Tech Raid
Attacker & Defender
The gang that chose the scenario is the Attacker
Battlefield
Set up the Battlefield as normal.
Defender places 6 loot caskets - all more than 6” from each other and the battlefield edge.
Defender has Home Turf advantage
Crew & Cards
Attacker – Custom 7 fighters & 2 cards (chosen)
Defender – Random D3+2 fighters & 2 cards (chosen) + Reinforcements from round 2 onwards, D3 at the start of each end phase
Deployment
Attacker – Picks Battlefield Edge and Deploys within 6” of it
Defender - Deploys within 3” of a loot casket
Hunt For Archeotech
When the Attacker opens a loot casket, instead of rolling on the loot table, roll a D6 - on a 3+ (4+ if smashed open) gain a Archeotech Haul Point
Ending/ Victory
The battle ends when one gang has no fighters remaining on the battlefield.
Attacker wins if they have at least 3 Archeotech Haul Points, otherwise the Defender wins.
If either gang voluntarily bottles the opponent wins the scenario
Rewards & XP
Winner gets 2D6x10 creds, each fighter gets +1xp for taking part and +1xp for each Archeotech Haul Points gained
Looser gets D6x10 creds, each fighter gets +1xp for taking part
Rep
Winner gains D3 Rep
Lose 1 Rep if bottled out