Escape The Spire
Overview
Gameshow style commentary and rules to match.
Special Rules
Trading Post
No weapon or pet purchases, only equipment, upgrades and ammo.
*Hired Guns have normal access to trading post weapons.
*No restriction on purchases from House Lists
*Champions & Specialists get to re-equipt between phases, this allows them to adapt to their new environments.
Allegience
Narrative: Some teams will come from local gangs known in The Drake Sector, other will be visiting teams from other areas of the hive, or even from other hive’s entirly.
Visitors
Dirty tricks:
Can re-use one discarded tactic card
- Once per game
- Cannot be re-used within the same round.
Stranger Tax:
Hired Guns cost 15% more
Home Team
Local Connections:
Hired Guns cost 15% less
Known Entity:
Custom (X) tactic cards are revealed
- Random drawn cards remain face down.
Underdog – Crews
Narrative: The games will try and balance things out a little on the way, and insert a bit of randomness to proceedings.
Gang rep greater than 3+
‘Custom ( X )’ becomes ‘Custom ( X – 1 )’’
‘Random ( X )’ becomes ‘Random ( X – 1 )’
Gang rep greater than 5+
‘Custom ( X )’ becomes ‘Custom ( X – 2 )’
‘Random ( X )’ becomes ‘Random ( X – 2 )’
Gang rep greater than 8+
‘Custom ( X )’ becomes ‘Custom ( X – 3 )’
‘Random ( X )’ becomes ‘Random ( X – 3)’
Rounds
Phase One – The Spire
Game One – Robbery
Narrative: Teams are given the task to steal or defend precious loot.
Zone Mortalis – D6
- 6: Smash & Grab
- 25: Claim the Spire
- 79: Break In
- 82: Riches inthe Dark
- 135: Race to the Vault
Game Two – Callapse
Narrative: The hive is a dangerous place, which team has what it takes to escape its perils.
Zone Mortalis – D3
- 13: Escape the Pit!
- 26: The Gauntlet
- 31: Escape!
Phase Two – The Outer Hive
Re-equipt
- Champions & Specialist can re-euipt
- Can trade in all non-implanted weapons and equiptment for full price
- Can re-equipt from house list to same value + any additional credits from gang stash
- No credits from traded item go to gang stash, use it, lose it or dont trade it in!
Game Three – Survive
Sector Mechanicus – D2
- 34: Escape the Badzone
- 37: Fungal Horror
Game Four – Betrayal
Narrative: How will teams respond when their well earned ‘downtime’ is abruptly disrupted.
Writing prompt: Imagine this being a behind the scenes of a WWE/WWF event, the contestant are in downtime, but something kicks off and all hell breaks loose.
Zone Mortalis / Sector Mechanicus – D6
- 23: Gang Moot(Sector Mechanicus)
- 115: Parley Showdown(Zone Mortalis)
- 119: Bar Defence(Sector Mechanicus)
- 121: Star Chamber Attack(Sector Mechanicus)
- 127: Cut Off the Head(Sector Mechanicus)
- 129: Necromundan Double-Cross (Zone Mortalis)
Dowtime
- All Recover
- Fresh Recruitment (200 credits)
- credits are for new recruits and their equiptment only, any unused credits are lost
- Eligible Juve’s Promoted (optional)
Game Five – Unstable Ground
Narrative: Some say its the monsters that are the biggest dangers of the hive, but sometimes the hive itself is the biggest threat to our contestants.
Sector Mechanicus – D2
- 35: Manufactorum Raid
- 36: The Conveyer
Phase Three – The Wastes
Prepare for the Wastes
- Build a new custom tactic card deck for this phase only
- Don’t lose your original deck, you will re-use again in the next phase.
- 600 credits added for crew & vehicles
- Credits are for crew, vehicles and vehicle equiptment only, any unused credits are lost
- You can add additional funds from your gangs stash if you wish
- Convert any other gangers into crew
- Carry over any XP & retain promotions
- Use the existing gangers stats
- Gangers base value must be equal to, or higher than chosen ‘crew’ type
- Purchase & Equipt Vehicles
- From your own gang list, or create your own vehicle
- Build Vehicles and assign crew
Re-equipt
- Champions & Specialist can re-euipt
- Can trade in all non implanted weapons and equiptment for full price
- Can re-equipt from house list to same value + any additional credits from gang stash
- No credits from traded item fo to gang stash, use it, lose it or dont trade it in!
Game Six – The Long Road
Narrative: Team must move fast across this treacherous terrain.
Ash Wastes (Rolling Road) – D6
- 101: Cargo Run
- 102: Bone Road Death Race
- 106: Breakthrough
- 107: The Great Rig Robbery
- 128: The Big Score
- 149: Container Canyon Run
Game Seven – The Storm
Narrative: How do you kill your enemies when you can’t even see your hand infront of you?
Ash Wastes – D3
- 100: Incoming Storm
- 112: Out of the Storm
- 133: Storm Battle
Phase Four – The Finale
Downtime*
- All Recover
- Eligible Juve’s Promoted (optional)
- Revert to original tactic card deck
- Crew convert back to original Juve/Prospect type
- Vehicles are discarded (no credits recovered)
Game Eight – Battle Royal
Big Battle Royal
Gangs Rep used for both bonus’s & handicaps.
Details coming soon.