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PRE CAMPAIGN SCENARIO 2 –
THE HEIST |
Powerful
figures often employ gangs to undertake their dirty work through guilder
middle-men. Gangs are plausibly deniable, invariably ruthless, occasionally
efficient and usually cheap. For those living in the Underhive with little to
loose the chance to quickly make good salves any pangs of conscience.
Brinxmatt Inc have held a lucrative contract for the secure
shipment of valuables, documents and currency between Freeport, Serenity City
and the rest of the sector. In this scenario various powerful interests have
become aware of the shipment of a very valuable item from off planet. Through
their Guild contacts a number of gangs have been hired to raid the vehicle and
obtain the item en route.
KEY POINTS
·
Due to the high level of security at the Brinxmatt Inc sites
in Freeport and Serenity City the raid must be conducted during the transfer
between sites. The item is being transported in a Brinksmatt Inc Armoured Car.
·
The Expressway is essentially a long tunnelled motorway the
runs non-stop between Freeport and Serenity City.
·
It was designed long ago for high volume, fast moving
traffic. The route is rarely used now as civilian vehicles are notoriously
expensive.
·
Although the expressway is rarely used, there is no pedestrian
access. However, a section of the road has collapsed allowing access from
nearby sectors. The collapse also forces traffic to slow providing a good
opportunity for access by heavily armed pedestrians with attitude.
TERRAIN
This scenario is set on a narrow strip of road surrounded by
a maze of walkways and maintenance ducts that line the expressway tunnel walls.
The Dark Future Road Plans will represent the Expressway. Necromunda Terrain
will represent the ducts and walkways. The Arbitrator is responsible for
setting up the terrain.

GANGS
Entire Gangs may be used.
SET UP
Each Gang sets up in one of four entry points. Location is
chosen on the basis of highest D6 dice roll, moving clockwise. Turn order is on
the basis of highest D6 dice roll, moving clockwise.
MOVEMENT/SHOOTING
There are no movement or shooting restrictions.
THE
ARMOURED CAR
·
Moves at 6" per turn.
·
Is armed with;
·
A forward firing Missile Launcher (Choke, Frag and Krak),
and;
·
A Twin Linked Bolter, fitted with a targetter (+1) in a
turret (360 degree rotation).
·
Both may move and fire.
·
A crew of 3 armed with Flak Armour and Laspistols.
·
Is at +1 to hit with ranged weapons due to its size.
·
Is at –1 to hit with
close combat weapons and Melta bombs due to its speed.
·
However, Melta Bombs
and Krak Grenades may be placed in the road and triggered remotely (by the gang
that placed them). Gremades/Bombs placed in the manner may be shot at, with a
–3 penalty. They have a toughness of 3.
·
The Armoured Car has an
armour rating of;
9 - Front, Back, Sides,
Bottom.
8 - Top. (Using 3rd
Ed 40k)
6 - Tyres (Each - Destroyed on a
successful hit).
STARTING
THE GAME
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 5 or 6
·
Turn 2. Arrive on 4, 5 or 6.
·
Turn 3. All Gangs not yet in play arrive.
The arrival of the Armoured Car is calculated on a similar
basis.
·
Turn 2. Arrive on 4, 5 or 6
·
Turn 3. Arrives
VICTORY
CONDITIONS
The Item is stored in a locked and sealed container and
cannot be opened on site. A gang wins by removing this container from the board
by their entry point. The container is metallic, heavy, and about the size of a
suitcase. A Ganger can carry the suitcase but can only use 1 handed weapons. If
shot they will automatically drop the container.
The container cannot be opened.
ENDING THE
GAME
The game ends when either all gangs have failed their bottle
rolls, or have bottled out by choice. When the Armoured car reaches its 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 immobilising the Armoured Car.
+10 for removing the Container from the Board.
SPECIAL
The
Expressway runs through sectors, so no sector is gained by winning the
scenario. The Gang who win this scenario is able to pick through the wreckage
of the vehicle. Inside they will find (on making the appropriate D6 roll);
·
3
x Flak Armour +3
·
3
x Laspistols +3
·
3x
laspistol/lasgun reloads+4
·
1x
Infra Goggles +4
· Isotropic Fuel Rod +5
Gangers
should note the armour rating of the armoured car. They may wish to visit the
trading post before the Scenario begins. Cash advances, see below, may be used.
Gangs taking part in the scenario will be offered a fee of 200+Dx20 Credits to take on the job, 50% payable in advance. Gangs who accept the advance, but fail in their mission will not be penalised, but it should be expected that the Guilders that fronted up the money might well consider the advance a debt to be repaid at a later date