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TrFpFe en*ssis s thnee-slde#batt€eeunnir:gFydisguisedas a two-sided one.

One gang
{*he #sal*rs} h*s persuaded aeiothetrgang {the raidersl that they know of some
ffi*€e5s
efljisE#gEEs€d *nd slag €htrtEheycan tnanspcrtCIutsf Underhiveand get a good
pr"6ee eh€naEders
f*r" They are erxttigrg in fon half the profit if they'lljust get the loot and
hrlr:g Eets &s"t*rr*mged piek-up point. From there Ehedealershave the contactsto self
such v*iu*ble g**ds" J$st es Ehe raEdersreaelr tl'le pick-up point a third gang {the
*surp*rs! shcws up and Eri€sto cnuseiein on the deat. The loot is worth a small
f*fltuns" hu€ 5senyen€ going to be alive te claim it?

effiffi€Yffi&G"&R*€gruF$ The raider gang startswithin 4" of any one table edge.Roll
to seewhich gang deploysfirst, secondand third. Tunnels
When you are telling the players about this battle, and Ventsmay not be usedby any ofthe gangs(the dealers
rememberjust to tell them what they would know. For and raidersthink the rendezvousis prety safe).
example, tell the raiders' player that he is ambushed
(nothingmentionedaboutthe double-crossingdealers)and Roll to see which gangsget first, secondand third turns.
don't tell the dealersthat the usurpersare going to turn up. Play then proceedsas normal (well, pretty much... ).
The usurperswill probably know pretty much everything,
though you might like to let them think the raiders and
dealers could gang up on them. Of course, the players TRANSPGRTS
themselvesmay want to strike impromptu bargainstoo if These could be trucks, railway carriages,barges or
they think aboutit! whatever.You may like to improvise somerules for them
moving around and their Toughnessand Wounds in case
they are shot at, but they are basically included for colour
GEffiG€ and to give the dealers some much-neededcover (the
In this scenariothe raidersgangshouldideally havea lower drivers flee as soon as the shootingstafts).
gang rating than either of the other two. Outlaws may
participatein this scenarioin any role, but Ratskins and
Scawies may only play the raidersor usurpers.Spyrersor LGOT
Redemptionistscan only play the usu{pers,each for their The loot in Triple Crossis much bulkier than normal (it's
own uniquereasonsof course. cratedup, stuffedin sacksor generallyjust too big to sling
in your pocket). For this reason, the rules for loot are
different from thosein other scenarios.
SffigYHF€&A$F In this scenarioa model may only carry oneLoot counterat
The Arbitrator should set up the terrain as required.The a time. If a model carrying a Loot counteris takendown or
raiders staft out carrying six Loot counters,split between out they drop the counterwhere they fall. If a model takes
the gang as the player wishes (but note a model may not out a fighter carrying a Loot counter in hand-to-hand
cary more than one counter).The raiders start 20" from combat they may take the counter as they scrag their
any table edge and at least 24" away from the dealers' opponent.A droppedLoot countermay be pickedup b,vany
transportswhich are waiting to carry the booty out of the model passingover it during the movementphase.A model
Underhive.There should be one or two transportsfor the carrying loot cannotfire a rangedweaponand must drop it
dealers,dependingon availability of models. These are to fight in hand-to-handcombat.If they are chargingthey
placed 24" from the table edges.The dealer gang starts must drop the loot at the start of their chargeto give them
within 8" of their transports. time to ready their weapons.
Loot can be removed from any table edge by moving a TFIE WIiTCHMEN
model carrying it off the table. Models carrying off loot
may not return,however.Gangswhich bottle out drop their The Guilderstake a dim view of this type of illicit trading
loot which is still on the table. andanybodyreportedto their Watchmenfor being involved
in suchan affair is likely to be given little mercy.There is
EachLoot counteris worth D6x10 creditsand goesstraight a -1 modifier to the dice roll for any gang reportedto the
to the gang'sstashrather than being addedto their income Watchmenfor this battle.In addition,if a squadof Adeptus
(thereare advantagesto illicit dealing). Arbites turns up, all the squadsare automaticallyreported
to the Watchmen(with the additional-1 modifier for taking
part in a Triple Cross).
ENDING THE GAME
Gangs take Bottle rolls individually, after takjng 25Vo
casualtiesas usual (modelsthat have moved off the table EXPERIENGE
with loot do not count as casualties).Once the first gang During a Triple Cross gang fighters will gain Experience
has bottled out roll a D6 each gang tuffr. On a roll of 1-4 points as listed below.
nothing happens;on a roll of a 5 the local militia (see
below) turn up and on a 6 an AdeptusArbites patrol team +D6 Survivesbattle (evenif wounded).
(see elsewherefor details of these) arives on a random
+10 For the gangleaderwhosegang getsthe most loot.
table edge. Once local troops have turned up, there is no
need to continue rolling each turn. These are under the +5 Per woundinghit (rememberthat woundson
control of the Arbitrator and will shoot up the battling fighters alreadydown do not count, and this is for
gangswith callous indifference(possiblytargetingmodels eachhit, not eachwound inflicted).
who are trying to escapebefore others).
+5 For carrying a Loot counteroff the table (If you
You may want to allow the first gang who bottled out to haverules for moving transports,nobody gets
control someor all ofthe authorityforces(snitchinghasits experiencefor loot removedthis way).
rewards). Once all gangs have bottled out (either
voluntarily or throughfailed Bottle rolls) the gameends.If
all the Loot counters are removed the game ends
immediately.If one gang is left in possessionof the table
they automaticallyget any countersleft behind.
Whatever the result of the battle, all the gangs involved
may collect income from their territory as normal (or
forage in the case of Outlaws and Outlanders).Roll for
injuries as normal; capturedgangerswill be taken by a
randomly determined enemy gang. If the local militia or
Arbitrators showed up there is a chance that captured
gangerswill have been taken into custody (for example,
roll a D6, on a 1-2 Gang 1 capturesthem,3-4 they areheld
by Gang 2 on a 5 or 6 the Watchmenare holding them).
You may like to fight a modified Rescuescenarioagainst
the Watchmenforces as a later Arbitrator scenarioif this
happens.

LOCAL MILITIA
The local militia squad will comprise ten men, usually
armed with lasguns and wearing flak armour (Imperial
Guard models are good for this). They have the profile
given below and must take a Bottle test like a gang if they
are reducedby 25Vocasualties.Militia squadsdo not have
to make Ammo rolls, they are kept well supplied.
Alternatively, the local militia may be the campaign
Watchmengang (if there is one) or at least some of their
members.

M\X/SBS S T W I A LD
Militia43333l3l7

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