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74. Dome Rush

Two gangs follow a Dome Runnner into dangerous territory looking for loot.

Source: White Dwarf, April 2021

Battlefield

Standard.

Crews

  • Custom (10).

Tactics Cards

  • None.

Deployment

  1. The winner of a roll-off chooses a battlefield corner and deploys all fighters within 6” of that corner.
  2. Then the other gang deploys all fighters within 6” of the opposite corner.
  3. A Dome Runner is placed in the centre of the battlefield.

Dome Run

The gangs are following a Dome Runner into dangerous territory looking for loot. As the gangs are trying to follow the trail left by the runner, they don’t want to kill them.

If the Dome Runner is hit by an attack:

  • Only Pinned (otherwise unaffected).

In each End phase, the player with Priority activates the Dome Runner:

  • Must move maximum distance.
  • Must end the move at least 5” from where it started.

After moving, choose up to one of the following:

  • Can place any or all of the following within 6” of where the move ended:
    • Loot casket.
    • Any type Booby trap (Gas/Melta/).
  • Remove a booby trap within 6”.

Dome Runner

MWSBSSTWIALdClWilInt
5”5+5+3313+110+9+7+8+

Ending the Battle

The battle ends when one of the following is true:

  • Only one gang has fighters remaining on the battlefield.
  • One gang has opened 3+ loot caskets.

Victory

  • First to open 3 loot caskets, or
  • Last gang with fighters on the battlefield.

Rewards

Credits

  • 2D6x10 for winning.
  • D6x10 for each opened casket (any gang).

Experience

Scenario specific rewards:

  • +1 for taking part.

Standard rewards:

  • +1 for taking an enemy Out of Action.
  • +1 for taking an enemy Leader or Champion Out of Action.
  • +1 for killing an enemy (during the battle).
  • +1 for Rallying.

Reputation

  • +D3 for winning.
  • -1 to any gang that bottled out.