:34:24.508078
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# Gang Raids This section gives details about Gang Raid scenarios. :::info Designer's Notes: Using Gang Raid Scenarios The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In campaign play, these scenarios are perfect for gangs who have several fighters in Recovery or for players wishing to strike at their opponents without risking their whole gang, allowing your gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling-off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries. ::: When a gang leader orders an attack on a rival, it's invariably part of a bigger picture, their goals ranking from taking turf to killing a valuable target. Sometimes, this can be achieved with just a handful of fighters, a small crack team sent out to do a job better to keep quiet. Neither is every conflict a well-planned operation, as at times small groups of gangers will stumble across an opportunity that's just too good to miss. Whether shaking down an ammo stall or just roughing up some local thug-lord who looked at them wrong, such conflicts are isolated instances involving only a few members of a gang. Often, these are fights committed to on a whim, the victors returning to the gang afterwards to brag about their actions while the defeated slink away in shame. Regardless of the results, these small battles create quite the stir whenever they occur. ### Terrain The Gand Raids scenarios have been written with Zone Mortalis very much in mind, allowing players to fit games into a relatively small set of terrain which is convenient to transport. :::note These secenarios are short and to the point, but can be played on any terrain. ::: ## Gang Raid Special Rules Due to the relatively small size of Gang Raids scenarios the following rules apply to them, in addition to any special rules listied in the scenario. ### Bottle tests To make a Bottle test during a Gang Raids scenario, the player rolls a D3 instead of a D6 before adding the result of the total number of fighters that are Seriously Injured or Out of Action. ### Beneath My Notice It is rare for a leader to lead small scale operations, instead giving these tasks to their most trusted champions. Whether minor affairs requiring a measure of stealth or nothing more than outbreaks of spontanious violence, these skirmishes are rarely anything more than a handful of gangers on each side. To represent this, the following restrictions apply when a player is choosing their crews for Gang Raid scenarios: - The player may not include a Leader as part of their Crew. - The player may only include one Champion as part of their Crew. - The player may not include any Hangers-on, Brutes or Hired Guns as part of their crew. ### A Minor Affair Gang Raids scenarios are small conflicts far removed from the larger conflict between gangs over territory and business. As such, Territory and Rackets cannot be staked on a Gang Raids scenarios - delivering a blow to their opponent's pride is enough of a reward here. ### Deployment Deployment in Gang Raids scenarios following the standard deployment rules. The exception is that fighters may not make use of the [Infiltrate](/docs/gang-fighters-and-their-weaponry/skills/#4-infiltrate) skill during Gang Raids scenarios. If a fighter has the Infiltrate skill, they deploy like any other fighter unless stated otherwise. ### Loot Caskets Unless otherwise states, no Loot caskets are placed upon the battlefield during Gang Raids scenarios.
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### Unstable If the Ammo symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance that, in addition to needing an Ammo test, the weapon will prove as hazardous to its user as the enemy. Roll a D6. On a 1, 2 or 3, something has gone wrong; if the attacker is a fighter they are taken Out of Action, if the weapon is mounted on a vehicle the vehicle suffers a Catastrophic Hit to the body and the weapon cannot be used again for the rest of the battle. The attack is still resolved against the target.
Unknown
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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If the Ammo symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance that, in addition to needing an Ammo test, the weapon will prove as hazardous to its user as the enemy.Roll a D6. On a 1, 2 or 3, something has gone wrong; if the attacker is a fighter they are taken Out of Action, if the weapon is mounted on a vehicle the vehicle suffers a Catastrophic Hit to the body and the weapon cannot be used again for the rest of the battle. The attack is still resolved against the target.
necrovox
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### Unstable If the Ammo symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance that, in addition to needing an Ammo test, the weapon will prove as hazardous to its user as the enemy. Roll a D6. On a 1, 2 or 3, something has gone wrong; if the attacker is a fighter they are taken Out of Action, if the weapon is mounted on a vehicle the vehicle suffers a Catastrophic Hit to the body and the weapon cannot be used again for the rest of the battle. The attack is still resolved against the target.
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# 51. Daemonic Possession _A Daemon is loose within the hive._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Random (6) ## Tactics Cards - Custom (2). - Underdog (lowest Gang Rating): Random (1). ## Deployment Standard. ## The Daemon _A fighter is secretly harbouring a daemonic entity that will manifest fully and take possession of that fighter, before leaping from fighter to fighter to spread havoc and evade destruction._ Before deployment, decide who has a Daemon within the crew: 1. Randomize a gang. 2. Randomize a fighter in that gang. Roll a D6 in each End phase. The Daemon manifests and takes possession of the fighter on a 5+. If the Daemon has already manifested, it will leap to another fighter. The next target is the closest Standing fighter (randomize if there are multiple fighters equally close). After the leap, the previous host gains Insanity. ## Possessed Fighters - +3 Strength, Move, Attacks and Willpower. - Can't use ranged weapons. - Becomes an Unsanctioned Psyker. - Have Scouring (Basic) Pyromancy Wyrd Power - (same as: Psychic Vomit): - Str 2, AP -2, D 1, Blaze, Template - Automatically passes any Cool tests. - Can't be Pinned. - If Seriously Injured or taken Out of Action, leap to another fighter. #### Creature Of The Warp When rolling on the Perils of the Warp table, treat Daemonic Possession (11-12) as Warp Surge! (9-10). The fighter is already possessed, so can't be possessed again. #### Underhive Exorcism The Daemon is exorcised on a 5+ if: - Seriously Injured or taken Out of Action by a Melee weapon. - Coup de Grace. Otherwise, it leaps to the next target. ## Blood For The Warp - 1 point per enemy taken Out of Action by the possessed fighter (to the gang controlling it). - 6 points to the gang exorcing the Daemon. ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining (at the end of a round). - Underhive Exorcism is performed. ## Victory The gang that scored most points is the winner. If the score is equal, the gang with the most remaining fighters is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 if possessed at the end of the battle. - +D6 for destroying the Daemon. 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. :::danger House Rule (Necrodamus) For simplicity, Psychic Vomit (Basic) is treated like Scouring (Basic), as it has the same effect. At least as far as anything can have the same effect as Scouring, including Scouring itself, since there are already so many versions of this weapon profile. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Multi-player scenario']
