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Uprising in Deathcap Junction - All the info

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Welcome Scummers! 

Running from Jan 11th thru Feb 22nd, gangs will put themselves against each other, and the worst the hive has to offer in our Uprising in Deathcap Junction.


 

The Uprising in Deathcap Junction will follow the rules outlined in the Dark Uprising rulebook.   Players will choose their sides, either Order, Chaos or Unaligned. At the start of each campaign week, everyone collects their income, one faction is declared in ascendancy, events for the week will be set by the arbitrator, and we will draw for Challenge Initiative.    

 

I’d also like to expand the story with your help, by using a completely optional Convergence Missions system. 

 

Kickoff Event

I‘m looking to kickoff the campaign with a series of games on Saturday, January 11th, starting at 1:00 and running until 7.  You will get some bonus experience, equipment or other goodies if you’re able to participate.

 

< placeholder for link to kickoff event post>

Weekly matches

 

After this kickoff, we will use a Challenge system to schedule one ‘league’ match for each player, each week.  You will be responsible for communicating with your opponent about availability, and scheduling your game. Games need not be played at the clubhouse. If there are problems with scheduling your match, please contact the arbitrator as quickly as possible, for assistance in making other arrangements. 

 

MOAR NECROMUNDA

 

You are welcome to play additional games, scheduled or as pick up games as desired.  There will be some restrictions on scenario rewards, as deemed necessary for balance.

 

There Will also be arbitrated scenarios, detailing events unfolding in the hive that everyone will be welcome to take part in.  If you’d like to plan, or manage one of these, just let me know.

 

 

 Building a Gang

 

Players should build a gang to 1000 credits, following the normal restrictions for their gang.  Starting skills must all be unique.

 

Latecomers may receive additional credits for balance purposes. The tools over at Yaktribe will be used extensively for tracking gangs.   If signing up on their forum or using the tools are a problem, please contact the arbitrator for assistance. 

 

Yaktribe’s invite system has gotten weird, so if you don’t receive an invite into either the OrdoFanaticus guild, or to the Uprising in Deathcap Junction, please send me a message on either forum.

 

 

Gang Tactics Cards

 

Building a Deck

  • The arbitrator has a master deck of all tactics cards.  At the start of the campaign, you will draw one for each member of your gang. You may select one card, from the available gang tactics cards, or a house specific card for your leader.  Champions (or their equivalent) may draw from a house specific decks, instead of the general gang tactics. 

    •  Your Leader or Champions may make a post battle action - Revise Tactics - to discard 1 tactics card, and redraw from the master deck.

Selecting a Hand of Cards for a scenario

  • If your gang gets to ‘Choose’ tactics cards - draw two random cards for each one indicated by the scenario, and then discard down to the appropriate hand size.  This is your Hand for the scenario

  • If your gang gets to ‘draw random’ tactics cards - draw a single random card for each one indicated by the scenario. This is your Hand for the scenario.

House Rules

 

Scenario Complications

 

Weekly Campaign Events, Badzones and Environmental Effects all may be utilized in games, either as decreed by Arbitrator fiat, or if all players in a game agree to use them.   Pay attention to Weekly League announcements and the events page of the Yaktribe Campaign Tracker.

 

 

Trading post access

 

 

During an uprising, guilders and marketeers are often the first ones to pack up and leave.   Equipment gets substantially harder to come by. Gangs can generally always make purchases from their house list, but the items on the market will  rotate, be subject to limited availability, may end up being subject to price gouging, or may have performance issues.

 

This is partially to fit the story of the campaign, but also to help limit some of the growth and combos that necromunda can fall victim to.   If you’ve got items you’d like to get for a model that’s already completed, etc, or to fit to your themed just communicate with the arbitrator or your local guilder envoy and we should be able to make some type of accommodations.   If you’re trying to just manipulate the rules into your favor and setup unwinnable games for your opponents, expect cannibalistic zombies to arrive and attack during your matches.  

 

 

Alliances

Alliances from Book of Peril and from Book of Judgment will be available to be used by gangs with Arbitrator permission.

