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SirWalterMannyCampaignRukbat Dome 6 Campaign (Part 1)

Rukbat Dome 6 Campaign (Part 1)

Public
Status
In Progress
Arbitrators
Budget
1000¢

Starting campaign, based on Succession Campaign Part 1, with gangs vying to gain the attention of Sympathisers to help fund an expedition into a newly re-discovered underhive dome.

A faint red light flickered incessantly somewhere ahead, partially obscured through the twisted girders, rockrete boulders and the dust from the dome collapse. Sirens sounded in the distance, but Merek Humbleclod, Master of the Buttons of Mag-Lift Shaft 8, was more interested in the beckoning whisper somewhere ahead of him. He couldn't quite hear what it was saying...

He'd already called in to his superiors to notify them it looked like one of the old Rukbat Dome's had been re-opened in the recent Hive Quake. They'd be notifying their superior's in turn, and it wouldn't be long now before the different houses and guilds would be looking to  send their representatives through the new opening to claim a stake for themselves.

He probably had the rest of this cycle before Enforcers came down and took over. Nobody would be using the Mag-Lifts before then, not til the remains of those who had rode the last lift before the quake started were scraped out and hosed down. He had some time... he could try and get a bit closer, hear what the whisper was saying. He knew it was important, he knew it would make everything better for him. He just needed to get a little but closer...

>>>> Subject: Hive Quake Reconnaisance
>>>> Conduit: Necro-Vox PERN009
>>>> Thought for the Day: Hope is the beginning of unhappiness. 

Subjects of Lord Helmawr heed now the voice of Necromunda.

++ All loyal subjects of Lord Helmawr rejoice! Recent Planned Hive Quakes have restored to our noble houses the long though lost Rukbat Domes.
++ Loyal Houses are already forming reconnaisance teams to enter Dome 6 and restore the Light of the Emperor to its darkness.
++ Those with an interest in supporting these efforts should look to those marked to enter and pledge support to the strongest champions. 

Assets

Sympathisers
(Cawdor) ‘The Brethren’ Home Support
Held by The Brethren

Every gang has its own support network, be it the locals who pay them for protection, or the settlement elders who let them set up shop in their towns and holesteads.

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Once per battle, before rolling for Initiative at the start of a round, this gang can stop the Pitch Black rules being in effect until the start of the next round.
 
Second Campaign Phase: Additionally, roll 2D6, if the total is 10 or more the gang controlling these Sympathisers may add a fighter with the Gang Fighter (Ganger) to their roster for no credits cost; any equipment must be paid for as normal.
Corpse Guild Sympathisers
Unowned

On Necromunda, the dead have value; even more so for a gang that can scavenge the battlefield afterwards and sell the 'proceeds' to the Corpse Guild.

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While they control these Sympathisers, a gang gains a free Slopper Hanger-on. If a gang loses control of these Sympathisers, they also lose the Slopper Hanger-on.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds D6x10 credits to its Stash.

(Delaque) 'The others' Home Support
Held by The Others

Every gang has its own support network, be it the locals who pay them for protection, or the settlement elders who let them set up shop in their towns and holesteads.

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Once per battle, before rolling for Initiative at the start of a round, this gang can stop the Pitch Black rules being in effect until the start of the next round.
 
Second Campaign Phase: Additionally, roll 2D6, if the total is 10 or more the gang controlling these Sympathisers may add a fighter with the Gang Fighter (Ganger) to their roster for no credits cost; any equipment must be paid for as normal.
Dregs of the Underhive Sympathisers
Unowned

Even the lowest scum of the underhive have something to offer a gang, even if it is only cheap bodies to throw at their enemies, or information gleaned from listening in the shadows.

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While they control these Sympathisers, during the pre-battle sequence a gang may add D3 hive Scum to their starting crew for the duration of the battle. These fighters may take the total number of fighters above the starting crew limit.

Second Campaign Phase: Additionally, during each post-battle sequence, a gang that controls these Sympathisers may add a common Weapon, Upgrade or item of Wargear from the Trading Post to their Stash for free.

(Escher) ‘Acid Town Wherries’ Home Support

Every gang has its own support network, be it the locals who pay them for protection, or the settlement elders who let them set up shop in their towns and holesteads.

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Once per battle, before rolling for Initiative at the start of a round, this gang can stop the Pitch Black rules being in effect until the start of the next round.
 
