Thursday, October 31, 2019

Narrative Campaign Factions



Narrative Campaign Factions

There are a number of agents in Zone 9 working for larger factions. These individuals can help or hinder the Gangs, either in their hope for their claim on Magna Petrum, or for other more nefarious aims.

In some aspects of the Campaign, some factions will be a direct element with that campaign (such as the SSMC being Cold Traders in the Law and Misrule Necromunda Campaign) and other times being a purely Narrative faction.
Winning a Necromunda Campaign means that your allegiance takes control temporarily of Magna Petrum. This can have wide implications, some of which are more dramatic than others.

Narrative Allegiances

There are two forms of allegiances - a contract and throwing your lot in. 

Contracts

Contracts are a fact of life on Farport. Any Gang, save hated gangs can perform contracts for an NPC faction. A Contract either increases that factions disposition to the gang or has a material reward (not both).

Throwing your lot in

“Throwing your lot in” is to create a standing contract with an NPC faction. The Faction will be well disposed to you and will help you when you need it as well as giving special missions. Your victories will help that faction claim contract over Magna Petrum, with you and your gang as their standard bearer and custodian. Each faction gaining overall control will have ongoing and significant impact on the narrative campaign as secrets and scandals are revealed thanks to your efforts. You can only throw your lot in with one faction of course and completing contracts with rival factions will anger your patron.
For clarity, all Corporations are rivals with one another, whereas the Imperial Agents factions are rivals with the Criminal factions and vice versa.

Faction Allegiance

NPC’s view factions as one of four types: Liked, Neutral, Disliked and Hated.
Liked gangs can throw their lot in with this faction freely, simply inform the Arbitrator. From then on, unless the Corporation distances themselves from that gang, they are allied to that Corporation.
Neutral Gangs must complete a contract mission to improve their standing.
Disliked Gangs must first complete a hit upon their rival Corporations agent to prove their loyalty and then complete a Contract.
Hated Gangs can never be aligned to this Corporation, there is some ancient grudge or deep seated grievances with one another.
A Gang may become criminal in the campaign, however unless the gang betray the Corporation in some manner or embarrass the Corporation, they remain aligned to that Corporation

Corporations

The Corporations, known also as the Sector Corporations or “Sector Corps” are the most powerful entities on all Farport. They are in power comparable to the noble houses of Necromunda.


Corporations within the context of the Dirtside campaigns are neither lawful nor criminal but sit somewhere in between, willing to break the laws of Farport should it achieve their ends. They are answerable to the planetary Governor in only the most technical sense, civil war likely to break out if the Governor actually forcibly crack down on them personally. One should note however, if a Gang is caught in criminal enterprise at the behest of a Corporation, there is very possible that the Corporation will simple leave the gang to their fate rather than risk scandal.

Corporate Allegiance

The Corporation have promised wealth beyond imagining for the gang that brings the deed to Magna Petrum, along with something even more valuable - executive membership for the Gangers themselves.
But working for a Corporation is not as simple as that. Some factions find it easier than others with certain Corporations.

Veritas

Agent: Colby Irani
Likes: Delaque
Dislike: Cawdor, All Criminal gangs
Hate: Escher, Enforcers
Information: Veritas are the most powerful Corporation on the planet. They primarily involved in large scale intersector trading using Farport as their base of operations and seat of power. Those gangs who throw their lot in with this Corporation can expect a distant to only receive rare support, but when they do, it is significant.

Haden

Agent: Elidia Hewett
Likes: Escher, Delaque
Dislike: Cawdor, All Criminal gangs
Hate: Van Saar, Enforcers
Information: Haden is the primary rival to Veritas as they both deal in the large scale trade shipping of mainline goods between sector worlds. Being the “upstart” they have more to prove and so will provide more regular, though less powerful support than Veritas. Being the “upstart”, they will be most impressed with an attack on their rival. Haden have the largest private military on Farport beyond Imperial forces so strike teams are very likely to be available to support allied gangs in need.

