TEXT: Striking a Deal...
  Making deals, breaking deals and plain old double-
  crossing in the Underhive.
  By Dalga Faik u)itbfellout conspirator Nick piacbaud
  Dalga, from Southgate London, describes
  himself and his partner in crime, Nick, as
  both being fine and upstanding teenagers
  despite being a little nuts! They've been
  playing Necromunda since it came out all
  those years ago and are self-confessed
  addicts. They're both a little partial to
  GorkaMorka as well and practice their
  'Vroom! Vroom!' sound effects until the
  eady hours of the morningl Dalga loves
  westerns and gangster movies especially
  when they've got a central theme of
  conspiracy and double-cross. .W'e, of
  course, would have never of guessed...
  In Necromunda, 
  two 
  gangs
  making deals with one another
  is not unheard of. in fact. it's a
  way of life. One gang wants to
  wipe out its enemies and will
  often enlist the help of another
  gang to do it.
  Making a deal could occur in
  the post-battle sequence or in
  the special scenario later on in
  this afticle. If two players wish
  to make a deal then they can
  follow these special rules. If a
  member of either gang has a
  Bitter 
  Enmity 
  against 
  a
  member 
  of the other 
  gang,
  then you can pretty much kiss
  the prospect ofa deal goodbye.
  Trying to strike a deal could
  result 
  in several things: 
  a
  double 
  cross, 
  a legit 
  deal
  including a one scenario deal
  or a long 
  term 
  deal. The
  Double-Cross is outlined in the
  scenario that follows. 
  Deals,
  howeveq 
  can be made very
  easily, they don't 
  require 
  a
  whole 
  game, just a simple
  meeting 
  of the two leaders
  concerned (unless you want to
  utilise 'The Meet' scenario)
  THE SET UP
  In order to set up the deal the
  two Leaders must meet. These
  are often tense affangements,
  with itchy trigger ffngers and
  brash 
  shows 
  of 
  bravado
  permeating 
  the 
  unfriendly
  silence. Set up a small skirmish
  arca 
  l6"xL6" 
  with 
  a clear
  central area containing 
  some
  significant 
  terrain 
  (crates or
  such like). Each gang should
  deploy 
  on the edges (entq
  etc. may not be used) and in
  their 
  movement 
  phase the
  Gang Leaders should converge
  on the central terrain to talk.
  The less weapons a Leader has
  the better show of good faith.
  Details 
  must 
  be 
  disclosed
  when 
  they 
  meet 
  iprior
  arfangements 
  can be made
  stipulating this, it is entirely ar
  the discretion of the players).
  Only D6+2 members of each
  gang may taken as bodyguards.
  Heavies may not be taken
  because if things go souq the
  gangs aren't going to want to
  risk losing a healy weapon.
  By the time the two leaders
  meet, the players should have
  in mind whether they want ro
  make a deal or not. At any
  point 
  during 
  their move a
  player may attack the other
  gang if they wish to @ut it will
  certainly get them a bad name
  to say the least!). The leaders
  may also join in.
  If combat commences, then go
  straight to the Double Cross
  scenario. If this isn't the case
  then follow these rules:
  STRIKING A DEAL
  The two leaders must be facing
  each other 
  from 
  across the
  crates. The players roll a D6
  and 
  apply 
  the 
  result
  immediately.
  D6 Roll 
  Result
  l-2 
  The gang with 
  the
  higher rating refuses to deal
  with the other gang because
  they consider 
  them 
  to be
  below 
  them 
  and 
  therefore
  scum.
  3-4 
  A one scenario deal
  has 
  been 
  made. 
  At 
  the
  beginning of the scenario, the
  player with the gang with the
  highest rating rolls a D6 and
  
  writes it down hiding the result
  (in these circumstances it is
  always 
  wise 
  to 
  have 
  an
  impaftial 
  observer), on a 1-3
  the deal sticks but on a 4-6 the
  deal is broken. 
  The higher
  rated gang may attack or leave
  the gang it is supporting at any
  time during the scenario on a
  broken deal result. The deal is
  ended 
  and 
  m y 
  not 
  be
  attempted 
  again 
  if 
  this
  happens. However, if the deal
  goes down for the whole game
  another deal may be struck.
