PRE CAMPAIGN SCENARIO 3 – THE DOUBLE CROSS

 
 

 

 


Although Gangs are bound together by ties of blood, in the heat of battle warriors are sometimes left behind. Sometimes they die alone in the depths of the Underhive, sometimes they make it home alone, perhaps establishing a reputation as a survivor. However, all too often, gangers fall in to the tender mercies of other Gangs, rivals in the fight for survival. In such circumstances a Gang must work quickly to save their kin, before they suffer a fate worse than death.

 

The Double Cross - A variation on the Rescue Mission scenario

 

KEY POINTS

 

 

COMPLICATIONS

 

 

BACKGROUND

 

Da Lynch Mob return home to find that The Quantrells have taken advantage of their absence, raiding their territory to find their missing Heavy. Unable to find their fallen comrade The Quantrells have taken three hostages for trade, innocent civilians related to, or under the protection of, Da Lynch Mob.

 

TERRAIN

 

Mission takes place in a randomly determined Lynch Mob territory. The actual scenery is positioned by the Lynch Mob player to reflect the randomly determined territory. The Arbitrator will independently agree the terrain.

 

 

OBJECTIVES

 

 

SET UP

 

The Quantrells (and Baldys) set up in the centre of the table. Da Lynch Mob (and Scissor Sisters) enters the game through a randomly determined entry point. The turn of arrival is also randomly determined.

Entry Point – Roll D6:

1 = Entry Point 1

2/3 = Entry Point 2

4/5 = Entry Point 3

6 = Entry Point 4

 

Da Lynch Mob arrival –

Roll D6:

6 = Turn 1

5+ = Turn 2

Arrives Turn 3

 

 

Scissor Sisters arrival –

Roll D6:

6 = Turn 3

5+ = Turn 4

Arrives Turn 5

 
 

 

 

 

 

 

 

 

 


The Scissor Sister, as the winners of The Heist, has in their possession the Container, the objective for that mission. Their late arrival reflects the need to hide that Container. However, they may choose to bring the container with them they may roll for arrival using Da Lynch Mobs. Should they do so, the Container is again in play and may be captured.

 

ENDING THE GAME

 

The Quantrells win if they leave the Board with at least one hostage. Da Lynch Mob wins if they prevent The Quantrells leaving with any hostages.

 

The Scissor Sisters and Baldys are unable to ‘win’ the game. Their role is a supporting one. However, they may gain other experience.

 

EXPERIENCE

 

+D6 survives. As Gang Fight.

 

+5 Per Wounding Hit. As Gang Fight.

 

+5 for every Hostage removed from the Board/ Rescued.

 

+10 Per winning Gang Leader. As Gang Fight.

 

+10 For removing the Container from the Board.

 

SPECIAL

 

 

AFTERMATH