Core Space Campaign - Go Wild Gangers V1.1

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Go Wild Gangers - Campaign Overview

By Stuart King

overview Required components


Go Wild Gangers is a campaign designed This campaign requires several add-ons from
for 2 to 4 players making heavy use of the basic set and these materials will be
Gang figures to provide an underlying required to play the game:
story arc.
The campaign is based on rewarding • Gangers. At least 4 Gangers will be
diverse skill sets and varied equipment, so required. Ideally two rival Gangs, see
the Crews that focus exclusively on below.
combat may find themselves at a
disadvantage. • GCC. At least 4 GCC figures will be
The campaign is designed o make use of required including at least one Rank 3
several components outside of the Core Director figure.
Space box set, so additional materials will
be required as detailed below. • Crew. Each player will require a Crew.
An additional Crew will also be required
This campaign is intended to be played to act as Civilians. If you do not have
from the inception of the Crew and tracks enough Ganger figures, this extra Crew
their progress through the campaign arc. can serve as a second gang.
The arc is not close-ended. With few
No additional terrain is required, all the
exceptions, players may choose to play
missions make use of the terrain set
other missions outside of the story arc
included in the Core Space box set.
order and from other sources.
Start to finish this campaign covers 10
missions. The plot itself doesn’t
necessarily end for the crews after mission
10, players can choose to play additional
missions if they wish.

Legal disclosure
(aka don’t sue)
This campaign is a fan-made product. All
map icons and associated artwork are
owned by Battle Systems LTD and are used
with full permissions of Battle Systems LTD.
This campaign is free to use or distribute
with credit being granted to the author.
For credit purposes the author will be
hosercanadian or can be attributed to Black-
King Games.
Mission 1 - You have to start Somwhere
It took some wheeling and dealing, and a few more UA than you intended, but you find yourself the
proud owner of a new ship. Well not exactly new, but at least new to you. With a coat of paint, a few
minor repairs and a lot of UA it will… Well, it will still be a heap of junk. But as they say, you need to
start somewhere. Fortunately you had a few Crew members lined up before you spent all your
savings, now it is just a matter of getting them onto the ship so you can start making a name for
yourself.
All you need to do is find these potential recruits and bring them back to your ship. Shouldn’t be too
hard to do and it gives you a chance to earn a name for yourself in the wild and weary world as a
Trader. Let’s just hope the ship doesn’t break down too badly along the way.

PRIMARY OBJECTIVE SECONDARY OBJECTIVE


Reward: New Recruits Reward: 3UA

Any Crew members (to a maximum of 3) you As a new Crew you definitely need some UA to
manage to recruit during this game will join help fund your adventures. Any Trader may
your Crew for free. They are automatically interact with the terminals highlighted in
members of your Crew without having to pay Red to download some quick delivery jobs.
their hire cost. These will be represented by the Objective
Tokens.

Hiring Crew members


The Traders set up as Civilians will act as
Civilians ignoring Live One and Join results on If returned to the ship they may be traded
the Civilian die. These Traders will continue to during the Trade Phase as normal to gain the
act as Civilians until their respective Captain rewards.
interacts with them. At this point they are
flipped over to their Trader side and function Special Instructions
as a Trader as normal.
Set up
If a Trader is knocked out as a Civilian, do not Each Crew consists of only the Captain. You
remove them. They are placed on their side need to hire a Crew after all. Of the initially
and can be revived as per the normal rules. selected Crew, each player places a random
Crew member at one of the Blue Civilian
Late Arrivals markers. Then, each player places a random
When the Threat Level reaches Watch Your Crew member at one of the Green Civilian
Back, the remaining Crew members will arrive. markers. The third Crew member is set aside.
Each will arrive at an entry point determined All of these Crew members will be set up with
by the Chance die. They will follow the rules their Civilian side of the character board
set out above. showing.

Any Blue or Green Civilian markers not


assigned a Trader Crew are ignored. The
Yellow Civilian markers represent Civilians as
normal.
Mission 2 - Working hard for your Money

The novelty of owning your ship has worn off quickly. With good paying work hard to come by the
ship costs more than feeding your Crew. For every bolt you tighten, a new wire springs loose and you
still haven't found out where that strange smell is coming from. The only reliable equipment is the
Holo-Suite, but the only thing it plays is infomercials. As you are listening to another advertisement
about finding truth in religion, an emergency broadcast breaks through the transmission.