  5-6 
  A long term deal has
  been made and the two gangs
  become friends. Roll a further
  D6 at the beginning 
  of each
  game either gang takes part in.
  On a L-4, the higher rated gang
  continues to honour the deal,
  on a 5-6, the higher rated gang
  leaves but on good terms. If
  this type of deal falls through,
  it can be attempted again but
  any results on subsequent rolls
  must be adhered to.
  The following 
  gangs may not
  make deals:
  . 
  Escher and Goliath
  . 
  Redemptionist 
  only with
  Cawdor
  . 
  Splrers 
  and Ratskins with
  anybody
  YOU OWE ME..,
  The purpose of striking a deal
  with another gang is simple -
  you gel extra manpower 
  in
  your 
  up-and-coming 
  fights.
  Provided 
  that the deal was
  successful, 
  the next time 
  a
  gang fights they may call upon
  Dl*2 
  gangers as 'allies' from
  the gang that they are in
  business with (chosen by the
  gang 'hiring out'). These allied
  rufftans are controlled 
  by the
  player whose 
  gang-fight 
  it is
  and not the player whose gang
  they 
  are 
  from 
  (unless 
  of
  course, 
  the 
  Gang 
  Leader
  himself decides to fight). For
  all 
  intents 
  and 
  purposes
  (experience, 
  Bottle 
  Test, erc.)
  these gangers are treated 
  as
  part of the gang they are allied
  to.
  Gangs are honour-bound 
  to
  their allies and can only'stab
  them in the back' if the deal
  was 
  broken 
  (see 
  earlier).
  Striking 
  a deal with 
  another
  gang can be a very lucrative
  arrangement, 
  albeit 
  a risky
  one-
  THE MEET
  Ihe two gangs in question are
  nxeeting, and you 
  uant 
  tbis
  job to go off tuitbout 
  a hitcb.
  You adjust 
  your 
  sigbts 
  and
  utait for 
  tbern to get closet
  Your leader bas beard about
  tbis deal going doun 
  betuteen
  tbe otber tuo gangs and said it
  sbould be put to an end, so be
  gatbered 
  bis boys and 
  took
  you 
  to 
  tbe meeting 
  place.
  Except, be's bidden you in tbe
  sbadous 
  aboue tbe ground
  and gaue you a sigbt for your
  rtfle. Notr, you just 
  baue to
  utait. 
  The hto 
  leaders 
  are
  getting 
  closer 
  and 
  sueat 
  is
  starting toform 
  on your brout.
  You take a bead on the rnore
  reputed leader and uait. He's
  getting 
  closer, 
  anotber 
  step.
  Bingo!
  You squeeze tbe trigger..
  Starting
  The two gangs in this scenario
  must have agreed to Strike a
  Deal and may not fire at each
  other unless indicated 
  later.
  They 
  may have D6*2 
  gang
  members 
  along 
  with 
  their
  leaders. In addition, 
  a third
  gang has tumed up at the site
  to stop the deal going down.
  They also tum 
  up with 
  their
  leader and D6f2 
  gangers; no
  Heavies may be taken. This
  gang, the Ambushers, may set
  up Hidden...
  fs6ain
  The terrain must be set up with
  buildings on either side with at
  least two 
  stories 
  to 
  them.
  There 
  should 
  be a channel
  down the centre where a pile
  of crates or something can be
  set up for the meeting to take
  place (as in the Set Up).
  Treacherous Conditions can be
  rolled. 
  anv conditions 
  that
  
  mean the table top cannot be
  used do not count (e.g. the Pit
  ofDespair result should not be
  applied because the table top
  is needed for the game). lt is a
  neutral 
  place 
  so 
  territory
  cannot be lost.
  Setup
  The two gangs attempting 
  to
  Strike 
  a Deal 
  set up 
  on
  opposite 
  sides of the table,
  four inches in from the table
  edge facing each other down
  the central 
  valley. The third
  gang howeveq vu.rll be Hi.dden
  in the upper 
  levels of the
  surrounding 
  buildings or in
  the shadows of the gantries. As
  soon as they fife, howeveq they
  will break ftom being Hidden.
