I have written out the 6 General Scenarios for gangs to choose from. They are supposed to be playable on any battlefield and work as a good standard scenario. Feel free to critique them.
I also added the scenario special rules to the document and added the "Horrors In The Dark" Special rule (though I might change it later). My next plan is to either create the Cunning Scenarios or the Brutal Scenarios. I still need to add the orks to the House Legacy document. Once I have that done, I want to see about getting an online playtesting group going to help motivate me to clean up the documents and see what works and what doesn't. That will also give me the chance to start building and painting models and terrain for more in person play.
- Skirmish
Battlefield:
- Zone Mortalis - Standard
- Sector Mechanicus - Standard
- Ash Wastes - Standard
Crew: Custom (1d6+4) - Players select 1d6+4 fighters from their gang to make up their crew.
Deployment: Roll off to see who gets to draw a line dividing the battlefield into 2 equal halves. All fighters must be set up at least 12” away from the dividing line. The winner of the roll off may either choose which side they wish to deploy their fighters and deploy first or cede that choice to their opponent and deploy second.
Tactics: Custom (2) - search the tactics deck for 2 cards and add them to your hand. Underdog crews may draw one additional card at random.
Objectives: Last Man Standing - The last remaining gang wins the scenario. If no gang remains, the conflict is a draw.
Special Rules: Reinforcements
Rewards:
- Winner receives +2d6x10 Credits and 1 Reputation
- Loser receives +1d6x10 Credits
- Fighters gain +1 EXP for each of the below
- First time they wound an enemy
- Per enemy taken Out of Action
- First time they Rally in a match
- Per Champion or Leader taken Out of Action
- If they take part of the battle (Not Juves)
- Big Score
Battlefield:
- Zone Mortalis - Standard
- Sector Mechanicus - Standard
- Ash Wastes - Standard
Crew: Custom (1d6+4) - Players select 1d6+4 fighters from their gang to make up their crew.
Deployment: Roll off to see who gets to draw a line dividing the battlefield into 2 equal halves. All fighters must be set up at least 12” away from the dividing line. The winner of the roll off may either choose which side they wish to deploy their fighters and deploy first or cede that choice to their opponent and deploy second.
After deployment, starting with the gang who finished deploying fighters first, take turns deploying one of the following:
- 6 loot caskets within 6” of the center
- 6 barricades or other forms of cover
Tactics: Custom (2) - search the tactics deck for 2 cards and add them to your hand. Underdog crews may draw one additional card at random.
Objectives: The battle ends when any of the following are true:
- Last Man Standing - The last remaining gang wins the scenario. If no gang remains, the conflict is a draw.
- Grabbed the Bag - Any gang that has 3+ loot caskets in the gang’s deployment zone at the start of the End Phase wins the scenario.
Special Rules: Horrors In The Dark
Rewards:
- Gangs receive +2d6x10 Credits per Loot Casket in the gang’s deployment zone
- Gangs modify their Reputation by the following
- +1d3 Reputation to the winner
- -1 Reputation for bottling out
- Fighters gain +1 EXP for each of the below
- First time they wound an enemy
- Per enemy taken Out of Action
- First time they Rally in a match
- Per Champion or Leader taken Out of Action
- If they take part of the battle (Not Juves)
- Looters
Battlefield:
- Zone Mortalis - Standard
- Sector Mechanicus - Standard
- Ash Wastes - Standard
Crew: Custom (1d6+4) - Players select 1d6+4 fighters from their gang to make up their crew.
Deployment: Roll off to see who gets to draw a line dividing the battlefield into 2 equal halves. All fighters must be set up at least 12” away from the dividing line. The winner of the roll off may either choose which side they wish to deploy their fighters and deploy first or cede that choice to their opponent and deploy second.
After deployment, starting with the gang who finished deploying fighters first, take turns deploying 4 loot caskets within 2” of the middle line.
The escape route is the battlefield edge of the attacker’s deployment zone.
