Necromunda Campaign

Necromunda Campaign - Castigation Level: PURGE

A stolen cargo. A Tithe disrupted. Enforcers at the door, and a kingdom toppled. 

The scene opens with a shipment of weapons missing; the cargo of the bulk hauler Cardinal Valens. This is not the routine skimming of a few guns; this is the entire manifest of a Chartist vessel, enough to affect the Tithe quota for the Cycle and reach the ear of Gerontius Helmawr himself. His dinner momentarily disturbed, the Lord of Necromunda authorises a full investigation and retaliation with a raised eyebrow and a nod. 

The weapons are traced to the conglomerated pipe network of Ventilation Shaft Alpha-1138, often known as "The Pit," a direct drop from the Hive Proper to the deepest depths of the Underhive and the Sump below. The Subjugators mobilise to smash the entire area top to bottom, uprooting entire settlements that line the chasm and breaking the power of the gangs in a single night. They don't care the weapons are long gone, all they want is to send a message. 

Your gang stands amid the chaos. The old chieftains and rivalries are gone; all that matters is securing wealth and equipment and grabbing as much territory as you can. The once-proud kings are dead; when the smoke clears and the Enforcers withdraw you will be the new Masters of The Pit!


GANG CREATION

FORMATION

For the most part, this is exactly the same as creating a Gang for a normal campaign, right down to using the Campaign House Lists found in the Gangs of the Underhive book and the extra gangs featured in White Dwarf and the Books of Peril, Judgement and Ruin. However, there are some distinct differences to be aware of.

Gangs have an allowance of 1,500 credits to spend on Fighters, Equipment and Weapons.

House Gangs may be formed with the standard of one mandatory Leader, up to two Champions,  Gangers and Juves as per their List. House Gangs may have ONE Ganger start with a Special Weapon. Other gangs such as Corpse Grinder Cults follow their standard rules as if being fitted for a Dominion Campaign.

Certain gangs have extra options and these are allowed; Helot Cults may have a Witch, and Genestealer Cults may have Aberrants etc. however Helot Cults may NOT start with a Spawn.

Gangs may take one Brute as part of their starting Gang, regardless of Reputation restrictions. This is not mandatory. Gangs without House-specific Brutes may choose from the generic Brute choices (Ambot etc.).

The Gangs may not start with any Hangers On or Hired Guns.

As in a Campaign, a blank Fighter Card should be filled in for each member of the gang, as this will help when selecting which members are participating in each game, and is also useful as a quick reference for weapons etc. The most important thing is to have an accurate Rating for each individual Fighter in your Gang clearly accessible, as this is used when working out Underdog Bonus and their value if Sold to the Guilders.

Credits not spent in this stage on the gang are not added to the Stash, they are simply wasted and lost.

WYSIWYG

All gangs should adhere to WYSIWYG as far as possible - especially in the cases of the Fighters' main armament and the general size of each model. Small items of equipment, pistols and knives are less important to model. Arbitrator has final say on any disputes.

EQUIPMENT

Gangs may be equipped from their starting House Lists as normal. They may also choose any Common Items from the Trading Post. Due to the nature of the Campaign Day, all items must be carried by Fighters in the starting gang; you may not start with items in the Stash.

Additionally, gangs are allowed to purchase up to FIVE items from the Trading Post with a rarity of Rare (10) or lower. NO DUPLICATION is allowed with these Rare Items - if you choose a rare Autocannon, you may only buy one. These are paid for from your initial 1,500 credit allowance. The items may be given to any member of your gang as per standard rules (no Heavy Weapons for Gangers, etc.).

Law-Abiding Gangs may also purchase Items from the Black Market, but all these Items have an additional +2 Rarity. Any Item with a modified Rarity over (10) may not be taken. The inverse applies to Outlaw Gangs - they may take Items from the Black Market without modifier, but when choosing Items from the standard Trading Post will suffer an additional +2 Rarity. As above, no duplication of Rare Items is allowed. All Gangs are considered to start as Law-Abiding aside from Chaos Helot Cults and Corpse Grinder Cults, unless discussed with the Arbitrator.

Venator Gangs use their standard rules for Gang Creation in terms of Rare Items.

GANG ATTRIBUTES

REPUTATION

Gangs start with a Reputation of ONE.

Fully painted Gangs may start with one additional point of Reputation.

