Campaigns and territories

Printed pages 118–137 · PDF pages 120–139

From Core Rules. Read this book’s lore. Readable tables and original source diagrams.

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USING THE CAMPAIGN

Necromunda campaigns are based around gangs fighting battles for the control of Territory. Each battle in the campaign is fought for dominance in the underhive with the winner having a chance of claiming a Territory or seizing one from their opponent.

Territories are features of the underhive that are worth something to the gangs, be that a set of old ruins full of ancient scrap, a safe haven, or a tech bazaar selling all manner of STC technology. Each player starts with two Territories based on the campaign and the gang they are running. These are a Settlement Territory which they cannot lose and can never be Staked on the outcome of a battle, representing the gang's hideout, and one generated randomly (see page 121).

Possession of a Territory grants a gang that holds it a benefit called a Boon. Boons vary from income to equipment and even recruits for the gang that controls them.

The campaign ends after a fixed period of time, and at that point gangs are awarded Triumphs based on how many battles they have fought, how much Territory they have, how wealthy they are, how good their Reputation is, and how many enemies they have taken down.

THE ARBITRATOR

Each Necromunda campaign requires one of the players to take on the role of an Arbitrator. It is the Arbitrator's job to keep track of victories, offer guidance to the players and control any random events or elements. In a Necromunda campaign, the Arbitrator's responsibilities include:

  • Organising the players and making a list of all the gangs involved in the campaign.

  • Creating the Territory table and Scenario tables.

  • Keeping the players informed as to the progression of the campaign and keeping track of the control of Territories.

  • Deciding when each phase of the campaign begins and ends, as well as when the overall campaign starts and finishes.

THE GANGS

Each player in a Necromunda campaign needs to have a gang. This can be any gang currently available in any of the Necromunda supplements, or those published in White Dwarf magazine or on the Warhammer Community website.

CONTROLLING TERRITORIES

Each Territory is a feature of key interest in the localised area of the underhive and wastes within which the gangs are fighting. A gang gains a Territory by winning a battle and holds onto it by winning future battles fought over its possession.

PRE-BATTLE

POST-BATTLE AND

POST-CYCLE SEQUENCE

A Necromunda campaign uses all of the standard rules for the Pre-battle, Post-battle and Post-cycle Sequences presented earlier in this book, including the gaining of XP and Advancements.

WINNING

Rather than a single winner, there are many Triumphs that a gang can achieve in a campaign. At the end of the last Campaign Cycle, the campaign is over. The Arbitrator then compares each gang's total enemies taken Out of Action, final Wealth, final Reputation, and the number of Territories held by each gang, and then awards Triumphs to players.

The Gang Roster (see page 101) has a section where players can record the Triumphs and keep track of how they are progressing towards each one.

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SETTING UP THE CAMPAIGN

Setting up a campaign is a task that falls to the Arbitrator. To set up the campaign, the Arbitrator must make sure that all the players have founded their gang and have been given their starting Territories. This is best done in a single evening or session, where everyone playing in the campaign meets and goes through all the steps of setting up the campaign together, and generally gets excited about the fun ahead.

SET START AND END DATES

A Necromunda campaign is typically divided into six Campaign Cycles, separated by a single Cycle of Downtime after the first three Cycles, meaning the campaign will last a total of seven Cycles. For ease, we have set each Cycle as a week, as this is usually how often gaming groups or groups of friends get together to play; however, if the players choose, then a Cycle can represent a longer or shorter period of real time. The first step in setting up the campaign is for the Arbitrator to determine the start date, the end date and when the Downtime Cycle will fall. They then share this information with the players.

DETERMINE THE TERRITORIES

The Arbitrator builds the Territory table, this is then used to generate the Territories for the players to fight over. Although this book contains a set table for generating Territories, later supplements will add more options, allowing the Arbitrator to customise their campaign by changing which options are included in the Territory table.

USING DECKS OF CARDS

If the Arbitrator wishes, instead of generating and creating their own table, they may build a deck for determining the Territories using the cards available from Warhammer.com.

