scottshoemaker Posted January 31, 2022 Report Posted January 31, 2022 Jan 31 marks the end of Cycle 1 and begins Cycle 2. As such, the Cycle 1 Campaign Phase takes effect. Cassandra's Reach has become a growing region in the Underhive. Opportunities abound for those willing. Trade is flourishing, and the borders of the wilds are being tamed. As the gangs jostle for territories it's only inevitable they come into conflict. Can the Gangs survive to carve out some measure of success? Campaign Phase Actions Players should perform the the following Campaign Phase actions in the order listed. All gang members must be assigned to their actions before those actions are carried out (ie A leader assigned to the trading post may not be assigned to sell captives or medical escort. 1. Working your Turf 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 size 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 You receive -1D6 for each empty space. If you have any space where a Juve or Prospect is working unaccompanied by a ganger, roll 1D6 If each space has at least one Ganger or Specialist, roll 2d6 If territory has additional Ganger or Specialists over the (#) minimum (and no unaccompanied juve/prospects) roll 3d6. For 0D6 - roll two dice and take the lowest result. Otherwise, only resolve the highest number rolled. Result 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 gains D3 xp 6 Like a Professional - Gang earns D6x10 Credits Each fighter gains D6 xp, & choose one of the Territory’s Boons 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). (Arb note- we are working on a way to change that rating up or down for different effects) 2. Visit Trading Post Leaders and Champions may visit the Trading Post as per the Necromunda Rulebook Pg 94 3. Sell Captives The gang may sell any captives to Slavers as long as the captives gang has had a chance to rescue them. See Rulebook Pg 92 The selling gang should keep track of howe may captive's they've sold. 1 Quote
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