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25. Claim the Spire

RAW ✔️ Source: White Dwarf 426, Claim the Spire (01/2018)

Two gangs seek to seize the spires of the Underhive. Soon both gangs become embroiled in a fight across towers and gangways, all in order to claim victory and proclaim their house as Lord of the Spires.

Battlefield

This scenario requires the battlefield to be laid out in a slightly different way. Instead of using the standard battlefield as described on page 21 of Gang War, the terrain should be laid out so that it creates a series of large spires and tall structures close to the centre of the board. Each spire should have plenty of levels for gangers to fight upon as well as a series of walkways linking them to each other. Scatter terrain is still placed as described on page 21 of Gang War.

Crew

This scenario uses the standard rules for choosing a crew, as described on page 22 of Gang War. Both players use the Custom Selection method.

Tactic Cards

[sic] rt the game with the Frag Trap, Blood Debt and Last Gasp tactics cards instead of drawing as normal.

Deployment

This scenario uses the standard rules for deployment, as described on page 22 of Gang War.

Objectives

Each gang is trying to claim the highest ground they can, whilst also inflicting heavy losses upon their rival gang. At the end of each turn, the gang with the highest-placed model scores 1 point (if both gangs are tied then they each score 1 point). Additionally, each gang scores 1 point for each enemy ganger that goes Out of Action.

Ending the Battle

If either gang has no fighters left on the board at the end of any round, the battle ends immediately. Additionally, if a gang Bottles Out, roll a D6 at the end of the following round. On a 4 or more, the battle ends. Otherwise, roll again at the end of each subsequent round, adding 1 to the result for each additional time this roll is made; in other words, the second time this roll is made, the battle will end on a 3 or more, and so on.

Victory (Skirmish Only)

If only one gang has fighters remaining at the end of the battle, they are victorious. Otherwise, at the end of the battle, whichever gang has scored the most points is declared the winner.

Rewards (Campaign Only)

Credits

The gang that was victorious receives D3x10 credits. In the case of a draw, neither gang receives any credits.

Experience

Each fighter that took part in the battle gains 1 XP.

The Leader of the gang that was victorious gains 1 XP.

In the case of a draw, neither Leader receives this XP.

Turf

If one gang was victorious, its Turf Size increases by 1.

Reputation

The victorious gang gains 3 Reputation.

Each gang gains 1 Reputation if it was their first battle against this opponent.

The gang with the lower Gang Rating gains 1 Reputation for each full 100 points of difference. For example, a gang with a Rating of 1,000 that faced a gang with a Rating of 1,230 would gain 2 Reputation.

If either gang bottled out, they lose 1 Reputation.