Mega Event Weekend – Necromunda Assault

When:
20th October 2019 all-day
2019-10-20T00:00:00+01:00
2019-10-21T00:00:00+01:00
Where:
Holmfirth Gaming Centre
Unit 1 Albion Mills
Cost:
7
Contact:
Mark
07581452335

Mega Event Weekend – Necromunda Assault

A fun filled day of Necromunda assaulting – Gangs & players will fight it out to become the best in the Underhive – do you think you have what it takes!!!!

FAQ added to bottom of pack.

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Doors open from 9 am

Registration is at 9.45 am

Game 1 starts at 10.15 – 11.45 am

Lunch 11.45 – 12.45 pm

Game 2 starts at 1.00 – 3.00 pm

Break 3.00 – 3.20 pm

Game 3 starts at 3.20 – 5.00 pm

Prizes from 5.20 pm

Cost of the event is £7 & can be paid via friends & Family to Paypal address TheHGCEvents@gmail.com.

Please indicate when paying your name, which gang & event your playing in.

Cost of the event pays for your entry only – food & drink can be purchased on the day extra.

Prizes will be awarded.

If travelling by bus from huddersfield town centre on a sunday, the 310 from stand U is best bet – earliest is at 7.50am & then next one is at 9.06am as on current timetable. Both will get you to the event in time for registration.

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Players have 1500 credits with which to design their Gang for the days battles – this will be using all current available gangs including enforcers etc – players are recommended to create gang via Necromunda Underhive Tools as it allows a clear printout of the gangers card – stats etc.

Guilds/criminal gangs & the additional forces/benefits they grant are not being used.

If players wish to try out the game & don’t have a gang please contact me as set designed gangs can be borrowed on the day for players to get a feel of the game. (these are limited so 1st come 1st served)

Gangs must comprise of the following:-

They must have between 8 – 12 fighters (no more or less)

As well as the normal skills gained for the leader & 2 champions – players can add 3 additional primary skills however a Ganger can only have a max of 2 skills.

Gangs can visit the Trading post & purchase any items that are common & up to 2 items of rarity value 10 or less, items of this nature need to be represented on the figure, figure must be wysiwg.

Players can use any version of current figures ie plastic sets sold by GW, or if wish can use the old metal figures from the ranges – this represents the many denizens of the underhive. Players may also convert their gang from any models handy – an ork band for example – as long as it’s easy to tell what the figures represent gun/equipment wise.

2 Gangers can also have a single stat increase (unless they already have 2 skills)

(So a champion can take 1 starting skill & either 1 stat increase or another primary skill but not both.)

Players have a REP starting value of 5 & wealth of 0, this means they can hire 1 hanger on if wish.

Players can also hire bounty hunters/brutes/pets etc as per normal rules for gang composition.

All gangs must conform to normal gang composition.

3 Games will be played during the day – players will be randomly matched for 1st game then based on Rep & experience as to which group/opponent they will face.

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Post game injuries are used but with a slight difference – roll as normal to see what happens to each individual Ganger that took part in the game.

Injuries are marked on fighters card in regards to -1BS etc however they are not sent to recovery – instead the opponent earns an extra 1 xp.

If a 66 – death is rolled as well as earning the extra 1 xp the opposing gang earns an additional 3 REP, the fighter is then removed from the gang.

If a fighter rolls an 11 on the table then they earn the D3 xp for their gang however they do not go to recovery.

As the fighter is taken off the battlefield – players can roll the D66 to mark on the fighters card, results can be checked post game for stat decreases etc- a 66 however gives the opponent the extra 1XP & 3REP.

Remember its the gang earning the XP & REP not the individual fighters as there will be no visiting the trading post or improvements to the fighters during post battle,

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Aim of the games & to determine winner is to accrue as much XP & REP points as possible by the Gang over the course of the 3 games.

All XP & REP points earned therefore are handed in to the TO at the end of each game to determine rankings.

Winner of the event will be the player who has accrued the most XP’s & REP for their gang over the course of the day.

Other than the 66 result therefore there is no downside as such to the injuries so gangs are encouraged not to bottle out, If they do so however they will lose D3 REP each time they do so.

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Games will comprise of the following slightly modified games:-

Game 1 Shootout at the Not Ok Corral. – normal Necromunda board layout.

Crew selection is a random D3+1 for each player, no Tactics cards are used.

Players are trying to keep their cool so all weapons are holstered/stowed.

Deployment – players roll off to see who deploys 1st, fighters are placed 8″ from a board edge on ground level & within 1″ of each other & within line of sight of the opponent (infiltrating cannot be used.).

Players dice off for priority as normal.

The aim is to keep your cool – when a fighter activates – make a cool check – if failed place a marker on the fighter, a dice or other generic marker. Once one gang reaches 6 markers the guns start blazing.

Until the guns start blazing each fighter will only move 3″ directly towards the enemy & cannot hide in cover. Fighters stop when reach 4″ away from the opponent.

Until 6 cool checks have been failed no other action can be taken apart from movement towards the opponent.

Guns start to blaze – all fighters gain a ready marker as soon as the shooting starts – even if already activated this turn.

Each player then makes an initiative test for each of the fighters adding +1 if using a weapon with a sidearm trait & -2 is using an unwieldy weapon.