  Special 
  Rules
  As the two Leaders approach
  within 
  four 
  inches of each
  other, the ambushing gang may
  fire upon the either Leader in
  their 
  turn. 
  The fire will 
  of
  coufse cause the othef 
  two
  gangs to panic and so they
  must adhere to the Panic Fire
  rules 
  below. 
  The 
  leaders,
  howeveq may not be so easily
  fooled, providing both are still
  on their feet by the end of the
  firing 
  turn. 
  If 
  neither 
  are
  pinned or wounded, then the
  deal may still be struck using
  the rules above. If either leader
  is pinned 
  or wounded, 
  then
  the one left standing (if there is
  one) will adhere to the Panic
  Fire rlules.
  Itchy 
  Thigger 
  Finger...
  The ambushing gang must take
  Ld tests every turn to see if they
  fire early. Use the leader's Ld. If
  the test is passed, then they
  hold 
  their 
  fire. If they fail,
  however, then they open fire
  early 
  and 
  are 
  no 
  longer
  considered to be Hidden.
  Panic 
  Fire
  As soon as the ambushing gang
  fire, make a special Panic-Fire
  test for the leaders of each of
  the other two gangs. Roll 1D6:
  on a score of 1-4, the gang
  leader spors the Ambusbers
  and orders his gang to fire
  upon them (note: obviously if
  the ambushing gang come inro
  close combat 
  they will 
  be
  automatically recognised). On
  a roll of 5-6, the Gang Leader
  hasn't spotted the ambushing
  gang and orders his Gangers to
  fire upon the gang they were
  making a deal with, suspecting
  foul play.
  Not yet convinced?
  It will eventually dawn on the
  gangs taking part in the deal
  that they have been duped and
  are being ambushed by mutual
  enemies. Each turn that a gang
  hasn't noticed the Ambusbers
  and when a gang member of
  the friendly gang is hit, gers
  pinned 
  or 
  anlthing 
  more
  severe, then roll a D6. On a roll
  of 7-4, the gang spots the
  Ambushing gang and may take
  action accordingly 
  On a 5-6
  result, 
  they 
  still 
  haven't
  realised and assume that their
  one time business partners afe
  all scummers and should be
  shot!
  Agreement 
  under 
  Fire?
  lf the two gangs are still rrying
  to strike 
  a deal whilst 
  the
  bullets 
  are flying, 
  it's quite
  obvious that the two Leaders
  might be a little too busy firing
  off shots to close the deal. If
  there was a 5-6 result by either
  party to the Panic Fire roll then
  no 
  deal 
  can 
  be 
  struck.
  Otherwise they can still try to
  negotiate over the noise of the
  gunfire 
  (all the besr movie
  dialogue happens mid-scrap!).
  To see if they will talk roll a D6.
  On a 1-3 t}le leaders crouch
  behind some cover, laugh at
  the irony of it all and try to
  strike a deal - roll on the Deal
  table. On a 4-G the two leaders
  are far too pre-occupied firing
  and avoiding being shot to pay
  attention. lf a deal is not going
  to be struck, then the gangs
  decide to get the hell out of
  there.
  Ending 
  the Garne
  As soon as a deal (if any) is
  struck, 
  one 
  of 
  the 
  gangs
  attempting 
  to strike a deal fails
  
  its Bottle Test or the two gangs
  leave an1'way. The game is over.
  lf 
  a 
  deal 
  is 
  struck, 
  the
  ambushing 
  gang immediately
  runs 
  having 
  failed 
  their
  mission. If the two gangs began
  ffring upon each other due to
  Panic 
  Fire 
  but 
  recover
  composure and still negotiate
  a deal, there 
  will 
  be a -1
  modifier on the results table. If
  they 
  both 
  fired 
  upon 
  the
  ambushing 
  g ng they 
  get a'
  false sense of camaraderie and
  there will be a *1 modifier on
  the results table.
  Expedence
  *10 for each Gang Leader
  that fulfils their mission, e.g.
  made the deal or broke up the
  deal.