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# 51. Daemonic Possession _A Daemon is loose within the hive._ **Source: Book of Ruin** ## Battlefield Standard. ## Crews - Random (6) ## Tactics Cards - Custom (2). - Underdog (lowest Gang Rating): Random (1). ## Deployment Standard. ## The Daemon _A fighter is secretly harbouring a daemonic entity that will manifest fully and take possession of that fighter, before leaping from fighter to fighter to spread havoc and evade destruction._ Before deployment, decide who has a Daemon within the crew: 1. Randomize a gang. 2. Randomize a fighter in that gang. Roll a D6 in each End phase. The Daemon manifests and takes possession of the fighter on a 5+. If the Daemon has already manifested, it will leap to another fighter. The next target is the closest Standing fighter (randomize if there are multiple fighters equally close). After the leap, the previous host gains Insanity. ## Possessed Fighters - +3 Strength, Move, Attacks and Willpower. - Can't use ranged weapons. - Becomes an Unsanctioned Psyker. - Have Scouring (Basic) Pyromancy Wyrd Power - (same as: Psychic Vomit): - Str 2, AP -2, D 1, Blaze, Template - Automatically passes any Cool tests. - Can't be Pinned. - If Seriously Injured or taken Out of Action, leap to another fighter. #### Creature Of The Warp When rolling on the Perils of the Warp table, treat Daemonic Possession (11-12) as Warp Surge! (9-10). The fighter is already possessed, so can't be possessed again. #### Underhive Exorcism The Daemon is exorcised on a 5+ if: - Seriously Injured or taken Out of Action by a Melee weapon. - Coup de Grace. Otherwise, it leaps to the next target. ## Blood For The Warp - 1 point per enemy taken Out of Action by the possessed fighter (to the gang controlling it). - 6 points to the gang exorcing the Daemon. ## Ending the Battle The battle ends when at least one of the following is true: - Only one gang has fighters remaining (at the end of a round). - Underhive Exorcism is performed. ## Victory The gang that scored most points is the winner. If the score is equal, the gang with the most remaining fighters is the winner. ## Rewards #### Experience Scenario specific rewards: - +1 for taking part. - +D3 if possessed at the end of the battle. - +D6 for destroying the Daemon. 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. :::danger House Rule (Necrodamus) For simplicity, Psychic Vomit (Basic) is treated like Scouring (Basic), as it has the same effect. At least as far as anything can have the same effect as Scouring, including Scouring itself, since there are already so many versions of this weapon profile. :::
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# Movement _Source: Necromunda Core Rulebook (2023)_ During the Action phase, a number of actions allow a model to move in different ways, as detailed previously. Sometimes, a model may even be moved involuntarily as a result of an enemy attack or an in-game effect. This section deals with how models are moved around the tabletop and how terrain can hinder their progress. ## Moving Models All models, be they fighters or vehicles, move by performing actions. For example, a fighter might perform a Move (Simple) action to advance cautiously, or may perform two Move (Simple) actions in quick succession to run forward and cover a lot more ground. A fighter might Charge (Double) to get into combat, or Crawl (Double) to get out of the firing line. A model is not obliged to move its full Movement allowance, it can move any distance up to its Movement allowance, but it cannot move further. A fighter need not move in a straight line, vehicles however are more restricted; a fighter can zigzag around terrain as appropriate (though note that a Charge (Double) action should take the shortest route possible), whereas a vehicle can make a number of turns based upon the action being performed. After moving, a fighter can turn to face any direction, whereas a vehicle’s facing will be determined by the action it performed. All actions that include movement must be declared before any measuring is carried out. Sometimes, after a model’s declared movement is measured, it may become obvious that it does not have as much movement as hoped and will end its movement short of where the controlling player had planned. In this case, move the model as far as possible in the desired direction, and try to make good use of any available cover! Note that, in the case of a fighter performing a Charge (Double) action, if the fighter has insufficient movement to make it into base to base contact with an enemy fighter, they must still move the full distance (stopping 1" away, as follows) and may often end their movement in a very dangerous position! :::tip YAQ Fighters can move (voluntarily) through friendly fighters (if having sufficient movement to not overlap any bases). ::: ## The 1" Rule Fighters cannot move to within 1" of an enemy fighter during their activation, unless that enemy fighter is Prone and Seriously Injured. Vehicles suffer no such restriction and can move to within 1" of any enemy model during their activation, as described on the opposite page. The only exception to this rule is when a Standing and Active fighter performs a Charge (Double) action, in which case they may move to within 1" of one or more enemy fighters, provided that they end their movement in base to base contact with one or more enemy fighters. If a fighter performing a Charge (Double) action has sufficient movement to get within 1" of an enemy fighter but does not have sufficient movement to make it into base to base contact with the enemy fighter, they must stop moving 1" away. It may occur that a fighter is moved involuntarily to within 1" of an enemy model. For example, a fighter with the [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl) skill may throw an enemy fighter that they are engaged with, which may result in that fighter coming into contact with other fighters, friendly or enemy. Should this happen, the normal rules described previously are temporarily suspended until the movement and any other effects it causes have been fully resolved (such as in the previous Hurl example, in which case the fighters would suffer hits as a result of being thrown into contact with one another). Once they have been, move the model that was involuntarily moved by the shortest route possible until it is 1" away from the enemy model. ## Directly Towards & Directly Away From Sometimes, the rules will say that a model needs to move directly towards another model. To do this, trace an imaginary straight line that crosses through the centre of each model – the moving model then moves towards the other along this line the required distance. Similarly, to move directly away from another model, follow the same method but move the moving model away. As always, this cannot make a model move through a solid terrain feature. Should a model contact a solid terrain feature, it stops and does not move further ## Vehicles And Difficult Terrain How a vehicle interacts with difficult terrain depends upon how the vehicle moves. This will be indicated in the vehicle’s rules, normally based on their type of Locomotion. ### Locomotion Special Rules All vehicles must have a Locomotion special rule – this dictates how they interact with terrain. The four Locomotive special rules are Skimmer, Tracked, Walker and Wheeled. #### Wheeled For every 1" a walker moves through difficult terrain, it counts as having moved 2". #### Tracked Ignore movement penalties when moving over difficult terrain. #### Skimmers Ignore all difficult & dangerous terrain. If ending an activation on difficult or dangerous terrain, pass a Handling test or suffer a Catastrophic hit to the Drive. #### Walker Make any amount of turns during an activation. For every 1" a walker moves through difficult terrain, it counts as having moved 2". ### Vehicles And Dangerous Terrain A vehicle may cross dangerous terrain in the same way as difficult terrain. However to safely do so, a vehicle must also pass a Handling check. If this check is passed, the vehicle crosses the terrain safely. If it fails, a vehicle will suffer an immediate [Catastrophic Hit to its Drive](/docs/the-rules/resolve-hits-against-vehicles#drive-damage-table). ## Fighter Movement On Vehicles In the ash wastes, gang members scramble over vehicles as they race along, engaging in rooftop fights and leaping from one vehicle to another. To represent this, fighters treat vehicles like terrain for the purposes of movement, climbing up the sides and leaping onto them from gantries (though falling and ending up Prone next to a vehicle is a very dangerous position to be in). However, trying to balance on the roof of a speeding vehicle is a tricky proposition. Whenever a vehicle moves, any fighters on it, except those on designated transport spaces, must immediately pass an Initiative check or fall. If they fall, place them 1" away from the vehicle in a direction determined by the Scatter dice after the vehicle has finished moving. If this causes them to land within ½" of the edge of a platform, they must test again to avoid falling. If it would cause them to hit impassable terrain, move them the shortest distance so as to be able to be placed. They only need to test once during each vehicle’s activation, though will also have to test if the vehicle they are on is moved as part of a collision. Note that objects such as Loot caskets will automatically fall off a vehicle if not placed in a designated transport area, unless it is in base contact with a fighter which passes its Initiative check.
