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Open Hive War

Scenarios can be randomly generated using these ‘Hive War’ rules. The default size for this battlefield is 36”x36”, but smaller and larger battlefields can be used.

The scenario is determined by randomly combining the following components (there are 12 of each):

  • Deployment: Where gangs can deploy. Some specify separate zones for attacker & defender. If a gang has multiple separate zones, at least 1 fighter must be placed in each zone (as far as possible).
  • Objective: Describes how the battle is won. Some use Objective markers. These are controlled in the End phase by the gang having the most fighters within 2” (not counting Seriously Injured fighters). Objective markers can't be scored in the first round or until the round after the Alarm is raised (Sneak Attack).
  • Peril: Special effects that apply to the battle.
  • Loot: Side-missions with additional rewards (usually kept secret). Scored immediately when the specified requirements are met.
House Rule

It could be beneficial to add the following rules universally:

  • Sneak Attack
    • No gang can win until after the End phase of the round after the Alarm has been raised.
    • Loot can't be scored until the End phase of the round after the Alarm has been raised.
Broken combinations

Note that these rules have never been proof-read or play tested.

Several Objectives are potentially broken if combined with certain Deployments or special rules:

  • Burn Them Out:
    • Ambush
  • Critter Hunt:
    • Ambush
    • Home Turf
  • Escape the Dome:
    • Sneak Attack (special rule)
    • Reinforcements (special rule)
    • Backstab
    • Backstab (Reinforcements)
    • Free For All
    • Ambush
    • Home Turf
  • King of the Hive:
    • Ambush
    • Home Turf
  • Rush ‘Em:
    • Ambush
    • Home Turf
  • Flank ‘Em:
    • Ambush
    • Home Turf
  • Tunnel Clash:
    • Ambush
    • Home Turf

Steps

  1. Generate the scenario (randomly):
    • Deployment: 1
    • Objective: 1
    • Peril: 1
    • Loot: 1 per gang (secret)
  2. Attacker & Defender: The winner of a roll-off can choose.
  3. Deployment Zone: The Attacker chooses a deployment zone (if not specified).
  4. Objective markers (if specified): Place any Objective markers. Can't be placed in Impassable terrain or within 2" of another Objective.
  5. Loot markers (if specified): Place any Loot markers.
  6. Peril markers (if specified): Place any Peril markers.
  7. Crews: Depends on the battlefield size:
    • 36"x36" (or larger): Custom (12).
    • Smaller than 36”x36”: Custom (8).
  8. At least half the crew must be Reinforcements (if specified).
  9. Tactics:
    • Custom (2) to each gang
    • Additional Custom (1) to the underdog per 100 credits difference in gang rating.
  10. Deployment: Attacker sets up the crew first. If the deployment zone is split in separate zones, at least one fighter must be placed in each zone.
  11. Reinforcements (if specified): D3 models arrive starting at the end of round 2 (and each subsequent round).
note

All scenarios have the following:
Winning the Battle:

  • Last remaining gang (at the start of any round).

Most scenarios have the following:
Sneak Attack:

  • No gang can win until after the End phase of the round after the Alarm has been raised.

Rewards:

  • All participants gain 1 XP + D6x10 credits.
  • Winner gains additionally D3 Rep + D6x10 credits.

