Hello Yaks!
I am fairly new to Necromunda, but I wanted to have a go at scenario creation for fun. I'm hoping this one plays as a wild, chaotic, yet fun multi-player brawl. Id like to have some more experienced Necromunda players Critique it before I subject my friends to it though. Enjoy!
-----------‐-------------------------
BUG HUNT
"There's three things you need to make a living in the bug hunting biz, kid. One, A gang of battle-hardened hunters. Two, a pile of heavy duty weapons. And, Three, live bait. And since this is your first time out, and we ain't armed ya, guess what your job is...."
- Butcher Bax, Market Hunter
Pipeside Badzones
" Wanted! Stout Hunters to harvest harmless Bugs! Easy Work, Great Pay! Inquire within!"
- Sign in Pipeside Marketplace
The Pipeside Mercator caravans have caught wind of a recently discovered nest of Bugs; deadly yet valuable mutant arthropods that stalk the badzones. They are offering big creds and territorial rewards to any gang that can deliver processed Bug parts.
BATTLE TYPE
This scenario can be played as either an Underhive or Ash Wastes battle; if 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.
Pinpoint the exact centre of the Battlefield. Mark that point with a counter or suitable terrain. Anything that falls within 1' of that exact centre is the Bug Nest.
All gangs use the Custom selection (6) method to choose their crews.
DEPLOYMENT
Each gang picks a board edge for their deployment zone. and deploys their entire force within 2" of the edge. If there are more than 4 gangs, divide the board edges evenly.
ENDING THE BATTLE
Once all Gangers have left the table, either voluntarily or by being taken out of Action, the battle has ended.
VICTORY
The Gang that leaves the area through their deployment zone with the most bug parts is the winner.
REWARDS
Credits - The gang receives d6x10 creds for each bug part it carries off the table.
Experience- Each ganger who takes part in the hunt gain 1xp. Any ganger that took one or more Bug(s) Out of Action gains 3xp.
Reputation- Each gang that took part in the battle gains 1 Reputation. The Winning gang gains d3+1 Reputation. Any gang that bottles out without retrieving any bug tokens loses 1 Reputation.
SPECIAL RULES
Call Bug (Double Action) Any fighter within the Bug Nest zone can make a Leadership roll to call a Bug. If Successful, roll a scatter die and a d6 centered on the fighter that made the action. A bug appears where the die indicate. The Bug gains a ready marker and enters the turn order immediately.
Bait Bug
A bug can also be attracted by bait...bleeding, screaming bait. Whenever a fighter takes a wound, anywhere on the battlefield,roll a d6. On a 5+ a hunting Bug appears, drawn by the smell of blood. Roll a scatter die centred on the wounded fighter and a d6; a Bug appears where the die indicate. The Bug gains a ready marker and enters the turn order immediately.
For this scenario, there is an unlimited supply of bugs. Players will have to balance their greed with their sense of survival.
Butcher Bug (Basic)
Any fighter that is in base contact with a Bug that has been taken Out of Action can choose to Butcher the Bug. Roll a D3. That many Bug Part tokens are added to the fighter. Once a Bug has been butchered, remove the figure from play.
The fighter maintains control of these bug tokens until Seriously Injured or taken Out Of Action. Once the fighter drops the tokens, they can be retrieved by any fighter within 1" of the tokens with Carry Bug Parts (Basic) action.
Securing Bug Parts
The Fighter can leave the Battlefield through their deployment zone to secure the Bug Parts as victory points. This fighter cannot return to the battle, but is not considered as Out of Action for the purposes of bottle checks.
BUG BEHAVIOUR
When a bug enters play, it will take one of the following actions, in order of priority.
1) If in Melee, the Bug will continue to attack until it or the fighter(s) engaged with it are dead.
2)If not in Melee, the Bug will Charge the nearest fighter within its Movement range (7").
3) If not within Charge range, the Bug will make a ranged attack against the nearest fighterwithin its shooting range (10").
4) If no fighters are within an attack range, the Bug will take a single move action (7") as decided by the scatter die.
BUG
M WS BS S T W I A Ld Cl Wil Int+
7 4+ 4+ 3 3 2 4+ 2 10 7 10 10
Fangs ,Str 3, Rg L E, AP -1, D 1
Ichor Spit Str 3, D1, Initiative save vs Blind condition.
--------------
That's it. Let me know what you think!
