N18 The Sump-Dwellers. A returning player's campaign thread.

Pacific

Ganger
Apr 10, 2018
109
196
78
South Wales
Hey folks,

Am just about to get a new campaign off the ground. As a returning grognard to the game (the last time I ran a campaign was back in 2002 I think, about 20 years ago!) it's been something of an experience re-acquainting myself with the rules, the new miniatures and what has changed in the meantime. The guys I am going to play with are quite casual wargamers, so I wanted to try and run a campaign that would be fun, have the core elements of the game, but not overwhelm them with special rules or too much material (after reading, I can totally see where the moniker 'Bookmunda' came from, as things used to be much simpler! :) ). I have to say this website has been absolutely invaluable in determining how to play the game; I'd like to say a big thanks to @alexflagg , @TopsyKretts and @FerociousBeast amongst some other guys who have been really helpful with their threads and comments just for starters!

So I'm hoping to use the thread to both follow the campaign, give battle reports etc. but also hopefully be useful as a resource for anyone in the same position as me, who has some experience with wargaming but has been living out on the ash wastes in Necromunda terms and is trying to get back into the game.

So without further ado..

The Campaign
I thought it would be fun to have an online resource for tracking the campaign events, rules/summary sheet downloads, and a gang map. This one is still a WIP at the moment but hopefully gives the idea! Will use the super-useful Yaktribe gang management system for people to track their gangs etc. In my last campaign I used to print off little newsletters with campaign events (news of deaths etc) every week and the guys coming into the store would read it, so this is the modern equivalent! It will contain things like a hire page (for bounty hunters), hints of upcoming events etc.

The Sump-Dwellers campaign page

Accessible from the page, again this was from Yaktribe, will be used to add a visual element to gang territory. We will probably do some themed terrain around some of the scenarios in game too, and have left some space for new people joining the campaign
Main%20Map_Starting.jpg

The Rules
After much humming and harring I have tried to settle on something that is a kind of hybrid system of NCE and N17/18. A one line summary is the 'core' game mechanics and roster creation is from N17/18, with the pre and post-game sequence (income, injuries, scenarios, experience) from NCE for that game's balancing elements. Have also taken elements of the Yaktribe FAQs and other errata.
Click on the link for the download: Campaign rules & errata

The Games
Above all I want this to be a fun, narrative lead experience for the guys playing. After a few introductory games to get an understanding of the mechanics (this is as much for me as them!) I've combed Yaktribe, the web and old WD magazines for some fun game ideas. These will include some classics, "the thing from the sump", adaptations of events from other games ("escape from Shelob" from Lord of the Rings for example - gangers must escape down some tunnels will a giant spider chasing them), as well as some classics from film media - zombie outbreaks, 'The Hunger Games' where each gangs Juves need to compete in a battle to the death. More details will hopefully follow! I am in the game as a player, but will be more of an arbiter for the campaign and instead take the role of stepping in to play when needed.

Any thoughts or C&C very much appreciated, and hopefully I'll have some more updates (as well as miniature pics and things like that) when I get there!
 

cronevald

Gang Hero
Jun 5, 2016
1,037
2,186
123
Missoula, MT
I think I really like what I see here. For me the main selling point of the new rules is alternate activations, while the big letdown continues to be the campaign/progression rules. It makes me wish I had an active group to test these out.
 

cronevald

Gang Hero
Jun 5, 2016
1,037
2,186
123
Missoula, MT
One question I have is how you will handle rare trades in the post game sequence. Will you use a list of random items, or the rarity roll system from the new game?
 
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Pacific

Ganger
Apr 10, 2018
109
196
78
South Wales
One question I have is how you will handle rare trades in the post game sequence. Will you use a list of random items, or the rarity roll system from the new game?

