THE CAMPAIGN - INTO THE ABYSS
All published gangs are encouraged to play in this campaign! Given the variety of settings from the depths of the Underhells to the wilderness of the Deadzones, all manner of gangs, organisations and cults could emerge from below or descend from above to claim the treasure.
Players may run multiple gangs if they want to play lots of games without getting bored or running too far ahead. It might be good to have a fluff reason why their gangs don't ever fight each other!
The campaign is broken down into three Phases as the gangs travel from the Dust Wall into the Deadzones and down into the ruins of Secundus itself. All these rules are taken from the Book of Desolation campaign and that should be referred to where I have not copied over everything word for word.
All games are affected by the Madness, Desolation and Darkness rules as presented on p71. The effects are different depending on the stage of the campaign.
If both players agree, they should also use the Roaming Horrors rule on p82. If a third player is sitting nearby bored, they can play the Horrors!
INCURSION PHASE
The gangs travel from the Dust Wall through the ancient battlefields.
- Each gang should play three games, using Scenarios chosen through the table on p66. If the option is given for a player to choose a Scenario, they may choose from any published article or book.
- Each gang will be given a Starting Territory and generate Income from this each game. They will also generate Income from Scenario Rewards and Skills/Equipment as necessary.
- Remember to follow the Scenario including number of available Fighters and the Exploration Point reward - these will be important at the end of the Phase.
- If both players agree, they may use their Ferryman or Malstrain allies, as discussed below.
- The Madness, Desolation and Darkness rules are in play for all games in the campaign, and in this Phase are set to Ghosts of the Dead, Limited Trade and Heavy Skies. If both players do not wish to use the Madness and Darkness parts that is fine, but all games must use the Desolation section (in this case Limited Trade).
- Terrain can be a variety of abandoned battlefields, ruined settlements and tunnels leading from under and out of the Dust Wall.
DOWNTIME
A chance to recover and regroup as your gang has reached one of the "safe" zones before the descent into the Abyss.
See p69. Fresh Recruitment, returning of Captives and Fighters Recover. No games are played in this time unless agreed with the Arbitrator. This is the ideal time for gangs to catch up and make sure everyone in at the same stage.
Gangs should spend their Exploration Points at this stage, as detailed on p68.
DELVING PHASE
Gangs search for a way down into the Secundun Abyss.
Each gang should play three games, using Scenarios chosen through the table on p66. If the option is given for a player to choose a Scenario, they may choose from any published article or book.
- Each gang will be given a new Territory and generate Income from this each game. They will also generate Income from Scenario Rewards and Skills/Equipment as necessary.
- Remember to follow the Scenario including number of available Fighters and the Exploration Point reward - these will be important at the end of the Phase.
- If both players agree, they may use their Ferryman or Malstrain allies, as discussed below.
- The Madness, Desolation and Darkness rules are in play for all games in the campaign, and in this Phase are set to Echoes of the Abyss, Crane Cities and Toxic Deeps. If both players do not wish to use the Madness and Darkness parts that is fine, but all games must use the Desolation section (in this case Crane Cities).
- Terrain can be a wide variety of open wastes, crane-city settlements and tunnels working down into the Abyss.
DOWNTIME
A chance to recover and regroup as your gang has reached one of the "safe" zones before the descent into the Abyss.
See p69. Fresh Recruitment, returning of Captives and Fighters Recover. No games are played in this time unless agreed with the Arbitrator. This is the ideal time for gangs to catch up and make sure everyone in at the same stage.
Gangs should spend their Exploration Points at this stage, as detailed on p68.
At the end of this stage all Allies leave the gang as their contracts are fulfilled.
SURVIVAL PHASE
Into the Underhells.
Each gang should play three games, using Scenarios chosen through the table on p66. If the option is given for a player to choose a Scenario, they may choose from any published article or book.
- Each gang will be given a new Territory and generate Income from this each game. They will also generate Income from Scenario Rewards and Skills/Equipment as necessary.
- Remember to follow the Scenario including number of available Fighters and the Exploration Point reward - these will be important at the end of the Phase.
- Allies have left your gang by thus stage and cannot be used.
- The Madness, Desolation and Darkness rules are in play for all games in the campaign, and in this Phase are set to Shadow of the Broodmind, Cut Off From The World and Stygian Depths. If both players do not wish to use the Madness and Darkness parts that is fine, but all games must use the Desolation section (in this case Cut Off From The World).
