Optional Scenarios

Playing Some Optional Games in the Campaign

These scenarios are more focused around fun and players won’t lose/gain territory off the back of them, although injuries, XP and income etc will still carry over. The idea is that if you’ve not had any challenges but still fancy a game you can try out one of these.

Roll for Scenario

Players can either roll a D6 each and combine them, one player can roll for the scenario.

2D6Result
2-4Murder Cyborg
5-8Bar Brawl
9-12Propaganda

BALANCING

Balancing with free Tactics Cards, Hive Scum & Bounty Hunters are only available for optional missions if stated in the mission briefing.

Multiplayer Scenarios

We will also be running some multiplayer scenarios, for a bit of added fun, the first of which is Crown Jewels.

D6 Result 2-4: Murder Cyborg

BATTLE TYPE

This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew.

BATTLEFIELD

Standard.

CREWS

  • Custom Selection (8)

DEPLOYMENT

This scenario uses the standard rules for deployment as described in Scenario Rules: Gang Tactics.

GANG TACTICS

  • Custom (2).

ENDING THE BATTLE

If either gang has no fighters left on the battlefield or the Murder Cyborg has been destroyed at the end of any round, the battle ends immediately.

VICTORY

The player who destroyed the Murder Cyborg is the winner. Any other result is a draw.

REWARDS

CREDITS

Taking out the Murder Cyborg nets the gang a healthy bounty. The victorious gang adds 3D6x10 credits to their Stash.

EXPERIENCE

Any fighter that inflicted at least one wound on the Murder Cyborg earns an additional 1 XP.

REPUTATION

The victorious gang gains D3 Reputation. If either gang bottles out, they lose 1 Reputation.

THE CYBORG’S MISSION

When the Murder Cyborg is first revealed, the player with Priority rolls a D6 on the following table to find out what their mission is. The player who has Priority controls the Murder Cyborg as if they were one of their fighters, although they must follow their directives as detailed below. The Murder Cyborg never counts as a friendly model for either gang.

CYBORG’S MISSION

  D6  Result
1-2Extermination Directives: The Murder Cyborg must kill everyone. If they are Standing and Engaged, they will make a Fight (Basic) action, if not, they will target the closest model with a Shoot (Simple) action. If they can see more than one model, they must divide their Shoot (Simple) actions between them as evenly as possible, starting with the closest model and moving outward (they must take Cool tests as normal to target models other than the closest). If they cannot see any models, they must move toward the nearest model.
3-4Decapitation Subroutines: The Murder Cyborg must kill the Leaders and acts as above. However, they will only target Leader models, only fighting other models if they are either engaged with them, or blocking their path to a Leader.
5-6Preservation Protocols: The Murder Cyborg must return to their masters. When the Murder Cyborg is revealed, the player who has Priority picks a point on the board edge furthest from the Murder Cyborg – this is the Murder Cyborg’s escape point. If the Murder Cyborg ends any round in base contact with the escape point, they are removed from the board. While escaping, during each activation, the Murder Cyborg must make at least one Move (Simple) action that takes them closer to the escape point if possible, though they can shoot at the closest targets as detailed above, at the controlling player’s discretion.

THE CYBORG

Until the Murder Cyborg is placed on the board, whenever a fighter suffers a wound as a result of a hit from a weapon with a Damage characteristic other than ‘-‘, the owning player rolls a D6. On a 5+, the Murder Cyborg is revealed.

Remove the wounded fighter from the board (they do not count as having been Seriously Injured or taken Out of Action) and replace them with an appropriate model to represent the Murder Cyborg. The Murder Cyborg uses the following profile:

MWSBSSTWIALdClWilInt
4″3+2+4534+38+3+5+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
2 x Bolt pistol (with las-projectors)6″12″+2+14-126+Sidearm
Shotgun (with execution ammo)4″16″-1+14-226+Knockback, Limited

Wargear: Light carapace armourdisplacer fieldfrag grenadeskrak grenades.
Skills: Fast ShotGunfighterIron Jaw.

The Murder Cyborg is unaffected by the Coup de Grace action and treats any Out of Action results on the injury dice as a Serious Injury instead. While Prone and Seriously Injured, the Murder Cyborg does not roll Injury dice in the End phase. Instead, they will recover (suffering a Flesh Wound as normal) if they can roll equal to or less than their Toughness value. Once the Murder Cyborg reaches 0 Toughness, as a result of Flesh Wounds, they cannot recover – though they may still make a Crawl (Double) action – and can now be removed from the board with a Coup de Grace action.

