Necromunda. Untold billions of the Emperors subjects call it home; it is the source of hundreds of Imperial Guard regiments. It is a powerhouse of armaments and manufacturing. It is a vital way station to a score of troubled sectors and profitable trade routes. And it is a living hell.
When man first set foot on Necromunda, long ago beyond the span of history’s memory, it was a very different place with a different name, a name now long forgotten. It was a place of life’s potential hope, and that hope now cruelly blackened it bears a new and better name, Necromunda – the world of the dead.
From space it floats like a dull and sightless eye. The milky grey clouds that totally enclose its surface hiding the endless barren ash seas that stretches from pole to pole. The ground is death, dense iron- grey deserts of ash waste where nothing but bacteria and disease and radiation ravaged refugees survive. The air is death, the dense cloud cover locks in the burning heat and smog produced by the countless manufactora that dot the spires that stretch like burnt and tortured trees from the planets surface. Ironic really. The only place of life on the planet is these oases of death.
The roots of the hive, the original cities planted in that more innocent time are lost beneath the ash wastes. Over the millennia the cities have grown, climbing against the out of control greenhouse effect caused by the over pollution, climbing for life, for air, climbing to be free of the industrial waste that grew around them until the worlds resources were gone and the original planet was buried like memories.
It is a world where what makes life worth living is expensive, but life itself is cheap. It is a place where people are free to think themselves free, but only to live that lie. It is a place where life is bought by bullet blade and blood. This world is dark. Welcome.
Necromunda is a game of fierce combat between rival gangs in the dangerous underworld of the Necromundan Hive. Battles are fought as skirmishes between small forces. Arming and equipping the gang is just the first step as you will need to out-fight and out-think your opponents if you are going to improve your gang, gain experience and territory, swell your numbers, and become lord of the Underhive.
The Hive itself is a vast and complex city structure which has been built up layer by layer over millennia, stretching up from ground level, now far above the original city structure, 10 miles into the planets atmosphere.The Spire, the seat of power for the Imperial House of Helmawr, dominates the Hive the Guardians of all Necromunda by Imperial decree, and the six great Necromundan noble houses.Beneath the Spire, separated by a solid adamantium shield through which access is strictly controlled, is the Hive City itself, dominated by the six great manufacturing families. The environment is harsh and artificial with air, water, food and heat continually recycled through massive reprocessing plants. Beneath the Hive City is the Underhive itself, a dark and dangerous place, dominated by gun law, with survival determined by wits, will and aggression – harsh natural selection rather that any form of justice. The borders between the Hive City and the Underhive, roughly at ground level but within the protection of the Hive, are fluid and it is on this border that our campaign takes place.Down in the dark, below the Underhive is the Hive Bottom, a sump of dangerous chemicals, uninhabitable to all but the hardiest of mutants and denizens of the dark. Only the foolish, brave or damned walk here.
This campaign takes place in the sector that immediately surrounds Dust Falls - one of the major cities that dot the Hives. Like the rest of the Underhive, Dust Falls and the surrounding towns offer every opportunity for wealth, power, and danger. This sector’s traffic is vital to the ruling interests of the Hive City, and useful to the Noble Houses of the Spire when more illicit transportation is required. Noble and Hive City Houses maintain representatives in the sector, and the Guilders, the independent financial force of traders on the planet, are a force to be reckoned with. Given its location it is no surprise that this is one of the most prosperous areas of the Underhive and is famous for its comparatively high standard of living and its good communications out of the sector to the rest of Hive Primus, most notably the main expressway and the fairly reliable Maglev Tube network, which are the lifeline between the towns and the envy of other sectors. However, it is a violent place, just like the rest of the Underhive, and life itself is cheap. Infant mortality is high; the average life expectancy low, and the air tastes of ozone and tin, the food and water are (thankfully) recycled and processed beyond recognition. Wealth and a strong right arm are your only security.
