The Colours I used are Changable, if you want to have a particular colour for your turf. Turf size dosn't directly correspond to territory gained, things like guilder contacts are more intangible.
Gang Turf and Locations in Rustholm. Rimwards, where the abandoned old bus terminal used to connect with services that lead all the way to the outside and the ash wastes, if rumours are to be trusted. This is now territory controlled by the Tunnel Foxes, often operating out of Rita's Repairs, the Van Saar's guilder connections give them access as far corewards as the Slag and their newly conquered settlement, Reapers Reach.
Competing over the area around the Guild House, Slagburn's Ironmen Hold the settlement of Hope, and prove that they are still the House of Iron, though since the collapse of the Stainless Steel Ratz, they have not been able to control all of the Slag, though they are slowly expanding. Clockwise of the city the wastes are claimed to be the Tribal lands of the SeaBass-Boullion Tribe, who's constant migration has brought them closer to the dwelling of the Hivers.
Continuing corewards from the Ironmen, the House of Cawdor begins to predominate, on the good road to the Slag, which they mine, the members of the Holy Flame control the more populated areas closer to Rustholm centre, with their Chapel collecting tithes and the ever reliable 'Doc' Bones operating in their area and as far down as the last Holestead and Redemption settlement, they are the edge of Rustholm beyond them only a Scrofulous Waste, where it is rumoured the worst scum have formed around a group of Scavvies known as the Karoul Family.
Across the Monorail Tracks, The Precinct house seems quiet and empty. But in a far holestead, hearing of the fall of the Watchgang, newcomers, Tamla's Tigers have moved in, giving rise to it's name, the Tigers Hole, they are producing archeotech finds at an uncanny rate.
Rimwards from Cawdor territory, along the main road through Rustholm, the Dirty Den provides refreshment and entertainment, and famously has never, ever been caught using crooked dice. This establishment is controlled by Unfolding Shadow, but Anticlockwise beyond their last holestead, the wastes of the Underhive are a far cry from the sheltered habdomes that they claim.
Edging in on old claims, Bryan's Bashers have reopened claims that they were abandoned by an old goliath gang crushed by the Stainless Steel Ratz in the old days and they are supplying Slag and other Minerals. They also have taken over what is now called the Bar and Gym Following a Vicious set of brawls.
Welcome to the OC thread for the Rustholm Campaign.
Rules:
This game is a combination of the Necromunda Rules and a home-brewed semi freeform system. The system is scored thus:
2d6+n1 vs 2d6+n2.
N for each player is based on both their gang and their writing, and the scenario being played.
+1 Best IC
+1 Best Plan
+1 Best Workable Plan
+1 Highest Gang Rating
+1 Numbers
Depending on Scenario
+1 Combat Superiority
+1 Firepower Superiority
+1 Stealth Superiority
+1 Movement Superiority
In addition, once players begin to have gang members with skills, they can include 'snapshots' with their plan. These are short paragraphs of their gang member using their skill. For example, Big Vinnie is a Heavy with Bulging Biceps (Move and Fire a Heavy Weapon), so along with his plan Player X can send a Snapshot: "Big Vinnie flexed his muscles, and threw his heavy bolter over his shoulder. Taking the rusted steps two at a time, he threw himself prone on the balcony, taking rushed shots at the visable enemy as they approached". Unless the Snapshot really does not fit the unfolding battle, I will include it in my post.
The game turn is started with a challenge, the challenged gets to roll on the scenario table (page 109), if they get two challenges, they can choose. At the moment, there will be one person left over. Don't worry, I've accounted for this:
Spoiler
Once you've decided on the scenario,
Spoiler
2D6 Result
2 The player whose gang has the highest gang rating may choose which scenario is played. The battle is fought in an old dome which is prone to cave-ins. If either side uses a heavy weapon or grenade during the game the roof caves in on a D6 roll of 4, 5 or 6. Roll each time such a weapon is used. If the roof caves in then the game ends immediately in a draw and all models must roll under their Initiative to escape without further harm. Any fighters who fail this test sustain a S4 hit with a -1 armour save modifier.
