Bushwhack a Bounty Hunter Scenario

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    BUSHWHACKA BOUNTYHUNTERSCENARIOby Dan Ebeck

    For montbs a Cbaos couen; tbe Cannibals, haue been terrorising a portion of tbe Hiue. Ledby Balok tbe Deadly, they baue raided deep into tbe Tbchzones bringingfear and deatb andtaking uictims for tbeir beretic rituals.

    The Adeptus Arbites have led a purge of theCannibals, but for reasons unknown, theCultists learnt of the attack and slaughteredthe Imperial peacekeepers.Recovery teamshave found the butchered corpses of theircomrades, and determined that the attackwas a success,except that three escaped.One was Balok.This is a Bounty Hunter scenario. It hasbeen designed for multiple players (at leastfour), each taking control of a mercenaryand his companion. That being said, there isno reason it cannot be played betweengangs, and some guidelines for doing thisare at the end of the article.

    THE OARDThis game should be played on at least a 3lsquare board. You will need plenty of cover,and at least one I-ARGE scenery piece orbuilding. This is a secret archeotech hoard,and can be placed any'where, but I suggestyou put it in the middle of a board edge.Leave 8" in one corner of the board faidyopen, with good lines of sight.THE HARAGTERSKAtJERICHOIIIISCABBSKal was overjoyed when he learnt of the3,000 creds bounty on Balok. That shouldjust about cover his tabs! After tracking thefugitive down, Kal has arcanged delivery tothe Arbites in a disused dome. But he thinkshe may have been followed.Use the rules published in NecroMag 3.Either Kal or Scabbs MUST stay in basecontact with Balok, or he will try to run awayBAL0K HEIEADIYGHA0S0VEI{ EADER}

    Balok is bruised and bloodied, but stillcapable of attempting an escape.If his escort is in close combat or pinned,Balok will try to make a break for it.Otherwise he must stay in base contactwith either Kal or Scabbs.Balok will alwayshead for the nearestboard edge to escape.

    EvadeNo weapons, ied& hobbled.Cannotclimb.Will allon a rollof 4+ if runnino.

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    If he has to run, he will stumble on a 4+.Roll a D6 to see how far he gets before hefalls. He can get up on his next turn for nopenalty if he is accompanied, or for 2" If heis alone. He can be subdued by a woundfrom close combat. If he is shot and goesout of action, he must be carried at half hisrate. If he dies from his injury he will onlybe worth 1,0O0 creds, as the Arbites wanthim alive.MEAilGEI|E CATSEYEB0Ui{TYUIITERS}

    M W S B S SCrackShot,MarksmanBoltgun, oltpistol, aspistol, espirator

    THERATB0YSRATSKIi{S)

    Laughing Brave and Growling Rat areguarding the ancient archoetech. They willnot suffer this invasion of their sacredterritory and will try to take down as manyMWSBSSTWIALD

    3{6Stubgun,Knife

    Kal isn't the only one with a large tab,Gene needs the cash too! He will try totake Balok to the Arbites and collect thebounty. But he wants the full 3k, so heneeds Balok alive. And he's not gonnashare it with Jericho.

    YOUWAitlEOTHESE.SUMP.DIVERS'fOCOMEG U N N I N 6FORYOU?

    ' T],{EY.REUST,f'+?Uif'fJrLt REALLYWANT'

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    of the Hivers as possible, especially anyonewho goes near the hoard.THE TEETORIIS

    ' Iron' Mike and Rikk are the lastundigested members of the Steel Lords; agang that ran foul of the Cannibals. Mikelost an eye in the fight, and was draggedoff by Rikk. Back on his feet, Mike hasdecided the score needs settling and isafter Balok.Their mission is to take Balok OOA in closecombat, to make sure the iob gets done up-close and personal!

    THECA]I]{IBALS

    Marlek was the Cannibals' top sniper. Heand Phil are trying to rescue Balok. And theydon't care who gets hurt - EspeciallyArbites.THE RBITES

    MWSBS S T W I A L D

    M W S B S S Til$rin,ffiill1iiffiltridllitiii$rlCrack Shot,BlindLeft EyeChainsword, asPistol,Meltagun

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    MWS B S S T W I

    For the Bounty Hunter scenario, use threetroopers and a Proctor.weapons: Bolt pistol, Arbites combatshotgunArmour: Carapace (:4+).The helmetincludes respirator, photo visor and infragoggles.Arbites do not suffer from the usualInitiative penalties for carapacearmour, asthey are fully trained in its use.Skills: Nerves of Steel, True Grit and IronWill. Additionally, they catse fear inGangers, and terror in Juves.Wargear: The whole squad can beequipped with Scare, Frag or Krak grenadesat the discretion of the Arbitrator.Special: The whole squadmust deploywithin2" of each other. Arbites never have to takeAmmo rolls (*reir equipment is much betterthan the Gang's). The squad is under thecontrol of the Arbitrator. This can iust be anextra player ifyou are not running a campaign.The squad deplop in the open corner of theboard *rat was described earlier. They arewaiting for Balok to be delivered to them. Theywill not attack the other players, unless theysee something illegal. This includes shotstowards them (aimed or not), use of Nffnds,aliens or Chaos entities and any aggressiontowards whoever is escorting the prisoner.

    The winner is whoever manages to completetheir mission. To take control of Balok, youmust move into base contact and subdue himwith a wound in close combat. Of course, todo that you must have defeated his escort, orcaught up with him if he is running. Anyshots towards Balok and his escort arerandomised between them. Madek and Philonly need to keep others away from Balok,and he will try to get to the board edge.

    USII{G AI{GS.You can use this scenario as an encounterbetween any number of gangs (I suggest amaximum of four, plus the Arbites). TheDefending gang has control of Balok, andstarts n the opposite cornerto theArbites.Thedeployrnent areais a 12" square n the comer.They may not use Tunnels orVents, as hey arenot expecting opposition.The Attacking gangsset up last and must be in cover.They must beat least 12" from the closest enemy TheArbites gain a fifth man, armed with agrenadelauncher. This is loaded with Frag, Krak andScaregrenades.Whoever delivers Balok will receive either5D6x10 credits added straight to their stash,or 3D6x10 credits and D6 extra rolls on theRare Trade chart. If there are two or moreattackers, this goes up to 7D6x10 credits or5D6x10 credits and D6+D3 rolls. After thescenario, if the winning gang is Outlaw, theyhave a 5O%" hance of having their Outlawstatus revoked for no charge.Any gang thatfights against the Arbites has a 5O%chanceof being outlawed.