THE GUILDS – The Guilds are an effective cartel dominating Underhive trade. Although rival traders the have banded together to protect their mutual interests. While it is possible to play one guilder off against another, the union is strong between them, and has resisted change for thousands of years. The Guilds have long maintained a contract with The Flamingos, the dominant gang in the area. This relationship is seen as both effective, and lucrative by both parties, but is no means as strong as the union of the guild. The Guilders may contract directly with the Sector Gangs, and often act as representatives of the Necromundan Houses in this regard.
THE ADEPTUS ARBITES – The Adeptus Arbites, or ‘Enforcers’ are the Imperial Police Force. They are an extremely effective paramilitary police force, but are few in number. Gang leaders should be wary of engaging in combat with the Adeptus Arbites as to do so risks an Imperial Sanction that can result in banishment deeper into the Underhive. Although Gangs are unlikely to initially encounter more than small 5 man Arbites patrols, they pack quite a punch, and their resources are effectively limitless. Attacking or resisting the will of the Adeptus Arbites can be bad for your health.
THE PLANETARY DEFENSE FORCE (PDF) – The PDF are not stationed in the sector, but are always operationally ready and can be on site within one game turn. Their equipment and training is not as good as that of the Imperial Guard. However, they do have access to armored vehicles and what equipment they do have is better maintained that those of the Gangs. It is worth noting that their resources, like the Arbites, are effectively limitless. In the event of major hostilities the Adeptus Arbites can call on PDF assistance.
THE HOUSES OF HIVE PRIMUS – The Noble Houses and the Houses of the Hive City maintain offices in all of the Sector Cities. It may only be an agent and one office, it may be a holding company, but their representatives are there. The Guilders often act as their brokering agents. The Houses are always vying with each other, but profess to maintain a united front. Gangs should be hesitant in approaching the Houses directly.
DUST FALLS - Dust Falls is the capital city of the sector, and is neutral territory. The city is the seat of power for the Sector Concordat, a triumvirate of elected officials who each serve for 3 years. The elections are notionally free, but are dominated by the Necromundan Houses and by the Guilds. Election turnouts are notoriously low, and it has long been the custom for they’re to be a representative of the Noble Houses, the Hive City Houses, and the Guild, virtually as permanent members. Dust Falls is the hub of sector manufacturing, processing the raw materials bought into the Hive, and producing finished goods for onward shipment up the Hive and back out through Freeport. The majority of the population are factory workers, but there are also traders and the Bazaars of Dust Falls are exotic and interesting places where almost anything can be procured. The heart of the city betrays its age and many ancient buildings remain. Undertaking action in any neutral territory can be very unwise. Subtlety is called for, or one can expect retribution from all who benefit from the cities neutrality.
SLUDGE HARBOR – Sludge Harbor is a small town that has grown out of, and in support of, the port area surrounding the Great Sludge Sea. Sludge Harbor never sleeps, and the lights from the Port area can be seen from the other side of the sector. The harbor is very useful for illicit shipments of goods, which can be shipped in and out of the sector across the Sludge Sea if the appropriate palms are greased.
MARTYR TOWN – Martyr Town is a violent place acting as a gateway to the deeper Underhive and the Hive Bottom. Travelers, adventurers, explorers and fools mix with Underhive scum in a vast melting pot that frequently bubbles over. The Guilders and the Arbites maintain only a token presence here, and dominance of Martyr Town seemingly changes with the ill wind that blows up from the Abyss. Very rare and archeotech items are often available at a reduced rate in Martyr Town, which makes the risks associated with a visit there almost worthwhile.
SCUM CITY – Information suppressed by order of the Inquisition
Throughout the document below, several terms are used that need definition. “Gang Member” indicates any individual member of the gang, regardless of type – it could be a Juve, a Leader, a Heavy, or any other type of individual. “Ganger” on the other hand refers specifically to a Ganger (or analog in the case of redemption, etc), and does not include Juves, Leaders, Heavies, etc.
Pick a House Gang, Outlanders, or Ash Wastes Gang
Roll for a location (as described below).
Roll for territories (as described below).
Create Gang (as described in the Necromunda Rulebook).