I'm going to leave it open to the players to choose. So if you know what you want (e.g. a Bolt Pistol) make the rare roll from N17/18 and then, providing your roll is good enough then you can find that item.
If you want to leave it to chance you can use the NCE system of a D3 (+1 for each supporting ganger) then roll the D66 for the chart.
This way I hope to have the best of both systems; people can try and kit out for specific wargear if they definitely want stuff, but still the option for the randomness and entertaining random items of the original (and potential for finding a couple of items rather than just one). I guess the equivalent of a Buy It Now on ebay or just randomly trawling for stuff, bidding and crossing fingers! :)

Thanks a lot for the comments guys. Am just painting up the remaining guys in the gangs before we organise the opening game. It might take a while, but will keep everyone posted!
 

Pacific

Ganger
Apr 10, 2018
109
196
78
South Wales
Campaign Intro Game

Just getting the first game of the campaign setup. This is an intro game and as a few of the guys in the campaign haven't played Necromunda before we wanted something fun and easy to play, that introduced the rules. A friend I am running the campaign with came up with the idea, based on the Knights of the Old Republic computer game. Apparently on the first level you are playing through and fighting a bunch of easy level characters and just run through cutting them down. We won't be worrying about pre and post game mechanics (XP or anything like that) and any deaths and injuries here won't count towards the campaign, that can come later.

Firstly, a teaser: There is a new player in town that has taken residence in the old ruined cathedral in the centre of Sump-Town (this is given to the players as a tease and there will be an accompanying event story on the blog)
Main%20Map_Campaign1.jpg


I've got hold of the Frostgrave cultists box and am in the process of building up about 20 of these guys. They will have a very, very poor stat line (think 40k Imperial Guard conscripts but with Strength and Toughness 2!) Most of them will be armed with just hand melee weapons with a few of the weaker shooting weapons mixed in. 1 will be armed with a grenade launched (with BS2, that will be to teach the scattering or misfire rule :) )

full.jpg


Each player will have 3 standard gangers plus a specialist/champion, so again the attempt is not to overwhelm.

Any C&C very welcome - will hopefully have another update soon :)
 

Pacific

Ganger
Apr 10, 2018
109
196
78
South Wales
An update on the blog - this is for the players in the campaign to read, prior to the first game
Event: Teach the Children-of-Guttenberg Cult a lesson

Text copied out below:

Teach the Children of Guttenberg cult a lesson!​

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Having recently setup a base in the ruins of the old Sump Cathedral, the Children of Guttenberg (as they call themselves) have been annoying all of the gangs in the neighbouring area by not only refusing to pay 'protection' money, but also continuously knocking on doors, offering their pamphlet 'The Meat Tower', and refusing to go away, even when the gang members hide and pretend not to be at home or say they are not interested.

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The cult have also started putting graffiti all over the area, and sticking up posters that are really difficult to remove and leave a residue on the walls.
Finally, promises of a 'fun time' at the Cathedral were put into question, after a few gang members turned up to a planned orgy and it was just a bunch of fat naked dudes.

The gangs in the surrounding area have decided something must be done to put the cult in their place. Putting aside their own feuds and agreeing a truce, a few members of each gang travel to a local market (where they know the cult have organised a recruitment, dance and sex-toy sales day) in order to teach them a lesson..
 

Pacific

Ganger
Apr 10, 2018
109
196
78
South Wales
Campaign Intro Game - Teach the Children of Guttenberg Cult a lesson!
Here is the finished draft, including photos, for the opening intro game mission.

Sump Dwellers - Scenario Page

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Text of the campaign scenario copied below under the Spoilers. Sadly we had to cancel our opening game as I had Covid but hopefully we will get to play soon. Any thoughts or C&C very appreciated!

