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Special Terrain

Doors

Operate Door (Simple)

Any fighter may can spend a Simple action (Operate Door) to open or close it.

By default, all doors are closed at the start of a battle. Closed doors are considered impassable terrain and solid terrain.

Closed doors, locked or otherwise, can be targeted by attacks and are automatically hit. All doors have:

  • Toughness 5.
  • 4 Wounds. If reduced to 0 Wounds, it is removed from the battlefield.

Mind the Doors

If standing in the way of a closing door, pass an Initiative test to move up to 2" to escape the closing door (can't end the move within 1" of an enemy fighter).

If the test failed or the move is insufficient to clear the doorway, suffer the following hit:

  • S3 D2 (can be saved as normal). If survived, move the shortest distance possible, no longer obstructing the door (if directly between 2 sides, randomize which which side of the door to end up). Can't move within 1" of an enemy unless there is no alternative.

Locked Doors and Terminals

A locked door is is represented by having 2 door terminals within 1" of either side of the door.

To open a locked door, spend a Basic action to permanently open the door (unlocked for the rest of the battle):

  • Access Terminal: If within 1" of a terminal, pass an Intelligence test with a -2 modifier.
  • Force Door: If B2B with a door, pass roll a D6+S and additional +2 per friendly fighter also B2B with the door:
    • Door: 9+ to open.
    • Vault Door: 11+ to open.

In scenarios with an attacker & defender, the defending gang is assumed to have the access codes for any locked doors, and can spend a Simple action (Operate Door) as normal.

Lift

  • ACTIVATE/DEACTIVATE (CONTROLLED)

At the start of or during an activation, if a fighter is on the lift, the lift can go 4" up or down (without spending an action). This can be done mid-movement, using any remaining movement after the lift has stopped. The lift can only move once per round. Any models standing on it moves with it.

Mind the Lift

If obstructing the way of a moving lift, pass an Initiative test to move up to 2” to escape the lift (can't end the move within 1” of an enemy fighter).

If the test failed or the move is insufficient to clear the lift’s path, suffer a hit causing D3 (no saves allowed). If survived, move the shortest distance possible, no longer obstructing the lift. Can't move within 1” of an enemy unless there is no alternative.

Lifts and Terminals

A lift can be remotely activated or deactivated by a control panel with an Access Terminal (Basic) action.

Stills

  • EXPLOSIVE If hit, make the following test:

  • Str + D6 > 7

If passed, it explodes using a gas grenade:

  • Blast (3”), Gas

Toxic Sludge

While at least partially in a pool of toxic sludge:

  • -1 Toughness.
  • Roll 2+ for each Prone fighter at the start of the End phase or go Out of Action.

Promethium Tank (Refuelling Station)

  • ACTIVATE/DEACTIVATE (RANDOM)
  • EXPLOSIVE

This is intended for Ash Wastes and can also be used for the Ridgehauler's Cargo Loads.

Objective

When choosing a scenario, 0-4 tanks can be placed as additional objectives:

  • Take turns placing tanks starting with the gang with the lowest Gang Rating.
  • Within 10" of the centre of the battlefield (can be linked together).

Liquid Creds

Earn D6x10 credits at the end of the battle if all the following are true:

  • A friendly fighter is within 1". Each fighter can only claim 1 tank each.
  • No enemies are within 1".

High Pressure Gas (Unleash a Jet of Gas)

If hit, make the following test:

  • Str + D6 > 8

If passed, it triggers a minor exploding using a Blast (5”), depending of the type of the attack:

  • Blaze: S4, AP-1, D1, Blast (5”), Blaze.
  • Otherwise: Blast (5”), Flash.

Any fighter hit by the Blast can pass an Initiative test to avoid being hit. Vehicles are not affected.

Fuel Slicks

If active, it remains active for the rest of the battle. Apply the following:

  • Fighter: If ending a Move (Simple) or Charge (Double) action within 3”, pass an Initiative test (after completing the move), or become Pinned. If charging, the movement must end 1” away from any enemy fighters.
  • Vehicle: If moving within 3", pass a Handling test or Lose Control.

Free Fuel

While within 3”, Blaze weapons lose Scarce. Or, if the weapon doesn’t have Scarce, gain Plentiful instead.

KABOOM!

Starts with:

  • Toughness 5.
  • 4 Wounds.
  • 3+ save.

If reduced to 0 Wounds, it explodes on a 3+. All models and other tanks within 3" suffer the following hit:

  • S4, AP-1, Blaze.

It is then removed from the battlefield.

Underhive Market

A market typically consists of market stalls and scatter terrain arranged in a 12" diameter area.

Market Looting

Counts as a Loot casket that can be opened multiple times and with different content:

  D6  Result
1Trapped!: Suffer a S3 hit.
2-3Nothing Much: D6x5 credits.
4-5It Wasn't Nailed Down: A Common item worth 30 or less (after the battle).
6Jackpot!: Select 3 different items with Rarity 9 or less, then randomize one to gain.

Note: If controlled by a gang, only the enemy can loot it.

Ammo Stash

Counts as an Ammo Crate with an additional effect within 1":

  • Spend a Simple action (Resupply) and roll a 4+ to reload a Single Shot weapon.

Poorly Constructed

If hit by Blast, it is destroyed (and replaced with a pile of rubble) if the following test succeeds:

  • Weapon Str >= 2D6

Additionally, if hit by Blaze, it is automatically set on fire. Fighters inside or B2B with it must test against Blaze.

Gang Stronghold

Stronghold

Can be used as the focal point of a scenario.

If all players agree, the Gang Stronghold can be deployed by the defender in a scenario with the Home Turf Advantage.

The defender can set up the Stronghold before the rest of the terrain is setup as normal. As much as possible of the Stronghold should be placed in the defender’s deployment zone.

Looting

If the attacker wins, gain an additional 3D6x10 credits (from looting the hideout).

Features

In addition to all standard rules, the Stronghold has the following unique features:

  • Blast Door (Stronghold Gate)
  • Watchtower
  • Gunk Tank (counts as a Promethium Reservoir)
  • Firing Ports

Blast Door (Door)

Counts as door with the following exceptions:

  • Defenders can spend a Simple action (Bolt Door) to lock or unlock.
  • Does not have door terminals.
  • Can't be opened with Access Terminal (Basic) action or tactics cards that causes a locked door to open or close.
  • If destroyed, fighters within 1" of the other side must pass an Initiative test or suffer S4 hit and become Pinned.

Watchtower

Any Sentries (Sneak Attack scenarios) placed in the tower:

  • Do not move if activated before the alarm is raised.
  • Can be turned to face in any direction by the controlling gang.
  • Counts as rolling 12 for the purpose of Spotting Attackers.

Firing Port (Ductway)

  • Provides full cover.
  • Can be moved through like a Ductway (Double action).