10 minutes ago I woke up from A Dream about A Necromunda Campaign and The Campaign had many things both in it and about it that were unique, I remembered everything. What do you think of this Necromunda Campaign from my Dream and even though it'll never become a actual Necromunda Campaign I want to know how people think they'd play it, what kind of models they'd use and what stuff they'd give their models. Here's everything I remember
Its based on the idea of the dying stages of A Gang War that has ravaged, maybe I should say decimated?, this part of The Underhive for 52 years
During the 52 year long Gang War that has ravaged, maybe I should say decimated?, this part of The Underhive 104 Gangs have been completely obliterated
Even if you only count the people that have been officially confirmed as died the deaths amount of over 8,200 Gangs members, over 4,300 Bounty Hunters, over 3,400 Enforcers and over 16,700 civilians
That’s why The Campaign only has 6 Gangs, they must be from A Different House and every Gang starts The Campaign stronger then roughly 80% of Gangs are at the end of a very long, meaning 20 or more weeks of real time, Campaign
And
Those are how the person running the campaign justifies the following
All Gangs get 4,300 Credits to spend on their Juves, Prospects, Gangers, Champions and their Leader and in case you’re wondering but they can’t use any of it to buy Hangers-on, Brutes, Pets and Beasts
The reason all 6 Gangs can’t use any of those 4,300 Credits to buy Hangers-on, Brutes, Pets and Beasts is because all 6 Gangs each get 600 Credits for Hangers-on, 1,100 Credits for Brutes, 1,100 Credits for Pets and 1,100 Credits for Beasts
As they’ve been fighting in this 52 Year Gang War for at least 18 years Juves and Prospects can each start with 2 things that are either Rare or Illegal and those 2 things can have either A Rarity Value or A Illegal Value of up to 9
As they’ve been fighting in this 52 Year Gang War for at least 25 years Gangers can each start with up to 4 things that are either Rare or Illegal and those 4 Things can each ither A Rarity Value or A Illegal Value of up to 11
As they’ve been fighting in this 52 Year Gang War for at least 35 years the maximum of 7 Specialists that A Gang can start with up to 6 things that are Rare or Illegal and they can each have either A Rarity Value or A Illegal Value of up to 13
When I say maximum of 7 Specialists I refer to the fact that you are guaranteed to be able to take up to 4 Specialists, 3 of which don’t automatically promote to Champion and you can get up to 3 more from Advance Rolls
As they’ve been fighting in this 52 year Gang War for at least 45 years and roughly 93% of them have been in it for the full 52 years Champions and Leaders can start with 8 Rare and/or Illegal Things and theirs have no limit on The Rarity or Illegal Value of the stuff thy start with
Because you start with them, they’ve likely been with your for at least 10 to 12 years and their loyalty is several times greater then most members of their profession The Hangers-on, Brutes, Pets and Beasts you start with don’t count against your normal limit
Almost all members of all 6 Gangs are, by Underhive Standards, very close to entering old age and some have entered old age, which is why all member of 6 Gangs have learnt, often grudgingly to have the common sense needed to not grow too attached to the stuff they fight with
That is the reason why even though in most Campaigns you can’t sell or store stuff belonging to members of your Gang in this Campaign you can
That is also is the reason why even though in most Campaigns members of your Gang can only own 5 Weapons, of which only 1 can be bulk, in this Gang all members of all Gangs can own as many weapons as you can afford and the limit on only being allowed to own 5 Weapons, of which only 1 can be bulky, has been changed
The rules change means that A Model can own as many Weapons as you want/can afford, and the old limit of only being allowed to own 5 Weapons, of which only 1 can be bulky, now applies to what a model can use in A Game
Saying that though any Hangers-on, Brutes, Pets and Beasts you recruit in the campaign do count against your normal limit
What’s more if any of the Hangers-on, Brutes, Pets and Beasts you start with either die or leave and you replace them then their replacements also count against your normal limit