3 The player whose gang has the highest gang rating may choose which scenario is played.
4-6 Play the Gang Fight scenario.
7-11 The player with the lower gang rating may choose which scenario is played.
12 The player with the lower gang rating may choose which scenario is played. In addition, this is a real ‘grudge match’, so both sides earn double Experience points for the battle.
1. Gang Fight
Spoiler
Gangs run the risk of encountering rivals as they explore the ruined Underhive landscape. Not all encounters end in violence. Sometimes two gangs meet and, finding no good reason to fight, go their own way. Other encounters end in bloody fire-fights with neither side prepared to give way. Ultimately, every gang must be prepared to defend itself, to protect friends or family in the wastes, or simply to maintain the respect of its trading contacts and rivals.
The Gang Fight scenario represents one such encounter. Two gangs meet while travelling through a ruined dome. Both gang leaders are looking for trouble – neither is prepared to turn his back and let his opponent get away without a fight.
EXPERIENCE
Fighters who take part in the Gang Fight earn Experience points as noted below.
+D6 Survives. If a fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+10 Winning Gang Leader. The gang leader of the winning side earns an extra 10 Experience points.
SPECIAL
If the winning gang takes at least three enemy models out of action, and inflicts three times as many casualties out of action as it suffers itself, then it can take over one piece of randomly selected territory from the opposing gang. To randomly determine a piece of territory roll a D6 and count down from the top of the opposing player’s territory list, or use some other suitable method as appropriate.
2. Scavangers
Spoiler
The deep Underhive is a maze of ancient and abandoned ruins, concealed entrances and long forgotten domes. Sometimes these contain priceless archeotech, gems, precious mutant fungi and other valuable items which can be scavenged from the depths. Treasure hunting is not without risk though, and these isolated places can be home to ferocious mutant creatures.
In this scenario two gangs encounter each other while scavenging and each tries to drive the other off and grab the loot for itself.
EXPERIENCE
Fighters who take part in the Scavenger scenario earn Experience points as noted below.
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+1 Per Loot Counter*. If a fighter is carrying loot at the end of the game he receives +1 point per counter.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+10 Winning Gang Leader. The gang leader of the winning side earns an extra 10 Experience points. LOOT
After the game is over each gang is allowed to cash in its loot. The income generated is added to the income from the gang’s territory. Each Loot counter is worth 1D6 x 5 credits.
*This will be handled with the dice roll
3. Hit and Run
Spoiler
Gangs who want to explore far from their home settlement rely upon isolated hideouts where they keep stocks of supplies, emergency rations, spare ammo and the like. Sometimes they hole up in lone slime farms or mines run by friends or family.
The Hit and Run scenario represents a daring raid by a small group of fighters upon one of a rival gang’s hideouts. The hit and run doesn’t aim to destroy the hideout, just to cause a bit of damage and remind rivals that your gang is a force to be reckoned with.
Spoiler
THE MISSION
The Hit and Run scenario can be played with any of the mission objectives described below. The attacker (whoever chose the scenario) rolls a D6 to determine which mission he undertakes once the scenery has been set up. 1 Blitz. The attackers try to wreck the water still. They win if they cause any damage to the water still vapour collecting vanes. The still has a Toughness of 6 and is damaged if it sustains 1 or more ‘wounds’. 2 Bushwack. The raiders try to gun down the opposing gang leader. They win if they take the opposing gang leader out of action. 3 Scrag. The attackers aim to ambush and ‘scrag’ an enemy gang fighter who they have a personal grudge against. The target gang fighter is chosen randomly before the attackers are set up. The raiders win by putting the target fighter out of action in hand-to-hand combat. 4 Shoot Up. The raiders plan to make a pass through the area, firing weapons in the air, whooping and yelling, and generally scaring the hell out of everyone. They win by crossing through the area and exiting at least one member from the opposite edge. 5 Stick Up. The raiders try and steal the opposing gang’s loot. They win if a raider model leaves the table with the loot. The Loot counter can be picked up and moved exactly as described in the Scavenger scenario. If successful the raiders gain D6x10 credits to add to their income after the battle, and the losers’ income is reduced by the same amount. 6 Choose. The attacker can choose any of the five missions described above.

