Attackerthe Legion of the Damned (a spectral strike force that materialises onto the field to purge it - deep-striking in as an apparition, ignoring cover on arrival, and burning the enemy down; they score by elimination, not by holding ground, because the dead came to kill and not to garrison)
Defenderthe opposing gang (holding the ground the Damned appear amid, trying to survive a force that cannot be out-attritioned and to break contact before the few unkillable bodies grind it down)
Deploythe defender deploys first across the whole board as it likes; the Legion of the Damned sets up ENTIRELY in reserve as the apparition, and its fighters arrive from round one, deep-striking in more than six inches from any enemy (or closer via tactics), ignoring cover in the round each arrives
Objectivethe Legion wins by purging - taking a set share of the defender's fighters Out of Action; the defender wins by surviving with its force largely intact and denying the Damned their tally
Victorythe Legion of the Damned wins if, by the end of round six, it has taken at least half the defender's starting fighters Out of Action; the defender wins if it ends round six with more than half its force still standing
Rewardsa Legion win grants bonus Reputation and a Control-Track step for a purge carried out; a Damned fighter that took an enemy Out of Action in the round it materialised gains 1 bonus XP; a defender win that weathered the apparition and kept its force grants the defender bonus Reputation for surviving the dead
Control Tracka Legion win advances its Control-Track claim on the district by one step (the dead purged it and moved on); a defender win holds the marker and denies the advance, and the Legion - which never holds ground - simply withdraws to apparate elsewhere, taking no attrition penalty but gaining nothing
A spectral strike force materialises onto a held field to purge it. The Legion of the Damned comes not to take ground but to end those who stand upon it.
ATTACKER & DEFENDER
The Legion of the Damned is the attacker. The opposing gang, holding the ground the Damned appear amid, is the defender.
THE BATTLEFIELD
Set up as normal for a contested district, with terrain spread across the whole board.
DEPLOYMENT
The defender deploys first, anywhere across the board as it wishes. The Legion of the Damned sets up entirely in reserve as the apparition; none of its fighters begin on the board.
THE APPARITION
From the first round, the Legion's fighters arrive from reserve, deep-striking in more than 6" from any enemy — or closer, where a tactic allows. In the round each fighter arrives, its shooting ignores cover. The dead came to kill, not to garrison; they score by elimination, not by holding ground.
ENDING THE BATTLE
The battle ends at the close of round six, or when one gang is broken and flees the field.
VICTORY
The Legion of the Damned wins if, by the end of round six, it has taken at least half the defender's starting fighters Out of Action. The defender wins if it ends round six with more than half its force still standing.
REWARDS
A Legion win grants bonus Reputation and a Control-Track step for a purge carried out. A Damned that took an enemy Out of Action in the round it materialised gains 1 bonus XP. A defender that weathered the apparition and kept its force earns bonus Reputation for surviving the dead.
CONTROL TRACK
A Legion win advances its Control-Track claim on the district by one step; the dead purged it and moved on. A defender win holds the marker and denies the advance — and the Legion, which never holds ground, simply withdraws to apparate elsewhere, taking no attrition penalty but gaining nothing.