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Urban Renewal

The Badzone never sleeps, but sometimes it crumbles. In the heart of a dying dome, a single supporting structure still holds the ceiling above from crashing down. To some, it’s a lifeline, to others, it’s an opportunity. Rival gangs converge, each intent on smashing the pillar to dust and burying their enemies beneath tons of rockcrete. There is no prize save survival, and no escape once the dome begins to fall.


Setup

Battle Type

Sector Mechanicus or Zone Mortalis

Battlefield

3x3 or 4x4

Place a large piece of terrain in the centre of the table. In a game of Zone Mortalis, this piece of terrain can be represented by a pillar or similar piece of hive structure. This piece of terrain is known as the Structure.

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

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

Crews

Hybrid (6 + (D3+2))

Deployment

Standard


Battle

Bring it Down

The gangs are racing to be the first to collapse the dome — ideally burying their rivals beneath it.

  • Fighters may attack the Structure with ranged or melee attacks as if it were another fighter.
  • Melee attacks automatically hit.
  • Ranged attacks can only be made from within 12", as fighters must aim for weak points.
  • The Structure has Toughness 9 and 10 Wounds. When reduced to 0 Wounds, it is destroyed and removed from the battlefield.
The Collapse

Once the Structure is destroyed, the dome begins to fall.

  • In the End phase, measure a 6" radius from the battlefield centre. This zone becomes impassable terrain; any fighters within are immediately removed and must roll on the Injury dice.
  • Each subsequent End phase, this radius increases by 6" (12", 18", etc.) until the battlefield is completely impassable.
  • After destruction, fighters may flee the battlefield via any edge if they are within 1" during the end phase.
Victory Points
  • 1 VP for each wound inflicted on the Structure (track by gang).
  • D3 VP for each fighter that escapes the battlefield, provided their gang inflicted at least 1 wound on the Structure.
Falling Debris

Each time the Structure suffers damage, the entire dome shudders.

  • All fighters must make an Initiative check or become Pinned.
  • On a natural roll of 1, the fighter also suffers a Strength 3 hit in addition to being Pinned.

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

Victory

The gang with the most Victory Points is the winner, otherwise the game is a draw.

Tabled Condition

If the game ends due to only 1 gang remaining on the battlefield, the opposing gang considers all of their fighters to have escaped.


Rewards

Credits

1D3 x 10 Credits to each gang

Scrap

Each gang earns 1 Scrap per 2 Victory points, up to a maximum of 5 Scrap.

Experience

Models earn 1 XP each time they sucessfully damage the structure.

The Model that takes the last wound off the structure earns D3+2 XP instead.

Standard

Reputation

Any gang that has 8 or more Victory Points 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.