General Rules for Multiple Gang Wars

by Jason Abbott (jasona@brimstone.com)

Initiative

Because of the lack of space, and the ease of getting stuck in a really bad position on the board in a multi-player game, it's often a good idea to split each gang into two parts. One way to do this is to divide the teams in half, with those with higher initiatives and lighter weapons on one part, and those with heavier weapons and slower initiatives on the other part. Then, when it comes time to roll initiative, each team rolls twice, with the higher roll going to the faster part of the team, and the lower roll going to the slower part of the team. Each part of the team takes it's turn when the appropriate initiative roll would then take place.

This method takes more time to play, but it keeps players who roll poorly for initiative from feeling like crap when 4 other teams rain down hellish firepower on them before they even get a chance to move.

Handicaps

Each team should compute it's handicap vs the average of all the remaining teams. This won't be too fair, as during the actual course of the battle they will probably end up fighting only one or two of the opponents, but it's better than nothing.

Giant Killer

Plot

It's gotten into the young kids heads that the way to make a name for themselves will be knock off one of the well known hired guns in the world. And it's at the local watering hole that such talk is made infectious, and soon all the gangs are thinking that that well known hired gun is full of hot air, and that he'll be a push over. Soon everyone is grabbing their guns and heading out to the badlands, to make a name for themselves.

Setup

Setup starts with whichever gang has the lowest gang rating; then it proceeds to the next lowest gang rating and so on. Each player takes turns setting up a piece of terrain in on the board. Then each player choses a side or corner of table. Each player then takes turns placing one gang member on the table; the first figure must be within 8" of the starting spot (the middle of table edges, or the corner or the table), each additional figure must be within 8" of a previous gang member, and no closer than 8" of any opposing gang figure.

It is possible for one gang to select to side with the hired gun, and in that case their starting position is within 8" of the center of the table. If more than one gang wants to defend the hired gun, the gang with the lowest gang rating will get to. For the purposes of computing handicap in this case, this lone team will be compared to the combined score of the attacking gangs.

The hired gun is always placed at the center of the table.

The Hired Gun

The hired gun should be one of the special characters listed in the book. It should be one that would ally with the lone defending team (if there is one), or one appropriate to be fighting all the attacking gangs. Because it is fighting for it's life, the character will get one turn after each player's turn. If there is a lone defending gang, that player will control the special character's actions. If there is no lone defending gang, then the special character will do whatever makes the most sense (logically or in character), decided upon by all players. In the case of a dispute resolve it's actions with a die roll.

The hired gun will never bottle.

End game

The game will end when the giant killer (and any defenders) is taken out, or when all the attackers have bottled.

Reward

If the defender won, the hired gun will fight in it's next game for free. If the attackers win, the one that took down the hired gun will get the 2d6 * 10 credits they find in the hired gun's home.

Experience


Alliance

Plot

Two gangs attempt to hammer out some sort of alliance so that they can concentrate on ridding themselves of the other gangs. The other gangs catch wind of this unsettling alliance and decided to break it up before it begins.

Setup

Care should be taken to pick two gangs who's scores, when added together, mostly closely match all the other gangs scores, when added together. Often this will be impossible, but an attempt should be taken. The two gangs who are forming an alliance will be referred to as the defenders.

The defenders and the attackers will take turns setting pieces of terrain on the board.

If the defender's combined score is more than the attacker's, they will set up first, in the middle of the board. The attacker's will set up second within 8" of the table edge. If the defender's combined scores are less than the attacker's then they may place up to two figures each after the attacks have placed figures (to represent sentries, wary of just this sort of an attack). All the defenders figures should be placed within 8" of each other, with the exception of the sentries. Each of the attackers figures should be within 8" of another member of their gang, but not necessarily of other attacking gang's members.

End game

The game will end when only one side (attackers or defenders) remains.

Reward

There is no reward in this scenario.

Experience

If the defenders combined score was more than the attackers: If the defenders combined score was more than the attackers:

On the Lamb

Plot

An apprentice to one of the traders has gone rogue and stolen some keen gear from his old master. The poor unfortunate wretch has accidently shot his mouth off to a friend and word of his location spreads like wildfire. It's now a free grab for the loot.

Setup

Setup starts with whichever gang has the lowest gang rating; then it proceeds to the next lowest gang rating and so on. Each player takes turns setting up a piece of terrain in on the board. Then each player choses a side or corner of table. Each player then takes turns placing one gang member on the table; the first figure must be within 8" of the starting spot (the middle of table edges, or the corner or the table), each additional figure must be within 8" of a previous gang member, and no closer than 8" of any opposing gang figure.

