Welcome fellow travellers and hive scummers, this is the coordination topic for our upcoming third Berlin Campaign, starting in August 2019.
We are going to use the Eternal Campaign Ruleset 2.0.0 by John Compton and his gaming group. These rules on only twelve pages try to combine the Original Rule Book (ORB) with the new rules (N18). It also has a good written guide for the pre- and post-battle sequence, so please make yourself familiar with the rules! (if you like, leave a rating at the download section)
Trying to get the balance for all player in the campaign rules is the formost aim of the decision to use this kind of campaign. This means being inactive doesn't slow other players down. And being an active player with an experienced gang shouldn't encourage less active players with lower gang rating or even vaporize them in the first round of play. At the same time the rules are as simple as possible, without to many house rules or restrictions. Nonetheless, we appeal to the participants to play nice and try to stick to the lore of their houses.
Due to different activities of the players (some play more, some play less), there is no spanning storyline intended for this campaign. Hopefully there will be some kind of narrative establish, when the gangs clash and perhaps some enmity developes or even alliances are forged. We'll see.
New player are always welcome and can join during a running campaign!
I'm looking forward to this next experience.
Please create your gangs you want to play with the Yaktribe Tool and post a link in this topic, so I can revise the information in the starting post.
[
(to be continued / edited)[/B]
We are going to use the Eternal Campaign Ruleset 2.0.0 by John Compton and his gaming group. These rules on only twelve pages try to combine the Original Rule Book (ORB) with the new rules (N18). It also has a good written guide for the pre- and post-battle sequence, so please make yourself familiar with the rules! (if you like, leave a rating at the download section)
Trying to get the balance for all player in the campaign rules is the formost aim of the decision to use this kind of campaign. This means being inactive doesn't slow other players down. And being an active player with an experienced gang shouldn't encourage less active players with lower gang rating or even vaporize them in the first round of play. At the same time the rules are as simple as possible, without to many house rules or restrictions. Nonetheless, we appeal to the participants to play nice and try to stick to the lore of their houses.
Due to different activities of the players (some play more, some play less), there is no spanning storyline intended for this campaign. Hopefully there will be some kind of narrative establish, when the gangs clash and perhaps some enmity developes or even alliances are forged. We'll see.
New player are always welcome and can join during a running campaign!
I'm looking forward to this next experience.
Please create your gangs you want to play with the Yaktribe Tool and post a link in this topic, so I can revise the information in the starting post.
- This thread is to discuss current campaign status, participants and their gang(s), latest games and potential real-life meetings.
- There is a Whatsap group for active or interested players, to chat about the game, and coordinate games. Ask @Fritz or @dabbk in PM to get added to the group.
- We meet regularly for standard games, mostly at the Funtainment Berlin or in private at our homes. We often play Fridays evening, starting at around 6pm.
Funtainment Berlin: Revaler Straße 1, 10243 Berlin-Friedrichshain, Station: Warschauer Straße. Fridays open until 12 pm for all the working guys. Gaming Tables can be reserved for a small fee, terrain can be borrowed. Special terrain can be borrowed for an additional small fee.
- Use the Yak Tool to keep track of your gang, their skills and experience points.
- Post your battle reports after your games here at the forum ( Player 1 - Player 2 - Scenario - Result - Territory loss yes / no) and perhaps one or two lines as a summary or some background developement of your gang.
- There is a Whatsap group for active or interested players, to chat about the game, and coordinate games. Ask @Fritz or @dabbk in PM to get added to the group.
- We meet regularly for standard games, mostly at the Funtainment Berlin or in private at our homes. We often play Fridays evening, starting at around 6pm.
Funtainment Berlin: Revaler Straße 1, 10243 Berlin-Friedrichshain, Station: Warschauer Straße. Fridays open until 12 pm for all the working guys. Gaming Tables can be reserved for a small fee, terrain can be borrowed. Special terrain can be borrowed for an additional small fee.
- Use the Yak Tool to keep track of your gang, their skills and experience points.
