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75. Target Practice

Two gangs test their ain in an Ammo-jack's bullet emporium.

Source: White Dwarf, April 2021

Battlefield

Standard. Should include some large open areas and numerous long-range firing lines where possible.

Crews

  • Custom (5).

Tactics Cards

  • None.

Deployment

Take turns (starting with the winner of a roll-off):

  • Deploy the entire crew 6” from the centre of the battlefield, each fighter 2” within another.

An Ammo-jack is then placed between the gangs.

Shoot Out

_ The gangs test their aim in an Ammo-jack’s bullet emporium._

At the start of each round, each gang place the targets (markers) for the enemy gang on the battlefield. Starting the gang with priority, place 3 enemy targets as follows:

  • Within LOS and weapon range of at least 1 enemy fighter.

Targets:

  • Can be attacked as fighter.
  • Benefits from cover.
  • Removed when hit.

Score the following cumulative points per target hit:

AttributeScore
Long range2
Partial cover1
Full Cover3
More than 24” away4
Per friendly fighter risking Stray Shots2

Record the points per gang and per individual fighter.

In each End phase, the gang with the highest points total can:

  • Move the Ammo-jack anywhere on the battlefield.
  • Count the Ammo-jack as a friendly fighter the next round.

If a fighter attacks an enemy fighter:

  • The Ammo-jack is moved within 6” of the offending fighter and attacks the offending fighter.

Ammo-jack

MWSBSSTWIALdClWilInt
5”4+3+3315+19+7+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Boltgun12"24"+1-4-126+Rapid Fire (1)
Combat shotgun
- salvo
- shredder ammo

4"
-

12"
T

+1
-

-
-

4
2

-
-

2
1

4+
4+

- Knockback, Rapid Fire (1)
- Scattershot
Power hammer-E--S+1-12-Melee, Power
Power sword-E--S+1-21-Melee, Parry, Power

Skills: Munitioneer.
Weapons: Boltgun or combat shotgun (salvo & shredder), power hammer or power sword.
Wargear: Mesh armour.

House Rule (Necrodamus)

Agree upon or randomize what weapons the Hangers-on has.

Special Rules

Re-roll any failed Ammo tests if the result (before modifiers) is equal to or lower than the amount of Ammo-jacks. Does not have to take part in the battle for the bonus to apply, but must be available (not in Recovery, Captured etc).

Ending the Battle

The battle ends when one of the following is true:

  • Only one gang has fighters remaining on the battlefield.
  • The Ammo-jack is attacked.
  • A gang reaches 50 points.

Victory

  • The winner is the first gang to reach 50 points.
  • Any gang that attacked the Ammo-jack loses.
  • Otherwise it is a draw.

Rewards

Credits

  • 3D6x10 to the winner.

Experience

Scenario specific rewards:

  • +1 for taking part.
  • +1 to each fighter scoring 20+ points.

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.