EXPERIENCE
Fighters who take part in the Hit and Run scenario earn Experience points as noted below.
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+10 Winning Raider. Each surviving raider earns an extra 10 Experience points if the attackers win the game.
4. Ambush
Spoiler
The ruins and enclosed tunnels of the Underhive afford ample opportunity for gangs to ambush their rivals.
In the Ambush scenario one gang has set a trap for the other. The ambushers must plan their ambush very carefully, however, because if their opponents are able to avoid it the hunters could very quickly become the hunted.
EXPERIENCE
Fighters who take part in the Ambush earn Experience points as noted below.
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+10 Winning Gang Leader. The gang leader of the winning side earns an extra 10 Experience points.
SPECIAL
If the winning gang takes at least three enemy models out of action, and inflicts three times as many casualties out of action as it suffers itself, then the gang can take over one piece of randomly selected territory from the opposing gang. To randomly determine a piece of territory roll a D6 and count down from the top of the opposing player’s territory list, or use some other suitable method as appropriate.

5. Raid
Spoiler
Gangs rely upon trading contacts and friends to generate their income, either by providing cash, food, shelter, or by trading things the gangs discover in the wastes. These are all known as territories, although some territories actually take the form of contacts with third parties rather than physical places in the Underhive. A gang’s territories are always vulnerable to attack by other gangs, and one of the most effective ways of crushing a rival gang is to raid its territories.
In the Raid scenario one gang attacks the territory of another. The territory is guarded by one or more sentries and additional reinforcements are close at hand. The raiders must eliminate or get past the sentries, destroy the objective and then get away as quickly as possible.
EXPERIENCE
Fighters who take part in the scenario earn Experience points as noted below.
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+5 Destroy Gateway. A raider earns 5 points if he inflicts a hit which destroys the Gateway.
+10 Successful Defence. If the defender wins the game then his gang leader earns 10 Experience points.
RAID OBJECTIVE
After the terrain is set up the defender places the Gateway piece anywhere he likes on the table. This represents the entrance way to the mine, hole, tunnels etc. Possibly it leads to an underground store containing a valuable find that one of the defenders’ contacts has asked them to protect or transport. Players should feel free to invent something they feel is appropriate for the type of territory being raided. The raiders must destroy the Gateway to win the game.
The Gateway structure has a Toughness of 6 and can sustain the equivalent of 3 wounds before it is destroyed.
SPECIAL
If the Gateway is destroyed during the game then roll a D6. On a score of 6 the territory is lost. The defender strikes out the territory from his gang roster and may not collect income from it. On the score of 1-5 the territory is damaged or a trading contact is disrupted. The player may not collect income from the territory after the battle, but he keeps the territory and can collect income from it in the future.
6. Rescue Mission
Spoiler
Gang fighters injured during a battle can easily fall into the hands of the enemy. Even a victorious gang can discover that one of its fighters has staggered unwittingly into the clutches of their rivals. Rather than kill their captives, gangs will normally ransom them for a price. If a gang cannot pay the ransom, or simply refuses to, then the captive can be sold as a slave or forced into the mines to toil for his new masters.
This scenario represents a rescue mission. One of your gang fighters has been captured and you have discovered where he is being held. A small group of raiders is poised to mount a daring rescue bid.
EXPERIENCE
Fighters who take part in the scenario earn Experience points as noted below.
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+5 Free Captive. A raider earns 5 points if he cuts the captive free.
+10 Successful Defence. If the captive is not freed then the defending gang leader earns 10 Experience points.
