The Dirtside Turf War Campaign: How it works
Following the release of Gang War 4 and the update to Campaign rules, the Dirtside campaigns are being reviewed and updated to reflect.
The Dirtside campaign uses a variant on the
“Dominion” campaign from Gang War 4 . You gain Territory, Credits
(Money), Reputation and Experience for playing games that can be used
to expand territory, improve your gang and purchase new equipment.
Zone 9 is a ruin with all sorts of human citizenry and ne'er do wells eking out an existence. Factions represented are House Orlock, Goliath, Escher, Van_Saar, Delaque and Cawdor Genestealer Cults,(Found in March 2018 White Dwarf) Chaos Cult Gangs (Found in April 2018 White Dwarf), Native Renegade gangs. Mercenaries and other gangs not mentioned here are represented by the "Venator Gang rules" (Found in May 2018's White Dwarf). A compilation of rules and erratas can be found here
Starting a Gang
Everyone has 1000 Credits to spend on a Gang at campaign start.Game Rules
Necromunda Games use the standard Necromunda rules, with the official and Yaktribe FAQ's (please message me about this).Necromunda GW FAQ
GW Chaos Cult Rules
GW Genestealer Cult Rules
House Rules
TBCPlaying the Campaign
The Zone 7 Campaign is a deliberately brief and bloody campaign, giving everyone an opportunity learn the game and the rules.
The Zone 9 Campaign is designed to run in phases. The two major phases are:
- The Occupation Phase
- The Takeover Phase
The Occupation Phase is the point all gangs are taking unconquered Territory, the Takeover Phase is where all gangs are trying to take over each others territory.
The last thing to mention is Downtime. Downtime is the period where gangs recover, gather more fighters and lick their wounds. Downtime will be called in periods as yet TBD
Playing a Game
Much of the Dirtside Campaign rules are taken from
the Dominion Campaign in Gang War 4. It is recommended that players
follow most of the Pre and Post battle sequences within the Campaign
section
Pre Battle Sequence
- Make a Challenge and Stake Territory
- Buy Advancements and Recruit Hired Guns
- Determine Scenario
- Setup the Battlefield
- Choose Tactics Cards
- Announce Territory Boons
- Choose Crews
- Deployment
- Make a Challenge and Stake Territory
For a battle to be
fought one player (Player 1)challenges another (Player 2) or battles
is allocated by the Arbitrator.
Occupation Campaign
Phase: During the
Occupation phase of the Campaign, battles are automatically over
unclaimed territory – it is not possible to challenge for claimed
territory until all unclaimed territories are taken.
Takeover Campaign
Phase: During the
Takeover phase of the Campaign, players Challenge for each others
territory. Player 1 nominates a territory of the Player 2's they wish
to challenge for and stakes one of their own territories they wish to
gamble. A Player 2 may refuse, accept, or “Up the Stakes”. If a
challenge is refused, Player 1 automatically gains the territory
challenged for (Please note this does not occur if an opponent cannot
play, please use common sense). If Player 2 elects to Up the Stakes,
they pick one of the attacking players territories and one of their
own to add to the pile, Player 1 may choose to Accept or Refuse, if
they refuse they lose their initial territory but not the one
nominated in the Upping of the Stakes.
Rescue Missions
If
one player has captured anothers players fighter(s), the captured
fighter's player may issuea challenge to play the Rescue Mission
scenario. If the challenge is accepted, then the Rescue mission
scenario is automatically used for the battle. If the player holding
the Captive refuses the challenge the automatically forfeit the
Captive. No Territory is staked in this battle the captured fighter
is effectively the stake. Also note the Stakes cannot be raised when
rescuing captured fighters.
- Buy Advancements and Recruit Hired Guns
Each player can now
spend Experience to purchase advancements
(see page 16 of “Gang War”). If both players wish to do so, the
Gang with the lowest Gang Rating, goes first, purchasing any
advancements they wish and then the second player does the same. If
boths players have the same Gang Rating, roll off, the winner
choosing whether to go first or second.
Once
Advancements have been purchased, players can spend Credits to
recruit Hired Guns.
Again, if both players with to do so, the lowest Gang Rating goes
first.
HOUSE
RULE: Hired Guns are
purchased for 50% their total cost for their initial hiring, then 20%
per subsequent game. If a Hired Gun is hired, let go, then Hired
again, the 50% initial cost must be paid again.