  +5 
  per 
  wounding 
  hit
  caused.
  *D6 
  each Ganger that
  survives.
  -1 for firing at the other
  friendly gang.
  THE DOUBLE.CROSS
  As your 
  leader 
  aPProacbes,
  you tigbten your gri? on your
  rifTe and pray 
  be makes 
  it
  there. 
  These suckers won't
  belieue utbat bit tbenx. 
  He's
  getting real close nout and tbe
  suckers 
  are buying 
  it. You
  can't belieue it. Tben, in a blur
  of 
  motion, 
  your 
  comrades
  whip their tueaqons into line.
  Your rifle snaPs uP to sboulder
  hetgbt 
  and 
  your 
  breatbing
  deepens. 
  Tben your 
  leader
  flings bis trencbcoat 
  oPen and
  grabs 
  tbe two 
  Bolt 
  Pistols
  bidden 
  tbere. 
  He 
  starts
  blazing...
  The Double Cross is a mixture
  of 'Gang Fight' and my 'deal
  making' rules. If you wish to,
  then 
  this 
  scenario can be
  fought instead of 'The Meet'.
  Terrain
  See Tbe Meet.
  Set up
  Both gangs deploy as in 'The
  Meet' facing each other. The
  game commences 
  in exactly
  the same mannef as in 'The
  Meet'. The gang with the lower
  rating 
  however, 
  is about to
  double cross the other gang in
  an attempt to upset the power
  balance and steal a little for
  themselves.
  Special 
  Rules
  The special rules from 
  'The
  Meet' appl 
  ln addition up to
  half of the gang designated to
  double-cross 
  may be set up
  Hidden.
  Itchy 
  Thigger Finger...
  Being dirty double-crossers,
  the lower rated gang must take
  Ld tests each turn. If a test is
  failed 
  then 
  that 
  particular
  Ganger prematurely opens fire
  and gives the whole game away
  (note: this takes everyone by
  surprise, even his comrades,
  who 
  are too shocked by his
  stupidity to fre until their next
  turn by which time of course it
  may be too late). ff by the time
  the leaders meet in the middle,
  nobody has failed the test, then
  the 
  lower 
  rated 
  gang may
  attack in their turn.
  The higher 
  rated gang may
  only open fire or attack in close
  combat in the turn after they
  have been attacked themselves.
  From then on, the two gangs
  act like a Gang Fight.
  Obviously, 
  under 
  no
  circumstances may a deal be
  struck between the two gangs.
  Experience
  *10 for the winning Gang
  Leader
  +5 
  per 
  wounding 
  hit
  caused.
  *D5 for each Ganger that
  survives.
  -l for a Ganger that fires
  prematurel
  BATTLE REPORT
  Here's a report on the game
  that Nick and I played when
  testing 
  out 
  these 
  rules
  although 
  you 
  will 
  have to
  forgive us for our choice of
  gang names!
  
  @ Van Saar
  Q Delaque
  u%u
  @
  #%"d
  @w
  ,#ffi
  Tl e Double 
  Cross
  Zeus, 
  Ieader 
  of 
  tbe
  'Olympiads' 
  of 
  House
  Delaque, 
  bad 
  arranged 
  a
  hush-busb 
  ,neeting 
  uith 
  bis
  opposite 
  number 
  at
  Frontierstoun: 
  Wyatt 
  Earp,
  (Groan... 
  Start 
  tbe 
  cbeesy
  u,estern nxusic! - Ed) leader of
  'Earp's Immortals' 
  of House
  Van Saar. Botb bad been uying
  for 
  pozaer 
  and 
  lucratiue
  trading 
  rights to be bad from
  tbe Guilders. 
  Tbere bad been
  s e u er a I ineffe ctual skirrni s b e s
  tbat bad cost botb gangs dean
  It uas time to put 
  a stop to
  tbat. 
  If 
  tbeJ) could 
  utork
  together 
  botb 
  gangs 
  could
  make a bealtby sum, cease tbe
  figbting 
  and 
  perbaps 
  euen
  driue sorne of tbe otber local
  gangs out of town.
  If tbey could u.tork togetber...
