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DrWizard / Campaign / Helmawr’s Crown

Helmawr’s Crown

Public
Status
In Progress
Arbitrators
Budget
1000¢

A dominion campaign for necromunda. The full campaign pack is here: https://docs.google.com/document/d/12EYlTaWGoAEXJ74PJ_gBMuQ13sYQWq1pQ2FP8HaSrdo/edit?usp=sharing

 

Rebellion and Rivalry in the Underhive

For countless centuries Hive Primus was known as Helmawr's Crown, a towering monument to the Helmawr's power. Now, the unthinkable has occurred: the long-ruling Helmawr dynasty has been overthrown by House Aranthus, a once-fallen house now risen from obscurity. In the chaos of this seismic shift, a single hive named for a mythical beast of ancient Terra, Euryale, remains defiantly under Helmawr control. It's walls bristle with loyalists and its corridors teem with intrigue.

Hive Euryale and the Ash Waste Threat

Hive Euryale earned its name from the ancient Terran myth of a serpent-haired beast, a fitting moniker of a hive whose countless tendrils and tunnels snake outward into the surrounding toxic wastes. These sprawling extensions, originally built for trade, waste disposal, and clandestine movement, now serve as both lifelines and vulnerabilities.

The hive's "snakes" pierce deep into the ash-choked wilds, making Euryale uniquely exposed to incursions from Ash Waste Nomads. These ruthless raiders exploit the hive's labyrinthine outgrowths, launching daring attacks and sabotaging supply lines.

Campaign Overview

As House Aranthus consolidates its power across Necromunda, gangs from every corner of the underhive eye the last Helmawr bastion with ambition and dread. The

"crown" has become the symbol of resistance, a fortress of old authority, and the key to the fate of the planet's future. From the cunning Escher and the brutal Goliath to the shadowy Delaque and the zealous cults, all see opportunity in the turmoil. The nomads become an unpredictable force - sometimes a threat, sometimes a tool for those cunning enough. The hive's very structure, once a symbol of Helmawr ingenuity, now draws danger from the wastes and adds another layer of peril.

Will you claim the crown, crush the last of Helmawr's legacy, or perhaps restore it in a new guise.

Gangs

Territories
BONE SHRINE (CAWDOR) – JACK OF DIAMONDS
Unowned

Shrines of bones and noose-ropes are common in the underhive, and even the most cold-blooded ganger will rarely pass one without throwing in a cred as a plea for a blessing.

This Territory grants the following Boon:

Income: The gang earns 2D6x5 credits from this Territory when collecting income.

This Territory grants Cawdor gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Income: The gang earns 4D6x5 credits from this Territory when collecting income.

 

CORPSE FARM (CAWDOR) – TEN OF DIAMONDS
Unowned

Everyone must eat, and the corpse farms take the flesh of the dead and make it into the corpse-starch that feeds the hive. Underhive corpse farms do a brisk, if shunned trade in the bodies of the dead.

This Territory grants the following Boon:

Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.

This Territory grants Cawdor gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: When collecting income, the gang gains 2D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.

 

DRINKING HOLE (DELAQUE) – QUEEN OF DIAMONDS

Reeking of liquor, sweat and blood, a drinking den is where many hivers go to numb their sorrows, or to find their courage at the bottom of a bottle of Wildsnake or Second Best.

This Territory grants the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Special: Whilst it controls this Territory, any fighter in the gang may re-roll any failed Cool tests. If a fighter uses this option, place a marker on their card to show that they have hit the bottle. While a fighter has at least one marker from this territory, they suffer a -1 modifier to hit rolls for the rest of the battle.

This Territory grants Delaque gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Special: The gang that controls this Territory may nominate three enemy fighters at the start of the battle, and place an Intoxicated marker on each fighter’s card to show that their drink was spiked. The marked fighters suffer a -1 penalty to all tests and checks for the duration of the battle.

 

FIGHTING PIT (GOLIATH) – SIX OF SPADES

Violence is life, death, and entertainment in the underhive, and some of the most feared fighters are made on the cinder floors of fighting pits under the eyes of baying crowds.

This Territory grants the following Boon:

Recruit: Whilst it controls this Territory, the gang may recruit two Hive Scum Hired Guns for free, including their equipment, prior to every battle.

This Territory grants Goliath gangs the following Boon:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

 

GAMBLING DEN (DELAQUE) – KING OF DIAMONDS
Unowned

Gambling is rife in the underhive, with fortunes won on the turn of a card and lost on the spin of a bolt shell, and debts are easily piled up by those who don’t know when to quit.

This Territory grants the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The player chooses a suit of cards. The player then draws a card from a shuffled deck of playing cards that includes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11, Queen 12, King 13, Ace 14) ×10 credits. If they draw a card from a suit of the same colour, then the income is the value of the card ×5 credits. If it is any other suit, they gain no income from the Territory. If, however, they draw a Joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator.