Magna Corp

Agent: Vance Foxwell
Likes: Orlock, Delaque
Dislike: Cawdor, Escher, All Criminal gangs
Hate: Goliath, Enforcers
Information: Magna Petrum has the most to lose from another faction gaining control of Magna Petrum and their agent is the most open in Zone 9. Magna Petrum own most of the Manufactora contracts on the planet but are reliant on the shipping corporations (Haden and Veritas) for moving their goods out and so will offer appropriate support in the form of their strengths. Notably, Vance has been conspicuously walking around with his Combat Servitor.

Athena

Agent: Rusa Jula
Likes: Goliath, Delaque
Dislike: Escher, Cawdor, All Criminal gangs
Hate: Orlock, Enforcers
Information: Athena control all atmospheric traffic and space docks on the planet and specialise in customs, having considerable clout with blackmarket racket. Those that throw their lot in with Athena would expect see benefits appropriate to a Corporation able to acquire unusual goods and support as well as support from the Mechanicus.

Kotu

Agent: Shizuko Bancroft
Likes: Van Saar
Dislike: Escher, Delaque, All Criminal gangs
Hate: Cawdor, Enforcers
Information: Kotu make guns, owning military contracts to various organisations and subcontract to the Mechanicus for production. Specialising in more esoteric weaponry, they are able to supply weapons not easily to many rather readily.

Hydra

Agent: Gema Wynter
Likes: Escher, Criminal Gangs.
Dislike: Van Saar,
Hate: Delaque, Enforcers
Information: Hydra are the money men of Farport with their fingers in many pies. Every Corporation owes them money, even the Imperial Governor borrows from Hydra. They, more than other Corporations, are viewed with suspicion. They hire mercenaries rather than have standing private military. Gangs who throw their lot in with Hydra will expect cash incentives along with access to mercenaries. However, they are very astute on making sure everyone pays Hydra in the end.


Benefits of Corporate Allegiance
The Corporations are the most powerful entities on Farport, save in theory the Imperial Governor himself. Being allied to a Corporation provides certain benefit which are narrative in nature but have real effects on each campaign. Corporations are most likely to aid those they like and those that are in trouble, they do not like being asked to do something when a gang is perfectly capable of doing something themselves; the whole point of the Corporations using proxies is to avoid public scandal and trade war.
Each Corporation is unique in their approach and will provide their own benefits. For example, Hydra are very likely provide extra cash incentives and hired goons (in the form of Bounty Hunters, Scum or even Gema Wynter) for free. Whereas Kotu would be more likely to provide difficult to acquire weaponry.
While it is easier to work for a liked Company, there are benefits to working for a “Disliked” Company. Disliked Gangs become a novelty and certainly 

Imperial Agents

Imperial agents work for the betterment of the Imperium in some way, though this certainly does not mean they are lawful by the standards of Farport, in fact very often less so as they operate outside the corporate law.
Imperial Agents have less resources than the Corporations, they are not part of the main body of the Imperial faction but a minor agent of it pursuing their own agenda which has brought them to Zone 9. However, working for an Imperial Agent truly means you are working for the greater Imperium than simple petty aims and can lead to moving beyond the confines of Farport itself.

Ecclesiarchy
Be Faithful

Agent: Frater Adept Heincroft
Likes: Cawdor
Dislike: Enforcers, Delaque
Hate: Genestealer Cults, Chaos Cults.
Information: The Ecclesiarchy are committed to bringing the word of the God-Emperor to the slums. They view the Corporations with suspicion at least and have strong support among the Cawdor as the Redemptionist cult has strong support from the local Ecclesiarchy.
Ecclesiarchy do not have the resources available to them as the Corporations, not for such covert operations needed in Zone 9. However they can tend to the people, they can help and improve matters in various esoteric ways.

