Zone 7's Poxwalker issue, thought to have been eradicated a few months ago, has returned with vengeance. Vents and Tunnels collapse as shambling corpses fall out and attack only recently settled locals, overrunning several areas. The only escape from the territory appears to also be where the Poxwalkers are coming from – the Zone 7 Toll Crossing.
For many, fleeing to the Mag Lev and out of the Zone is the sensible option, one would simply need to hold off the Poxwalkers long enough to escape.
There is another, ever more daring plan from some, one that would leave the gang heroes all over the slums – if they could collapse the tunnels the Poxwalkers were coming from, they would all be crushed by the falling tunnel, but that would be a near suicide mission, but a suicide mission that would see them as heroes of the slums and perhaps, even Dirtside.
Lastly, there is only room for one Gang on the lift to the Mag Lev, if escape is the option, only one gang can survive.
This scenario is the Finale to Zone 7 – it's an extremely difficult scenario where most are not expected to survive. The gangs used in this game are the winners of the Zone 7 Campaign. The rest have been unable to muster the numbers to make the final assault and have fled.
Battlefield
The battlefield is intended to be large, either a 6 x 4 Sector Mechanicus board or a large Zone Mortalis board (around 5X5 Boards). The Mag Lev Lift is deployed in the centre of the board.
The Board requires 4 entry where the Poxwalkers will appear from. In Zone Mortalis this can be representatives by Tiles with falls or Melta blast holes. In Sector Mechancus this can be represented by suitable terrain such as a crater. If using Zone Mortalis there needs to be the Secure Vault Tile in play, this represents the lift to the Mag Lev – which will not activate until the Mag Lev arrives. If using Sector Mechanicus then a suitable terrain feature should be used. Around the Mag Lev there should be a suitable Defended position, the Aegis Defence line is ideal for this along with the QuadCannon to represent a fixed defensive gun.
Crews
Each uses their entire Crew including any hangers on. If a fighter is in recovery then they may still participate but start with a Flesh Wound Marker which cannot be removed and they have -1 to their Movement characteristic for the battle.
Captured fighters are automatically released - no Guilders are looking to buy right now for obvious reasons and the Gangs have other things on their mind. However any captured fighter that escapes does not arrive until turn 2 and their deployment location is randomly determined by the arbitrator.
Deployment
Each gang deploys at the edge of the battlefield lift up to 2” from the board edge in zones determined by the Arbitrator. If a Gang has control of the Zone 7 Toll Crossing Territory, they can instead elect to deploy within the defensive perimeter of the Mag Lev Lift
10 Poxwalkers begin on the board, all of which must be deployed within 12” of the Mag Lev Perimeter. Additionally 4 Poxwalkers are deployed within 2” of each tunnel (26 Poxwalkers in total if there are 4 players).
Infiltrate and similar skills cannot be used in this battle, everyone deploys in the same location - this is because there is a desperate attempt to flee the Zone, or stop the plague.
The Mag Lev Lift
The Mag Lev Lift will arrive at a point in the battle, this will not be for at least 5 turns. It will remain for three turns, after which point it will rise back up and it will not be possible to escape the territory.
To determine when the Mag Lev arrives roll a D6 and add the turn. If the number is 11 or more then the Mag Lev Lift has arrived. It is not possible to enter the Mag Lev lift unless the lift has arrived and lift will not leave if there are Poxwalkers in the lift.
The Mag Lev Lift can hold 7 people. Gangers will not share the lift with enemy gangers and the lift will not leave while there is more than one gang on (on account of them fighting)
The Tunnels
Each Tunnel deploys D3+1 Poxwalkers a within 2” of it every turn at the start of the End phase.
Tunnels cannot be destroyed by normal methods. Each gang start with a "Tunnel bomb" tactics card in addition to any other tactics. A character must be nominated to carry the bomb. Everyone knows who has the bombs (they're large!). A character in base contact with a Poxwalker tunnel may perform the following action
Deployment
Each gang deploys at the edge of the battlefield lift up to 2” from the board edge in zones determined by the Arbitrator. If a Gang has control of the Zone 7 Toll Crossing Territory, they can instead elect to deploy within the defensive perimeter of the Mag Lev Lift
10 Poxwalkers begin on the board, all of which must be deployed within 12” of the Mag Lev Perimeter. Additionally 4 Poxwalkers are deployed within 2” of each tunnel (26 Poxwalkers in total if there are 4 players).