Scenario Table

D12 Objective
1 Burn Them Out: Each gang places 3 Objectives in the opponent’s deployment zone (take turns starting with the Attacker).
Once an Objective is scored, it is removed.
Winning the Battle:
  • Default: Last remaining gang (at the start of any round).
  • First and only gang to score all Objectives in the opponent’s deployment zone.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
2 Critter Hunt: Place a single Objective in the centre of the battlefield. After being scored, it immediately moves 3D6” in a random direction.
If this would place it in Impassable terrain or off the battlefield, the gang that did not score it can place it anywhere on the battlefield instead.
Winning the Battle:
  • Last remaining gang (at the start of any round).
  • First to control the Objective 3 times.
Rewards: All participants gain 1 XP + D6x10 credits. Winner gains additionally 1 Rep + 2D6x10 credits.
3 Last Gang Standing:
  • Default: Last remaining gang (at the start of any round).
  • Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally 1 Rep + 1XP if still on the battlefield + D6x10 credits.
Rewards:
  • All: 1 XP for taking part. D6x10 credits.
  • Winner: 1 XP if still on the battlefield. 1 Rep.
4 Escape The Dome: The defender chooses a battlefield edge (after deployment).
NB: Potentially broken! Winning the Battle:
  • Last remaining gang (at the start of any round).
  • Attacker: At least 3 fighters are B2B with the chosen edge.
  • Defender: Less than 3 attacking fighters remaining (at the start of any round).
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
5 Survival of the Meanest:
  • Default: Last remaining gang (at the start of any round).
  • Defender: Having at least 1 fighter still on the battlefield at the end of round 9.
  • Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
Rewards:
  • All: 1 XP for taking part. D6x10 credits.
  • Winner: D3 Rep + D6x10 credits.
6 A Lesson In Pain:
  • Default: Last remaining gang (at the start of any round).
  • The Attacker wins if at least half the Defender’s crew is Seriously Injured or Out of Action by the End phase of round 6.
  • Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
7 Turf War:
  • Default: Last remaining gang (at the start of any round).
  • A friendly fighter within 8” of the centre of the battlefield (and no enemies within 8” of the centre) in the End phase of round 3 or any subsequent End phase.
  • Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
8 Killbox:
  • Last remaining gang (at the start of any round).
  • Attacker: No defending fighters are within 6” of any battlefield edge in the End phase of round 3 or anysubsequent rounds.
  • Sneak Attack: No gang can win until after the End phase of the round after the Alarm has been raised.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
9 King of the Hive: Place a single Objective in the centre of the battlefield.
Winning the Battle:
  • Default: Last remaining gang (at the start of any round).
  • First to control the Objective 3 times.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
10 Rush ‘Em: Each gang places 1 Objective in the opponent’s deployment zone (take turns starting with the Attacker).
Winning the Battle:
  • Last remaining gang (at the start of any round).
  • First to control both Objectives 3 times.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
11 Flank ‘Em: The Attacker chooses 2 opposite battlefield edges. Places an Objective on the centre point of each edge.
NB: Potentially broken in some deployments!
Winning the Battle:
  • Default: Last remaining gang (at the start of any round).
  • First to control both Objectives simultaneously 3 times.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.
12 Tunnel Clash: NB: Potentially broken in some deployments! Place a single Objective in the centre of the battlefield. Each gang then places 1 Objective each (starting with the Attacker):
  • At least 6” from the centre.
  • At least 12” from any edge.
  • At least 2” from another Objective.
Winning the Battle:
  • Default: Last remaining gang (at the start of any round).
  • First to control 2 of 3 Objectives simultaneously 3 times.
Rewards (default): All participants gain 1 XP + D6x10 credits. Winner gains additionally D3 Rep + D6x10 credits.

Loot Table

D12Loot
1The Hit: The enemy Leader is Seriously Injured or taken out of Action.
Requirements: An enemy Leader included in the enemy crew (if not, discard this and draw another).
Rewards: D6x10 credits & 1 Reputation.
2The Challenge: At least 1 enemy Champion is Seriously Injured or taken Out of Action.
Requirements: An enemy Champion is included in the enemy crew (if not, discard this and draw another).
Rewards: D6x10 credits.
3Wipe Them Out: At least 1/3 of the enemy crew is Seriously Injured or taken Out of Action.
Rewards: D6x10 credits.
4Loot Their Corpses: After making 3+ Coup de Grace (Simple) actions, except when having made a Charge (Double) or Fight (Basic) action in the same activation.
Rewards: D6x10 credits.
5Sabotage: In any End phase, 2+ friendly fighters are in the enemy deployment zone without having moved or attacked during their activations.
Sneak Attack: Can't be scored until the End phase of the round after the Alarm has been raised.
Rewards: D6x10 credits.
6Settle A Score: After deployment, secretly randomize an enemy fighter (other than the Leader). Scored during any End phase if that fighter is Seriously Injured or taken Out of action.
Rewards: 1 Reputation.
7Finish Them Off: Take 3+ enemies Out of Action with Coup de Grace (Simple) actions.
Rewards: D6x10 credits.
8Blaze of Glory: After deployment, secretly randomize a friendly fighter (other than the Leader). Scored during any End phase if that fighter is Seriously Injured or taken Out of action by the enemy Leader.
Requirements: An enemy Leader included in the enemy crew (if not, discard this and draw another).
Rewards: D6x10 credits.
9Search the Area: Friendly fighters are B2B with each of the 4 edges of the battlefield in the End phase of the 3rd or subsequent round.
Rewards: 2D6x10 credits.
10Kidnap Job: After deployment, set up a Hive Dweller in the centre of the battlefield:
  • Can't be harmed by attacks (assumed to keep the head down).
  • Counts as a Loot casket for the purpose of being moved.
A friendly fighter must reach B2B with a battlefield edge while guiding the Hive Dweller.
Rewards: 2D6x10 credits.
11The Package: After deployment, choose a friendly fighter. Scored in the End phase if that fighter is B2B with a battlefield edge in the enemy deployment zone (if the enemy deployment zone has no battlefield edges, reach the centre of the battlefield instead).
Sneak Attack: Can't be scored until the End phase of the round after the Alarm has been raised.
Rewards: D6x10 credits.
12Got It Covered: Divide the battlefield into 4 equal quarters. Have a friendly fighter within 2” of the centre of each of the 4 squares in the End phase of round 3 or any subsequent round.
Rewards: D6x10 credits & 1 Reputation.