The Murder Cyborg ignores the effects of the Flash, Gas and Toxin traits, and cannot become Prone and Pinned. The Murder Cyborg may be subject to the Blaze condition, but unlike other fighters only suffers a S3, AP-1, D1 hit at the start of their activation and may then act normally.

D6 Result 5-8: Bar Brawl

A drunken insult leads to a free-for-all in the local drinking hole.

BATTLEFIELD TYPE

This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang’s starting crew.

BATTLEFIELD

Standard.

CREWS

  • Random (7).

TACTICS CARDS

None.

DEPLOYMENT

Randomise one gang to place the first, then take turns placing all remaining fighters:

  • Within 12” of the centre of the battlefield.
  • At least 1” from another fighter.

ENDING THE BATTLE

The battle ends when only one gang has Standing fighters remaining at the end of any End phase.

VICTORY

The gang with at least 1 Standing fighter at the end of the battle is the winner.

REWARDS

EFFECT

A random fighter on the losing team is locked up for causing trouble:

  • Go Into Recovery (31-45 Grievous Injury).
  • If the fighter suffered a Critical Injury, receive a free Medical Escort (without paying credits or spending a post-battle action).

CREDITS

  • D3x10 to the winner.

EXPERIENCE

Scenario specific rewards:

  • +1 for taking part.
  • +1 to each fighter still Standing with 4+ intoxicated tokens.

REPUTATION

  • +2 for winning.
  • +1 to both gangs if this was the first battle against each other

DRINKING HOLE

The fighters are all relaxing in a local drinking hole and are not armed for a gang fight. A drunken insult leads to a free-for-all.

All fighters count as being unarmed and unarmoured:

  • Can’t make attacks with any equipped weapons.
  • No save from armour or field armour.
  • Can’t use any carried Wargear.

Skills work as normal (including special saves or improved fighting abilities).

The Action phase is replaced by the following new phases:

  • Drinking phase (starts after determining priority).
  • Fighting phase.

In both phases, take turns activating fighters, starting with the gang with priority as normal. The activation order resets between the 2 phases, so the gang with priority will activate first in both phases.

DRINKING PHASE

A fighter (including Seriously Injured) can choose one of the following:

  • Drink: Gain an intoxicated token.
  • Stagger: Move D6” (any direction).

After all fighters have either drunk or staggered, this phase ends.

FIGHTING PHASE

Each fighter can make a single Simple, Basic or Double action. No fighter can take more than a single action each round, regardless of any special rules or skills.

Charge (Double) action: Move D6” (instead of D3+M).

Each intoxicated token give the following effect:

  • +1T.
  • -1 hit modifier when attacking (a 6 will always hit).

END PHASE

After all fighters have activated, move on to the End phase.

Apply the following to all Engaged fighters:

  • Move 1” apart (directly away from each other).
  • Pass an Initiative test with a -1 modifier per intoxicated token or become Pinned.

D6 Result 9-12: Propaganda

Gangs seek to sway the other gangers to their cause.

BATTLEFIELD

Standard.

CREWS

  • Custom (4).

TACTICS CARDS

  • Custom (2).

DEPLOYMENT

  1. Standard.
  2. Take turns (starting with the gang with Priority) deploying 12 Houseless Gangers:
    • More than 12” from a battlefield edge.
    • Not within 3” of another fighter.

ENDING THE BATTLE

The battle ends when only one gang has fighters remaining.

VICTORY

The last remaining gang is the winner. If no gangs are left on the battlefield, it is a draw.

REWARDS

CREDITS

  • D3x10 for each Houseless Ganger controlled by the gang at the end of the battle.

EXPERIENCE

Scenario specific rewards:

  • +1 for coercing an enemy Houseless Ganger.

REPUTATION

  • +D3 for winning.
  • -1 to any gang that bottled out.

HEARTS AND MINDS

As the hive descends into madness, both sides seek to turn gangers and gangs to their cause.

The players should select 12 fighter models to represent Houseless Gangers (see page 65). After both crews have deployed, players take turns, starting with the player who has priority, placing these models anywhere on the battlefield more than 12″ from an edge or within 3″ of another fighter.

Both gangs are trying to turn the Houseless Gangers to their cause and then use them against their foes. In this scenario each player’s fighters can use the Coerce (Basic) action:

COERCE (BASIC)

Choose a Houseless Ganger within 3″ and make a Leadership check for the coercing fighter. If the check is successful, place a token next to the Houseless Ganger to indicate that it is now part of the coercing fighter’s gang.

Houseless Gangers coerced into joining a fighter’s gang become part of that fighter’s gang for all intents and purposes and will gain a Ready marker at the beginning of the following round.

