nm 01 incursion

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    CAMPAIGNlNcuRsloNby DALKA FAIK & NIGK PIACHAUD'Ello it's me again. This is a sbort calnpaignI wrote tuith help from my friend Nick,inspired by the classic colnputer game 'Half-Lifu'. Wben we played it I uas the DefenceForce and Nick played his (t)rusty Ratskins.It utas good scrap, killing eacb otber on tbetabletop utas a relieffrom tbe uiolence andbloodsbed of normal scbool lift and A-leuel

    exan6.We're botb still collecting, I'm turning mybands to Eldar and Wood Elues, uthilst Nickis uery sloutly turning into aUampire Count,and be keeps mentioning Dark Elues. tbinkbe's trying to kill me...Incursion is a mini-campaign. It pits anormal gang against the NecromundaPlanetary Defense Force. These troops havebeen sent down into the Underhive, at therequest of the Merchants Guild, to deal witha particulady troublesome gang. It might benice to play this campaign with an outlawedgang, but it isn't neseccary arryg ngwill do.It is a linear campaign, played out over 3 or4 scenarios.The third scenario is optional.CAMPAIGN FLOWCHART

    l.INCURSIONIY2. BREAK OUTIY3. RESCUE (OPTTONAL)IY4. AMBUSH AT SILO 51

    The Rescue mission isn't detailed herebecause it's optional and it's a normalRescue mission from the rulebook, with theDefence Force as the defenders and the gangas the attackers.MODELLINGTo play you'll need 15 Defence Forcetroopers and a normal Necromunda gar.g.

    I guess you could use any Imperial Guard asDefence Forces troops but I used CadianShock Troops and converted them to bewearing gasmasksand carrying autoguns.For autoguns I merely cut off the end of thelasguns and replaced it with an autogunbarrel. For the respirators I used blu-tak,sticking it to the models face, carving outtwo eye peices and using the disgardedlasgun barrel as a filter stuck into the side ofthe blu-tak.

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    SCENARIOONErNcuRsroN!!!Incursion is basically a Raid scenario withsome special rules. The Defence Force haveidentified the gangs hide out and aresneaking in with the intention of taking outthe gangs leader.Just as in the normal Raidscenario the defence force must destroy a'gateway', but they are also trying toassassinate the gangs leader. Set up theboard as for a Raid.SENTRIESThe Defence Force is experienced in night-time incursions and are trained to avoiddetection. They have been trainingspecifically for this mission, sfudying mapsof the hide-out, the gangs routines etc. Thedetection range of all sentries is thereforehalved.In hand to hand combat phase, if theDefence Force Trooper wins in the frstround the alarm cannot be raised. Also,when working out whether the alarm israised by shooting, haff the strength of theweapon (rounding up), before testing.RAISED AI.{RMAs soon as the alarm has been raised theDefence Force must all assume a firingposition. They cannot perform any actionthat will prevent them from shooting intheir next turn, (ike running) so that theymay pour all their fre into the enemy.TARGEfiNG THE GANG LEADERIf the Defence Force Troopers can fue at tllegang leader (he is in their arc of fire andwithin range) then they must do so. They donot care about the rest ofthe gang, just theleader who must be taken down. Once thegang leader is taken down the DefenceForce may target other gang members asnormal.KRAK CIIARGESThe Defence Force has tlree men armedwith krak charges, these cost no extra credsand are important to the attack. Nominate 3minafures before the start of the battle whoare carrying the charges.These charges arefor destroying the gateway, and have to beplaced on it.

    A Defence Force trooper with a charge mustbe in contact with the Gateway to place acharge. He cannot take any other actionwhiklst setting the charge. After anotherturn the charge will explode andautomatically destroy the gateway.These objectives are not vital to the mini-campaign. Should the gang leader survive ormerely go down, this is fine, continue asnormal. If the Defence Force retreat beforethey can take out the gateway then it will bedestroyed after the gang have fled the hideout.SPECIAL RULES,D(PERIENCEExperience is gainedscenario. See Pageshardback debook.

    SCENARIO ANDas for a normal Raid161 in Necromunda

    POST BATTLE SEQUENCEOnly experience, skills and injuries may berolled up from this game, not income ornew equipment. The gang is too busyrunning away from the Defence Force toworry about collecting income or going tothe rading posts.

    SCENARIOTWOBREAK AND RUN!

    After a close call with the Defence Force, thegang is forced to retreat without collectingincome and buying new equipment!!! Theyknow ttrat their only hope is to break pastthe troopers and into the subway tubes. Ifthey can reach the tunnels they wiII be ableto escape to another part of the Hive, awayfrom the Defence Force and vengeful localGuilders. First they have to get past theDefence Force's road block and sentries.Stedth is key for this mission.TERRAINSet up the table in the form of a road, withbuildings along either side and debris in thecenre. Deploy the gang at one end and theDefence Force and the Commissar at theother. At the Defence Force's end aroadblock'fuall should be set up across theroad where they can wait for the gang.The Defence Force are equipped with aheavy stubber platform. Two troopers mustmar' a heavy stubber platform. One trooper