This Territory grants Delaque gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Special: The gang that controls this Territory may nominate a single enemy fighter at the start of the battle before the first roll for Priority. The gang have called in the fighter’s debt marker, and in return for keeping all of their limbs intact, the fighter agrees to take no part in the coming battle. The nominated fighter misses the battle.

 

GENERATORIUM (VAN SAAR) – JACK OF SPADES
Unowned

Much of the light and power in the underhive relies on taps into energy conduits or barely functioning generators. Those that control the source of such power can let it flow… or cut it off at a whim.

Special: If their gang controls this Territory, a player may choose to stall the generators, temporarily cutting the power to the area in which a battle is taking place and plunging it into darkness. The player may declare they will do this at the beginning of any Priority phase, before the roll for Priority.

For the remainder of the battle, the Pitch Black rules (see page 193) are in effect. However, at the start of each End phase, there is a chance that the generators will automatically restart and the lights flood back. At the start of each End phase, before making any Bottle checks, the player that controls this Territory rolls a D6. If the result is a 5 or more, the generators restart and the Pitch Black rules immediately cease to be in effect. If the roll is a 1–4, the generators stay silent.

This Territory grants Van Saar gangs the following Boon:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

 

MINE WORKINGS (ORLOCK) – EIGHT OF SPADES

An open cast mine bored into a mineral mass can yield a fortune in carbonite gems, cognate ore, argent and emeralds, all waiting to be ripped from the ground.

This Territory grants the following Boon:

Income: The gang earns D6x10 credits from this Territory when collecting income. The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captive working the mine, generate an additional D6x10 credits. If the Territory changes control, all of the Captives remain working the mine and can be ransomed back to their original owners if the Territory’s new owner wishes. A Captive sent to the mines may not subsequently be Sold to the Guild. While a Captive is working the mine, their gang may attempt a Rescue Mission at any time.

This Territory grants Orlock gangs the following Boon:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

 

NARCO DEN (ESCHER) – FOUR OF SPADES

Narco dens are filled with the scent of exotic smoke, and the bubble and hiss of fume-bottles and chem-injectors. Rich and poor alike come to such places to chase dreams and forget nightmares.

This Territory grants the following Boon:

Income: The gang earns D6x5 credits from this Territory when collecting income.

This Territory grants Escher gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The gang earns 2D6x5 credits from this Territory when collecting income. If the gang also controls a Synth Still, this is increased to 2D6x10.

 

NEEDLE WAYS (DELAQUE) – ACE OF SPADES
Held by The Malignants

The Needle Ways are the vents, crawl tunnels and pipes that thread through the mass of the hive. Those that can navigate them can pass unseen between almost anywhere.

This Territory grants the following Boon:

Special: Whilst it controls this Territory, the gang may select up to three fighters – these fighters gain the Infiltrate skill.

This Territory grants Delaque gangs the following Boon:

Special: The gang that controls this Territory may select up to six fighters to gain the Infiltrate skill.

 

OLD RUINS (formerly needle ways)

A complex of old ruins stands tall on the tangled landscape of the underhive or out in the wastes. Beneath the ashes and rubble, the tattered treasures of past ages wait.

This Territory grants the following Boon:

Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the D3 result for each Dome Runner attached to the gang.

 

PROMETHIUM CACHE – FOUR OF DIAMONDS
Unowned

Stacks of fuel drums and tanks fill this half-forgotten stash, enough to keep a factory running, or burn half of the Sump down if a stray spark catches it.

This Territory grants the following Boons:

Equipment: Whilst it controls this Territory, three fighters in the gang gain incendiary charges for free.

Special: All fighters in the gang may re-roll Ammo tests for any weapon that has the Blaze trait.

 

REFUSE DRIFT (CAWDOR) – NINE OF DIAMONDS
Unowned

Vast agglomerations of refuse gather in areas of the underhive in drifts that shift like dunes in a desert.

This Territory grants the following Boon:

Income: The gang earns 2D6x5 credits from this Territory when collecting income. However, if a double is rolled, a randomly determined fighter has a nasty encounter with a waste-lurker and must miss the next battle whilst they recover. No income is lost.

This Territory grants Cawdor gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The gang earns 2D6x5 credits from this Territory when collecting income. A Cawdor gang has no risk of encountering a nasty waste-lurker.

 

SETTLEMENT (formerly OLD RUINS – TWO OF DIAMONDS)

Settlements dot the underhive. Most are scrap-shanties, peopled by the brave, the foolish and the desperate. Some are even willing to risk the danger of the wastes to build a life for themselves.

This Territory grants the following Boons:

Income: The gang earns D6x10 credits from this Territory when collecting income.

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

 

 

SLUDGE SEA – SIX OF DIAMONDS
Unowned

Effluent and polluted water drains down through the hive to catch in brown pools, forming lakes of fuming, iridescent sludge.

