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Ghost Shipment

From the black waters of the Sump Sea, a derelict barge drifts into view - rust-eaten and heavy with forgotten cargo. No one knows where it came from or why it has surfaced now, but whispers spread fast in the Badzone. Gangs rush to stake their claim, each one eager to seize the “ghost shipment” before it sinks back into the mire… or before something else comes to collect it.


Setup

Battle Type

Sector Mechanicus

Battlefield

4x4 or 4x5

Make sure there is a canal for the Ghost Barge to travel along in the middle of the battlefield.

Ghost Barge

Place the Ghost Barge with it's rear touching the battlefield edge, additionally, place 7 sealed loot crates onboard.

Extra Features
  • After deployment, each player places 1 Beast Lair, outside of any deployment zone and at least 12" apart from each other, or any terminal.

  • After deployment, each player places 5 Scrap Piles, at least 3" outside of any deployment zone and at least 4" apart from each other.

Crews

Hybrid (6 + (D3+2)) (Roll once for both players)

Deployment

Standard


Battle

Ghost Barge

A silent Ghost Barge is drifitng across the battlefield, there's no crew to be seen and it gives off an unsettling aura.

Each end phase it moves 6” across the battlefield directly towards the opposite battlefield edge. If it reaches the opposite edge of the battlefield it leaves on the subsequent end phase. The Ghost Barge destroys any terrain it runs into.

Fighters wishing to board the Ghost Barge must pass a nerve check, if failed they become spooked and their activaiton ends.

Sealed Crates

  • Sealed Crates are treated as Loot Caskets for the purposes of movement (a fighter may pick one up, carry it, and drop it as normal).
  • Unlike Loot Caskets, Sealed Crates cannot be opened during the battle. Their value is only realised once they are returned safely.
  • To claim a Sealed Crate, a fighter must be within 1" of the crate At the end of the battle.

Heavy Cargo

  • Sealed Crates are particularly cumbersome. While carrying one, a fighter’s Movement is halved (rounding up).
  • Fighters with fly also lose this ability while moving a Sealed Crate
  • Fighters with at least 4 strength may ignore this penalty.

At the end of the battle each gang earns 1 VP per sealed loot crate they have claime


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

  • The Ghost Barge has left the battlefield

Victory

The Gang with the most Victory Points is the winner. Otherwise it's a draw.

Tabled Condition

If the game ends due to only 1 gang remaining on the battlefield, the opposing gang considers all sealed loot crates within 6" of their models as claimed rather than 1".


Rewards

Credits

1D3 x 10 Credits to each gang

Scrap

Each gang earns 1 Scrap per Victory point, up to a maximum of 5 Scrap.

Experience

Any Fighter has boarded the ghost ship earns 1 XP at the end of the battle.

Standard

Reputation

Any gang that has claimed 4 or more sealed loot crates earns D3 Rep

Standard

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