Scenario #4 Conclave (4player multi)
The Conclave
In the shifting powder-keg of Sector Nivarra, the Guilders have had enough. Turf wars, sabotage, rising death tolls—it’s all bad for business. So they’ve called for a summit, a neutral meet deep beneath Boomtown in the decaying husk of an old hab-dome turned makeshift hall. They’re calling it a “Conclave,” promising negotiations, compromise… and, above all, profit.
Each gang was told to send a small delegation. No heavy weapons, no full crews—just a few representatives to talk terms. The Guilders have posted enforcers, claimed it’s neutral ground, and even rolled out the creds to sweeten the deal.
But everyone knows peace in the Underhive is just another tactic.
No one trusts each other. Every gang is looking for the angle, the slip, the chance to turn the tables. Some came to strike deals, sure—but others came to settle scores. And in Boomtown, where every dome has a dozen hidden exits and shadows crawl with knives, “neutral ground” is just another kind of battlefield.
Tension crackles like a faulty power grid. Voices are raised. Fingers twitch toward holsters. Somewhere, a shot will be fired. When it is, all bets are off.
Because no one comes to Nivarra to talk. They come to win.
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BATTLEFIELD TYPE
This scenario is an Underhive battle; vehicles and wargear that grant the Mounted condition cannot be included in any gang’s starting crew.
BATTLEFIELD
Standard 4x4 board.
Place one Objective Token in the exact center of the board to represent the meeting place.
CREWS
Custom Selection (5 fighters per gang).
TACTICS CARDS
1 each random.
DEPLOYMENT
All four players deploy in one corner each. Fighters must be deployed within 6" of the corner.
Fighters may not make Coup de Grâce actions until Round 3.
ENDING THE BATTLE
The battle ends at the end of Round 6, or when only one gang has fighters remaining.
VICTORY
The gang with the most Active or Standing fighters within 3" of the central marker token at the end of Round 6 wins.
REWARDS
SPECIAL EFFECT
The winning gang gains +1 Rep and may select one of the losing gangs with the fewest remaining fighters at the end of this mission to become shunned by the Guilders.
The Shunned gang has a -1 penalty to all a trading Post rolls until they win a battle.
CREDITS
The winning gang gains 2D6×10 credits in Guilder bribes.
EXPERIENCE
+1 XP for taking part.
+1 XP to each fighter still Standing at the end of the battle.
+1 XP for any fighter who ends within 3" of the central platform.
REPUTATION
+2 for winning. -1 for losing (cannot drop below 1).
+1 to all gangs if this is their first 4-player battle.
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