"This is the Upsilon Haven, we are under attack by Outlaws. Please help, we are desperate!"

Upsilon Have isn't far and who knows, maybe a bit of good work might give you a sizeable reward.
Hopefully enough to get more air-freshener and maybe ear-plugs to mure out the incessant
advertisements.

PRIMARY OBJECTIVE Special Instructions

Reward : Variable Lockers

Each Civilain that you bring back to your ship Valuable information is secured in the Lockers
is worth a 4 UA Reward. The Crew that highlighted in Blue. Each Locker is secured with a
rescues the most Civilians is considered the complex combination code. The combinations are
winner. kept in the central database and can be accessed
through the Data Terminals. Once a Trader has
Civilians retrieved a combination, they are able to Interact
to open one locker.
The Civilians are in a panic, but want to
escape from the Outpost. Each Civilian can Data Terminals
be Persuaded to join the Crew. Each of these
Civilians will not join the Crew at the end of Traders may Interact with the Terminals
the mission, instead Crews will earn a reward hightlighted in Red to get the combination codes.
of 4 UA for each Civilian returned to a Retrieving the combination code from a Terminal
Trader's ship. requires it to be hacked. To hack a Terminal a
Trader must roll a number of dice listed below and
SECONDARY Objective beat the Firewall value of 1. Each Locker has a
separate code and req uires a second Interact to
reward : Variable retrieve. Only the Trader who retrieved the
combination code is able to open a Locker.
Secured in the Lockers are valuable prototypes
and data plans. Retreiving these will provide Firewall Chart:
another reward. The first Locker opened will have
the 5 UA Objective Counter, the second Locker Firewall Strength 1
will have the 3 UA Objective Counter. If returned Any Crewmember 1 Die
to the ship, they may be traded during the Trade Tech Class +1 Die
Phase as normal to gain the rewards. Machine Class +1 Die
Hack Skill +1 Die per level

single Mission

When playing this as a single mission, take a


full Crew of 4 Traders. Advance each Trader
by 1 point. Spend up to 5 UA on equipment.
Mission 3 - Payback is a Female Dog
Your actions at Upsilon Haven have given you quite a bit of notoriety and a bit of fame. It
seems everywhere you go, everybody has heard about your actions. But aside from the
occasional offer of a drink, it hasn't given you much in the way of reward for you. About
the only thing it has done is given you dirty looks from the GCC whenever they recognize
you.

While purchasing supplies in the Bazaar, you hear amplified voices barking orders:
"Nobody move, this is a raid!" It looks like the GCC have decided to settle the score for
your actions which have left them a lot less popular. From the rumours you have heard, it
sounds like the gang from the heist is looking to settle a score with you too. Fighting your
way out might be the only option here.

PRIMARY OBJECTIVE Closed Door Ambush

Reward : Lives of your Crew The Gangers have set up an ambush to catch the
unsuspecting Traders. The door highlighted in Red is
You have dirty GCC agents and blood-thirsty closed at the start of the mission. When the door is
Gangers seeking to even up the score they opened, immediately place 2 Gangers at entry point
owe you. Get back to your ship in one piece. 5.

Reinforcements
SECONDARY Objective
The local GCC detachment is out for revenge and
reward : Variable will likely lay some trumped up charges after it is all
done.
The Gangers in the area are all wanted Each turn during the NPC phase, the GCC reveice a
fugitives with bounties on their heads. Each reinforcement at a random entry point. This
Ganger defeated is worth 2 UA for the Crew continues until the Threat Level reaches Cover Me.
that defeated them.
Loud and Proud

If Gangers make any Ranged Assaults in a turn, it


will also raise the Hostility Meter by one peg, even
if a Trader has previously fired this turn.

