30. Settlement Attack
RAW ✔️ Source: Gang War 3
A gang makes a raid against a settlement.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender. In a campaign, the player who chose this scenario is the attacker. In a skirmish, players roll off and the winner decides whether they will attack or defend.
Battlefield
The game may be played on either a Zone Mortalis or a Sector Mechanicus battlefield. When setting up the battlefield, it should be divided into three areas representing the edge of a major settlement; the areas are: the Wall, No-man's-land and the Wilderness.
On a Sector Mechanicus board, the Wall should be set up within 6" of one board edge (but still allowing space for models to be deployed behind - see opposite), using suitable terrain to represent an impassable line. In the middle of the Wall there should be a gateway with a closed and locked door (see page 64 of Necromunda: Underhive for rules on doors). An area 12" beyond the Wall is No-man's-land, and it should only have a sparse scattering of terrain. The rest of the table is Wilderness, and should be set up using the guidelines for deploying terrain from page 21 of Gang War.
On a Zone Mortalis board, the Wall is a line of at least three tiles with only one tunnel connecting them to the rest of the board. The tunnel should have locked doors at both of its ends and all other access to the rest of the board should be blocked off. The next line of tiles, connecting to the Wall, is No-man's-land and should be made up of tiles with large open areas if possible. Beyond these tiles, there should be at least one more line representing the Wilderness, though there can be more lines of tiles as desired, and these can be set up using the guidelines for deploying terrain from page 21 of Gang War.
Crews
This scenario uses the standard rules for choosing a crew, as described on page 22 of Gang War. Players use the Custom Selection method to choose their crew.
Deployment
The attacker deploys their crew within 6" of the board edge farthest from the Wall. The defender deploys their crew anywhere either on or behind the Wall.
Special Rule: The Wall
The Wall represents a formidable barrier to reaching the settlement. In games of Zone Mortalis, the only ways to bypass the Wall is to breach the two locked doors, or use a Hidden Passage Tactics card to place a Ductway. In games of Sector Mechanicus, the only ways to bypass the Wall are to either breach the locked door in the gateway, or to try to scale its side. Attacking fighters beginning their activation in base contact with the Wall may take the Scale (Double) action. If they complete two of these actions in a row, place them on top of the Wall.
Defending fighters can fight from the top of the Wall (and are considered to be in full cover if they do so), or fire through loopholes if they are directly behind the Wall (in Zone Mortalis, loopholes are considered to be present in any doors or bulkheads used to block off access to the tiles representing the Wall). Fighters using loopholes cannot be Engaged or attacked with Close Combat weapons and ranged attacks against them suffer -3 to hit. Due to the limited sight lines, firing from a loophole is restricted to a maximum range of 12" and weapons with the Blast trait may not be used.
Attacking fighters that begin the End phase in base contact with the defender's board edge may be removed from play. Put these fighters to one side as they are off looting the settlement and are worth credits at the end of the game. Fighters that move off the board in this way are not considered to have been taken Out of Action, but also do not contribute to the attacker's crew size for Bottle tests.
Arbitrating the Scenario
Attacking a well-defended settlement can make for an exciting game, as one or more players muster their gangs and throw them against the bulwark constructed by the Arbitrator, In this scenario, the Arbitrator takes on the role of the defender, creating a gang of watchmen or underhive militia to man the walls against the marauding gangs of the players. The Arbitrator can also introduce additional defences, such as mounted guns or minefields. Wall guns can be represented using the guidelines for defence turrets (see page 65 of Gang War Three), while minefields can be made up of melta, frag and gas traps scattered across No-man's-land. For larger games, with two or more gangs attacking the settlement, the Arbitrator could have more than one gateway, or multiple boards, each one representing a different Wall of the settlement, and with each player racing against their rivals to be the first gang to get to the loot.
Tactics Cards
The attacker may select two Gang Tactics cards. The defender shuffles their Gang Tactics card deck and randomly selects two cards. If the total Credits value of one player's fighters is less than their opponents then they may select an additional Gang Tactics card for each full 100 credits of difference.
Ending the Battle
If either player has no fighters on the board at the end of a round, the game ends.
Victory
If the attacker moved three fighters off the defender's board edge, they are victorious. Otherwise, the defender wins.
Rewards (Campaigns Only)
Credits
If the defender wins, the settlement pays them D6x10 credits for their efforts.
If the attacker wins, every fighter that moved off the defender's board edge earns them D6x10 credits.
Turf
If the attacker wins, they gain D3 Turf as they take over part of the area.
Experience
Each fighter that took part in the battle earns 1XP.
Any attacker that makes it off of the defender's board edge earns D3XP.
Reputation
If no attackers made it past the Wall, the defender gains D6 Reputation. If attackers made it past the Wall but not off of the board, the defender earns D3 Reputation instead.
The attacker gains 1 Reputation for every fighter that made it past the Wall and off the board.
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.