DON’T BELIEVE THEIR LYES

Once a Houseless Ganger has chosen their side, it’s unlikely they will change sides again… though not impossible. A fighter may make a Coerce Action against an enemy Houseless Ganger. If the fighter’s Leadership check is successful then the other player should make a Willpower check for their Houseless Ganger, adding 1 to the dice result for each friendly fighter within 3″ of the Houseless Ganger. If the Houseless Ganger passes their Willpower check, they may immediately take a free Shoot (Basic) action at the fighter who tried to coerce them. If the Willpower check was failed then the Houseless Ganger becomes part of the coercing fighter’s gang as normal and loses any Readied marker if they have one.

Houseless Gangers can be turned from one side to the other multiple times during a battle.

DESIGNER’S NOTE

Houseless Gangers are loners and orphans from other gangs and can be represented by any appropriate model – players may choose to use the portions of their gangs who have been left out of the scenario. For simplicity, Houseless Gangers should use the following profile:

HOUSELESS GANGER

MWSBSSTWIALdClWilInt
5”4+4+3314+18+7+7+8+

SPECIAL RULES

Houseless Gangers are armed and equipped as depicted on their models, and both players should take a moment at the beginning of the game to agree on what weapons and wargear each Houseless Ganger is carrying. Remember that both gangs have a chance of taking control of the Houseless Gangers and so the inclusion of heavily armed models is entirely reasonable provided both players accept these more deadly fighters might be used against them.

Multiplayer Scenarios

Crown Jewels

Word’s got out about an unguarded stash just waiting for someone to come and claim it, although it seems your gang isn’t the only one with that idea

ATTACKER AND DEFENDER

In this scenario, each gang is an attacker, there are no defenders.

BATTLE TYPE

This scenario is an Underhive battle, vehicles and wargear that grant the Mounted condition cannot be included in either gang’s starting crew.

BATTLEFIELD

This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section. This mission should be played on a minimum 3×3 map.

CREWS

  • Each uses the Hybrid (4+D3) method to choose their crew.

DEPLOYMENT

Roll off for deployment, the winner chooses a corner. Then the player with the next highest roll and so on. Your deployment zone is 8″ x 8″ in your chosen corner. Otherwise standard deployment rules apply. 

Loot Caskets

  • A single, unbreakable Major Loot Casket is set up in the centre of the battlefield. 
  • Each player sets up a Minor Loot Casket within 6″ of the centre of the battlefield

No additional loot caskets are placed in this scenario.

Opening Minor Loot Caskets

A fighter may attempt to open a Minor Loot Casket by successfully passing an intelligence test or by attempting to smash it open as detailed below.

SMASH OPEN LOOT CASKET (BASIC)

If this fighter is within 1″ of a Minor Loot Casket, roll a D6 and add their Strength. If the total is 6 or more, the casket is opened. However, subtract 1 from the roll to determine the casket’s contents, to a minimum of 1 (see Opening Loot Caskets).

BYPASS LOOT CASKET LOCK (BASIC)

If this fighter is within 1″ of a Minor Loot Casket, make an Intelligence test for this fighter. If the test is passed, the casket is opened.

Once Opened

Once a Minor Loot Casket is opened roll on the table below to find out what it contains, any credits are immediately added to the gang’s stash.

D6Result
1Frag Trap: Fighters within Blast(5″) suffer a Str 3, Damage 1 hit
2-4Small Haul: Gain D6x5 Credits.
5-6Good Haul: Gain D6x10 Credits

GANG TACTICS

  • Custom (2).
  • + 1 Tactics Card for each 100 Rating Difference

When working out Underdog bonuses compare with the highest Gang Rating out of those taking part.

ENDING THE BATTLE

If all but one gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

VICTORY

The Major Loot Casket cannot be opened. To win, one of your fighters must use an action to pick up the loot casket. Any gang who manages to get the loot casket within 3″ of their corner is the victor.

If only a single gang remains, either because the other gangs have bottled or have lost all of their fighters then they are the victor.

REWARDS

CREDITS

The victor opens the stash at the end of the battle and receives 4D6x10 credits.

EXPERIENCE

  • +1 XP to a model that opens a Minor Loot Casket
  • +2XP to the model that successfully retrieves the Major Loot Casket
  • +D3 XP for victorious gang Leader (regardless of whether they took part in the battle or not).

All other normal experience rules apply.

REPUTATION

  • The victorious gang gains D3 Reputation.
  • If any gang bottled out, they lose 1 Reputation.

FLEEING THE BATTLEFIELD

If all but one gang voluntarily bottles out and subsequently flees the battlefield, the remaining gang automatically wins the scenario.