 

If you’ve got an alliance in mind, having painted and converted models for the appropriate representatives is a great way to convince your arbitrator to swing your narrative rewards into a suitable alliance.   Starting an Artificers Forge thread documenting your efforts and hyping this campaign would also be likely to sway our level headed arbitrator. 

 

 

Fate Points

One reward that will be common for success in narrative scenarios, for missions played in downtime, other multiplayer scenarios, particularly impressive feats of storytelling, grand displays of sportsmanship or remarkable hobby accomplishments, will be the granting to one of your gangers a Fate Point.   

 

This is inspired from the Destiny Levels mechanic in the Warcry rulebook.  

 

Each Fate Point a model has will allow that model one reroll during a game, of any single d6 or 2d6 roll.  (Insert rules caveats here to prevent abuse…) (can you get up to 3 on a single model? Or should they have to be spread out)

 

 

Additionally, if a model was sent injured during the game, a fate point may be burned during the post scenario process, to (turn that result to a out cold? Recovery? Or just a reroll, with the player being able to choose which result they take?)

 

 

 

Optional Narrative Convergence Missions

 

An idea I’ve been playing with is how to incorporate epic, finale style battles into the end of the campaign.   Things like slaying a hell brute, capturing the bridge of a starship, pulling off an elaborate train heist.  

Rather than build them all myself, I’d like the players to have input into the story that follows their gang through the campaign.  Warcry has a campaign mode that allows for occasional convergence missions to be played, and further a single warbands personal goals, irrespective of the greater campaign story.

 

Players will pick a faction and a goal. Factions will be independent of a gangs alignment, and can potentially be changed as necessary.   It will also tie into the way that weekly challenges are issued. The four available factions are Imperium, Mechanicus, Xenos, and Chaos.

The three options for a gangs goal are: Save the Hive, ‘Scape the Hive, or Slay the Hive.

 

As you build your convergence story, aim to have have 3 main beats, (a beginning, middle and end), separate from the overall narrative of the uprising and/or fall of the hive.  Your imagination can run wild: intel, equipment, allies, access, rivals, mayhem, distraction, — could all be examples of types of beats. We’ll craft a seriees of scenarios around whichever ones you choose and build the story from there, with consequences for success or failure.  

 

 

For example:

 My Delaque are choosing Xenos and Escape.  Our beats are allies, equipment, escape. My convergence scenarios might be: 1 - escort or execution mission, to save a navigator who works in the cold trade.  2 - We need to break the shuttle out of impound. 3 - once on board, the rogue trader betrays us, so we need to stage a prison break, to either get to an escape pod, or take over the bridge.

 

 Mission 1 would take place sometime during the uprising phase.   Mission 2 would take place during either downtime or early in the damnation phase.   Mission 3 would take place in the final week.

 

 

A sampling of example Finale missions for any of the combinations of Goals and Alliances

Goal/Alliance

imperium

mechanicum

xenos

chaos

save the hive

eliminate the cult leader

reignite the void shields

preserve the gene codes 

reach the governor’s palace

’scape the hive

get a princling to safety 

explore the ancient tunnels

capture a shuttle

transport the relic

slay the hive

vent the airlocks 

overload the reactors 

taint the water supply

complete the ritual

 

 

 

 

 

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I’m planning on playing Palanite Enforcers.

For those of us who haven’t read it, Goonhammer has a pretty great summary of the Dark Uprising campaign. Necromunda is already one of the grimmer and darker corners of the grim darkness, but Dark Uprising really raises the bar. 

My boys in blue are gonna have to pull some serious overtime to keep the citizens oppressed safe.

 

image.jpeg.2c88606c68bb4cbd80f9bf5fe07ff646.jpeg

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If we can hook in @MOONEY I believe he’s been leaning towards van Saar.   @scottshoemaker played van Saar in the last round, and I don’t know whether he’s been hobbying away in secret.  
 

