N18 Necromunda as a Dungeon Crawl/RPG?

HiveJive81

Ganger
May 10, 2018
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United States
So, I had an idea.

5 players, each of them get 300 credits to purchase a Champion with gear.

And I've got a bunch of random miniatures recently- Poxwalkers, Gellarpox Infected, everything from Blackstone Fortress (including the expansions), Genestealer Cults, Chaos Cultists along with the Renegades and Heretics stuff from Forge World, and even some Drukhari.

I was thinking these guys are in a part of a hive that's been overran and isolated, and they're sort of a group of the lone survivors- so they have to work together and complete missions and secure territories. I could put them up against 2000 points of enemies every mission.

Anyone ever done anything like this?
 
Sounds like a good time, I recently ran a special between campaign scenario for two players to wrap up their last gang's narratives with 3-4 fighters each. It was a bit of a dungeon crawl, we had a blast.
 
Would you be randomly spawning the tiles like they used to do with some rules like Advanced Heroquest?

What I did was lay out the tiles, and doors, but not contents until they saw them. I did have sentries wandering around, and one kept going back and forth through a particular door that housed the big bad. The players were having fun musing about his odd behavior, little did they know he was probably having a mental breakdown at the sight of the monstrosity beyond that door, barely contained in hexagramatic wards...
 
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What I did was lay out the tiles, and doors, but not contents until they saw them. I did have sentries wandering around, and one kept going back and forth through a particular door that housed the big bad. The players were having fun musing about his odd behavior, little did they know he was probably having a mental breakdown at the sight of the monstrosity beyond that door, barely contained in hexagramatic wards...
Yep that works, I take it was a bit bigger than usual and people had to 'unlock' the doors.
 
Yep that works, I take it was a bit bigger than usual and people had to 'unlock' the doors.

Yes. It was the prison break scenerio on 4x4 zone mortalis. They had a rough idea of the layout and possible exits due to some pre battle narrative. I'll eventually get to posting pictures in my Queen's Dome Turf Wars 3 Campaign log.
 
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Yes. It was the prison break scenerio on 4x4 zone mortalis. They had a rough idea of the layout and possible exits due to some pre battle narrative. I'll eventually get to posting pictures in my Queen's Dome Turf Wars 3 Campaign log.
You could say that the Gangs have 'info' and maps of the area, but no idea what is contained. So once a door is opened then 'random events' start to happen. I've been painting a shed load of old GW pirates from the 80's to use as hive scum and other randoms. But also use as a Orlock gang, so I could easily use them for this. Just need to get hold of some random monsters and other models to mix it up a bit more.
 
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I've been pondering this a bit for my own campaign and fleshed this little bit of info out today -

Following up the current Necromunda Campaign. I was thinking about some extras that can be inserted into campaigns, little events and scenarios to mix up these things a bit more. So, this is something that I was pondering, as part of the Law and Misrule event.
Part of the Hive has been rediscovered, as you can imagine the gangs are fighting with each other to get access and information about it and what it could be. But this part of the hive, while it has not been accessed by the gangs has been in use to other members of the hive for some time. Pirates, Hive scum and other various groups have known about it for years, making money on the side. Those looking for adventure or maybe some luck, either with help or guidance from those in the Hive in the know. Some are just simply lead into the tunnels and then murdered, but a few get lucky. While all this had been going on, stories have come out of this 'forgotten realm'. Stories of monsters and creatures, roaming mutants, signs of Chaos, and other things that scream sounds no person should ever hear. As you can imagine, also comes opportunity. In the last few months, some have return with stories of lost treasures, forgotten labs, armories and strange technologies. The gangs have taken notice, not just the gangs, but the authorities too. All keen to flex their power, something new is rising, and of course new ways to die.
So, with this theme I was thinking that while the campaign is running, the gangs are also trying to get more information about this new area. There are several known maps and guides, that can help the gangs explore and plunder these new areas.
For example; 'Mad Jack', who came back from the lost section mumbling more than usual, and more flush with funds than expected. Seeing Jack getting drunk in a bar, some hivers ended up in a fight, thinking they could steal Jacks new wealth. Unusually Mad Jack won, thanks to a hand full of digi lasers and a compact plasma pistol that took out his opponents.
Or a local settlement has started turning a noticeable profit, selling maps and helping guide those foolish enough to enter into this 'realm'.
With each game, we could add a sub plot, those gangs could get advantages to their exploration later in the campaign to explore this new area. Those advantages from the first 2/3 games (must play gangs you've not faced) could be:
Mad Jack as a Guide, Maps, secret routes, door codes, other guides, hidden tunnels and hidden escape routes (free bottle?).
Then it would be a rush to the new realm, with or with-out the extras to help. D3+1 gangers will go, as while it is lucrative, death could mean a higher risk of not getting back (modified D66 table if you die). The first games being an area set-out on the tiles, locked doors, random events, plus wandering monsters/guards/other gangs. Those with maps would have info about what is here, or abilities to re-roll events, lock/unlock doors, discover secret routes (add tunnel) and much more.
The gangs can choose to work together and divide the spoils (helpful for those without maps and stuff or smaller gangs) or rush in and try to take it all.
All this could be repeated, so play some rackets, fight for control with each other. Then explore more, which each time could mean various rewards ranging from tech, funds, Xenos weapons, black market items and even new 'territories'. Though all this will be a work in progress, with me trying to balance it, control the monsters, 'pirates gangs’ and other things that lurk.
 
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Along with this, I want to tune the Law and Misrule rules that are in the Book of Judgement. So the same as the Guild gangs, you need to roll a D6 and add your gangs reputation to see if they will help. This helps out those gangs in trouble, but the powerful ones only get the basic affects. Though I will have to decide the differences, as the Cold Trader adds a powerful sub gang (2 Ogryn like body guards), the Fall Imperial is a bit weaker, but still a capable unit.
 
I did something like this recently with my group and it was a lot of fun. The dungeon crawl is supposed to be part of a larger campaign where they will eventually be facing off against each other. So part of the rules was that players are allowed to attack each other when going through the dungeon crawl and try to 'steal' another player's kills to get the experience and loot.