Second Campaign Phase: Additionally, roll 2D6, if the total is 10 or more the gang controlling these Sympathisers may add a fighter with the Gang Fighter (Ganger) to their roster for no credits cost; any equipment must be paid for as normal.
Explorator Sympathisers
Unowned

Shifting ash and constant storms mean Necromunda must continually be re-explored, with lost pieces revealed anew and well-known sits buried and forgotten under a sea of dust and debris.

---

While they control these Sympathisers, a gang may re-roll the dice when determining which scenario will be played.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds 3D6x10 credits to its Stash.

(Goliath) ‘Smog on the Sump Brawlers’ Home Support

Every gang has its own support network, be it the locals who pay them for protection, or the settlement elders who let them set up shop in their towns and holesteads.

---
Once per battle, before rolling for Initiative at the start of a round, this gang can stop the Pitch Black rules being in effect until the start of the next round.
 
Second Campaign Phase: Additionally, roll 2D6, if the total is 10 or more the gang controlling these Sympathisers may add a fighter with the Gang Fighter (Ganger) to their roster for no credits cost; any equipment must be paid for as normal.
Guild of Coin Sympathisers
Unowned

Money, or creds as most gangers call it, is the lifeblood of the hives and it pays - often literally - to have friends in the Guild of Coin.

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The gang that controls these Sympathisers adds D6x10 credits to its Stash.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds 2D6x10 credits to its Stash.

House Catallus Sympathisers
Unowned

The agents of House Catallus are known for their duplicitousness, making a deal with them a risky proposition, but also a potentially lucrative one.

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While they control these Sympathisers, during the pre-battle sequence, a gang may add the Silent trait to one weapon in their starting crew for the duration of the battle.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds D6x10 credits to its Stash.

House Greim Sympathisers
Unowned

House Greim likes to play war and is more than willing to provide support to gangs who join the ranks of its 'armies' to face off against enemies of the Noble House.

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While they control these Sympathisers, a gang may choose to roll a D6 during the pre-battle sequence. On a 1-3 they choose who is the attacker and defender, on a 4-6 they may include one extra model in their starting crew.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds 2D6x10 credits to its Stash.

House Ko'Iron Sympathisers
Unowned

The religious extremists of House Ko'iron are always keen to punish heretics and unbelievers, and aid those who are willing to support them in this holy task.

---

While they control these Sympathisers, the gang's leader may re-roll one armour save in each battle.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds D6x10 credits to its Stash.

House Ran Lo Sympathisers
Unowned

House Ran Lo are well known as the bankers of Necromunda, obsessed with numbers and coin, though they can be of great benefit for a gang willing to put up with their tedious methods.

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While they control these Sympathisers, a gang may re-roll any of the dice to determine how many credits they earn from a scenario's rewards. The second result must be kept even if it is worse.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds D6x10 credits to its Stash.

House Ty Sympathisers
Unowned

The mysterious agents of House Ty choose their allies with care, through once they do they make sure they never want for aid in battle.

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While they control these Sympathisers, a gang may select a fighter to be blessed by House Ty. That fighter and any fighters within 6" of them (both friendly and enemy) improve their Cool characteristic by 2.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds 2D6x10 credits to its Stash.

House Ulanti Sympathisers
Unowned

Excessive wealth is synonymous with the name of Ulanti and those aligned with the Noble House might find the creds flow freely... at least until the nobles grow tired of their underhive pets.

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The gang that controls these Sympathisers adds 2D6x10 credits to its Stash .

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds 2D6x10 credits to its Stash.

Iron Guild Sympathisers
Unowned

Raw materials, normally used for making guns and bullets, are always in short supply, making the Iron Guild a useful ally to anyone who wants to make their mark on the underhive.

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While they control these Sympathisers, a gang may make one Negotiate Repairs post-battle action in addition to any post-battle actions taken by the gang's fighters. This bonus action does not cost any credits though the result is always Almost Like New.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds 2D6x10 credits to its Stash.

Narco Lord Sympathisers
Unowned

Chems, especially the illegal kind, are useful for anyone wanting to heal a gunshot wound or send themselves into a murderous rage, and the Narco Lords deal in all kinds imaginable.

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While they control these Sympathisers, during the pre-battle sequence a gang can select up to D3 fighters. The selected fighters fain the benefits of a stim-slug stash for the duration of the battle.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds 2D6x10 credits to its Stash.