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2024-06-13 20:34:24.508078
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# Movement _Source: Necromunda Core Rulebook (2023)_ During the Action phase, a number of actions allow a model to move in different ways, as detailed previously. Sometimes, a model may even be moved involuntarily as a result of an enemy attack or an in-game effect. This section deals with how models are moved around the tabletop and how terrain can hinder their progress. ## Moving Models All models, be they fighters or vehicles, move by performing actions. For example, a fighter might perform a Move (Simple) action to advance cautiously, or may perform two Move (Simple) actions in quick succession to run forward and cover a lot more ground. A fighter might Charge (Double) to get into combat, or Crawl (Double) to get out of the firing line. A model is not obliged to move its full Movement allowance, it can move any distance up to its Movement allowance, but it cannot move further. A fighter need not move in a straight line, vehicles however are more restricted; a fighter can zigzag around terrain as appropriate (though note that a Charge (Double) action should take the shortest route possible), whereas a vehicle can make a number of turns based upon the action being performed. After moving, a fighter can turn to face any direction, whereas a vehicle’s facing will be determined by the action it performed. All actions that include movement must be declared before any measuring is carried out. Sometimes, after a model’s declared movement is measured, it may become obvious that it does not have as much movement as hoped and will end its movement short of where the controlling player had planned. In this case, move the model as far as possible in the desired direction, and try to make good use of any available cover! Note that, in the case of a fighter performing a Charge (Double) action, if the fighter has insufficient movement to make it into base to base contact with an enemy fighter, they must still move the full distance (stopping 1" away, as follows) and may often end their movement in a very dangerous position! :::tip YAQ Fighters can move (voluntarily) through friendly fighters (if having sufficient movement to not overlap any bases). ::: ## The 1" Rule Fighters cannot move to within 1" of an enemy fighter during their activation, unless that enemy fighter is Prone and Seriously Injured. Vehicles suffer no such restriction and can move to within 1" of any enemy model during their activation, as described on the opposite page. The only exception to this rule is when a Standing and Active fighter performs a Charge (Double) action, in which case they may move to within 1" of one or more enemy fighters, provided that they end their movement in base to base contact with one or more enemy fighters. If a fighter performing a Charge (Double) action has sufficient movement to get within 1" of an enemy fighter but does not have sufficient movement to make it into base to base contact with the enemy fighter, they must stop moving 1" away. It may occur that a fighter is moved involuntarily to within 1" of an enemy model. For example, a fighter with the [Hurl](/docs/gang-fighters-and-their-weaponry/skills/#5-hurl) skill may throw an enemy fighter that they are engaged with, which may result in that fighter coming into contact with other fighters, friendly or enemy. Should this happen, the normal rules described previously are temporarily suspended until the movement and any other effects it causes have been fully resolved (such as in the previous Hurl example, in which case the fighters would suffer hits as a result of being thrown into contact with one another). Once they have been, move the model that was involuntarily moved by the shortest route possible until it is 1" away from the enemy model. ## Directly Towards & Directly Away From Sometimes, the rules will say that a model needs to move directly towards another model. To do this, trace an imaginary straight line that crosses through the centre of each model – the moving model then moves towards the other along this line the required distance. Similarly, to move directly away from another model, follow the same method but move the moving model away. As always, this cannot make a model move through a solid terrain feature. Should a model contact a solid terrain feature, it stops and does not move further ## Vehicles And Difficult Terrain How a vehicle interacts with difficult terrain depends upon how the vehicle moves. This will be indicated in the vehicle’s rules, normally based on their type of Locomotion. ### Locomotion Special Rules All vehicles must have a Locomotion special rule – this dictates how they interact with terrain. The four Locomotive special rules are Skimmer, Tracked, Walker and Wheeled. #### Wheeled For every 1" a walker moves through difficult terrain, it counts as having moved 2". #### Tracked Ignore movement penalties when moving over difficult terrain. #### Skimmers Ignore all difficult & dangerous terrain. If ending an activation on difficult or dangerous terrain, pass a Handling test or suffer a Catastrophic hit to the Drive. #### Walker Make any amount of turns during an activation. For every 1" a walker moves through difficult terrain, it counts as having moved 2". ### Vehicles And Dangerous Terrain A vehicle may cross dangerous terrain in the same way as difficult terrain. However to safely do so, a vehicle must also pass a Handling check. If this check is passed, the vehicle crosses the terrain safely. If it fails, a vehicle will suffer an immediate [Catastrophic Hit to its Drive](/docs/the-rules/resolve-hits-against-vehicles#drive-damage-table). ## Fighter Movement On Vehicles In the ash wastes, gang members scramble over vehicles as they race along, engaging in rooftop fights and leaping from one vehicle to another. To represent this, fighters treat vehicles like terrain for the purposes of movement, climbing up the sides and leaping onto them from gantries (though falling and ending up Prone next to a vehicle is a very dangerous position to be in). However, trying to balance on the roof of a speeding vehicle is a tricky proposition. Whenever a vehicle moves, any fighters on it, except those on designated transport spaces, must immediately pass an Initiative check or fall. If they fall, place them 1" away from the vehicle in a direction determined by the Scatter dice after the vehicle has finished moving. If this causes them to land within ½" of the edge of a platform, they must test again to avoid falling. If it would cause them to hit impassable terrain, move them the shortest distance so as to be able to be placed. They only need to test once during each vehicle’s activation, though will also have to test if the vehicle they are on is moved as part of a collision. Note that objects such as Loot caskets will automatically fall off a vehicle if not placed in a designated transport area, unless it is in base contact with a fighter which passes its Initiative check.