Be available when the campaign begins.
The map is divided up into various sectors, as follows:
Maglev Stations - Each gang Territory centers on a Maglev station. The station itself adds no value or income, but provides access to any station on the campaign map connected to the Maglev line (see ‘moving’). If a gang loses all their territories it is assumed that they make a fighting retreat to the station and flee the sector
Gang Territories - Territories are the lifeblood of the gang, the more you have, the higher your income. Territories are generated randomly at the start of the campaign. Gangs have one settlement and five supporting territories (See ‘generating territories’ below), and are denoted by the colored territory hexes. As gangs capture territories, they will be filled in with the color of the controlling gang.
Blank Territories - Most blank territories are uncontrolled and can be claimed by Gangs. To identify what a territory is you must scout the territory, using a Ganger from an adjacent square. How many gangers you send to scout is up to you, and they may be accompanied by Heavies, Juves or the Gang Leader, but only Gangers may scout and claim new territories. Remember strength in numbers is the key.
Neutral Territories - Neutral Territories tend to be urban and governmental sectors considered vital for the security of Industrial/Economic/Administrative/Enforcement activity. While these territories cannot be controlled by gangs, they can be occupied, and many Neutral territories have special rules associated with them that can affect gangs that occupy them. Taking gang warfare into these zones could be very costly as the Guilders or the Enforcers may gather to enforce this neutrality.
Arbites Precincts - The Adeptus Arbites, or ‘Enforcers’, are the Imperial Police Force. They are heavily armed and maintain effective and reliable equipment. Moreover they are able to call on a range of reinforcements if necessary, notably the PDF. The Arbites maintain armed precincts in and around neutral territories.
Guilders - The Guilders are traders who operate in their own interests, and in the interests of the Hive City, and even on occasion the Noble, houses of Hive Primus. Although trade rivals the Guilders band together to maintain set trading sectors. The Necromundan Houses maintain their trading offices in these sectors.
Hazard Territories – Dangerous Hazard Territories can appear at any time. The Administratum nominates them, and entry is forbidden, the ruling is enforced by the Arbites. At the beginning of the campaign, there are no Hazard Territories present, they will begin to appear in response to special events throughout the campaign.
Maglev Lines - The Maglev links the major stations of the sector. Minor stations exist in every sector the Maglev passes through. Travel from one side of the sector to the other can be accomplished in hours. The network is well maintained by the guilders that charge for use.
Each Gang rolls a D6. This establishes the order in which the players may choose their gang’s starting location. Some locations are more advantageous, or flexible, than others. Remember, the center sector in the gang territory represents the Maglev station around which the Gang has grown. (See ‘Annihilation’ below).
The Gang then rolls a D6 to determine the location of their starting settlement. This settlement represents the heart of the Gang its family and friends. Unlike the randomly generated settlements all members of this settlement are members of the gang, consequently a Juve is only available on a roll of 6, on a D6, followed by a 5 or a 6 on a second D6. Annotate the settlement in the hex randomly determined. I.e. 3 = Hex 3. Its not rocket science!
The Gang then randomly generates 5 further territories from the Necromunda rulebook, and determines their location with a D6 roll. If a number is rolled twice simply use the next clockwise territory. Lets assume, as above, that Hex 3 was generated as the gangs core Settlement. The player rolls a territory; lets say ‘Slag’, and a 4. Hex 4 is a slag territory. Lets assume the player rolls again, and gets ‘Tunnels’, but rolls a 3 again for location. Hex 3 is taken, working clockwise, Hex 4 being taken; Hex 5 is the next clockwise free Hex. Hex 5 is therefore ‘Tunnels’.
Turns follow a strict cycle. The campaign is divided into turns, with each turn made up of four phases;
The order of play is determined on a first come first served basis. In the event of simultaneous action, unless the Arbitrator rules otherwise, the turn is determined on the basis of gang rating, with the lowest rated gang moving first.
Turns must be completed within 2 weeks. The Arbitrator will randomly determine any outstanding phases after those 2 weeks.
