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 here if you have questions/are interested. This will likely last quite a while, so please only join if you can play ~twice per two week period. Campaign turns will last two weeks to give people time to resolve battles. Should everything be resolved by the end of the first week, we can continue early if everyone agrees. I'd like to have one player from each House, but that is not a rule.
We will also be voting on a few house rules. These will be entirely up to the players, but are designed to reduce the randomness somewhat:
Territories are selected via draft instead of randomly rolled individually
Whenever a levelup bonus asks you to roll to determine which of two stats is increased, you may choose rather than roll
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, in order of lowest to highest gang rating. If no adjacent gangs wish to fight, a single non-adjacent gang may fight over it. 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 turn, each player elects where to move by declaring where they are attacking and where they are attacking from, in order of highest gang rating to lowest. 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.
- All results of Dead, Captured and Multiple Injuries are treated as Full Recovery on the first turn
- 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 deployment order is random and equal, turn order 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 here if you have questions/are interested. This will likely last quite a while, so please only join if you can play ~twice per two week period. Campaign turns will last two weeks to give people time to resolve battles. Should everything be resolved by the end of the first week, we can continue early if everyone agrees. I'd like to have one player from each House, but that is not a rule.
We will also be voting on a few house rules. These will be entirely up to the players, but are designed to reduce the randomness somewhat:
Territories are selected via draft instead of randomly rolled individually
Whenever a levelup bonus asks you to roll to determine which of two stats is increased, you may choose rather than roll
Certain skills/abilities say they apply "after a battle" or otherwise require a ganger to not have gone out of action. The following skills only happen once per turn, after all battles have completed but before assigning gangers:
Inventor
Ratskin Scout's Explore
Fixer
All others may be used during/between battles as normal. Whenever an ability requires that a ganger not have gone out of action, it always refers to the most recent battle, rather than all battles that turn. The exception is the Ratskin Scout's Explore ability. If the gang won any battles that turn that ended with the Ratskin Scout not going out of action, the ability activates.
If more than one gang attacks a territory, all gangs involved fight a single N-Way battle. Alliances must be declared before the battle, and cannot be broken once the battle begins. All other agreements are strictly nonbinding.
If the players cannot agree on a map to use, roll for it
The Action Order for each turn is:
1)All gangs issue orders
2)Fight battles one at a time until all battles are resolved
2a)Resolve xp and injuries between each battle
3)Assign gangers to territory
4)Generate Income
5)Determine Rare Trades
6)Make any purchases
If a ganger is captured, the parent gang may issue a Rescue Mission after all battles are resolved but before step 3. If the parent gang declines, any other gang may attempt a "rescue mission". If they rescue the prisoner, they get the captive and he is once against Captured. Any gang that launches a Rescue Mission may not issue an attack order in the following turn.
Hired Guns may be selected from the Necromunda Community Edition book as well as the Outlands Community Edition book (no other rules from the OCE will be used).
To hire a Hired Gun, you first pay its cost to add it to your roster. You may then pay its cost for any battle to have it show up for that battle. If you choose not to bring a Hired Gun with you for a given battle, you do not have to pay it and it does not leave your roster. Hired Guns only leave your roster if you hire them but cannot pay them, they die, or they are captured and sold
Inventor
Ratskin Scout's Explore
Fixer
All others may be used during/between battles as normal. Whenever an ability requires that a ganger not have gone out of action, it always refers to the most recent battle, rather than all battles that turn. The exception is the Ratskin Scout's Explore ability. If the gang won any battles that turn that ended with the Ratskin Scout not going out of action, the ability activates.
If more than one gang attacks a territory, all gangs involved fight a single N-Way battle. Alliances must be declared before the battle, and cannot be broken once the battle begins. All other agreements are strictly nonbinding.
If the players cannot agree on a map to use, roll for it
The Action Order for each turn is:
1)All gangs issue orders
2)Fight battles one at a time until all battles are resolved
2a)Resolve xp and injuries between each battle
3)Assign gangers to territory
4)Generate Income
5)Determine Rare Trades
6)Make any purchases
If a ganger is captured, the parent gang may issue a Rescue Mission after all battles are resolved but before step 3. If the parent gang declines, any other gang may attempt a "rescue mission". If they rescue the prisoner, they get the captive and he is once against Captured. Any gang that launches a Rescue Mission may not issue an attack order in the following turn.
Hired Guns may be selected from the Necromunda Community Edition book as well as the Outlands Community Edition book (no other rules from the OCE will be used).
To hire a Hired Gun, you first pay its cost to add it to your roster. You may then pay its cost for any battle to have it show up for that battle. If you choose not to bring a Hired Gun with you for a given battle, you do not have to pay it and it does not leave your roster. Hired Guns only leave your roster if you hire them but cannot pay them, they die, or they are captured and sold
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