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ScophthalmusCampaignWeekender - Hive Bowl I

Weekender - Hive Bowl I

Public
Status
Post-Campaign
Arbitrators
Budget
750¢

Blood Bowl in Necromunda setting and rule set.

Detailed rules are in the shared folder.

THE GRAND OPENING
The crowd in the stadium is packed in tight - thousands of residents, gangers, mercs, and voyeurs from every corner of Darkend Springs. A constant noise of many conversations held in parallel dominates the atmosphere. So it comes to many people's surprise that suddenly a small person is standing in the centre of the stadium just as a sharp hiss of static, loudspeakers crackle to life, interrupts the listing of ingredients for aunt Karen’s starch pie recipe. The tiny man’s voice booms out—crisp, theatrical, and laced with menace:
“LADIES. GENTLEMEN. DENIZENS OF THE HIVE. Welcome... to the first season of the most exhilarating, most violent event in the history of our glorious sector - HIVE BOWL!”
The man stopped his speech for a while just as if he expected someone to reply to his nonsense. As absolutely nobody in the ranks does him this favour, he continues; visibly more nervous:
“HIVE BOWL! Where blood meets glory, where strategy meets savagery, and where the question isn’t about who WINS, but who SURVIVES.” Again, silence.
“The rules are simple: locate the payload, deliver it to the enemy’s den, and leave a trail of carnage behind you.
Tonight, you bear witness to history. A new age of sport. A new pillar of unity. A new distraction from your meaningless, grinding lives. Let the first tournament of Hive Bowl... commence.”
A low, ominous chime rings out. Still, the crowd remains silent. No cheers. No chants. Just someone listing a number of cheap food stuff and instructions on how to mix them.

SECOND THOUGHTS
You figured it was just a laugh.
Free drinks. Some decent grub. Jersey with your name on it. Looked sharp, too. KREG printed across the back like you were some kind of champ. Recruiter said you’d be “representing the block in a new city-sponsored sport tournament”. Real civic pride stuff. You didn’t ask questions. Why would you? You had stuff to drink.
Clipboard guy looked official. Pitch was smooth. There was even a team photo. You and the others, throwing fists, grinning wide. Felt like being part of something for once.

Now you’re behind a gate that smells like rust and blood, holding a lasgun that hums like it’s got opinions. The walls shake. Somewhere out there, something explodes. You hear screams or cheers, you can’t tell which. You glance sideways at the handler nearby. Face like concrete. Scars in the shape of a fist.
You clear your throat. “Hey, uh… why do we need guns for a sports match?” Bloke doesn’t answer. Doesn’t even blink. Just hits a switch.
*CLANG*
Gate lurches open. Light floods in. Smoke. Chaos. Sirens. Someone behind you gives you a shove. “You’re up, rookie. Try not to explode too fast.” Laughs like a maniac.
Your boots scrape the floor as you stumble into the arena. Noise crashes around you: metal on metal, screams, gunfire. You try to steady your grip on your lasgun, like that’ll help. You don’t even know what the ball looks like.

Gangs

Resources

Assets

Sponsors
1: Star Player's Association (SPA)
Unowned

The gang gains a 20% discount per SPA on the listed rating when adding a Star Player or Journeymen to their crew (discount rounded down to the nearest 5). If the gang is not eligible to hire a Star Player or Journeyman in a battle, they roll a D6 after their opponents had the chance to hire Star Players or Journeymen. On a result of 6 (5 or 4, if the gang has multiple SPA) the gang may hire a Journeymen for free for this battle.

2: Cheerleaders on Demand (CoD)
Unowned

The gang gains an additional D3 Reputation per CoD when winning a battle or if at least 5 Style cards are fulfilled (only one of the conditions may be used per battle).

3: Senior Coaches Society (SCS)
Unowned

The gang may select one fighter per SCS to gain 2 additional XP after the battle. The selected fighters must not have participated in the battle to be eligible.

4: Sport Wager Arbitration Group (SWAG)
Unowned

During a pre-battle sequence of a battle the gang is not part of, they secretly note who they think will win. If they are right, they gain an additional D3x10 credits per SWAG. If they are wrong, they lose 5 credits per SWAG.

5: Support for Young Combatants Council (SYCC)
Unowned

A random Juve of the gang immediately receives 5 XP. If the gang does not have Juves, a random Ganger of the gang immediately receives 3 XP.

6: Reclusive Individual's Confidential Hobby (RICH)
Unowned

The gang gains 10 credits per battle per RICH. If at least one player of the gang used an Illegal ability and was not sent off the battlefield, the gang gains an additional 10 credits per battle per illegal action (maximum up to the number of RICH).

