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23. Gang Moot

RAW ✔️ Source: Necromunda: Rulebook (2018), originally published in Gang War 3

A gang parlay gets bloody!

Battlefield

This scenario uses the standard Battlefield Set-up rules.

crews

This scenario uses the standard rules for choosing a crew, with the exception that players must include their Leader in their crew. The rest of their crew is created using Random Selection (D3+5).

Tactics Cards

Each player should shuffle their Tactics Card deck and randomly draw two cards.

Deployment

Players place their Leaders within 6" of the centre of the board. Use Priority to determine the order in which the Leaders are placed. Each player then takes turns placing their fighters anywhere on the board, at least 12" from a Leader and 6" from any already deployed fighter (friend or foe).

Objectives

The gangs are meeting to hammer out a treaty or settle some other kind of business – when suddenly, someone goes for a gun!

Special Rule: Parlay

At the start of the game, only the Leaders are Ready, all other fighters are unaware that their allies are about to become enemies. When a fighter makes any Shoot action (unless their weapon has the Silent trait) all other fighters within 12" that are not Ready can make an Intelligence test. Those that pass immediately become Ready. Fighters attacked in close combat or hit with a shooting attack also become Ready (as long as they survive). In the End phase, each player may move their fighters that are not Ready 6" in any direction.

Ending the Battle

If only one gang has fighters left on the battlefield at the end of any round, the battle ends immediately.

Victory

One gang wins if, at the end of the battle, their Leader is still on the battlefield and is not Seriously Injured. Any other result is a draw between all of the participants.

Rewards (Campaigns Only)

Experience

  • Each fighter gains 1 XP for taking part, and an additional 1 XP for each enemy fighter that they take Out of Action. The last Leader on the board gains D6 XP.

Reputation

  • Each gang gains 1 Reputation for showing up, plus 2 extra Reputation if one of their fighters takes an enemy Leader Out of Action.
  • The gang whose Leader is the last Leader standing earns an additional 3 Reputation.
note

Arbitrating The Scenario

The Arbitrator can field their own gang of watchmen to add to the carnage, the Leader of the watchmen might be taking part in the parley or adjudicating it.

Alternatively, the commotion of the moot going south might summon lawmen, and they could turn up using the Reinforcement rules with a mission to arrest the Leaders and make them pay for disturbing the peace.