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A Necromunda Campaign
The drug trade has come to Sumptown in a murderous, chaotic fashion as the local gangs have
come in droves for its plentiful Spook cache. Which house will become the new Drug Czar of
Sumptown? Who will overdose, and who will ascend to godlike levels as the drug wars rage
around Sumptown? Will it be you?
Primer Info:
Games will be held at At Ease Games every Monday night at 6pm, starting on JULY 16th. Each
player will create a brand new gang using the rules found in The Rule Book, Gang War
Supplements, and White Dwarf rules released thus far. Starting point total will be 1000 credits.
This will be a six week event with a Standoff being had between the two gangs with the highest
rep on week seven. Each player will play ONE game a week. Each week’s mission will be
handed out to the group on the day. Missions will consist of fun randomness involving the drug
Spook. It is a drug war after all.
Campaign Rules in Effect:
● Campaign Events will be rolled at random at the beginning of each cycle. It will be notated on
the Mission notes that day.
● A “cycle” will consist of a week starting on Monday and concluding on Sunday. Each week is
one cycle, one game. If you miss the planned event every Monday, make up games must be
completed prior to the next week’s cycle.
● All GW released gangs and legacy gangs will be included. All rules in Gang War 1, 2, and 3
will be included. Any PDFs released by GW or Forgeworld as of the start of the Turf War will be
included. If there are rules inconsistencies that are not addressed by the FAQ, use the most
recent version of the rules.
● A new gang’s reputation starts at 1. Turf Size starts at 1 and there are no starting special
territories
● After each battle, fill out the google doc for your gang
so I can keep track of the campaign’s progress.
● The tactics card Dangerous Footing will not be allowed in this Turf War, nor can be included in
your Tactics Card Deck unless both parties agree to it prior to their match beginning. If it is
allowed, it can only be played in a Zone Mortalis match.
● Retainer fees: Hired guns and Bounty Hunters love to make a name for themselves and
these days, they’re selling their services through a retainer model. In order to hire a Bounty
Hunter or Hired Gun, take the following steps:
○ Create the hired gun or bounty hunter, give them a suitable name, establish their value in
credits, and post their card and a picture of their mini on the facebook group.
○ In step one of the pre-battle sequence, you may sign an exclusive contract with that hired gun
or bounty hunter for 50% of their value. The hired gun may then be used in that battle.
○ For every subsequent game, pay 20% of their value as a retainer. If the retainer is paid, the
hired gun or bounty hunter may participate in the fight. If the fee is not paid, the bounty hunter is
lost and may not participate in any future battles.
○ If the hired gun or bounty hunter is killed, the fee is lost, the bounty hunter is lost, and may not
participate in any future battles.
Clarifications:
Pre-battle sequence:
● The Leader and Champion’s starting skill cost is included in the model’s base cost and doesn’t
need to be added in again.
Post-battle sequence:
● Cowards never win: If you voluntarily bottle out, you automatically lose the game. In the case
of The Looters scenario, if the defender voluntarily bottles out, any caskets that the attacker
holds at the time of the enemy bottling out are considered to have escaped as though they had
moved off the table edge.
● If you flee the field, have no fighters on the field at the end of the game, and a fighter dies, you
lose his gear. If you take your injured fighter to the doc and he dies, you retain his gear, even if
you decide to not spend the credits to save him.
● New Rule: Get back to work: Fighters that will recover in the in the "Fighters Recover" phase
may participate in all parts of the "Post Battle Sequence."
Equipment
● When using a pistol in close combat, you always use WS and you do not get the Accuracy
bonus (if any). Grenades do not count towards the three weapon limit.
● Blast markers must be fired at a point on a piece of terrain and cannot be fired to hit a "point in
the air". Templates and blast markers should be considered three dimensional. Therefore a
blast marker is a sphere and a flame template is a 3D teardrop shape.
2. Enter your starting information into the shaded cells. Gang Name
and Type should be entered into B1 and D1 respectively.
3. On row three, enter your starting gang stats into the appropriate
shaded boxes. If you’re starting a new gang then your Reputation (B3) is 1 and Turf (D3) is 1.
Your Gang Rating (C3) should be 1000 unless you’re bringing your gang from the last Turf War.
Similarly, only enter a starting special territory if you’re continuing your gang from the last Turf
War.
4. After each game, you’ll record changes to your gang in the appropriate boxes. Enter the
change in value into the appropriate shaded boxes, not the final tabulation. So, for example, if
you lost 3 turf as a result of a game, enter -3 into the turf box for the game. Your total reputation,
turf, and rating should tabulate at the bottom of the sheet (row 44).
5. When entering the value for Reputation (Column B), enter into the first box “Rewards” any
rewards gained from the scenario special rules. Then, enter a 1 if you had a fully painted gang
(in that scenario), and 1 in the appropriate box if you contributed a story to the Pipetown
Gazette. If you didn’t provide these things, leave those boxes blank. Your final reputation will be
calculated in row 44.
6. It’s ok to look at other gang’s pages, but as with Mad Donna, look and don’t touch.