Apprentice

The apprentice should be put in the very center of the board. At the end of each players turn he will panic and try to move 2" in a random direction, unless that would take him in base-to-base contact with any ganger, in which case he'll just stay still.

If taken down then the body can be picked up if a ganger ends their movement on where the body is. Any model carrying the body cannot use any weapons unless they drop the body. They will receive an automatic partial cover for carrying the body around though. The goods cannot be removed from the body in the middle of combat, the body must be removed from the board or the battle must be won. If the team holding the body bottles, the body stays were the model carrying the body was last positioned.

Reward

Roll three times on the standard trader chart and three times on the Outlands trader chart (ignoring all rolls that aren't actual objects). The apprentice had on him the two objects with the highest rolled worth. The team that has his body has these goods. Whichever gang killed the apprentice gets a one time 25% discount at the trading post immediately following this bout.

End game

The game will end when only one gang remains or the body leaves the table.

Experience


Loss of Grace

Plot

The Guilders have let it be known, in no small terms, that a certain settlement has lost it's good graces with the Guilders and is no longer under their protection. Because of this the gangs have started to flock around it like scavenger birds on a corpse. Suddenly one gang makes a move for the settlement and all hell breaks loose.

Setup

Setup starts with whichever gang has the lowest gang rating; then it proceeds to the next lowest gang rating and so on. Each player takes turns setting up a piece of terrain in on the board. Then each player choses a side or corner of table. Each player then takes turns placing one gang member on the table; the first figure must be within 8" of the starting spot (the middle of table edges, or the corner or the table), each additional figure must be within 8" of a previous gang member, and no closer than 8" of any opposing gang figure.

Reward

The gang that wins will get to loot the settlement, unless they are an outlaw gang, in which case they can choose to either loot the settlement, or take it as their new territory.

End game

The game will end when only one gang remains.

Experience


Sunday in the Park with George-457

Plot

Enjoying a rare fume-free day in the underhive, many of the gangs happen to be in the same crowded area at the same time when two gangs with a history of hatred notice each other. Shots ring out and combat starts.

Setup

Setup starts with whichever gang has the lowest gang rating; then it proceeds to the next lowest gang rating and so on. Each player takes turns setting up a piece of terrain in on the board. Then they each take turns placing 3 civilians on the board. Then each player choses a side, corner or middle of table. Each player then takes turns placing one gang member on the table; the first figure must be within 8" of the starting spot (the middle of table edges, or the corner or the table, or the middle of the table), each additional figure must be within 8" of a previous gang member, and no closer than 8" of any opposing gang figure.

Limitations

Equipment

Because the gangs were enjoying their day off, they don't have all their equipment. Everyone is limited to one HTH weapon, and one ranged/special weapon. No one will be allowed to bring a heavy weapon on unless they have at least one Stealth skill. If they do, then the heavy weapon can be brought in in place of the ranged/special weapon. Because figures that use heavy weapons are so attached to their weapon, any gang member that can't being on it's heavy weapon can opt to have stayed at home cleaning that weapon and can thus miss this fight.

Members

Since they are out having fun, the gangs will have left behind any Hired Guns. Only those character models that would help out an underdog team will be along for this ride.

Civilians

Movement

The civilians should be composed of miniatures that are obviously not Necromunda gang miniatures. Once combat starts, the civilians move at the very end of each combat round (treat them as a gang that rolled the worst possible initiative roll). Any civilian within 8" of a table edge will run off the edge, and out of combat. Roll a d6 for any other civilian, on a 1-3 they will run to (or stay next to) a piece of terrain that offers some cover, on a 4-6 they will try to run for the nearest map edge.

Consequences

If any civilian is injured, all the gangs involved will be accused of being outlaws if they aren't already. If more than one is injured then all gangs will have a -1 penalty on their die-roll to determine the outcome of being accused of being an outlaw. If one gang injures more than half the civilians, that gang will suffer a -3 penalty rather than a -1 on their die-roll.

End game

The game will end when only one gang remains.

Reward

There isn't much reward in this scenario. If a bloodbath starts, and civilians start dieing, the single remaining team will collect d6 credits off of each downed civilian. They can also choose to mug the rest of the civilians still on the board at the end of the game. If they chose to do so, they also get d6 credits off each of them, but they will face the -3 die roll penalty when determining if they are an outlaw at the end of the game (rather than the -1).

Experience