An enemy gang, caught by the dead, fights only to get away — to disengage from a force it cannot out-last and reach the board's edge before the revenants grind it down.
ATTACKER & DEFENDER The escaping gang is the attacker. The Legion of the Damned, appearing to deny the escape, is the defender.
THE BATTLEFIELD Set up as normal, with terrain across the board. The escaping gang nominates its escape edge before deployment.
DEPLOYMENT The escaping gang deploys in the centre of the board. The Legion of the Damned sets up in reserve and arrives as apparitions each round, materialising more than 6" from an enemy, appearing between the fugitives and the edges they are trying to reach.
NO ESCAPE The dead do not tire, do not break and do not let go. The Legion's whole task is to keep the enemy on the field until he is purged.
ENDING THE BATTLE The battle ends at the close of round six.
VICTORY The escaping gang wins if it moves at least half its starting fighters off its chosen board edge by the end of round six. The Legion of the Damned wins if it takes half or more of the enemy's fighters Out of Action before they can escape.
REWARDS An escape win grants the fleeing gang bonus Reputation for surviving the dead and holds its Control-Track marker. A Legion win grants bonus Reputation and a Control-Track step for a purge completed. Any Damned that takes a fleeing enemy Out of Action within 3" of a board edge gains 1 bonus XP for cutting off the escape.
CONTROL TRACK A Legion win advances its Control-Track claim by one step; nothing escaped the district. An escape win holds the marker for the fleeing gang, and the Legion withdraws to apparate elsewhere, gaining nothing but taking no penalty — the dead are never truly driven off, only elsewhere.