HOT NIGHT IN REAgNSTOWN.

 

Tired of using the old rules for down time in Necromunda? Looking for a little fun to add that something extra to your Necromunda campaign? Well here is something that you may find of interest. My name is Mike and over the past few months I have been the arbiter of a new Necromunda campaign, but rather than stick to the usual setting of Necromunda I opted to set my campaign on Hades ( hit Necromunda then turn left and you cant miss it.) another hive world. The campaign itself is something slightly different to the normal affair as not only do the players have to worry about each others gangs, they also have the threat of an Ork invasion bearing down on them. We will be bringing you more in depth details of the campaign very soon, but for now here is something that we often use during our downtime when the gangs have finished the session and are working out their exp. I hope that you find it as fun to use as we do. Any comments are greatly welcomed.

 

Mike Prescott.

AKA Dr Strange.

 

 

HOT NIGHT IN REAgNSTOWN.

After a long day there is nothing in Hades like visiting Madame Wins drinking hole. The drinking is good, but some times the company leaves much to be desired. On any long hot night, like this even the most placid of temperament’s can be pushed to the limit. So you're Gangers and Leader (sorry no Juves here, age limits apply you see sir) can enjoy Madam Wins till the early hours of the morning.

 

Terrain.

Using floorplans you can represent the layout of the bar. Along with the tables, front and side doors; dancing area and the stairs that lead up to the floozy house above. Outside of the bar is a busy road with a small paved area. This can be used later on also. If you have a copy of White Dwarf 223 then the floor plans for the Brew House Brawl will really come in handy here. But a quick floorplan can be drawn up using paper or card and coloured pencils.

 

Set up.

A gang visiting Madame Wins will set up after all the mandatory denizens of the bar. These are.

  1. The Barkeeper. Big Al
  2. The Floozies. Shar and Trac
  3. Old Coot Grundy
  4. Petrol Drinkin Ratskin
  5. Two bar helpers.

 

As the bar begins to fill up, players can either stay at the bar or sit at one of the many tables. Choose a table for each player and consult the charts below. Each fighter may only try for one table per end phase,

Slide on up to the bar friend.

 

Order a drink and sit a spell. Life moves pretty fast around here pal. Sometimes you just got to sit a spell and watch it from afar.

Roll

BAR

1

Gain the attention of the barman who steadfastly seems to ignore your orders

2

Knock into someone and spill their drink. Pay out 1D6 credits.

3

Knock someone’s drink over. Use 1D6 each for nerve (6=0) first to bottle has to retire from the bar in shame.

4

Get your own drink knocked over. Choose either get another drink (he pays) or Face Off!

5

Old Coot Grundy sides up to you and spins a mighty yarn. Roll a D6

  1. Boredom. Buy him a drink to shut him up. Loose 2D6 credits.

2-5) Gain 1D3 xp due to the old dogs pearls of wisdom.

6) Old Coot imparts secret knowledge. You may choose your next increase instead of rolling.

 

6

Petrol Drinker the Ratskin offers to sell you one of his items.

  1. Blindsnake pouch

2-5) Ratskin Tooth Necklace

  1. Ratskin map.

An additional roll is required for anyone buying items 1 or 6. On a 1-3 the item is useless.

Loves young Dream

The young floozies seem to take a shine to you and soon are by your fighter side.

 

 

Roll

THE FLOOZIES

1-5

Attract the attention of the Floozies. Roll a die. 1-3 = 1 Floozy 4-6 = both Floozies. Whilst with these Floozies it costs 1D6 credits each but confers the following bonuses. They allow you to deduct –1 for each of them from your dice rolls during the build up to a face off. If you wish you can take them upstairs. Roll a D6

  1. Drunk to much, cant perform. Giggles will ensure next time you meet.

2-5) Wild night of fun. Gain 1D6 xp

6) Wild night of fun but with consequences. Fighter is now considered as having an old battle wound until he/she next visits a Doc at 1D3x5 credits.

6

Nothing happens. You may roll once again on another table

Gambling

Fancy your hand at winning some credits! Well there are a couple of rough looking characters that are always interested in taking creds from punks like you.