Peril Table

D12 Peril
1 Pitch Black:
Apply pitch black rules (see Scenario Special Rules).
2 Lair of the Beast: Before deployment, place D3+1 Beast Lair markers (take turns starting with the Attacker).
  • Not a fighter.
  • Always considered to be Standing.
  • Can't become Prone or be moved by any means.
  • Fighters can move within 1” of the Beast’s Lair and may move into base contact with it without needing
  • to perform a Charge (Double) action.
  • Fighters can attack the Beast’s Lair with ranged or close combat attacks.
  • If reduced to 0 Wounds,remove it from play.
M WS BS S T W I A Ld Cl Wil Int
- 4+ - 6 4 3 - 1 - - - -
If any fighter ends an activation within 6” of a Beast’s Lair, roll a D6. The beast will attack if at least one condition is met:
  • The result is a 6.
  • The result is higher than the number of inches between the fighter and the Beast’s Lair.
Weapon: S6, AP-2, D3, Knockback, Melee, Versatile (6”).
3 Ammo Shortage:
  • All weapons gain Scarce (can't be reloaded).
  • Lose Plentiful (if any).
  • Special & Heavy weapons must re-roll successful Ammo tests.
4 Hive Critters: Before deployment, place D3+1 Hive Critters (take turns starting with the Attacker):
  • Outside Impassable terrain.
  • At least 2” away from:
    • Other Hive Critters.
    • Any battlefield edge.
In each End phase, each Critter moves 2D6” in a random direction, stopping if contacting Impassable terrain or a fighter. This move can go up or down levels, ignoring any vertical distances. After moving, any fighters within 1” suffers a S3 hit. Critters can't be damaged by attacks.
5 Radioactive Rain:
  • All weapons gain Rad-phage (a fighter hit suffers an additional Flesh Wound on a 4+).
  • If already having Rad-phase, this effect can be re-rolled.
6 Poisoned Air: For this battle, fighters can't perform more than a single Move (Simple) action during the activation unless equipped with a Respirator.
7 Gas Leak: For this battle, Blaze triggers on 3+ (instead of 4+). When a fighter armed with a Blaze weapon is taken Out of Action, centre a 3” Blast on the fighter (before being removed). All fighters hit suffer Blaze on 3+.
8 Horrors in the Dark:
When a fighter activates outside 8" of any other fighters (friend or foe), roll a D6:
  • 1: Suffer a Strength 6 hit with AP -1 and D2. If Seriously Injured, the fighter is dragged away into the darkness and taken Out of Action.
  • 2-3: The fighter can't make any actions this turn.
  • 4-5: The fighter can only make one action this turn.
  • 6: The fighter activates normally.
HOUSE RULE Horrors in the Dark: Seriously Injured or Broken fighters should be ignored when measuring closest fighter.
9 Unstable Ground:
  • Re-roll successful Initiative tests to avoid falling from ledges and levels.
  • When making a Charge (Double) action, roll two D3 and choose the lowest result to determine the final Charge distance.
10 Rotten Walls: For this battle, fighters can make ranged attacks through Solid Terrain features targeting enemies within 12” (of the attacker). Does not apply to Gas, Template and Blast. These attacks only ever hit on a 6 (before modifiers).
11 Falling Debris: For this battle, each time a Blast (X) weapon is used, all fighters within 12” of the edge of the Blast must pass an Initiative test or become suffer a S1 hit and become Pinned. Does not apply to weapons also having Gas, Flash or Smoke.
12 Hive Plague: After deployment, each gang suffers a Flesh Wound on D3 random fighters (roll separately per gang).