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Blood Donation A scenario for New World Disorder: CyberZone
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  One of the crews has been hired by a Bio-Medical company to help collect “donations” from other crews in Freak Town. They need live donors, but they do not need them all in one piece. That just saves them a step in the operating van.

Getting Prepped
  Determine which crew is the “donor.” This crew’s player sets up his characters anywhere within six inches of the center of the table. The “collector” crew then sets up his crew within six inches of the table edges. Everything outside the collector deployment zone is considered the “center” of the table.
  Play lasts for a number of rounds equal to six plus the roll of one die. Once this deadline is reached, the collection vans arrive to retrieve the “donors.”

Objectives
  The “donor” crew needs to escape with as many of its characters off the table edges as possible. The “collector” crew needs to disable as many of the “donor” characters inside the table as possible. After leaving the table, a character cannot return.

Rewards
  Victory points are awarded for the following accomplishments made by the “donor” crew:
 • | 1 victory point for every character that makes it off the table’s edge |
  Victory points are awarded for the following accomplishments made by the “collector” crew:
 • | 1 victory point for every enemy punk that is OUT or KO’d in the center of the table |
 • | 2 victory points for every enemy top dog that is OUT or KO’d in the center of the table |
  Experience Points are awarded to top dogs for the following accomplishments:
 • | 1 experience point for each wound inflicted on the opposing side |
 • | 1 experience point for every “donor” that makes it off the table edge. |
 • | 1 experience point for every enemy that the character KO’s or puts OUT in the center of the table at the end of the game |
Special Rules
  At the end of the firefight, all characters (in either crew) that are OUT or KO’d in the center of the table are considered dead; all of their equipment is forfeited. The collection vans have nabbed them and turned them into spare parts. For every character considered dead in this fashion, the “collector” crew is paid 10cr times the number of brawn dice with which the character started. Characters that are OUT or KO’d within six inches of the table edge recover normally.

New Equipment
Poison Sack Remote
Cost: 40cr + 1cr per Poison Sack
 This remote can be used to trigger the poison sack implanted in a character, provided the sack is equipped with a special receiver, which costs 1cr. The receiver can only be paired with a single Poison Sack Remote, but a remote can be linked to any number of receivers. Both remotes and receivers are immune to EM pulses. This remote can be looted and used by opposing crews.
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