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BACKGROUND
Necromunda
is a game of fierce combat between rival gangs in the dangerous underworld of
the Necromundan Hive. Battles are fought as skirmishes between small forces.
Arming and equipping the gang is just the first step as you will need to
out-fight and out-think your opponents if you are going to improve your gang,
gain experience and territory, swell your numbers, and become lord of the
Underhive.
HIVE
PRIMUS
The Hive
itself is a vast and complex city structure which has been built up layer by
layer over millennia, stretching up from ground level, now far above the
original city structure, 10 miles into the planets
atmosphere.
The Spire,
the seat of power for the Imperial House of Helmawr, dominates the Hive the
Guardians of all Necromunda by Imperial decree, and the six great Necromundan
noble houses.
Beneath the
Spire, separated by a solid adamantium shield through which access is strictly
controlled, is the Hive City itself, dominated by the six great manufacturing
families. The environment is harsh and artificial with air, water, food and heat
continually recycled through massive reprocessing plants.
Beneath the
Hive City is the Underhive itself, a dark and dangerous place, dominated by gun
law, with survival determined by wits, will and aggression – harsh natural
selection rather that any form of justice. The borders between the Hive City and
the Underhive, roughly at ground level but within the protection of the Hive,
are fluid and it is on this border that our campaign takes
place.
Down in the
dark, below the Underhive is the Hive Bottom, a sump of dangerous chemicals,
uninhabitable to all but the hardiest of mutants and denizens of the dark. Only
the foolish, brave or damned walk here.
THETA
462
This
campaign takes place in the sector that immediately surrounds Freeport - one of
the major ports that dot the Hives surface – known colloquially as Theta 462; it
is Sector Theta of Level 462. Like the rest of the Underhive Theta 462 offers
every opportunity for wealth, power, and danger.
Freeport
itself is a lifeline out of the Hive to the other Necromundan Hives and desert
stations, even off planet to the wider Imperium of Man and beyond. Its traffic
is vital to the ruling interests of the Hive City, and useful to the Noble
Houses of the Spire when more illicit transportation is required. Noble and Hive
City Houses maintain representatives in the sector, and the Guilders, the
independent financial force of traders on the planet, are a force to be reckoned
with.
Given its
location it is no surprise that Theta 462 is one of the most prosperous areas of
the Underhive and is famous for its comparatively high standard of living and
its good communications out of the sector to the rest of Hive Primus, most
notably the main expressway and the fairly reliable Mag Lev Tube network, which
are the lifeline to Freeport and the envy of other sectors.
However, it
is a violent place, just like the rest of the Underhive, and life itself is
cheap. Infant mortality is high; the average life expectancy low, and the air
tastes of ozone and tin, the food and water are (thankfully) recycled and
processed beyond recognition. Wealth and a strong right arm are your only
security.
MAIN
FEATURES OF THE SECTOR
INSTITUTIONS
THE GUILDS –
The Guilds
are an effective cartel dominating Underhive trade. Although rival traders the
have banded together to protect their mutual interests. While it is possible to
play one guilder off against another, the union is strong between them, and has
resisted change for thousands of years. The Guilds have long maintained a
contract with The Flamingos, the dominant gang in the area. This relationship is
seen as both effective, and lucrative by both parties, but is no means as strong
as the union of the guild. The Guilders may contract directly with the Sector
Gangs, and often act as representatives of the Necromundan Houses in this
regard.
THE
FLAMINGOS - The
dominant gang in the sector, this House Escher gang effectively controls
Freeport, and act as Guilder Enforcers throughout the territory. They are very
dangerous, and over the last 300 years have established a firm footing in the
sector hierarchy – to the extent that they have escaped tithing in support of
the Imperial Guard on at least 4 occasions in living memory. The Flamingo’s
actively support the Adeptus Arbites and have been known to conduct joint
operations. This Gang is very dangerous.
THE ADEPTUS
ARBITES – The Adeptus
Arbites, or ‘Enforcers’ are the Imperial Police Force. They are an extremely
effective paramilitary police force, but are few in number. Gang leaders should
be wary of engaging in combat with the Adeptus Arbites as to do so risks an
Imperial Sanction that can result in banishment deeper into the Underhive.
Although Gangs are unlikely to initially encounter more than small 5 man Arbites
patrols, they pack quite a punch, and their resources are effectively limitless.
