Post by sebjones86 on Jun 11, 2019 13:54:07 GMT
++WELCOME TO GUNK SPRINGS++
Gunk Springs lies several kilometers below Hive Primus’ ground level. Down where the air is thick with sump-stench and desperation. The settlement of some 10,000 inhabitants straddles a putrid sump lake and is made up of mainly hab-blocks, trading thoroughfares and chem refineries. The sump lake (known affectionately by the locals as ‘The Gulch’) provides dubious access to several flooded domes below. One can only imagine the riches that await an explorer willing to dive below and plunder the depths. No doubt millennia-old Archaeotech, precious stones and valued artifacts would be the reward of those foolhardy enough to venture beneath the putrid lake. Apart from chem refinement, distillation and fermentation the settlement’s main economy revolves around ‘Griming’. Grimers pan or sift through the sump streams that feed the Great Lake in search of valuables or rich mineral/chem deposits. Needless to say - this isn’t a job for the weak of stomach. Nevertheless hundreds of Grimers of all ages toil away the long cycles in the vain hope of finding something that will lift their family out of squalor. Every so often, some do.
Gunk Springs has changed hands many a time over the millennia, with every one of Necromunda’s major clan houses and more having held sway over its populace at some point. The Settlement’s most recent Turf War had been its bloodiest yet, with civilian casualties surpassing unacceptable levels. Such was the violence that the local Enforcer Precinct declared enough was enough and drove the gangs out of town. For the next three years Gunk Springs enjoyed relative peace, that is until the untimely death of the Captain of the Settlement’s Enforcer Precinct saw a more ‘persuadable’ Captain take his place. Captain Kalahorn Juggins was not as immune to bribes as his predecessor had been and Gang War was good for business (even if it did cause some collateral damage). Word soon spread through the Underhive: Gunk Springs is once again open for business...
++
TRIUMPHS
Dominator - Most territories held
Looter - Most loot crates opened
Power Broker - Highest rep
Nurturer - Highest value juve (not inc wargear, from scratch)
Underhanded - Most hidden agendas achieved
Slaughterer - Most taken OOA
Gunkmaster - Most stamps earned
++
TIMINGS
Occupation Phase - lasts until all territories are claimed.
Downtime - lasts 2 weeks. Side games can be played but no credits or Rep can be earned as rewards for these games.
Takeover Phase - lasts 5 weeks.
(Exact dates TBA)
++
CAMPAIGN SPECIAL RULES
GANG FORMATION
1000 credit starting funds. Any creds not spent at first are added to your stash. Fighters from previous campaigns may be rehired along with their advancements and exp. Their weapons and wargear may also be bought with them however this is optional, you may wish to rehire them with different equipment.
CHALLENGES
Games in the occupation phase will be for a random territory whereas games in the takeover phase will be for a territory decided by the gang with the lowest GR (the challenger). The player with the lowest GR decides on the type of game (SM or ZM) along with how many tiles are to be used if ZM (4-9). As the challengers they are also assumed to be the attacker in scenarios where this would apply.
HIDDEN AGENDAS / HOUSE SUB-PLOTS
A hidden agenda card may be randomly drawn before each battle and only revealed when it is achieved. These are hidden tasks for your gang to complete in battle with rewards including Rep, creds and extra tactics cards. Additionally there is a triumph for the gang that achieves the most. Note that if you choose to ally with a Guild you cannot use hidden agenda cards.
STAMP CARDS
Each player has a stamp card and can earn stamps for reaching goals. Stamp milestones earn Rep and the player that gains the most stamps earns a triumph.
COLLECTING INCOME
Collecting income from territories takes place ONCE a week. Usually after the first game of the week.
HOUSE RULES
Check the house rule section for house rules applicable to this campaign.
HIRED GUNS
THE DEATH OF A LEADER
Leaders can not be killed until the takeover phase. Treat a roll of 66 (glorious death) as a ‘critical injury’ result. Treat a roll of a 1 at the docs as a ‘stabilised’ result.
LOOT CRATES
3 loot crates are placed on EVERY battlefield before fighters are deployed. The content of these loot crates is generated randomly from a custom table. There is a triumph for the gang that opens the most.
ENVIRONMENTAL EFFECT CARDS
These can and will be played by the arbitrator at any time and are effective from the following round
GUILD ALLIANCES
Gangs may choose to make alliances with a Guild of their choice at the start of the campaign. These alliances should be noted on the roster and publicly announced along with any times the alliance is tested. If your alliance breaks in the occupation phase you won’t be able to form a new one until the start of the takeover phase. Note that if you choose to ally with a Guild you cannot use hidden agenda cards.
GANG SIGNUP
Gizzus your gang name, leader name, house and (if desired) guild alliance in response to this thread to signup for some dick kicking, spook-fueled, barely consensual underhive action. Fully paint your gangs, write your rosters and tell your family you wont be seeing them for a while. You’re going to Gunk Springs!
