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.


Violence in Zone 9 Continues

If the migrants of Zone 9 thought that the BRUTAL violence of Zone 9 would end after a trade post was set up, they were wrong.
In a perceived lull in fighting, the leader of the Goliath Gang Aventine Collegiums leader was horrifically murdered by the Church of St Pyros. The Church of St Pyros, unsurprisingly burned the poor man to death.

Buoyed up by their victory, the Church of St Pyros next attacked the Van Saar gang the Archeo-Reclaimaters, robbing them blind and pushing them off the Tech Bazaar. Jeril Auber, the owner of the Tech Bazaar has thus far remained quiet on the matter.

The Church of St Pyros rampage was cut to a halt by a surprising adversary. The Escher gang the Golden Sirens saw off the Cawdor in a bloody battle that saw most of the Church cut down. 



Tuesday, April 2, 2019

Zone 9: Season 2

Season 2 has begun!

In each game from here on out the challenge is for territory. At the start of each game (unless it is a special scenario with the Arbitrator) each gang challenges the other for territory, with the winner of the battle able to take one of the opponents territories.

Trade Post
The Trade post is not yet open to gangs unless they have been specifically briefed otherwise. It is being set up by Jeril Auber and should be up and running in the next week or so barring any setbacks. 

New Gangs
New gangs wishing to join the campaign can do so. They will begin with 1500 credits starting and 3 randomly assigned territories.

Searching for Magna Petrum
Each Gang may search for Magna Petrum; this is a post battle action like searching for rare items, needing a Champion or Leader to lead the search. 
To search for Magna Petrum a gang must spend 100 creds, this is for equipment and resources needed for a dedicated search, the player then rolls a D6, on the roll of a "6" the gang has found the entrance to the "Motherlode". On the roll of a "1" a random member of the gang suffers a lasting injury as they are injured in the search. 
A Dome Runner hanger on allows the gang to re-roll the result of the dice roll.
There may be ways in campaign to increase one's chances or mitigate the cost of the search (such as NPC involvement), however these of course come with different costs. The best way is for a gang to find it themselves, however that is both expensive and risky.

Once Magna Petrum entrance is found, its secrets will be revealed. Finding Magna Petrum first will give the gang a significant advantage in the finale to the campaign.

Ongoing plot
There is still ongoing plot. 


  • Irada is still after the Golden Sirens Gang and will join any gang to fight against them for free, however she will take any captured fighters.
  • In addition, rumour is she is assembling to brute squad to go after the Sirens and may look to recruit other gangs to help.
  • Honest Hans now has his mines and is happy, what this means for Zone 9 is anyones guess. There is no longer a bounty on the Church of St Pyros thanks to the actions of the Golden Sirens
  • The SSMC, an void based mining company, has interest still in Zone 9, they are still happily working with the Church of St Pyros. Notably there is a number of Void Miners from the SSMC attending the St Pyros sermons. Nevertheless they are very quiet and do not talk more, they seem more interested in listening.
  • The Ork issue appears to have been largely dealt with. While Orks will be a recurring problem on planets previously invaded by the Greenskins, for now, the building mobs have been smashed by the Van Saar gangs.
  • Jeril Auber has further missions for gangs he trusts. 
  • Mom and Pop Potts of Zone 7 have turned up alive and are setting up in Zone 9
  • Lastly, a number of persons of interest have started turning up in Magna Downs. They appear to have means and resources and are interested in the Motherlode at Magna Petrum and are looking for help. These people are possibly agents of the Sector Corporations. Details of these individuals will be forthcoming.



Thursday, March 28, 2019

Corporation Focus: Kotu


Kotu have long been affiliated with the immigrant Van Saar House, though this alliance goes far deeper than most realise. 


In 278.M34 Farport along with several other worlds in the Aleph Sector were invaded by an Ork WAAAGH! Led by the Warlord “Gitstabba”. Up until this time the responsibility of arming and equipping the Planetary Defence Force was subcontracted to the Magna corporation, who had a supply agreement with a local Forgeworld who’s name was lost to time. Magna, had repeatedly neglected this contract in favour of more lucrative pursuits and so the defences of the world of Farport was woefully unprepared for the attack. The Van Saar, had long maintained their own armed force, which centred around the city of “Homestead”, a city of Van Saar founding. The whole planet of Farport fell to the Ork invasion save for Homestead which held off against Ork Waagh for weeks having heavily fortified the city. The primary defence of the city fell to Ober Coerator Gretel Kotu, a renowned military strategist. The siege was lifted after 2 months when the Shining Blades Astartes Chapter made planetfall, breaking the siege.