7. Shoot Out
Spoiler
Settlements of any significant size are regarded as neutral territory by gang fighters and other Underhivers alike. The Guild traders take a dim view of gangs who bring their disputes into town – especially when innocent customers get hurt and property damaged. Existence in the Underhive is precarious enough without the added danger of rampaging gangs using local settlements as battlegrounds. Only outlaw gangs pay no heed to this unwritten code, shooting up settlements, killing Underhivers and robbing drinking holes.
In this scenario fighters from two rival gangs meet in a small wastezone settlement. The situation is tense because neither side wants to be seen breaking the peace. The locals hide behind closed doors, fearful that a firefight may develop. Meanwhile the fighters converge from opposite sides of the settlement. As they catch sight of each other they prepare to stand their ground, neither willing to give way, but not wishing to be seen drawing a weapon first. Soon they stand almost face to face, hands hovering above guns, eyes fixed intently upon their targets.
The objective of the Shoot-out scenario is not to draw a weapon before your enemy. At the same time you must entice your rival to draw first and then drive him out of town with your return fire.
THE BUILD-UP
The build-up to a shoot-out is a tense affair. To recreate the tense atmosphere at the start of a shoot- out a special series of turns called the build-up is used.
Each player rolls set of 15 D6 using the forum roller the first player’s total score to go over 15 is the one whose nerve has cracked first.
IMPORTANT: A roll of ‘6’ counts as ‘0’ when making a nerve roll, so if you roll a 6 your score stays the same as it was on the previous turn.
Once a player’s score goes over 15 his gang’s nerve has cracked and they go for their guns If both players’ scores go over 15 on the same turn then the player who has the highest total score is the one that is assumed to have gone for his gun first. If both players have exactly the same score, then they both go for their guns at the same moment!
Assuming that one player drew first, then each of the opposing gang fighters gets a number of Experience points equal to the difference between the two players’ scores, to represent the fact that they have held their nerve in the face of great danger. For example, if one player ended up with a total of 14 points and his opponent had a total of 17, then each ganger belonging to the player with the lower score would get 3 Experience points.
EXPERIENCE
Fighters who take part in the shoot-out earn Experience points as noted below.
+? Held Nerve. Each surviving gang fighter of the side that held their nerve the longest scores a number of victory points equal to the difference between the two sides’ scores (see The Build Up rules above).
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+D6 Winning Side. Each surviving fighter on the winning side earns an extra D6 points.
I will write an IC post setting up the battle field. You can then PM me your plan and post your IC post.
Now, I can then do the roll publicly or privately. I think publicly would allow people to see everything is fair and challenge me if they think I've missed something. I'll roll using the forum roller.
I'll post after both of you with an IC post. Then you can post the conclusion, and the post game, as described on page 109.
Spoiler
Post Game:
1. Determine the extent of injuries for each fighter out of action at the end of the game. Fighters who are down at the end of the game are considered to be out of action on the D6 roll of a 4, 5 or 6 and must also roll for injuries. See the Serious Injuries chart.
2. Allocate Experience points for your fighters and make any Advance rolls. See the Experience section and Scenarios for details of how this works.
3. Re-allocate territory if appropriate. Territory may be lost or won according to the scenario played.
4. Collect income from territory as described in the Territory section.
5. Recruit new fighters and buy new equipment as described in the Trading Post section.
6. Update your total gang rating and you are ready to fight again.
Then you can challenge someone else ready for the next round.
The first round, and the IC post, will go up before sunday, and officially begin then.
I forgot to thank an old player of mine, LCP, from whom I stole much about the design of the Map. I'm going to edit in some descriptions of locations on the map to my first OC post.
Round One begins today, Friday the 3rd, and will continue until at the latest Friday the 17th. If we finish early, I can start a new round, If we don't consistently need that much time, we can shorten the rounds to just one week.
So please, start challenging each other. Remember, the challenged rolls the 2d6 (use the forum roller [rollv]2d6[/rollv] but without the bold) to determine the scenario played.