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    is the loader.These options come as free extras whenbuying your Defence Force (see ater).oBJECTTVEThe gang must make their way past theDefence Force as quickly as possible andescape off the other side of the table. All ofthe gang must stay on the road or in thebuildings on either side of the road for theduration of the scenario. The Defence Forcemust endeavour to stop the gang.The game ends when all the gangers hat canleave the table have, or if all the gang isprevented from doing so by the DefenceForce, i.e. they are all down or taken out.GANGSAll of the gang left alive after the Incursionscenario will take part in this scenario.Only 2D6 * 3 Defence force trooper andthe Heavy Stubber platform will bedeployed. This must include the Commissarand the heavy stubber crew.The rest will be set up in groups as thedefenders in a Raid scenario. They will bebrought on as for a Raid scenario'sreinforcements.SPECIAL RI.JLESHEAVY STT]BBER PIAITORMThis weapon provide the gunners with hardcover (-2 to hit) due to the gun shield. It isconstantly supplied with amnumition by theloader, and so does not have to take ammotests.COMMISSARIf the Commissar is taken out of action theDefence Force will pull out immediatelyand the gang will escape with no furtherhinderence.BREAK THE LINE!To escape the gang must pass through theDefence Force and get offthe far table edge.This simulates them breaking through intothe tubes beyond.E)(PERIENCE+ 10 - The gang leader if he survives.*5 - per wounding bit.*5 - breaking past the barricades.

    *D6 - Surviving.WIIAT IIAPPENS TO THE DOWNED GIJYSA point I didn't consider at first was thedowned gangers.Roll for serious injuries for them. Any resultsof dead apply.Any results of survives againstthe odds and Full Recovery means thega ger is able to crawl off (with most of hisbits still attached) and reaches he rest of thegang. Any other result applies, but alsocounts as a Captured result. If any gangersget caught (which they should), decide ifyou want them back or not. Ifyou do, thenthe next secnario is a Rescue mission.Any gang members not rescued are handedover to the Guild to be sold into slavery orturned into pit slaves. f the entire gang goesdown then the campaign ends here.POST.BATTLEIn the previous game, the gangs have beenprevented from collecting income becausethey needed to escape the Defence Force.However now they have escaped from thissection of the Underhive. This means theyhave lost their most valuable piece ofterritory strike it off the roster and roll up anew teritory to represent their safehouse.Now they are holed up in a new section ofthe Hive they can now collect income,replenish losses and buy new equipment.

    SCENARIOTHREERESCUEOnly play this scenario if the gang player hadany gangers captured in the Break and Runscenario, and he chooses to try and rescuethem. If no gangerswhere captured, or thegang player opts not to rescue his gangers,then move straight to scenario four.

    SGENARIOFOURAMBUSH AT SILO I5

    .Whether the gang have or have notperformed the Rescue the survivors haveescaped to another sector of the Hive.This is it, the final attempt to take out thegang before the Defence Force are calledback to the Spire to resume there normal

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    guard duties. In this scenario the DefenceForce launch a brutal ambush against thegang, readyto take down the scumbagsonceand for all. This is a last stand for thegangefs.TERRAINSet up a large settlement (or somethingsimilar) where a silo of food and resourcescould conceivably be set up, and thenbuildings and gangwaysto surround it. Thisis Silo 15, where the gang has holed up toescape the Defence Force. The DefenceForce deploy in the buildings around thesilo, and the gang within it. The DefenceForce gets first turn.oBJECTTVEThe Defence Force must take out asmany ofthe gang as possible in a crushing blowbefore leaving. They have five tums to do asmuch damage as they can. At the end of 5turns the Defence Force withdraw and thegame ends.SPECIAL RLILESNone. This is a straightforward Ambushscenario with the turn limit outlined above.Get killing!D(PERIENCESeepage 158 of the hardbacked debook.SO THAT'S IT? IT'SOVER?After the attack by the Defence Force it islikely that the gang will be blasted intoseveral pieces. However, they will not gounrewarded for their perseverance. TheDefence force withdrew in a hurry and leftbehind a store of supplies and equipment.This is the equivalent of an Archaeotechhorde for the gang, which can be exploitedfor one turn only. It will also yield thefollowing:Roll a D6:

    1: D3 flak jackets.2z D6 flakjackets .3: D6 autoguns.4: D6 boltguns.5z D3 needle weapons (1-4 needlepistols 5-6 needle rifles).

    6: D6 free items from the rare tradechart. Rolled separately n the presenceof another player.These items can be sold at the trading postor kept.

