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Ordo Fanaticus Necromunda Campaign Chapter 2 (Winter 2021)


scottshoemaker

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++++ message Attention Priority ƳƇŦ ++++++

- Agent Δelta 634 Φ -

Operatives in Sector 3441.14, the region known as Cassandra’s Reach, have monitored the expansion of this zone. Influx of independent citizenry (col. "hivesteaders") has been higher than anticipated. Multiple settlements have been founded in rapid succession, guild representatives anticipated. 
House gang activity has increased 34.78% over expected norms, with sanctioned House enclaves established to provide direct support for gangs and settlers. Several locations are still experiencing issues with structural stability and clashes with local fauna (ref Incident 834.54.89 "Arpaggio Massacre")
Unconfirmed rumors of so called outcast elements are unsubstantiated, but cannot be dismissed.
-Ҝҩ

++++ message ends ++++

 

The juve looked out over the dome that hadn't collapsed into the great crack in the substructure. From his perch high above he could make out at least three new settlements, and a dozen new 'steads. "Boss, have you ever seen it like this?" "Naw," replied the ganger "Folks generally take their time, and with the weird stuff happening in the deeps, they probably should have." 

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The Ordo Fanaticus Necromunda Campaign Chapter 2 is still an overly ambitious, narrative driven, map campaign, arbitrated by @Ninefinger and @scottshoemaker. Reserve your spot now to test your gang’s mettle, and join in the exploration of Cassandra’s Spoil, for fun and profit.


Existing gangs gain a 200 credit bonus to buy and equip a leader.  This credit bonus must be used for the leader, surplus credits are lost.

New gangs will start at 1000 Credits, as outlined in ‘Gangs of the Underhive’ or any ‘House of…’ book. Recruting Brutes, Hangers On, Hired Guns, Bounty Hunters, etc are not allowed at this time. Players have access to their house lists.

Gangs will have access to a House Enclaive, which each House maintains as a source of new recruits and house goods.

Gangs will lose the Chapter 1 territories, as they've been picked clean and no longer needed. Each gang will gain a Settlement territory that acts as a protectorate and base of operations. These Settlements are small by typical standards and will follow the custom Territory rules detailed later.

During the Campaign Phase, gangs will explore the Underhive, work territories, and fight other gangs. Campaign boons, income and xp will be earned by all gang members by exploiting territories near the gang’s Outpost.

A campaign cycle is two weeks, giving lots of time to get games in. Additional games are encouraged with special missions in process to allow folks to play without disruption the overall balance. Expect all-in community games and other events to help shape the campaign.

Community participation will grow the campaign, and as such the "Reach" will attract NPCs and settlers wanting a fresh start. Boon or bust, that depends on the players.

This campaign will continue to place higher value on gaining XP and Reputaion over credits. This provides a more narritive feel and places more emphasis on the gangs than their equipment.

Expect special missions and community events this chapter that will bring special rewards.

Chapter 2 starts January 2 and runs through March 20.

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Working your Turf

Each gang will start with one territory: Settlement (2)

Use the following rules for working territories, instead of the normal rules.

During the Campaign Phase, Gangers, Juves and Prospects can be assigned to work your territories. Each fighter not in recovery may be assigned to any territory available to your gang. Each territory has a rating designated by (#). For visualization grab a tile of the correct size and place your available models on it. A fighter may only work 1 territory during the phase. You may assign additional fighters over the (#) minimum.

Roll a number of dice for each territories according to the following table and check the result:

If you have any space where a Juve or Prospect is working unaccompanied by a ganger, roll 1D6-1 

If at least one space is occupied by a Ganger/Specialist roll 1d6

If each space has at least one Fighter, roll 2d6 choosing highest

If each space has only Ganger or Specialists (and no unaccompanied juve/prospects) roll 3d6 choosing highest

Territory Result Chart

1 Wrong place, wrong time - Place one ganger that worked the territory into Recovery (for the next battle)
2-3 The Shakedown - Gang earns D3X10 Credits
4-5 Lessons Learned - Each fighter working the territory gains D3 xp
6 Like a Professional - Gang earns D6x10 Credits. Each fighter working the territory gains D6 xp, & choose one of the Territory’s Boons. The boon applies until the next Campaign phase (This should allow for those boons that give the "free stuff" to apply)


Work it or Lose it
A controlled territory must be worked every campaign phase by at least one gang member or it is lost.  This represents the general instability of the region, in that if a gangs presence isn't seen in these territories enough, there are plenty of others waiting to take advantage of the absence. This will also prevent any one gang from amassing too many territories at once.

When a new territory is gained it will begin with a rating of (3).

Owned Territories

If a territory has a rating of (0) it is considered owned. A player no longer rolls on the Territory Result Chart and instead gains the Territory Boons as long as the Territory is owned.

 

Reputation

Reputation in the 'Reach is as important as a good weapon or a safe hole.  The campaign will continue to use Rep as both a rating and a special currency to get deals on goods, buying loyalty, and getting out of trouble. 

Reputation may be spent on any number of the following functions:

1 RP - Modify the Territory Result Chart by +/-1 (once per chart roll)

1 RP - Bribe/threaten/coerce a local to work a territory space. Counts as a Juve. Must accompany a Ganger/Specialist.

2RP - Assign a gang champion to work a territory. Gang earns 2D3X10 Credits & choose one of the Territory’s Boons. The boon applies until the next Campaign phase.

3RP - Lower a Territories Rating by (1). This may only be done once per Campaign Phase per territory.

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On 12/30/2021 at 11:17 AM, scottshoemaker said:

Existing gangs gain a 200 credit bonus to buy and equip a leader.  This credit bonus must be used for the leader, surplus credits are lost.

Can I use extra credits I have saved up on my leader above the 200 credit bonus?

I'm going to try and make it this Thursday to play, since I haven't heard any rumblings of Necromunda tonight.

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