BITU Blind Fighting Scenarios

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Transcript of BITU Blind Fighting Scenarios

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    BLIND FtcHTfNG SCENARIO l=ESC{}RTFrom time to time, the Houses of Hive City sendrepresentatives own into the Underhive on 'business'.When this happens,hey will usually contactone or otherof their gangs,payingthem o actas bodyguards ntil theirmission s completedand they can returnto Hive City. Ofcourse n the Underhive,rumours spread aster than jagplague, and it's not uncommon for other gangsto hearaboutsuchmissionsand realise hat snatchingheseagentswould do much o boost heir own reputations ndpossiblyprovidea nice ittle bounty along he way!

    $UIGF{TThis scenario s designedas a night-time mission andshould be played in Pitch Black conditions. Othertreacherous onditionsmay still be rolled for if bothplayersagree.

    TEffRAI!\'Eachplayer akes t in turn to placeapieceof terrain,eithera ruined building stlucture, a connectingwalkway or abarricade. GANGSEach player rolls a dice and the highest scorerchooseswhich table edge he will begin with. His opponentwillbegin with theoppositeedge.

    Important note: Neither side may use unnelsor vents nthis scenario.The attackersetsup first, deploying2D6 randomlychosenmembers f his gang o represent ll the fighters hat couldbe found for the attackat shorl notice.The attackermustdeploy all his fighterswithin 8" ofhis table edge.The defendinggangmay chooseany four fighters o act asthe escort. n additionhe must take a model for the Houserepresentative.he agenthas he following characteristics.

    AgentAgent A 2 z 3 J 2 J 1 8

    Weapons The agentcarriesa laspistolanddagger ndcannot egivenanyotherweapons.Armour The agent wearsmesharmour.Special Theagentwill only shoorar argetswithin short range 8") and maynever choose o chargean enemy.

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    STARTIruGTHF GAMEThe gamebeginswith the defender'smodelsmoving ontothe table op.gruDIhIGTHE GAMFThe only way the attacker can win is if the defenderchooseso bottle out, or if all four ofthe defending ightersgo out of action.The defender wins ,if the attacker fails a Bottle test orchooses o bottle out, or if the agent escapesoff theattacker'sable dge.As the defendinggang's eputation s on the line, it neverhas o make Bottle tests.However, f the defender hoosesto bottle out at anypoint and he agenthas not goneout ofaction,he will be abandoned nd automatically apturedbythe attackers.EXPERIE'UCE+D6 Survives. If a fighter survives he battle hen D6pointsare earned, ven or fighterswho arewoundedand taken out of action.+5 Per Wounding Hit. A fighter earns5 pointsforeachwoundinghit he nflicts during the battle.+10 Winning Gang Leader. The gang eaderof thewinning side earnsan extra 10 Experience oints.+D6 Gotcha! If the agent s killed, all attacking ighterswho survivegainan extra D6 pointseach.

    SPECIALIf the defendingplayerwins, the agent s so mpressedwithhis escort hat he will give them a huge reward.Work outincome rom territory as normal but then multiply the totalby D3+l beforeworking out expenses nd hire fees,etc.If the attackerwins, then the agentwill either have beencaptured r will havegoneout of action. fhe was captured,the defendinggangmust pay the ransom n order to freehim. They may not attempt he Rescuemission and theymay not allow the agent o be sold to the Guilders as aslave.The ransoms 2D6x10creds.If the asentwent out of action. oll D6.

    Captured (seeabove)CloseShave.Theagent makes t backhome inone piece,but is none too pleasedwith hisescortsand so doesnot feel he need torepay them in any way.Dead. Theagent is zombie-foodl Eachsurviving attacker receivesan extra D6Experience oints as noted above.

    NOTESIt is possible or the defendingplayer o win the battle,butstill end up with agentbeing captured r killed. In this case,follow all the above ules, but the gang eaderwill not gethis +10pointsbonus.For obviousreasons,his scenarios bestplayedbetweengangs epresenting ifferent Houses.However, f you wanttwo gangs from the same House to fight, make thecharacter o be protectedsomeoneother than a Houserepresentative a local Guilder, a hiver with secretinformation o deliver,a renegaderom one of theattackinggang'ssettlementswho has nformation they would rathernot let fall into enemyhands,etc).

    Result6l - z3-5

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    BLIND FIGHTING SCENARIO 2:sw*RsgssaUNT

    Occasionallyn the Underhive,a particularlyviciousbeastturars p, hunting for food in an areaust a little too closefor comfortfor the surrounding angs.Whenthis happens,gangsare forcedto swallow their pride and work togetherin order to defeat the creatureand keep their settlementssafe.LargeGuilder rewardsareusuallyoffered or killingsuchcreatures, ut no amountof credscan stopmostgangsfrom turning against their allies at the first possibleopportunity...

    wtGF{?This scenario s designedas a night-time mission andshould be played in Pitch Black conditions. Othertreacherousonditionsmay still be rolledfor if bothplayersagree.

    TFffI?AINEachplayer akes t in turn to placeapieceof terrain,eithera ruined building structure,a connectingwalkway or abarricade. The tabletoprepresents n areaof no-man's-land n which the monsterhas akenup residence. o decidewhat type of area t is, roll a D6:

    D6 Area

    GANGSEachgangmay sendasmany ightersas t wants o hunt forthe monster.Write the nameof each ighter presenton aseparatepiece of paper and place them in a cup. Eachplayer henrolls D6. Startingwith whoeverscores ighest,the players take it in turns to nominatea specific pointanywhereamong the scenery including positions aboveground evel) andpick out one of the piecesof paper romthe cup. The chosen ighter is then placed n the chosenspot. This continuesuntil all fightersareplaced,at whichpoint all the namesare put back nto the cup.STARTINGTHE GAMEThe playerwho chosesecondduring the set-upnow picksout anothername rom the cup. This is the fighter who isfirst attacked y the monster.Placea miniature o representthe monster beside the fighter. It is assumed hat thecreaturehas leapt out from the darknessand is nowengagedn hand-to-hand ombat.

    PAI\IIC FIREAs soonas the monster eveals tself, the fighter letsout adesperatecreamwhich draws he attentionof all the otherfighters.Turn all the figures so that they are facing themonster,even if they cannot actually see it from theirposition.At this point, all the fighters with line of sight to themonsterwill shootat it, regardless f distanceor modifiersfor cover.The nearest ighter will shoot irst, followed bythe nextclosest,andso on,until all thosewith line of sighthave ired or until the monsterhasbeenkilled. The fishterwho is in contactwith themonstermay not fire.Note: All fighterswill be firing at models n hand-to-handcombatso anyhits will only hit the monsteron a 4-6. On a1-3 they will hit the other ighter instead.If both the monsterand the fighter survive, hey now fighttheir hand-to-hand ombat. The monsterwill not receiveachargebonus or this attack.

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    Old RuinsMineWorkingsSporeCave

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