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Toll Bridge

Scouts have found an ancient bridge that controls access to a large section of the Underhive, needless to say, it’d be quite profitable to control this bridge,


Setup

Battle Type

Sector Mechanicus

Battlefield

Standard 3x4 or 3x5

When creating the battlefield, players should leave a roughly 12" wide corridor across the middle of the board with no terrain apart from spread out floating scatter – this is the toxic river. The river can be represented either by a gap, or a suitable piece of scenery. Only a single bridge crosses the river, which can be represented by a gantry or similar piece of terrain; this is the toll bridge.

The Bridge should be roughly 6”x12” large, and contain scatter terrain.

Crews

Random (5 + (D3) (Roll once for both players))

Deployment

Standard, you should be deployed on opposite sides of the river.


Battle

Toll Bridge

The bridge over the toxic river uses an ancient mechanism to swing open or closed. At the beginning of the battle, its ends are connected to the shore and it spans the river. In the End phase of the third round, and each round thereafter, roll a D6. On a 5, the bridge pivots 90 degrees to the right, while on a 6 it pivots 90 degrees to the left. On any other result, the bridge remains stationary.

When the bridge pivots, fighters within 1" of its ends must make an Initiative check or fall from the bridge – if the ends were touching the shore before it moved, fighters fall onto the shore and become Prone, otherwise they fall into the river and are taken Out of Action.

If their gang has failed a Bottle test, fighters on the bridge do not need to make Cool tests to see if they flee the battlefield – provided that the bridge is not connected to the shore, they have nowhere to go! However, as soon as the bridge connects to the shore, they must make tests as normal.

The Toxic River

Any model that enters the river is immediately taken Out of Action (Unless it’s a boat).

Fighters can use debris to cross the river, leaping from one to the other, or as a makeshift boat, standing on the piece of debris and moving it up to their Strength in inches as a Row (Double) action. In both cases, at the end of their activation, they must make an Initiative check to see if the debris they are standing on capsizes or sinks. If they fail, they fall into the river. Fighters who become Pinned or Prone while standing on debris must also make an Initiative check to see if they fall into the river.


Ending the Battle

The game ends when one or more of the following conditions are met in the End Phase

  • There is only one gang remaining on the battlefield

  • After the end of the third round, if one gang has at least one fighter on the bridge and their opponent does not.

Victory

If only one gang has fighters on the board at the end of the game or they are the only gang with fighters on the bridge, they are the winner – otherwise the game is a draw.


Rewards

Domebound

The winner gets first pick of the reward cards.

Standard rewards for winning a: 1 free doc visit (that can’t fail), you may bank this for later as well. You earn no Credits, or Rep. Your fighters gain exp as usual.