Nm 02 New Scenarios

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    NEW SCENARIOSBy Jason Abbott & Andy Hall

    Played all fourteen scenarios in the Necromunda book? Need a larger dose of Underbiueaction? WellJason Abbott bas corne up witb tbese excellent scenarios to increase yourmucb needed Necro-fix.NEW SCEI|ARIO lt ALLIANCE

    Despite their di-fferences, two gangs havebanded together for whatever common goalonly they know. Concerned with thepossible change in power having these twogangs allying with each other may bring, theother local gangs are determined to breakup this alliance before it begins.TERRAINThe defenders and the attackers will taketurns setting pieces of terrain on the board.GANGSThis is a four-player game. Two gangs will bethe defenders and the other two gangs willbe the attackers. If the defenders combinedscore is more than the attackers, they will setup first, in the middle of the board. Theattackers will set up second within 8" of thetable edge. If the defenders combined scoresare less than the attackers then they mayplace up to fwo figures each after the attackshave placed figures (to represent sentries,

    wary of just this sort of an attack). All thedefender's figures should be placed within8" of each other, with the exception of thesentries. Each of the attacker's figuresshould be within 8" of another member oftheir gang, but not necessarily of otherattacking gang'smembers.P LA Y I N GA 4P LA Y E R GA MEFor the pufposes of this scenario treat thefour gangs as two large gangs. So each sidedoes its movement and shooting togethereven though they are separate gangs.ENDING THE GAMEThe game will end when only one side(attackersor defenders) remains.REWARDThere is no reward in this scenario.EXPERIENCEIf the defenders combined score was morethan the attackers:. Each defending leader who's team

    doesn't bottle will receive 5 experience.. Each attacking leader who's team doesn't

    bottle will receive 1O experience.. If both defending gangs didn't bottlethen each ganger still standing receives 5experience.. Each gang member that participated willreceive d5 experience.. Each wound inflicted on a ganger willgive 5 experience.

    If the attackers combined score was morethan the defenders:. Each leader who's team doesn't bottle

    will receive 10 experience.. Each gang member that participated willreceive d6 experience.. Each wound inflicted on a ganger willgive 5 experience.

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    NEW SCEwARIO2: GIAwT KILLERIn the Underhive it's kill or be killed. Theonly way for a gang to gain respect andincrease its social standing in the hive is tokill or decimate a gang or hired gun who ishigher up in the Underhive pecking order.Of course, there is the reason they are morewell known and respected than the fledglinggangs in the first place!So when gangs heard a rumour that afamous hired gun may not be the powerfuland feared scourge he had lead them tobelieve and that, in fact he would be apushover. Some gangs dismissed this asmere rumour others saw this as an easywayto quickly rise in power andrespect... .maybe.TERRAINSetup starts with whichever gang has thelowest gang rating; then it proceeds to thenext lowest gang rating and so on, eachplacinga piece of terrain.GANGSEach player chooses a side or corner oftable. Each player then takes turns placingone gang member on the table; the firstfigure must be within 8" of the starting spot(the middle of table edges, or the corner orthe table), each additional figure must bewithin 8" of a previous gang member, andno closer than 8" of any opposing gangfigure.It is possible for one gang to select to sidewith the hired gun, and in that case theirstarting position is within 8" of the centre ofthe table. If more than one gang wants todefend the hired gun, the gang with thelowest gang rating will get to. For thepurposes of computing handicap in thiscase, his lone team will be compared to thecombined score of the attacking gangs.The hired gun is alwaysplaced at the centreof the table.THE HIREDGUNThe Hired Gun should be one of the specialcharacters listed in the book. It should beone that would ally with the lone defendingteam (if there is one), or one appropriate tobe fighting all the attacking gangs.Because tis fighting for it's life, the character will getone turn after eachplayer's turn. If there is alone defending gang, that player will control

    the special characters actions. If there is nolone defending gang, then the specialcharacter will do whatever makes the mostsense (logically or in cbaracter), decidedupon by all players. In the case of a disputeresolve it's actions with a dice roll.The Hired Gun will never bottle.ENDINGTHE GAMEThe game will end when the Hired Gun(and any defenders) are taken out, or whenall the attackers have bottled.REWARDIf the defender won, the hired gun will fightin it's next game for free and award them1D6x10 credits. If the attackers win, thegang that took down the hired gun will getthe 3d6 x L0 credits now and an exra 1D6 x10 credits for another two games (roll aftereach game) from the extra revenue causedby the gangs rise in status.EXPERIENCE. Each attacker's leader who's teamdoesn't bottle will receive 5 experience.. The defender's leader will receive 10

    experience if their team didn't bottle.. Each defender still standing at the endof the game will receive 5 experience.. Each gang member that participated willreceive d6 experience.. Each wound inflicted on a ganger willgive 5 experience.