Each player starts with a Settlement Territory and one other generated from the Territory table; if the gang has their own Territory table then their starting Territory may be generated from that table if they wish. The Arbitrator then generates the Territories that the gangs will be fighting over by rolling on the Territory table until a number of Territories have been generated as shown below:

Players Territories Generated
3 9
4 12
5 15
6 18
7 21
8 24

In order to generate the Territories for a campaign, the Arbitrator rolls a D66 on the table below (note: the same Territory can be generated multiple times):

TERRITORY SELECTION TABLE

D66 Territory
11-12 Bullet Den
13-14 Rogue Doc Shop
15-16 Mess Shack
21-22 Drinking Hole
23-24 Fence Hangout
25-26 Bounty Den
31-32 Generatorium
33-34 Corpse Farm
35-36 Tunnels
41-42 Tech Bazaar
43-44 Promethium Cache
45-46 Collapsed Dome
51-52 Bone Shrine
53-54 Mine Workings
55-56 Gambling Den
61-62 Synth Still
63-64 Old Ruins
65-66 Fighting Pit

ASSIGNING STARTING TERRITORIES

Each player gains a Settlement Territory and an additional Territory generated by rolling on the Territories table.

If a gang has a gang specific Territories table, they may choose to generate their starting Territory from this table instead of the Territory table. The player must decide if they are going to do so before generating their Territory.

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ISSUING & ACCEPTING CHALLENGES

During a campaign, battles are fought on a challenge basis:

  • During each cycle, each player may issue one challenge to another gang to do battle over control of a Territory nominated by the challenger: - In the first Campaign Cycle, challenges are made in a random order. - In later Cycles, they are made in ascending order of Gang Rating, starting with the gang with the lowest Gang Rating. If two gangs have the same Gang Rating, the winner of a roll-off makes their challenge first. - During the Occupation phase, the challenger nominates one uncontrolled Territory to be the Stake of the battle. This is then removed from the pool by the Arbitrator until the battle is concluded. If there are no uncontrolled Territories, the challenger instead nominates one Territory controlled by the gang they are challenging to be the Stake of the battle. - During the Takeover phase, the challenger nominates one Territory controlled by the gang they are challenging to be the Stake of the battle.

  • When a gang is challenged, they may accept or decline. If the challenge is accepted, a battle is fought. If the challenge is declined, the Territory is automatically claimed by the challenger.

  • If a gang receives a challenge after they have issued a challenge, or receives two or more challenges within a single Campaign Cycle, they may decline such challenges without losing control of any Territories.

  • If a player has played all outstanding battles (including their issued challenge and any challenges accepted) and there is still time left in the Campaign Cycle, they may issue another challenge.

The gang that wins the battle takes control of the Territory (or retains control of the Territory, as the case may be). If the battle results in a draw:

  • During the Occupation phase, neither gang takes control of the Territory if the Territory is unclaimed and it goes back into the pool.

  • During the Takeover phase, the gang that controlled the Territory before the battle retains control of the Territory.

SCENARIO SELECTION

When a challenge is issued, roll on the tables on pages 144-147 to generate the scenario. For all scenarios, the player that issued the challenge is the attacker.

RUNNING THE CAMPAIGN

A Necromunda campaign is broken down into two main parts divided by a period of Downtime, allowing gangs to lick their wounds and consolidate their strength before the final, bloody confrontation is played out. As a guideline, each part runs for three Cycles in which battles are played and victories are tallied. At the end of each Cycle (as determined by the Arbitrator), the effects of the players' battles are applied to the campaign and gangs go through the Post-cycle Sequence.

A Necromunda campaign is divided into three phases, all of which run for a fixed length of real time:

Phase Duration
1. Occupation phase Three cycles
2. Downtime One cycle
3. Takeover phase Three cycles

ARBITRATOR'S TOOLKIT:

VARYING CAMPAIGN LENGTH

Presented here are the rules for running a standard length Necromunda campaign. If the Arbitrator wishes, they may extend or shorten the length of any phase or even add additional phases when setting up their campaign. Just make sure to let all the players know!

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Each phase is broken down as follows:

1. OCCUPATION PHASE (3 CYCLES)

The first part of the campaign follows the gangs as they try to increase the number of Territories they control and grow their influence. During this phase, the following rules apply:

  • The winner of a battle adds 2D3x10 credits to their Stash and increases their Reputation by 1.

  • The loser of a battle adds D3x10 credits to their Stash.

  • If the battle was a draw, both gangs add D3x10 credits to their Stash.

  • If a gang completes its Side Job, they add D3x10 credits to their Stash.