- Post your battle reports after your games here at the forum ( Player 1 - Player 2 - Scenario - Result - Territory loss yes / no) and perhaps one or two lines as a summary or some background developement of your gang.
We play according to N18, The Eternal Campaign Rules 2.0.0, Book of Peril and latest FAQs + the actual YAQ
In case of a difference between translated rules and original rules in english, the english version counts as correct!
In case of a difference between translated rules and original rules in english, the english version counts as correct!
Overseer: Requires a sucessful Leadership test to activate the chosen modell.
Skill Table for Ganger: Switch the results: 3-4 = WIL or INT (+5 Cred) , 8-9 = CS or BS (+10 Cred)
Tactic Cards: Both players agree before the match, whether they want to use tactic cards or not.
Weapons and Wargear can be switched between gangers, except for bionics or special equipment with permanent character (class restrictions still apply! Gangboss - Ganger - Champion - Juve). Please use common sense!
Skill Table for Ganger: Switch the results: 3-4 = WIL or INT (+5 Cred) , 8-9 = CS or BS (+10 Cred)
Tactic Cards: Both players agree before the match, whether they want to use tactic cards or not.
Weapons and Wargear can be switched between gangers, except for bionics or special equipment with permanent character (class restrictions still apply! Gangboss - Ganger - Champion - Juve). Please use common sense!
Of course not everyone knows everyone of the other players. But the last campaigns showed, that players played against the same 2 or 3 opponents. So please try to arrange matches with as many different opponents as possible for a bit of variety.
Please don't overload your gang with special weapons. Try to keep a ratio of 1:3 or 1:4 to regular available weapons. This isn't a strict rule and you won't be punished, but it can be quite frustrating to run against a gang with Plasma guns, grenade launcher and lot's of bolters and long rifles. So be nice!
A similar topic: don't try hard to get some uber-combo of skills. You could roll a dice for the skill charts instead of choosing a certain skill.
Please don't overload your gang with special weapons. Try to keep a ratio of 1:3 or 1:4 to regular available weapons. This isn't a strict rule and you won't be punished, but it can be quite frustrating to run against a gang with Plasma guns, grenade launcher and lot's of bolters and long rifles. So be nice!
A similar topic: don't try hard to get some uber-combo of skills. You could roll a dice for the skill charts instead of choosing a certain skill.
[Taken from Apocrypha Necromundus from Warhammer Community]
There is a common saying on Necromunda: ‘Scum always finds its way to the Sump’. This is as true of the billions of litres of human effluent, factorum waste and promethium run-off as it is of hivers. And down in the depths of the hive, where even the weak light of the great lumens doesn’t shine, there are whole towns of scum fighting and scavenging to stay alive. In this Apocrypha Necromundus, we take a look at the den of criminals known as Sump City, the lowest settlement in Hive Primus.
Bottom of the Hive Down the Abyss from Dust Falls, past the tunnels to Rust Town, Spoilheap and Port Mad Dog, the underhive grows dark. Deeper still, beneath the Delta-7 Badzones and the old ratskin trail to the White Wastes, the Abyss lives up to its name and the light of Dust Falls is hidden by miles of twisting tunnel. Finally, beyond the road to Two Tunnels and the Tangle, the Abyss reaches its end, opening up over the vastness of the hive bottom, and the frontier settlement of Sump City.
Rising up from the toxic sea around it, Sump City is the last port of call for gangs and guilders, who come here looking to seek wealth out in the midnight expanse of the hive bottom, or to sail out onto the sump sea in search of the sump spiders and their priceless diamond eyes.* Sump City’s only connection to the underhive is a series of ancient cable cars, the battered gondolas ferrying hivers up into the lowest levels of the Abyss, from where they can make the long journey back up to Dust Falls. Despite thin, poisonous air, chem-clouds that would make a Goliath’s eyes water, and regular mutie raids, Sump City is almost as prosperous as Dust Falls. The wealth brought in by spider hunters, archeotech scavengers and sump prospectors ensures its scrap markets are filled with rare and valuable items. Traders from Two Tunnels, Port Mad Dog and Dust Falls ferry the best of these goods up the Abyss, and sell it on to the guilds – at a substantial mark-up of course. This is largely possible because there is no formal Merchant Guild presence in Sump City. Despite agents of the Guild of Coin and Slave Guild frequenting its streets, the settlement has always been run by one gang or another. Up until recently, Sadie ‘Original’ Sinn and the Sump City Sirens did the job, though nobody has seen the Sirens for a while,** and recently the Carrion Queens and the Iron Lords have been duelling over the settlement.
