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General => Tabletop Games => Necromunda => Topic started by: newton on May 28, 2018, 06:11:08 AM

Title: Necromunda campaign rules
Post by: newton on May 28, 2018, 06:11:08 AM
Starting gangs 1000 credits
None arbertrated as per Gang War 3 where one is required I will forfill the role.
All rules in the offical rule book, Gang War FAQ, and White Dwarf are valid. The living rule book is considered valid, but in the event of conflict offical GW document is correct.
WISIWIG is not fully required but strongly encouraged. A pistol weapon must be represented by a pistol, gravey weapons by a similar. Multiple CC weapons must be represented.
Painted gangs are encouraged.
Any beta rules will be considered on a case by case basis.


The campaign style will be Done Rush.
The random events p44 GW3 will be used
Any missions which don't require an arbertartor are valid
A hive cycle will be 3 weeks (subject to change) In that time a player must have played one game.

As I think of things will add them....

Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on May 28, 2018, 12:04:57 PM
Best painted, and best gang name/named gangers
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 04, 2018, 12:08:29 PM
I'd like to take part but I haven't played the new rules yet is that an issue
Title: Re: Necromunda campaign rules
Post by: newton on June 04, 2018, 12:19:56 PM
I'd like to take part but I haven't played the new rules yet is that an issue


Yes it is.
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on June 04, 2018, 01:46:59 PM
The rules are relatively easy to pick up once you get going, unfortunately the rulebook isn't  very helpfull. Let me know if you fancy a demo.
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 09, 2018, 10:12:44 AM
The rules are relatively easy to pick up once you get going, unfortunately the rulebook isn't  very helpfull. Let me know if you fancy a demo.

Thanks Ian, are you free for intro game in next few Fri's ?

Where's the best place to find all the lists we can pick from, are they all on the necromunda
https://necromunda.com/start-playing/

Or does anyone have linke to the rules we can use.
Title: Re: Necromunda campaign rules
Post by: newton on June 09, 2018, 10:48:13 AM
The (unofficial) living rule book can be found on these topics http://www.gatekeepers.me.uk/gateforum/index.php?topic=1233.0 (http://www.gatekeepers.me.uk/gateforum/index.php?topic=1233.0)

The get you by gangs are on the site but most have a gang War book out now. The living rule book has all you need.
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on June 09, 2018, 02:16:47 PM
Cool I'm booked next week, but after that I'm free just let me know what suits bests. I have the core set inc gangs etx  ready to use, but if you want to make your own gang up thats fine too.   :)
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 10, 2018, 10:20:08 AM
Cool I'm booked next week, but after that I'm free just let me know what suits bests. I have the core set inc gangs etx  ready to use, but if you want to make your own gang up thats fine too.   :)
.

So 22nd then ? If so that sounds good to me cheers mate 🙂
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 10, 2018, 11:46:33 AM
Stupid question as I'm just flipping through rules tying to decide on a gang, when creating a gang can you give your gangers more armour as it seems to only mention what weapons you can give them
Title: Re: Necromunda campaign rules
Post by: newton on June 10, 2018, 12:30:21 PM
They can take additional wargear, from the gang equipmebnt list. But you have to pay.

When setting up you have to use the gang equipment list but after that can use the trading post.
Title: Re: Necromunda campaign rules
Post by: newton on June 10, 2018, 01:00:46 PM
What gang are you thinking of running?
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 10, 2018, 01:09:55 PM
What gang are you thinking of running?

Haven't decided yet just reading through stuff, main book says gangs up to 1,500 are we plying smaller gangs if we're playing to 1,000
Title: Re: Necromunda campaign rules
Post by: newton on June 10, 2018, 01:23:35 PM
Campaign gangs are 1000, as standard
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on June 10, 2018, 05:12:41 PM


So 22nd then ? If so that sounds good to me cheers mate 🙂

Cool lets do that

Gangs start at a 1000, but can vary accross campaign  with injuries etc, also for some missions you won't use your whole roster, so smaller games are quite likely. So if you stick 600 creds of a gang togeter we can play that level no problem.

Title: Re: Necromunda campaign rules
Post by: Creamywynch on June 10, 2018, 06:02:38 PM
I would love to join, but prob won’t be at the club till late July unfortunately. Hoping to get the Van Saar gang though
Title: Re: Necromunda campaign rules
Post by: Starscream on June 10, 2018, 06:27:17 PM
Here is a good army builder (in browser). Ive found it really useful https://yaktribe.games/underhive
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on June 10, 2018, 07:07:37 PM
I'm planning on doing some one day narrative events later in the year. Have some cool ideas, not sure if they will be stand alone, of a club night campaign, or a campaign spread over several one day events yet.

Either way you can join after the campaign started, so dont worry about being late.

Thankfully my pc is fixed, so I can get organised now.
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 14, 2018, 05:18:40 PM


So 22nd then ? If so that sounds good to me cheers mate 🙂

Cool lets do that

Gangs start at a 1000, but can vary accross campaign  with injuries etc, also for some missions you won't use your whole roster, so smaller games are quite likely. So if you stick 600 creds of a gang togeter we can play that level no problem.