- Terrain should be extremely close and tight - crowded, ruined tunnels and dense wreckage.
Once all gangs have completed three games in the final stage, we reach the Finale!
FOUNDING GANGS
Each gang has the starting budget of 1,000 credits, and the creation of a gang follows the restrictions presented in each Gang List in their relevant publication. Weapons and wargear must be chosen from their relevant Equipment List, and any unspent credits are added directly to the gang's Stash.
Recruitment of Champions, Specialists and other "special" gang members is listed in each Gang List - some gangs use different rules and these should be adhered to. Discuss with the Arbitrator if any particular issues arise.
Allegiance - Gangs must choose whether they are under the sway of the Genestealer Patriarch or raiding the ruins for treasure and renown. This defines them as Malstrain or Archaeo-hunters. Benefits are shown in the campaign book, but as we are not using vehicles there is a slight change.
Malstrain
- This Allegiance influences how they are affected by the Madness and Desolation rules on p71.
- Malstrain Gangs may apply a +1 or -1 modifier to generate Roaming Horrors.
- Malstrain Gangs may include a single Malstrain Genestealer Ally as part of their gang so long as their opponent is also fielding an Ally, for the Incursion and Delving Phases. This model is treated like a Hired Gun and cannot gain Experience.
Archaeo-Hunters
- This Allegiance influences how they are affected by the Madness and Desolation rules on p71.
- Archaeo-Hunter Gangs may include Ferryman Team as part of their gang so long as their opponent is also fielding an Ally, for the Incursion and Delving Phases. As we are not using vehicles, this is limited to a Ferryman Skipper and Rig-hand. These models are treated like a Hired Gun and cannot gain Experience. Once you have written up a Ferryman Team they cannot be changed during the campaign.
Gang Rating: This is an indicator of how powerful the gang is - the proficiency of its fighters, how well equipped it is, and so on. The Gang Rating is the total cost of all the fighters in the gang, including the cost of all alternatives weapon sets a fighter has. This is important when determining scenarios and establishing the Underdog bonus. Regardless of the number of Fighters that take part in a game, the FULL Gang Rating is always referred to.
Reputation: This is a measure of the gang's standing and power in the zone. It is separate from the Gang Rating as even a small gang may build up an impressive notoriety. Reputation is linked to how many Hangers-On and Brutes the gang may recruit, and adds bonuses when they make Trade actions.
Each gang will start with a Reputation of ONE and may NOT recruit Hangers-On or Brutes until they have played at least one game. Recruiting these members is linked to Reputation, as detailed in their relevant rules entry.
Tactics Cards - Each player should have a Gang Tactics Card deck of at least twenty cards built before each game. These can include any Generic or House-specific cards that can be used with specified Gangs. This Deck can be changed between games. No cards are excluded or banned at this stage.
Outlaws and Law-Abiding Gangs: In the nightmare beyond the Dust Wall, the law of Helmawr means little. Even so, gangs visiting the scattered Trading Posts (most of which are close to or within crane-ports and bastions) are assessed for the safety of the dwellers within. Outlaw Gangs receive a -2 to any rolls for Rare Items at the Trading Post, while Law-Abiding Gangs receive a negative to rolls on the Black Market. Essentially the usual rules for Outlaw Gangs are followed, but if in doubt consult with the Arbitrator.
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.
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.
OTHER CAMPAIGN RULES
SCENARIOS, TERRITORIES, RACKETS ETC.
Scenarios should be chosen according to where your gang is located and the current stage of the campaign, following the rules in the Book of Desolation on p66. It is important to try to stick with the mission tables from the House of Desolation and theme the table around the current Phase of the campaign.
GAINING EXPERIENCE AND ADVANCEMENTS
This campaign uses the Experience and Advancement system in largely the same way as most modern Necromunda campaigns.
LASTING INJURIES
Injured Gang members are treated in exactly the same manner as other modern Necromunda campaigns, including going Into Recovery, Lasting Injuries etc. Refer to the latest Rulebook as the most up-to-date publication in case of discrepancies.
IMPORTANT - Every time a Fighters offers a Skull result on the Injury Dice they need to roll a Lasting Injury and apply the result.