I am fairly new to Necromunda, but I wanted to have a go at scenario creation for fun. I'm hoping this one plays as a wild, chaotic, yet fun multi-player brawl. Id like to have some more experienced Necromunda players Critique it before I subject my friends to it though. Enjoy!
-----------‐-------------------------
BUG HUNT
"There's three things you need to make a living in the bug hunting biz, kid. One, A gang of battle-hardened hunters. Two, a pile of heavy duty weapons. And, Three, live bait. And since this is your first time out, and we ain't armed ya, guess what your job is...."
- Butcher Bax, Market Hunter
Pipeside Badzones
" Wanted! Stout Hunters to harvest harmless Bugs! Easy Work, Great Pay! Inquire within!"
- Sign in Pipeside Marketplace
The Pipeside Mercator caravans have caught wind of a recently discovered nest of Bugs; deadly yet valuable mutant arthropods that stalk the badzones. They are offering big creds and territorial rewards to any gang that can deliver processed Bug parts.
BATTLE TYPE
This scenario can be played as either an Underhive or Ash Wastes battle; if 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.
Pinpoint the exact centre of the Battlefield. Mark that point with a counter or suitable terrain. Anything that falls within 1' of that exact centre is the Bug Nest.
All gangs use the Custom selection (6) method to choose their crews.
DEPLOYMENT
Each gang picks a board edge for their deployment zone. and deploys their entire force within 2" of the edge. If there are more than 4 gangs, divide the board edges evenly.
ENDING THE BATTLE
Once all Gangers have left the table, either voluntarily or by being taken out of Action, the battle has ended.
VICTORY
The Gang that leaves the area through their deployment zone with the most bug parts is the winner.
REWARDS
Credits - The gang receives d6x10 creds for each bug part it carries off the table.
Experience- Each ganger who takes part in the hunt gain 1xp. Any ganger that took one or more Bug(s) Out of Action gains 3xp.
Reputation- Each gang that took part in the battle gains 1 Reputation. The Winning gang gains d3+1 Reputation. Any gang that bottles out without retrieving any bug tokens loses 1 Reputation.
SPECIAL RULES
Call Bug (Double Action) Any fighter within the Bug Nest zone can make a Leadership roll to call a Bug. If Successful, roll a scatter die and a d6 centered on the fighter that made the action. A bug appears where the die indicate. The Bug gains a ready marker and enters the turn order immediately.
Bait Bug
A bug can also be attracted by bait...bleeding, screaming bait. Whenever a fighter takes a wound, anywhere on the battlefield,roll a d6. On a 5+ a hunting Bug appears, drawn by the smell of blood. Roll a scatter die centred on the wounded fighter and a d6; a Bug appears where the die indicate. The Bug gains a ready marker and enters the turn order immediately.
For this scenario, there is an unlimited supply of bugs. Players will have to balance their greed with their sense of survival.
Butcher Bug (Basic)
Any fighter that is in base contact with a Bug that has been taken Out of Action can choose to Butcher the Bug. Roll a D3. That many Bug Part tokens are added to the fighter. Once a Bug has been butchered, remove the figure from play.
The fighter maintains control of these bug tokens until Seriously Injured or taken Out Of Action. Once the fighter drops the tokens, they can be retrieved by any fighter within 1" of the tokens with Carry Bug Parts (Basic) action.
Securing Bug Parts
The Fighter can leave the Battlefield through their deployment zone to secure the Bug Parts as victory points. This fighter cannot return to the battle, but is not considered as Out of Action for the purposes of bottle checks.
BUG BEHAVIOUR
When a bug enters play, it will take one of the following actions, in order of priority.
1) If in Melee, the Bug will continue to attack until it or the fighter(s) engaged with it are dead.
2)If not in Melee, the Bug will Charge the nearest fighter within its Movement range (7").
3) If not within Charge range, the Bug will make a ranged attack against the nearest fighterwithin its shooting range (10").
4) If no fighters are within an attack range, the Bug will take a single move action (7") as decided by the scatter die.
BUG
M WS BS S T W I A Ld Cl Wil Int+
7 4+ 4+ 3 3 2 4+ 2 10 7 10 10
Fangs ,Str 3, Rg L E, AP -1, D 1
Ichor Spit Str 3, D1, Initiative save vs Blind condition.
--------------
That's it. Let me know what you think!