58. Mercator Storehouse Heist
RAW ✔️ Source: White Dwarf 449, Return to Zone Mortalis (12/2019)
The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In Campaign play, these scenarios are perfect for players wishing to strike at their opponents without risking their whole gang, or for gangs who have several fighters In Recovery, allowing a gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll-off can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries.
Two gangs send a small infiltration force into a Guild storehouse, intent on claiming a supposedly valuable item destined for auction to the highest bidder.
Attackers and Defenders
In this scenario, neither gang is the defender. Instead, both gangs are attempting to beat the other to the riches and steal away with the prize!
Battlefield
This scenario uses the standard Battlefield Set-up rules. The winner of a roll-off places a 1'x1' Zone Mortalis Floor tile down (either card or plastic terrain). This tile represents the centre of the battlefield. Players then take it in turns to place four more tiles adjacent to the first, forming a cross. There must be a clear route from the centre tile to each battlefield edge furthest from the central tile.

Crews
Each player uses the Custom Selection (4) method to choose their crew.
Tactics Cards
Neither side uses Tactics cards for this scenario.
Deployment
A marker representing the auction item is placed at the centre of the central tile. The winner of a roll-off then deploys a defence servitor (see below) within 1" of this marker. Next, the winner of a roll-off chooses a floor tile that does not contain the auction item, and deploys their entire crew within 3" of the floor tile edge furthest from the central tile. The other player then deploys their entire crew within 3" of the edge of the battlefield directly opposite the first player's deployment zone. The escape routes are on the remaining two tiles, represented by the floor tile edges furthest from the central tile.
Objectives
Both gangs are attempting to escape with the auction item.
The Auction Item And Escaping
The auction item is rumoured to be something highly valuable and both gangs have been ordered to be especially careful with it. If a fighter is within 1" of the auction item, they may make the Carry (Simple) action to carry the item. No fighter may carry the auction item until the defence servitor is Out of Action. A fighter carrying the auction item cannot use a weapon with the Unwieldy trait unless they have the Bulging Biceps skill. If a fighter carrying the auction item is taken Out of Action, they drop the item - replace the fighter with the auction item.
If a fighter who is carrying the auction item is within 1" of an escape route at the start of any End phase, they can escape with the item - they are removed from the battlefield and count as being Out of Action for the purposes of Bottle tests. In addition, any fighter within 1" of the escape route at the start of any End phase can escape (even if they are Seriously Injured) if the controlling player wishes - they are removed from the battlefield and count as being Out of Action for the purposes of Bottle tests.
Special Rule: Defence Servitor
The defence servitor is an immobile automaton deployed to protect the object of the auction from prospective thieves. The defence servitor cannot move, has a 360° vision arc, and is equipped with a grav gun, servo claw, and light carapace armour.
Defence Servitor
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| - | 5+ | 4+ | 5 | 5 | 1 | 3+ | 2 | 7+ | 5+ | 9+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Grav Gun | 9" | 18" | +1 | - | * | -1 | 2 | 5+ | Blast (3"), Concussion, Graviton Pulse |
| Servo claw | - | E | - | - | S+2 | - | 2 | - | Melee |
Wargear: Light carapace armour
Mindless Automaton:
The Defence Servitor counts any Injury roll result as a Flesh Wound (i.e., can only be taken Out of Action by being reduced to a Toughness of 0). In addition, the Defence Servitor cannot be Pinned and automatically passes any Cool tests it is required to take.
Overwatch Routine
The Defence Servitor does not activate like a normal fighter. Instead, whenever a fighter ends their activation within line of sight of the servitor, and the servitor is not Engaged, the opposing player makes an Initiative check for the servitor. The check is automatically passed if it is the first time a fighter has moved within line of sight of the servitor this round or if the fighter has made an attack against the servitor. If the check is passed, the servitor takes the Shoot (Basic) action. This can happen several times in the same round. If the servitor is Engaged, they can make Reaction attacks as normal.
Hole In The Wall
Once per game, instead of activating a fighter, each player may place a ductway anywhere on the battlefield.
Ending the Battle
If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.
Fleeing the Battlefield
If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario and claims the auction item.
Victory
The gang which claims the auction item is victorious. If neither gang claims the auction item, the game is a draw.
Rewards (Campaigns Only)
Experience
- Each fighter that took part in the battle earns 1 XP.
- The Leader of the gang that claimed the auction item gains an additional 1 XP (regardless of whether they took part in the battle or not). In the case of a draw, neither Leader gains this bonus.
Reputation
- The gang that claimed the auction item gains 2 Reputation
- Each gang gains 1 Reputation if this was their first battle against this opponent.
- If either gang bottled out, they lose 1 Reputation.
Rare Goods
The gang that secured the auction item rolls a D66 on the table that follows during the post-battle sequence to see what they have stolen. Any item stolen is immediately added to the gang's stash:
| D66 | Secured Loot |
|---|---|
| 11 | Useless Tat: The gang earns D3x10 credits. |
| 12-46 | Valuable to Someone: The gang earns D6x15 credits. |
| 51-53 | Arms Trade: The gang adds a single weapon of their choice with a Rarity/Legality of (10) or lower to their stash. |
| 54-56 | Exotic Gear: The gang adds a piece of Wargear (not including status items or exotic beasts) of their choice with a Rarity/Legality of (10) or lower to their stash. |
| 61-63 | Valuable Haul: The gang adds a weapon or piece of Wargear (not including status items or exotic beasts) of their choice with a Rarity/Legality of (11) or lower to their stash. |
| 64-66 | Rare Find: The gang adds a single status item of their choice with a Rarity/Legality of (12) or lower to their stash. If the status item chosen is a Master-crafted weapon, its total cost cannot be more than 125 credits. |
Arbitrating The Scenario
If this is an Arbitrated scenario, the Arbitrator can control one of the two gangs fighting over the auction item. They can also turn this scenario into a multi-player scenario by replacing the defence servitor with a gang of Guild Watchmen or Palanite Enforcers who guard the treasure.