DEAD FIGHTERS
Should a Fighter die, (after any potential visits to Docs, etc.) they are removed from the gang roster and all equipment is lost. Update the Gang Rating as required.
BEING CAPTURED
Following the rules for Captured Fighters in the Underhells Campaign
ENDING THE CAMPAIGN
Once each gang has played the required number of games in each Phas, there is the opportunity for a Grand Finale or series of playoff games as the Gangs seek to escape the Underhells with their prizes!
HOUSE RULES
This campaign uses a large selection of the available Necromunda rules across a number of the books.
Players may agree to use certain rules during games:
- Badzone Terrain
- Sub Plots
- Dramatis Personae (Special Character Hired Guns)
This campaign should NOT use the following rules:
- House Favours
- Alliances
- Saint Rules from the Vaults of Temenos
Here are some additional House Rules that should be used in each game. This list may be added to at the Arbitrator's discretion!
- TERRITORY - During each Phase of the campaign gangs receive a Territory. This is their stepping point as they travel through the Deadzones and into the Underhells. These Territories will be from the Book of Desolation campaign system. Territories will only be generated/lost when the Arbitrator deems it. Income generated is discussed below.
- TERRITORY AND INCOME - At the end of each game, Income is generated through any Scenario Rewards, Selling and Skills. Territories also generate some cash. Skills and Equipment that generate additional inline may only be used once per game - so you can have multiple gangers with Scavenger's Eye, for example, but only receive the benefit once in each Rewards Phase.
- SELLING ITEMS - Gangs may acquire items or weapons they do not want - instead of the usual rules for selling, the Gang receives half the original credit value of the item directly to their Stash. This may ONLY be done in Downtime.
- TACTICS CARDS - 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 BONUSES - Use the rules as presented in the Rulebook. For every 100pt difference in rating, the Underdog gang gains a bonus Tactics Card. If the difference is 400 or more, follow the Underdog Table.
- DEAD FIGHTERS - When a Fighter dies (after any potential visits to Docs, etc.) they are removed from the gang roster and all equipment is lost. The gang receives half the value of heir equipment added directly to their Stash. If they have multiple equipment sets, add them all together.
- CAPTURED FIGHTERS - If a Fighter is Captured, you should follow the standard rules in the Book of Desolation - in essence, Captured Fighters are kept until Downtime, and then released for a set reward. Players may come to some arrangement such as a ransom or exchange of equipment, but should be reasonable and agreed with the Arbitrator.
- SPECIFIC EQUIPMENT - FALSEHOODS - this piece of equipment is allowed to be purchased from the Black Market following the standard rules. However, while the Fighter is using the item, they may not benefit from any bonuses that apply to the rest of the gang. This includes but is not limited to the Overseer Skill, Gang Tactics Cards, Cult Icons, etc. The model is effectively considered not a member of the gang until they are "revealed." Only one Falsehood may be owned by a Gang.
- SPECIFIC GANG RULES - PALANITE ENFORCERS - For this campaign, Enforcers may hold and generate income from more than one Territory like any other gang. Enforcers do nit hold a Precinct as in other campaigns, but use the Territories from the campaign like any other Gang. In addition, the usual restriction of two Sergeants is lifted and they may recruit multiple Sergeants, though at least half of the Gang should be made up of standard Enforcers and Rookies. As per the latest FAQs, Enforcers may also be equipped with weapons and wargear from the Trading Post.
OPTIONAL HOUSE RULES
These rules are intended to be used if both players agree. They are intended to make the games more interesting and intuitive, and make players focus on the game and their miniatures rather than the "crutch" of certain combinations.
- TACTICS CARDS - Regardless of source or scenario description, all Tactics Cards should be chosen from the deck randomly. This rule may require review in certain scenarios if both players feel choosing cards is a necessary balancing issue for one side. (This rule is to stop players developing a reliance on certain cards and bring the focus back to the miniatures and the scenario. Entirely optional of course!)
- MOUNTED FIGHTERS - Some gang members may be equipped with Mounts from the Vehicle Pool or come with them as standard such as Cawdor Way-Brethren. These models may be used in standard non-Ash Waste games but only if both players agree. Their Movement is limited by the terrain on the table - the model may not move through or enter any terrain their base cannot fit and stay flat at all times. Stairs and the like are limited to the agreement of the players - whatever looks cool!
Comments
Post a Comment