Each Gang can choose 2 types of Hanger-on that are available to all Gangs, all Hangers-on of those 2 types know that your Gang can be trusted to look after most if not all Hangers-on of their type
That is why you can recruit 1 more then normal of both types but when creating your Gang you can only choose the normal maximum number
As a example of choosing 2 types of Hanger-on that you can recruit 1 more then normal of both types if A Escher Gang choose Auto-Jacks and Mad Docs then when creating your Gang I think you could only choose up to 3 Auto-Jacks and 2 Mad Docs but once the campaign has started I think you could have up to 4 Auto-Jacks and you could also have up to 3 Mad Docs
I also forgot to mention that if theirs 1 or more Hangers-on that only you Gang can use then your can use double the normal maximum amount, but if take more then the normal maximum amount then for every 1 you take over the normal maximum amount he or she costs triple what he or she would normally cost
As a example only Escher Gangs can use Apprentice Chem-Smyths, I think they cost 55 Credits and I think you can normally only have 1 but if I'm right then in this campaign you could have up to 2 Apprentice Chem-Smyths but if you did then your Gangs 2nd Apprentice Chem-Smyths would cost you 55x3 or 165 Credits
As they’ve had many years to recruit Hangers-on, Brutes, Pets and Beasts that would normally rather be dead then work with A Gang from their Gang can recruit 2 Hangers-on and 1 each of Brute, Pet and Beast that are normally only available to A Gang other then theirs
What’s more if it’s a Brute, Pet or Beast that your Gang can normally use you ignore any limit on the number you can have. See below for 1 example of both of those
The 1 example of both of those is that all Gangs that aren’t from House Goliath can have 1 Sumpcroc, and Gangs that aren’t from House Goliath can have 1 Sumpcrocs as you can, or, as is more likely, you think they can afford
Sadly you can only recruit Hangers-on, Brutes, Pets and Beasts that would normally rather be dead then work with A Gang from your Gang House when creating your Gang and once the campaign has started you lose the ability to do this
Hangers-on, Brutes, Pets and Beasts that most Gangs pay more for cost the same for every Gang. For example A Goliath Gang would pay 25 Credits for A Chem-Dealer and every other Gang would pay 50 Credits for A Chem-Dealer but in this Campaign all Gangs 25 Credits for A Chem-Dealer
All 6 Gangs start with 5 Underhive Scummers that all have 1 Mesh Armor, 1 Sword and 1 Respirator, they can spend up to 95 more Credits of other stuff, 1 Item can have A Rarity of up to 9 and because all 6 Gangs start with them their both free and you don’t have to pay to keep them
All 6 Gangs start with 2 Bounty Hunters that all have 1 suit of Light Carapace Armor, 1 Power Sword, 1 Respirator, 1 set of Smoke Grenades and 1 Skin-Blade, they can spend up to 220 more Credits of other stuff, they can have up to 4 Rare Items that can have A Combined Rarity of up to 44 and because they start with them their both free and you don’t have to pay to keep them
What is more if all 6 Players agree, but they don’t have to, then 1 of the 2 Bounty Hunters all 6 of them get will start with 1 free Las-Pistol/Plasma Gun Combi Pistol and when I say free I meant that its cost doesn’t come out of The 220 Credits they get to spend on other stuff
Hangers-on can’t gain experance but you can pay for them to gain advances but the cost is double the amount that the advance would normally increase The Gang Members Credits Value by
To have survived this long both Bounty Hunters you start with will have become veterans, that’s why after choosing their stats you get to choose advances worth up to 220 Credits
Its also why they both get +1 M, +1 BS, +1 T, +1 W, +1 A, +1 LD and +1 WP and its also why they get 1 Shooting Skill and 1 Combat Skill of The Players Choice and 1 Cunning Skill and 1 Savant Skill chosen at random
To have survived this long all 5 of The Underhive Scummers you start with will have become veterans(by their standards), that’s why they get to choose advances worth up to 115 Credits
Its also why they all get +1 W, +1 A, +1 INT and its also why they get 1 Cunning Skill of The Players Choice and 1 Shooting Skill chosen at Random
