68. Big Bar Brawl
RAW ✔️ House of Iron, p104
While the scenarios presented here have been designed specifically for House Orlock gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Both scenarios also lend themselves well to multi-player scenarios – such as the Big Bar Brawl where multiple gangs punch it out in a drunken free-for-all in the middle of some underhive drinking hole. Alternatively, Road Block can make for an interesting Arbitrated battle, with the Arbitrator taking control of the road blocks and one or more gangs trying to break through to the other side of the battlefield, or even with a gang in charge of each road block as part of an uneasy alliance, their fighters under attack by the forces of the Arbitrator.
A drunken insult leads to a free-for-all in the local drinking hole.
Battlefield
This scenario uses the battlefield set-up guidelines, as described in the Necromunda Rulebook.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.
Both players use the Random Selection (7) method to choose their crew.
Deployment
Players roll off to see who places a fighter first within 12" of the centre of the battlefield, and then take turns placing fighters within 12" of the centre of the battlefield, at least 1" from an already deployed fighter.
Gang Tactics
Neither player uses gang tactics in this scenario.
Ending the Battle
The battle ends when only one gang has Standing fighters remaining on the battlefield at the end of any End phase.
Victory
The gang with at least one fighter still Standing at the end of the battle is the winner.
Rewards
Credits
The victorious gang adds D3x10 credits to their Stash.
Experience
Each fighter who took part in the battle earns 1 XP.
If a fighter ends the battle with four or more Intoxicated tokens on their Fighter card, and is still Standing, they earn 1 XP.
Reputation
The victorious gang gains 1 Reputation.
Drinking Hole
The fighters are all relaxing in a drinking hole and are not armed for a gang fight. In this scenario, fighters count as being unarmed and unarmoured, so cannot make attacks with any weapons they might be armed with, will get no save rolls for armour or field armour, and cannot use any Wargear they carry. They may, however, still benefit from skills that improve their fighting abilities or grant them special save rolls.
Drinking Phase
The Big Bar Brawl adds two new phases to the battle: the Drinking phase and the Fighting phase. These replace the Action phase. After determining priority, the Drinking phase begins. Players take turns activating their fighters as normal. When a fighter activates in the Drinking phase, they can choose to either drink or stagger (this includes fighters who are Seriously Injured). If they choose to drink, place an Intoxicated token on their Fighter card. If they choose to stagger, they can move D6" in any direction.
Once all fighters have either drunk or staggered, the Drinking phase ends.
Fighting Phase
In the Fighting phase, players take turns activating their fighters starting with the player who has priority. Each fighter can take a single Basic, Simple or Double action, regardless of any special rules or skills that would allow them to take more than one action during the round. When a fighter makes a Charge (Double) action, they roll a D6 to see how far they move, instead of D3 plus their Movement characteristic.
For each Intoxicated token on their card, a fighter counts their Toughness characteristic as 1 higher than normal, but must subtract 1 from their to Hit rolls when making attacks (note that a natural roll of 6 will always be a hit).
After all fighters have activated in the Fighting phase, move on to the End phase. In the End phase, any Fighters who are Standing and Engaged are moved 1" apart (move the fighters directly away from each other). After they have been moved, each of these fighters must make an Initiative check, subtracting 1 from the dice roll for each Intoxicated token on their Fighter card. If they fail, they become Prone and Pinned.