While the Tunnel Foxes are obviously distrustful of all other factions, with good reason as neither Cawdor group seems the least tiny bit sane, crazy can at least be manageable, hopefully. Crazy is also often enough self-destructive, especially with Arbites nearby. However, Delaque is untrustworthy on principle, treacherous by its very nature. Trying to seize control of anything closer to the centre of Rustholm would expose the Tunnel Foxes flanks and assets to Delaque raids. Thus, planning some form of per-emptive strike at Unfolding Shadow is called for.
__________________ Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play. Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.
I'm confused, who is doing the dice rolling? It would make sense to me that Adlan would be doing it, as he is the one who makes the decisions about the modifiers. Some modifiers, such as greater numbers or higher hang rating, anyone can see, but things like best plan are subjective, and we need a single ruling on it. I think it would be easier to have Adlan roll, with the modifiers included, rather than have the players roll and then be told the results.
I'm confused, who is doing the dice rolling? It would make sense to me that Adlan would be doing it, as he is the one who makes the decisions about the modifiers. Some modifiers, such as greater numbers or higher hang rating, anyone can see, but things like best plan are subjective, and we need a single ruling on it. I think it would be easier to have Adlan roll, with the modifiers included, rather than have the players roll and then be told the results.
I'm confused, who is doing the dice rolling? It would make sense to me that Adlan would be doing it, as he is the one who makes the decisions about the modifiers. Some modifiers, such as greater numbers or higher hang rating, anyone can see, but things like best plan are subjective, and we need a single ruling on it. I think it would be easier to have Adlan roll, with the modifiers included, rather than have the players roll and then be told the results.
Yes, I think you are confused, I will be rolling all dice involved in the outcome of the game. What the challenged player rolls is the Dice to Determine what game is played, the table can be found on page 109, but I'll also include it here:
Spoiler
2D6 Result
2 The player whose gang has the highest gang rating may choose which scenario is played. The battle is fought in an old dome which is prone to cave-ins. If either side uses a heavy weapon or grenade during the game the roof caves in on a D6 roll of 4, 5 or 6. Roll each time such a weapon is used. If the roof caves in then the game ends immediately in a draw and all models must roll under their Initiative to escape without further harm. Any fighters who fail this test sustain a S4 hit with a -1 armour save modifier.
3 The player whose gang has the highest gang rating may choose which scenario is played.
4-6 Play the Gang Fight scenario.
7-11 The player with the lower gang rating may choose which scenario is played.
12 The player with the lower gang rating may choose which scenario is played. In addition, this is a real ‘grudge match’, so both sides earn double Experience points for the battle.
Once you've rolled, please post again (Separate post to preserve the die results) if it's your chance to pick the scenario, if not, the other person can post, and then I'll post up the grounds and terrain and let you write the reasons for the fight in your IC post.
Question: do I roll using the basic scenarios, or the outlaw ones?
Roll the 2d6, if it is your choice for the scenario, you can choose to play one of the normal scenarios, or you can choose one of the outlaw* scenarios, barring the caravan, which I will be handling differently, and will be a special event later in the game.
*See the Library Section of the Yakromunda site, they have the pdf available for free.
Quote:
Originally Posted by Vizzi
Necromunda is a slightly confusing system in my opinion. But its also a fun one.
And the Scenario i will be choosing is GANG FIGHT. Mostly because its the basic scenario and it should be a fun start.
Excellent, I'll post up a terrain description in the IC thread momentarily. Yeah, necromunda can be confusing at first, but you should quickly get the hang of it.
Can I make several shorter in-character setting-up posts (one of the group heading to the fight, one about the banter immediately prior to battle ECT) or should I wait until I have time for one long post. Should I formulate and send you my full plan before making an in-character post?
In terms of the in-character post, should I assume that, as the GM post indicated, the two groups agreed to a fight at that location, thus implying formal challenge and acceptance, or did they simply run into one another on the border of their territories, as is implied by the scenario fluff in the rulebook?
__________________ Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play. Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.
Last edited by Icedaemon : 08-03-2012 at 02:09 PM.
I'd rather you worked on the IC post and Plan together, and sent them in at aproximately the same time, but I'll take one then the other soon, if you are pressed for time. Background fluff writing is fine to post any time, but your set up for the battle and deployment should be one post, if that's okay.