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### Autogun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 | | -&nbsp;Plantbuster | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 | | - Rad | 8" | 24" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 | ^ Not in the 2023 Core Rules
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Autogun - Rad
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2024-06-13 20:34:24.508078
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['[[rapid_fire]]', '[[scarce]]', '[[rad_phage]]']
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['Autogun - Rad']
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### Autogun | Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost | | :----------------- | :--: | :--: | :--: | :--: | :-: | :-: | :-: | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :-: | :--: | | - Phosphor | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="flare">Flare</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R8^ | 10 | | -&nbsp;Plantbuster | 8" | 24" | +1 | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="defoliate">Defoliate</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 15 | | - Rad | 8" | 24" | - | - | 3 | - | 1 | 4+ | <Tooltip type="traits" content="rad-phage">Rad-phage</Tooltip>, <Tooltip type="traits" content="rapid-fire">Rapid Fire (1)</Tooltip>, <Tooltip type="traits" content="scarce">Scarce</Tooltip> | R9^ | 20 | ^ Not in the 2023 Core Rules
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# Favours :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: The interests of the Clan Houses are often played out in the furious battles between underhive gangs; the House masters aiding those that will further their agendas. During the pre-battle actions of any game, a gang may petition their House for aid. Roll 2D6 on one of the tables below, adding +1 (to a maximum of +3) for every gang in the campaign with a higher Rating than them (the Houses are more likely to offer support if they think their interests might be in danger!). - **House Gangs:** - Law Abiding: - Generic: Generic House, or: - Gang specific: Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar - Outlaw: Outlaw - Corrupted: Chaos - Infected: Genestealer Cult - **Bounty Hunter:** Outlaw - Leader with House Legacy: House (can choose between House and Outlaw) - **Enforcer:** None. - **Chaotic** (Chaos Cult, Corpse Grinder Cult, Corrupted gangs): Chaos - **Genestealer Cult:** Genestealer Cult - **Slave Ogryn:** Outlaw :::danger House Rule (Necrodamus) Don’t apply this bonus if all gangs participating in the battle are new. Add +1 (max +3) per 200 credits difference in Gang Rating instead. ::: ### Generic House Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Displeasure:** _Such presumption demands recompense! Not only does the gang's House consider their position unworthy of aid, they feel the gang must offer up a tithe._<br />The player must select one of their Juves or Gangers and remove them from their Gang. | | 3-5 | **Indifference:** _Do not bore me with your cries!_<br /> Despite the gang leader's pleas, their House remains indifferent to the gang's plight - try harder ganger! | | 6-8 | **Arms Shipment:** _Clearly they simply require the tools to get the job done._<br />The player may add 2D6x10 credits worth of equipment from their House Equipment List to their Stash. | | 9-10 | **New Blood:** _Perhaps some fresh blood is needed._<br />Add a free Juve - though the player still needs to buy their equipment as normal.. | | 11-12 | **House Trainer:** _Maybe they just need to be shown how to fight?_<br />The House sends a trainer - choose D3+1 fighters to receive D6 XP each. | | 13+ | **Old Pro:** _These ones are special, send a member of my bodyguard at once!_<br />Add a free Ganger with up to 150 credits worth of gear and 2D6 XP to the gang as a permanent addition. | ### Cawdor Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Penance!:** _Not only have the gang’s pleas for aid been disregarded, the nobles decide a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Flagellation:** _The gang members work themselves up into a frenzy of faith awaiting aid from above that never comes._ Gain D6 Faith dice at the start of every battle this cycle. | | 6-8 | **Scrap Shipment:** _The gang receives a shipment of cast-off weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). The list depends on the gang's alignment, Law Abiding (Cawdor) or Outlaw (Redemptionist). | | 9-10 | **Blessed of Cawdor:** _A ‘chosen’ one appears, taking control of the gang for a short time, before either dying or learning their place._ Gain a free Juve (including equipment). This fighter cannot be retired for this cycle. This fighter counts as the Leader and has Group Activation (2). | | 11-12 | **Vision from the God-Emperor:** Roll a D6 for each fighter: 1: Go into Recovery. 2-5: 1XP 6: D6XP. | | 13+ | **The Executioner Cometh!:** _One of the Thane’s Executioners descends from hive city to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Delaque Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Disappeared:** _Not only have the gang’s pleas for aid been disregarded, the Star Chamber decides a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Questionable Information:** _The gang receives some information that may or may not be of use to them._ Can roll 3D6 for the scenario (instead of 2D6) and discard a single dice. | | 6-8 | **Tools of Subterfuge:** _The gang receives a shipment of House weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **A New Bonding:** _The House sends a new recruit to boost the numbers of the player’s gang._ Gain a Ganger with 60 credits worth of equipment. | | 11-12 | **Ancient Memories:** _A psychoteric memory stone is gifted to the gang, and any or all members of the gang may tap into its stored wisdom._ Each fighter can roll a D6. 1: Go into Recovery. 2-5: Gain 1 XP. 6: Gain D6 XP. | | 13+ | **Agent of the Star Chamber:** _A powerful agent of the Star Chamber comes to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Escher Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Too Many Chems:** _Too much of a good thing can sometimes be deadly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test Subjects:** _To prove themselves, the gang must test out some chems to see if they are ‘battle ready’._ Gain 50 credits to purchase Chem-alchemy Stimms for up to 3 fighters (any unspent credits are wasted). | | 6-8 | **Surplus Clan Equipment:** _The gang receives a shipment of Escher chems and weapons._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **Wyld Ones:** _Sometimes members of the Wyld come to the aid of Escher gangs, though their help can be a mixed blessing._ D3 Wyld Runners can be added to the gang for this campaign cycle. Gain a total of 100 credits to spend on weapons and wargear (Wyld Runner Equipment List) to equip these fighters. However, all weapons used by these Wyld Runners gain Reckless. If no appropriate models are available, re-roll this result. | | 11-12 | **Chymist Cult Matron:** _A powerful member of the Clan House has descended from the Sirens to Hive City to aid the gang._ Include a free Agent (no need to petition or pay) for the rest of the campaign cycle. | | 13+ | **Chemical Warfare:** _Sometimes an experimental chem will be given to a gang’s fighters, allowing them to experience all the reality of gang warfare without any of its consequences._ For the duration of any battle this campaign cycle, all Faction fighters in the crew automatically pass any Cool tests and the gang need not make Bottle tests. | ### Goliath Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Back to the Pit!:** _The House masters see no reason to give the gang aid, and punish them for their weakness in asking for it._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test of Strength:** _If the gang would ask the favour of the House masters they must prove themselves in combat, and should they survive, the lessons learned will be reward enough._ A random fighter gains D3+2 XP and suffers a Lasting Injury roll. If suffering a Critical Injury, any available Leader or Champion can immediately make a Medical Escort. | | 6-8 | **Barrel of Spud-jackers:** _The House masters decide to give the gang a chance to earn their favour through the brutality of close combat._ Spend 2D6x10 on Melee weapons from