The Breaching of Exclusion Zone Omnicron Six Alpha
The Opening of Gareth's Dent campaign is the event based kickoff to a series of map based campaigns in the Gareth Dent's setting. Players will have the opportunity to shape the origin story and help establish their faction in this long forgotten zone.
The Opening of Gareth's Dent campaign is the event based kickoff to a series of map based campaigns in the Gareth Dent's setting. Players will have the opportunity to shape the origin story and help establish their faction in this long forgotten zone. As this is a two day event rather than a proper campaign, the normal campaign rules will be highly modified to facilitate gameplay, but unless addressed, the normal Necromunda Rulebook (2023)/Hive Secundus rules are the default for game mechanics.
Experience Points (XP)
Players should record their XP generation per page 148 of the Necromunda Rulebook (2023), even though we will not be spending XP between games, at the end of this event players will be able to develop their characters for the next event or campaign using this XP and have a role in their gang's development as the storyline advances. In addition to the normal XP generation, fighters receive:
- 1 XP for successfully controlling a hive resource at the end of a game.
- D3 XP for taking control of a Container (even if they later lose control of it).
Denizen Gangs are randomly generated gangs that will be described later. They so not generate XP.
Reputation
Reputation is the currency of the campaign. The winner of the campaign will be the one who acquires the most reputation. Unless specified by the Arbitrator, Reputation has no other effect on the campaign. Players will collect reputation at the rate of:
- 1 for every ganger put Out of Action (OOA).
- 2 for every champion or brute put OOA.
- 3 for every leader put OOA
- X based on specific Resource, Asset, or Scenario-based opportunities as specified in this ruleset or by the Arbitrator.
Tactics Cards
Tactics cards will be drafted at the beginning of the campaign. Players will be given a common hand and can then select 6 cards from a common deck or their house deck. They may trade 2 cards to draw a new card, or trade 4 cards to select a card (from your house deck only). They may also trade their general cards to other players at whatever terms they decide.
A player may never have more cards in their hand than their 12 minus their leader's Leadership value (LD). For example, if your Leader has a Leadership value of 5, your gang can have a hand of 7 tactics cards. For this campaign, tactics cards are one use only and are discarded after use. Due to this, no Tactics Cards are banned from the game. During the final scoring of the campaign, Tactics Cards are traded for Reputation at one for one up to a cap of 5 Reputation.
Starting Gangs
The entry into the zone was a mad rush as the Enforcers quickly lost control of the crowds. As a result every gang starts the campaign with only 3+D3 of its Gang availble for its Crew. For every rep a gang earns during a scenario it gets one dice to roll in the post game. On a 5 or 6, a member of the gang has found their way back and is available for play.
Rally the Gang
Starting with the player with the lowest rep, a set amount of players (based on the total number playing in the campaign: ask the arbitrator) may elect to "Rally the Gang". If they choose to do this, their gang will sit out this campaign round and they will play a "Denizen Gang" (described below). Upon completion of the round, all of their gang members join the gang and any casualty effects will be resolved for all living fighters.
Denizen Gangs
If a player choose to "Rally the Gang", they will select a random gang of premade fighters from a pool of options determined by the arbitrator. They will then play the next open scenario with this gang, while their regular gang is taking care of the wounded and finding lost fighters. Denizen Gangs only exist for the period of the scenario and do not use any of the casualty or resource mechanics described elsewhere in this ruleset.
Denizen gangs do not collect resources, they are only interested in "fighting off the invaders" and as such the player controlling them will not collect any resources for playing them. When playing a Denizen Gang, players will collect Reputation for their regular gang at the normal rate of:
- 1 for every ganger put Out of Action (OOA).
- 2 for every champion or brute put OOA.
- 3 for every leader put OOA.
Denizen Gangs do not gain any resource or asset based reputation (they don't collect those items) and are not eligible for scenario based Reputation.
At the conclusion of the scenario, the player returns the Denizen Gang to the pool and regains control over their regular gang. All effects of the previous battle no longer apply and its fighters effectively "reset" for the next player.