The ground in question is one on the disputed border, and is familiar to both gangs as a notable point in the wastes. They know they may well meet their foe, but if you agree IC to a fight you can prearrange it to a specific location, somewhere on the map, or a place fought over already. However, it's not possible (at this point in the campaign) to challenge each other over a specific piece of terrain, even if you fight in the old ruins, the victory might give you the prestige to take over the racket on a drinking hole, rather than holding the turf in question. As per the gang fight rules, terrain won (if you win significantly) will be selected at random.
__________________ Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play. Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.
Last edited by Icedaemon : 08-21-2012 at 06:26 AM.
The gauntlet is of a semi-religious nature: the Brotherhood suspect the Ironmen of being traitors to the Emperor and humanity. Rather more significantly, they're eyeing up Slagburn's good relationship with local guilders and wondering if it could have negative effects on them.
My gauntlet inflicts 2d6 damage. (2d6)[1][1](2) snake eyes
Quote:
2 The player whose gang has the highest gang rating may choose which scenario is played. The battle is fought in an old dome which is prone to cave-ins. If either side uses a heavy weapon or grenade during the game the roof caves in on a D6 roll of 4, 5 or 6. Roll each time such a weapon is used. If the roof caves in then the game ends immediately in a draw and all models must roll under their Initiative to escape without further harm. Any fighters who fail this test sustain a S4 hit with a -1 armour save modifier.
Better be careful with those heavy weapons of yours...
The seven normal scenarios in the book can be found on pages 110 -120, though only six are an option unless there's a captured gang member involved.
I'l summarise them: 1. Gang Fight
Spoiler
Gangs run the risk of encountering rivals as they explore the ruined Underhive landscape. Not all encounters end in violence. Sometimes two gangs meet and, finding no good reason to fight, go their own way. Other encounters end in bloody fire-fights with neither side prepared to give way. Ultimately, every gang must be prepared to defend itself, to protect friends or family in the wastes, or simply to maintain the respect of its trading contacts and rivals.
The Gang Fight scenario represents one such encounter. Two gangs meet while travelling through a ruined dome. Both gang leaders are looking for trouble – neither is prepared to turn his back and let his opponent get away without a fight.
EXPERIENCE
Fighters who take part in the Gang Fight earn Experience points as noted below.
+D6 Survives. If a fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+10 Winning Gang Leader. The gang leader of the winning side earns an extra 10 Experience points.
SPECIAL
If the winning gang takes at least three enemy models out of action, and inflicts three times as many casualties out of action as it suffers itself, then it can take over one piece of randomly selected territory from the opposing gang. To randomly determine a piece of territory roll a D6 and count down from the top of the opposing player’s territory list, or use some other suitable method as appropriate.
2. Scavangers
Spoiler
The deep Underhive is a maze of ancient and abandoned ruins, concealed entrances and long forgotten domes. Sometimes these contain priceless archeotech, gems, precious mutant fungi and other valuable items which can be scavenged from the depths. Treasure hunting is not without risk though, and these isolated places can be home to ferocious mutant creatures.
In this scenario two gangs encounter each other while scavenging and each tries to drive the other off and grab the loot for itself.
EXPERIENCE
Fighters who take part in the Scavenger scenario earn Experience points as noted below.
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+1 Per Loot Counter*. If a fighter is carrying loot at the end of the game he receives +1 point per counter.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+10 Winning Gang Leader. The gang leader of the winning side earns an extra 10 Experience points. LOOT
After the game is over each gang is allowed to cash in its loot. The income generated is added to the income from the gang’s territory. Each Loot counter is worth 1D6 x 5 credits.
*This will be handled with the dice roll
3. Hit and Run
Spoiler
Gangs who want to explore far from their home settlement rely upon isolated hideouts where they keep stocks of supplies, emergency rations, spare ammo and the like. Sometimes they hole up in lone slime farms or mines run by friends or family.