  In this scenario the Delatrues
  are the Ambusbers following a
  long-held tradition 
  of back-
  stabbing, 
  double-crossing,
  ripping-off, 
  and selling faulty
  vacuum cleaners to lrrlnerable
  old ladies. All the special rules
  for'Double-Cross' apply.
  The 
  Terrain 
  was 
  set-up
  according to the 'Double-cross'
  Scenario (see map) with a clear
  central area, apart from a pile
  of crates in the very middle
  (the agreed meeting place),
  this was surrounded by plenty
  of coveq towers and walkways.
  This gave the opportunity 
  for
  both gangs to start in cover and
  watch the proceedings.
  The Gangs:
  'Earp's 
  Immortals', 
  House
  Van Saar (Dalga) Wlatt Earp
  (1 Leader), Butch Cassidy (2
  Ganger), Billy the Kid (3 Juve),
  Johnny 
  Ringo 
  (4 Ganger),
  Sundance 
  Kid 
  (5 Ganger),
  Cisco Kid (6 Juve) and Doc
  Holiday (7 Ganger).
  'The 
  Olympiads', 
  House
  Delaque 
  (Nick) 
  Zeus 
  (1
  Leader), 
  Hermes 
  (2 Juve),
  Hephaestus (3 Ganger), Boreas
  (4 Ganger), Hades (5 Ganger),
  Eros 16 Juve) and Asskleepius
  (7 Ganger).
  Turn 
  1: The Delaque leader
  approached 
  his prospective
  business 
  partner 
  walking
  casually 
  down 
  the 
  dank
  corridor leading to the meeting
  place. Zeus's coat billowed in
  the artificial breeze provided
  by the vent-shafts high above.
  Meanwhile, hiding from prying
  eyes, the Delaques stayed out
  of sight on either side of the
  
  clearing. Some were hiding
  behind 
  old, rusty barrels at
  ground 
  level 
  whilst 
  others
  were hidden in the gloom high
  up 
  on 
  the 
  walkways. 
  The
  shadows and their long coats
  allowing them to fade into the
  darkness. They clutched their
  weapons with growing unease,
  but their nerve held.
  Turn 2: As the Van Saar Leader
  approached 
  the 
  designated
  meeting place, he noticed the
  Delaque Leader's eyes moving
  shiftily. 
  Frowning, 
  and
  clutching his Plasma Pistol iust
  a little 
  tighter 
  he 
  walked
  cautiously onwards and hailed
  him, feeling more than a little
  uneasy.
  Zeus looked, around, 
  making
  sure all of his boys were out of
  sight and hoped that none of
  them would 
  lose their nerve
  and stan firing until 
  the time
  was right. When the time was
  right, he would strike. Whilst
  in the gloom, the Delaque boys
  started 
  to 
  ease off 
  safety
  catches 
  and 
  rack 
  bolts.
  Asskleepius 
  sighted along the
  barrel of his Autogun bringing
  Wyatt Earp's head into focus.
  He curled his finger around
  the trigger...
  Turn 3: AsWyatt Earp reached
  the crates he watched 
  Zeus
  approaching 
  slowly. 
  The
  Delaque was hunched both of
  his hands were hidden beneath
  the folds of his trench-coat.
  The Delaque 
  man appeared
  through the smoky gloom and
  nodded to W?att Earp, a slight
  smile creasing his lips. Wyatt
  Earp 
  must have known 
  that
  something 
  was wrong 
  when
  the Delaque Leader smiled, his
  suspicions 
  were 
  confirmed
  when the bald man pulled a
  krak grenade 
  from under his
  coat. In one fluid motion 
  he
  hurled 
  the already primed
  grenade at the stunned Van
  Saar. The contained explosion
  blewWyatt 
  Ea4l offofhis 
  feet
  to land in a bloody mess the
  other side of the clearing
  (Good start, one man down,
  and that was my Leader -
  Dalga)
  Hades, 
  hiding 
  just 
  to 
  rhe
  Delaque Leader's left, pulled
  the trigger of his Shotgun not
  even bothering to aim. More by
  luck than skill, the shell blasted
  il;rto Billy 
  tbe Kid's 
  sromach,
  hurling 
  him backwards 
  off of
  the building on which he was
  stood and (not surprisingly)
  taking him out of action as he
  hit the hard ceramite below.
