Necromunda is a tactical wargame based around gangs fighting for control of territory. It is set in the warhammer 40k universe, but is far smaller scale than the base game. Armor is rare, weapons are deadly and life is cheap. The game has persistent RPG elements, allowing for gang members to grow and develop. Over the course of a campaign you will grow to know your gang and hate your rivals in a way that very few other wargames can match.
I would be interested in hosting a Necromunda campaign for 3-5 players. The rules of the game are set up so that nobody really runs the game, but everybody acts as a player. The game would be played online using maptools. We would be using the Community Edition rules which are available legally online for free here. The following rules would be in effect to allow for more than two players (source)
Post your interest here. I'd like for every player to take a different House, but that's not actually a rule.
I would be interested in hosting a Necromunda campaign for 3-5 players. The rules of the game are set up so that nobody really runs the game, but everybody acts as a player. The game would be played online using maptools. We would be using the Community Edition rules which are available legally online for free here. The following rules would be in effect to allow for more than two players (source)
- Each territory is represented on a hex map
- Each gang has 5 territories, and there are neutral, high value, territories in the middle of the map waiting to be claimed.
- Gangs obtain income from all territories each turn
- If a gang member works a territory, you may reroll income for that territory (for rolled incomes) or gain +10 income (for fixed incomes). Only a single gang member may work each territory
- Heavies and Leaders may work territory
- If a gang member is working a territory, they may only participate in battles targeting adjacent territories.
- All scenarios include the gang fight special rule relating to capturing a rival gang's territory.
- If a gang moves into a neutral territory unopposed, then any other gang may elect to challenge them. Adjacent gangs get first dibs, and only one gang may challenge the attacker over a neutral territory. If nobody elects to challenge, the attacker claims the territory without fighting.
- Vents and tunnels allow the gang controlling them to attack a territory up to two hexes away.
- Each campaign has a turn, and each player elects where to move by declaring where they are attacking and where they are attacking from, in order of lowest gang rating to highest. After each fight, each player can reassign their gang members to territories. Injuries and experience are resolved between battles. Income is resolved at the end of the campaign turn.
- If the attacker wins by enough to claim a territory, they must take the attacked territory
- If the defender wins by enough to claim a territory, they must take the territory they were attacked from.
- All profits from territories are doubled (after reduction for gang size)
- If a defender voluntarily bottles out, then they automatically lose the territory they are defending.
- If two gangs are allied, then only their opponent's gang rating is taken into account when determining any underdog bonus experience points. Conversely, when fighting against one or more allied gangs, the total of both their gang ratings is used to determine the underdog bonus for their opponent.
- If a territory has no gang member working it, it requires only a 2:1 casualty ratio to take, rather than a 3:1. This only benefits the attacker.
- In scenarios where turn order is randomly determined, play instead resolves in deployment order (i.e. whoever deploys first goes first, then whoever deployed second, etc.)
- When a battle is fought over a neutral territory, whoever wins the battle claims the territory, even if they do not get a high enough casualty ratio.
Post your interest here. I'd like for every player to take a different House, but that's not actually a rule.
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