  • Only unclaimed Territories may be claimed as rewards for gang battles unless there are no unclaimed Territories (see Issuing and Accepting Challenges on page 122).

2. DOWNTIME (1 CYCLE)

During Downtime, gangs have a chance to recover and regroup, taking the opportunity to re-equip. After their last battle of the Occupation phase, players get the chance to add some fresh models to their gang before the final push to the end of the campaign.

All gangs gain 250 credits to spend on new equipment from their Gang Equipment List and/or to recruit new models during this cycle's Post-cycle Sequence. These credits must be spent now and cannot be added to the gang's Stash. Gangs may supplement these credits with extra credits from their Stash.

3. TAKEOVER PHASE (3 CYCLES)

The second part of the campaign sees gangs defend their Territories against their rivals, as well as capture those controlled by other gangs. During this phase the following rules apply:

  • The winner of a battle adds 2D6x10 credits to their Stash and increases their Reputation by 2.

  • The loser of a battle adds D6x10 credits to their Stash.

  • If the battle was a draw, both gangs add D6x10 credits to their Stash.

  • If a gang completes its Side Job, they add D6x10 credits to their Stash.

  • If a gang loses control of a Territory, they reduce their Reputation by 1.

  • Only controlled Territories may be fought over and claimed as rewards (see Issuing and Accepting Challenges on page 122).

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CAMPAIGN WRAP-UP

Once a campaign has finished, all players go through the Campaign Wrap-up together. This is where players review their successes and failures in the campaign, Triumphs are awarded and models/gangs prepared for future campaigns. The Campaign Wrap-up is split into three phases:

  1. Report Results

  2. Award Triumphs

  3. Gang Dissolution

1. REPORT RESULTS

Each player makes sure they report how their gang did against each Triumph to the Arbitrator so they can award Triumphs.

2. AWARD TRIUMPHS

Victory in a Necromunda campaign can be measured in many ways, although simply surviving the fierce inter-gang warfare is an achievement in itself! During this step, the Arbitrator awards Triumphs to the players depending on how their gangs have performed during the campaign. If multiple gangs are tied for a Triumph, it is awarded to the gang with the highest Wealth. If they are still tied, all tied gangs are awarded the Triumph.

Triumph Dominator

Criteria Most Territories at the end of the campaign. Most enemy models taken Out of Action across the whole campaign.

Slaughterer

Highest Wealth at the end of the campaign.

Creditor

Most battles fought across the whole campaign.

Warmonger

Highest Reputation at the end of the campaign.

Powerbroker

3. GANG DISSOLUTION

Nothing on Necromunda lasts forever, and gangs are no exception. At the end of a campaign, gangs break apart as some fighters retire, others go on to create their own gangs and the leadership of the gang passes on to new hands. However, even though they have changed, many gangs live on - few can remember a time where the Sump City Sirens did not claim dominion (though not always legitimately) over Sump City, though the members of the gang have changed countless times.

If players wish, they may mark a gang as Enduring and select one of the Triumphs the gang earned to grant them a bonus in the next campaign they take part in (see page 96).

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TERRITORIES

This section gives an overview of what each Territory represents and details the bonuses the Territory grants to the gang that holds it.

All gangs possess a Settlement Territory they cannot lose and which can never be Staked on the outcome of a battle. This represents the gang's hideout.

TERRITORY BOONS

Each Territory grants the gang that controls it a benefit called a Boon. This Boon might be income, an additional gang member, an increase in Reputation, a piece of useful equipment or a special rule.

A gang receives the benefits of a Territory's Boon so long as it holds that Territory. Once the Territory is lost to another gang, the Boon is lost.

INCOME

If a Territory provides income for the gang that controls it, the gang adds the amount of credits shown to their Stash when generating income during the Post-cycle Sequence.

RECRUIT

Some Territories grant gangs new models as recruits to the gang. These recruits incur no cost but do add to the Gang Rating and Wealth value. Others let the gang recruit models at a discount. These models still add their full cost to the Gang Rating and Wealth value.

Regardless of whether the model is free or discounted, any equipment that is not part of the model's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Any model recruited as a Boon will remain with the gang, even if the gang later loses the Territory.