Adeptus Arbites
Be Law Abiding

Agent: Vasiliev
Likes: Enforcers
Dislike: Delaque
Hate: Genestealer Cults, Chaos Cults, Criminals.
Information: The Arbites are woefully under supported on Farport, the gears of the Imperium not yet turning to support them and likely will not for hundreds of years. Nevertheless, there are those in the Arbites that are convinced the spectre of Moonface has not left the world, Vasiliev is such an Arbites being convinced Cult activity was behind the Zone 7 plague. Operating undercover in Zone 9, she searches for the remnants of Moonfaces forces and other chaos insurrectionists.
Those gangs help Vasiliev will likely have support in keeping the law off their backs, so long as they don’t cross the line. Should a significant chaos cult be uncovered and she be able to convince her superiors, Gangs who have thrown their lot in with the Arbites can expect support from an Arbites Pursuit team when taking them down. A victorious gang could expect gangers to be offered the chance to serve as Arbites

Ordo Xenos Inquisition 
Be Afraid

Agent: Renegade Magos Biologis Hans Fischer
Likes: Enforcers.
Dislike: Delaque
Hate: Genestealer Cults
Information: Hans first operated in Zone 7 before its destruction. Hans carries an Inquisitorial seal on his person, denoting he is an agent to those he trusts (or wishes to intimidate). Hans is operating out of Zone 9 continuing his investigations into Xenos activity, particularly Genestealers. Being a Biologis Magos, Gangs can expect support from both Medical and Mechanical, easily capable of maintaining the weapons on offer to gangs. Victorious gangs run the dubious risk of coming to the attention of the Inquisition and being recruited as agents.

Criminal Agents

Criminal Agents have their own goals on Farport, none of them for the good of the Imperial Governor, Farport or the Imperium.
It's important to note that while criminals devoted to the downfall of Imperial rule on Farport, all present themselves as law abiding and have effective cover stories.

Chaos Cult Insurrectionists
Moonface Lives on

Agent: Mom and Pop Potts
Likes: Chaos Cults
Dislike: Genestealer Cults
Hate: Cawdor, Enforcers
Information: Mom and Pop Potts survived the Zone 7 plague, however they have a far darker secret. Mom and Pop are survivors from Moonface’s hordes and await the return of the true believers in the Pantheon once more. They operate from the shadows with a front in food trade. Gangs throwing their lot in with the Potts can expect the attention of the Dark Gods, and their minions.

Servile Sovereign Mining Consortium (SSMC)
The Emperor reborn Delivers

Agent: Overseer Daryos
Likes: Genestealer Cults
Dislike: Chaos Cults
Hate: Enforcers
Information: an Independent mining operation, mostly operating out of asteroid belts, the SSMC maintain small offices on Farport and are expanding into mining interests in Zone 9. The SSMC are also a Genestealer Cult, part of the largest in the Sector, unbeknownst to the world at large. Those that support the SSMC will expect help with mining operations as well as cold trading access.


Federacy Agents
Welcome to the Resistance

Agent: Trader Rex Auber
Likes: NONE
Dislike: NONE
Hate: Enforcers
Information: Welcome to the good guys son. The Federacy successfully gained independence from the Imperium 50 years ago and have active agents on most Imperial worlds working to throw off the oppressive regime. Rex is part of a wider network of Federacy Agents on Farport determined to pave the way to Farport throwing the shackles of the Imperium off. Rex has access to superior Federacy weapons as well as Xenos weapons “gifted” (stolen) from their Xenos allies.

The Campaign, how it works

The Campaign

There are two elements to the campaign, the Necromunda campaign and the Narrative Campaign.

The Necromunda campaign as presented in the Necromunda rule books and supplements. These will be familiar e.g. Dominion Campaigns, Law and misrule campaigns.
These short campaigns will each run for a set period of time.
The current campaign is a "Law and Misrule" Campaign. When a short campaign has completed, the gangs will reset to a new campaign. Players may carry over their gang names from one campaign to another and may carrying over some gang members with their skills and equipment from one campaign to another, purchasing them in the manner described in the Necromunda rules.

