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The Arastus Affair, part II PDF Print E-mail
Written by Maurice de Mare   
Friday, 18 July 2008

The conclusion to the Arastus Affair.

The Arastus Affair, Part II

After striking their deal with Duron Fel the acolytes should consider how they will pay for the ordered weapons. The 100 Throne Gelt they received at the start of the mission will not be enough. If they’ve met Duron Fel they should know about the Blood Reavers, the narco-gang that runs the Arastus Division. It should be clear that robbing the Blood Reavers is the wisest course of action, given that the delivery of the weapons will occur in 4 weeks and Duron Fel expects to be paid. 

 

Blood Reaver HQ

After the M-series factory was decommissioned, the division suffered. It also meant that the warehouses that used to hold the weapons that the factory produced were abandoned. Not long after the Blood Reavers moved in and they never intend to leave.

 

Nowadays the former warehouse is the Blood Reavers bastion and source of entertainment. The upper level serves as the Reavers armoury and as storage for the drugs that they sell. The ground level serves as the Reavers bar, brothel and drug den. Whores, addicts, slumming nobles and all manner of scum are welcome to indulge themselves at the Blood Reavers HQ.

 

Investigation

No doubt the acolytes will want to scope out the HQ before breaking and entering. Some likely venues of investigation are described below:

 

Surveillance

A pair of magnoculars or a rifle’s scope can easily give the acolytes a good idea of the exterior layout of the warehouse. Long term surveillance reveals that the number of Blood Reavers occupying the warehouse always hovers around ten. Those Blood Reavers that leave the warehouse to peddle their wares are usually armed with autopistols.

You are not alone

While performing their surveillance let the acolytes test awareness and concealment against a nearby White Skull operative (use scum stats see DH 344 but the operative has the concealment skill). If they succeed at the awareness test they discover that they are not the only ones conducting surveillance if they fail at their concealment test the White Skull Operative is also aware of them. If confronted the White Skull operative will flee, if the acolytes fire upon him the Blood Reavers will investigate.

 

Interrogation

Abducting a Blood Reaver gives the acolytes an opportunity to gain valuable information, it also puts the Blood Reavers on edge and will result that they will only leave the HQ in teams of at least two. A typical Blood Reaver uses the stats of a scum as found on page 344 of the Dark Heresy book but is armed with an autopistol and wears heavy leather for protection.

A Blood Reaver can inform the acolytes about the interior layout of the HQ and if pressed hard he or she can reveal the location of the obscura.

 

Gaining access to building plans

A tech-savvy acolyte can, with a challenging +0 Tech-use test, hack into Adeptus Ministorum archives and retrieve the original building plans of the warehouse. Another challenging +0 tech-use test is required to determine if the acolytes covers his digital trails well enough, if the acolyte fails requirement #2 will not be met. The Inquisitor will be most displeased! The building plans can also be requested at the Adeptus Ministorum. This will cost 10 Thrones and will require a Disguise test opposed by the adepts perception of 36. Failure means that requirement #2 is not met.

 

The Best Laid Plans

After investigating the warehouse for a few days the acolytes will have made their plans and the time has come to act upon them. Sadly, the Emperor is not with the acolytes. The White Skulls, rivals of the Blood Reavers, have decided that attacking is the best defence. The White Skulls are aware of the Blood Reavers recent weapon purchases and they expect to be attacked at any moment, to prevent that they’ve chosen this moment to attack the Blood Reavers.

 

When the acolytes are within 500 metres of the warehouse describe or read aloud the following: the screech of tires, the low rumbling noise of engines reaches your ears and you see three vehicles, two sedans and a pick-up, swerve around the corner. The vehicles speed past you, all three vehicles spot a white grinning skull painted on the sides. As the pick-up roars past you, you make out a pintle mounted heavy stubber. The vehicles quickly reach the Blood Reavers HQ and screech to a halt. Many men exit the vehicles, someone grabs the heavy stubber and all hell breaks loose as the men rush inside and the heavy stubber starts firing! 

It is true that the White Skulls are now dealing with the Blood Reavers, but Duron Fel’s payment is in jeopardy! Mission failure is imminent.

Please take a look at the map of the Blood Reavers HQ, which can be found at the download section of the Dark Reign site. Mission success will require that the acolytes survive three separate encounters: 1) dealing with the heavy stubber, 2) destroying the White Skulls and 3) mopping up the last of the Blood Reavers. The battle between the White Skulls and the Blood Reavers will occur in the background. But if the acolytes are not careful this fight can easily spill into the foreground. 

Encounter 1: the Heavy Stubber

 

The White Skulls are very proud of the fact that they own a heavy stubber, one of the gangers used to be with the PDF and knows how to operate it. Currently that ganger is happily massacring Blood Reavers, whores and addicts as he sprays hot lead into the interior of the HQ. Another member of the White Skulls, armed with a pump-action shotgun, stayed behind to protect the vehicles.