Tactics: Random (3) - Draw three times from the tactics deck and add them to your hand. Underdog crews may draw one additional card at random.
Objectives: The battle ends when any of the following are true:
- Looting the Battlefield - The attackers are attempting to secure the 4 loot caskets and move them off via their escape route. The caskets are valuable whether or not they have been opened, even if converted into an ammo cache - however, if the ammo cache is exhausted it can't be claimed by the attacker. Note that only those 4 loot caskets placed as part of this scenario can be claimed by the attacker. The attacker automatically wins if they claim more loot caskets then left on the battlefield. If one of the 4 loot caskets (or ammo caches) are within 1” of the attacker’s board edge at the start of the End phase, it is claimed and removed from the battlefield. Any attacking fighters within 1” of the escape route can escape at the start of the End phase (even if Seriously Injured). They count as being Out of Action for the purposes of Bottle tests. The defender wins if there are more unclaimed loot caskets at the end of the battle than claimed.
- Last Man Standing - The last remaining gang wins the scenario. If no gang remains, the conflict is a draw.
Special Rules: Home Turf Advantage, Attacker and Defender (Selector), Reinforcements
Rewards:
- Attacking Gangs receive +1d3x10 Credits per Loot Casket claimed from the defender’s stash. Note that the attacker cannot gain more than the defender loses.
- Gangs modify their Reputation by the following
- +1 per claimed loot casket to the attacker.
- +1 per unclaimed loot casket to the defender.
- -2 to the attacker if all 4 loot caskets were unclaimed.
- -2 to the defender if all 4 loot caskets were claimed.
- Fighters gain +1 EXP for each of the below
- First time they wound an enemy
- Per enemy taken Out of Action
- First time they Rally in a match
- Per Champion or Leader taken Out of Action
- If they take part of the battle (Not Juves)
- Last Stand
Battlefield:
- Zone Mortalis - Standard
- Sector Mechanicus - Standard
- Ash Wastes - Standard
Crew: Crews depend on if the gang is the attacker or the defender.
- Defender - Custom (1d3+6)
- Attacker - Random (1d3+5)
Deployment: Deployment depends on if the gang is the attacker or the defender.
- Defender - Deployed within 6” of the center of the battlefield and deploys first
- Attacker - Deployed within 2” of all battlefield edges and deploys second
Tactics: Random (3) - Draw three times from the tactics deck and add them to your hand. Underdog crews may draw one additional card at random.
Objectives: To The Death - The battle ends when only one or no gangs have fighters remaining on the battlefield at the end of the round. If the Defender has fighters (not Seriously Injured or Broken) on the battlefield by the start of the 7th round or any round after, the Defender wins. Otherwise, the Attacker wins.
Special Rules: Home Turf Advantage, Attacker and Defender (Gang Rating), Reinforcements (Attacker Only)
Rewards:
- Credits and Reputation depends on how long the Defenders were able to hold out
- Round 1-2
- Attacker gains 2d6x10 Credits and +3 Reputation
- Defender loses 3 Reputation
- Round 3-4
- Attacker gains 1d6x10 Credits and +2 Reputation
- Defender gains 1d3x10 Credits and +1 Reputation
- Round 5-6
- Attacker gains 1d3x10 Credits and +1 Reputation
- Defender gains 1d6x10 Credits and +2 Reputation
- Round 7+
- Attacker loses 3 Reputation
- Defender gains 2d6x10 Credits and +3 Reputation
- Fighters gain +1 EXP for each of the below
- First time they wound an enemy
- Per enemy taken Out of Action
- First time they Rally in a match
- Per Champion or Leader taken Out of Action
- If they take part of the battle (Not Juves)
- Border Dispute
Battlefield:
- Zone Mortalis - Standard
- Sector Mechanicus - Standard
- Ash Wastes - Standard
Crew: Random (1d3+3) - Players randomly select 1d3+3 fighters from their gang to make up their crew.