The Hit and Run scenario represents a daring raid by a small group of fighters upon one of a rival gang’s hideouts. The hit and run doesn’t aim to destroy the hideout, just to cause a bit of damage and remind rivals that your gang is a force to be reckoned with.
Spoiler
THE MISSION
The Hit and Run scenario can be played with any of the mission objectives described below. The attacker (whoever chose the scenario) rolls a D6 to determine which mission he undertakes once the scenery has been set up. 1 Blitz. The attackers try to wreck the water still. They win if they cause any damage to the water still vapour collecting vanes. The still has a Toughness of 6 and is damaged if it sustains 1 or more ‘wounds’. 2 Bushwack. The raiders try to gun down the opposing gang leader. They win if they take the opposing gang leader out of action. 3 Scrag. The attackers aim to ambush and ‘scrag’ an enemy gang fighter who they have a personal grudge against. The target gang fighter is chosen randomly before the attackers are set up. The raiders win by putting the target fighter out of action in hand-to-hand combat. 4 Shoot Up. The raiders plan to make a pass through the area, firing weapons in the air, whooping and yelling, and generally scaring the hell out of everyone. They win by crossing through the area and exiting at least one member from the opposite edge. 5 Stick Up. The raiders try and steal the opposing gang’s loot. They win if a raider model leaves the table with the loot. The Loot counter can be picked up and moved exactly as described in the Scavenger scenario. If successful the raiders gain D6x10 credits to add to their income after the battle, and the losers’ income is reduced by the same amount. 6 Choose. The attacker can choose any of the five missions described above.

EXPERIENCE
Fighters who take part in the Hit and Run scenario earn Experience points as noted below.
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+10 Winning Raider. Each surviving raider earns an extra 10 Experience points if the attackers win the game.
4. Ambush
Spoiler
The ruins and enclosed tunnels of the Underhive afford ample opportunity for gangs to ambush their rivals.
In the Ambush scenario one gang has set a trap for the other. The ambushers must plan their ambush very carefully, however, because if their opponents are able to avoid it the hunters could very quickly become the hunted.
EXPERIENCE
Fighters who take part in the Ambush earn Experience points as noted below.
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+10 Winning Gang Leader. The gang leader of the winning side earns an extra 10 Experience points.
SPECIAL
If the winning gang takes at least three enemy models out of action, and inflicts three times as many casualties out of action as it suffers itself, then the gang can take over one piece of randomly selected territory from the opposing gang. To randomly determine a piece of territory roll a D6 and count down from the top of the opposing player’s territory list, or use some other suitable method as appropriate.

5. Raid
Spoiler
Gangs rely upon trading contacts and friends to generate their income, either by providing cash, food, shelter, or by trading things the gangs discover in the wastes. These are all known as territories, although some territories actually take the form of contacts with third parties rather than physical places in the Underhive. A gang’s territories are always vulnerable to attack by other gangs, and one of the most effective ways of crushing a rival gang is to raid its territories.
In the Raid scenario one gang attacks the territory of another. The territory is guarded by one or more sentries and additional reinforcements are close at hand. The raiders must eliminate or get past the sentries, destroy the objective and then get away as quickly as possible.
EXPERIENCE
Fighters who take part in the scenario earn Experience points as noted below.
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+5 Destroy Gateway. A raider earns 5 points if he inflicts a hit which destroys the Gateway.
+10 Successful Defence. If the defender wins the game then his gang leader earns 10 Experience points.
RAID OBJECTIVE
After the terrain is set up the defender places the Gateway piece anywhere he likes on the table. This represents the entrance way to the mine, hole, tunnels etc. Possibly it leads to an underground store containing a valuable find that one of the defenders’ contacts has asked them to protect or transport. Players should feel free to invent something they feel is appropriate for the type of territory being raided. The raiders must destroy the Gateway to win the game.
The Gateway structure has a Toughness of 6 and can sustain the equivalent of 3 wounds before it is destroyed.