WAAAGH! Gitstabba

In the aftermath of the defeated WAAAGH! Magna, Hayden, Veritas and what would become Hydra sought to cover the mess that Magna had created. If Magna’s own failings were highlighted in the defence of the world, the other Corporations inadequacies may be highlighted. In the months that followed, the Corporate council and the Imperial Governor pinned the blame of the unreadiness of the PDF on the unreliable immigrant Houses, particularly Van Saar and of course Cawdor. With Van Saar, the Corporations pointed to a obscure corporate by-law stating that non-corporate and imperial organisations were forbidden from keeping formal military and paramilitary personell. Magna argued that if the Van Saar had tithed troops to the PDF as was proper then the Ork invasion would never have succeeded. This threatened to destroy the Van Saar immigrant House, who in M34 did not have the power to face down the Corporations. The Van Saar sought to distance themselves from Gretel Kotu, blaming her for the military forces under her command. This caused a schism within the House that lead to the creation of the Kotu Corporation. 
Ober Coerator Gretel Kotu

Thousands of Van Saar soldiers, despite the orders of the House, sided with Kotu. What’s more, her actions had not gone unnoticed among the nobility of the Aleph sector. Niloufar Zedah, young noble of the bloodline Thornglaive, genevowed of the Teglaagh Satrapy came to Farport. Niloufar Zedah while having a rich bloodline was in need of political power as her rivals had sought to oust her from her birthright on her homeworld of Krell. While she had intended an alliance of financial means, Gretel Kotu had what none of Niloufar rivals had - a well equipped and battle-hardened army. While Gretel had been condemned by little known corporate by-laws, she would be saved by one of the most well known. Gretel and Niloufar marriage ennobled Gretel, and with that, allowed her the right of forming her own Corporation. The newly named “Kotu” Corporation immediately shipped out to Krell where it violently suppressed the burgeoning tribal uprising and assasinated Niloufar’s rivals. By the end of the Krell uprisings 15 years later, the Kotu Corporation had gone from thousands of Van Saar soldiers to over a million mercenary soldiers and paramilitary personnel operating within the sector, forming security detail for numerous dignitaries as well as performing wet work for both nobles and corporations. 

Kotu resettled on Farport and while they had chased her away the fickle corporations now welcomed Gretel and her Corporation back with open arms. For her part Gretel held little ill will towards her former House, knowing they did what they had to do, even forming trading agreements that have lasted till this day. However Gretel and subsequently the Kotu corporation never forgave Magna for their actions. A bloodfeud between the two Houses has lasted ever since, while Kotu cannot hope to defeat Magna’s economic might, Magna cannot counter Kotu in any conventional war.

Today, Kotu are one of the primary traders and suppliers of military personnel and equipment not tithed to Imperial purpose, operating in multiple forms. Kotu have been hired by multiple planetary agencies across the Sector. Rumour has it they are on good terms with several Inquisitors who wish to maintain a lower profile when resorting to military solutions. Whether this is true or not is not known.

One notable issue the Corporation has suffered was the creation of the Federacy which plunged them into economic recession that has lasted since. Many contracts were with the Federacy worlds and losing these contracts was devastating. The Corporation was in no way able to influence the outcome of the Chaos invasion, simply able to ensure the protection of its assets. 

Thursday, March 14, 2019

Season 1 Downtime


Season 1 of the Zone 9 Campaign has come to an end. Now there is a period of downtime.

Downtime

New Gangers
Each existing gangs receive 250 credits. These credits can only be spent on new gangers and new ganger equipment, it cannot be spent on existing gangers.
These 250 credits cannot be retained, you spend it, or you lose it.

New Gangs
New Gangs starting from this point in the campaign will start with 1500 Credits and will be allocated 3 territories by the Arbitrator. This is the only way new territory can be generated, save by special plot events.

The Trade Post
The Trade post has not yet opened for all Gangs and so cannot be used unless explicitly told otherwise.

Zone 9
The Feral Orks in Zone 9 have been seen off, for now. The Zone has been sufficiently settled that groups are striking out to find that elusive entrance to Magna Petrum and "the Motherlode".

The Corporations, Ecclesiarchy and the Houses
Both the Corporations and Houses are still locked in stalemate over what to do over Magna Petrum. As soon as one faction announces a course of action another threatens war and the stalemate resumes. That does not mean that the Corpoations have been idle. Now that Magna Downs is up and running, groups of strange individuals start appearing with clear cover stories and intentions of seeking the riches of Magna Petrum. The Houses are still operating through the gangs themselves seeking to enrich the House with the power the Magna Petrum motherlode will reveal. 

The Corporations have obvious preferences for particular Houses over another. None of the Houses like the Cawdor, however the Ecclesiarchy do, and have been sending missionaries into the Zone. 


Other Factions
Honest Hans, Servile Sovereign Mining Consortium, Irada, Rex Auber and the recently arrived "Mom" and "Pop" Potts are active in Zone 9 and have ulterior motives, to the benefit or hindrance of the Gangs.

For all factions, some information will be revealed on each of the new characters that have arrived. In the coming days there will be.

