| AN ONGOING NEWSLETTER | January 2006 |
“Trouble outside the Crazi-Klub” While the new gleaming corporate cities rose next to the older cities, many of the old industrial sectors lay empty and abandoned. Most were left to the gangs or simply to rot; some were sold for a song. In one city a whole district became the property of an unscrupulous businessman simply known as Big Sade. He started out with a brothel and a drug factory. Pretty soon he enough money to open a biker bar for his main patrons. A whole succession of other clubs and bars quickly followed. “Specialist” establishments doon followed, catering for all brands and styles of music, designer drugs and sexual preference. Corps employees, Brat gangs, Street gangs and Bikers flocked to the new zone, hanging out side by side. The whole area became a haven from the ravages of the combat zones and the pressures of corporate life. Some come to Club land simply to get the latest designer drugs supplied from Sade’s factories. One of Big Sade's rules was that no weapons or gang colours could be worn in Club land. This doesn’t stop clubbers smuggling in knives, light pistols and knuckle dusters, but Big Sade's pet biker gang (The Road Jackals), deal with anyone foolish enough to cause trouble. In a shrewd move Big Sade sold some of his less profitable establishments to various corporations. Now there are at least three corporate-run clubs and an arcade showing off the latest game tech to be had. This pays for the extra muscle Big Sade has to hire to control his streets. The extra muscle comes in the form of the Liberty Security Group (LSG), a military-style corporate police force. They lean heavily upon anyone openly carrying weapons in Club Land. With two SWAT teams to hand they have a feared reputation on Big Sade’s Streets. It is common for gangs to leave their colours and weapons in their transports at the edge of Club Land guarded by a junior gang member. These areas are closely watched by cameras, not to spot trouble, but to record the action as various gangs try to hit one another when they are at their weakest. Big Sade makes a small fortune from this enterprise, selling the footage to the Media nets. It is also rumoured that Sade’s Brothels are also equipped with hidden cameras, for his other “adult” enterprises. Big Sade is a man with his fingers in many pies including blackmail and extortion. Add to that his drug |
It is common for gangs to leave their colours and weapons in their transports at the edge of Club Land guarded by a junior gang member. These areas are closely watched by cameras, not to spot trouble, but to record the action as various gangs try to hit one another when they are at their weakest. Big Sade makes a small fortune from this enterprise, selling the footage to the Media nets. It is also rumoured that Sade’s Brothels are also equipped with hidden cameras, for his other “adult” enterprises. Big Sade is a man with his fingers in many pies including blackmail and extortion. Add to that his drug factories, drug dens, seven night clubs, ten bars, three fast-food joints, two restaunts, three brothels and a casino he is rapidly becoming a very rich man. factories, drug dens, seven night clubs, ten bars, three fast-food joints, two restaunts, three brothels and a casino he is rapidly becoming a very rich man. The Scenario: This scenario is ideal for at least three players: One to control each gang and another to control the security forces. It’s a typical night out in Club Land. In the Crazi-Klub, a Techno-punk sleaze pit, the rival Street Cats and the Zone Lords gangs start eyeballing each other. Soon insults and name calling start to fill the air. As tensions rise fists start to fly between the two gangs. With the Road Jackals closing to sort the trouble both the gangs split and leave the Crazi-Klub. Each gang heads to their transports and “tools up”. Both gangs return fully armed to the street outside the Crazi-Klub to settle their differences. More importantly, the losing gang will never be able to return to Club Land. Riot Squad Beta wades in and calls for backup. Can they contain the violence until Alpha Squad and the SWAT teams show up? Set up: The table should be set up as a typical wide street, with warehouses and clubs on each side. Further cover should be provided in the form of Grit Bins, cars and vans. You should include any other urban terrain suitable for a Club Zone. Near the centre of the street should be the Crazi-club. The Street Cats and Zone Lords deploy within 15cm of each end of the street. Riot Squad Beta will deploy somewhere in the centre of the street between the two gangs. The turn after the first shot is fired Squad Alpha will deploy at a random table edge. Three turns after Squad Alpha’s deployment, Squad Hammer will deploy at a random table edge. At the end of every turn after Squad Hammer's deployment roll a D6. On a 6 Squad Hammer will deploy. The combatants: The Street Cats and Zone Lords can be generated from the rule book (pg32) or battle book (pg 50 - 52) up to a 180 points value. The Liberty Security Group forces are listed below. Due to the concerns of Big Sade with the destruction of his Clubs the LSG (and the Road Jackals biker gang) are not allowed to carry Missile launchers, Frag grenades, Auto Cannons, Flamers or Incendiary grenades. This restriction does not apply to the two rival gangs. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Set up: The table should be set up as a typical wide street, with warehouses and clubs on each side. Further cover should be provided in the form of Grit Bins, cars and vans. You should include any other urban terrain suitable for a Club Zone. Near the centre of the street should be the Crazi-club. The Street Cats and Zone Lords deploy within 15cm of each end of the street. Riot Squad Beta will deploy somewhere in the centre of the street between the two gangs. The turn after the first shot is fired Squad Alpha will deploy at a random table edge. Three turns after Squad Alpha’s deployment, Squad Hammer will deploy at a random table edge. At the end of every turn after Squad Hammer's deployment roll a D6. On a 6 Squad Hammer will deploy. The combatants: The Street Cats and Zone Lords can be generated from the rule book (pg32) or battle book (pg 50 - 52) up to a 180 points value. Due to the concerns of Big Sade with the destruction of his Clubs the LSG (and the Road Jackals biker gang) are not allowed to carry Missile launchers, Frag grenades, Auto Cannons, Flamers or Incendiary grenades. This restriction does not apply to the two rival gangs. Victory Conditions Victory for each of the gangs is to destroy the other. A partial victory is to drop the opposing gang’s numbers by 50%. The losing gang cannot return to Club Land, or they will leave in body bags! |
Victory for the LSG is to stop the gangs fighting or to destroy the gangs. As this is a three way game the easiest way to calculate victory is to total up the points values the factions managed to kill from the opposing factions. The group with the highest score is the winner. Additional Madness! For those wanting an even more complicated game you could bring the Road Jackals gang in on the side of the LSG after the third turn. Have them deploy from any of the clubs on the board. Design a 100 point Biker gang from the lists in the Battle book page 52. If this option is to be used the gangs can spend up to 220 points value for their generation. If an additional player is present you could add club goers in the street. These are random individuals, and may not group together or attach themselves to any gang or squad. When the trouble starts they will attempt to move off table by the nearest edge. To achieve this they will start shooting at the nearest threat regardless of which side it is on. They will even take random shots at other firing club goers. The maxinum number of each class of club goers on the street is shown in the far right column. The points value of killed Club goers doesn’t apply to victory conditions. Optional: The points value of every club goer killed can be deducted from the LSG’s victory points regardless of who killed them (it’s the LSG’s job to protect them | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Victory conditions: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Victory for each of the gangs is to destroy the other. A partial victory is to drop the opposing gang’s numbers by 50%. The losing gang cannot return to Club Land, or they will leave in body bags! Victory for the LSG is to stop the gangs fighting or to destroy the gangs. As this is a three way game the easiest way to calculate victory is to total up the points values the factions managed to kill from the opposing factions. The group with the highest score is the winner. Additional Madness! For those wanting an even more complicated game you could bring the Road Jackals gang in on the side of the LSG after the third turn. Have them deploy from any of the clubs on the board. Design a 100 point Biker gang from the lists in the Battle book page 52. |
If this option is to be used the gangs can spend up to 220 points value for their generation. If an additional player is present you could add club goers in the street. These are random individuals, and may not group together or attach themselves to any gang or squad. When the trouble starts they will attempt to move off table by the nearest edge. To achieve this they will start shooting at the nearest threat regardless of which side it is on. They will even take random shots at other firing club goers. The maxinum number of each class of club goers on the street is shown in the far right column. The points value of killed Club goers doesn’t apply to victory conditions. Optional: The points value of every club goer killed can be deducted from the LSG’s victory points regardless of who killed them (it’s the LSG’s job to protect them!). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Other Gaming Ideas in Club Land: |
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Youse need some protection:
An organised Crime syndicate has decided it wants a piece of Big Sade’s action. After some Mob thugs got a beating by the Road Jackals for suggesting they need protection by Boss decides to declare war on club land. Gangs of street scum attempt to take club land when it’s quiet (daytime). Can the ‘Jackals save Big Sade until the LSG turn up? What goes around... A hit man has been hired by one of Big Sade’s extortion victims. He/She enters Big Sade’s private apartments. Can the Road Jackals take out the Hit man? The Hit Man is a Hero level character. Generate the Bikers to the same points as the Hit man from the Biker Gang lists in the Battlebook. Big Sade can be included in the game. He is classed as a Veteran Gang Leader and is usually armed with a Heavy Pistol and a knife, although it is also acceptable for him to carry an Auto-shotgun. |
Drug Raid On the far side of Club Land is Big Sade’s drug factory. A group of gangers have decided to mount a raid on the factory. As the LSG will only protect the Clubs the Road Jackals swing into action. Can the gang make it away with Sade’s designer drugs? Punx not dead! It's ZOMBIE time! Club land gets a new lease of “life” from its new patrons. This is a standard Zombie game. Squads of LSG can be used to fight off the undead. However Bikers seem to find Zombie killing good fun (at least that’s what the movies tell us!) so why not let the Road Jackals let off steam? Like all good Zombie games you may find it fun to limit ammunition. See the various Zombie articles in the Chronicles for Zombie rules and flavour of your choice. |