the Leader’s Equipment List. | | 9-10 | **Vat Leavings:** _Strength breeds strength, and the House masters decide the gang is a good place to train up some of the weaker members of the clan._ Add a 0-2 free Gangers (Vatborn, no Gene-smithing upgrades). Apply a Lasting Injury roll for the free Gangers (re-roll Critical Injury and Memorable Death). Equipment must be purchased as normal. | | 11-12 | **Cranial Jolt:** _Goliaths have a unique method of rapidly training up fighters, and the masters have seen fit to share this precious technology with the gang._ A random fighter gains a random skill (choose Primary or Secondary). If already having the skill, choose a skill instead (from that skill set). | | 13+ | **Glory for Goliath:** _Impressed with the strength of the gang, the masters decide to visit their boons upon one of its fighters._ A fighter can choose a Gene-smithing upgrade according to the fighter’s origin (Vatborn, Natborn, Unborn) and then goes Into Recovery. | ### Orlock Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Long Walk:** _Clearly the gang needs to be taught a lesson in what it means to be an Orlock._<br />Remove a fighter (including equipment) from the gang. | | 3-5 | **Hard Times:** _An Orlock can make do with whatever tools are at hand._<br />0-3 fighters can be given temporary weapons from the Equipment List for free. These are kept until the end of the current cycle. The weapons gain Unstable and Limited (if not having these traits already). | | 6-8 | **Guns and Ammo:** _There is always hardware laying around in the Nexus. The gang receives a shipment of surplus weapons and ammo._<br /> Spend 2D6x10 credits on new weapons and Wargear from the the Orlock Gunner Equipment List (any credits not spent is lost). | | 9-10 | **A Band of Prospects:** \_The Road Boss sends some young bloods looking to prove themselves.\_<br />Add D3 temporary Wreckers to the gang for the rest of the campaign cycle/week. They may be equipped with weapons and Wargear from the Orlock Wrecker equipment list up to a total of 100 credits. All weapons used by these fighters gain Reckless. | | 11-12 | **Visit from the Road Boss:** _A powerful member of the Clan House has arrived from the wastes to aid the gang._<br />For the rest of this campaign cycle/week, the player's gang can include a House Agent without the need to petition their House or pay a credit cost. | | 13+ | **Orlock’s Finest:** _The gang receives a crate of Merdena’s Finest Wild Snake._<br /> Add this to the gang's stash. It is usable once, before any battle. All fighters in the crew automatically pass all Cool tests for the duration of that battle. | ### Van Saar Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Mind Wipe:** _The House masters believe the gang has more than enough tools to achieve its goal, and punishes it for not evaluating its resources correctly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Unwilling Upgrade:** _If the gang would ask the favour of the House masters, its members must also prove they are willing to advance the knowledge of the House._ 2 random fighters gain the following effects for the rest of the current cycle:<ul><li>All carried weapons gain Unstable (except Melee or if already Unstable).</li><li>+D3 XP if part of the starting crew and surviving a battle without being Seriously Injured or taken Out of Action.</li></ul> | | 6-8 | **Trip to the Tech Bazaar:** _The most reliable of weapons are always in stock._ Spend 2D6x10 credits on new weapons from the the Ganger Equipment List (any credits not spent is lost). | | 9-10 | **Smooth Skin:** _The most ambitious, and often successful young bloods travel from gang to gang, proving their skill through the fires of battle._ Gain a free Juve (Specialist) for the current cycle:<ul><li>Weapons: Plasma pistol (both profiles gain Reckless), energy shield.</li><li>Wargear: Armoured undersuit, grav-cutter.</li></ul>If this model is not available, re-roll the result.<br />_Note: This has a rating of 170._ | | 11-12 | **Cranial Inload:** _The Van Saar, long ago, engineered a method to temporarily bestow muscle memory patterns upon test subjects, and their masters have seen fit to share this technique with the gang._ A fighter gains a random skill (Primary or Secondary). If the fighter already has the generated skill, choose one instead (from the same skill set). | | 13+ | **Gifts of the Archeoteks:** The player may choose one of their fighters and immediately give them a single piece of Archaeo-Cyberteknika (or upgrade one of their pieces of Cyberteknika) for free. | ### Genestealer Cult Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Brood Cull:** _Weakness within the brood cannot be allowed to fester and grow._ Remove a Juve or Ganger from the gang (keep equipment). | | 3-5 | **Industry of War:** _The Brood turns its claws to the creation of more weapons for the cause, leading to a temporary increase in firepower._ Spend 100 credits on equipment. Weapons gain Unstable and Reckless (if not already having these traits). | | 6-8 | **Alien Evolution:** _More hybrids are born or drawn to the cult, boosting its numbers with capable fighters._ Remove a Juve or Ganger from the gang (keep equipment). Gain a Champion or Ganger (can include Extra Arm). | | 9-10 | **Brood Whispers:** _Psychic whispers from cursed Secundus echo in the minds of the brood._ Choose a fighter to gain a random Primary or Secondary skill. | | 11-12 | **Psychic Bond:** _A blessed awakening has occurred and a member of the brood has blossomed into a psychic being under the command of the brood alpha._ Choose a Ganger, Juve or Acolyte to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Cult Wyrd Powers).</li><li>Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **A True Birth:** _A new generation of Purestrain Genestealers are born to the brood, making for powerful new weapons in the cult’s growing arsenal._ Include a Purestrain Genestealer for a single battle this cycle:<ul><li>Also has Infiltrate.</li><li>Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round.</li><li>Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar).</li></ul> | ### Outlaw Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Bad Business:** _One of the members of the gang has met with an unfortunate ‘accident._ Remove a Juve or Ganger from the gang (including equipment). | | 3-5 | **Treacherous Scum:** Gain a free Hive Scum. It must pass a Leadership test in each End phase, or flee (removed from the battle). | | 6-8 | **For the Cause:** _A like-minded soul has made a donation of arms and equipment to the outlaws._ Spend 2D6x10 on Common items. | | 9-10 | **Young Guns:** _A would-be recruit looking to join up finds their way to the gang._ Add a free Juve, including 60 credits worth of equipment. | | 11-12 | **Badzone Wisdom:** _Living out in the bad zones the outlaws have learnt a thing of two about survival._ D3+1 fighters receive D6 XP each. | | 13+ | **Wasteland Wanderer:** _A noteworthy badzones wanderer has taken an interest in the outlaws, joining up with them for a while to further their own agendas._ Choose a Bounty Hunter or Special Character to join the gang for this cycle. | ### Chaos Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Devoured by Spawn:** _Gifts of the Dark Gods are seldom without their price._ Remove a random fighter from the gang. Gain a Spawn if the gang does not have one already. | | 3-5 | **Dark Omens:** _It is a portentous time for the gang to make their rituals to the Chaos gods._ Can re-roll the result of Lead Ritual. If the re-roll is a double, count it as double 1s. | | 6-8 | **Stolen Weaponry:** _A Guilder shipment of weapons has fallen into the hands of the cult, with the guns soon to be turned upon their creators._ Spend 2D6x10 on Common items. | | 9-10 | **Fresh Converts:** _Eager new converts to the cult fight for the chance to stand at the side of the demagogue and prove their worth to the Dark Gods._ Gain 1-3 Gangers for free. All must receive a number of Lasting Injuries depending on how many were recruited:<ul><li>1 Ganger: 0 Lasting Injuries</li><li>2 Gangers: 1 Lasting Injury each</li><li>3 Gangers: 2 Lasting Injuries each</li></ul> | | 11-12 | **Hour of the Witch:** _Dark energies swirl around the gang as the power of the Warp waxes._ Choose a fighter to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Chaos Cult Wyrd Powers).</li><li>Chaos Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **Eye of the Gods:** _The gaze of the Dark Gods has fallen upon the gang, and it now falls to them to prove themselves worthy of their master’s attentions._ When taking a fighter Out of Action in the next battle, roll a D6:<ul><li>1 - Unimpressed: Gain no XP for taking the enemy Out of Action.</li><li>2-3 - Growing Interest: Add +1 the next time this fighter rolls on this table this battle.</li><li>4+ - Dark Favour: Increase a characteristic by 1 for this battle. Each time this bonus is received, improve a different characteristic.</li></ul> |
