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.

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