Wednesday, November 1, 2023

STARTING THE CAMPAIGN

THE CAMPAIGN


Treasures of the Wastes is an attempt to create a long-term, fun campaign that adds some flavour from the older editions of Necromunda and bring *some* balance to the sprawling game. It is not intended for players to be restricted by heavy-handed House Rules or playing a certain number of games on a specific date - it is intended to be as flexible and open as possible. Less experienced gangs will be protected by additional Underdog rules, while the more successful gangs will see special Arbitrator scenarios enable them to escape the Underhive and seek their fortune elsewhere.  
 
All published gangs are encouraged to play in this campaign! Given the variety of settings from the depths of the Underhive to the wilderness of the Ash Wastes, to the claustrophobic corridors of the crashed starship, all manner of gangs, organisations and cults could emerge from below or descend from above to claim the treasure.

Players may run multiple gangs if they want to play lots of games without getting bored or running too far ahead. It might be good to have a fluff reason why their gangs don't ever fight each other! 

There is no limit on the number of games you can play, but some awareness of other players is recommended. Two per week (averaged out) should be plenty, especially if you run multiple gangs. Every games should be reported in the chat and a photo or two taken!


FOUNDING GANGS
Each gang has the starting budget of 1,000 credits, and the creation of a gang follows the restrictions presented in each Gang List in their relevant publication. Weapons and wargear must be chosen from their relevant Equipment List, and any unspent credits are added directly to the gang's Stash. 

In addition, each gang has a budget of 400 credits to spend on Vehicles and Mounts for Ash Waste games should they wish. They cannot spend these credits on normal items or gang members. These vehicles and mounts may not be used unless both players agree to use them - some players may not have any vehicles in their collection. When working out Rating and Underdog bonuses, the "Vehicle Pool" section should be listed separately and only included if both players have them or have an agreement (for example; Mounts are allowed but full Vehicles are not). 

Each gang will start with a Reputation of ONE and may NOT recruit Hangers-On or Brutes until they have played at least one game. Recruiting these members is linked to Reputation, as detailed in their relevant rules entry. 

Recruitment of Champions, Specialists and other "special" gang members is listed in each Gang List - some gangs use different rules and these should be adhered to. Discuss with the Arbitrator if any particular issues arise. 

Gang Rating: This is an indicator of how powerful the gang is - the proficiency of its fighters, how well equipped it is, and so on. The Gang Rating is the total cost of all the fighters in the gang, including the cost of all alternatives weapon sets a fighter has. This is important when determining scenarios and establishing the Underdog bonus. Regardless of the number of Fighters that take part in a game, the FULL Gang Rating is always referred to. Remember the credits spent in the "Vehicle Pool" should be listed separately, and only referred to if both players have and are using vehicles.

Reputation: This is a measure of the gang's standing and power in the zone. It is separate from the Gang Rating as even a small gang may build up an impressive notoriety. Reputation is linked to how many Hangers-On and Brutes the gang may recruit, and adds bonuses when they make Trade actions. 

Fully painted Gangs will receive one additional point of Reputation at the END of the Campaign.

Regardless of the Scenario rules, you always gain ONE Reputation for playing a Gang you have not played before. If this rule is already present, you do not gain an additional point!

Tactics Cards - Each player should have a Gang Tactics Card deck of at least twenty cards built before each game. These can include any Generic or House-specific cards that can be used with specified Gangs. This Deck can be changed between games. No cards are excluded or banned at this stage. 

Outlaws and Law-Abiding Gangs: Even in the lawless Underhive, there are those who stand apart, shunned and abhorred. Rules for Outlaw and Law-Abiding Allegiances are included in this campaign system and detailed below. Players for most gangs may choose their gang's allegiance at the start of the campaign, though certain gangs (such as Corpse Grinder Cults) will automatically start as Outlaws. This should be in the gang's published rules, but a quick discussion with the Arbitrator will clear any uncertainty. 

WYSIWYG
All gangs should adhere to WYSIWYG as far as possible - especially in the cases of the Fighters' main armament and the general size of each model. Small items of equipment, pistols and knives are less important to model. Arbitrator has final say on any disputes.

OTHER CAMPAIGN RULES

SCENARIOS, TERRITORIES, RACKETS ETC.
Games within this campaign are mean to be as unstructured and simple as possible. There are no limits to what Scenario you can play.

GAINING EXPERIENCE AND ADVANCEMENTS
This campaign uses the Experience and Advancement system in largely the same way as most modern Necromunda campaigns.

LASTING INJURIES
Injured Gang members are treated in exactly the same manner as other modern Necromunda campaigns, including going Into Recovery, Lasting Injuries etc. Refer to the latest Rulebook as the most up-to-date publication in case of discrepancies. 

DEAD FIGHTERS 
As stated above and unlike other campaigns, if a Fighter dies (after any potential visits to Docs, etc.) they are removed from the gang roster and all equipment is lost. The gang receives half the value of the Ganger's bought equipment (that is, not equipment a Fighter comes equipped with) which is added directly to their Stash. If they have multiple equipment sets, add them all together.

BEING CAPTURED 
Capturing Fighters works in the same manner as most modern Necromunda campaigns - referring to the Rulebook for the most up-to-date version of the rules. If a Fighter is Captured, the gang may declare they wish to play a Rescue Mission. Gangs may come to some arrangement such as a ransom or exchange of equipment, but if they choose to play the Rescue mission they should arrange it as soon as possible. The Rescue mission does NOT reward either player with Territory, it is purely for the captive Fighter/s. 

ENDING THE CAMPAIGN
The campaign ends when everyone gets bored, or there is a natural end point and opportunity for a big finale. If a gang reaches a certain Gang Rating before that, however, the Arbitrator may wish to offer them something special - the chance to escape Necromunda forever, perhaps? If a gang reaches a Gang Rating more than 3,500 expect something big to happen! 







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