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60. Bar Brawl

RAW ✔️ Source: Necromunda: Apocrypha Necromunda, originally published in White Dwarf 449, Return to Zone Mortalis (12/2019)

Designer's Note: Using Gang Raid Scenarios

The scenarios presented here are intended to make for quick games, perhaps played over a lunch break, or to allow several, smaller games to be played in an evening. In Campaign play, these scenarios are perfect for players wishing to strike at their opponents without risking their whole gang, or for gangs who have several fighters In Recovery, allowing a gang to grow even when severely depleted. If both players agree, the winner of a pre-game roll-off can choose to play one of these scenarios. Players can also agree between themselves to play one of these scenarios instead of rolling off in the pre-game sequence. In an Arbitrated campaign, the Arbitrator may decide that one of these scenarios should be used at any given time if one player is particularly disadvantaged due to injuries.

"Nobody calls me a liar. Not here. Not anywhere. The Sumpkroc was at least 12 foot long, and if you don't believe me, I'll be more than happy to tell it again to your bullet-riddled body!"
- 'Blood and Guts' Belle, Blood Orchids, House Escher

In this scenario, things turn heated at the local drinking hole.

Battle Type

This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang's starting crew.

Battlefield

This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. The battlefield should be no larger than 1'x2'.

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. Both gangs use the Custom Selection (4) method to determine their crew.

Deployment

The winner of a roll-off chooses to deploy first or second. Players take it in turns to deploy a fighter anywhere on the battlefield, but not within 3" of another fighter, until both crews have been fully deployed.

Once both crews have been fully deployed, starting with the winner of a roll-off, the players then place D3+3 Hive Dwellers (represented with appropriate models or markers), taking turns to place one anywhere on the battlefield at least 1" from either player's fighters.

Gang Tactics

Neither side can use gang tactics in this scenario.

Ending the Battle

If either gang has no fighters left on the battlefield at the end of any round, the battle ends immediately.

Victory

If only one gang has fighters left on the battlefield at the end of the battle, that gang is victorious. If neither gang has fighters left on the battlefield at the end of the battle, the battle is a draw.

Rewards

"No Rewards for Trouble Makers!"

One randomly selected fighter from the loser's crew is locked up by the local Enforcers for causing trouble – a few days of solitary confinement and no food or water being just the cure for breaching the peace!

That fighter goes Into Recovery. If that fighter suffered a Critical Injury during the battle, they are assumed to have undergone the Medical Escort post-battle action, without the need for the controlling player to pick another fighter to escort them or pay any credits.

Experience

The Leader of the winning gang earns 1 XP (despite not taking part in the battle).

Reputation

The victorious gang gains 2 Reputation.

Each gang gains 1 Reputation if this was their first battle against this opponent.

If either gang bottled out, they lose 1 Reputation.

A Night of Revelry

Both gangs' fighters have consumed their share of drink before starting trouble, making them mean drunks indeed. As a result, all fighters are subject to the following rules:

  • No fighter can take part in a Group Activation during this scenario.
  • All fighters are suffering from the Intoxicated condition, with the following effects:
    • Each Intoxicated fighter reduces their Movement, Weapon Skill and Ballistic Skill characteristic by 1.
    • Intoxicated fighters automatically pass any Cool tests they are required to make.
    • Each time an Intoxicated fighter is activated, roll a D6. On a 6, that fighter is no longer Intoxicated.

Guns At The Door

Most sensible saloon owners enforce a 'no guns policy' to avoid situations like these from rapidly escalating. No ranged weapons, no grenades and no close combat weapons with the Unwieldy trait a fighter possesses can be used during this scenario. If this would leave a fighter with no usable weapons, they are assumed to be equipped with a heavy club, representing a bar stool, table leg or similar improvised weapon, until the end of the battle.

Mind the Patrons

This scenario includes D3+3 Hive Dwellers, deployed as described previously. Hive Dwellers have the following profile:

Hive Dwellers

MWSBSSTWIALdClWilInt
5"5+5+3314+17+8+9+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Heavy club-E--S-2-Concussion, Melee

Skills: - Wargear: -

note

Arbitrating The Scenario

If this is an Arbitrated scenario, the Arbitrator controls the Hive Dwellers. After the players have deployed all of their fighters, the Arbitrator can place any number of Hive Dwellers anywhere on the battlefield. Whenever the actions of the fighters would cause a Hive Dweller to activate, instead of rolling a dice, the Arbitrator chooses what the Hive Dweller's reaction will be.

Barroom Brawlers

For all intents and purposes, the Hive Dwellers are treated like fighters and follow all of the normal rules for movement, stray shots, being Engaged, becoming Pinned, and so on. However, if they are reduced to 0 wounds, they are automatically taken Out of Action without rolling any Injury dice.

Hive Dwellers do not activate normally and instead react to the actions of nearby fighters. Hive Dwellers are triggered by the following actions:

  • A fighter makes a Fight (Basic) action within 3".
  • A fighter ends a Move (Simple) action within 2".

After working out the effects of the action that triggered the Hive Dweller, roll a D6 on the table below. Note that if there is more than one Hive Dweller triggered by the action, roll a separate D6 for each one:

  D6  Hive Dweller Reaction
1-2"Oh yeah?": The Hive Dweller picks up a bottle or tankard and attacks the nearest fighter:
- If the nearest fighter is Standing and is within 2" of the Hive Dweller, the Hive Dweller moves into base contact with the fighter and immediately makes a close combat attack, targeting that fighter (ignoring assists and interference).
- If the nearest fighter is Prone, or is more than 2" away from the Hive Dweller, they hurl something at the fighter. Make a hit roll using the Hive Dweller's BS. If a hit is scored, it is resolved at S2, AP-, and D1.
3-4"OK, take it easy fella!": The Hive Dweller stands their ground, taking no action.
5-6"I'm getting out of here!": The Hive Dweller flees the building. Remove them from the battlefield.

Unless triggered, a Hive Dweller takes no action.