PRE-CAMPAIGN SCENARIO 1 – THE INFORMANT

 

 

Sometimes people know too much. Sometimes people need to be taken care of. Sometimes people think that they can hide. Sometimes even the depths of the Underhive just aren’t deep enough.

 

In this scenario powerful interests have pitted up to 4 gangs against one another in a search for a man who knows too much and is on the run.

 

Caspar Pound, former Guilder has made and lost fortunes in his time. He has brokered deals for the wealthy, the successful, the powerful and the downright dangerous. But now he’s no longer everyones favorite. He knows too much. Now he’s a wanted man. Now he’s on the run with a price on his head. Can he make it out of the sector alive?

 

The Gangs taking part have all been provided sufficient information to know the sector that Pound is now hiding in. The Sector is dominated by the old, and now disused, Arc-Ruff Bennett factory complex, the perfect place to go to ground before making a break out of the sector.

 

TERRAIN

 

This scenario uses the Spacehulk floor plans. The environment is completely enclosed, dank and claustrophobic. The Arbitrator is responsible for setting up the floorplan.

 

GANGS

 

Entire Gangs may be used. Each Gang sets up in one of six randomly determined rooms, representing entry points in the structure of the decaying factory complex. They may exit by any of these rooms (Note, a Gang does not have to exit from the room it entered by).

 

MOVEMENT

 

For the purposes of this scenario each floorplan square represents one inch. Therefore, Gang members may move 4 squares, or sprint 8 squares, in any direction.

 

SHOOTING

 

Weapon ranges are calculated on the basis of floor squares as above. The principle change in this scenario is the increased lethality of area effect weapons in enclosed spaces;

 

·        Flamer weapons will fill 12 corridor squares from point at which the weapon is fired (and will go around corners), or up to 12 room squares (if the room contains less than 12 squares, then the effect is contained within the room. (Note that if the flamer is fired at a wall less than 4 squares away there is a risk that the operator will also be engulfed on a failed initiative test).

·        Grenades will effect 6 corridor squares in all directions from the point of detonation. Grenades will also effect up to 12 room squares as above.

·        Plasma weapons are still subject to range limitations, but can create an area effect, as a grenade, but limited to 4 squares in any direction or one 3 by 3 room.

·        The terrain is intermittently lit. At the start of each turn on a D6 roll of 6 power has failed and visual range is limited to 3x Initiative, subject to modification by sights, bionics, etc.

 

THE INFORMANT

 

Caspar Pound, though approaching middle age, is still capable of defending himself. He is also well aware of the fate that awaits him if taken alive.

 

 

 

Caspar Pound - Guild Informant

M

WS

BS

S

T

W

I

A

LD

Skills/Equipment

4

3

4

3

4

2

3

2

9

Evade, Gunfighter, True Grit

 

 

 

 

 

 

 

 

 

Hip Shooter.

Carapace Armour, 2x Stub Gun +DD

 

Pounds position will only be revealed when the first Ganger has him in line of sight. He will always move away from any opposing gangs, toward his exit point. He will return fire if in range, and will move as quickly as possible toward his exit point once discovered. His turn takes place at the start of each turn phase once discovered. His movement and actions are controlled by the Arbitrator.

 

STARTING THE GAME

 

Players randomly determine the rooms where their gangs will start on a D6 roll.

Entry to the game is determined randomly. Each player rolls a D6 at the start of each turn to see if they arrive.

 

·        Turn 1. Arrive on 6

·        Turn 2. Arrive on 5 or 6.

·        Turn 3. Arrive on 4,5 or 6.

·        Turn 4. All Gangs not yet in play arrive.

 

VICTORY CONDITIONS

 

A gang wins by removing the incapacitated informant from the board by an entry point. The Informant is incapacitated by being reduced to no wounds. The incapacitated Informant must be carried out of an entry point. This requires one Ganger (not a Juve!) who is unable to shoot whilst carrying.

 

ENDING THE GAME

 

The game ends when either all gangs have failed their bottle rolls, or have bottled out by choice. When the Informant reaches his exit point, or if a gang has won by meeting the victory conditions.

 

EXPERIENCE

 

+D6 survives. As Gang Fight.

 

+5 Per Wounding Hit. As Gang Fight.

 

+10 Per winning Gang Leader. As Gang Fight.

 

+10 for incapacitating the Informant. The Ganger who takes the Informants final wound gains +10 experience.

 

SPECIAL

 

The Gang who win this scenario can keep the sector.

 

The Arc Ruff Bennett complex counts as ruins, but actually offers a secure route out into the next sector (Theta 463 below). This offers an ideal source of revenue from smuggling that, if worked, provides revenue as an Archeotech Hoard. If doubles are rolled the Arbites realise that the site is a base for smuggling operations and close if down.