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# Favours :::info You are viewing the archived rules from before the 2023 Core books. Use the menu to navigate to the current rules. ::: The interests of the Clan Houses are often played out in the furious battles between underhive gangs; the House masters aiding those that will further their agendas. During the pre-battle actions of any game, a gang may petition their House for aid. Roll 2D6 on one of the tables below, adding +1 (to a maximum of +3) for every gang in the campaign with a higher Rating than them (the Houses are more likely to offer support if they think their interests might be in danger!). - **House Gangs:** - Law Abiding: - Generic: Generic House, or: - Gang specific: Cawdor, Delaque, Escher, Goliath, Orlock, Van Saar - Outlaw: Outlaw - Corrupted: Chaos - Infected: Genestealer Cult - **Bounty Hunter:** Outlaw - Leader with House Legacy: House (can choose between House and Outlaw) - **Enforcer:** None. - **Chaotic** (Chaos Cult, Corpse Grinder Cult, Corrupted gangs): Chaos - **Genestealer Cult:** Genestealer Cult - **Slave Ogryn:** Outlaw :::danger House Rule (Necrodamus) Don’t apply this bonus if all gangs participating in the battle are new. Add +1 (max +3) per 200 credits difference in Gang Rating instead. ::: ### Generic House Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Displeasure:** _Such presumption demands recompense! Not only does the gang's House consider their position unworthy of aid, they feel the gang must offer up a tithe._<br />The player must select one of their Juves or Gangers and remove them from their Gang. | | 3-5 | **Indifference:** _Do not bore me with your cries!_<br /> Despite the gang leader's pleas, their House remains indifferent to the gang's plight - try harder ganger! | | 6-8 | **Arms Shipment:** _Clearly they simply require the tools to get the job done._<br />The player may add 2D6x10 credits worth of equipment from their House Equipment List to their Stash. | | 9-10 | **New Blood:** _Perhaps some fresh blood is needed._<br />Add a free Juve - though the player still needs to buy their equipment as normal.. | | 11-12 | **House Trainer:** _Maybe they just need to be shown how to fight?_<br />The House sends a trainer - choose D3+1 fighters to receive D6 XP each. | | 13+ | **Old Pro:** _These ones are special, send a member of my bodyguard at once!_<br />Add a free Ganger with up to 150 credits worth of gear and 2D6 XP to the gang as a permanent addition. | ### Cawdor Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Penance!:** _Not only have the gang’s pleas for aid been disregarded, the nobles decide a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Flagellation:** _The gang members work themselves up into a frenzy of faith awaiting aid from above that never comes._ Gain D6 Faith dice at the start of every battle this cycle. | | 6-8 | **Scrap Shipment:** _The gang receives a shipment of cast-off weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). The list depends on the gang's alignment, Law Abiding (Cawdor) or Outlaw (Redemptionist). | | 9-10 | **Blessed of Cawdor:** _A ‘chosen’ one appears, taking control of the gang for a short time, before either dying or learning their place._ Gain a free Juve (including equipment). This fighter cannot be retired for this cycle. This fighter counts as the Leader and has Group Activation (2). | | 11-12 | **Vision from the God-Emperor:** Roll a D6 for each fighter: 1: Go into Recovery. 2-5: 1XP 6: D6XP. | | 13+ | **The Executioner Cometh!:** _One of the Thane’s Executioners descends from hive city to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Delaque Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Disappeared:** _Not only have the gang’s pleas for aid been disregarded, the Star Chamber decides a penance must be paid._ Remove a Ganger or Juve (including equipment) from the gang. | | 3-5 | **Questionable Information:** _The gang receives some information that may or may not be of use to them._ Can roll 3D6 for the scenario (instead of 2D6) and discard a single dice. | | 6-8 | **Tools of Subterfuge:** _The gang receives a shipment of House weapons and wargear._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **A New Bonding:** _The House sends a new recruit to boost the numbers of the player’s gang._ Gain a Ganger with 60 credits worth of equipment. | | 11-12 | **Ancient Memories:** _A psychoteric memory stone is gifted to the gang, and any or all members of the gang may tap into its stored wisdom._ Each fighter can roll a D6. 1: Go into Recovery. 2-5: Gain 1 XP. 6: Gain D6 XP. | | 13+ | **Agent of the Star Chamber:** _A powerful agent of the Star Chamber comes to aid the gang._ Include an Agent for free (no need to petition) in every battle this cycle. | ### Escher Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Too Many Chems:** _Too much of a good thing can sometimes be deadly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test Subjects:** _To prove themselves, the gang must test out some chems to see if they are ‘battle ready’._ Gain 50 credits to purchase Chem-alchemy Stimms for up to 3 fighters (any unspent credits are wasted). | | 6-8 | **Surplus Clan Equipment:** _The gang receives a shipment of Escher chems and weapons._ Gain 2D6x10 credits to spend on weapons and wargear from the Ganger’s Equipment List (any unspent credits are wasted). | | 9-10 | **Wyld Ones:** _Sometimes members of the Wyld come to the aid of Escher gangs, though their help can be a mixed blessing._ D3 Wyld Runners can be added to the gang for this campaign cycle. Gain a total of 100 credits to spend on weapons and wargear (Wyld Runner Equipment List) to equip these fighters. However, all weapons used by these Wyld Runners gain Reckless. If no appropriate models are available, re-roll this result. | | 11-12 | **Chymist Cult Matron:** _A powerful member of the Clan House has descended from the Sirens to Hive City to aid the gang._ Include a free Agent (no need to petition or pay) for the rest of the campaign cycle. | | 13+ | **Chemical Warfare:** _Sometimes an experimental chem will be given to a gang’s fighters, allowing them to experience all the reality of gang warfare without any of its consequences._ For the duration of any battle this campaign cycle, all Faction fighters in the crew automatically pass any Cool tests and the gang need not make Bottle tests. | ### Goliath Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Back to the Pit!:** _The House masters see no reason to give the gang aid, and punish them for their weakness in asking for it._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Test of Strength:** _If the gang would ask the favour of the House masters they must prove themselves in combat, and should they survive, the lessons learned will be reward enough._ A random fighter gains D3+2 XP and suffers a Lasting Injury roll. If suffering a Critical Injury, any available Leader or Champion can immediately make a Medical Escort. | | 6-8 | **Barrel of Spud-jackers:** _The House masters decide to give the gang a chance to earn their favour through the brutality of close combat._ Spend 2D6x10 on Melee weapons from the Leader’s Equipment List. | | 9-10 | **Vat Leavings:** _Strength breeds strength, and the House masters decide the gang is a good place to train up some of the weaker members of the clan._ Add a 0-2 free Gangers (Vatborn, no Gene-smithing upgrades). Apply a Lasting Injury roll for the free Gangers (re-roll Critical Injury and Memorable Death). Equipment must be purchased as normal. | | 11-12 | **Cranial Jolt:** _Goliaths have a unique method of rapidly training up fighters, and the masters have seen fit to share this precious technology with the gang._ A random fighter gains a random skill (choose Primary or Secondary). If already having the skill, choose a skill instead (from that skill set). | | 13+ | **Glory for Goliath:** _Impressed with the strength of the gang, the masters decide to visit their boons upon one of its fighters._ A fighter can choose a Gene-smithing upgrade according to the fighter’s origin (Vatborn, Natborn, Unborn) and then goes Into Recovery. | ### Orlock Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Long Walk:** _Clearly the gang needs to be taught a lesson in what it means to be an Orlock._<br />Remove a fighter (including equipment) from the gang. | | 3-5 | **Hard Times:** _An Orlock can make do with whatever tools are at hand._<br />0-3 fighters can be given temporary weapons from the Equipment List for free. These are kept until the end of the current cycle. The weapons gain Unstable and Limited (if not having these traits already). | | 6-8 | **Guns and Ammo:** _There is always hardware laying around in the Nexus. The gang receives a shipment of surplus weapons and ammo._<br /> Spend 2D6x10 credits on new weapons and Wargear from the the Orlock Gunner Equipment List (any credits not spent is lost). | | 9-10 | **A Band of Prospects:** \_The Road Boss sends some young bloods looking to prove themselves.