    . Each wound inflicted on a hired gunwill give 10 experience.

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    NEW SCEMRIO 3: LOSS OF GRACEWith the exception of House Helmawr, theMerchant Guild is the most powerfulorganisation in Hive Primus. The out-lyingsettlements of the Underhive rely on theGuild, not only for trade and commerce butfor the protection the Guild supplies.

    Guilders will often employ gangs to protectand police settlements especially if there isa vested interest for the Guild. If howeveqthe settlement is no longer of use to theGuild or the settlements inhabitants havenot paid their tithes then the Guilders willlet it be known, in no uncertain terms, thatthe settlement has lost its good graces withthe Guilders and is no longer under theirprotection.This is the situation the outlying senlementof Prosper's Cbild is now in. Withour theGuild's protection, gangs have started tocircle like a flock of scavenger birds arounda corpse. Suddenly one gang makes itsmove and all hell breaks loose.TERRAINArrange one side of the table as aramshackle fortification with a gate in thecentre (watch Mad Max Z/Road Warior forthe effect you're after). Set up the otherterrain in the usual manner.

    GANGSEach gang starts on the opposite side of thesettlement in the different corners about 8"in. You may play this as a 3-player scenarioif you wish. The Third Gang would be loyalto Prosper's Child and be placed on andaround the barricades in defending theSettlement.STARTINGTHE GAMEThe attacking gang with the highest gangrating goes first followed by the otherattacking gang and then the defending gangif there is one.THE GATETo win, the attacking gangers must breakdown the main gate. The Gate has aToughness of6 and 3 Wounds.ENDING THE GAMEThe game ends when one of the attackinggangs manages to get two of mofe gangersthrough the gate. If you are playing with adefending gang then they win if the twoattacking gangs bottle.REWARDThe Gang that wins will get to loot thatsettlement, unless they are an outlaw gang,in which case they can choose to either lootthe settlement or take it as their newterritory. If the defending gang won thenthey can take the settlement as their ownteritory.EXPERIENCE. The leader who's gang doesn't

    bottle will receive 10experience.

    . Each gang member thatpanicipated will receive d6experience.

    . Each wound inflicted on aganger will give 5 experience.

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    NEW SCEMRIO 4: ON THE LAMBArant Defel was a young apprentice underthe tutelage of Master Fenrif, an old andrespected Archeotech Artificer, someonewho catalogues and finds uses for theuncovered Archeotech. Fenrif was in theemploy of the Merchant Guild and, in turnHouse Helmawr. Arant was young, impatientand greedy, he killed the old Artificerstealing a particulady valuable piece ofArcheotech and fled into the Underhive.The Guild was furious of this betrayal notonly had they lost a valuable piece ofArcheotech but the death of Fenrif haddispleased senior members of HouseHelmawr. The Guilders placed a largebounty on Arant's head.TERRAINSetup starts with whichever gang has thelowest gang rating then it proceeds to thenext gang rating and so on. Each Player takesit in turns setting up a piece of terrain on fheboard.

    rLGANGSEach player chooses a side or comer of thetable. Then each player takes turns placingone gang member on the table; the firstfigure must be within 8" of the starting spot(the middle of the table edge, or the cornerof the table), each additional figure must bewithin 8" of a previous gang member, andno closer that 8" ofany opposing figure.