Infiltrate and similar skills cannot be used in this battle, everyone deploys in the same location - this is because there is a desperate attempt to flee the Zone, or stop the plague.
The Mag Lev Lift
The Mag Lev Lift will arrive at a point in the battle, this will not be for at least 5 turns. It will remain for three turns, after which point it will rise back up and it will not be possible to escape the territory.
To determine when the Mag Lev arrives roll a D6 and add the turn. If the number is 11 or more then the Mag Lev Lift has arrived. It is not possible to enter the Mag Lev lift unless the lift has arrived and lift will not leave if there are Poxwalkers in the lift.
The Mag Lev Lift can hold 7 people. Gangers will not share the lift with enemy gangers and the lift will not leave while there is more than one gang on (on account of them fighting)
The Tunnels
Each Tunnel deploys D3+1 Poxwalkers a within 2” of it every turn at the start of the End phase.
Tunnels cannot be destroyed by normal methods. Each gang start with a "Tunnel bomb" tactics card in addition to any other tactics. A character must be nominated to carry the bomb. Everyone knows who has the bombs (they're large!). A character in base contact with a Poxwalker tunnel may perform the following action
Set bomb (Double): The character sets the Tunnel bomb in the tunnel setting it to go off. This action cannot be taken if they are currently engaged or broken. After planting the bomb roll a D6:
1: Bomb failure! The fighter completely screws up setting up the bomb. They need to set the charge again.
2: Poxwalker attack! The fighter successfully sets the charge, set to go off in D6 turns. However they are set upon by D3 Poxwalkers, deployed immediately in base contact.
3: Whoops! The fighter accidentally sets off the bomb immediately! Resolve a detonation immediately.
4: Charge set! The Bomb is set to go off in D3 turns.
5: In a few moments, you'll see some serious shit!: The bomb is set and the controlling player may select the number of turns the bomb detonates in.
6: perfect Detonation!: The Fighter successfully sets the bomb off perfectly. The tunnel is immediately destroyed with no Detonation results.
Bomb Detonation: When the Bomb detonates, the explosion explodes D3+3" out from the tunnel in all directions. In Zone Mortalis, Walls will stop this blast from spreading further. Anyone within the Blast radius is hit by a Strength 6 Damage 2 hit AP-1. If a model is hit with the blast within 2" of the Tunnel the wound is considered to have the melta rule.
There will be additional Tunnel Bombs on the battlefield in Ammo crates, placed by the Arbitrator. If the model carrying a Bomb drops it, it remains in place, marked by a Melta Charge.
A Seriously injured character in base contact with Poxwalkers may elect to activate the Bomb immediately, if done, this is resolved as a Melta Charge and cannot be set off in this manner to destroy a Tunnel.
A Seriously injured character in base contact with Poxwalkers may elect to activate the Bomb immediately, if done, this is resolved as a Melta Charge and cannot be set off in this manner to destroy a Tunnel.
Objectives
The gangs can succeed in winning the scenario in a number of ways.
The gangs can succeed in winning the scenario in a number of ways.
The most obvious option is to escape the territory via the Mag Lev. As long as at least one model from a players gang is on the Mag Lev Lift when it leaves.
2) Destroy the Tunnels
Option two is to destroy the Tunnels. The gang who destroys the tunnels (and survives) wins. If multiple Gangs destroy the Tunnels, the last gang on the battlefield wins. If one gang escapes via the Mag Lev and one destroys the Tunnels the gang that destroyed the tunnels wins, however if there are still tunnels in play come the end of the game the gang that escapes wins.
3) Kill them all!
If a gang is still on the board at the end of the game and all the Poxwalkers are killed and Tunnels destroyed, they win regardless of the other gangs outcomes.
Special Rules
Aim for the Head! - Special Tactics ability
Each gang may use this ability 3+D3 times.
The Gangers have already fought through a horde of Poxwalkers to reach this point and know that Poxwalkers are weak against head shots. When shooting any character that is taking the “Aim” action may “Aim for the Head” as long as the weapon does not use a Template or have the Sustained fire Traits. Aiming for the head is only possible against Poxwalkers. Aiming for the Head incurs a -2 to Hit Modifier, if the attack wounds it automatically causes an “Out of Action result” on the Injury Dice, there is no need to roll.
In combat, fighters can also aim for the head as long as they're armed with a weapon for Melee, attacking in this manner confers a -1 to hit.
