bitu the heist

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    Gav: A short while ago we received a letter detailing a newscenario for Necromunda. The letter was from James Ba1l,rvho's a big fan of the game. His basic dea for a raid on arvarehouse ppealed o us and we've given it the White Dwarftreatment o present o you. Hopefully, we'lI be presentingmore new Necromunda scenarios n the future, so if you haveany n mind, pleasewdte in and et us know. Well here t is, theHeist scenafio...

    THE HEIST SCENARIOTo survive in the forbidding darknessof the Underhive a gangmust constantly ind sourcesof food, ammunition and new\\'eapons. ccasionally gangwill be so desperate ndshortofcreds it will attack a Guilder caravanor, as thisscenarioepresents,aid a storage acility belonging orhe vengeful Guilders. One gang s attempting to makeoff with valuable arms and equipment while the otheruanghas beenhired by the Guilders to stand watch andguard their stashof goodsbefore they are shipped outio other settlements.

    CHOOSING THE HEISTIi a normal or Outlaw gang olis a "may choose" esulton either he Scenario able or Outlaw Scenario able,rhe player may opt to play The Heist, rn which case heplayer who chooses he scenario s the attacker.NoterhatThe Heist rs an Outlaw scenario,so any rol1son theOutlaw table (due to being reported to the Watchmen)'hould be modified accordingly. f both gangs areOutlawsyou may still play this scenario,t is assumedihat the defenders are working for renegade gun-runners or some other illegitimate traders. Outlanderscannotbe the defenders.

    TERRAINStarting with the attacker, he players take it in tum toplace a piece of terrain, either a ruined buildingstructure or a connecting walkway. Once all the otherpieces of terrain have been placed, the defender mayplace up to five baricades and the watch-tower. Whena1l he terrain has beenplaced, he defenderputs al1 hecrate counters face down and takes 2D6 of them atrandom. Neither player may look at these. Thedefender must place the crate counters on the table, nocioser han 8" to a table edse and no closer han 4" toanother crate counter.

    GANGSThe defender sets up first and may deploy his gang ashe wishes, as ong as each model is 8" or more fromanv table edse.

    The attacker must randomly selecta table edge and deploy hisgang within 4" of that edge.Fighters with the Infiltrate skill may use their skill, whetherthey are attacking or defending. Defending Infiltrators areassumed o use heir skills to hide while the enemy spy out thedefenders'positionsbelore launching their assault, ather thanmoving into position after the attackershave burst in.

    STARTINGTHE GAMFThe attackersgo first, smashing hrough the warehousedoorsshouting Nobody moves an' nobody getshurt!" or similar...

    , i j,:.

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    THE CRATECOUNTERSOnly the attacking gang has any interaction with the crates-the defender cannot move or open the crates for fear ofdamaging the goods they are supposed o be protecting. Theattacker,on the other hand, is only therefor the crates!Each crate counter indicates on the back what it contains _eilher Ammo, Guns, Gear or Trap. Gun and Gear countershaveno immediate effect on the game,since hey may need obe assembled,cleanedor whatever before they can be used.Ammo cotnters can be used straightaway f needed seeAmmobeiow), while Trapswili go off the moment a fighter opens hecrate! A model may pick up a crarecounterby simpty movingover it. An attacking model can carry a crate counter withoutaffeciing its shooting,close combat or movement in any way.Obviously, Underhive denizens and other types of crearurecannot arryor opencrates.. .Amodel may open a crateby ending ts movementcarrying thecrate counter.The model may not shoot in the same urn, andmay not open a crate if engaged in hand-to-hand combat.When the model opens he crate, he attacking player may lookat the back of the counter. Depending on what the counterrepresents, efer to the relevant section below and note downwhat eachcounterrepresentson a scrapof paper.Fighters who go out of action drop any crate counters hey arecanliing wherever they happen to be at the time. Remove themodel, but leave the counter in place. Models can transfercrates to other models in base-to-basecontact during theshootingphase,but neither model may shoot that tum.