SPECIAL
If the Gateway is destroyed during the game then roll a D6. On a score of 6 the territory is lost. The defender strikes out the territory from his gang roster and may not collect income from it. On the score of 1-5 the territory is damaged or a trading contact is disrupted. The player may not collect income from the territory after the battle, but he keeps the territory and can collect income from it in the future.
6. Rescue Mission
Spoiler
Gang fighters injured during a battle can easily fall into the hands of the enemy. Even a victorious gang can discover that one of its fighters has staggered unwittingly into the clutches of their rivals. Rather than kill their captives, gangs will normally ransom them for a price. If a gang cannot pay the ransom, or simply refuses to, then the captive can be sold as a slave or forced into the mines to toil for his new masters.
This scenario represents a rescue mission. One of your gang fighters has been captured and you have discovered where he is being held. A small group of raiders is poised to mount a daring rescue bid.
EXPERIENCE
Fighters who take part in the scenario earn Experience points as noted below.
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+5 Free Captive. A raider earns 5 points if he cuts the captive free.
+10 Successful Defence. If the captive is not freed then the defending gang leader earns 10 Experience points.
7. Shoot Out
Spoiler
Settlements of any significant size are regarded as neutral territory by gang fighters and other Underhivers alike. The Guild traders take a dim view of gangs who bring their disputes into town – especially when innocent customers get hurt and property damaged. Existence in the Underhive is precarious enough without the added danger of rampaging gangs using local settlements as battlegrounds. Only outlaw gangs pay no heed to this unwritten code, shooting up settlements, killing Underhivers and robbing drinking holes.
In this scenario fighters from two rival gangs meet in a small wastezone settlement. The situation is tense because neither side wants to be seen breaking the peace. The locals hide behind closed doors, fearful that a firefight may develop. Meanwhile the fighters converge from opposite sides of the settlement. As they catch sight of each other they prepare to stand their ground, neither willing to give way, but not wishing to be seen drawing a weapon first. Soon they stand almost face to face, hands hovering above guns, eyes fixed intently upon their targets.
The objective of the Shoot-out scenario is not to draw a weapon before your enemy. At the same time you must entice your rival to draw first and then drive him out of town with your return fire.
THE BUILD-UP
The build-up to a shoot-out is a tense affair. To recreate the tense atmosphere at the start of a shoot- out a special series of turns called the build-up is used.
Each player rolls set of 15 D6 using the forum roller the first player’s total score to go over 15 is the one whose nerve has cracked first.
IMPORTANT: A roll of ‘6’ counts as ‘0’ when making a nerve roll, so if you roll a 6 your score stays the same as it was on the previous turn.
Once a player’s score goes over 15 his gang’s nerve has cracked and they go for their guns If both players’ scores go over 15 on the same turn then the player who has the highest total score is the one that is assumed to have gone for his gun first. If both players have exactly the same score, then they both go for their guns at the same moment!
Assuming that one player drew first, then each of the opposing gang fighters gets a number of Experience points equal to the difference between the two players’ scores, to represent the fact that they have held their nerve in the face of great danger. For example, if one player ended up with a total of 14 points and his opponent had a total of 17, then each ganger belonging to the player with the lower score would get 3 Experience points.
EXPERIENCE
Fighters who take part in the shoot-out earn Experience points as noted below.
+? Held Nerve. Each surviving gang fighter of the side that held their nerve the longest scores a number of victory points equal to the difference between the two sides’ scores (see The Build Up rules above).
+D6 Survives. If the fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.
+5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts during the battle. Make a note on the gang roster every time the fighter scores a hit and wounds his target. Although it is possible to inflict several wounds from one shot using some weapons, only 5 points are earned when this happens not 5 points per wound.
+D6 Winning Side. Each surviving fighter on the winning side earns an extra D6 points.
PS: @thegunslinger
Can you make your 2d6 scenario roll please? I'm really looking forward to seeing what the morning brings, night everyone.
I'll post the IC terrain description now, please post both IC (but only unto the moment you go for your guns) and in your plan, send me [rollv]15d6[/rollv] so I can determine who draws first.