Assessment occurs at the start of the Campaign Turn. The Arbitrator makes available information, and will answer up to 3 questions/ requests for further information, per gang, at his discretion. Players declare intent for the movement and action phases here. Declaration of intent is done via the campaign forum, with each gang member's intended actions stated within the Assessment section of the forums for the appropriate campaign week. It is in this phase that the Arbitrator will divulge any special effects, treacherous conditions or campaign events that occur within the sector during the turn.
Gangs make their movement only after they have conducted their Assessment Phase. Moves include preparing for combat, scouting, and invading territories. Moves do not come into effect until the entire Assessment Phase is complete. Movements precipitate confrontation. The Arbitrator will update all the declared moves onto the campaign map during the movement phase, and alert the players once the campaign map has been updated.
Action involves conflict as a consequence of the outcomes from Assessment and Movement phases. Each Gang can initiate one action, but can respond to any number of actions as long as time permits. So a Gang may;
Initiate an action (i.e. Assault a neighboring territory).
Respond to other actions (i.e. respond to assaults).
The key though is time. Where possible initiated actions should be played first, but it may not be possible for game purposes to play all of the response games in each phase. Gangs will have to think carefully about how they order, and deal with, each threat. Remember, holding a territory for two phases entitles you to keep it. An invading gang not removed after two turns either due to their opponent’s failure of action, or their absence, automatically annexes the territory.
Consolidation sees the gangs consolidate their positions in preparation for the next campaign turn. It is in this phase where revenue is collected, visits to the trading post are done, and special campaign events occur.
Gangs gain revenue exactly in accordance with the content of the Necromunda Rule Book. I.e. an available ganger must be assigned to work the territory. Gangers who have been injured in the previous turn, or who are scouting unexplored territories may NOT simultaneously collect income. Moreover, a Gang cannot gain revenue from one of their territories if a rival gang occupies it. Equally revenue may not be gained from an annexed territory until held for 2 turns.
Gangs are expected to manage any information obtained with discretion, and in the spirit of the campaign. The Arbitrator will penalize any perceived infraction of this rule in game terms, and in imaginative and subtle ways.
Gang members have virtually free movement within their own territories. A gang member may move from one controlled territory to any other contiguous controlled territory in one turn. In the case of territories that are not contiguous, gang members must cross the non-controlled territories at the standard rate of one hex per turn.
Each turn, a gang member (of any variety) may move one hex per turn into any non-controlled territory adjacent to any existing controlled territory – even if held by another gang. Moving into a rival gangs territory (without invitation) will result in confrontation. Note that with the exception of Gangers, gang members crossing uncontrolled territories will not result in the territory becoming controlled by the gang.
Gangers may scout new territories, capture non-controlled territories (see taking over territories below), collect credits from controlled territories to support the gang, look for rare items at the rare trade post, or just stay put and simply scheme and plan!
Adjacent territories must be scouted by a ganger before a Gang knows what they contain. Otherwise, gang members simply move through the territory as normal.
The Maglev is an ancient monorail network that runs throughout the sector. The secrets of the system are lost to the techs of the hive, and have yet to be broken by the contingent of Adeptus Mechanicus permanently stationed in the sector conducting an archaeological study of the system. The network itself uses very little power, but is very efficient with the trains supported by a complex arrangement of magnets making them virtually frictionless.
The Maglev network allows gangs to move rapidly across the sector. A gang member may ride the Maglev network to any point between Maglev Stations in a single turn. Gangs may get on or leave the Maglev line at any point along the line. Each territory that the Maglev passes through has a minor station. In other words in any one turn, a gang member may ride the Maglev to any territory between the Maglev line arrowheads in a single turn. It does not mean that a gang member may cross the entire map from one corner to the other in a single turn. Travel distance between Maglev Station endpoints is accomplished via the normal movement rules of one territory per turn.
The Maglev allows gangs to participate fully in the campaign, notably random events which may occur anywhere in the sector. The Maglev also allows Gangs to assault other Gangs in lightning raids across the sector. Use of the Maglev is free – It is a public utility sustained by the Emperors beneficence.