Sounds good
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 16, 2018, 11:54:45 AM
Just to double check as well as the original post states WD gangs ok

As far as I know that means Chaos, Genestealer, Venator are ok to use yes ?
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on June 16, 2018, 11:57:27 AM
Just to double check as well as the original post states WD gangs ok

As far as I know that means Chaos, Genestealer, Venator are ok to use yes ?

Yes
Title: Re: Necromunda campaign rules
Post by: newton on June 16, 2018, 01:19:26 PM

Ian is correct
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 16, 2018, 02:46:03 PM
I thanks both, I'm just being super indecisive at the moment
Wondering if I could use the Venator rules to represent Pit Fighter gang 🤔
Title: Re: Necromunda campaign rules
Post by: newton on June 16, 2018, 02:48:17 PM
Ummm interesting question.....dont See why not just cross out the name
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 16, 2018, 02:57:47 PM
Ummm interesting question.....dont See why not just cross out the name

They have a fairly versatile list of weapons to represent the powered bionics, and armour to represent the robotics also
Title: Re: Necromunda campaign rules
Post by: Starscream on June 16, 2018, 05:39:16 PM
Cool idea!
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 17, 2018, 11:43:53 AM
Cool idea!

I've looked at using them o make a Spyre gang too, seems fairly versatile
Title: Re: Necromunda campaign rules
Post by: Starscream on June 17, 2018, 02:59:24 PM
Yeah its cool i hadnt appreciated how customisable it is.

Would you do conversions for spyrers or do you have original minis?
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on June 17, 2018, 05:17:47 PM
Yeah its cool i hadnt appreciated how customisable it is.

Would you do conversions for spyrers or do you have original minis?

I'd have to do conversions as I never got the spyre gang when underhive was originally released, it was looking like too much of a project (& poss too small a gang) to learn playing with lol

Ian on that note I've ordered stuff to build my gang but it's not clear if it'll arrive by this coming Fri for our game if it's not too much of a prob are you able to put together an appropriate gang from your box set for me to have the practice game with ? Thanks
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on June 17, 2018, 05:30:07 PM
Yeah its cool i hadnt appreciated how customisable it is.

Would you do conversions for spyrers or do you have original minis?

I'd have to do conversions as I never got the spyre gang when underhive was originally released, it was looking like too much of a project (& poss too small a gang) to learn playing with lol

Ian on that note I've ordered stuff to build my gang but it's not clear if it'll arrive by this coming Fri for our game if it's not too much of a prob are you able to put together an appropriate gang from your box set for me to have the practice game with ? Thanks

Yes, I have the Goliath and Escher from the set built to match the pre generated rules, so no worries.

From what Forgeworld/GW have said they intend to release models and/or rules for everything from old Necromunda, plus new stuff. So expect Spryers to come eventually, plus lots of other cool stuff.
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on July 01, 2018, 02:46:57 PM
Quick Q

How do melee weapons with 2" L range work (lash whip foe example) as as far as I can see you have to be b2b for close combat, so is the 2" essentially a ranged attack with the melee weapon ??
And do you have to roll ammo dice if using something like las cutter in melee ???

Thanks
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on July 01, 2018, 03:35:11 PM
Does it have ‘versatile’ on its profile?

Versatile weapons can be used to make ranged attacks within a short range, and melee attacks in b2b.

Only example I can think of is the shock whip Escher can take. It’s a very situational ability. There was a question on the necromunda Facebook group about this the today.

Necromunda 2017 group

Never seen a law cutter, if it has an ammo characteristic then roll ammo die, otherwise don’t need too.
Title: Re: Necromunda campaign rules
Post by: newton on July 01, 2018, 03:52:58 PM
If it's a ranged weapon even used in CC pistol you have to roll the amo dice.  And needs the meele or  pistol trait  to be used in CC you can't use a melee weapon to make ranged attack unless it has the versatile trait.
Title: Re: Necromunda campaign rules
Post by: CarcerDrex on July 04, 2018, 07:16:41 PM
Cheers guys
Title: Re: Necromunda campaign rules
Post by: Starscream on July 09, 2018, 12:26:00 PM
WISIWIG is not fully required but strongly encouraged. A pistol weapon must be represented by a pistol, gravey weapons by a similar. Multiple CC weapons must be represented.
Painted gangs are encouraged.

Not sure how I missed this on the first read through. But will you be modelling up some "gravy weapons" for our campaign game on Friday Ian?
Title: Re: Necromunda campaign rules
Post by: Skeletor on July 09, 2018, 02:12:57 PM
WISIWIG is not fully required but strongly encouraged. A pistol weapon must be represented by a pistol, gravey weapons by a similar. Multiple CC weapons must be represented.
Painted gangs are encouraged.