Attacking or resisting the will of the Adeptus Arbites can be bad for your
health.
THE
PLANETARY DEFENCE FORCE (PDF) – The PDF are
not stationed in the sector, but are always operationally ready and can be on
site within one game turn. Their equipment and training is not as good as that
of the Imperial Guard. However, they do have access to armoured vehicles and
what equipment they do have is better maintained that those of the Gangs. It is
worth noting that their resources, like the Arbites, are effectively limitless.
In the event of major hostilities the Adeptus Arbites can call on PDF
assistance.
THE HOUSES
OF HIVE PRIMUS – The Noble
Houses and the Houses of the Hive City maintain offices in all of the Sector
Cities. It may only be an agent and one office, it may be a holding company, but
their representatives are there. The Guilders often act as their brokering
agents. The Houses are always vying with each other, but profess to maintain a
united front. Gangs should be hesitant in approaching the Houses
directly.
LOCATIONS
SERENITY
CITY - Serenity
City is the capital city of the sector, and is neutral territory. The city is
the seat of power for the Sector Concordat, a triumvirate of elected officials
who each serve for 3 years. The elections are notionally free, but are dominated
by the Necromundan Houses and by the Guilds. Election turnouts are notoriously
low, and it has long been the custom for they’re to be a representative of the
Noble Houses, the Hive City Houses, and the Guild, virtually as permanent
members. The City is the hub of sector manufacturing, processing the raw
materials bought into the Hive through Freeport, and producing finished goods
for onward shipment up the Hive and back out through Freeport. The majority of
the population are factory workers, but there are also traders and the Bazaars
of Serenity City are exotic and interesting places where almost anything can be
procured. The heart of the city betrays its age and many ancient buildings
remain. Undertaking action in any neutral territory can be very unwise. Subtlety
is called for, or one can expect retribution from all who benefit from the
cities neutrality.
FREEPORT
– Freeport is
a small town that has grown out of, and in support of, the port area. The Guild
is dominant here and it is from the location of the Port, and the Flamingos
Gang, that this mutually beneficial alliance began. Freeport, essentially a
massive port with worker accommodation, never sleeps, and the lights from the
Port area can be seen from the other side of the sector. The Port is very useful
for illicit shipments of goods, which can be shipped in and out of the sector if
the appropriate palms are greased.
GREY LAKES
– The Grey
Lakes are regarded as something of a wonder in the Underhive. A natural spring
has maintained the water in a relatively good condition and its water is prized
by the Hive Houses. The Rivers that once flowed from the lakes have now been
piped over and are drawn into the rest of the Hive. The Lakes themselves are
navigable and are used for trade. There are persistent rumours, however, of
something lurking within the lake, although eyewitnesses are few and far
between.
HELLTOWN AND
THE ABYSS – Helltown is
a violent place acting as a gateway to the only accessible route in the level to
the deeper Underhive and the Hive Bottom. Travellers, adventurers, explorers and
fools mix with Underhive scum in a vast melting pot that frequently bubbles
over. The Flamingos (in support of the Guild) and the Arbites maintain only a
token presence here, and dominance of Helltown seemingly changes with the ill
wind that blows up from the Abyss. Very rare and archeotech items are often
available at a reduced rate in Helltown, which makes the risks associated with a
visit there almost worthwhile.
THE
MAP
The map is divided up into various sectors as follows;
Each gang Territory centres on a Mag Lev station. The
station itself adds no value or income, but provides access to any station
on the campaign map connected to the Mag Lev line (see ‘moving’. If a gang
looses all their territories it is assumed that they make a fighting
retreat to the station and flee.
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Territories are the lifeblood of the gang, the more you
have, the higher your income. Territories are generated randomly at the
start of the campaign. Gangs have one settlement and five supporting
territories. See generating territories below.
Blank territories are uncontrolled and can be claimed
by Gangs. To identify what a territory is you must ‘scout’ from an
adjacent square. How many gangers you send to ‘scout’ is up to you.
Remember strength in numbers and stealth are the key. Neutral Territories tend to be urban and governmental
sectors considered vital for the security of
Industrial/Economic/Administrative/Enforcement activity. Taking gang
warfare into these zones could be very costly as vested interested may
gather to enforce this neutrality.
