The Mills Have Eyes


The gangs launch a scavenging mission into an abandoned corpse starch processing mill. The objective is to seize more of the mysterious crystals and win the support of yet more sympathisers. However, they are not alone: danger comes not only from rival gangs looking to do the same, but also from the shadows. The mysterious cloaked figures known as The Lost lurk in the darkness, watching, waiting for the opportune moment to strike.

Battlefield

  • This Scenario can be played on either a Zone Mortalis or a Sector Mechanicus Battlefield

  • Place 4 Crystal Cluster Markers

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

Crew & Cards

  • Both players get a starting crew of Custom 10 fighters & 2 cards (chosen).

Deployment

  • Each gang deploys their entire crew within 3” of a random battlefield edge

  • Roll Off to determine who deploys first, then take it in turns to each deploy a fighter

The Lost

Cloaked shapes lurk in the darkness, darting from shadow to shadow. It looks like the Mill is not as abandoned as it first appeared.

  • At the beginning of each round roll a d6 for each fighter that is Standing and Active. On a 1 the fighter is attacked by The Lost. If the fighter is base to base with a Crystal Cluster Marker they are attacked on a 1 or 2.

  • When attacked by The Lost but before rolling to hit a fighter can choose to discard their Ready Marker for the round and make an ammo check on one of their weapons (the same as if they had rolled an Ammo Symbol on the Firepower dice). If they do this they may ignore the effects of the attack. Note: If the fighter does not have a ranged weapon with ammo they cannot do this.

  • Roll a d6 for any fighter that is attacked by The Lost. They are hit on a 4+, a hit fighter suffers d3 Strength 3, AP -2, Damage 1 hits (this pins the fighter)

  • Any fighter taken OOA by The Lost adds 3 🔶 symbols to their fighter card and rolls twice on the lasting injury table applying both results

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

Rewards & XP

  • Each fighter that took part gains 1XP

  • Any fighter that successfully harvested 1 or more Strange Crystals gains 1xp

  • The winning gang gains a random Sympathiser from the Arbitrators list.

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

Rep

  • The winning gang gains d3 Rep