The Jordaan Logistics Report Mission
This mission is to be played on a 4 x 5 table. One arbitrator, two players.
The center of the table will contain Enthalter's house, approx. 6" x 6".
Somewhere on the board there will be a power box. The power box may be manipulated by someone being in base contact with it and successfully making a Nerve check. The box may be detonated by placing a grenade ( real grenade, not a smoke or something dumb like that ) inside the box and closing the cover during the action phase. If the power box is disabled, power will be cut to a four-block radius and security systems will be off line. If the power box is detonated, it will do the same after exploding in a small-blast radius (most likely catching the grenade-placer in the blast).
There will be two buildings, one in the center of each short board edge, one will be Gang Jordaan, the other will be Gang Klebstoff. Gang Jordaan will number about 15 models. Klebstoff will number 5. They will be imperial citizens with basic weapons: knife, necromunda pattern las-pistols, and clubs. The models will be chosen by the arbitrator and pretty much be WYSIWYG.
There will be a weapons dealer in an alleyway placed by the arbitrator. If a model approaches the weapons dealer the arbitrator will engage the player in trade- the arbitrator has the final say whether or not an item is sold. Attacking the weapons dealer is not allowed.
Jordaan Gang Special Abilities: Close Quarters Brawler. If a Jordaan Gang member chooses to pushes a model in close combat and the model hits an obstacle, each successive hit gains a +2 bonus instead of a +1.
Xenophobia: The Jordaan Gang will immediately attack any xenos model they see, and his or her friends.
Union First: Jordaan don't respond will to repeated questions. They'll hand out information only if the model asking offers something material (a weapon, equipment, etc) in return.
Klebstoff Gang: The Klebstoff gang is admittedly a little freaked out right now. They may take rash and unpredictable actions if shit starts hittin' the fan. They can be swayed by a character pleading with them by making a LD check. A plead may be tried as many times as a player wants, but every check is at an additional -1 penalty, cumulative. The "this guy is nuts, ignore him" rule. The Klebstoffs will make a Ld check every turn they are fired upon. If failed, they will immediately retreat back to their hideout and fight it out from there for the rest of the game.
The Power Box: The power box is somewhere on the board, hidden. The players must find a way to locate the box if they are to manipulate it.
Klebstoff Residence: The Klebstoff house is rigged with alarm systems and security cameras. If anyone comes in base contact with the wall, they run the risk of being electrocuted by the security wires. A model will take a single hit unless it makes a successful initiative test. If anyone enters the house while the cameras are active, their picture will be taken and sent to Vrall Security Centers across the planet. The cameras can see through smoke.
Vrall Security Team: The Vrall Security Team is set up in the Klebstoff house, and are well armed. Probably folly to try to take them on all at once. Special Rule Unsure: Vrall Security aren't the most loyal folk, and if they're injured they'll automatically be out of the action.
Special mission information is being sent to each player.