From Core Rules. Read this book’s lore. Readable tables and original source diagrams.
CORE RULES
This section contains rules that allow players to fight out the bitter and vicious skirmishes that punctuate the daily lives of the gangs and groups in the underhive, and out in the ash wastes. The Round sequence, activating models, attacking the enemy with ranged weapons or when in close combat, suffering and recovering from injuries, models losing their bottle and fleeing - all are covered over the following pages.
THE PRE-BATTLE SEQUENCE
Prior to any battle, there are several important steps that need to take place, as listed below. Some of these only apply during Campaign play, and can therefore be skipped during Skirmish play, as mentioned in the appropriate entries. Whatever the case, this sequence must be followed in the order shown, and must be done while both players are present.
The Pre-battle Sequence has seven steps:
Make a Challenge & Stake Territory
Determine Scenario
Set Up the Battlefield
Choose Crews
Announce Battlefield Effects
Gang Tactics
Deployment
1. MAKE A CHALLENGE &
STAKE TERRITORY
For a battle to be fought, a challenge must be issued and accepted. In Campaign play, challenges are handled as described by the Arbitrator, though campaigns will provide guidance. In Skirmish play, a challenge is issued and accepted when two players decide to play a battle.
In Campaign play, an eligible Territory is nominated as the stake for the battle (as described in each campaign).
2. DETERMINE SCENARIO
In Campaign play, the scenario will be generated following the rules presented on pages 144-147. In Skirmish play, players may instead simply choose the result on each table to create the scenario they wish to play.
DETERMINING THE ATTACKER & DEFENDER
In Campaign play, the player who issued the challenge is the attacker. In Skirmish play, both players should roll a D6, with the player who rolls the highest choosing who is the attacker and who is the defender.
3. SET UP THE BATTLEFIELD
The players now set up the battlefield. The default methods are detailed in full on page 140.
4. CHOOSE CREWS
After the battlefield has been set up, before gangs can be deployed, players must select their starting crews for the battle ahead. The scenario's Crew table will detail the method of selection to be used, how many and what kind of models can be selected. The selection methods are explained in full on page 141.
RECRUIT HIRED GUNS
Players can spend credits to recruit Hired Guns. In Campaign play, the gang may spend credits from those it has in its Stash. In Skirmish play, any unspent credits left over from creating the gang can be spent to recruit Hired Guns. Additionally, in Campaign play, gangs may be able to recruit Hired Guns through other means, such as Boons granted by Territories.
If both players wish to recruit Hired Guns, the player with the higher Gang Rating must do so first.
5.ANNOUNCE
BATTLEFIELD EFFECTS
In Campaign play, many of the Territories apply a Battlefield Effect to any battles fought for their control. Players should announce which Territories are applying Battlefield Effects to the upcoming battle and what they are.
In Skirmish play, this step of the Pre-battle Sequence can be ignored.
6. GANG TACTICS
Each player may select one of the Gang Tactics they have access to. During the battle, each selected Gang Tactic may be used once (see page 148).
UNDERDOG BONUS
If one player's Gang Rating is at least 200 credits less than their opponent's Gang Rating, they may select an additional Gang Tactic they have access to for the battle for each full 200 credits difference in Gang Rating.
7. DEPLOYMENT
The final step of the Pre-battle Sequence is deployment, in which the players, starting with the Defender, set their gangs up on the battlefield, ready for the battle ahead. Each scenario's Deployment table will give details of the size and location of 'deployment zones', the name given to the areas in which gangs can be set up. Deployment is explained in full on page 142.