 

White Skull Gunner

WS

BS

S

T Ag Int Per WP Fel

39

37

26

37

25

33

37

28

35

Wounds: 14

Armour: 4, all locations, Guard Flak Armour

Talents: Heavy Weapon SP, Pistol training (LAS,SP), Basic training (LAS,SP), Sound Constitution (2)

Skills: Speak Language, drive (ground vehicle)

Heavy Stubber, 120m, RoF -/-/10, 1d10+4 I, PEN 3, clip 200, reload 2 full

Laspistol, 30m, RoF 1/-/-, 1d10+2 E, PEN 0, clip 30, reload full, reliable

Knife, 1d5+2 R primitive

10 throne gelt

 

White Skull ganger with pump-action shotgun, use scum stats as found in DH page 344. The ganger has 16 shotgun shells and wears heavy leathers.

 

Tactics

If engaged the gunner will bring the heavy stubber around and will try to pin down the acolytes if he can. The ganger with the shotgun will take cover behind one of the vehicles and takes aimed shots at any acolyte he can see. The gunner will abandon his gun and head for cover if he cannot engage the acolytes successfully. He’ll move back to the heavy stubber if the opportunity presents itself.

 

Firing on the vehicles

If the acolytes specifically target the White Skull vehicles and manage to do more than 10 damage to it roll 1d10. On a 10 the vehicle’s fuel tank is hit and the vehicle explodes! Treat as a fire-bomb, page 137 of the DH book.

 

Boarding the pick-up

If one of the acolytes boards the pick-up and reaches the heavy stubber, this means that the White Skull gangers inside the HQ can see him or her. They will immediate unleash a hail of bullets if this occurs.

 

Encounter 2, White Skulls


At the start of encounter 2 describe or read aloud the following: as you carefully peer inside the Blood Reavers HQ you see unparalleled devastation. Every surface is riddled with bullets, bodies are piled upon bodies or are draped across destroyed furniture. Blood slowly seeps out of the door and into the street. The upper level is where the fight still rages, you see gangers armed with autopistols fire into a hallway. The booming rattle of a combat shotgun sounds in response.
 

Four White Skull gangers armed with autopistols and one armed with a pump-action shotgun are trying to reach the Blood Reavers armoury and storage. The last three Blood Reavers are fighting hard to prevent that.

 

4 White Skull gangers with autopistols, use scum stats as found in DH page 344. The gangers have 4 reloads for their autopistols and wear heavy leathers.

1 White Skull ganger with a pump-action shotgun, use scum stats as found in DH page 344. The ganger has 16 shotgun shells and wears heavy leathers.

 

Tactics

The remaining White Skulls will use the walkway to fire at the acolytes if confronted. From certain positions on the walkway the White Skulls can engage the pick-up. The last of the Blood Reavers won’t press their luck and will remain in position, they cannot engage anyone outside of their narrow field of fire and cannot target the pick-up. The heavy stubber also cannot target them.

 

Encounter 3, Blood Reavers

 

The last of the Blood Reavers are making their stand at the hallway. They are equipped with combat shotguns and have excellent fields of fire.

 

3 Blood Reaver gangers with combat shotguns, use scum stats as found in DH page 344. Each  ganger has 1 full clip remaining and wears heavy leathers. The leader also has an extra  handcannon with 10 rounds, +10 to BS and 12 wounds.

 

Conclusion

With the last narco-ganger dead at their feet the acolytes have won a great victory. In a nearby room they find just enough obscura to pay for the weapons they’ve ordered. If the pick-up survived it can be loaded with drugs and weapons, which can be transported to the secure storage that the acolytes found at the M-series plant.

 

A few weeks later and right on time Duron Fel makes his delivery. The acolytes receive their weapons and Fel takes their drugs. Duron Fel could easily turn into a contact for one of the acolytes. If the acolytes attempt to rob Fel, the GM should remember that Fel employs a crack team of bodyguards and hasn’t survived this long by being stupid.

 

If the acolytes have managed to meet every requirement then their Inquisitor is very pleased with them, award them 400xp.

 

If the acolytes failed to meet every requirement then the Inquisitor will evaluate their performance, and will most likely sent them on a suicide mission to redeem themselves.

 

Why does the Inquisition need a weapons-cache in the Arastus Division? All will be revealed in the next installment: Operation Cleansweep.

 

Comments
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Darkjoy   | Author | 2008-07-27 11:19:31
avatar Well, the download section ate my maps :angry:

Yes, it is true, I don't have any mapping software :whistle:

EDIT: OK, my map is available at Darkreign40k, so there is no reason to push people towards my site :cheer:
PaoloZ   | Registered | 2008-09-16 05:38:56
What rank would you suggest for the acolytes involved in this this scenario?

I think providing the rank/number of acolytes for the scenarios and adventures would be of great help to classify them, since their number on DarkReign is growing pretty fast.
Darkjoy   | Author | 2008-09-16 13:31:58
avatar My acolytes (3) were rank 1 or just rank 2 when they finished the Arastus Affair.

Classification sounds good, but remember you as GM can and should adjust the scenario to suit your players.
PaoloZ   | Registered | 2008-09-17 02:36:05
Sure, but it's good to have them sorted: at least you know how much you'll need to alter the scenario to have it suited to your playing group.
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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