The second form of the campaign will be the overarching Narrative campaign. Gangs/Players can carry over their built up allegiances from one campaign to another. The overarching Narrative campaign will provide bonus’ to other gangs and allegiances to Corporations or other agencies may provide bonus’ to an existing campaign. The winner of each campaign will have major ramifications on future campaigns and ultimately, who claims Magna Petrum and Zone 9 for themselves.

In narrative terms, the campaigns reset due to the gangers making their fortune from digging in Magna Petrums ruins, the frequent Tithe raids into the slums make off with many gangers for destined for the Farport Astra Militarum Regiments. Lastly, many gangers, should they please their sponsors, they make off for a better life in a Corporation, the Arbites, or even the Inquisition

The current campaign is the "Law and Misrule Campaign" as detailed within the "Book of Judgement supplement and will run until the end of 2019.

Announcement from the Imperial Governor Bryant Percival

“By word and decree of his great and glorious self, the regent, lord and master of Farport, Bounteous is his beneficence, at the behest of He on Terra, the Master of Mankind, the God-Emperor, giveth, by the law of Imperium Rex, Imperial Governorship and Imperial Statute 209323974/A-1113 as confirmed through their most Judicious Authority, Arbitrator Senioris, The High Marshall of Farport System, Judge Primus, Shilo DeVessier do make the following Announcement:



Greetings dear citizens of Farport! As all loyal servants of the Emperor are no doubt aware, the most infallible Administratum has in its, “Wisdom”, upgraded our dear world tithe grade from Solutio Particular to the far more respectable, right and proper Decuma Extrema. This means many, many changes are afoot for the great system of Farport! More of our great citizenry will soon be giving what ho’ to the vile enemies of the Imperium! Reclaiming new worlds! New Frontiers for you and the great and glorious Imperium!

But, we know sadly, not all those would share in our fortune, not all would share in our loyalty, not all, would share in our humble acquiescence to the Imperium and the God-Emperor blessed be his name. Which By Lucia! Shall not do! Shall not do at all oh no! And so! By the power vested in me by Him on Terra ecetera ecetera hereby order the formation of the Percivilian Enforcers of the Imperial Tithe. All folk of good stock are available to recruitment! All prior contracts and commitments upon swearing to the Percivilian Enforcers of Imperial Tithe shall be decreed by Imperial Edict and by Corporate By-Law 209323974/A-1113 shall be declared null and void! Come all loyal citizens! Come and serve your world and your Governor! For Throne and Terra!”


Percivilian Tithe Enforcers are here to help

Tuesday, July 2, 2019

Seasonal Duststorms cripple Gound Level

SEASONAL duststorms have once again wracked the city of Dirtside.
While the Plates have adequate protection against the elements, Ground level has once again woefully under prepared for the seasonal event, particularly in the Slum Zones. 
The fighting in Zone 9 and the ruins of Magna Petrum have gone eerily quiet as the local gangs wait out the storms.
In the interim, the Planetary Governor has pledged to resolve the situation, which has resulted in universal derision from the Sector Corporations.


Tuesday, April 9, 2019

Inter-Corporation emergency summit ends in violence

The Corporations are not well known for working together, however in an unprecedented move, the Sector Corporations held an emergency summit to resolve the Magna Petrum question.

Details are scarce from the closed summit, however each Corporation laid claim to the fallen structure, each citing ever more esoteric and obscure corporate laws and precedence. The Magna Corporations delegation increasingly outraged at the activities of the Corporations stuck to their simple statement, Magna Petrum was built by Magna, and shall remain Magna.

It is unknown who first reached for a gun, however most are pointing at either Magna, Kotu or the "upstart" Corporation Hydra who are known to hire trigger happy mercenaries. While casualties are heard to be light, it obliterates any chance the Corporations had at a peaceful resolution to the impasse.

The Imperial Governor Bryant Percival once more called for calm among the Corporations, however as normal in these circumstances, the Corporations ignored the notoriously flatualant fool.

Bryant Percival

New faces in Magna Downs

A number of few faces have been found in Magna Downs. While there are plenty of new faces around, these folks stick out as the most incongruous.