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The Adeptus Arbites, or ‘Enforcers’, are the Imperial
Police Force. They are heavily armed and maintain effective and reliable
equipment. Moreover they are able to call on a range of reinforcements if
necessary, notably the PDF. The Arbites maintain ‘cantonments’,
effectively armed precincts in and around neutral territories.
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The Guilders are traders who operate in their own
interests, and in the interests of the Hive City, and even on occasion the
Noble, houses of Hive Primus. Although trade rivals the Guilders band
together to maintain set trading sectors. The Necromundan Houses maintain
their trading offices in these sectors.
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The Flamingos are the dominant gang in the sector. This
House Escher Gang is employed through a number of lucrative guilder
contracts and act as their enforcers. They dominate the northern Freeport
area and have an ‘understanding’ with the sector Arbites with whom they
have conducted joint operations in the past. This gang is very
dangerous. This is essentially a sector-sized series of ramps and
elevators and allows travel down to level 464 and up to level
462. Danger Territories can appear at any time. The
Administratum nominates them, and entry is forbidden, the ruling is
enforced by the Arbites. Expressways link Freeport with Serenity City, adjacent
sectors and the rest of the Hive. The expressways are wide motorways that
are reasonably well maintained. They are irregularly patrolled by the
Arbites. The Mag Lev links the major stations of the sector.
Minor stations exist in every sector the Mag Lev passes through. Travel
from one side of the sector to the other can be accomplished in hours. The
network is well maintained by the guilders that charge for use.
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GENERATING
STARTING TERRITORY
1.
Each Gang rolls a D12. This establishes at random the location of
their starting territory; there are 12 potential territory sites on the
map. Sites claimed are no longer available and the player rolls again.
Some locations are more advantageous, or flexible, than others. Remember,
the Green sector represents the Mag Lev station around which the Gang has
grown. (See ‘Annihilation’
below).

2.
The Gang then rolls a D6 to determine the location of their
starting settlement. This settlement represents the heart of the Gang its
family and friends. Unlike the randomly generated settlements all members
of this settlement are members of the gang, consequently a Juve is only
available on a roll of 6, on a D6, followed by a 5 or a 6 on a second D6.
Annotate the settlement in the hex randomly determined. I.e. 3 = Hex 3.
Its not rocket science!

3.
The Gang then randomly generates 5 further territories from the
Necromunda rulebook (P102), and determines their location with a D6 roll.
If a number is rolled twice simply use the next clockwise territory. Lets
assume, as above, that Hex 3 was generated as the gangs core Settlement.
The player rolls a territory; lets say ‘Slag’, and a 4. Hex 4 is a slag
territory. Lets assume the player rolls again, and gets ‘Tunnels’, but
rolls a 3 again for location. Hex 3 is taken, working clockwise, Hex 4
being taken; Hex 5 is the next clockwise free Hex. Hex % is therefore
‘Tunnels’.

MOVING
·
Gangs
have free movement within their own territories.
·
Each
Ganger may move into any territory adjacent to any existing Gang Territory –
even if held by another gang.
·
Moving
into a rival gangs territory (without invitation) will result in
confrontation.
·
Gangers may
only move one territory a turn. That is not to say that they all have to go in
the same direction!
·
Some may
scout, some may collect credits to support the gang, some may look for rare
items, some may trade, and some may stay put and simply scheme and plan!
·
Adjacent
territories must be scouted before a Gang knows what they contain.
·
However, if
tactics and strategy isn’t your thing you could just march into a territory and
try to take it over!
USING THE
MAG LEV
The Mag Lev
is an ancient monorail network that runs throughout the sector. The secrets of
the system are lost to the techs of the hive, and have yet to be broken by the
contingent of Adeptus Mechanus permanently stationed in Freeport conducting an
archaeological study of the system. The network itself uses very little power,
but is very efficient with the trains supported by a complex arrangement of
magnets making them virtually frictionless. (Imagine Japanese Bullet Trains meet
New York Subway).
·
The Mag Lev
network allows gangs to move rapidly across the sector.
·
Gangs may
leave the Mag Lev line at any point. Each sector that the Mag Lev passes through
has a minor station.
·
The Mag Lev
allows gangs to participate fully in the campaign, notably random events which
may occur anywhere in the sector.
