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Arbitrator Inspection
It is unusual for Arbitrators to venture into the underhive. It takes a particularly heinous crime or a strong rumour of exceptional threat before even an Arbitrator can be motivated to visit such a dangerous and unstable place.
In this scenario an Arbitrator has been instructed to conduct an investigation in the underhive. One gang is charged with the job of escorting the Arbitrator and ensuring his safe return. This is not necessarily a welcome honour, since if the rumours are true then there will be many who are ready to stop the Arbitrator in his tracks. To make matters worse, when on escort duty a gang has to be squeaky clean - it would be very unwise to parade the gang's wyrds or pit slaves.

Choosing this scenario
Any gang may choose this scenario if 'may choose' is rolled on a scenario table. If chosen by an outlaw gang then the outlaws must play the part of the gang under suspicion. This scenario may not be played by two outlaw gangs - no such gang would consider escorting an Arbitrator! If chosen by two non-outlaw gangs (and not as a result of a heinous crime) then each gang must roll 1D6. The gang with the lowest score takes the escort duty.

Heinous crime
A gang may also insist on taking this scenario if it can prove that a heinous crime has been committed, and neither gang is an outlaw gang (no-one is surprised that outlaw gangs behave badly!) In order to make this claim the gang must have had at least one gang member killed or one piece of territory taken from them by the suspect gang. Watchmen are not normally interested in the petty in-fighting of underhive gangs...but if a gang gets a reputation for colluding to hide archeotech, or attacking Guilder personnel, then he may be forced to investigate. To determine whether the Watchman swallows your story of a heinous crime, the suspect gang must make a 2D6 roll on the following table:

Watchman Appeal Table
10-12 Double cross! The Watchman finds the appealing gang's story a little too far fetched to swallow and becomes suspicious. Play the scenario with the appealing gang as the gang under suspicion. No heinous crime has been committed.
7-9 Insufficient evidence. The Watchman is undecided and refuses to risk the wrath of an Arbitrator by taking such a weak case to him. Revert to the normal scenario selection rules.
2-6 Disgraceful! A heinous crime has been committed. The appealing gang must escort the Arbitrator during his investigation.
The following modifiers apply to this roll:
-1 For each of the appealing gang's members killed by the suspects in their last battle
-1 For each pit slave or wyrd in the suspect gang
-2 For each territory ever taken by the suspect from the appealing gang
-3 For each archeotech hoard owned by the suspect gang
-3 If the suspect gang has ever attacked the forces of the Imperium
If the modified score is less than 2 then treat it as a score of 2 for the Appeal Table (you bad, bad people!)

The Arbitrator
The Arbitrator has the following characteristics: M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
Weapons: The Arbitrator carries a bolt pistol, a chain sword, and Blind Grenades.
Armour: The Arbitrator wears carapace armour (4+ save).
Skills: True Grit, Rapid fire (bolt pistol).

Terrain
Each player takes it in turn to place a piece of terrain, as described in the Necromunda source book. However, if a heinous crime has been committed, the terrain should be left in the same position as the game in which the crime (allegedly!) took place so that the Arbitrator can make a thorough inspection!

Take 1D6+2 counters or markers to represent the evidence that the Arbitrator will try to collect. Roll a D6 to see which player places evidence first, and then place the counters in turns. Counters must be placed more than 8 inches from the edge of the table, and at least 4 inches away from each other. Counters are placed before deciding where the Arbitrator will start.

Gangs
Once the evidence has been placed each player rolls a die. The low scorer chooses which table edge to set up on, and places all his gang fighters, plus the Arbitrator if he is the escort, within 8 inches of that edge. The opposing player sets up on the opposite edge.

Starting the game
Both players roll a D6 and the highest scoring player takes the first turn.

Squeaky Clean
The escorting gang cannot let the Arbitrator see any wyrds or pit slaves they may have under any circumstances. At deployment and at the end of each escorting gang's movement phase all wyrds and pit slaves in the gang must be out of line of sight of the Arbitrator. If the opponent can establish that there is a line of sight to a wyrd or pit slave then the model is removed from the battle. This represents them scuttling into the dark underhive to evade detection by the Arbitrator.

In addition the escorting gang cannot give the impression of not caring about the Arbitrator's welfare. To represent this, at least two gang members must be within 4 inches of the arbitrator at all times, as a personal body guard. This does not have to be the same 2 members from turn to turn. Pinned or down gang members cannot form a body guard.

Picking up evidence
If the Arbitrator reaches one of the evidence counters he can pick it up and consider its significance. When an evidence counter is collected, roll a D6 for each gang. The evidence incriminates the gang with the highest score. If the scores are tied then the evidence is inconclusive. Note that the gang will be unaware of the significance of the evidence - an escorting gang cannot assassinate the Arbitrator because things are not going as they planned!

The following modifiers apply to the evidence rolls:
Both gangs +1 if there is a previous piece of evidence incriminating the gang, +1 for each shooting or hand to hand hit the gang has made on the Arbitrator (note that this will only apply to the escorting gang in exceptional circumstances, such as a telepathic wyrd forcing a gang member to attack the Arbitrator)

Escorting gang only +1 for each wyrd or pit slave the Arbitrator has seen which belongs to the gang
+1 if any shooting or hand to hand hits have been made on the Arbitrator (your failure to protect him makes him suspicious!)
+1 if the Arbitrator has been without a personal body guard at any time since the last piece of evidence was collected, or whilst en route to the first piece
Suspect gang only +2 Note: a gang is only suspect if a heinous crime is being investigated - not if the escorting gang was chosen on a D6 roll

Ending the game
The fight continues until the Arbitrator has collected all the evidence and returned to within 8 inches of his starting table edge, until one of the gangs bottles out, or until the Arbitrator is taken out of action. The escorting gang cannot voluntarily bottle out of this scenario.

If the escorting gang involuntarily bottles out of the scenario then the Arbitrator must attempt to reach his table edge alone. He will not try to collect any more evidence.
If the non-escorting gang bottles out the Arbitrator will automatically collect the remaining evidence. Determine the significance of each piece of remaining evidence as described above.

The Judgement
If the Arbitrator makes it out of the underhive then all the evidence will be considered and a judgement made about each gang. Note that in this scenario a roll on the outlaw table for each gang is compulsory. Make a normal roll on the Outlanders outlaw table, but in addition to the normal modifiers subtract an additional -1 for each piece of evidence incriminating the gang. Remember than any gang which made a shooting or hand to hand hit on the Arbitrator also qualifies for the -3 modifier for attacking the Imperium.

If the Arbitrator is taken out of action then all the evidence is lost. In this situation roll on the outlaw table for the escorting gang only, and subtract 6 from the score in addition to the normal modifiers. Failing to protect an Arbitrator is considered a heinous crime in its own right!

Experience
+10 for the gang leader of the winning gang
+5 per wounding hit
+D6 surviving the battle
Income
1D6 * 10 credits for the escorting gang only for each piece of evidence safely escorted out of the underhive
1D6 * 10 for the non-escorting gang only for each piece of evidence collected by the Arbitrator at the time he was taken out of action

Game strategy
Note that it might be in the best interests of the suspect gang to allow the arbitrator to return with the evidence, if things are going their way. Similarly, although the escorting gang is not allowed to assassinate the Arbitrator, they may suspect that things are not going their way and, erm, not do their job very well. Remember though that the -6 outlaw modifier and the loss of income makes this a desperate measure!


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