Roll

Gambling Table

1-5

Join the gambling table. Play three games of Pontoon, if you lose then the fighter looses 1D6 credits per lost game. If you win gain 1D6 Credits per win. If you win all three games your fighter is accused of being a cheat and has to face off the losing player.

1-2) Juve

3-4) Ganger

5-6) Leader

If you scrag the scum, you make him pay ‘compensation’ D6x10 if you loose he beats you and you have a nasty scar ha ha!

6

Nothing happens. You may roll again on another table.

 

That's a tasty Burger.

Bored with the action or lack of it in the bar your fighter decides to leave the bar and grab some food. Roll to see what happens.

 

Roll

Burger

1

1D3 Juves hurl abuse at your fighter from a nearby alleyway. If you advance on them they must make a Bottle Test to stand or they will run. If they pass they will attempt to mug/beat down the fighter. All the Juves are armed with Stub Pistols and knives.

2

Get caught in a drive by. Roll under your fighters initiative score or be hit with a Str 4. Your assailant drives off into the night.

3

Get caught up in a drive by bungled by the assailant’s. Play a shoot out, with your fighter going first.

4

Get to McFunkys Burger and Moss bar. Mmmm. Now that was a tasty burger. Head back to Madame Wins feeling full and contented. Gain 1xp

5

A promo scratch card is with your burger. Your a winner. Roll 2D6 to gain your randomly generated piece of equipment.

1) HTH. 2) Pistols. 3) Basic Weapons

4) Common Special 5) Missiles

6)Common Grenades. 7) Free Food

8) Free Drink 9) Common Special ammo. 10) Free Doc Treatment

11) Free Bottle of Wildsnake.

12 Freevist to Madam Spankys Adult Fun Emporium SUBJECT TO AGE LIMIT.ID WILL BE REQIRED

 

6

Meet stag/hen party out before a wedding the next day. Decide this looks like fun and stay. Wake up naked in Last Stop station, have to contact your Gang to bring you home, lose face as they laugh at you.

The Call of Nature.

Sometimes even the most hardened of drinkers just need to go.

Roll

Agghhh that's better.

1

You nip outside to answer natures call and a blow to the back of the head sends you out cold. When you come too the surroundings have changed and you are now in a Pit Arena. You must roll randomly for your bout.

  1. Random Creature.
  2. Ratskin stepaside skill +1 ST +1I
  3. Scum +1A +1 LD quickdraw skill +1 BS
  4. Pit Fighter +2ST
  5. Juve +1 WS
  6. Ganger Headbutt skill

2

The Infamous F.A.T. a musician/ Ganger of some repute is standing in the latrine when you enter. You pluck up the guts and ask him for his mark on a Wildsnake mat you have. You can keep this as a momento or sell it on later for 1D10 Credits.

3-6

Nothing happens. You may roll again on another table.

 

 

Last Orders.

Well after a night at Madame Wins you some how manage to get back to the gangs hideout. Best check out how your feeling.

 

Roll

DRINKING

1

Wake up with the mother of all hangovers. You are at –1 to hit with all firearms and chainswords next battle the fighter is in.

2

Wake up in an alleyway the following morning. You are at –1 initiative due to cold in your joints for the next game your fighter is in.

3

Wake up with a ugly woman/man. Roll a D6 1-3 your place, 4-6 their place. If its your place you find yourself nicknamed by the gang appropriately. No other penalties

4

Wake up still drunk. Fighter gets +1 Leadership (even if this takes them above the maximum) during the next battle. The fighter can not refuse a leadership battle.

5

Wake up and find that your fighter has sprayed/defecated on a random gangs hide out. Until the next campaign turn you fighter is the subject of hate by this gang.

6

Walking back to the hide out you notice a coin on the floor and as you bend over to pick it up you slip into a crack and fall through into the Underhive. You fight against Giant Rats, fend of Zombies, run from Spyers, dodge an Arbiter purge, and somehow manage to get home in one piece. Your fighter gains 6xp but of course no one believes you.

 

 

Of course this is only the beginning. You can always expand the tables to take other things into account and how about the thought of having a bar room brawl using the rules from White Dwarf 223 or perhaps making some up your self. If you have anything that you think will improve the tables please mail me at the usual address.

 

 

 

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