    THE DEFENGEFORCETROOPERSAll Imperial ruled planets recruit a PlaneteryDefence Force. Unlike the Imperial Guard,whose regiments move from battlefront tobatdefront, the Defence Force is entirelystatic. Regiments of the Defence Forceremain upon their native planet and are thefrst line of the planet's defence in the eventof a surprise aftack or invasion.'W'henan Imperial Planet is required to meetit's tithes of Imperial Guard regiments it isnot unusual for whole regiments of thePlanetray Defence Force to be recruited enmasse and shipped off to distant wauones.For most this is there first experience ofinterstellar travel and the vast Imperiumbeyond their home planet. For many it isalso their first taste of bartle.Defence Force troops generally lack thedisciple, training, equipment and faith of theImperial Guard. They have not had theinduction into the Imperial Cult, they lackthe rigid faith in the Emperor needed towithstand the worst excesses of war. For thisreason they are seen as second fate troops.If war should come their place in the frontline wlll quickly be taken by moretrustworthy Imperial Guard units. Generallythey will be used for garrison duties,occupying static defences, guarding supplydumps, fortresses or industrial facilities.Planetary Defence Forces are made upentirely of natives, and equipment varieswidely On rich wodds they can be wellequipped, almost as well as the ImperialGuard. On feral worlds they may only havenative weapons and a few crude firearms.The wealth of the noble houses ofNecromunda means that the PlanetaryDefence Force is well supplied withweapons. Each individual is as wellequipped as an Imperial Guard infantryman,but the force as a whole lacks the supportingtan-ksand heavy weapons.

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    I GommiSSar (one, and only onelt)120creds weapons

    M W S B S S T W I A L d4 5 5 4 4 2'Weapons: Boltgun, sword,melta bombs.

    Armour: Mesh.Equipment:Skull Chip.

    4 2 9frag grenades,

    Special: As soon as the Commissar is takenout of action the Defence Force will retreat.They do not take Bottle tests.I + Tloopers70 creds + weapons

    M W S B S S T W I A L d4 3 3 3 3 r 3 1 . 7

    W'eapons: Autoguns or shotguns (solid,scatter, manstopper shells), autopistols,knives, frag grenades.Armour: Flak.Equipment: Free respirators/plugs and photo-contacts for all troopers.O-3 Specialists90 creds + weapons

    M W S B S S T W I A L d

    4 3 3 3 3 r 3 1 7.Weapons:Autopistols, knives, frag grenades.Options(one of the following): A comm-unitand autogun. A grenade launcher and krakgrenades.Armour: Flak.Equipment: Free respirators/plugs and photo-contacts for all troopers.SPECIALEQUIPMENTArmour and Grenades: Because they'rewell equipped the Defence Force are giventheir armour and grenades free of charge,along with their autopistol sidearms. Youonly have to pay for their basicweapon.Comm-units: If a specialist trooper isequipped with a comm-unit, then all troopersare linked through helmet radios through this

    unit with each other. As long as the specialisttrooper remains on the table (ie, not out ofaction), troopers may test against pinning atall times. Cost is *30 creds.GOMMISSARBecause the defence force aren't consideredas reliable as the Imperial Guard they are ledby a Commissar, to ensure obiedance andbravery.

    If the Commissar is taken out of action at anypoint, the Defence Force troopers willwithdraw immediately and take him withthem. Troopers are expendable, a Commissaris not.SPEGIALRULESThe Defence Force will never lose membersfrom game to game. For example, if youchoose to have fifteen men, thenyou'll alwayshave fi-fteen men (no more end and less) dueto reinforcements and such. If a trooper rollsa dead result on the serious iniuries chan,they are replaced immediately. All otherinjury results remain the same, keep track ofthem throughout the campiagn. Defenceforce troopers do not gian experience.

    RECRUITINGThe size of the Defence Force unit dependson the size of the gang they are sent to attack.QangRat ingO-2OOO

    Up to eighteen men (including stubber,Comrnissarand specialists). 2000 creds tospend.Gang Rating 2OOl - 4OOO

    Up to twenry men. 2500 creds to spend.Gang Rating 4OOI - 6000

    Up to twenty-two men. 2500 creds tospend.Gang Ra+ing 6001+

    Up to twenty five men. 2500 creds tospend.

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    UNOFFICIALHOUSERULESJust for fun, these are not part of the gamesystem.

    NEW GANGSGenestealersCultsOrks in da HiveUltra-Violent- Vampires

    RULESHouse SpecialtiesHive Ken skillsTrading Skills

    * BitU - Battles in the Underhive

    Gang W'ar 1Gang.War2Gang Var 3

    GangVat 2GangVar IGang $V'ar5

    NECRO MAG 1ERRATTAGUILDER GANGSWeapons: Pit Slaves can be armed withweapons of the standard weapons lists inthe Necromunda sourcebook and from thePit Slaves weapons list in Gang l7'ar 1.Maximum Stats: These are wrong on page30 of Necro Mag 1. They should read:For Guilders, Heavies, Mercenaries andPack Slaves

    M W S B S S T ' T I A L d

    OGRYN BODYGUARDSVounds: The line about Ogryn not havingmore than 4 wounds should be removed.There is no way for an Ogryn to gain morewounds on the Advance Chart, making theline irrelevant.INCURSIONDefence Force Costs:The cost of the troops for the defence forceis confusing. The cost is as given plus thecost of the weapons listed below Theseshould have been listed asCommissar: + 80 pts for weaponsTroopers: -l 25 pts for weapons

    Specialists: * 130 pts for grenade launcher-|50 pts for comms link

    4 6 5For Pit SlavesM W S B S

    3 6 3 9W I A L d3 5 1 1 0

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