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
- Generate the scenario (randomly):
- Deployment: 1
- Objective: 1
- Peril: 1
- Loot: 1 per gang (secret)
- Attacker & Defender: The winner of a roll-off can choose.
- Deployment Zone: The Attacker chooses a deployment zone (if not specified).
- Objective markers (if specified): Place any Objective markers. Can't be placed in Impassable terrain or within 2" of another Objective.
- Loot markers (if specified): Place any Loot markers.
- Peril markers (if specified): Place any Peril markers.
- Crews: Depends on the battlefield size:
- 36"x36" (or larger): Custom (12).
- Smaller than 36”x36”: Custom (8).
- At least half the crew must be Reinforcements (if specified).
- Tactics:
- Custom (2) to each gang
- Additional Custom (1) to the underdog per 100 credits difference in gang rating.
- 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.
- 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:
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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:
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3 | Last Gang Standing:
Rewards:
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4 | Escape The Dome: The defender chooses a battlefield edge (after deployment). NB: Potentially broken! Winning the Battle:
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5 | Survival of the Meanest:
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6 | A Lesson In Pain:
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7 | Turf War:
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8 | Killbox:
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9 | King of the Hive: Place a single Objective in the centre of the battlefield. Winning the Battle:
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10 | Rush ‘Em: Each gang places 1 Objective in the opponent’s deployment zone (take turns starting with the Attacker). Winning the Battle:
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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:
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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):
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Loot Table
D12 | Loot |
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1 | The 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. |
2 | The 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. |
3 | Wipe Them Out: At least 1/3 of the enemy crew is Seriously Injured or taken Out of Action. Rewards: D6x10 credits. |
4 | Loot 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. |
5 | Sabotage: 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. |
6 | Settle 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. |
7 | Finish Them Off: Take 3+ enemies Out of Action with Coup de Grace (Simple) actions. Rewards: D6x10 credits. |
8 | Blaze 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. |
9 | Search 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. |
10 | Kidnap Job: After deployment, set up a Hive Dweller in the centre of the battlefield:
Rewards: 2D6x10 credits. |
11 | The 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. |
12 | Got 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).
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3 | Ammo Shortage:
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4 | Hive Critters: Before deployment, place D3+1 Hive Critters (take turns starting with the Attacker):
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5 | Radioactive Rain:
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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:
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9 | Unstable Ground:
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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). |