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