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"How do gangs work in "Vice Alley"?" Topic

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462 hits since 5 Oct 2017
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Comments or corrections?

The Shadow05 Oct 2017 11:52 a.m. PST

I'm Thinking of picking up the "Vice Alley" expansion for "Pulp Alley", but first i'd like to know how the new "gang" rules work.

ragsthetiger05 Oct 2017 1:40 p.m. PST

Basically, a gang is a group of five minis that takes 2 roster slots, and behaves like a single character. Each mini must stay within an inch of 2 other minis in the gang. Gangs have Brawl, Shoot, and Might dice equal to half their number, rounded up, and 1d6 in everything else. Gangs can have various abilities, and can benefit from league perks. Gangs do not get Health Checks -- when they take hits, they lose that many members. When a gang is reduced to 2 or fewer members, it is KO'd and removed (though there are abilities that can change this, and the number of starting members).
Hope that helps. BTW, I've found Vice Alley to be one of the most fun expansions to play -- the locations your leagues earn give bonuses not unlike the territories in Necromunda (but more varied), and you can raid your enemy's locations. Also, the nonviolent "Social Combat" rules from one of the scenarios are a great addition to the game. Lots of fun stuff.

Whemever105 Oct 2017 6:29 p.m. PST

The rules for gangs are also included in the "Leagues" book, which also compiles rules from some of the other books. But it doesn't include any scenarios which--I agree--are pretty fun.

The Shadow06 Oct 2017 7:18 a.m. PST

Thanks for the info guys.

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