26. The Gauntlet
RAW ✔️ Source: Warhammer Community (January 2019): Badzone Delta-7, originally published in White Dwarf (February 2018)
Get ready to run!
Attacker and Defender
In this scenario, one gang is the attacker (known as the runners) and the other is the defender (known as the hunters). In a campaign, the player who chose this scenario is the attacker. In a skirmish, players should roll off and the winner decides whether they will attack or defend.
Battlefield
The Gauntlet has been set up by Bald Bryen so it is especially dangerous for the runners taking part (not to mention entertaining for the paying spectators). The battlefield is set up as shown on the map below, using the Badzone Delta-7 tiles:
Once the tiles have been placed, four doors are added as follows:
- One double door on the Unlit Crossroad tile, in the lit gap closest to the bridge tile.
- One single door on the Ventilation Turbine tile, where the one square gap is between wall and tile edge closest to the bridge.
- One double door on the Ventilation Turbine tile where the hazard stripes are.
- One double door at the entrance to the vault on the Secure Vault tile.
Finally, a single loot casket should be placed in the Vault (the grey room).
After the doors have been placed, the defender may add up to four barricades anywhere on the battlefield.
At the beginning of the battle, all doors are closed but not locked, with the exception of the Vault door which is of course locked!

Crews
The attacker uses Custom Selection (D6+4) to choose their crew of runners. The defender uses Random Selection (D3+4) to choose their crew of hunters.
Deployment
The attacker deploys first, placing their crew of runners anywhere within 6" of the centre of the Unlit Crossroad tile. The defender then deploys their crew of hunters as described by the From the Shadows special rule. The attacker has priority for the first round.
Special Rule: From the Shadows
Bald Bryen likes to make sure the odds are stacked against the runners, and the Gauntlet is filled with hidden tunnels and hatches only the hunters have access to. At the start of the battle, the defender can set up their crew of hunters anywhere on the battlefield (with the exception of the Unlit Crossroad tile) or can choose to have them Lurking in the Shadows. Fighters that are Lurking in the Shadows take no part in the battle until they are deployed.
When it is the defenders' turn to activate a fighter, they can choose to either:
- Pass (taking no action).
- Activate a Ready fighter as normal.
- Move a fighter that is Lurking in the Shadows onto the battlefield (placing it anywhere on the battlefield at least 3" from an enemy fighter).
- Remove a Standing and Active or a Prone and Pinned fighter from the battlefield to Lurk in the Shadows once more.
- When a fighter that was Lurking in the Shadows is placed on the battlefield, they are not given a Ready marker; they are considered to have used their activation to enter the Gauntlet. At the beginning of the following round, the fighter is given a Ready marker and may be activated to take actions as normal.
Special Rule: Something to Prove
Once the run begins, it is all or nothing! In this scenario neither side need to make Bottle tests. However, if at the start of any round, half of the attacker's Crew (rounding fractions up) are Seriously Injured or Out of Action, the attacker may voluntarily bottle out.
Tactics Cards
The attacker can choose two Tactics cards. The defender shuffles their Tactics cards deck and draws two cards at random.
If during the pre-battle sequence the total credits value of fighters in one player's starting crew is less than their opponent's, they may randomly draw an additional Tactics card for each full 100 credits of difference.
Objectives
The attacker's objective is to break into the Vault and open the loot casket (retrieving the chrono crystal). The defender's objective is to stop all the runners by taking them all Out of Action.
Ending the Battle
The battle ends either when one of the runners opens the loot casket in the Vault, or if at the start of any round all of the fighters in either crew have gone Out of Action.
Victory
If the attacker wins by claiming the chrono crystal, otherwise the defender wins.
Rewards (Campaigns Only)
Credits
Both sides are assumed to be involved in gambling over the outcome of the run and so both gangs will get 10 credits for each opposing Ganger or Juve taken Out of Action, 20 for each opposing Champion taken Out of Action and 40 if the opposing Leader is taken Out of Action. The attacker can also sell the chrono crystal (if they get it) for 2D6x20 credits, or hold onto it as it might be useful at some point in the future…
Experience
- Each fighter who took part in the battle earns 1 XP.
- All fighters in the defender's crew gain an additional 1 XP for each attacker they take Out of Action.
- All fighters in the attacker's crew gain D3 XP if they reach the Vault tile.
Reputation
- Each gang gains 1 Reputation simply for taking part.
- The defender gains 1 additional Reputation if they win, while the attacker gains 3 additional Reputation if they are the winner.