One of the principal industries of Sump City is the trade in giant spider eyes. Spire Nobles will pay a small fortune for these precious gems, with the largest worth enough for slimedrifter captain to move uphive and live out their days in luxury. Harvesting the spider eyes, however, is no easy feat, and the larger the spider, the greater the challenge.
Even an immature sump spider is usually the size of a slave-Ogryn, with the largest as big as an Orlock battle-rig – gun turrets and all. With this in mind, serious hunters sail out in massive armoured scrap-ships, often with flotillas of smaller craft to act as lookouts and bait-men, to herd the spider toward the big ship’s gasharpoons. Of course, this is not always enough, and on the docks of Sump City, where hundreds of battered ships, barges and boats of all kinds hang out over the inky blackness of the sump,
half-cut sump-sailors like to spin yarns of the ones that got away. The tale of the Hydra, and its captain Haagan Valgotha, is perhaps the most persistent of these.)
[...]
Forgotten Riches
While some hivers come to Sump City to crew slimedrifters and trade in spider eyes, many come to hunt for archeotech. It is a widely accepted truth of the underhive that the lower you go, the better your chances of finding great wealth become.*** Guilders, nobles and crime bosses regularly hire gangs to head out into the wilds of the hive bottom in search of lost treasures. These can be anything from tech left over from centuries past to veins of valuable scrap or pools of concentrated chemicals, rare
underhive fungi, or even sump monsters for the fighting pits. Gangs like the Covenant of Shadows offer protection for archeo-hunters, and claim to know the best
places to explore. To no one’s surprise, the Delaque gang seems to use each expedition to somehow advance their own standing in Sump City. Then there are enterprising individuals like ‘Gruesome’ Gale, who professes to be the best Dome Runner in all hive bottom, and guarantees that with her, you’ll come back richer than you went out – or you won’t come back at all.
* The trick, as any spider hunter will tell you, is getting the spider to part with its eyes.
** Sadie’s gold-plated bolter was seen recently for sale in the Haggle at Dust Falls, so this probably
doesn’t bode well for her continued existence.
*** While it is true that going lower means better loot, it is also means the tentacles don’t have to reach so
far…
There is a common saying on Necromunda: ‘Scum always finds its way to the Sump’. This is as true of the billions of litres of human effluent, factorum waste and promethium run-off as it is of hivers. And down in the depths of the hive, where even the weak light of the great lumens doesn’t shine, there are whole towns of scum fighting and scavenging to stay alive. In this Apocrypha Necromundus, we take a look at the den of criminals known as Sump City, the lowest settlement in Hive Primus.
Bottom of the Hive Down the Abyss from Dust Falls, past the tunnels to Rust Town, Spoilheap and Port Mad Dog, the underhive grows dark. Deeper still, beneath the Delta-7 Badzones and the old ratskin trail to the White Wastes, the Abyss lives up to its name and the light of Dust Falls is hidden by miles of twisting tunnel. Finally, beyond the road to Two Tunnels and the Tangle, the Abyss reaches its end, opening up over the vastness of the hive bottom, and the frontier settlement of Sump City.