This Territory grants the following Boon:

Equipment: Whilst it controls this Territory, three fighters in the gang gain choke gas grenades for free.

 

SMELTING WORKS (GOLIATH) – SEVEN OF SPADES
Unowned

Crags and seams of valuable slag can be found across the underhive, mute markers to the ancient industries that grew the Spire.

This Territory grants the following Boon:

Income: The gang earns D6x5 credits from this Territory when collecting income.

This Territory grants Goliath gangs the following Boon:

Income: The gang earns 2D6x5 credits from this Territory when collecting income. If the gang also controls a Slag Furnace, this is increased to 2D6x10 credits.

 

STINGER MOULD SPRAWL (ESCHER) – THREE OF SPADES
Unowned

STINGER MOULD SPRAWL (ESCHER) – THREE OF SPADES

Stinger mould is a rare fungus that grows where rad-waste has saturated a fungus sprawl. The fungus can be deadly, but also offers near-miraculous healing properties.

This Territory grants the following Boon:

Special: During the post-battle sequence, the gang controlling this Territory may re-roll a single Lasting Injury roll on a fighter. Note that a Memorable Death result may not be re-rolled.

 

TECH BAZAAR (VAN SAAR) – KING OF SPADES

An underhive tech bazaar buzzes with the calls of bullet merchants echoing above haggling tech-prospectors, while agents of the Gun-guild watch and take their due.

This Territory grants the following Boons:

Income: The gang earns D6x10 credits from this Territory when collecting income.

Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6. The gang may immediately choose one Rare (X) item from the Trading Post where X is less than or equal to the dice roll and add it to their Stash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common weapon or piece of equipment to add to the gang’s Stash for half of its usual value, rounded down. If the roll is 3 or lower, then the fighter proves to be very poor at haggling and no equipment is gained. If the fighter selected has Exotic Furs, add +1 to the result of the 2D6 dice roll.

This Territory grants Van Saar gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.

 

TOLL CROSSING (ORLOCK) – TEN OF SPADES

The fastest ways through the underhive often cross chasms, sludge rivers or pass through bottlenecks. Gangs often set up tolls at such points, extracting credits from those who wish to pass swiftly and safely on their way.

This Territory grants the following Boon:

Income: The gang earns D6x5 credits from this Territory when collecting income.

Special: Whilst it controls this Territory, the gang has Priority in the first round of any battle. Any gang in the campaign may pay the gang 20 credits to gain the same benefit in a single battle against another gang.

 

TUNNELS (ORLOCK) – NINE OF SPADES

The tunnels that run through the hive are the primary ways that people move between locations. Those that control them can move freely and attack where they wish.

Special: Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase, the player sets up two 2" wide tunnel entrance markers on any table edge on the ground surface of the battlefield. During the Priority phase of each turn, roll a D6. On a 4+, the group of fighters arrive on the battlefield. That turn they may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The members of the group must all arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle.

This Territory grants Orlock gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Special: The gang may choose to deploy up to six fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle.

 

WASTES – FIVE OF DIAMONDS
Unowned

Tracts of ash, shapeless rubble, and twisted metal structures run through the underhive, their size waxing and waning with the ages. Most gangs have to pass through a portion of these wastes as they travel between places of more value.

This Territory grants the following Boons:

Special: If challenged in the Occupation phase, the gang may choose the Territory at stake in the battle, even though it would normally be chosen by the challenger. If challenged in the Takeover phase for a Territory the gang already controls, make an Intelligence test for the gang Leader. If the test is passed, the player of the gang may choose to play the Ambush scenario instead of rolling. They are automatically the attacker.

 

WORKSHOP – SEVEN OF DIAMONDS

Workshops in both the underhive and out in the wastes tend to be a combination of different scrap yards, festooned with belts of ammo and strewn with the carcasses of machines. The denizens of such places are often strange recluses, who mutter to their machines and create disturbing totems out of their rusting treasure.

This Territory grants the following Boon:

Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income.

Recruit: If the gang is a Law-abiding gang, they may recruit an Ammo-jack Hanger-on for free.

 

Battles

Action Log

CptClarkoThe Ferrous Phalanx
6 days, 6 hours ago

State Change: Plutonium John changed from Recovery to Active

Outcome: Plutonium John is now Active
FeersumThe Malignants
6 days, 12 hours ago

State Change: Squeakley changed from Recovery to Active

Outcome: Squeakley is now Active
FeersumThe Malignants
6 days, 12 hours ago

State Change: Aema & Toma changed from Recovery to Active

Outcome: Aema & Toma is now Active
CptClarkoThe Ferrous Phalanx
1 week ago

Bought Unbelievable Escapes for Zinc Zak (0¢)

Outcome: Credits remaining: 5¢
CptClarkoThe Ferrous Phalanx
1 week ago

Bought Carapace (light) for Zinc Zak (80¢)

Outcome: Credits remaining: 5¢
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Captured Fighters

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No fighters have been captured yet.