[Necromunda] Danger in the Underhive

Lord of Chaos

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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)

  • 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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I am possibly interested in this as discussed on TS, since its not a full RP but rather a game.
 
Definately interested, but I never got to actually play this >_> any idea on the mefium? VASSAL might have a module?
 
I've played a short campaign with Hadoland over maptools. Works pretty well for the most part, but you need to fudge elevation a bit. What is VASSAL?
 
It's a little program made to simulate tabletop games with modules. Everything from battletech to warhammer, I suspect necromunda is available somewhere. Not sure what would be easier truthfully, never played in either. Just got to experiment a little with VASSAL.
 
I always preferred 1st Edition Necromunda, before they decided that different gangs could only have specific weapons. Especially when they stripped out the hand flamers from House Cawdor. I had to make some difficult choices with my gang: "Do I cut off all these hand flamers or do I encourage my gaming group to pretend that part of the rules doesn't exist?"


As it ended up, neither option was accepted and I never played since.


Captain Hesperus
 
In the Community Edition rules, any gang can get any weapon. It's just EASIER for certain gangs to get other weapons. If a weapon isn't on your list, you have to give up a rare item roll for it (you don't have to roll to get non-house Common items). Hand Flamers are on the Cawdor weapon list.
 
I'm interested, if I can have the time- I dont know what day yoou'll be doin it, but I already voiced mah interest.
 
The idea was to have each turn take a week (more if there's a lot of people and we can't do them all). I'm available for battles on tuesday and thursday, but it will mostly be a case-by-case basis. If everyone can get a day they're available on, then there probably won't be timing conflicts.
 
Well, I ran some numbers and there's actually a really simple method for determining if you have LoS to someone above you. Multiply the elevation by how far back from the edge they are. That's how many inches away from the base you have to be to see them. One inch further and they only get light cover. Fortunately, necromunda minis are almost exactly one inch high, so the numbers came out nice
 
Well, that is definitely enough people. What House does everyone want to be? I'll pick one of the unchosen ones at the end.


House Summaries:


Cawdor: Religious fanatics who specialize in flame weapons and close combat


Goliath: Brutes who specialize in heavy melee weapons and raw strength


Delaque: Secretive gang who specialize in stealth and ranged combat


Escher: All-female gang who are fast, sneaky melee specialists


Orlock: Well-rounded generalists. Equally skilled at melee and range, with a fine smattering of other skills


Van Saar: Tech-savvy gang skilled at ranged combat with specialist weapons
 
This reminds me. Alice, I'd prefer you Recap the PM scene we had between Johnathan and your Char in the Shadowrun game.
 
When everyone gets the chance, now is also a good time to generate your territories. It technically doesn't have to be done immediately, but the sooner I know what everyone's territories are, the sooner I can get the map thrown together. To generate territories, roll 6d66 and pick the five territories you want. To roll a d66, roll 2d6 and combine them like you would a percentile, e.g. a 5 and a 6 is a 56, while a 3 and a 2 is a 32.


[dice]2596[/dice]
 
Above, I got a 31 45 46 33 12 and 63.


That is a Settlement, Holestead, Holestead, Settlement, Chem Pit and Gambling Den. I'll drop the Chem Pit, making my final territory list: Settlement, Holestead, Holestead, Settlement, and Gambling Den
 
So I got a 13, a 51, a 42, a 61, a 42, and a 64.


I'll Ditch the Old Ruins of the 13, unless I /can't/ have two instances of Ducts/Vents/Tunnels
 
Which I did- but... if I had two Vents, would the "50%" 's stack up to 100%, or would it just be 3+3 warriors I can send through the Vents..?
 

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