PURGE, when outlander gangs get out of hand.

Insurgent

Gang Champion
Mar 17, 2016
489
510
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Springfield OR
I am playing a Necormunda Campaign and one of the players is an Ork Gang that has gotten out of hand. Since this is Necromunda I feel like there is a certain level of authority hovering overhead that shouldn't be crossed. At some point the hammer will come down on these pesky Xenos.

This sounds like a PURGE scenario, but I am a bit uncertain as to how to incorporate a player's whole gang into this. How do I make it fair to the gang being purged and how do I make it harsh enough to be a repercussion for the successes of this Outlander?

Do I just total up the Orc gang's rating with the points for a bunch of monsters until it equals the combined rating for all the gangs doing the Purge? Then just make the gang another card in the deck? What if the Gangs card never gets pulled? The player probably doesn't want his gang to get divided up and destroyed piecemeal by being shuffled up in a bunch of locations? Should I let him command all the creepies and his gang as the Arbiter for the scenario? When or if his card is pulled for his gang should he be allowed to put his whole gang down at once or can he divide his gang up to pop up in different cards?

Lastly When do I call a purge on this guy? Every thousand points his gang reaches? After he captures and kills three humans? Should I make him roll on the outlaw table and give him a modifier for being a xeno? If he technically gets outlawed (IE: pissed authorities off) declare a purge on him? How much should that modifier be for being a xeno?

Many question, much debate. You guys have the experience. Let me know what you think on these points? And most of all let me know if you have done something like this before?
 
The Purge - as written - is intended for players to be doing the purging, not getting purged.

Of course, it's an arbitrator scenario, so you're free to tinker with it however you want - but if you want a player-run gang to be on the receiving end, then you're basically drawing the scenario up from scratch I'd have thought.

Another option might be to run something like a Purge, where the Ork player plays the role of the purging gang and you, as Arbitrator, play a bunch of NPCs (Non-Player Characters) who are gang members, enforcers, and the like attempting to hunt the Orks down.
 
The reversal idea @Ben_S has is great I think.

Overal it depends on the willingness sof the ork player to get purged... if he;s up for it, realizes his gang is getting too much and likes the idea of being the big villain that needs to be knocked down a peg or two... then you can work with this... and it'll be great. If he is unlikely to take kindly to having half his gang crippled, and is unwilling to undergo this sort of gauntlet then I think the only way you can do it is via bens suggestion.

So assuming he;s up for it, pototentially give him a get out clause for say 3 of his guys who cannot die (on accont of being main villians), and therefore will re-roll any and all dead injuries.

After that, ask him to break his gang down (I'll assume he has 15 guys), so that there are a number of cards that are 'ork villians found' in the deck. The first is 2 sentries, then 2nd is 2 sentries, the 3rd is 2 sentries, then the 4th is the other 9 guys in their camp (I would have 6+ cards of orks found, just so the entire gang is discovered). Obvs adjust numbers as required... and allow for 3 grots rather than 2 orks if he has them... I don't really know ork outlander gangs well.

This way you guys will all spread out and be trying to discover the gang, but also findig local wilkdlife (monsters up to the combines ratings of the hunting gang minus the ork gangs rating), thus showing why your law abiding gangs don't live in such dodgy land, proving that the orks really are the villians...

Hope that all makes sense.
 
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This seems like a good idea, but the chap with the Orks does need to be up for it I think. It makes sense that there's only so far and Ork gang could go before someone notices and there were repercussions, but you also don't want to piss off a player too much.

I would prefer not to use any other campaign gang(s) to purge with - mainly so other gangs are not profiting from the Ork's losses. I'd use a couple of imperial guard squads as a kind of arbiter kill team myself. Spafe's idea about having some of his gang invincible also makes a lot of sense (esp. since I would say a capture result would also mean death) - you want to guarantee leaving him with something to build up from afterwards. He may even relish the challenge!

Going forward in your campaign, I think you would want to be fair with it as well - whilst there is an obvious reason Xenos would not be tolerated for long, I think the same would be said for any gang that got too big for its boots. Perhaps every gang rating increase of 500 for any gang in your campaign results in, say, a 1 in 3 chace of triggering a purge? The arbiters have an eye on the area perhaps, just in case...
 
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And of course there is immense bragging rights in having got big enough to have casues a purge against you! remind them of that... 'have you had the high lords of terra sanction a purge against you? didn't think so! so get lost, this is my table punk!'

(yes I am aware high lords, or even helmwar would never care, but pfft, trash talk is awesome for a campaign!)
 
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These are all really cool suggestions. I have been experimenting with using the outlaw chart as a general alarm for authorities. I'm thinking any Xenos would have a -3 on the chart and if they blow it they will get a purge brought down on them. This way it is an actual act of the other players reporting the Xenos. We should really just consider adding more modifiers to the outlaw chart and making it the way the Authorities get called in any situation. Even if gangs are already outlaws or outlanders there needs to be a point where higher authorities declare a PURGE on them.

I remember a really old issue of Gang War with some Genestealer cult rules, where if the Cult blew its cover by failing an outlaw roll it would get a PURGE called down on them. It said that D3 inquisitors and D4 Arbite squads would lend a hand as well as any Redemptionist gangs in the campaign. I always thought this was a really cool scenario but it never really explained how this scenario would work?

Spafe, the idea where he has three main villains that never get killed seems fair but I don't like it...... This is punishment and there needs to be consequences. That said I do think there needs to be some incentive for him to play the scenario. The Gangs doing the PURGE get a bounty on everything they kill what can I offer the gang getting purged? Someone said extra XP? but this just seems paultry.

I'm at a loss, I sat here for 15 min and I can't think of anything?
 
immunity to another purge for x number of games?

maybe something money related like a caravan rewards scheme... for any of the gang that manage to escape the board?
 
I like the PURGE immunity. Let's say they have +1 modifier on the Outlaw table for every dude who escapes. But this modifier decreased by -1 every game after the PURGE. What if the whole gang makes the Purgers bottle out? You might be sitting on a +10 modifier on that Outlaw table. That could lead to a Deputized roll! I'm not saying they can get deputized but if a gang reports them and they hit a deputized result what should be the result?

Deputized roll: The Outlaw or Outlanders reputation is feared by local authorities. For the time being they are biding their time until they figure out how to deal with this threat.

#1. The reports from locals have shocked authorities into inaction and the Outlanders reported may play two Outlaw Scenarios of its choosing as the attacker. The Outlaw has the right to challenge any gang in the campaign to these outlaw scenarios.

#2. The Outlaws reputation and the temporary lack of authority in the region have given the outlaw gang the opportunity to launch a storming of the barricades scenario against however many gangs it chooses. It may ally with other Outlaw or Outlander gangs for this scenario or it may build a collection of Deviant Scum and Aliens to assist it in this insurrection.

* Enforcer gangs, Cawdor gangs, Arbites, IGKT, Ecliseiary delegations, must report Outaws or Outlanders every scenario played against them.
 
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Holy Crap! This could lead to a lot of PURGES! Not sure Johnny law would bring the hammer down that often? Could this call for a new table?

Maybe every time a Outlander fails an outlaw roll the reporting gang receives a citation against that outlander gang. You have to have a citation against the outlander gang to participate in a purge and a gang has to have three citations to declare a purge against an Outlaw or Outlander gang.

*(Arbites, Inquisition cells, Cawdor gangs, eclesiary delegations, Redemptionists, IGKT: always start with one citation against all Outlander gangs and thus may always participate in PURGES against them.)

*Redemptionists cannot report outlanders but may participate in PURGES.
*Inquisition cells may give citations it accumulates against a gang to any other gang.