Promethium Guild Sympathisers
Unowned

Getting in with the Promethium Guild is always a good idea–the guilders more than willing to provide a gang with an abundant supply of fuel with which to incinerate their enemies.

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While they control these Sympathisers, this gang considers all weapons with the Blaze trait to also have the Plentiful trait, unless that weapon has the Scarce trait, in which case it loses the Scarce trait.

Second Campaign Phase: Additionally, the gang that controls these Sympathisers adds D6x10 credits to its Stash.

Psi-Syndica Sympathisers
Unowned

Psykers are both a terror and a aboon to a gang and doing a deal with the Psi-Syndica can both spell their salvation or their doom, depending on the vagaries of the Warp..

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While they control these Sympathisers, a gang may have a random fighter gain the Non-sanctioned Psyker rule and one psychic power. If the gang loses control of these Sympathisers, that fighter goes into Recovery and loses both the Non-sanctioned Psyker rule and the power.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds D6x10 credits to its Stash.

Second Best Smuggler Sympathisers
Unowned

Second Best… for when you can’t afford Wild Snake. The booze trade is a thriving business on Necromunda, even more so the trade in illegal Second Best.

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The gang that controls these Sympathisers adds 2D6x10 credits to its stash.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds D6x10 credits to its Stash.

Slave Guild Sympathisers
Unowned

Hives are built on the backs of workers and slaves, so when a machine breaks down or hard work needs to be done, gangs turn readily to the Slave Guild for the required muscle.

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While they control these Sympathisers, a gang may sell a captive for its full credit value as long as the captured fighter's gang gas has had a chance to rescue them.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds 2D6x10 credits to its Stash.

(Van Saar) 'The Phaged' Home Support
Held by The Phaged

Every gang has its own support network, be it the locals who pay them for protection, or the settlement elders who let them set up shop in their towns and holesteads.

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Once per battle, before rolling for Initiative at the start of a round, this gang can stop the Pitch Black rules being in effect until the start of the next round.
 
Second Campaign Phase: Additionally, roll 2D6, if the total is 10 or more the gang controlling these Sympathisers may add a fighter with the Gang Fighter (Ganger) to their roster for no credits cost; any equipment must be paid for as normal.
Venator Sympathisers
Unowned

Hired guns serve a vital role in Necromundan society, cleaning up the scum and keeping the credits flowing - and will sometimes throw their lot in with a gang should it suit their purposes.

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While they control these Sympathisers, when an opponent deletes a dead fighter the gang that controls these Sympathisers immediately adds half of the dead fighter's credit value (rounding up to the nearest 5 credits) to this gang's Stash.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers, during the post-battle sequence a random model which took part in the battle gains D3 XP.

(Venator) 'The Abhumans' Home Support
Held by The Abhumans

Every gang has its own support network, be it the locals who pay them for protection, or the settlement elders who let them set up shop in their towns and holesteads.

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Once per battle, before rolling for Initiative at the start of a round, this gang can stop the Pitch Black rules being in effect until the start of the next round.
 
Second Campaign Phase: Additionally, roll 2D6, if the total is 10 or more the gang controlling these Sympathisers may add a fighter with the Gang Fighter (Ganger) to their roster for no credits cost; any equipment must be paid for as normal.
Water Guild Sympathisers
Unowned

Everyone on Necromunda needs water to live and being allied with the people who supply it can give a gang a lot of sway over the local population.

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While they control these Sympathisers, a gang may clear the Recovery box for one fighter during each pre-battle sequence before choosing crews.

Second Campaign Phase: Additionally, the hang that controls these Sympathisers adds 2D6x10 credits to its Stash.

Battles

No battles yet.

Action Log

SirWalterMannyThe Others
9 months ago

Bought Mesh armour for Horrath Nighthaunt (15¢)

Outcome: Credits remaining: 15¢
SirWalterMannyThe Others
9 months ago

Bought Flechette pistol for Abnoth Gloom (30¢)

Outcome: Credits remaining: 30¢
SirWalterMannyThe Others
9 months ago

Added 50¢: correction

Outcome: +50¢ (to 60¢)
SirWalterMannyThe Abhumans
1 year ago

Sympathiser Transfer: (Venator) 'The Abhumans' Home Support transferred from The Abhumans to The Abhumans

SirWalterMannyThe Phaged
1 year ago

Sympathiser Transfer: (Van Saar) 'The Phaged' Home Support transferred from The Phaged to The Phaged

View all 21 actions →

Captured Fighters

No fighters have been captured yet.