Every Gangs starting territories include a free Maglev Station. The Stations are not owned by the Gang but are dominated by the Gangs ownership of the surrounding Territory. The Stations offer no revenue, and are simply a campaign device.
Having a ganger occupy an unclaimed territory for two campaign turns, beating off opposition as necessary, entitles you to keep it. After which the gang may collect income and benefit from any special rules the territory may offer, provided they have enough Gangers to work the territories. Note that it is not necessary to permanently station a Ganger in a territory to work it. It is assumed that during the income phase, a Ganger swings through to pick up the gang’s cut.
Annexing an occupied territory is accomplished in much the same way, occupying it for two campaign turns, beating off opposition, usually the previous occupant, entitles you to keep it. Occupying all the territories adjacent to a station gives you control of the station.
If a Player is absent for the Phase, and the Arbitrator is not informed of a Gangs intentions for that Phase, the Arbitrator will roll on the following table (D12) to randomly determine the Gangs actions.
|1:||Joyride!: The gang leader absent, and senior members of the gang idle; D3 Juves go on a joyride uphive. Caught by the Enforcers, they will miss the next game unless the Gang Leader posts bail (D3 creds each: roll once to determine the bail.)|
|2-3:||Lazy weekend: With no leader to enforce his will, the gangers simply idle away the week. A few (D3+1) conscientious members may collect their income as usual.|
|4-6:||Itchy feet: Every available Ganger will attempt to scout another hex. Note this means the gang will NOT collect income this turn, as every Ganger will be scouting.|
|7-9:||The Old Grind: The Gang remains stationary and collects income by robbery, blackmail and all the other tools of the ganger's trade.|
|10-11:||Motivated: Terrified by their leader's threats, the gangers collect income as usual, and 1 ganger will scout an adjacent property. If the leader has the 'killer rep' skill, D3 gangers will scout.|
|12:||Rumors: The gangers collect income as usual, but rumor has it that an attack will be made... If an attack occurs, the gang is well prepared, and gets +1 on all ammo rolls for that game only.|
Remember, if the player is absent, so is the Gang Leader. If the Gang Leader continues to be absent the Gang will not be in a position to fight back. In the end the Gang may loose all its territory. If a Player has been absent long enough for this to happen the Gang are assumed to have fled the sector. If you are going to be absent for a long period tell the Arbitrator.
Unclaimed stations at the start of the campaign remain in place, although the content/type of the surrounding territories is not determined until accessed by a gang moving into it.
In the event that a new gang arrives in the sector they will be allotted a vacant station but no surrounding territories. These will need to be investigated and held in the normal manner. The Arbitrator cannot abide a lack of punctuality!
In the event that a Gang loses their last territory (see below) they may attempt to occupy an unoccupied station.
In the event that a gang loses its last territory they will immediately withdraw to the nearest unoccupied station, and begin again as if they were a gang new to the territory. Their rating is unaffected.
In the event that there are no vacant stations then the Gang is declared Outlaw. At this point the now-outlawed gang is assigned a random starting hex, and they continue to play using the rules found in the Outlanders Supplement.
The models representing Gangers must conform to how the Ganger is armed. Grenades are assumed to be hidden in pouches etc, but, for example, a model armed with a Shotgun cannot represent a Ganger armed with a Bolter.
The Arbitrator runs the campaign, initiates events, and arbitrates over all disagreements. The arbitrator’s decision is final.
Gang Leaders should inform the Arbitrator of their plans. The Arbitrator will treat such disclosures with the utmost discretion.
The arbitrator will feed information to the Gang Leaders, as appropriate, at the start of each campaign turn. (See below)
Gang Leaders may attempt to gain information from the Arbitrator (See below).
The Arbitrator controls the campaign turns.
The Arbitrator represents the authorities and institutions within the sector and will operate the Adeptus Arbites and Guilder gangs, in addition to any additional NPC protagonists introduced in the campaign.
These rules are based heavily on those found at the Dursley Games Club.