    ARANT DEFELThe apprentice should be put in the verycentre of the board. At the end of eachplayers turn he will panic and try to move 2"in a random direction, unless that wouldtake him in base-to-base contact with anyganger, in which case he'll just stay still.If taken down then the body can be pickedup if a ganger ends their movement onwhere the body is. Any model carrying thebody cannot use any weapons unless theydrop the body. They will receive ^rlautomatic paftial cover for carryingthe bodyaround though. The goods cannot beremoved from the body in the middle ofcombat, the body must be removed from theboard or the battle must be won. If the teamholding the body bottles, the body stayswere the model carrying the body was lastpositioned.ENDINGTHE GAMEThe game will end when only one gangremains or the apprentice leaves the table.REWARDThe Gang that captures the body of Arantmay either hand him in to the guilders tocollect the bounty of 2D6 x 10 Creds or stealthe Archeotech (roll three times on theOutlands trader chart, ignoring all rolls thataren't actual objects). If the Gang decides tosteal the objects roll a D6, on a 4* they arenow counted as outlaws.EXPERIENCE. The leader who's gang doesn't

    bottle will receive 10 experience.. Each gang member that

    participated will receive d6experience.

    . Each wound inflicted on aganger will give 5 experience.. The gang that takes out theapprentice will receive d6experience.

    . Taking the apprentice's body offthe map will receive 5experience.

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    NEW SCETVARTOt CIVIL UwBESTEven in the ragtag, stockaded settlements ofthe Underhive there is a Code of Order, ofspecial note is that gang fights are nottolerated inside the settlements. Largerdomains such as Glory Hole and Dust Fallseven opefate a no-weapon policy to ensureno such disruptions take place.However Underhive gangs can benotoriously unpredictable and so when twofeuding gangs meet, with a long history ofhatred between them, even the busyconfines of a crowded settlement plaza arenot going to stop this battle.TERRAINSetup starts with whichever gang has thelowest gang rating; then it proceeds to thenext lowest gang rating and so on. Eachplayer takes turns setting up a piece ofterrain in on the board. try to make thecentre of the board more into a centralplaza/squarc type area.

    GAfrGSEach player takes a turn placing 3 civilianson the board. Then each player choses aside, corner or the middle of the table. Eachplayer then takes turns placing one gangmember on the table; the first figure must bewithin 8" of the starting spot (the middle oftable edges, or the corner or the table, or themiddle of the table), each additional figuremust be within 8" of a previous gangmember, and no closer than 8" of anyopposing gang figure.LIMITATIONSBecause the gangs are in a populatedsettlement where weapons and equipmentis servedy restricted everyone is limited toone hand-to-hand weapon, and oneranged/special weapon. No one will be

    allowed to bring aheatry weapon on unlessthey have at least one Stealth skill. If they do,then the heavy weapon can be brought ininstead of the ranged/special weapon.Because figures that use heavy weapons areso attached to their weapon, any gangmember that can't bring on its healyweapon can opt to be left out of the fight,maybe he's back at the 'habs' cleaning theweapon!Since the gangs were not originallyexpecting a combat sifuation, the gangs willhave not employed any Hired Guns. Onlythose character models that would help outan underdog team will be along for this ride.

    clvtttANsThe civilians should be composed ofminiatures that are obviously notNecromunda gang miniatures. Once combatstarts, the cMlians move at the very end ofeach combat round (treat them as a garrgthat rolled the worst possible initiative roll).Any civilian within 8" of a table edge will runoffthe edge, and out of combat. Roll a d6 forany other civilian, on a l-3 they will run to

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    (or stay next to) a piece ofterrain that offerssome cover, on a 1-6 they wil l try to run forthe nearest map edge.If any civilian is injured, all the gangsinvolved will be accused of being outlaws ifthey aren't already. If more than one isinjured then all gangs will have a -1 penaltyon their die-roll to determine the outcomeof being accused of being an outlaw. If onegang injures more than half the civilians,that gang will suffer a -3 penalty rather thana -1 on their die-roll.ENDGAMEThe game will end when only one gangremains.REWARDThere isn't much reward in this scenario. If ablood-bath starts, and civilians start dying,the single remaining gang will collect d6credits off of each downed cMlian. They canalso choose to mug the rest of the civiliansstill on the board at the end of the game. Ifthey chose to do so, they also get d6 creditsoff eac[ of them, but they will face the -3dice roll penalty when determining if thevare an outlaw at the end of the game (ratherthan the -1).

    EXPERIENCE. The leader who's team doesn'tbottle will receive 10 experience.

    . Each gang member thatparticipated will receive d6experience.

    . Each wound inflicted on a gangerwill give 5 experience.

    . Each downed cMlian will eive d6experience.

    . lf a team decides to mug theremaining civilians, each gangerstill up will receive d6 experience.