hi.
As the tittle of this thread says, I have some ideas for a new scenario. It's a kind of hijacking scenario, played by the enforcers as the "defenders " and another gang as the attackers. The enforcers recently bought some new equipment for them or they're watchmen. Or just rolled up a rival gang and is transporting the found weapons back to a storage shed. the weapon crates are stashed in a trawler ( rules for that later) the trawler must be big enough for a patrol team of enforcers. the cyber mastiff and his handler can not be used in this scenario. The sergeant and the officer carrying the stubber or the grenade launcher must be part of the patrol team. the other 3 are just normal guys with standard weapons. the other gang can deploy his whole gang.
the terrain.
place a roadway on the table so that it divides the gaming table in half. the rest of the terrain may be set up as usual.
deployment.
the patrol team onboard the trawler must be set up on 1 end of the table AND MUST be on the road. it may not leave this road during the game. The enemy gang then sets up his gang in the middle of the table, but not on the road. 1 of the enforcers must be designated as the driver. the one with the heavy weapon counts as having his weapon hardwired onto the trawler, if he moves he cannot take his heavy weapon with him. the rest of the patrol team are deployed on back of the trawler. the back of the trawler must be an open topped place. The crates full of weapons are also deployed on the back of the trawler.
Objectives.
the enforcers must try to drive the trawler to the other end of the road on the opposite table edge. they win if the trawler leaves the board in this way. the gang must try to take control of the trawler by taking down al of the aboard enforcers. not all enforcers must be dead, as long as they aren't on the trawler anymore. enforcers can choose to dismount the trawler at any time. models can only board the trawler at the end of the trawlers movement. the gang wins the game by driving the trawler off the board at the opposite end of the table where the trawler deployed, or if all enforcers are downed or out of action at the end of any turn. models cannot shoot at, or harm the trawler in any other way. It is deemed to important to both the enforcers and the gang to lose.
if the enforcers win this game, then they will have no advantage other than the experience they gain.
If the gang wins, they keep the weapons, and get experience. they can choose to keep the weapons or sell them in the after-battle phase.
the weapons are randomly determined at the start of the game. roll a dice
1: 5 stubguns
2: 5 laspistols
3: 3 auto pistols and some frag grenades ( the grenades can be distributed to 2 different gang models
4: 4 lasguns
5: 4 shotguns
6: a flamer 2 bolt-pistols and 1 boltgun
any model shooting at other models, and who is within 2 inch of the weapon crates, has a modifier of +1 on his ammo roll.
what do you think? do I change something? is it ready to playtest? suggestions welcome.
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