Teach the children of guttenberg cult a lesson!
Intended as an intro scenario to Necromunda for new players and a fun co-operative narrative game for 1-4 players

Scenario background: See https://sumocatretro.wixsite.com/sump-dwellers/post/teach-the-children-of-guttenberg-cult-a-lesson

Forces: Players should choose up to 4 gang members to take part. The Gang Leader cannot be included, instead the gang will be led by a single chosen Champion or Specialist, with the rest comprised of gangers or juves from each player’s roster. Hangers on or Bounty Hunters may not be selected.
As this is intended as an introduction game, it is suggested that gangers chosen have a ‘standard’ loadout as much as is possible, with weapons using few special rules.
For the opposing Cult forces, have an approximate 1-1 ratio with the gang players.
The player controlling the Cult fighters should play this as an introductory game, explaining the rules, playing thematically, so as to make the game as entertaining as possible (so the players want to come back!)

Setup: The cult members are busy haranguing locals and handing out obscene literature. Place the cultists in a scattered manner in small groups, at least 12” from every table edge. The gangs are moving in to ambush the cultists. Each gang should enter from a different table edge, and take in turns to place their gang members following a roll-off. Gangers should be placed less than 4” from a table edge.

Turn Order: As this game is a co-operative mission, the Cult forces should activate after each player activation (rather than after all player activations have completed). Ending the game: The game continues until no fighters (either gang members or cultists) are left on the board. There are no involuntary bottle rolls.

Experience: If this is an intro/learning game XP and injuries do not have to be used, however these XP bonuses can be used if you wish. + D6 Survives: Any fighter taking part in the battle that survives earns D6 experience. Regardless of whether they were taken out of action or not. + 5 Per Wounding Hit.

Special Rules: These should be visible to players before the game The following stats can be used for the standard Cultists. As members of the cult they subsist on only ‘the Seed of Father Guttenberg’ and so are extremely puny fighters.

SoG_stats.png


SoG_overseer_stats.png


SoG_fatherGuttenberg_stats.png


Wargear & Equipment: Miniatures are armed with the equipment seen on the miniature or similar, for ease of play. They should have very limited armaments (a mix of less powerful shooting weapons, such as auto or stub guns, and basic melee weapons). Arm 1 or 2 cultists with perhaps grenades or a grenade launcher, in order to demonstrate the blast weapon and scatter rules. The Cultist Overseer should be armed with slightly better weaponry, as befits his station, and present a moderate threat to the player gangs.

Special Rules: These should not be visible to players prior to the game.

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Father Guttenberg: A miniature representing Father Guttenberg should be placed in the middle of the table. He should be played in a cowardly manner, attempting to get away from the closest enemy miniatures that pose a threat to him. He has no attacking weapons but will defend himself in close combat if attacked.

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Father Guttenberg Final Form: As Father Guttenberg dies whimpering, there is a horrible splitting sound. Suddenly a great (insert horrible demon-looking thing here) emerges from his mouth and/or anus. The Father Guttenberg miniature should be removed from the table and replaced with something suitably fearsome (use something around the size of a troll or ogryn). This unit will automatically take the next activation.

SoG_fatherGuttenberg_ff_stats.png


Skills – the demon ignores flesh wounds and pinning effects.

Uncontrollable LustUnless an enemy fighter is within 6” and attacking (in which case, the demon can smell them and attack normally) roll a scatter dice each activation. Turn the unit to face the direction indicated on the dice. The unit will then carry out a double move in that direction towards any unit within a 90 degree line of sight (towards the closest enemy) and carry out a charge action if they are in range. Otherwise it will carry out a double move in that direction.

Alternative rule: Players (majority vote) decide who the best looking miniature is within 18” and the demon targets that miniature to attack. This can be a miniature with nice hair, cool looking sunglasses, washboard abs etc..

Miniatures:
These cultist miniatures and Father Guttenberg (original form) are from the Frostgrave/Stargrave selection with some minor weapon conversions. The Final Form demon miniature is from the Mantic Games’ Plague range.
Feel free to sub in miniatures from your own collection; standard Imperial Guardsmen might suffice as cultists, with an Ogryn (for the demon) and cowardly Commissar as the officer (Father Guttenberg). Perhaps the Guard are carrying out a recruitment campaign that has not gone down well with the locals? Use your imagination!