So my son (age 14 as of May 2020) and my daughter (age 9 end of April 2020) have both picked up an interest during the Coronavirus lockdown.
So much so that they're just getting a gang each (ryanBSM is getting Van Saar, and LaceyBSM is having Escher- whilst I plan to rock the Goliaths) and we are going to run a hybrid Dominion/Perpetual campaign to help them get into the game.
I'm going to try and keep an updated and descriptive gallery here:
So the plan is to run along the narrative here:
"An old section of the Underhive has collapsed, revealing an old sector, potentially rich for the pickings, in a relatively uninhabited area of Manufactorium Sector 48.
Sector 48 has been scoured clean for as long as anyone can remember and so receives less attention than other sectors, but this new collapse has allowed some relatively new gangs to take advantage and gain turf unmolested by other, more well established gangs."
This way we can justify the 3 new starting gangs in an area with no enforcers or whatever plus it opens up the narrative after the initial campaign closes where they can delve deeper into the collapsed manufactorium and play some more complex games later on once this campaign is done. I myself am relearning the game after a 20 year break so really looking forward to this.
The Map:
So you'll have seen the hex map being used to control the progress of the campaign and the turf and starting areas have been fairly equidistant in thier placement and the base camp hex tile has been surrounded with 6 tiles under the gang control.
We then randomly allocated 1 turf each from the pool of 9 drawn turf cards leaving the other 6 open to capture later (making sure that no gang held an advanced boon turf to start with). This piece of turf was then attached to the controlling gang area and we placed them in an anti clockwise direction so there was a little consistency in the start up layout.
The rules of the map: (WIP)
All players roll for priority and the highest roller chooses the order the players declare all thier planned moves on the map.
Movement Rules:
Each gang has 2 "moves" per round (a round taking place between games once all gangs have fought). These moves can be spent as follows:
1) Moving into an adjacent tile from a controlled tile, capturing it. This can be repeated allowing the gangs second move to originate from the tile captured by the first move.
2) Move into any open tile on the map that is not connected to one of your controlled tiles, but this costs you both of your moves, but will allow you to claim the tile, unless you lose a challenge (see below).
Capturing Turf
in order to capture a piece of turf, players need to have captured an adjacent tile beforehand. It will cost players both moves to attempt to capture the turf. A player will automatically capture turf unless challenged (see below)
Challenges and Gang Fights
Gangs can challenge each others moves directly in order to try and slow their progress on the map. A free challenge means that the challenger will be able to fight the challenged gang in a narratively appropriate scenario to be determined at random. If the challenger wins the battle, then the tile remains unclaimed. Each gang may always make 1 free challenge in addition to a challenge where moves are spent.
If the challenger wishes to spend a move (if adjacent to a controlled tile) or two moves (if not adjacent to a controlled tile) and wins the battle, then they claim the tile. If it is a turf tile, but the challenger doesn't control an adjacent tile then they will capture an unclaimed adjacent tile instead. This may result in turf becoming hotly contested whilst another gang moves across the map unchallenged, so choose wisely! Only one challenge where moves are spent may be made per turn.
This means that with the additional free challenge, gangs may fight up to two times in a round, and must fight at least once by choice.
A win in either challenge by the defender will result in the defender claiming the tile as intended.
The campaign ending:
The campaign will come to an end at an appropriate time, either by narrative, all turf being captured and held or one gang advancing to the point where gameplay is less fun. In other words... we will keep playing till it finds it's own suitable ending which will then end up being drafted up as some story to be shared around the underhive.
Thanks for reading, C&C welcome as always, but do remember this campaign is to introduce some depth to my kids and thier first foray into Necromunda proper.
So much so that they're just getting a gang each (ryanBSM is getting Van Saar, and LaceyBSM is having Escher- whilst I plan to rock the Goliaths) and we are going to run a hybrid Dominion/Perpetual campaign to help them get into the game.
I'm going to try and keep an updated and descriptive gallery here:
Old Manufactorium Collapse: Sector 48
- RonBSM
- 13
The maps, models, terrain... all sorts relating to the campaign.
So the plan is to run along the narrative here:
"An old section of the Underhive has collapsed, revealing an old sector, potentially rich for the pickings, in a relatively uninhabited area of Manufactorium Sector 48.
Sector 48 has been scoured clean for as long as anyone can remember and so receives less attention than other sectors, but this new collapse has allowed some relatively new gangs to take advantage and gain turf unmolested by other, more well established gangs."
This way we can justify the 3 new starting gangs in an area with no enforcers or whatever plus it opens up the narrative after the initial campaign closes where they can delve deeper into the collapsed manufactorium and play some more complex games later on once this campaign is done. I myself am relearning the game after a 20 year break so really looking forward to this.
The Map:
So you'll have seen the hex map being used to control the progress of the campaign and the turf and starting areas have been fairly equidistant in thier placement and the base camp hex tile has been surrounded with 6 tiles under the gang control.
We then randomly allocated 1 turf each from the pool of 9 drawn turf cards leaving the other 6 open to capture later (making sure that no gang held an advanced boon turf to start with). This piece of turf was then attached to the controlling gang area and we placed them in an anti clockwise direction so there was a little consistency in the start up layout.
The rules of the map: (WIP)
All players roll for priority and the highest roller chooses the order the players declare all thier planned moves on the map.
Movement Rules:
Each gang has 2 "moves" per round (a round taking place between games once all gangs have fought). These moves can be spent as follows:
1) Moving into an adjacent tile from a controlled tile, capturing it. This can be repeated allowing the gangs second move to originate from the tile captured by the first move.
2) Move into any open tile on the map that is not connected to one of your controlled tiles, but this costs you both of your moves, but will allow you to claim the tile, unless you lose a challenge (see below).
Capturing Turf
in order to capture a piece of turf, players need to have captured an adjacent tile beforehand. It will cost players both moves to attempt to capture the turf. A player will automatically capture turf unless challenged (see below)
Challenges and Gang Fights
Gangs can challenge each others moves directly in order to try and slow their progress on the map. A free challenge means that the challenger will be able to fight the challenged gang in a narratively appropriate scenario to be determined at random. If the challenger wins the battle, then the tile remains unclaimed. Each gang may always make 1 free challenge in addition to a challenge where moves are spent.
If the challenger wishes to spend a move (if adjacent to a controlled tile) or two moves (if not adjacent to a controlled tile) and wins the battle, then they claim the tile. If it is a turf tile, but the challenger doesn't control an adjacent tile then they will capture an unclaimed adjacent tile instead. This may result in turf becoming hotly contested whilst another gang moves across the map unchallenged, so choose wisely! Only one challenge where moves are spent may be made per turn.
This means that with the additional free challenge, gangs may fight up to two times in a round, and must fight at least once by choice.
A win in either challenge by the defender will result in the defender claiming the tile as intended.
The campaign ending:
The campaign will come to an end at an appropriate time, either by narrative, all turf being captured and held or one gang advancing to the point where gameplay is less fun. In other words... we will keep playing till it finds it's own suitable ending which will then end up being drafted up as some story to be shared around the underhive.
Thanks for reading, C&C welcome as always, but do remember this campaign is to introduce some depth to my kids and thier first foray into Necromunda proper.