Fighters that passed the test then activate in initiative order from lowest to highest, fighters that are tied go at the same time.

Fighters who failed the test then activate in initiative order – lowest to highest.

Players should work out shooting actions before any movement or charge actions.

Following rounds are played out as normal.

Winning the battle – Game ends when one player has no fighters left on the battlefield, surviving gang is victorious.

Each fighter that took part in the battle gains 1XP & each fighter that didn’t fail a cool test before the shooting starts gains additional 1XP.

Each fighter also gains normal XP for the opposing gang’s fighters that they took out. 1xp for a ganger, 2xp for a Champion or Leader

Each gang also gains 1 REP, the gang that drew 2nd also gains additional REP for the difference between failed checks & 6 (ie if failed 3 cool checks they gain additional 3 REP.

(Additional XP & Rep can be earned in post battle injuries see above)

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Game 2 – Multiplayer Pit-fight. – (played in a zone mortalis type environment – no high vantage points just a few walls etc.)

Each player/gang has their 1 or 2 champions ( depending on how many are available) submitted to the Pit fight challenge in a multiplayer grudge match to find the winners.

Depending on gangs positions/REP & XP each group will have 3-4 players competing in the Pit. Other than your own champions there are no alliances & its every last Fighter for themselves.

Each player can choose 1 Tactic card for this battle & are deployed on opposite corners from the other teams within 8″ of the edge & of each other. The aim is to be the last gang standing.

Special rules apply:-

  1. As its a fight to the death but the fans wish to see some action the following applies –

Champions ignore the Flesh wound result on the Injury dice roll & treat Seriously injured as a flesh wound.

Also there is no Coup de Grace action option allowed as the crowd wants no easy deaths.

2. In the 1st two rounds no ranged weapons or grenades can be used at all. In rounds 3 & 4 no ranged weapons with the unwieldy trait or grenades can be used. From round 5 all weapons can be used.

3. Each player rolls to determine priority – with each player being ranked from highest to lowest, players can then choose to activate their champions either together if in 4″ of each other or as individuals. This allows players to try & gang up on other fighters or to hold 1 champion back to help if 1st fighter comes under attack.

Victory goes to the fighter/s or team/s who last until round 12 or time runs out, or is the last Fighter standing.

Rewards – each champion who took part in the battle gains 1XP plus 2 extra XP for each other champion they took out. Any player who manages to take out 5 champions with 1 fighter gains an additional 5 REP.

The victor of the Pit wins 3 REP – if there is more than 1 team remaining due to time etc. then each team gets 1 REP.

(Additional XP & Rep can be earned in post battle injuries see above)

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Game 3 – All Out War – normal Necromunda board layout.

Players start on opposite sides of the battlefield with all fighters set up within 8 inches of the board edge, infiltrators can set up as normal in this match-up.

Players get 2 random tactics cards plus 1 additional card for each 100pts difference (due to loss of champions)

Players also get an additional random card if they are lower in the rankings than their opponent (details will be given out by the TO when assigning players to opponents)

Game will end at 4.45 pm latest & players will work out post battle injuries as normal to gain the additional XP’s & REP as shown above.

This is a standard Necromunda game with each player trying to destroy their opponents gang as quickly as possible – no quarter will be given – players are fighting to the death.

Standard rolling for priority each turn.

As a note as it’s the last battle of the day & players are trying to earn as much Rep & XP as possible so if players bottle they lose 3 rep – try not to bottle therefore…

Each fighter that took part in the battle gains 1XP.

Each fighter gains normal XP for the opposing gang’s fighters that they took out. 1xp for a ganger, 2xp for a Champion or Leader.

Winner of this final battle will also gain 5 REP.

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As stated above the winner of the event is the player who has gained the most XP’s & REP points over the course of the day.

Potentially a special prize or Prizes might be handed out for the most Memorable death that occurred during the day – players need to keep a note of their opponents 66 rolls if any to be in with a chance of this.

Any questions please contact me & remember this is a game so have fun & destroy your opponents in a nice way (no -one likes to face a bad loser).

Cheers Mark

FAQ

Questions have been raised for this event.

1. Results of 66 on the injury table is the only way players can lose a ganger, in effect all players have a free rogue doc which allows a re-roll on the table if 61-65 is rolled, re-roll all results of 61-65 until a lower result is rolled or 66 if you are unlucky – we have found this works quite well.

2. Ammo is replenished between games as are any other limited items, inc drugs etc. This is to allow players to practice with trying out these items ( plus it represents your ganger re-stocking at the trading post)

3. Depending on numbers it will be a mix of boards, games 1&3 will be mechanics & game 2 will be zone mortalis type.

4. No re- reinforcements will be allowed in game 1 it’s just the D3 +1 characters from your gang.

5. As cards are limited on the day ( unless loss of a ganger reduces your gang for game 3 due to a 66 roll) there is no restriction/ban on cards or decks tho we ask that players have no more than 2 of the same card in a deck.

6. Remember when buying equipment for your gang as well as house equipment you can purchase upto 2 rare items value 10 or less from the trading post, also all gangs can buy any common items that don’t show in their house lists from the trading post as well.