Style Cards
Bending Rules
Unowned

“Did you see that? Well, the referee did not.”
Objective: A fighter performs an illegal action and remains on the battlefield.
Reward: 1 XP, 10 credits
Perk: When a fighter attempts to perform an action that requires a defined distance to an object, move the fighter 1" closer to the object.

Bomb Courier
Unowned

“Carrying the bomb like it’s no-one’s business.”
Objective: A fighter is the bomb carrier for two consecutive End phases.
Reward: 1 XP, 1 Reputation
Perk: If a fighter starts their activation within 1" of the bomb, they may perform the Pick Up Bomb action for free.

Bomb Goes Boom
Unowned

"The crowd came for the mayhem… and they delivered."
Objective: A fighter has caused the bomb to partially explode.
Reward: 2 XP
Perk: You may re-roll the scatter dice once after one of your fighters caused the bomb to scatter.

Clean Pass
Unowned

“Exactly where it meant to go.”
Objective: A fighter has successfully performed a Throw Bomb action with another fighter as target and at least one Intercept attempt. Note that in order for the action to be successful, the target must be the bomb carrier afterwards.
Reward: 1 XP, 1 Reputation
Perk: The target of a Throw Bomb action may re-roll a failed Initiative test once.

Clean Pass
Unowned

“Exactly where it meant to go.”
Objective: A fighter has successfully performed a Throw Bomb action with another fighter as target and at least one Intercept attempt. Note that in order for the action to be successful, the target must be the bomb carrier afterwards.
Reward: 1 XP, 1 Reputation
Perk: The target of a Throw Bomb action may re-roll a failed Initiative test once.

Finders Keepers
Unowned

“Other people's trash is this one's treasure.”
Objective: A fighter revealed an unmarked loot casket.
Reward: 1 XP, 10 credits
Perk: A fighter may perform a Reload (Double) action on a weapon with the Scarce trait, where that trait is ignored or on a weapon without the Scarce trait, where the weapon gains the Plentiful trait for this activation.

Finders Keepers
Unowned

“Other people's trash is this one's treasure.”
Objective: A fighter revealed an unmarked loot casket.
Reward: 1 XP, 10 credits
Perk: A fighter may perform a Reload (Double) action on a weapon with the Scarce trait, where that trait is ignored or on a weapon without the Scarce trait, where the weapon gains the Plentiful trait for this activation.

First Blood
Unowned

“The first one is always something special.”
Objective: A fighter who has not caused an Out of Action during this battle has taken an enemy fighter Out of Action.
Reward: 2 XP
Perk: A fighter may re-roll one Out of Action result on an Injury dice they rolled once.

First Blood
Unowned

“The first one is always something special.”
Objective: A fighter who has not caused an Out of Action during this battle has taken an enemy fighter Out of Action.
Reward: 2 XP
Perk: A fighter may re-roll one Out of Action result on an Injury dice they rolled once.

Got Ya!
Unowned

“This one’s JUST for them!”
Objective: A fighter has Seriously Injured the bomb carrier or taken them Out of Action.
Reward: 2 XP
Perk: A fighter may have one Wound roll re-rolled once on a target that is currently the bomb carrier.

Intercept
Unowned

"Just because it’s flying doesn’t mean it lands."
Objective: A fighter successfully intercepted a Throw Bomb action.
Reward: 1 XP, 10 credits
Perk: If a fighter is within their Movement characteristic of the imaginary line between a fighter performing a Throw Bomb action and their target, move this fighter on the line and attempt an intercept. The fighter requires line of sight to the fighter throwing the bomb.

Long Shot
Unowned

“This one will go deep.”
Objective: A fighter performs a Throw Bomb action as a Hail Mary without a detonation of the bomb and a friendly fighter is closest to its new location.
Reward: 1 XP, 1 Reputation
Perk: A fighter may perform an Aim action as a free action before a Throw Bomb action. Note that two Aim actions do not stack.

Battles

No battles yet.

Action Log

Scophthalmus
6 months, 1 week ago

Campaign Archived: Weekender - Hive Bowl I has been archived

Outcome: Campaign has been archived
Scophthalmus
8 months, 3 weeks ago

Campaign Ended: Weekender - Hive Bowl I has concluded

Outcome: Campaign transitioned from active to post-campaign status
Derfisch3000Die Bronkos
8 months, 3 weeks ago

Reputation Update: Die Bronkos gained 1 Reputation (new total: 1)

Derfisch3000Die Bronkos
8 months, 3 weeks ago

Bought Flak armour for Bianca Bronko (10¢)

Outcome: Credits remaining: 20¢
Derfisch3000Die Bronkos
8 months, 3 weeks ago

Bought Mesh armour for Kalle Bronko (15¢)

Outcome: Credits remaining: 30¢
View all 41 actions →