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