\_<br />Add D3 temporary Wreckers to the gang for the rest of the campaign cycle/week. They may be equipped with weapons and Wargear from the Orlock Wrecker equipment list up to a total of 100 credits. All weapons used by these fighters gain Reckless. | | 11-12 | **Visit from the Road Boss:** _A powerful member of the Clan House has arrived from the wastes to aid the gang._<br />For the rest of this campaign cycle/week, the player's gang can include a House Agent without the need to petition their House or pay a credit cost. | | 13+ | **Orlock’s Finest:** _The gang receives a crate of Merdena’s Finest Wild Snake._<br /> Add this to the gang's stash. It is usable once, before any battle. All fighters in the crew automatically pass all Cool tests for the duration of that battle. | ### Van Saar Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Mind Wipe:** _The House masters believe the gang has more than enough tools to achieve its goal, and punishes it for not evaluating its resources correctly._ Remove a fighter (including equipment) from the gang. | | 3-5 | **Unwilling Upgrade:** _If the gang would ask the favour of the House masters, its members must also prove they are willing to advance the knowledge of the House._ 2 random fighters gain the following effects for the rest of the current cycle:<ul><li>All carried weapons gain Unstable (except Melee or if already Unstable).</li><li>+D3 XP if part of the starting crew and surviving a battle without being Seriously Injured or taken Out of Action.</li></ul> | | 6-8 | **Trip to the Tech Bazaar:** _The most reliable of weapons are always in stock._ Spend 2D6x10 credits on new weapons from the the Ganger Equipment List (any credits not spent is lost). | | 9-10 | **Smooth Skin:** _The most ambitious, and often successful young bloods travel from gang to gang, proving their skill through the fires of battle._ Gain a free Juve (Specialist) for the current cycle:<ul><li>Weapons: Plasma pistol (both profiles gain Reckless), energy shield.</li><li>Wargear: Armoured undersuit, grav-cutter.</li></ul>If this model is not available, re-roll the result.<br />_Note: This has a rating of 170._ | | 11-12 | **Cranial Inload:** _The Van Saar, long ago, engineered a method to temporarily bestow muscle memory patterns upon test subjects, and their masters have seen fit to share this technique with the gang._ A fighter gains a random skill (Primary or Secondary). If the fighter already has the generated skill, choose one instead (from the same skill set). | | 13+ | **Gifts of the Archeoteks:** The player may choose one of their fighters and immediately give them a single piece of Archaeo-Cyberteknika (or upgrade one of their pieces of Cyberteknika) for free. | ### Genestealer Cult Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **Brood Cull:** _Weakness within the brood cannot be allowed to fester and grow._ Remove a Juve or Ganger from the gang (keep equipment). | | 3-5 | **Industry of War:** _The Brood turns its claws to the creation of more weapons for the cause, leading to a temporary increase in firepower._ Spend 100 credits on equipment. Weapons gain Unstable and Reckless (if not already having these traits). | | 6-8 | **Alien Evolution:** _More hybrids are born or drawn to the cult, boosting its numbers with capable fighters._ Remove a Juve or Ganger from the gang (keep equipment). Gain a Champion or Ganger (can include Extra Arm). | | 9-10 | **Brood Whispers:** _Psychic whispers from cursed Secundus echo in the minds of the brood._ Choose a fighter to gain a random Primary or Secondary skill. | | 11-12 | **Psychic Bond:** _A blessed awakening has occurred and a member of the brood has blossomed into a psychic being under the command of the brood alpha._ Choose a Ganger, Juve or Acolyte to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Cult Wyrd Powers).</li><li>Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **A True Birth:** _A new generation of Purestrain Genestealers are born to the brood, making for powerful new weapons in the cult’s growing arsenal._ Include a Purestrain Genestealer for a single battle this cycle:<ul><li>Also has Infiltrate.</li><li>Roll a D3 before deployment. It will leave the battle (removed) in the End phase of that round.</li><li>Can't be removed from the battle by any special effect (Tactics cards, Campaign Events or similar).</li></ul> | ### Outlaw Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 2 | **A Bad Business:** _One of the members of the gang has met with an unfortunate ‘accident._ Remove a Juve or Ganger from the gang (including equipment). | | 3-5 | **Treacherous Scum:** Gain a free Hive Scum. It must pass a Leadership test in each End phase, or flee (removed from the battle). | | 6-8 | **For the Cause:** _A like-minded soul has made a donation of arms and equipment to the outlaws._ Spend 2D6x10 on Common items. | | 9-10 | **Young Guns:** _A would-be recruit looking to join up finds their way to the gang._ Add a free Juve, including 60 credits worth of equipment. | | 11-12 | **Badzone Wisdom:** _Living out in the bad zones the outlaws have learnt a thing of two about survival._ D3+1 fighters receive D6 XP each. | | 13+ | **Wasteland Wanderer:** _A noteworthy badzones wanderer has taken an interest in the outlaws, joining up with them for a while to further their own agendas._ Choose a Bounty Hunter or Special Character to join the gang for this cycle. | ### Chaos Favours | &nbsp;&nbsp;2D6&nbsp;&nbsp; | Result | | ----- | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 2 | **Devoured by Spawn:** _Gifts of the Dark Gods are seldom without their price._ Remove a random fighter from the gang. Gain a Spawn if the gang does not have one already. | | 3-5 | **Dark Omens:** _It is a portentous time for the gang to make their rituals to the Chaos gods._ Can re-roll the result of Lead Ritual. If the re-roll is a double, count it as double 1s. | | 6-8 | **Stolen Weaponry:** _A Guilder shipment of weapons has fallen into the hands of the cult, with the guns soon to be turned upon their creators._ Spend 2D6x10 on Common items. | | 9-10 | **Fresh Converts:** _Eager new converts to the cult fight for the chance to stand at the side of the demagogue and prove their worth to the Dark Gods._ Gain 1-3 Gangers for free. All must receive a number of Lasting Injuries depending on how many were recruited:<ul><li>1 Ganger: 0 Lasting Injuries</li><li>2 Gangers: 1 Lasting Injury each</li><li>3 Gangers: 2 Lasting Injuries each</li></ul> | | 11-12 | **Hour of the Witch:** _Dark energies swirl around the gang as the power of the Warp waxes._ Choose a fighter to become an Unsanctioned Psyker:<ul><li>Choose a single psychic power (Chaos Cult Wyrd Powers).</li><li>Chaos Cult Wyrd Powers now count as a Primary skill.</li></ul> | | 13+ | **Eye of the Gods:** _The gaze of the Dark Gods has fallen upon the gang, and it now falls to them to prove themselves worthy of their master’s attentions._ When taking a fighter Out of Action in the next battle, roll a D6:<ul><li>1 - Unimpressed: Gain no XP for taking the enemy Out of Action.</li><li>2-3 - Growing Interest: Add +1 the next time this fighter rolls on this table this battle.</li><li>4+ - Dark Favour: Increase a characteristic by 1 for this battle. Each time this bonus is received, improve a different characteristic.</li></ul> |