Gunk Springs lies several kilometers below Hive Primus’ ground level. Down where the air is thick with sump-stench and desperation. The settlement of some 10,000 inhabitants straddles a putrid sump lake and is made up of mainly hab-blocks, trading thoroughfares and chem refineries. The sump lake (known affectionately by the locals as ‘The Gulch’) provides dubious access to several flooded domes below. One can only imagine the riches that await an explorer willing to dive below and plunder the depths. No doubt millennia-old Archaeotech, precious stones and valued artifacts would be the reward of those foolhardy enough to venture beneath the putrid lake. Apart from chem refinement, distillation and fermentation the settlement’s main economy revolves around ‘Griming’. Grimers pan or sift through the sump streams that feed the Great Lake in search of valuables or rich mineral/chem deposits. Needless to say - this isn’t a job for the weak of stomach. Nevertheless hundreds of Grimers of all ages toil away the long cycles in the vain hope of finding something that will lift their family out of squalor. Every so often, some do.
Gunk Springs has changed hands many a time over the millennia, with every one of Necromunda’s major clan houses and more having held sway over its populace at some point. The Settlement’s most recent Turf War had been its bloodiest yet, with civilian casualties surpassing unacceptable levels. Such was the violence that the local Enforcer Precinct declared enough was enough and drove the gangs out of town. For the next three years Gunk Springs enjoyed relative peace, that is until the untimely death of the Captain of the Settlement’s Enforcer Precinct saw a more ‘persuadable’ Captain take his place. Captain Kalahorn Juggins was not as immune to bribes as his predecessor had been and Gang War was good for business (even if it did cause some collateral damage). Word soon spread through the Underhive: Gunk Springs is once again open for business...
++
TRIUMPHS
Dominator - Most territories held
Looter - Most loot crates opened
Power Broker - Highest rep
Nurturer - Highest value juve (not inc wargear, from scratch)
Underhanded - Most hidden agendas achieved
Slaughterer - Most taken OOA
Gunkmaster - Most stamps earned
++
TIMINGS
Occupation Phase - lasts until all territories are claimed.
Downtime - lasts 2 weeks. Side games can be played but no credits or Rep can be earned as rewards for these games.
Takeover Phase - lasts 5 weeks.
(Exact dates TBA)
++
CAMPAIGN SPECIAL RULES
GANG FORMATION
1000 credit starting funds. Any creds not spent at first are added to your stash. Fighters from previous campaigns may be rehired along with their advancements and exp. Their weapons and wargear may also be bought with them however this is optional, you may wish to rehire them with different equipment.
CHALLENGES
Games in the occupation phase will be for a random territory whereas games in the takeover phase will be for a territory decided by the gang with the lowest GR (the challenger). The player with the lowest GR decides on the type of game (SM or ZM) along with how many tiles are to be used if ZM (4-9). As the challengers they are also assumed to be the attacker in scenarios where this would apply.
HIDDEN AGENDAS / HOUSE SUB-PLOTS
A hidden agenda card may be randomly drawn before each battle and only revealed when it is achieved. These are hidden tasks for your gang to complete in battle with rewards including Rep, creds and extra tactics cards. Additionally there is a triumph for the gang that achieves the most. Note that if you choose to ally with a Guild you cannot use hidden agenda cards.
STAMP CARDS
Each player has a stamp card and can earn stamps for reaching goals. Stamp milestones earn Rep and the player that gains the most stamps earns a triumph.
COLLECTING INCOME
Collecting income from territories takes place ONCE a week. Usually after the first game of the week.
HOUSE RULES
Check the house rule section for house rules applicable to this campaign.
HIRED GUNS
- Hive scum are hired for 30 creds a battle regardless of how they are equipped (60 cred max, rarity 7 and below, pistols/ccw/basic)
- Bounty Hunters are hired for their full amount.
THE DEATH OF A LEADER
Leaders can not be killed until the takeover phase. Treat a roll of 66 (glorious death) as a ‘critical injury’ result. Treat a roll of a 1 at the docs as a ‘stabilised’ result.
LOOT CRATES
3 loot crates are placed on EVERY battlefield before fighters are deployed. The content of these loot crates is generated randomly from a custom table. There is a triumph for the gang that opens the most.
ENVIRONMENTAL EFFECT CARDS
These can and will be played by the arbitrator at any time and are effective from the following round
GUILD ALLIANCES
Gangs may choose to make alliances with a Guild of their choice at the start of the campaign. These alliances should be noted on the roster and publicly announced along with any times the alliance is tested. If your alliance breaks in the occupation phase you won’t be able to form a new one until the start of the takeover phase. Note that if you choose to ally with a Guild you cannot use hidden agenda cards.
GANG SIGNUP
Gizzus your gang name, leader name, house and (if desired) guild alliance in response to this thread to signup for some dick kicking, spook-fueled, barely consensual underhive action. Fully paint your gangs, write your rosters and tell your family you wont be seeing them for a while. You’re going to Gunk Springs!
PLAYER | GANG NAME | LEADER NAME | HOUSE | ALLIANCE |
Seb | Giga Ghosts | Kellin Quinn | Van Saar | None |
Dave | Stonecutters | Homer | Delaque | None |
Jason | Trojan MC | Vizla Grimhammer | Orlock | The Corpse Guild |
Mike | Precinct-13 | Lt. Statham | Enforcers (V) | None |
Carl | Reservoir Dolls | Ma-ma | Escher | None |
Ceri | The Angels of the Encroaching Saviour | Lewis | Xenos Cult | None |
Gaz | P.I.S.S. | Syd the Gun | Venator | Guild of Iron |
Matt | The Silence | Kain | Ty/Spyrer/Venator | None |
Josh | Gear Heads | 00110010101 | Proxies of the Omnissiah | None |