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Necromunda Ninety Fivers Campaign Variant 1.2

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Aulenback

Hive Guilder
Yak Comp 3rd Place
Mar 29, 2016
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Aulenback submitted a new resource:

Ninety Fivers Campaign Variant - N23 rules for an N95 style campaign

A small Campaign Variant, parallel to those found in the 2023 Core Rule Book, aiming to evoke directly the need to have healthy Gangers to work Territories, and the scrabble for Profits out of a gang's Income. This is different from the "Classic Campaign" variant which simply removes Brutes, and restricts gangs to their Gang's starting equipment list (which is already true in Dominion campaigns).

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Considering adding in that the gang can purchase a number of Rare (X) or Illegal (X) items up to the bonus gained to the Rare Trade roll, additionally. That would restrict a gang to typically between 1 and 4 Rare Trade items per game (similar to the D3 plus bonuses in N95).

And considering noting a standard inclusion of the following optional rules: Unreliable Weapons, Hail of Bullets, Wild Grenades and Shells, and Exploding Weapons
(from the N23 Core Rule Book), again due to similarity to the original. But those ARE already in the book as optional rules.

EDIT: added the limit to number of rare items. Did not add the other rules as standard, as they are accessible enough anyway.
 
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Second session in this campaign format later tonight. Our first session, a couple of weeks ago, had the two gangs involved make from an Escape The Badzone scenario and working territories, after Income Table, 95 and 55 credits in profits, respectively. One gang bought one rare trade item worth 30 credits, and hired a ganger, the other gang bought two rare trade items worth 25 credits each, while rarity rolls were good.
 
Two scenarios this evening. No territories gained or lost. One a decided victory for the (GSC), the other a decided victory for the Delaque. In both cases, incomes were flattened successfully. In the first, Stand Off, one gang made 55 credits after income table, the other 40. The ghast harvest scenario was a sweep, but despite that, the winning gang after ghast riches and territories came home with 95 credits, and the loser (me) still 40.

No rare items bought by either gang, only common/gang list.
 
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Two more games today. Sneak Attack, which the attacking pit slaves won solidly, which netted when combined with the income from territories - including from the Corpse Farm from "retiring" Furiosa with her Lasting Injury, 55 credits which was enough to afford a second Gladiator (Aberrant) but no extra equipment. Thankfully, the Scabber Hanger-On allowed the purchase of an inexpensive weapon. Hangers-On who affect income or give breaks on costs are proving especially valuable in the 95ers Campaign. The Delaque with their Whisper Merchant came out with 40 credits in the bank.

The second game was Takeover - the attacking Delaque captured two landmarks, but chose to give up on the third. Technically a win for the pit slaves, but effectively a draw, ecept for a net gain of one Reputation. Once again, income amounted to 55 credits, and the same for the Delaque with their Fixer hero and their Whisper Merchant, with which they finish up with 100 credits unspent - enough to hire some more Juves, perhaps? The Pit Slaves thanks to a high Rarity roll had just enough to buy an Isotropic Fuel Rod, which they did, immediately converting the Tunnels into a Settlement

So far, five games in, two of which were ties, the gangs' incomes seem quite similar, but also are very much the same close-run thing from the original N95 edition of the game. Gangs creep up in gang rating, and that as much through Advances as through equipment. Rare gear stays rare not only because of limits on the number of rare items per game, but mostly because of simple credits.