Defence perimeter
Around the Meg Lev lift there are perimeter defences along with a fixed emplacement gun. Any Ganger who is in base contact with the gun emplacement my shoot it.
Emplaced gun, Range Short:20", Long40" Acc Short- Long- Str 7 Dam 2 Ammo 4+ AP:-2 Rapid Fire (4), Ammo Hoppers, Knockback.
Ammo Hoppers – The Fixed gun has Ammo Hoppers and so may re-roll any Ammo check, including reloads
Fixed emplacement the Fixed gun Emplacement cannot be moved.
Catastrophic Jam: if all four Ammo Dice come up as an Ammo check then something has gone catastrophically wrong with the Fixed Gun. Roll an Ammo Test as normal, if successful, the gun has broken down from overheating and cannot be used for the rest of the battle. If the ammo check is failed then the gun explodes! Centre the large blast on the fixed gun, everyone under the blast suffers a Strength 4 AP-1 Damage 1 hit with the Knockback special rule.
We're in it for our lives
The Gangers know they are dead if they don't stop the Poxwalkers or escape, while terrifying, this has steeled their nerves. There is no need for Bottle Tests while the Tunnels are still open, the Gangers know they're dead if they run.
Ending the Battle.
This battle is a fight to the death. The battle ends when there is no more Poxwalkers, or no more Gangers on the board.
Rewards
Experience:
The Gangers have already fought through a horde of Poxwalkers to reach this point and know that Poxwalkers are weak against head shots. When shooting any character that is taking the “Aim” action may “Aim for the Head” as long as the weapon does not use a Template or have the Sustained fire Traits. Aiming for the head is only possible against Poxwalkers. Aiming for the Head incurs a -2 to Hit Modifier, if the attack wounds it automatically causes an “Out of Action result” on the Injury Dice, there is no need to roll.
In combat, fighters can also aim for the head as long as they're armed with a weapon for Melee, attacking in this manner confers a -1 to hit.
Defence perimeter
Around the Meg Lev lift there are perimeter defences along with a fixed emplacement gun. Any Ganger who is in base contact with the gun emplacement my shoot it.
Emplaced gun, Range Short:20", Long40" Acc Short- Long- Str 7 Dam 2 Ammo 4+ AP:-2 Rapid Fire (4), Ammo Hoppers, Knockback.
Ammo Hoppers – The Fixed gun has Ammo Hoppers and so may re-roll any Ammo check, including reloads
Fixed emplacement the Fixed gun Emplacement cannot be moved.
Catastrophic Jam: if all four Ammo Dice come up as an Ammo check then something has gone catastrophically wrong with the Fixed Gun. Roll an Ammo Test as normal, if successful, the gun has broken down from overheating and cannot be used for the rest of the battle. If the ammo check is failed then the gun explodes! Centre the large blast on the fixed gun, everyone under the blast suffers a Strength 4 AP-1 Damage 1 hit with the Knockback special rule.
We're in it for our lives
The Gangers know they are dead if they don't stop the Poxwalkers or escape, while terrifying, this has steeled their nerves. There is no need for Bottle Tests while the Tunnels are still open, the Gangers know they're dead if they run.
Ending the Battle.
This battle is a fight to the death. The battle ends when there is no more Poxwalkers, or no more Gangers on the board.
Rewards
Experience:
- 1 XP – Fought in the battle
- 1 XP - Poxwalker taken Out of Action.
- 5XP – Escaped via Mag Lev
- 5XP – Destroyed a Tunnel (per Tunnel)
- 20XP – Last man standing – killed all the Poxwalkers and survived the battle.
Mag Lev Escape: The player may select 1 territory in the Zone 9 Campaign as part of the their starting territory as long as they include at least 1 Ganger from the old gang.
Sealed the Tunnels: The player starts Zone 9 campaign with +5 Reputation and +100 Credits as long as at least 1 ganger survived (including by fleeing) the battle and is included in the Zone 9 gang.
Killed them all: The gang are hailed as Heroes of the Slums, their reputation is heard everywhere. The player gains +10 Reputation, 1 Territory of their choice in Zone 9 and +200 Credits if at least one Ganger is brought over from the old gang to Zone 9.
Any Ganger brought from Zone 7 to Zone 9 may be upgraded to a Leader or Champion if the gangs old Leaders or Champions are not brought over (or didn't survive). They may immediately choose one skill from their Primary Skill list to add to their abilities.
if there are any rules changes due to House rules following the Zone 7 Campaign, lost skills may be replaced at no cost.
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