Scenarios
There will be 4 open games and 1 arbitrated scenario that make up the campaign. The open games will be "open scenarios" meaning that the players decide what they want to do in the context of the campaign objectives. These games last for 6 turns each and will be played in Underhive zones (no vehicles/mounts). Players are free to fight, to gather resources, or otherwise traverse the board. The game will go on for the full 6 turns even if one gang bottles out (Unless a Denizen gang is the last gang standing, if this occurs the gang can end immediately after the Denizen gang is the last remaining gang on the board).
Crews - The scenario uses the standard rules for choosing a crews found on Page 190 of Necromunda Rulebook (2023). Custom Selection 10.
Deployment - In open scenarios of the first round or if a player is playing a denizen gang, the defender may deploy anywhere on the board. After the first round, unless instructed by the Arbitrator, players deploy within three inches of the board edge.
Visibility - Unless instructed by the arbitrator, visibility is 18" in all zones due to the emergency power being on in the zone. Wargear like photo-goggles, infra-sights, etc work as normal per the Necromunda rules.
Crevices - In some areas of the map there are bridges over crevices. Falling into these crevices will cause a fighter to immediately go out of action.
Resources - Resources will be randomly allocated around the map, these can be picked up like an Ammo Cache. A model may collect and carry one Resource Cannister or Ammo Cache at a time. Any Resource Cannister within the player's deployment zone at the end of turn 6 is considered to have been collected unless that player bottled out.
Containers - Certain scenarios will include a large Imperial shipping container on a standard Mechanicus hauler unit. Containers have a move of 5, and their controller must be within 3 inches of any part of it or it will remain stationary. A player can take control of the hauler unit by being within 1 inch of the control panel and passing an intelligence check. The Container and its hauler unit can not be destroyed.
Casualties - When a fighter goes out of action, it rolls a D6:
1-2 - Out cold - no lasting damage.
3-4 - Flesh wound - fighter starts next battle with a flesh wound.
5 - Serious wound - fighter starts next battle with two flesh wounds.
6 - Critical injury - without access to Chem Cannister, this fighter will die.
If a fighter dies it's equipment will be cached in the Gang's stash for the next campaign.
Post Game
After concluding a match players will do the following:
Annotate XP - Ensure any XP acquired during the match is properly annotated.
Record Resources Collected - Annotate all resources collected during the match.
Find Lost Fighters - Roll to see if any lost members of the gang reunite with the crew.
Resolve Casualties - Spend Chem Cannisters to remove casualty effects for a fighter (1 to 1) or remove dead fighters from the roster.
Draw Tactics Cards - Any Data Cores collected are converted to tactics cards (1 to 1), discard any hands that are in excess of the hand limit.
Return Resource Cannisters - Return all Resource Cannisters to the Arbitrator for placement on the map.
Gangs
Assets
Manage Assets →|
Blue Container
|
Unowned |
|
Red Container
|
Surtr Mining Co. Local 48 |
Resources
Manage Resources →| Gang | Chem Canisters | Data Cores | Power Modules | Reputation |
|---|---|---|---|---|
| Dead Sky Raiders | 1 | 1 | 4 | 9 |
| Jayson's Ferronauts | 1 | 2 | 2 | 20 |
| Plan 9 from Necromunda | 5 | 0 | 1 | 16 |
| Strange Aeons | 5 | 0 | 4 | 14 |
| Surtr Mining Co. Local 48 | 0 | 0 | 4 | 13 |
| The Fire-Forged | 3 | 3 | 3 | 17 |
| The Symposium | 1 | 2 | 3 | 18 |
Battle Reports
Kaiju Fight • Jul 26, 2025
Dead Sky Raiders , Surtr Mining Co. Local 48
ZM Battle2 • Jul 26, 2025
Plan 9 from Necromunda , Strange Aeons
Goo-Gone • Jul 26, 2025
Dead Sky Raiders , Plan 9 from Necromunda
Zm Battle • Jul 26, 2025
Strange Aeons , Surtr Mining Co. Local 48
Action Log
Campaign Ended: The Breaching of Exclusion Zone Omnicron Six Alpha has concluded
Outcome: Campaign transitioned from active to post-campaign statusGang 'van Kleist's Tek Hunters' has been removed from the campaign by Guerrillapete
Data Cores Update: The Symposium gained 2 Data Cores (new total: 2)
Power Modules Update: The Symposium gained 3 Power Modules (new total: 3)
Reputation Update: The Symposium gained 18 Reputation (new total: 18)