Zone 9

Welcome to Zone Nine, where fabulous riches and wealth can be found and the vast sector spanning Corporations could be at your beck and call! If you can fight off the others, if you can navigate the politics, if you can find the motherlode, and IF you can stay alive.


Zone 9

The Premise

During the final stages of the Chaos War on Farport, The capital Dirtside was taken by Chaos and Ork forces. During the battles for the city "Magna Petrum", the 7th monolith skyscraper stretching kilometers into the atmosphere  - also known as "The Needles" - was damaged in the fighting. Thought to be indestructible by all, barring the total ruination of the city from orbit, the city was utterly unprepared for Magna Petrum's collapse as it crashed through the plates and its body finally came to rest in Zone 9 in the city slums, devastating the Zone. 

Since Magna Petrum's collapse, its ruin has been impregnable to outsiders and has kept the Magna Corporation's secrets, no Corporation daring to launch a dedicated excavation for fear of setting off a Sector Corporation war. Magna Petrum was quietly forgotten about.

That is, until three days ago.

Three days ago, the body of Magna Petrum shifted.

Nobody is quite sure how; some say it was some idiot PDF-ers taking pot shots at it with a mortar, others say it was the recent Warp Plague outbreaks in Zone 7 and the reverberating carnage that caused the collected machine spirits to recoil from the threat. Others say it was the will of the Emperor, that his loyal sons and daughters are to be rewarded for the piety. It does not matter really. Magna Petrum moved and, rumour has it, there is a way inside.

The Corporations dare not move, not overtly, neither can the Houses in serious force - everyone is in a standoff. That is, save enterprising Gangs. Each House is supporting independent gangs heading into Zone 9; rumour has it that the agents of the Corporations are active in the Zone. Darker still, forces whose ambition go beyond avarice are rumoured to be active... Federal Agents, Arbites and even Cultists, perhaps even agents of the monstrous Moonface!

What a time to be alive.

The Campaign

The Zone 9 Campaign is designed as a longer running campaign with several "rounds", escalating into the finale. Zone 9 is a badly damaged slum of a district, vaguely equivalent to Hive Bottom in Necromunda. Only the most desperate and insane lived there before Magna Petrum. As a result, most of Zone 9 is unknown.


Magna Petrum before it fell

Gangs

Each gang begins with 1000 Creds to spend on their starting gang. Normal rules apply for these gangs.

Zone 7 Gangers: The only official survivor of the Zone 7 Warp Plague outbreak was Scarlett of the Protomen. All other gangers were either killed in the Plague, or had left the Zone before the outbreak began in earnest. If you are wishing to use a character from Zone 7 then they do not carry over any experience or equipment and must be purchased again as a starting character. In essence they are a starting character again.

Territories 

No gangs start with any territory unless specifically told otherwise by the Arbitrator.

The Rounds

Round One
"Listen up Juvie. We're gettin' into Zone 9 fast, gettin' turf before the other bastards can, we're gonna get tuh Magna first, get the Motherlode, retire to Plate 3 to be waited on by naked Servants."
"Do they have to be naked boss"
"OF COURSE THEY HAVE TO BE NAKED! But first we need somewhere to sleep and eat."
Art from http://www.jasonlenox.com/

Round one is the initial phases where the Gangs are just starting to push into Zone 9, and establishing themselves while fighting off their rivals. As a result their resources are severely limited.

Rules:
Trade Post: During Round One of the Zone 9 Campaign, there is no access to the Rare or Common item Trade Post. The only trade goods gangs can acquire at this stage is from the House Trading Post.

Territory: Acquiring Territory is limited - the gangs are only just pushing into this abandoned Territory, as a result you need to roll for Territory after the battle in front of the Arbitrator or in front of your opponent after the battle.

Round One will run to the end of the first half term.

A Hide Out: No gang, unless told otherwise, begin with a Hideout. Before a game, you can declare you are "building a Hideout" before the battle. Should you win, you will automatically gain a settlement and do not roll for a Territory. This can only be done once, and once a Hideout is founded it cannot be lost unless specifically stated.
Challenging for Other Gangs Territory: You cannot challenge for another gang's territory as during Round 1, gangs are striking out, 

Downtime One

During the first downtime, Each gang gains 200 creds to spend on new gangs and equipment from the House List. None of this can be retained however, if you don't spend it, you lose it.

Round Two
The rules of Round Two will be announced closer to the time as these are dependent on the actions of the Gangs in Round One.

Starting Late

It is best if you get your gang going at the start, but if your gang is starting late, then let me know, as there are contingencies in place to ensure that newcomer gangs are not too disadvantaged.

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