Not sure how I missed this on the first read through. But will you be modelling up some "gravy weapons" for our campaign game on Friday Ian?


AH bisto ! ;D could be a gravy thrower rather than a chem thrower which shoot's boiling gravy  :D
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on July 10, 2018, 09:38:42 PM
I'm to tired to come up with decent food/weapons crossover :'(

Is it KFC gravey? I heard that was banned in the underhive...only available in the spire.

I could paint brown puddles on the floor, or replace all Toxins and Gas with boiling hot gravy?

Or I could pour gravy Granules over a board use them for basing and texturing?

Gravey never leave home without it...
Title: Re: Necromunda campaign rules
Post by: Starscream on July 11, 2018, 09:18:54 AM
Preparing some 3D terrain for our game
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on July 11, 2018, 09:50:05 AM
Preparing some 3D terrain for our game

Cool
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on July 16, 2018, 07:41:53 PM
Ok so the Campaign has now officially kicked off, this first Cycle will run until the 24th August, the seocnd Cycle will then start and run until the 22nd September.

I'll post notes here if anyone has questions feel free to ask  :)

- The Campaign is broken into Turf Wars which are further bnroken up into Cycles, our first Turf war, starts now and ends on the 22nd. You could consider this Turf War to be a prologue of things to come, and chance to get comfortable with the rules/gang composition/etc. You should aim to play 1 game per cycle as minimum.

- Yon can join the campaign at any time, with a 1000 credit gang.

- You can retire your gang and start a new one at the end of a cycle.

- You can play a campaign game against someone who isn't currently in the campaign, if your opponenet agrees. You can gain xp/injuries etc, but you must declare this is what your doing at the start of the game.

- Format for the first Turf War is 'Dome rush' from Gang war 3. Gangs count thier turf as 1, and can never gain new turf, instead if you gain turf from a scenario you receive  D6 X 50 credits, additionaly items in the trading post have their rarity reduced by 2.

- On 22nd Sept I've booked the hall for a day of open gaming, with the aim of running a special finale game for our first turf war in the afternoon.  I'm not planning on any structured gaming in the morning but, I hope it provides opportunity for people to get games in if they can't make it to Fridays. Or maybe earn some extra xp, before the big showdown.

Otherwise all rules as per gang wars/rulebook/faq etc.
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on September 03, 2018, 08:53:26 AM
Quick Monday update...

The current campaign we're running now will last until December, I'd like to start a new campaign next year.

Current Turf War will go into downtime on the 14th until 28th September, when a new cycle will start.

Downtime is like putting the campaign on pause, basically you can't play campaign games. We can play side battles (the more unusual arbitrated scenarios).
Gangs don't gain rep,income, or rewards. There may be special or unique rewards from the scenario. Fighters gain exp, and suffer injuries, but never go into recovery, anyone in recovery when downtime starts automatically leaves recovery.

Downtime also presents an opportunity, for anyone to correct errors, make minor changes to their gangs, or refresh their gang, please pm if this is something you want to do, I'm open to pretty much anything.

I'd like to arbritate a downtime side battle on the 14th, I'll put a post on the book a game tab, if anyones interested feel free to put your name down  :)

Finally next years campaign will probally be a Dominion campaign using fresh gangs. I' d like to book a another 1 day event, or organise a club night event to kick it off. I'm thinking about a February/March Start date. I'm anticipating two campaigns next year each one lasting about 4 months. This is all subject to change though.
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on September 03, 2018, 11:21:58 AM
Please also note that any income you get by default is once per cycle, I think we've missed this on most gangs.

I'll also belatedly point out that the first cycle ended in August, we're currently on the second, which ends on the 14th Sep. Cycle 3 starts on the 28th.

A house gang gets 10 credits per turf, after the first game per cyclce, from the second cycle onwards. So every Houses gang should have earned 10 credits from this, plus remmeber since we're playing a dome rush everytime a house gang takes turf you earn d6x10 credits, but you don't gain Turf. You just scavenge and move on.

Every little helps  :)






Title: Re: Necromunda campaign rules
Post by: CarcerDrex on September 03, 2018, 08:16:47 PM
Are we not meant to generate income after each game then?  (may have read the above wrong)
If not I'd say that makes a big difference
Title: Re: Necromunda campaign rules
Post by: evil whoopas mk2 on September 03, 2018, 09:52:56 PM
Are we not meant to generate income after each game then?  (may have read the above wrong)
If not I'd say that makes a big difference

No, we're supposed to receive income after the the first game of the second cycle, then the first game of every cycle after. Your Rep based income might be different I'd have to double check, but I would bet its the same. 

I wasn't going to worry about it at this point. I think its just us not knowing the rules, and poor organisation on my part, I should have made the meaning of the cycles clearer, so sorry for that. I think its unfair to take away, so we'll let the gangs run as they are. There will be opportunity for people to  get a cash injection, over downtime, should hopefully balance it out, plus it will gives us a chance to experiment with some new toys, which I'm looking forward too.