As they’re all veterans of between 18 and 52 years of Fighting every few days all 6 players get to choose 14 models that all get +1 to every stat and as every Gang gets these bonus’s it doesn’t increase the Gangs Credit or XP Values
Its also why each player chooses 1 Juve and 1 Prospect that both get 1 free random Primary Skill and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values
Its also why The 3 Specialists you’re guaranteed to get that don’t start as A Champion 1 free Primary Skill of the players choice and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values
Its also why The 1 Champion you’re guaranteed to get that was A Specialist gets 1 free random Primary Skill and 1 free Primary Skill of the players choice and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values
Its also why up to 4 Champions that start as Champions get 2 free Primary Skills of the players choice and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values
Its also why every Gangs Leader gets get 2 free Primary Skills of the players choice, 1 free Random Primary Skill and 1 Random Skill from any List and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values
Its also why every Gang leader that’s from House Orlock get 1 Random Legendary Name and Gang Leaders that aren’t from House Orlock get 1 Random Skill from the table that only their Gang can use and as all Gangs get to do this it doesn’t increase the Gangs Credit or XP Values
When starting your Gang you can buy any and all Rare and Illegal Items but that’s because you’ve been building your Armory for decades but once the campaign starts everything, including Common Items, are at least fairly hard to get and most are very hard to get
That’s why once The Campaign starts Common Item cost double what they normally cost, Rare Items cost triple what they normally cost and Illegal Items cost quadruple what they normally cost
As well as which once The Campaign starts to buy A Rare Item you’ve got to roll twice and pass both rolls and Rare and to buy A Illegal Item you’ve got to roll 3 times and pass all 3 rolls
All Gangs get to promote 4 Gangers, not just 1 to Specialist and they get to promote 1 of those 4 to Champion, you choose which 1’s you promote when you recruit them and that’s so you can equip them appropriately
They also get to promote either 1 Juve or 1 Prospect to Champion and just like with The 4 Gangers that you promote to Specialist and the 1 of those 4 you promote to Champion you choose which 1 you promote when you recruit them and that’s so you can equip them appropriately
All Gangers start with 6 Advance Rolls, up to 4 Gangers that didn’t automatically promote to Specialist can promote to Specialist
No matter which advance roll it was that resulted in A Ganger that promote to Specialist he or she still gets his or her, up to 5 more, rolls on The Ganger Advance Table
As even the most inexperienced(?) Juves and Prospects has been fighting for at least 18 years and most of The Gangers Member have been fighting for at least 30 years and The Champions and Leader have been fighting for at least 42 years
That is why all regular(?) Gangers start with The 36 XP needed for their 6 advances, normal(?) Juves, normal(?) Prospects, The 3 Gangers that start as Specialists but don’t start as A Champion get 42 XP, Champions that didn’t start as A Ganger get 52 XP and Leaders get 60 XP
As well as which even though promoting from Specialist to Champion only(?) costs 15 XP and The 3 Gangers that start as Specialists but don’t start as A Champion get 42 XP none of The 3 Gangers that start as Specialists but don’t start as A Champion can spend 15 XP to also start promoted into A Champion
1 bit of info I’ve decided to mention separately is that the maximum of 4 Gangers that aren’t guaranteed to start as Specialists but do get the 36 XP needed for 6 advances also get another 8 XP
In theory The 1 Juve or 1 Prospect and The 1 Ganger that start as A Champion both gain 59 points of XP and the reason I say in theory is because they don’t get to keep and/or spend any of those 59 points of XP
The reason they don’t get to keep any of it is because as soon as you choose The 1 Juve or 1 Prospect and The 1 Ganger that start as A Champion you must sacrifice it to buy +1 WS, +1 BS, +1 W, +1 A, +2 LD, +1 INT, +1 WP and either 1 Primary Skill of The Players Choice or 1 Random Primary Skill
