General Rules for Multiple Gang Wars
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
- Each attacker leader who's team doesn't bottle will receive 5 experience.
- The defender's leader will receive 10 experience if their team didn't
bottle.
- Each defender still standing at the end of the game will receive 5
experience.
- Each gang member that participated will receive d6 experience.
- Each wound inflicted on a ganger will give 5 experience.
- Each wound inflicted on a hired gun will give 10 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:
- Each defender leader who's team doesn't bottle will receive 5 experience.
- Each attacker leader who's team doesn't bottle will receive 10 experience.
- If both defender teams didn't bottle then each ganger still standing
receives 5 experience.
- Each gang member that participated will receive d6 experience.
- Each wound inflicted on a ganger will give 5 experience.
If the defenders combined score was more than the attackers:
- Each leader who's team doesn't bottle will receive 10 experience.
- Each gang member that participated will receive d6 experience.
- Each wound inflicted on a ganger will give 5 experience.
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
- The leader who's team doesn't bottle will receive 10 experience.
- Each gang member that participated will receive d6 experience.
- Each wound inflicted on a ganger will give 5 experience.
- Taking out the apprentice will receive d6 experience.
- Taking the apprentice's body off the map will receive 5 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
- The leader who's team doesn't bottle will receive 10 experience.
- Each gang member that participated will receive d6 experience.
- Each wound inflicted on a ganger will give 5 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
- The leader who's team doesn't bottle will receive 10 experience.
- Each gang member that participated will receive d6 experience.
- Each wound inflicted on a ganger will give 5 experience.
- Each downed civilian will give d6 experience.
- If a team decides to mug the remaining civilians, each ganger still up will receive d6 experience.