- Determine Scenario
To determine which
scenario will be used, roll 2D6 on the following table:
2D6
|
Result
|
2 to 3
|
The Player with the greater number of
Territories chooses which scenario to play. If both players have
the same number of Territories, both players should roll a D6,
with the player who rolls the highest choosing. If the scenario
dictates there is an attacker and a defender see page 53 of Gang
War IV or below.
|
4 to 5
|
Play the Border Dispute Scenario
|
6 to 7
|
Play the Stand-Off scenario
|
8 to 9
|
Play the Sabotage scenario
|
10 to12
|
The Player with the fewer number of Territories
chooses which scenario to play. If both players have the same
number of Territories, both players should roll a D6, with the
player who rolls the highest choosing. If the scenario dictates
there is an attacker and a defender see page 53 of Gang War IV, or
see below
|
Please note, other
scenarios outside of the table above may be played if both players
agree. The players should then decide whether to play Zone Mortalis
rules or Sector Mechanicus rules. If they cannot decide, the player
who choose the scenario decides. If neither player chose the
scenario, the players should roll off and the winner chooses.
Determine Attacker
and Defender
If the game is during the Occupation phase of the Campaign
(meaning the battle is taking place over unclaimed territory),
players roll off and the winner decides. During the Takeover Phase
of the Campaign, the Challenger (Player 1) is automatically the
attacker (Unless they own a “Wastes” territory)
Home Turf Advantage
If the scenario indicates that the defender has a Home turf
advantage, they gain the following benefits:
- When making a Bottle Test, roll 2D6 and discard the highest
- Fighters add 1 to the result of any Rally Test.
- Setup the Battlefield
Setup the terrain as
agreed, or use the rules within Gang War IV.
- Choose Tactics Cards
Choose Tactics cards,
as per rules in Gang War IV, page 54
- Announce Territory Boons
Players may have
Territory Boons greanted by the Territories they currently hold.
Players should announce which, if any, of their Territory boons grant
them a bonus that will have an effect on this game. If a Territory
boon is not announced, it cannot be used.
- Choose Crews
Each player chooses a
crew for the scenario, using one of the following methods, or an
alternative method if one is described in the scenario.
Random Selection
(X)
The player randomly selects fighters, equal to the number shown in
brackets, using fighter cards or dice, not including any fighters
unable to take part the battle.
Custom Selection
(X)
The
player chooses their crew, selecting the fighters they wish to use
equal to the number shown in brackets. If there is no number for the
scenario, a player may use their whole gang if they wish.
Arbitrator
Selection (X) (House rule)
The Arbitrator selects the fighters equal to the number in brackets.
This is only used for special scenarios as part of the Dirtside
Campaign
Underdog Bonus
After choosing crews, it will be apparent if one crew is
significantly larger and/or stronger than the other, in these
circumstances the underdog bonus will apply.
Intervention
If
one gang is heavily outnumbered by another, the Arbitrator or by
player agreement may cause to tip the odds in the underdogs favour in
these circumstances, extra fighters may be added to the gang, or if
there are none, the Arbitrator may add additional Hired Guns to the
smaller Crew. This is a House rule.
Mentor
There are a number of Dramatas Personae that may appear in a time of
need for certain gangs. This is dependant on the actions of the Gangs
in question. These are interested parties in Zone 9.
- Deployment
Deploy as per rules in
Scenario or on Page 55 of Gang War 4.
Post Battle Sequence
Wrap-up
Each
player checks to see whether any of their Seriously Injured fighters
succumb to their injuries (See page 50 Gang War 4), and whether they
capture any enemy fighters (see page 51, Gang War 4). Any other
events that take place “at the end of the battle” are triggered
here. Fighters that were recovering have made a full recovery and
their “In Recovery” box on the gang roster is cleared, meaning
Leaders and Champions become available for post-battle actions once
more.
- Assign/Reassign Territory
The
player who won the battle takes control of the Territories staked on
the the battle. In the case of a draw fighting for Uncontested
territory means neither gang gain control of the territory. In the
case of fighting for controlled territory, the territories do not
change hands.
- Receive Rewards
Each
scenario shows a list of rewards which the gang can receive, based on
their performance during the battle. Any equipment gained is added to
the gangs Stash – it can be distributed to fighters in Step 5
- Collect Income
Each gang
collects income from the each Territory they control that generates
income, as detailed for that Territory. The total amount of credits
generated from each gang's is added to the Gangs Stash.
- Post-battle Actions (contains House rules)
Each
Leader or Champion in the gang can make one of any of the Post Battle
Actions, Fighters can only make the “Collect Tribute” and
“Medical Escort” Actions.