·
The Mag Lev
also allows Gangs to assault other Gangs in lightening raids across the
sector.
·
Use of the
Mag Lev is free – It is a public utility sustained by the Emperors
beneficence.
ABOUT THE
STATIONS
Every Gangs
starting territories include a free Mag Lev Station. (Imagine Bristol Temple
Meads or Paddington rather than Cam and Dursley!). The Stations are not owned by
the Gang but are dominated by the Gangs ownership of the surrounding Territory.
The Stations offer no revenue, and are simply a campaign
device.
TAKING OVER
TERRITORIES
·
Occupying an
unclaimed territory for two campaign turns, beating off opposition as necessary,
entitles you to keep it.
·
Annexing and
occupied territory is accomplished in much the same way, occupying it for two
campaign turns, beating off opposition, usually the previous occupant, entitles
you to keep it.
·
See ‘the
Turn’ below.
·
Occupying
all the territories adjacent to a station gives you control of the
station.
LATE
ARRIVALS AND RUNNING OUT OF TERRITORIES
·
Unclaimed
stations at the start of the campaign remain in place, although the content/type
of the surrounding territories is not determined until accessed by a gang moving
into it.
·
In the event
that a new gang arrives in the sector they will be allotted a vacant station but
no surrounding territories. These will need to be investigated and held in the
normal manner. The Arbitrator cannot abide a lack of
punctuality!
·
In the event
that a Gang becomes ‘Ronin’ (see below) they may attempt to occupy an unoccupied
station.
·
In the event
that there are no vacant stations it is assumed late arriving gangs will simply
move on out of the sector, they will not be treated as Ronin Gangs as they
cannot trade on their reputation in the new sector – they have
none.
RONIN
GANGS
·
In the event
that a gang looses its last territory they will immediately withdraw to the
nearest unoccupied station, and begin again as if they were a gang new to the
territory. Their rating is unaffected.
·
In the event
that there are no vacant stations then the Gang is effectively Ronin. At this
point there are a number of options;
o
Another gang
may offer the gang sanctuary. The Ronin Gang must offer a ‘Blood Pact’ to its
new masters. It must also pass on 25% of its revenue to its Master. The Master
Gang must, in offering sanctuary provide at least one territory to the Ronin
Gang. The Ronin Gang may betray its master at any point, or switch Masters,
bearing in mind the consequences of such an action may be severe. (Note: No
actual real non-game blood is to be exchanged!)
o
The Ronin
Gang may offer its services to another Gang, or Institution as trouble-shooters.
Its offer may be refused.
o
The Ronin
Gang may become outlaws.
o
It may leave
the sector
o
Note: As
Arbitrator I do not want to be proscriptive, and will, of course, consider
alternative suggestions.
·
Offering
sanctuary it is entirely at the discretion of the other campaign gangs, as is
the number of territories (in excess of one) offered.
·
Under no
circumstances is pressure may not be bought to bear, and the Arbitrator will
penalise instances where such occurs.
·
Remember,
the Ronin gang may refuse any or all offers and leave the sector if they choose,
thereby withdrawing from the campaign.
RUNNING THE
CAMPAIGN

THE
ARBITRATOR
·
The
Arbitrator runs the campaign, initiates events, and arbitrates over all
disagreements. The arbitrator’s decision is final.
·
Gang Leaders
should inform the Arbitrator of their plans. The Arbitrator will treat such
disclosures with the utmost discretion.
·
The
arbitrator will feed information to the Gang Leaders, as appropriate, at the
start of each campaign turn. (See below)
·
Gang Leaders
may attempt to gain information from the Arbitrator (See
below).
·
The
Arbitrator controls the campaign turns.
·
The
Arbitrator represents the authorities and institutions within the sector and
will operate the Adeptus Arbites and The Flamingos gangs, in addition to any
additional NPC protagonists introduced in the campaign.
CAMPAIGN
TURNS
This is a
difficult area, which all gang leaders should note.
·
Turns follow
a strict cycle. The campaign is divided into turns, with each turn made up of
four phases;
o
Assessment,
o
Movement,
o
Action,
o
And
Consolidation.
·
The order of
play is determined on a first come first served basis. In the event of
simultaneous action, unless the Arbitrator rules otherwise, the turn is
determined on the basis of gang rating, with the lowest rated gang moving first.
