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Market Fencing

We've got some hot merchandise we need to move ASAP


Setup

Battle Type

Sector Mechanicus

Battlefield

3x3 4x4

The battlefield should have a large Underhive Market in the centre of the board. You'll need at least 12 Market Stalls

Crews

Hybrid (5 + (D3+3)) (Roll once for both players)

Deployment

Standard + Each player places 6 loot caskets in their deployment zone


Battle

Art of the Deal

It's time to fence off these hot goods, most stalls will take at least one of these packages off your hands.

Fighters within 1" of a Market Stall may attempt to Fence Goods

Fence Goods (basic): Roll a D6 and apply the following result:

Apply the following modifications to the roll

  • The Fighter is the Guild Representative: +3
  • The Fighter is currently Wanted: -1
  • The Fighter has the Savvy Trader or Connected skill: +2
D6Result
1Rumbled: The Trader notices that these are too hot to handle and calls the enforcers, your fighter becomes wanted.
2-5Haggling: The Trader is unwilling to buy what you're selling for now.
6+Deal!: The Trader purchases the package from you, remove the loot casket and earn 1 Victory Point. This Stall is now closed and cannot be sold to anymore.

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

  • One Gang has sold 6 or more Victory Points.

Victory

The gang with the most Victory Points is the victor. Otherwise the game is a draw.


Rewards

Credits

Standard

Additionally, each gang earns D3x10 credits per Victory Point.

Experience

Standard

Any Model that earns a Victory Point gains 1 XP

Reputation

Standard

Disappointed

At the end of the game, any gang that didn't capture at least one stall during the battle will suffer lasting injury rolls on D3 random fighters that took part and didn’t go out of action. This represents your house/patron punishing them for coming back empty handed.