EQUIPMENT

The gang adds the listed equipment type to its Stash. It is gained during the Collect Income step of the Post-cycle Sequence and is added to the gang's Stash. It may then be distributed to models as normal. Equipment gained in this manner can be sold in later Post-cycle Sequences and is not lost if the Territory that granted it is lost.

REPUTATION

The gang's Reputation is increased by the listed value as a direct result of ownership of that Territory. If they lose control of the Territory, the bonus is lost.

SPECIAL

The Boon grants a unique benefit to the gang that holds the Territory. The benefit follows the rules listed in the relevant entry for the Territory. If the Territory is ever lost then so is the benefit.

GAINING & CONTROLLING

TERRITORIES

Each gang starts with a Settlement Territory and one other that is randomly generated. The only other way to gain Territory is to win a battle where a Territory is the Stake.

BATTLEFIELD EFFECTS

When a battle is being fought to try to take control of a Territory, the Territory itself may influence the battle. Any effects listed here are applied to any battle in which this Territory is the Stake.

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CAMPAIGN TERRITORIES

SETTLEMENT

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Recruit: Instead of gaining the Income Boon, the gang may choose to recruit a Fighter with the Ganger Subtype for 25 credits less than usual (minimum 0 credits).

BULLET DEN

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Recruit: Instead of gaining the Income Boon, if this gang does not currently have an Ammo- Jack on their Gang Roster, they may recruit an Ammo-Jack for 30 credits less than usual.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Plentiful Ammo: During a battle where this Territory is the Stake, once per round each gang may perform a Reload action as a Free action.

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ROGUE DOC SHOP

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Recruit: Instead of gaining the Income Boon, if the gang does not currently have a Rogue Doc on their Gang Roster, they may recruit a Rogue Doc for 30 credits less than usual.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Supplies Everywhere: During a battle where this Territory is the Stake, when a Fighter offers assistance, add two Injury dice instead of one.

DRINKING HOLE

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Recruit: Instead of gaining the Income Boon, if this gang does not currently have a Hive Watcher on their Gang Roster, they may recruit a Hive Watcher for 30 credits less than usual.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Bar Brawl: During a battle where this Territory is the Stake, no ranged weapons may be used during the first round.

MESS SHACK

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Recruit: Instead of gaining the Income Boon, if the gang does not currently have a Slapper on their Gang Roster, they may recruit a Slapper for 30 credits less than usual.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Well Fed: During a battle where this Territory is the Stake, all models increase their Leadership characteristic by 1.

FENCE HANGOUT

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Recruit: Instead of gaining the Income Boon, if the gang does not currently have a Dome Runner on their Gang Roster, they may recruit a Dome Runner for 30 credits less than usual.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Scrapper's Delight: During a battle where this Territory is the Stake, gangs gain an additional D3x10 credits for completing their Side Job.

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BOUNTY DEN

TERRITORY BOON

This Territory grants the following Boon:

Income: The gang earns 25 credits from this Territory when collecting income.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Bounty Board: During a battle where this Territory is the Stake, each player generates an additional Side Job.

CORPSE FARM

TERRITORY BOON

This Territory grants the following Boon:

Income: The gang earns 25 credits from this Territory when collecting income.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Paid in Kind: During a battle where this Territory is the Stake, gangs earn 10 credits for each enemy model they take Out of Action.

GENERATORIUM

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Reputation: While a gang controls this Territory, they increase their Reputation by 1.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Power Glow: During a battle where this Territory is the Stake, the Visibility (X") rule has no effect.

TUNNELS

TERRITORY BOON

This Territory grants the following Boon:

Income: The gang earns 20 credits from this Territory when collecting income.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Twisting Tunnels: During a battle where this Territory is the Stake, the Tunnel Warfare rule is in effect.

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TECH BAZAAR

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Special: While a gang controls this Territory, during each Post-cycle Sequence they generate an additional 1 TP and may always purchase items from the Trading Post.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Mind the Merchandise!: During a battle where

1::;:

this Territory is the Stake, weapons with the

1,

Blast (3"/5") and Template traits may not be used during the first round.

PROMETHIUM CACHE

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Equipment: Instead of gaining the Income Boon, a gang that controls this Territory may add three hazard suits to their Stash for free.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Plentiful Promethium: For all weapons with the Blaze (X+) trait, increase the value of X by 1 (e.g., a weapon with the Blaze (5+) trait would instead have the Blaze (4+) trait).

