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Necromunda

Our Campaign

  • Chaos - Dave, Slack\
  • Neutral - Me, Charles\
  • Law - Char, Choo\

Campaign Rules

Useful Info & links

  • 6 Campaign Weeks
    • 3 Weeks Insurrection, 1 Week downtime, 3+ Weeks Damnation
    • Downtime week is space for more wacky adventures and shit
    • Spending time (Underhive pg 57 All_rules pg 192)
    • Last 3+ weeks have special damnation rules (Underhive pg 57? All_rules pg 192)
  • Choose sides (Chaos/Nutral/Law) DONE
  • Order starts in acendency
  • Equal number of fights per player per Week
  • Available scenarios are on a list
    • Random scenario each fight, there's a table in the Rules section
  • Tactics cards
    • Scenrio rules detail what you can do with them
    • use the tactics cards from house of book
      • If no house book use standard cards
  • Tracking on discord?

Rules

Start of Week

  1. Territory
    1. Each territory role from the card details
  2. Some gangs can roll on the gang reputation table and get suff
  3. HOUSERULE :- Can re-equip people with items gained, Choo can use stash on gene smithing on new recruits (as it's a really important mechanic)
    1. This is only really important for the very start of the campaign we're noting it so everyone gets the same rules

Each scenario of the Week

  1. Do experience spends
  2. Roll on scenario table
  3. Roll the ascendency effect for the battle (pg 56 of Dark Uprising All_rules pg 190)
  4. Do the scenario stuff
  5. FIGHT
  6. Post battle sequence
    1. Leader and champions can make 1 action (All_rules pg 113)
      1. Medical Escort
      2. Execute captive fighters
        1. The gang needs to have had a chance to rescue them (run scenario)
      3. Special actions
      4. Scavenge (Damnation)
    2. Rosta updates (pg )
      1. Delete dead/retiring
        1. Champions can set up etc
      2. Re-equip step
        1. Hire
        2. Buy/Sell equipment
          1. sell = value - d6x10 min 5 loss
      3. Redistribute equipment
    3. Can maybe choose to go to the trade post TBD: on when we allow this
      1. should be balanced - e.g. everyone gets to go after x scenarios

End of the Week

  1. Total wins from chaos factions and law factions (pg 81 Dark Uprinsing core book)
    1. Neutral are always the opposite of the faction they are fighting
    2. If both sides are the same faction then roll-off d6 winning side is their alliance or picks if neutral
  2. If chaos gains ascendency THEN each player pick territory to become ruined
  3. No house favours (because Char can't access them)

House Rules

  1. Re-equip from post battle actions can be done in pre-battle actions to allow folks to spend xp/creds if they need to leave early
  2. Start of week can re-equip people with items gained, Choo can use stash on gene smithing
  3. For xp gain in scenarios shooting people into terrain and taking them out counts for shooting attacks
    1. Agreed with Char, Choo, Dave, Pete
    2. Agreed because Char is all about knocking people back
  4. Player with lowest total gang value choose who they fight
    1. TBD

Combat Rules

From page 213 in All_rules

Helpful tools to help make this easier

Tabletop Simulator yaktribe Has gang creation/tracking tools GANG Spreadsheet

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