@Josiah has mentioned Orlocks or some type of cult, and if @paxmiles’s interest hasn’t drifted on to greener pastures he had some chaos cult gangers that are ripe for updating with the book of ruin rules.  @Jay and Michael ( is it @Magister Mike?, sorry if that’s a mistag...) have fielded Escher in the past.  @Aaron W mentioned esher might be his first inclination (remind me to pm you about a box I may have for cheap) @scotthartman May have been lost to Bolt Action temporarily, but has promised to pop in for occasional npc duties with his enforcers or salvage mining weirdos.   He could even see a return of Ed and little beef, if his ash wastelanders are in for crushing a desperate hive. @In Matt We Trust fielded his cawdor last time, and I presume that’s where his love still lies.  @Salty Monkey was leaning cult so far.

 

there’s other folks out there I haven’t heard from, or just plain forgot... whoops

 

im happy to return Delaque to the table, or Goliaths, and have genestealer cult, helot cult and corpse grinders waiting in the wings, if my holiday break allows for me to smash out some painting 🤞

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Also.   Just to mention again, there’s a fantastic tool for roster building over at https://yaktribe.games/underhive

 

post up your forum name over there, or pm me on either ( @ninefinger on either ) and I’ll get you added into the campaign anytime youve got your gang built. 
 

 

hoping to have a rules, etc post up soon.  Life has been kicking butt lately, but more specifically, mine...   

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10 minutes ago, ninefinger said:

 and if @paxmiles’s interest hasn’t drifted on to greener pastures he had some chaos cult gangers that are ripe for updating with the book of ruin rules.

Been working on T9A lately, and they're doing a league in Jan too. But if the two don't conflict, might be able to do both.

I did start some other gangers since the last league. Keep me posted as to gang construction rules.

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So, gang creation rules for this campaign? Like normal, or like the last campaign, or something else? The more time I have to prepare, the more likely I'll show up.

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2 hours ago, paxmiles said:

So, gang creation rules for this campaign? Like normal, or like the last campaign, or something else? The more time I have to prepare, the more likely I'll show up.

The Dark Uprising box set's rulebook has the rules for the Uprising Campaign. In a nutshell: Starrting Budget of 1,000 credits, starting gangs are restricted to the options in their regular gang lists, and any credits not spent go into your Stash. Gangs also have to choose an Allegiance (Order, Chaos, or Unaligned), which is very important to the way the campaign plays out.  Corpse Grinder and Chaos Cult Gangs must be Chaos aligned, Enforcers and Genestealer Cults much be Order aligned, everyone else can choose.

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5 hours ago, Ish said:

The Dark Uprising box set's rulebook has the rules for the Uprising Campaign. In a nutshell: Starrting Budget of 1,000 credits, starting gangs are restricted to the options in their regular gang lists, and any credits not spent go into your Stash. Gangs also have to choose an Allegiance (Order, Chaos, or Unaligned), which is very important to the way the campaign plays out.  Corpse Grinder and Chaos Cult Gangs must be Chaos aligned, Enforcers and Genestealer Cults much be Order aligned, everyone else can choose.

Yep. Ian’s got it in a nutshell.

I’m working on finalizing all of my write up for the campaign, I’m certainly going to aim for some kooky happenings, and optional sub-plots.

We may add some small bonuses, but a 1000 pt gang, following the restrictions listed in the gang’s relevant gang composition will be the starting point. 

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Iota Sector House
Image result for adeptus arbites meme

Ego Legem. 

Gang Type Enforcers
Credits 10
Gang Rating: 990
Reputation 1
Wealth 1000
Allegiance Order

++ Thought for the Day: Heresy grows from Idleness. ++

 Territory  Precinct Fortress
 Territory  Guilder Stronghold
 Territory  Hab Level
 Territory  --
 Territory  --
 Territory  --

++ Thought for the Day: The industrious may escape death. ++

  Name Characteristics Wargear, Skills & Injuries
  Iota Actual
Palanite Captain
Kills ❑❑❑❑❑
M WS BS S T W I A Ld Cl Wil Int Cost Adv XP
5 3+ 4+ 3 3 2 4+ 2 4+ 6+ 5+ 6+ 230 0 0
W:❑❑ FW: ❑❑❑ OOA:❑ Rec:❑
Wargear: Stub Gun, Armored undersuit, Flak Armor, Smoke Grenade, Shock Stave, Enforcer Boltgun
Skills: Team Work
 