  Asskleepius pulled 
  the trigger
  on his Autogun, 
  sending a
  stream of bullets 
  into Jobnny
  Ringo's chest. He was slammed
  into the metal wall where he
  slid to the ground, 
  leaving a
  shouldered 
  his Autogun 
  and
  fred a torrent of 9mm caseless
  across crates and bulkheads.
  The 
  intended 
  tatget, 
  Zeus,
  dodged 
  the erratic spray of
  lead and kept his head down.
  Much 
  to 
  his 
  annoyance,
  Holiday heard the sharp 'click'
  of an empty magazine. Most of
  the other 
  Van Saars fared 
  a
  similar 
  fate 
  as guns 
  were
  emptied left, right and centre!
  (Oh arse! - Dalga.)
  Butcb 
  Cassidy 
  pumped 
  the
  slide on his shotgun and ffred a
  Hotsbot 
  Shell 
  into 
  the
  darkness. It struckZezs square
  in the chest causing his long
  trench-coat 
  to 
  burst 
  rnro
  flames. However, to his shock
  and 
  horror, 
  the 
  Delaque
  Leader had managed to stay on
  his feet 
  and glared 
  up 
  at
  Cassidy snarling with rage and
  frustration.
  thick trail of crimson behind
  him. 
  Despite 
  this low-down
  betrayal 
  and having 
  three 
  of
  their number down including
  their 
  leader, 
  the Van Saars
  stood their ground.
  Turn 
  4: Moving to a better
  position, 
  Doc 
  Holiday
  Tutn 
  5: The Delaque Juves,
  Hermes and, Eros, ran towards
  their burning leader throwing
  their long coats over him.
  Using the cloth to beat out the
  flames, the Juves extinguished
  the flames as the fight raged
  around them.
  
  Hades 
  spotted 
  the 
  ganger
  responsible for his leader's
  humiliation 
  and 
  fired 
  a
  Hotsbot Sbell his way The shell
  ca.ugl:t Cassidy in the side and
  exploded into flames turning
  the unfortunate 
  into a human
  torch! (Ouch... another one
  down! - Dalga.)
  Holiday 
  knew 
  he 
  had 
  no
  chance with his leader down,
  Cassidy on fire and most of the
  gang out of ammunition, 
  he
  screamed for the Van Saar's to
  fetreat.
  Nick: 
  '7be 
  Delaques 
  baue
  done it again!'
  lalgaz 
  Yeab, yeab, just keep
  tbinking tbat, buddy!'
  Nick:'Okay, 
  so bou come I'ue
  u)on so rnany games tben, eb,
  EH?!'
  Dalga: 
  'I don't 
  u,ant to talk
  about it. Look, just sbut 4)!
  Honestly, 
  beginner's 
  luck 
  I
  sa!.'
  Nick: 
  'Beginner's 
  luck?!!! I'ue
  been playing 
  for 
  ttuo years!
  Some people just blame it all
  on luck, wbile I knout for sure
  tbat 
  tbe? haue tbe tactical
  skills of a stuffed gerbil.'
  Dalgaz 
  'Enougb 
  small 
  talk!
  Anlxaay, you're 
  sidetracking.
  What you haue just read is a
  display 
  of poor nerue bold.ing
  by tbeVan Saars and pure skill
  by tbe Delaques. 
  Ihis 
  battle
  report proaes just 
  bout sbort
  these scenarios can be and
  bou 
  tbe tension 
  can really
  build 
  up not knouing 
  uben
  you're gonrut get it!'
  'Ob, and just bou,' mad tbe two
  ofus are!'
  0a froolz Bogz
  Have you got a rules query? Do you want to
  lanow if we still have classic Citadel miniatures
  available? lf the answer to both these
  questions is 'yes!'or if you want to discuss any
  aspect of the Games rilirrkshop hobby you
  should contact the Roolz Boyz, today!
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Senarios/striking_a_deal.pdf