Deceasefire


Following the successful liberation of the baggage train, many of the gangs’ fighters lay wounded on the battlefield, awaiting the attentions of the expeditions medical staff. However with the common enemy gone and the credit for saving the expedition up for grabs; the fragile truce immediately breaks down. After all impressing a guilder here could help secure their patronage.

Battlefield

  • Set up a Zone Mortalis or a Sector Mechanicus Battlefield

  • Place 4 Crystal Cluster Markers evenly around the battlefield.

  • Randomly place 6 Loot Caskets. The rules for these can be found here.

Crew & Cards

  • For this mission both players add a Rogue Doc and a Hive Scum armed with a stub gun to their crew.

  • Both players then get a starting crew of Random 5 fighters & 2 cards (random).

Deployment

  • Both Players roll-off, the winner places one of their opponents starting crew anywhere on the battlefield face down (seriously injured). Players then alternate placing each others fighters face down (seriously injured) until all fighters are placed except for the Rogue Doc and Hive Scum.

  • The Player that won the roll-off then randomly determines a battlefield edge and places their Rogue Doc and Hive Scum touching that edge. Their opponent then does the same on the opposite board edge.

The Aftermath

  • All fighters (with the exception of the Rogue Doc and Hive Scum) start the battle Seriously Injured and on 1 wound.

  • All fighters (with the exception of the Rogue Doc and Hive Scum) start the battle with all weapons and grenades Out of Ammo. Weapons may be reloaded once the fighters recover from being seriously injured.

Mission of Mercy

  • The Rogue Doc and their attendant Hive Scum are on a mercy mission and cannot make Coup de Grace actions

  • Neither side wants to kill the Rogue Docs, if a Rogue Doc is hit by an attack they are pinned as normal but otherwise unaffected.

  • The Presence of the docs means that any fighter that goes Out of Action need not roll on the Lasting Injury table and the gangs do not make Bottle Checks!

Gathering the Crystals

  • A standing and active fighter that is in base to base contact with a Crystal Cluster Marker may make a harvest crystal (double) action. Make an intelligence test for the fighter, if successful the controlling player gains a Strange Crystal loot marker to represent the crystal, then roll a D6, on a 5+ the Crystal Cluster Marker is removed.

  • Each time a fighter successfully harvests a Strange Crystal, permanently mark their fighter card with a 🔶 symbol or similar. This does not currently have any effect, but you will need to keep track of this throughout the campaign.

Ending/Victory

  • The battle ends when only one gang has fighters left on the battlefield (not counting the Rogue Doc and Hive Scum)

Rewards & XP

  • Each fighter that took part gains 1XP

  • The winning gang adds d6 x10 creds to their stash

  • For each Strange Crystal gathered the gang adds 10 creds to their stash

Rep

  • The winning gang gains d3 Rep