Regardless of the Scenario rules, you always gain ONE Reputation for playing a Gang you have not played before. If this rule is already present, you do not gain an additional point!

Reputation will not play an obvious role in the games on the day, but is important at the end for determining winners of certain awards. Reputation will fluctuate throughout the day as it is part of the Rewards section in most Scenarios, so do keep track. Reputation will also be important when working out future purchases for the gang (Hangers On etc.).

WEALTH AND TERRITORY

Gangs will earn credits as the day progresses from the Rewards section of each Scenario, selling Captured Fighters, working Territory at the end of the day and other sources. Credits and Equipment in your Stash are added to your Gang Rating to work out your Wealth. For simplicity, gangs start with a Wealth equivalent to your Gang Rating (as mentioned above, unspent credits when founding the gang are lost, and all equipment should be given to Fighters).

You cannot spend credits in your Stash on anything except a Medical Escort (2D6x10) for Critically Injured Fighters.

Keep track of your gang's Wealth, as it will be a factor in the final results of the day. After the games are over and your Wealth has been recorded by the Arbitrator, you will be able to spend your credits on new Fighters and Equipment.

Each Gang starts with a Settlement Territory as their base of Operations. This will only become relevant at the end of the day. Do not roll for any additional Juves etc. until after the final game.

FIGHTER ATTRIBUTES

Fighters will earn Experience as per the standard rules for Campaign Play in Necromunda, but Advancements and new Skills will not be rolled for/chosen until the end of the day due to the nature of the narrative. Your veteran fighters will be rewarded for their achievements, but not until the day is done!

ADDITIONAL SKILLS

In addition to the free starting Skills for Leaders and Champions, you may distribute a further THREE Advancements across your Fighters.

These may be Primary Skills or Stat Increases.

There is NO DUPLICATION allowed - if you choose to give one Fighter +1 Strength, no other Fighter may choose this at this stage.

A Fighter may only be gifted ONE of these extra Advancements. Leaders and Champions do not count their starting Skills toward this, so can still receive the bonus, and their starting Skills do not count towards to the NO DUPLICATION rule.

The Advancements are restricted by type - a Ganger cannot have a Skill, for example, and no Fighter may increase their stats beyond their natural maximum allowance.

These Advancements may increase the Rating of the Fighter - this does not count toward the 1,500 Credit limit for starting gangs, but should still be recorded so each Fighter has the correct Rating. Thus, gangs should have a Rating of 1,500 (if they spent their full allotment of credits) plus the "cost" of the three extra Advancements.

The Fighters that have received these "free" Advancements will have to pay the additional cost in EXP. when they wish to Advance further as the Campaign progresses.

HOUSE RULES

Some extra House Rules may be required on the day if certain strange situations occur, or an error in the Books is found. Arbitrator has first and last word in these situations.

BLAST WEAPONS

A weapon with the "Blast" rule such as a Frag Grenade will automatically Scatter if it is not targeting an enemy Fighter. Remember Scattering templates will stop when they hit a wall, so will still be deadly in Tunnels!

SELLING 

Gangs may acquire items or weapons they do not want - instead of the usual rules for selling, the Gang receives half the original value of the item to their Stash in credits.

TACTICS CARDS

Each Player should bring a pre-chosen Deck of 20 Tactics Cards for their Gang, formed from Common and Gang-specific cards. If a Player does not have a Deck, players should come to a gentlemanly agreement - you can choose to play with no Tactics Cards, or share one Deck between you (alternating random draw and/or choosing cards, returning any cards that are Gang-specific).

Cards that automatically remove any Fighter (such as Dangerous  Footing) may still be used, but the affected Fighter counts as rolling a Full Recovery on the Injury Table, and cannot be Captured.

UNDERDOG BONUS

Remember to calculate Underdog Bonus based on the Rating of the Fighters in the starting crew for each Scenario, not the entire gang!

Differences in Gang Rating may be resolved with additional Tactics Cards or Underdog Cards as per the standard rules.

In addition, you may instead "spend" the difference in Gang Rating on Hired Guns, as long as there is a difference of at least 400. For example; a difference in Gang Rating of 190 would allow the Underdog to draw one additional Tactics Card (one per full 100pts) but not a Hired Gun. A difference of 400 would be four random Tactics Cards or Hired Guns worth 400pts. You may mix and match.

Certain Scenarios will specify Gangs may only start with a certain number of Fighters. If Hired Guns bring you over the limit, they start in Reserve.

