Text Box: NECROMUNDA
THE THETA 462 CAMPAIGN
DURSLEY GAMES CLUB 2005
 

 

 

 

 

 

 


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Text Box: Necromunda.  Untold billions of the Emperors subjects call it home; it is the source of hundreds of Imperial Guard regiments. It is a powerhouse of armaments and manufacturing. It is a vital way station to a score of troubled sectors and profitable trade routes. And it is a living hell. 

When man first set foot on Necromunda, long ago beyond the span of history’s memory, it was a very different place with a different name, a name now long forgotten. It was a place of life’s potential hope, and that hope now cruelly blackened it bears a new and better name, Necromunda – the world of the dead. 

From space it floats like a dull and sightless eye. The milky grey clouds that totally enclose its surface hiding the endless barren ash seas that stretches from pole to pole. The ground is death, dense iron- grey deserts of ash waste where nothing but bacteria and disease and radiation ravaged refugees survive. The air is death, the dense cloud cover locks in the burning heat and smog produced by the countless manufactora that dot the spires that stretch like burnt and tortured trees from the planets surface. Ironic really. The only place of life on the planet is these oases of death.

The roots of the hive, the original cities planted in that more innocent time are lost beneath the ash wastes. Over the millennia the cities have grown, climbing against the out of control greenhouse effect caused by the over pollution, climbing for life, for air, climbing to be free of the industrial waste that grew around them until the worlds resources were gone and the original planet was buried like memories.

It is a world where what makes life worth living is expensive, but life itself is cheap. It is a place where people are free to think themselves free, but only to live that lie. It is a place where life is bought by bullet blade and blood. This world is dark. Welcome.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


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.

 
 

 

 

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.

 
 

 

 

 

 

 

 

 

 

 

 

 

 

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.

 
 

 

 

 

 

 

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.

 
 

 

 

 

 

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.

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


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

 

Text Box: Remember! WYSIWYG.
The models representing Gangers must conform to how the Ganger is armed. Grenades are assumed to be hidden in pouches etc, but, for example, a model armed with a Shotgun cannot represent a Ganger armed with a Bolter.
 

 

 

 

 

 

 

 

 

 


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.

Text Box: 1: Joyride!: The gang leader absent, and senior members of the gang 
idle; D3 Juves go on a joyride uphive. Caught by the Enforcers, they will 
miss the next game unless the Gang Leader posts bail (D3 creds each: roll 
once to determine the bail.)

2-3: Lazy weekend: With no leader to enforce his will, the gangers simply 
idle away the week. A few (D3+1) conscientious members may collect their 
income as usual.

4-6: Itchy feet: Every member of the gang will attempt to scout another hex.

7-9: The Old Grind: The Gang remains stationary and collects income by 
robbery, blackmail and all the other tools of the ganger's trade.

10-11: Motivated: Terrified by their leader's threats, the gangers collect 
income as usual, and 1 ganger will scout an adjacent property. If the leader 
has the 'killer rep' skill, D3 gangers will scout.

12: Rumours: The gangers collect income as usual, but rumour has it that an attack will be made... If an attack occurs, the gang is well prepared, and 
gets +1 on all ammo rolls for that game only.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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.

Text Box: REMEMBER. THE ARBITRATOR IS ALWAYS RIGHT.
 

 

 

 

 

 

 


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.

Text Box: THETA 462 NECROMUNDA CAMPAIGN. BEGINS SOON.
 


 

Text Box: THETA 462 CAMPAIGN