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
D6 | Result |
---|---|
1 | Rumbled: The Trader notices that these are too hot to handle and calls the enforcers, your fighter becomes wanted. |
2-5 | Haggling: 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
CreditsStandard
Additionally, each gang earns D3x10 credits per Victory Point.
ExperienceStandard
Any Model that earns a Victory Point gains 1 XP
ReputationStandard
DisappointedAt 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.