Rising up from the toxic sea around it, Sump City is the last port of call for gangs and guilders, who come here looking to seek wealth out in the midnight expanse of the hive bottom, or to sail out onto the sump sea in search of the sump spiders and their priceless diamond eyes.* Sump City’s only connection to the underhive is a series of ancient cable cars, the battered gondolas ferrying hivers up into the lowest levels of the Abyss, from where they can make the long journey back up to Dust Falls. Despite thin, poisonous air, chem-clouds that would make a Goliath’s eyes water, and regular mutie raids, Sump City is almost as prosperous as Dust Falls. The wealth brought in by spider hunters, archeotech scavengers and sump prospectors ensures its scrap markets are filled with rare and valuable items. Traders from Two Tunnels, Port Mad Dog and Dust Falls ferry the best of these goods up the Abyss, and sell it on to the guilds – at a substantial mark-up of course. This is largely possible because there is no formal Merchant Guild presence in Sump City. Despite agents of the Guild of Coin and Slave Guild frequenting its streets, the settlement has always been run by one gang or another. Up until recently, Sadie ‘Original’ Sinn and the Sump City Sirens did the job, though nobody has seen the Sirens for a while,** and recently the Carrion Queens and the Iron Lords have been duelling over the settlement.
One of the principal industries of Sump City is the trade in giant spider eyes. Spire Nobles will pay a small fortune for these precious gems, with the largest worth enough for slimedrifter captain to move uphive and live out their days in luxury. Harvesting the spider eyes, however, is no easy feat, and the larger the spider, the greater the challenge.
Even an immature sump spider is usually the size of a slave-Ogryn, with the largest as big as an Orlock battle-rig – gun turrets and all. With this in mind, serious hunters sail out in massive armoured scrap-ships, often with flotillas of smaller craft to act as lookouts and bait-men, to herd the spider toward the big ship’s gasharpoons. Of course, this is not always enough, and on the docks of Sump City, where hundreds of battered ships, barges and boats of all kinds hang out over the inky blackness of the sump,
half-cut sump-sailors like to spin yarns of the ones that got away. The tale of the Hydra, and its captain Haagan Valgotha, is perhaps the most persistent of these.)
[...]
Forgotten Riches
While some hivers come to Sump City to crew slimedrifters and trade in spider eyes, many come to hunt for archeotech. It is a widely accepted truth of the underhive that the lower you go, the better your chances of finding great wealth become.*** Guilders, nobles and crime bosses regularly hire gangs to head out into the wilds of the hive bottom in search of lost treasures. These can be anything from tech left over from centuries past to veins of valuable scrap or pools of concentrated chemicals, rare
underhive fungi, or even sump monsters for the fighting pits. Gangs like the Covenant of Shadows offer protection for archeo-hunters, and claim to know the best
places to explore. To no one’s surprise, the Delaque gang seems to use each expedition to somehow advance their own standing in Sump City. Then there are enterprising individuals like ‘Gruesome’ Gale, who professes to be the best Dome Runner in all hive bottom, and guarantees that with her, you’ll come back richer than you went out – or you won’t come back at all.
* The trick, as any spider hunter will tell you, is getting the spider to part with its eyes.
** Sadie’s gold-plated bolter was seen recently for sale in the Haggle at Dust Falls, so this probably
doesn’t bode well for her continued existence.
*** While it is true that going lower means better loot, it is also means the tentacles don’t have to reach so
far…
Name: John Lemon / Pierre
Gang: Orlock (to be confirmed)
Other systems played: King of War:Vanguard, Frostgrave
Prefered way of contact: email, yaktribe.
Name: Marrox / Robert
House and name of the gang played at the moment: Esher (54 Immortals)
Other systems played: AoS
Prefered way of contact: Whats App group
Name: NiklasL / Niklas
House and name of the gang played at the moment: Escher - Jem and the Holograms
Other systems played: 40K... but all my models are stashed back in Sweden
Prefered way of contact: WhatsApp
Name: Joe Qastus / ?
