Rules Pack
Where the effluent and detritus of billions of souls and
their machinery filter down the tiny creaking cracks and runs offs of hive primus,
flowing down through the lower hive , continuing even lower than the lawless
underhive, gathering even more waste from the frontier settlements of Dust Falls
and Razor Town, it congregates in great oceans of green liquid filth. The infamous Sump Sea. It is a dangerous and hazardous place, but
riches are to be made and the shanty settlement of Sump City grows fat on the
rocky shoreline from the booty and spoils of the Sump Drifters who set sail
into the vast sump sea.
A fuller background pack will be provided separately,
setting out the characters and enemies of Sump City.
This sets out the rules of the campaign, structure and some
house rules.
Campaign
Timings/Dates
- This will be a Dominion campaign from the core rulebook, split between a settlement phase and a conquest phase.
- The campaign/settlement phase will start on the 26th June and be split into three two-week game sessions. The settlement phase will then end on the 6th August.
- The conquest phase will begin on the 7th August and finish on the 18th September. Triumphs will be awarded as per the Dominion Campaign rules.
- All dates are guides and can be flexed as needed.
Arranging Games
·
The campaign doesn’t work if players don’t play
games. That said being (pretend) grownups
with busy lives it can be a challenge.
·
The start of the campaign on the 26/06 will be a
day session where players can hopefully get three games in a one shot
session. This will give a great
springboard for everyone and ensure at least some games have been played.
·
After that players are free to arrange games
between themselves, informing the arbitrator, as they please as per the dominion
rules. As a minimum player should aim to
have one game in the six week period of the settlement phase.
·
To help players out on the game front there is a
solo scenario on Warhammer Community called ‘The Hunt’. Each player can play this once in each phase
(settlement/Conquest). This is a quick
and easy way to secure some credits/XP: Necromunday:
Solo Scenarios – The Hunt – Goonhammer
Scenarios
- There is a dizzying array of scenarios for Necromunda in multitude of books (including the solo scenario above). All are available to use.
- Having no experience of playing I’ve relied on the goonhammer article on scenarios for a guide on good to bad. Suggest the player picking the scenario be guided by it. Some of the scenarios tilt the balance too much in one player’s favour and can be brutal on the other (meaning the disadvantaged player may just bottle out first opportunity). Brutal is good as long as it is still fun! Necromunday: All the Missions – Scenarios Part 1 – Goonhammer Necromunday: All the Missions – Scenarios Part 2 – Goonhammer. The reviews for other books cover specific house scenarios (many are good fun).
- I plan to run arbitrated story elements in the scenarios (as per the core rulebook) but opportunity to do so will likely be limited to the starting day session and finale. Players are free and encouraged to include any elements they agree on.
- White Dwarf did a fantastic free supplement called Gang Raids. Smaller 30 minute scenarios on reduced board sizes. If players are meeting up and have access to this booklet they might be able to get two games in utilising this booklet or have it as a back up if a game ends prematurely due to bottling out etc.
Optional Campaign Rules being used
- Alliances. First introduced in Book of Peril (Guild Alliances) but now also feature in each house book can be used. Please let the arbitrator (me!) know if you plan to use them. Good guide here: Necromunday: An Introduction to Alliances – Goonhammer. They can get quite powerful so I reserve the right to tinker but they are all very cool so keen to see them.
- Sub plots. Go for it.
- House Favours. Go for it.
- Trading Post, Badzone Trading Post (Book of Peril), Black Market Trading post (Book of Judgement)
- Badzone Scenery (Book of Peril)
House Rules
- Dirty Money. Enforcers interact with the Dominion Campaign as per the Book of Judgement. However Enforcer Gangs can struggle to earn credits. Therefore territories they control they can, for a cost (cough bribe) offer to allow a house gang to work the territory. The terms of the deal are entirely at the enforcers discretion and the territory does not count as one of the gangs territory (so it counts towards the Enforcer Triumph conditions).
- Bounty Hunters. Current hire Guns/Bounty Hunter rules are seldom used so adopting Goonhammer House rule system found here as an addition to the core rules: Necromunday: A Reason To Use Bounty Hunters – Goonhammer. In essence players can place bounties on each other (for any amount) and there is then a chance that a bounty hunter will show up in the next game. Details in the link. On top of this the hiring fee of bounty hunters, named and untamed, is a third of their credit rating. The full credit value is only used for the purposes of establishing crew rating.
- Alternative scenario tables: Necromunday: All the Missions – A Better Way – Goonhammer
- Tactics be Damned: Adopting Goonhamer method: Necromunday: Tactics Cards – Which Ones
- Are Good and How To Use Them – Goonhammer. For the campaign each gang should choose 12 cards for their deck. When they are asked to make a random selection draw from the deck of 12. When they get to pick cards still draw randomly plus one additional card, discard one card and keep the others.
- Skills. Make the following changes to the advancement chart: Random primary skill 5 XP (roll twice and pick the one you want to keep, 8 XP pick a primary skill, 8 xp random secondary skill (roll twice and pick the one you want)
- Weapons/Gear can be stashed and not tied to gangers. Can still be lost on the battlefield though.
- Always use crew rating, not gang rating, as the basis for determining underdog status.
- Takeover Phase. It is desirable that each gang fights each other twice. In the first game the gang with the fewer amount of territories is the challenger/attacker. If tied then the gang with lower gang rating is the attacker/challenger. Enforcers will always be the challegnger in the first game played. If the gangs face each other a 2nd time then the gang who was the defender first time around will always be the attacker/challenger.

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