Name: Colby Irani
Age: appears to be mid 40’s
Appearance: Thin man approximately 175 cm’s in height with medium length near black hair that appears somewhat greasy. Dressed in the clothes of a dapper lower city worker – doublet with some decoration. Cold piercing eyes that sets one on edge (a sociopaths eyes), with a difficult to place accent that is difficult to place. He claims to be from North Liberty. Accent does not match.
Story: Local barfly, looking for new work following moving from North Liberty.
Colby Irani

Name: Elidia Hewett
Age: appears to be late 20’s
Appearance: approximately 165cm in height with brown hair and wearing a pink dress somewhat in the style of a Plate 2 nightlife. Frequents drinking holes around Zone 9 posing as an investor for prospecting in the ruins of Magna Petrum. Has already had a couple of run ins with locals and is known to be capable of handling herself.
Story: Plate 2 Administratum worker, having served tour of duty within PDF for 3 years, she has come into money following an investment with in out system ore drilling business venture, of which she has a small share along with former members of her unit. Is looking to capitalise on her investment with claims in Zone 9.
Elidia Hewett


Name: Gema Wynter
Age: appears to be mid to late 30's
Appearance: A Tall vicious looking women wearing light carapace and carrying several grisly trophies
Story: A renowned Bounty hunter who has worked for Corporations across Farport. She has a reputation for viciousness. It is rumoured that she is in Zone 9 on business on some big contract, however no one has dared yet ask her.
Gema Wynter

Name: Freidrich Heincroft
Age: 50's
Appearance: Wearing worn robes of the Ecclesiarchy, Freidrich is an openly pious priest of the God Emperor
Story: A veteran of the Moonface invasion, having served in the PDF in his early 20's, Heincroft joined the Ecclesiarchy and has served as a preacher, heading out into the most dangerous parts of Farport, converting the masses or bringing fire to his enemies.
Freirich Heincroft
Name: Mom and Pop Potts
Age: Early 50's
Appearance: Dishevelled man and women, clad in well worked overalls, Pop has some jewellery that is made from scrap and Mom always keeps her hair covered. They look like offworlders, or just off.
Story: Just a simple pair of local hard working folk, raising algae and removing corpses from the world. Starch for everyone! Praise the Him in his benevolence!


Mom and Pop Potts

Name:Rusa Jula
Age: Early 40's
Appearance: Odd tattoo's dark skin, workmens overalls and the Imperial Aquila hung around her belt.
Story: A engineer rating from Zone 2, Rusa has apparently come seeking work on restoring the local Mag Lev transportation system into Zone 9, the local links having long fallen into disrepair.

Rusa Jula

Name: Shizuko Bancroft
Age: Appears to be late 40's
Appearance: Approximately 155cm in height with dark hair and a large bionic facial and occular implant. Dressed in combat bodysuit of unknown manufacture.
Story: Shizuko's parents were both stationed on Farport during the invasion and were both killed. Shizuko, rather than serve the Imperium ran away and has worked as a freelance hired gun ever since.
Shizuko Bancroft


Name: Vance Foxwell
Age: 27
Appearance: Thin with a ginger Mohawk and glasses.
Story: Vance, while claiming to not be representing the Magna Corporation, is not fooling anyone, his tattoo gives him away and he only responds with a shrug when asked. He is accompanied by a hulking Combat Servitor to dissuade any would be assassins. One can only guess he is here as the "covert" operative that Magna have sent to secure Magna Petrum. So far, this is the closest any Corporation has come to announcing their presence.
Vance Foxwell - Magna Agent

If I was any ganger in Zone 9 I'd be suspicious of any of these fraggers stories.

Mom And Popp Potts expanding in Zone 9

Mom and Pop Potts, those hard working entrepreneurs of Pottsville. Have turned up alive and well (and why wouldn't they, NOTHING HAPPENED!) in Zone 9
The pair are reported to setup several Algae farms in Zone 9 with the intention of feeding the growing worker population. Our reporters in Zone 9 attempted to speak to the Potts' however the notoriously reclusive pair declined to comment.