Deployment: Roll off to see who gets to draw a line dividing the battlefield into 2 equal halves. The winner picks one halt to be their Turf, then sets up a random fighter from their crew within 1” of the center of the battlefield in their own half. The other gang then does the same.
Then, starting with the gang that set up the first fighter, take turns setting up one of the remaining fighters in the crew within their own Turf, at least 12” from the dividing line.
Finally, each gang sets up a gang relic in their own deployment zone, at least 5” away from any edge of the battlefield.
While not defiled, gang relics provide the following:
- +2 to Ld & Cool tests by friendly fighters within 6”.
- Any Active fighter within 1” of an enemy relic can make a Double action to defile it.
- +D3 XP to a fighter defiling a relic.
- Once defiled, it no longer offers any bonuses and can't be wrecked again.
Tactics: Random (3) - Draw three times from the tactics deck and add them to your hand. Underdog crews may draw one additional card at random.
Objectives: Mark Your Claim - The game immediately ends when only one gang has fighters remaining at the end of the round. The gang with fighters left on the battlefield, not including Seriously Injured fighters and a gang relic that is not defiled wins. Otherwise the battle is a draw. If a gang Bottles out and flees the battlefield, the opponent automatically wins and a fighter that took in the battle may be selected by the winner to defile the opponent’s relic.
Special Rules: Reinforcements
Rewards:
- Gangs whose relic was not defiled gain 1d6x10 Credits. Gangs whose relic was defiled gain 1d3x10 Credits.
- Gangs modify their Reputation by the following
- +2 if only the opponent’s relic was defiled
- -2 if only the gang’s relic was defiled
- Fighters gain +1 EXP for each of the below
- First time they wound an enemy
- Per enemy taken Out of Action
- First time they Rally in a match
- Per Champion or Leader taken Out of Action
- If they take part of the battle (Not Juves)
- Scavenge
Battlefield:
- Zone Mortalis - Standard
- Sector Mechanicus - Standard
- Ash Wastes - Standard
Crew: Custom (1d3+7) - Players select 1d3+7 fighters from their gang to make up their crew.
Deployment: Roll off to see who gets to draw a line dividing the battlefield into 2 equal halves. All fighters must be set up at least 12” away from the dividing line. The winner of the roll off may either choose which side they wish to deploy their fighters and deploy first or cede that choice to their opponent and deploy second.
Players take turns deploying 2d6 scrap starting with the player who finished deploying last. Each scrap must be 6” away from another piece of scrap and 12” away from the player’s deployment edge.
A fighter within 1” of scrap can make the Loot (Double) action to see if it contains anything useful. Roll 1d6 and consult the following chart. Regardless of the result, the scrap is removed from the battlefield.
- 1: Booby Trap! The fighter must make an Intelligence Check. On failure, the scrap explodes like a frag trap (Str 3, D 1, Blast(5”), Knockback). On success, the frag trap is disarmed and is added to the gang’s stash.
- 2-3: Nothing
- 4+: The gang scores 1 loot point
Tactics: Random (3) - Draw three times from the tactics deck and add them to your hand. Underdog crews may draw one additional card at random.
Objectives: The battle ends when any of the following are true:
- Last Man Standing - There is one or no gangs remaining. If there is scrap still left on the battlefield, any remaining gang may claim that scrap on a 4+. Roll each scrap individually.
- Nothing Left - There is no more scrap on the battlefield.
Regardless of how the battle ends, the gang that has the most loot points is the winner
Special Rules:
Rewards:
- Gangs receive 1d3x10 Credits per loot point they claimed.
- Gangs modify their Reputation by the following
- +1d3 Reputation to the winner
- -1 Reputation to any gang that bottled out
- Fighters gain +1 EXP for each of the below
- First time they wound an enemy
- Per enemy taken Out of Action
- First time they Rally in a match
- Per Champion or Leader taken Out of Action
- If they take part of the battle (Not Juves)