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.