    AmmoAmmo counters epresenta sparemagazine,power packor whatever for a weapon. When the counter is turnedoveq roll a D6 on the following table to see which typeof weapon the Ammo counter is for:

    ROLL WEAPONRELOADI Lasgun2 Autogun3 Shotgun man-stopperhells4 Bolter5 Shorgun bolt shells6 Heavy Stubber

    See the Necromunda Rulebook (page 69) for details ofweapon eloads.TrapThe Guilders are nobody's fool and often include booby-trapped crates amongst their hordes - as much todiscourage he guardsas anything elsel Roll a D6 to seewhat effect the trap has on the unfortunate fighter. Trapcounters should be discarded immediately after theyhavebeen esolved.

    ROLL1

    TRAPAND EFFECTSFrag! A frag grenade detonates.Centre the template on the modelopening the crate and follow thenormal rules.Incendiary! Treat rhe openingmodei as f it hadbeenhit by a hot-shot shotgunshell.Net! A massivenet springsout ofthe opened crate - the modelcountsas man down until it can rollequal to or under ts Initiative at thestart of its tum.Screamer! As the fighters open hecrate, they are knocked reeling byan rntenseultrasonic screamwhichcan shatter ear drums and burstblood vessels.Any models within2D6" must roll equal to or undertheir Initiative or suffer a singleStrength 3 hit with no armoursaving hrowsallowed.Choke bomb! Treat as if a chokegrenadehas exploded, centred onthe model opening the crate (page59 of the NecromundaRulebook).Flash Flare! Trear as if a photonflash flare has been detonated,centred on the model (page 60 ofthe NecromundaRulebook).

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    GunsGzolscounters epresent, es you've guessedt, guns! Thesemustbe cleaned p and assembled nd cannotbe useduntil thene\t battle. Roll a D6 on the following table to find out whatrr pe of gun was in the crate.

    ROLL WEAPON1 Laspistol2 Autopistol3 Bolt pistol4 Autogun5 Shotgun (with solid and scatter shells)6 Lasgun

    GearGear represents some other item of equipment, such as agunsight or (in the caseof Outlaw Guilders) a cacheof combatdrugs. Roll on the Rare Trade Chart to find out what iscontained nside the crate. If the defending gang are Outlaws.ro11on the Outlaw Trade Chart, treatirg results of combatdrugs(Spook, Slaught,etc. ) as D6 doseswith no chanceofcontacting a fixer. Re-roll "Special" results on the OutlawTrade Chart.

    ENDING THE GAMEThe Heist scenariocontinuesuntil one gang s driven off or theattackershave all of the crate counters n their possession,asdescribedbelow.If a gang fails a bottle roll, or one player voiuntarily bottlesout, the game ends mmediately. The defending gang is beingwell paid for protectingthe stashand is unlikeiy to get similaremployment in the future if they desert their posts. For thisreason, he defending gangdoes not haveto start making bottlerolls until it has suffered507ocasualties,ather han 25Vo.T\egang hat bottlesout losesand he winner s left in possessionof the battlefield.

    If all of the crate counters are being carried by attackerswithin8" of the table edge they entered on, the game endsimmediately with a victory for the attacker.If the defender bottles out, the attacker gets any remainingcrate counters. n addition, the extra time the gang has allowsthem to discover and deactivate any remaining Traps. Trapscounters houldsimply be discarded.

    EXPERIENCEFighters who take part in this scenario earn experiencepointsas notedbeiow.+D6 Suryives. If the fighter survives the battle then D6points are earned.Even fighters who are wounded andtaken out of action receive experience or taking part.+5 Per wounding hit. A fighter eams 5 points for eachwounding hit they inflict during the battle. Make a noteon the gang roster every time the fighter scores a hit

    and wounds their target. Although it is possible toinflict severalWounds from one shot using someweapons. nly 5 points are eamedwhen this happens,not 5 points per actual Wound inflicted.+1 Per crate counter. For every crate counter the fighteris carryingat the end of the game.add I experiencepoint to their total.+10 Successful defence. If the defending gang wins, theirLeaderearns10 points.

    PAYMENTThe defending gang gets paid by the Guilders for guardingtheir warehouse. n addition to any normal income, thedefender earns 5 creds for each Wound inflicted on theattacking gang, and 5 creds for every unopened crate counterstill on the table at the end of the battle.