All Gangs start with A Alliance with 1 Noble House of their players choice that can’t be lost and they also start with 1 Alliance with either A Crime Syndicate or Guild of their players choice, but unlike their Alliance with 1 Noble House of their players choice their Alliance can be lost
All Gangs start with A Reputation of 60+1 or 62, not including bonuses from other Settlements(see later) and A Turf of 21 and as long as their original Leaders alive their rep
If your Alliance with A Noble House is with House Greim then even though the model that get seconded is normally chosen at random you get to choose who gets seconded and that is because of all the trust you’ve build up over the last 52 years
Normally if you lose A Game theirs a chance that you will lose 1 or more members but because of all the trust you’ve build up over the last 52 years if this happens you only lose 1 member and if you must lose 1 member then you have A 50/50 chance of being able to choose which 1 member your Gang loses
All Gangs get 2 Random Rackets that are both free and permanent, 2 Random Intrigues that are both free and permanent and they also get A 3rd Intrigue that’s both free and permanent but this, 3rd, Intrigue must be The Price of Peace
All Gangs will have either A very large Number of very low income Territories or A Very Small Number of very high income Territories or a mixture of low, meaning not very low, income Territories and high, meaning not very high, income Territories
I think its worth mentioning that some Gangs will also make use of things like Vents and Tunnels that make no money but can be and nearly always are useful
Although all Gangs will have a large amount of variance in most of the territories they have all Gangs automatically start with 1 Gambling Den, 1 Drinking Hole, 1 Settlement, 1 Workshop, 1 Chem Pit and 1 Stinger Mould Patch
I decided they’d all get 1 Stinger Mould Patch because all gangs can use it to cure any injury other then memorable Death and Gangs that have been around as long as these will know how useful that is and all of them would have made sure they get at least 1 Stinger Mould Patch
Beca they also all get 1,000 Credits with which to buy Territories, purchasing each Territory costs double the amount in would normally earn your Gang and you can freely choose your Territories from any Official Book
Vents and Tunnel Networks are 2 exception and because they let you deploy up to 3 models at the end of turn 1 they each cost 50 Credits per Vent and/or Tunnel Networks
Another exception is Friendly Doc and that’s because A Friendly Doc reduces the cost of A Medical Escort by 10 Credits, to a minimum of 0 Credits, and is why it also cost 50 Credits per Friendly Doc
Yet another example is getting A 2nd, or more, Stinger Mould Patch/Patch’s and that’s because if you’re Gang isn’t A Escher Gang then once per game A Stinger Mould Patch lets you ignore any injury other then Memorable Death and is why it also cost 150 Credits per Stinger Mould Patch
If you’re Gang is A Escher Gang then once per game A Stinger Mould Patch lets you ignore any injury, even Memorable Death and it still only(?) costs 150 Credits per Stinger Mould Patch
Because of The Unique way Mine Workings work when choosing your Territories you get to choose how many Credits they earn you per week and their cost is equal to the number of Credits they earn you pay week +another 30 Credits
Settlements are the 1 exception to that and that’s because Settlements don’t give you Cash but they can potentially give you A Free Ganger Settlements cost 100 Credits
And
Here’s a few examples of that
If I wanted to only use Territories from Gang War 1, but I never would and lets be honest would anyone ever do that, and I fancied a challenge then I might decide go for A slightly smaller(?) then normal Number of Territories most of which are fairly wealthy and those that aren’t either are or can be very useful
That’s why if I did that, but I never would, I’d go for 2 Spore Caves(240x2 or 480), 2 Drinking Holes(80x2 or 160 Credits), 2 Friendly Docs(50x2 or 100), 1 Mine Workings that gives me 80 Credits per week, (80+30 or 110 Credits), 1 Settlement(100 Credits) and 1 Vents(50 Credits)
And
All in all that means that if I did do that then I’d start with 17 Territories that consist of 3 Drinking Holes, 2 Spore Caves, 2 Friendly Docs, 2 Settlements, 2 Spore Caves, 1 Gambling Den, 1 Workshop, 1 Chem Pit, 1 Stinger Mould Patch, 1 Mine Workings that gives me 80 Credits per week and 1 Vents