Trade
The
Fighter visits the Trading Post, increasing the gangs chances of
finding rare items. This is resolved in Step 6.
Sell
to Guilders (and other Actions with Captured fighters)
The fighter can sell any number of Captive Fighters to
the Guilders 0 as long as the Captuve's gang has had a chance to
rescue them (see Page 51 of Gang War 4). Each Captive is normally
worth half their value, rounding up to the nearest 5 credits –
thismany credits are added to this gangs stash. The Captive's
controlling player should be informed as soon as possible, and must
delete the Captive from their roster. Note: The equipment of Captive
Fighters are kept by the Capturing gang and added to their stash.
Medical
Escort
1
Champion or Leader or 2 Fighters may escort a Critically Injured
fellow gang member to the Doc. Pick another fighter in the Gang that
suffered a Critical Injury during the battle and pay 2D6x10 credits
from the gang's Stash. If the gang does not have sufficient funds, or
does not wish to pay the full amount, no roll is made and the fighter
dies. Otherwise roll a D6 on the Table found in Gang War 4 (page 56).
- Update Roster
See Page
57 of Gang War 4
- Report Results
Report
the results of the Battle to the Arbitrator (Michael), who willupdate
the Campaign stats. Pertinant information to include is:
- Who fought
- Who won.
- The Mission
- How many fighters went Out of Action.
- Gangs Wealth
- Gangs Reputation.
- Any other details to assist writing up a blog post.
Additional Rules
Trading Territories
The gangs at war in Dirtside are not friends and they wouldn't dream of trading on equal terms with anyone, the loss of face alone among their peers would be devastating. However the same is not true for those from the same House.
Gangs from the same House/Faction may trade Territories with one another. This can be for other territories or for resources. Either way, when a Territory is traded both gangs must pay 20 Credits which represents the cost of moving their stuff out, drinks and a party which ensures there are no bad feelings between gangs that may be at war the next day.
Late Starting Gangs
Late Starting gangs would normally be at an obvious disadvantage. There will be slightly different rules pertaining to late starters which will be discussed with the Arbitrator.
Genestealer
Cults
Implant
A
Genestealer cult may attempt to Implant Genestealer strain into a
Capture Fighter. To do so, the leader of the Cult must pass an
Initiative check, if failed the Fighter is accidentally killed while
attempting implantation. After this the Captured Fighter must take a
Will Check. If the fighter failed the implantation is successful. The
Gang may add the fighter to their roster as a Neophyte, however their
stats remain the same. If the Will power check is successful the
Fighter has fought off the influence of the Brood mine, for now. The
Cult release the Captured Fighter who returns to their House, to
either succumb to the Brood mind or go mad. For all intents and
purposes in the Campaign the Captured Fighter is dead and is removed
form rosters. The Cult gain D6 Experience points which can be spent
as they wish.
Native
Renegades
Grisly
Warning
The Native Renegades rather than Sell or Trade the
Captured Fighter may instead make a Grisly Warning out of the victim.
The Captured Fighter is gruesomely killed and their flayed corpse
left on display in a public location as a warning to others. The
Renegade Gang gain +1 Reputation and all Fighters count as having the
Fearsome Trait for their next
battle. The Gang who the Captured Fighter belongs to gain the
Berserker Trait for
the next battle against the Native Renegades.
How long will the Campaign Run?
The Campaign will run throughout Term Time and end
at the end of Term. There will be a big finale to the Campaign where
everyone makes the final attack to lay claim to the territory and the
riches of Magna Petrum. Only a small number of Gangs may Challenge
for Magna Petrum itself.
Who can
Challenge for Magna Petrum?
The
final challengers for Magna Petrum will be those that achieve the
following Triumphs:
TRIUMPH
|
CRITERIA
|
Dominator
|
Most
territories at the end of the Campaign
|
Slaughterer
|
Most enemy
Fighters taken Out of Action
|
Creditor
|
Largest
Wealth at the end of the Campaign
|
Powerbroker
|
Highest
Reputation at the end of the Campaign
|
Anything Else?
The Sector Corporations and Imperial Organisations
are in stalemate over Zone Nine and Magna Petrum, none dare openly
make the first move for fear of starting a Corporate war. The rumour
mill persists that each are approaching the Necromundan immigrant
Houses for their agents to act as their proxies. Everyone is
whispering of fabulous opportunities for wealth, with the whisper in
the right ears.
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