  Iota-Sigma-10
Subjugator Sergeant
Kills ❑❑❑❑❑
M WS BS S T W I A Ld Cl Wil Int Cost Adv XP
5 4+ 4+ 3 3 2 4+ 1 5+ 6+ 6+ 7+ 205 0 0
W:❑❑ FW: ❑❑❑ OOA:❑ Rec:❑
Wargear: Stub Gun, Dum-Dum Ammo, Armored undersuit, Grenade Launcher (Subjugator), Vigilance Assault Shield, Layered Flak Armor
Skills: Got Your Six
 
  Iota-Sigma-20
Subjugator Sergeant
Kills ❑❑❑❑❑
M WS BS S T W I A Ld Cl Wil Int Cost Adv XP
5 4+ 4+ 3 3 2 4+ 1 5+ 6+ 6+ 7+ 205 0 0
W:❑❑ FW: ❑❑❑ OOA:❑ Rec:❑
Wargear: Stub Gun, Dum-Dum Ammo, Armored undersuit, Grenade Launcher (Subjugator), Vigilance Assault Shield, Layered Flak Armor
Skills: Fast Shot
 
  Iota-Phi-101
Palanite Patrolman
Kills ❑❑❑❑❑
M WS BS S T W I A Ld Cl Wil Int Cost Adv XP
5 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+ 120 0 0
  FW: ❑❑❑ OOA:❑ Rec:❑
Wargear: Stub Gun, Armored undersuit, Flak Armor, Enforcer Boltgun  
  Iota-Phi-202
Palanite Patrolman
Kills ❑❑❑❑❑
M WS BS S T W I A Ld Cl Wil Int Cost Adv XP
5 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+ 130 0 0
  FW: ❑❑❑ OOA:❑ Rec:❑
Wargear: Stub Gun, Armored undersuit, Flak Armor, Enforcer Shotgun  
  Iota-Phi-303
Palanite Patrolman
Kills ❑❑❑❑❑
M WS BS S T W I A Ld Cl Wil Int Cost Adv XP
5 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+ 100 0 0
  FW: ❑❑❑ OOA:❑ Rec:❑
Wargear: Stub Gun, Armored undersuit, Flak Armor, Concussion Carbine

++ Thought for the Day: Work earns salvation. ++

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On 12/19/2019 at 5:54 AM, ninefinger said:

If we can hook in @MOONEY I believe he’s been leaning towards van Saar.   @scottshoemaker played van Saar in the last round, and I don’t know whether he’s been hobbying away in secret.  
 

@Josiah has mentioned Orlocks or some type of cult, and if @paxmiles’s interest hasn’t drifted on to greener pastures he had some chaos cult gangers that are ripe for updating with the book of ruin rules.  @Jay and Michael ( is it @Magister Mike?, sorry if that’s a mistag...) have fielded Escher in the past.  @Aaron W mentioned esher might be his first inclination (remind me to pm you about a box I may have for cheap) @scotthartman May have been lost to Bolt Action temporarily, but has promised to pop in for occasional npc duties with his enforcers or salvage mining weirdos.   He could even see a return of Ed and little beef, if his ash wastelanders are in for crushing a desperate hive. @In Matt We Trust fielded his cawdor last time, and I presume that’s where his love still lies.  @Salty Monkey was leaning cult so far.

 

there’s other folks out there I haven’t heard from, or just plain forgot... whoops

 

im happy to return Delaque to the table, or Goliaths, and have genestealer cult, helot cult and corpse grinders waiting in the wings, if my holiday break allows for me to smash out some painting 🤞

I have one of every gang excluding the corpse grinder but I only have my Orlocks, Cawdor a Esher painted. though I prefer Cawdor I am willing to play what ever gang helps the arbitrator make the campagin more fun.

I also have models for genstealer cult, chaos helots and would like an excuse to build a gang of genestealer cultist.

let me know what you would like to see.

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14 hours ago, In Matt We Trust said:

I have one of every gang excluding the corpse grinder but I only have my Orlocks, Cawdor a Esher painted. though I prefer Cawdor I am willing to play what ever gang helps the arbitrator make the campagin more fun.