A number of pre-written Hired Guns will be available to choose from, but l also encourage players to pre-write their own as long as they are represented correctly and painted.

INJURED FIGHTERS

The Campaign Day is set over one Cycle of extreme violence. There is no time to slow down and rest an injured leg - the Enforcers are already breaking down your door!

Injuries are rolled as usual for each Fighter taken Out of Action.

If a Fighter dies Players may still roll to take their Fighters on Medical Escort as usual (if they can afford it), or may have even acquired a Rogue Doc. Dead Fighters are removed from the Gang Roster and their Equipment (minus armour) is placed in the Stash.

If a Fighter is injured, the Injury is applied immediately (-1 Toughness, etc.).

However, any reference to Fighters going Into Recovery or missing the next game is now replaced with them being able to fight in the next game, but starting with one Flesh Wound. A marker should be placed next to the figure. If the injured Fighter does not participate in the next game, they count as having fully recovered during this time.

CAPTURED FIGHTERS

At the end of each Scenario, roll to Capture Fighters as per the standard rules, but with the threshold of 13 rather than the usual 11. This is higher as everyone is on the move and because of the adjustments below. Bonuses for including Bounty Hunters and Magnacles etc. are still applied.

Due to the frantic nature of the Campaign and the fact that everybody is a potential suspect, no Rescue Missions are to be played. Instead, the Captured Fighter is immediately Sold and the gang receives 50% of their Rating in credits, added to their Stash.

Venator Gangs and Enforcers receive 100% of their Rating in value.

All Captured Fighters should be reported to the Arbitrator. The final mission of the day will involve a mass jailbreak, so don't worry - you will get the chance to save your Fighters!

GAME TIME

Games will be given a reasonable amount of time to be played, with certain House Rules helping to keep things fast. If games are not finished when the time has run out and there is no leeway (lunch etc), they will end immediately - it is considered that the Enforcers have arrived in massive numbers and the warring Gangs scatter. Victory Conditions will be ascertained from how the game "ended." As usual, Arbitrator has final word on "slow play" etc.

TERRITORIES
The winner of each game will receive a Territory as part of their Rewards. The Arbitrator will inform you what you have won, and how it can be used.

Most of these Territories will have an Income Value - this will be awarded once, at the end of the day, and added to the Stash of the Gang for spending later. Enforcers will Patrol their Territories as per the Dominion Campaign rules in their House List, and only gain this bonus once as above.

If a Territory has an additional rule (such as Rogue Doc, or Vents) this may be used in any remaining games throughout the day, though the majority of the Territories will remain simple.

SCENARIOS
First Round - Bar Brawl from Gang Raid Supplement
Several rival gangs can be found in the local drinking holes and gambling dens; sacred neutral territory. Word comes that the Enforcers are mobilising for a massive crackdown, anarchy grips the Underhive (moreso than usual...) and everyone suddenly has an excuse to settle an old score!

Second Round - Daylight Robbery from Gang Raid Supplement
As the settlements are raided and displaced gangers flee in all directions, some opportunistic souls take the chance to rob their rivals' stash. Unfortunately for them it is not always undefended...

Third Round - Clandestine Rendezvous from Gang Raid Supplement
"The Pit" is in uproar. The old power structure is gone, and many of the more powerful individuals now find themselves pursued, without a kingdom. Old facilitators, dealers and proxies blow their last creds to pay off gangs for protection. Other gangs meet with corrupt Enforcers, looking to score valuable information as the world collapses around them. Not all of these meetings go smoothly...

Fourth Round - Scavenge from Book of Ruin
Your gang comes across the ruins of a settlement or holding. The Subjagators have done their work, smashing the entire area, gunning down innocents and arresting everyone else. They might have left some valuables behind... but you're not the only one checking out the area.

Fifth Round - Execution from Book of Ruin
Someone valuable to you has been captured and handed to a rival gang for public execution - testing their loyalty to the Imperial House, the Enforcers claim. You must prevent the execution from going ahead and save your contact! 

Sixth Round - Modified Jailbreak
As the Enforcers prepare to withdraw, they have stockpiled several containers ready to move Uphive. Most are filled with the stolen cargo; guns and other items of high value. A tempting target, made even more so by word that the Enforcers are preparing prisoner transport - your chance to save a friend or settle an old score.


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