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# 104. Desperate Raid **Source: White Dwarf, May 2022** :::info Underdog Scenario This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy: - At least 400 less Gang Rating than the enemy. - Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played). - Underdog tactics cannot be used in this scenario. ::: ## Attacker & Defender The underdog is the attacker, the other gang is the defender. ## Battlefield Standard. ## Crews Custom. ## Deployment 1. **Attacker:** Within 6" of the centre of the battlefield. Each attacker starts with 1 loot casket B2B. 2. **Defender:** Anywhere at least 12 from enemies. ## Tactics Cards None. ## Break For Home The attacker has Priority in the 1st round. ## Ill-Gotten Gains _The underdogs have managed to sneak into the heart of the enemy territory and seize a large cache of goods that can be sold for a tidy profit._ In each End phase, attackers within 1" of any battlefield edge are removed (securing any loot that is B2B). If no defenders remain on the battlefield, the attackers secure all remaining loot. ## Ending the Battle The battle ends if max one gang has models remaining on the battlefield. ## Victory The attacker wins if at least 4 loot are secured. Otherwise the defender wins. ## Rewards ### Credits - Attacker: D6x10 per secured loot. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each attacker that secures at least 1 loot. - +D3 to the defending leader for winning. 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 - +1 (attacker win). - +D3 (defender win). - -1 (bottle out).
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2024-06-13 20:34:24.508078
['Zone Mortalis', 'Sector Mechanicus', 'Underdog']
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# 104. Desperate Raid **Source: White Dwarf, May 2022** :::info Underdog Scenario This scenario is designed for an underdog gang to have a high-risk/high-reward opportunity against a considerably stronger enemy: - At least 400 less Gang Rating than the enemy. - Can be chosen if the underdog gets to choose the scenario (when rolling to determine which scenario is played). - Underdog tactics cannot be used in this scenario. ::: ## Attacker & Defender The underdog is the attacker, the other gang is the defender. ## Battlefield Standard. ## Crews Custom. ## Deployment 1. **Attacker:** Within 6" of the centre of the battlefield. Each attacker starts with 1 loot casket B2B. 2. **Defender:** Anywhere at least 12 from enemies. ## Tactics Cards None. ## Break For Home The attacker has Priority in the 1st round. ## Ill-Gotten Gains _The underdogs have managed to sneak into the heart of the enemy territory and seize a large cache of goods that can be sold for a tidy profit._ In each End phase, attackers within 1" of any battlefield edge are removed (securing any loot that is B2B). If no defenders remain on the battlefield, the attackers secure all remaining loot. ## Ending the Battle The battle ends if max one gang has models remaining on the battlefield. ## Victory The attacker wins if at least 4 loot are secured. Otherwise the defender wins. ## Rewards ### Credits - Attacker: D6x10 per secured loot. #### Experience Scenario specific rewards: - +1 for taking part. - +1 to each attacker that secures at least 1 loot. - +D3 to the defending leader for winning. 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 - +1 (attacker win). - +D3 (defender win). - -1 (bottle out).
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### Scattershot When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1.
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2024-06-13 20:34:24.508078
['weapon-effects', 'rules']
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When a target is hit by a Scattershot attack, make D6wound rolls instead of 1.
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### Scattershot When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1.
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# 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. :::info Outcast Scenario 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. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign 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. :::info Outlander Campaign 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 1. **Defender:** Anywhere in the settlement. 2. **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. :::info Outlander Campaign #### Resources Choose one of the following _per attacker_ that moves off the defender's battlefield edge: - D6 Power. - D6 Salvage. - D6 Sustenance. :::
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2024-06-13 20:34:24.508078
['Sector Mechanicus', 'Zone Mortalis', 'Outcast Scenario']
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# 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. :::info Outcast Scenario 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. [View the full page on Outcast Scenarios](/docs/scenarios/outcast-scenarios). ::: **Source: Book of the Outcast** ## Attacker & Defender Tie-breaker for determining the attacker: 1. Highest rating. 2. Roll-off (the winner can choose attacker/defender). The other gang is the defender. :::info Outlander Campaign 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. :::info Outlander Campaign 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 1. **Defender:** Anywhere in the settlement. 2. **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. :::info Outlander Campaign #### Resources Choose one of the following _per attacker_ that moves off the defender's battlefield edge: - D6 Power. - D6 Salvage. - D6 Sustenance. :::
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### Krak Grenades (25 credits) - **Description:** Krak grenades are high-explosive devices focused on penetrating armor and inflicting damage on single targets. They are designed to concentrate their blast effect rather than scattering shrapnel. - **Effects:** Highly effective against vehicles and fortified positions, capable of breaching heavy armor and structures with a focused, powerful blast. - **Use Limitation:** Limited to a very small blast radius, making precision crucial. Less effective against spread out infantry or in open battles without clear, dense targets.
equipment
Krak Grenade
Unknown
grenade
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Unknown
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2024-06-13 20:34:24.508078
['equipment', 'grenade']
Unknown
Unknown
Unknown
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Unknown
Highly effective against vehicles and fortified positions, capable of breaching heavy armor and structures with a focused, powerful blast.
Unknown
0
0
0
0
0
Unknown
0
25
Unknown
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0
Unknown
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Unknown
Krak grenades are high-explosive devices focused on penetrating armor and inflicting damage on single targets. They are designed to concentrate their blast effect rather than scattering shrapnel.
Limited to a very small blast radius, making precision crucial. Less effective against spread out infantry or in open battles without clear, dense targets.
0
0
Unknown
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Unknown
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0
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0
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0
### Krak Grenades (25 credits) - **Description:** Krak grenades are high-explosive devices focused on penetrating armor and inflicting damage on single targets. They are designed to concentrate their blast effect rather than scattering shrapnel. - **Effects:** Highly effective against vehicles and fortified positions, capable of breaching heavy armor and structures with a focused, powerful blast. - **Use Limitation:** Limited to a very small blast radius, making precision crucial. Less effective against spread out infantry or in open battles without clear, dense targets.
Unknown
Unknown
Unknown
Unknown
0
0
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0
0
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432
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