House and name of the gang played at the moment: Van Saar - Rad-Stalkers
Other systems played: 40k (SM, Knights), AOS (Slaanesh)
Prefered way of contact: WhatsApp
Name: Deadend / Karl
House and name of the gang played at the moment: Venators The Flayed men
Other systems played: Warcry
Prefered way of contact Whatsapp
Name: schwachmat3000 / Stephan
House and name of the gang played at the moment: House Escher - Chemical Sisters
Other systems played: Warhammer 40K
Prefered way of contact: Whatsapp
Name: Guarana / GuaranaHN
Gang The Heretic Head Hunters (Cawdor)
Other Systems: Kill Team, Gorkamorka ... maybe Warcry soon
Pref contact: WhatsApp
Name: Darnok / Konrad
House and name of the gang played at the moment: Chaos Cult "The Order Of The Bronze Star"
Other systems played: working on a CSM Kill Team right now, 40K (rarely played), BFG
Prefered way of contact: Yaktribe PM, Email once I know you
Name: Bonezai / Sebastian
House and name of the gang played at the moment: Genestealer Cult called "Sandschleicher"
Other systems played (e.g. Killteam, 40K, AoS etc): X-Wing, 40k, Underworlds, fantasy
Prefered way of contact: Whats App group
Name: Istvan666 / Stephan
Gang: van Saar - F-T-W
Other Systems: 40k(Space wolves, tyranids)
Prefered way of contact: WhatsApp#
Name: dabbk / Clement
House and name of the gang played at the moment:
Other systems played (e.g. Killteam, 40K, AoS etc): Vanguard
Prefered way of contact: Whats App group
Name: Fritz / Christian
House Cawdor - Emperor's Witnesses
Other systems: Warcry, Freebooters Fate
Prefered way of contact: Whats App group
Name: Ipcress / Sune
House and name of the gang played at the moment:The Return of Ipcress Caine (Venators)
Other systems played: Warcry / Killteam
Prefered way of contact: WhatsApp message or Yaktribe PM
Gang: Orlock (to be confirmed)
Other systems played: King of War:Vanguard, Frostgrave
Prefered way of contact: email, yaktribe.
Name: Marrox / Robert
House and name of the gang played at the moment: Esher (54 Immortals)
Other systems played: AoS
Prefered way of contact: Whats App group
Name: NiklasL / Niklas
House and name of the gang played at the moment: Escher - Jem and the Holograms
Other systems played: 40K... but all my models are stashed back in Sweden
Prefered way of contact: WhatsApp
Name: Joe Qastus / ?
House and name of the gang played at the moment: Van Saar - Rad-Stalkers
Other systems played: 40k (SM, Knights), AOS (Slaanesh)
Prefered way of contact: WhatsApp
Name: Deadend / Karl
House and name of the gang played at the moment: Venators The Flayed men
Other systems played: Warcry
Prefered way of contact Whatsapp
Name: schwachmat3000 / Stephan
House and name of the gang played at the moment: House Escher - Chemical Sisters
Other systems played: Warhammer 40K
Prefered way of contact: Whatsapp
Name: Guarana / GuaranaHN
Gang The Heretic Head Hunters (Cawdor)
Other Systems: Kill Team, Gorkamorka ... maybe Warcry soon
Pref contact: WhatsApp
Name: Darnok / Konrad
House and name of the gang played at the moment: Chaos Cult "The Order Of The Bronze Star"
Other systems played: working on a CSM Kill Team right now, 40K (rarely played), BFG
Prefered way of contact: Yaktribe PM, Email once I know you
Name: Bonezai / Sebastian
House and name of the gang played at the moment: Genestealer Cult called "Sandschleicher"
Other systems played (e.g. Killteam, 40K, AoS etc): X-Wing, 40k, Underworlds, fantasy
Prefered way of contact: Whats App group
Name: Istvan666 / Stephan
Gang: van Saar - F-T-W
Other Systems: 40k(Space wolves, tyranids)
Prefered way of contact: WhatsApp#
Name: dabbk / Clement
House and name of the gang played at the moment:
Other systems played (e.g. Killteam, 40K, AoS etc): Vanguard
Prefered way of contact: Whats App group
Name: Fritz / Christian
House Cawdor - Emperor's Witnesses
Other systems: Warcry, Freebooters Fate
Prefered way of contact: Whats App group
Name: Ipcress / Sune
House and name of the gang played at the moment:The Return of Ipcress Caine (Venators)
Other systems played: Warcry / Killteam
Prefered way of contact: WhatsApp message or Yaktribe PM
(to be continued / edited)[/B]
Last edited: