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JOB // SMASH AND GRAB

SMASH AND GRAB

Get in, get what you came for, and get back out with it.

LOCATION

If you are not using the Automated Job Board, roll 1D6:

D6LOCATION / LOOT
1Power Plant — P.B.
2Water Plant — H2O
3FOD
4IND
5–6Warehouse

TERRAIN

This Game is played over a 2' × 2' Game Board.

Place scenery around the board, with crates, boxes or other suitable pieces representing Loot Points. This should be more of a scatter terrain-style board.

ATTACKER AND DEFENDER

Roll off against your opponent to see who is Attacking and who is Defending.

The Defenders set up first, dotted around the board as if they are patrolling the area.

The Attackers choose one board edge. This is their Entry Point.

GAME LENGTH

The Game lasts 8 Turns.

At the end of Turn 8, roll 1D12. On a 10+, play one additional Turn.

DAY OR NIGHT

The Game can be played during the Day or at Night. If you cannot decide, roll 1D12.

1–6NIGHT
7–12DAY

If the Game is at Night, vision is limited to Medium Range.

LOOT

An Attacker who reaches a Loot Point may take the Loot and attempt to escape from the board.

For each Character who escapes carrying Loot, roll 1D6 for the amount of Resource recovered.

At a Power Plant, Water Plant, FOD or IND site, the Resource is determined by the location.

At a Warehouse, the contents are not known until the Character has successfully escaped. On Phoenicia roll:

D6RESOURCE
1P.B.
2H2O
3–5IND
6FOD

PAY — DEFENDING GANG

The Defending Gang receives 50 REDs per Ganger.

If no Resources leave the Game Board, they also receive 1D6 × Survivors REDs.

A Survivor is any Character who is not Downed.

REP — DEFENDERS

  • 15 REP for successfully defending — no Resources leave the Game Board.
  • 10 REP for stopping at least 1 Attacker.
  • –5 REP if any Resource leaves the Game Board.

After calculating the Defender's REP, roll 1D12:

  • 1–6: add the REP to the Gang's general REP.
  • 7–12: add the REP to a HAB Block's REP.
  • If the Gang has no HAB Block, add the REP to the Gang's general REP instead.

REP — ATTACKERS

  • 10 REP for escaping with Loot.
  • 5 REP for escaping.

JOB VARIATIONS

Some Jobs use Smash and Grab with a different primary objective. If the Job tells you to turn a tap or pull a switch, doing so costs 1 AP. Completing that Job gives the Attackers 1D6 × Survivors REDs. Any Loot escaped with is a bonus.

Warehouse Jobs may also tell both Gangs to enter as Attackers, name a specific item to recover, or allow Equipment and Resources to be taken directly from an opponent's Warehouse. Follow the generated Job.