I also have models for genstealer cult, chaos helots and would like an excuse to build a gang of genestealer cultist.

let me know what you would like to see.

We’ve got a pretty solid variety, so whatever you’re feeling, should be great!

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The Order/Chaos/Unaligned allegiance mechanic will also have a pretty substantial impact on how two otherwise “same” gangs will play.

Not to mention things like members purchased, skill assignments, equipment used, territories gained and lost, injuries and deaths, et cetera.

Two players can both start a campaign with identical 1,000 Credit Orlock lists and two or three games later both have very different looking gangs.

(To whom my Enforcers will deliver summary executions honest civil service with a vengeance warm smile.)

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Q. Can an Enforcer buy and use weapons from the Trading Post and/or Black Market?

A. Yes. Enforcers can use the Trading Post just like any other gang.

However, given the more structured nature of the Enforcers upon Necromunda, some Arbitrators may wish to keep a close eye on the activities of Enforcer gangs in relation to their use of non-standard or illegal equipment – after all, too much deviation suggests the gang might be thinking for themselves a bit too much! As such, Arbitrators may wish to create a smaller list of purchasable equipment that Enforcers can purchase from the Trading Post compared to other gangs, to fit the Enforcer narrative more closely.

So the most recent Necromunda FAQ has this little tidbit for Palanite Enforcers. There seems to be a bit of controversy as to exactly what the line "Enforcers can use the Trading Post just like any other gang." actually means... Specifically, regarding whether Enforcers can actually equip the weapons they’re able to purchase from the Trading Post.

Some are arguing that given the specific wording of the answer that “use the Trading Post” will add equipment to a gang’s Stash without reservation. But when equipment is distributed in Step 6D of gang set-up, any new toys in the Stash run up against the Enforcers’ “Palanite/Subjugator Only” weapon requirements. So you can buy a Heavy Bolter, you just can't actually give it to anyone.

The counter-argument focuses on the inclusion of “and use weapons” in the question and the “Yes” that begins the answer, interpreting it to mean Enforcers are no longer bound by the weapon restrictions listed in their profiles and can arm themselves with anything purchased from the Trading Post. 

Then there's the last part of the answer, which basically boils down to "Game Masters can tweak these or even break these rules if they want to." but we all knew that already.

 

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15 minutes ago, Ish said:

So the most recent Necromunda FAQ has this little tidbit for Palanite Enforcers. There seems to be a bit of controversy as to exactly what the line "Enforcers can use the Trading Post just like any other gang." actually means... Specifically, regarding whether Enforcers....

 

Questions or concerns about this, Ish?  Feel free to chat with me about your plans, if you’re concerned while building models.  

 

The Uprising Campaign doesn’t actually allow for any mechanics to use the trading post or black market, so it’s more pertinent in a Dominion or Law and Misrule campaign, but I’m planning to modify that, with some availability in the early weeks, or allowing purchases as scenario rewards.

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Mostly just looking for clarification from you and feedback from the rest of the Ordo tribe.

I lean towards “you can buy stuff and you can use what you buy,” because otherwise what’s the point in being able to buy stuff?

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Yeah, I understand both sides of the matter, but don’t think allowing enforcers trading post access automatically breaks the game.    
 

In general, as an arbitrator and as a player, I’m generally pretty lenient, as long as I get the sense that folks are using the options for flavor and story, rather than to make game breaking combos or spam a certain type of weapon.  
 

I like the idea, overall, of Enforcers having a restricted weapons list, but don’t want to squelch anyone’s hobby or gameplay dreams.  
 

A cool option could be to use something similar to the alignment rolls for Illegal weapons that is in the Book of Judgement, for weapons that aren’t in their house list,  after any game where they’re used, and track the number of times they fail.  You could think of it as a patrol that’s being pushed to the edge with the chaos in the hive, having to break protocols, and getting slapped on the wrist by higher ups who don’t understand what’s really happening, for doing so.  Having the gang splinter into a Venator band at the end of the campaign, and having to face down the straight laced rule following cops could be a really fun story arc to explore. Who watches the watchmen, as it were...

 

 

 

tl:dr

don’t cause problems and it won’t be a problem. 

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