·
Turns must
be completed within 2 weeks. The Arbitrator will randomly determine any
outstanding phases after those 2 weeks.
·
Turns cover
3 Saturday sessions. The last turn of each phase overlaps with the first turn of
the next phase. For example, Campaign Turn 1 starts on 15 May 04, Campaign Turn
2 therefore starts 29 May 04, and so on.
·
Assessment occurs at
the start of the Campaign Turn.
·
The
Arbitrator makes available information, and will answer up to 3 questions/
requests for further information, per gang, at his
discretion.
o
Requests for
further information cost 5% of the Gangs stash or 10 cr whichever is the
greater. The Gang leader must roll 1D6+ Initiative+ Leadership. The higher the
score, the better the quality and amount of information.
·
In this
phase Gangs may also make or openly break formal agreements such as
non-aggression pacts, alliances, or pacts of
brother/sisterhood.
·
Movement. Gangs may
make their movement only after they have conducted their Assessment Phase, but
they may announce their movements before the total Assessment Phase is
completed. Moves include preparing for combat, scouting, and invading
territories. Moves do not come into effect until the entire Assessment Phase is
complete. Movements precipitate confrontation.
·
Action involves
conflict as a consequence of the outcomes from Assessment and Movement phases.
Each Gang can initiate one action, but can respond to any number of actions as
long as time permits. So a Gang may;
Initiate an
action (i.e. Assault a neighbouring territory).
Respond to
other actions (i.e. respond to assaults).
The key though is time. Where possible initiated actions should be played
first, but it may not be possible for game purposes to play all of the response
games in each phase. Gangs will have to think carefully about how they order,
and deal with, each threat. Remember, holding a territory for two phases
entitles you to keep it. An invading gang not removed after two turns either due
to their opponent’s failure of action, or their absence, automatically annexes
the territory.
·
Consolidation sees the
gangs consolidate their positions in preparation for the next campaign
turn.
MISSING A
PHASE
If a Player
is absent for the Phase, and the Arbitrator is not informed of a Gangs
intentions for that Phase, the Arbitrator will roll on the following table (D12)
to randomly determine the Gangs actions.

Remember, if the player is
absent, so is the Gang Leader. If the Gang Leader continues to be absent the
Gang will not be in a position to fight back. In the end the Gang may loose all
its territory. If a Player has been absent long enough for this to happen the
Gang are assumed to have fled the sector. If you are going to be absent for a
long period tell the Arbitrator.
REVENUE
Gangs gain
revenue exactly in accordance with the content of the Necromunda Rule Book.
However, a Gang cannot gain revenue from one of their territories if a rival
gang occupies it. Equally revenue may not be gained from an annexed territory
until held for 2 turns.
COMMUNICATIONS
Gangs are
expected to manage any information obtained with discretion, and in the spirit
of the campaign. The Arbitrator will penalise any perceived infraction of this
rule in game terms, and in imaginative and subtle ways.

GETTING
STARTED
·
Pick a Gang
House
·
Inform the
Arbitrator
·
Roll for a
location (as described in this pack).
·
Roll for
territories (As described in this pack).
·
Create Gang
(as described in the Necromunda Rulebook).
·
Be available
on 15th May when the campaign begins.
LIMITATIONS
I have been
giving this a great deal of thought. Players are clearly keen to get experience
under their belt, and to get some practice in. This is all to the good, and I am
keen that Gangs have a little variation to them when we begin. However,
back-pedalling from my previous position on no restrictions, the following
limitations will apply;
o
Gangs cannot
enter the campaign with a rating in excess of 1500.
o
Gangs
cannot, by virtue of games played before the campaign, gain any additional
territories on the sector map.
However;
o
Gangs may
form alliances or pacts before the campaign begins.
o
Players may
inform the Arbitrator of any plans or intentions established before the campaign
begins.
In
effect;
o
Gang ratings that would
accrue higher than 1500pts as a result of practice games are frozen at 1500pts
until the campaign begins.
o
I have no objection to
practice games ahead of the campaign, but am conscious that we have to appeal to
experienced and novice players alike.
o
The threshold for
existing Gangs, new to the campaign, entering the territory may rise. New Gangs
entering the territory are on their own.