Zone 9 Season 2
Season 2 of the Zone 9 campaign will be released over the next week. Any battles individuals wish to play in this time is to recover captured gangers.

Tuesday, March 12, 2019

Ork uprising stopped by Van Saar! Escher opportunists routed.

The Orks are an ever present problem across the Imperium which is incapable, or more likely unwilling to deal with issue.
Rex Auber, intrepid trader working to bring supplies to Zone 9, had hired the Van Saar gangers the Archeo-Reclaimers and the Protomen to defend his goods Caravan. 

Zone 9, having been abandoned by the Imperium, was desperately struggling for supplies to truly get back on it's feet, the archeo-tech rush having the poorest, most desperate, but also the most innovative and fearless flood the Zone. In this rush of need, in stepped and innovator, Jeril "Rex" Auber, has been determined for weeks to setup his trade post and start bringing supplies into the zone. Last week the Van Saar prospectors of the Archeo-Reclaimators and the Protomen secured a site for the trade post near Magna Downs, now, Auber has once again hired the two gangs to protect his caravan while it brings in supplies.


To say the least the land train of Rex Auber was heavily armed and supplied, with Storm bolters, and even a old Chimera transport at its head. 

Reports started early this morning of a massive explosion on the road into Zone 9. Rex had been trapped in his Chimera that had been immobilised by falling debris from the explosion. That most hated of species, the Orks, had gathered once again in numbers within Dirtside - the Imperium having repeatedly ignored the rising threat of unchecked spores for years in favour of their own greed. 

The Orks first skulked in the dilapidated shanty town off the side of the road. The Van Saar were unable to gain a bead on the ferals. However, reports from the Zone Pict feeds show the Golden Harpies also skulking in the ruins, giving the Orks a wide berth.

With an beastial roar, the Orks charged from the shanty town, head first into the guns of the caravan. energy and bullet slashed into the Orks, however the Van Saar have not been trained in how to deal with Orks like the Federacy Defence force, and did not know their weak points, and were unable to cut down enough the foul Xenos. If Farport ever threw off the shackles of the Imperium and joined the Federacy, all citizens as standard would be trained in how to kill an Ork with a single las-round; such training is why the Orks have not threatened Federacy for 50 years while still rampaging across the Imperium.

The Escher were happy to sit and watch the Van Saar fight the Orks who continued lay curtains of fire. The Orks, as their foul species is wont to do, haddled together while charging the expanse of ground, which was easy pickings for the Van Saar Plasma Cannon, obliterating entire groups of the beasts. But still they came.

Scarlet, the lone survivor of the Zone 7 massacre, was the first to fall, when a miscommunication between Van Saar led to her being shot with a plasma round before an Ork bludgeoned her into the ground. Two more Van Saar quickly followed suit, and the Orks tried in vain to cut their way into the Chimera. 

The Golden Harpies, opportunistically launched their attack upon the Van Saar, seeking to steal the supplies bound for Zone 9. The Van Saar made their House proud this day and refused to break despite the odds.

For an hour the battle raged, with the Orks managing to get their green claws on several crates of supplies only to be shot as they retreated. The Escher had it no better, having drawn the attention of the Orks, they started to prove a nuisance to the Escher.

It looked grim for the Van Saar, but after an hour of intense fighting there were piles of Ork dead, the gunning engine of the Chimera finally had a response, gaining traction and pushing itself clear of the debris. The orks, what was left of them retreated to skulk once more, having only taken a handful of trinklets. The Escher, not wishing to face the wrath of a fully operational Chimera retreated with their wounded and ill gotten gains.

The Van Saar had been victorious, though not without cost. Several supplies were lost, but Rex is reported to have been happy with the results. 

With the Trade Post finally up and soon to be running, many prospectors are looking to hunt down the hidden entrance to Magna Petrum. 

But how long until the Imperium swoops in and stamps its heel upon freedom and prosperity of humanity once more?

Sunday, March 10, 2019

Golden Harpies steal Cawdor Mine

The Golden Harpies, ever the opportunists, have exploited Hans' desperation for the Mines.
Normally Hans', ever paranoid, would not consider working with such a powerful gang as the Harpies, however the involvement of the SSMC had pushed his hand. Though, in truth it is surprising that Hans would work with a gang under such suspicion.

The Harpies launched an attack last week on the well defended Church of St Pyros. sneaking from cover to cover in the ruins surrounding the mine.

The word spreading is that the SSMC provided heavy support for the Church, having listened to a number of sermons and hymns they had gained a fondness for the Church. For their part, the Cawdor were increasingly familiar with the hairless void born miners.

Nevertheless despite the strong bond and vicious fight, the poisons, the Ambot and monsters of the Escher took their toll, forcing the Cawdor back.

Much to Hans' surprised, the Escher kept their word, though that was likely due to the promised 300 creds that Hans had offered for the mine, far above it's value.