Grease the Wheels

Despite being the Defacto Law Enforcement, the


GCC are notoriously corrupt. A Trader may Interact
with the Terminals highlighted in Blue to attempt
to bribe the GCC to ignore the Crew:

1 UA Ignore for the rest of the turn


5 UA Ignore for the rest of the mission

Single Mission

When playing this mission as a Single Mission, take


a full Crew of 2 Traders. Advance each Trader by 2
points. Spend up to 10 UA on equipment.
Mission 4 - Strike
After all the ups and downs it looks like things are starting to come around for your Crew.
Despite using a small ship, you have been offered a high paying courier job to move supplies.
With the Dock-Appendages Union (dock hands was deemed too species-centric to be acceptable
as a name) on strike this means you are stuck doing the heavy lifting, literally. Unfortunately it
seems like you were not the only Crew to get the offer so you will have to move quickly to
secure the cargo. If loading boxes isn’t your thing, possibly a bit of larceny might be equally
rewarding.

PRIMARY OBJECTIVE Parts shortage

Reward : 10 UA per crate Due to the labour strike, players may not spend
UA on Repairs or Upgrades during the next
The easy part is delivering the cargo. The hard maintenance phase. Ships will still degrade, you
part is dragging the heavy Crates onto your ship just won’t be able to find parts to fix them.
to be able to deliver it. Each unopened Green or
Yellow Crate moved into your airlock will earn Cargo crates
you 10 UA when delivered.
The Crates with reminder tokens count as the
SECONDARY Objective primary objectives. A Crate cannot be searched
and loaded as cargo. If it is searched, remove the
reward : Special token.

With the ongoing strike, ship parts are hard to Loading the Crates onto Ships uses the Moving
come by. Secured in the Red Crates are Ship Objects rules:
Parts that could come in handy to keep your
ship running. When allocating tokens to the • A Crew Member may move an object they are
Crates, place Ship Parts token in each Red Crate. in contact with up to 2 inches with an Action.

• Two Crew Members from the same Crew can


move an object they are in contact with up to
4 inches at the cost of an Action each.
Opposing Crews may work together to moce
Special Instructions a Crate if both players agree.
Set UP • A Crate in contact with an Enemy may not be
moved.
After placing each Crate, place a reminder token
on top of each Green and Yellow Crate. These
tokens will remain on those Crates unless it is
searched. Crates with counters are objectives.

Strike Breakers

Some of the strikers are quite violent in


protecting their freedoms. When activating
Civilians, they will not Join or Trade with
Traders holding a Crate. These results are re-
rolled.

If a Live One result is rolled when Live One is


not a viable option, treat it as an Attack option
instead.
Mission 5 - Traders, Come Out and Play
After all the fuss and hassle of your previous missions, it is nice to relax at the Warrior’s Lounge,
an infamous drinking establishment in the Spaceport of Gerard’s Gambit. Your relaxation comes
to a sudden end as a screeching voice shouts over the intercom: “Oh Traders…come out and
plaaay”

The Gangs have become quite bold and seek to undermine authority to expand their influence…
any authority. With the acquisition of an Over-Ride Control Remote they can freely control the
systems of the Station, including the locking tethers of the docked ships. The only way off the
Station is to deal with these Gangers before they deal with you.
PRIMARY OBJECTIVE Special instructions
reward : The Lives of your Crew Set up

The blood-thirsty Gang is seeking to build a Place Crew Members at randomly determined
reputation as ruthless killers. Your Crew Green Civilian markers. No more than 3 Crew
serves as just another name on the list. Members from a Ship will be in the Lounge. Any
Keeping your Crew alive is the end goal. remaining Crew Members will be placed on their
respective Airlock.
SECONDARY Objective
The Yellow Civilian markers represent random
Reward : 5 UA
Civilians caught in the crossfire.
The over-ride control remote is a powerful Doors
tool in the right hands, and power equals
UA. The over-ride control remote can be
All doors are closed at the start of the mission.
Taken from the Gangers and returned
to your ship.
The over-ride control remote
In a campaign, it can be traded during the
Trade Phase as normal to gain the rewards.
One randomly determined Ganger carries the Over-
Ride Control Remote. This is represented by the
5UA Objective Token. During their Activation, this
Ganger will open a door in sight of a Ganger
anywhere on the board in addition to his normal
activation.

Reinforcements

If insufficient Ganger miniatures are available, pick


a random Civilian each time a new Ganger is
required. This Civilian will function as a Ganger
through-out the mission.

Single Mission

If played as a Single Mission, each Crew will consist


of four Traders and will have 4 additional Crew
points. Spend 8 UA on equipment.

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