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COLLAPSED DOME

TERRITORY BOON

This Territory grants the following Boon:

Income: The gang earns 20 credits from this Territory when collecting income.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Dangerous Footing: During a battle where this Territory is the Stake, if the result of an Agility test is a natural 1, the model making the Agility test suffers an additional Str -, AP-, Li

Hit that automatically Wounds with no saves allowed.

MINE WORKINGS

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 20 credits from this Territory when collecting income.

Equipment: Instead of gaining the Income Boon, a gang that controls this Territory may add two respirators to their Stash for free.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Mine Dust Clouds: During a battle where this Territory is the Stake, the Visibility (18") rule is in effect.

BONE SHRINE

TERRITORY BOON

This Territory grants the following Boon:

Income: The gang earns 25 credits from this Territory when collecting income.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Revered Shrine: The defender places a marker within 6" of the centre of the battlefield to represent the shrine. Fighters can earn XP from controlling the shrine as if it were an objective.

GAMBLING DEN

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Reputation: While a gang controls this Territory, they increase their Reputation by 1.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Fortune Favours the Bold: During a battle where this Territory is the Stake, each player may re-roll one dice. This ability can only be used once per player.

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SYNTH STILL

TERRITORY BOON

This Territory grants the following Boon:

Income: The gang earns 20 credits from this Territory when collecting income.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Toxic Vats: During a battle where this Territory is the Stake, increase the AP of all weapons with the Toxin (X+) trait by 1.

FIGHTING PIT

''There's an old saying in Hive City: give the workers starch and bloodshed, and they'll want for nothing. A fighting pit is the perfect way to give your guys a bit of friendly violence, keep them from getting rusty. Whether they're watching or fighting, it's a guaranteed good time for everyone."

TERRITORY BOON

This Territory grants the following Boon:

Income: The gang earns 25 credits from this Territory when collecting income.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Playing to the Crowd: During a battle where this Territory is the Stake, models earn an additional 1 XP when they cause an enemy model to become Seriously Injured/Damaged or taken Out of Action as the result of a close combat attack.

OLD RUINS

TERRITORY BOON

This Territory grants the following Boon:

Income: The gang earns 20 credits from this Territory when collecting income.

BATTLEFIELD EFFECT

This Territory has the following battlefield effect:

Scattered Debris: During a battle where this Territory is the Stake, models in a weapon's Long Range and not in cover increase their Save characteristic by 1.

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ASH WASTES OUTPOST

As the Rust Dogs Orlock gang escort representatives of the Mercator Gelt through the outpost at Lasstrilia IV, they are ambushed by a force of Ash Waste Nomads. The burnt-out ruins of several Thatos pattern hab modules and a Ridgehauler are testament to the danger faced by those who travel the wastes.

There are many settlements scattered through the wastes, where those who wish to escape the confines of the vast hives group together in order to survive the hostile environment of Necromunda's surface.

Usually constructed near roads, these settlements are always in danger of raids, either by house gangs looking to make easy credits, or roving bands of Ash Waste Nomads intent on scavenging and death.

There are many terrain kits that can be used to create these battlefields, from the Thatos Pattern Hab Module to Munitorum Armoured Containers and the Promethium Tanks Refuelling Station.

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An Orlock Outrider Quad rushes in to intercept the nomad Dustback Helamites before they can attack the Mercator Gelt convoy.

As they advance upon the Rust Dogs, the Ash Waste Nomads use the ruins of a burnt-out Ridgehauler for cover.

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UNDERHIVE SECTOR

Deep in the badzones of Hive Primus lies the Downhive Stalkers' gang stronghold. With many twisting routes and defensible positions, the De/aque gang makes sure that any who attack them have to fight on the Stalkers' terms.

Underhive battles take many shapes and give the opportunity to build a dizzying array of battlefields to fight turf wars over. With the densely packed terrain, Line of Sight is restricted unless you are brave enough to risk gaining the high ground!

Almost any kit can be used to build an Underhive battlefield, the Zone Mortalis range in particular lets you build gang strongholds, markets and even represent areas that have fallen to ruin.

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Two De/aque Nacht-Ghuls close in on a pair of Cawdor fighters, hoping to finish them off quickly before moving on to the rest of the attackers.

The Delaque desperately attempt to defend a doorway as they are stormed by the forces of the Redemption and House Cawdor.