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dragon-slayers.org.uk > events > campaigns > Spring Necromunda 2004 rules
last updated:
21.08.08 | 18:45 gmt
written by:
Michael Biggs
e-mail:
Michael Biggs

Spring Necromunda 2004 Rules

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Carrying on from where the Summer Blood Bowl 2003 league left off, the Spring Necromunda 2004 campaign is the next specialist game campaign for the Dragon Slayers and is slightly more ambitious... in that we hope to persuade more people to play in a much shorter time! In line with other campaigns it will be held for three months, from April to June, and as usual all games must be played at the regular club meet at the Gas Club.

The purpose of the campaign is pretty simple really: to give those that want it a good break from Warhammer, so anybody who feels a bit zonked by too much fantasy, get your head around some gang war!


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campaign pack:
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Gangs

Feel free to use any official gang you wish, as long as you follow these guidelines:

  • Leaders have 1,000 Guilder Credits for their starting gang.



  • Any official gangs may be used and these can be found within the Necromunda rulebook. Please note the weaponry now available to each house.



  • Outlander gangs may be used from their original lists, but if their list has been re-released - as in the case of the Redemptionists and the Pit Slaves - or is re-released during the campaign you must use the newest list. These should be able to be found in the Fanatic Magazine or on the Necromunda website. If this means you have to change your gang half-way through, so be it. Trial or unofficial gangs may be used as long as everybody agrees.



  • Hired Guns may join gangs as normal. Special characters may not be used.

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Games

The campaign will run for three months, from the beginning of April to the end of June.

  • You can only play each gang twice during the campaign. Before a campaign game, you must tell the Campaign Organiser - in this case Michael Biggs - that you are doing so. You can't play, win and then say you want your score entered!



  • If you play a gang more than twice, the third or subsequent matches are friendlies and neither team can generate experience or territories. You can have fun playing though!



  • You may only play against other campaign gangs. If you play against non-campaign gangs it is considered to be a friendly game.



  • Before each game both players must hand in their Campaign Subscription Fee (a quid) to the Campaign Organiser. This will go towards the prizes awarded at the end of the campaign!



  • Needless to say, you have to hand in the result and the experience gained to the Campaign Organiser after each game, but please make sure these are correct!



  • The campaign events table from the Outlanders supplement will be used. This will be rolled for on a club night and put on the website so everyone knows what is going on. The event applies to all games played the following club night.



  • The treacherous conditions table from the Outlanders supplement will be used unless both players fighting agree not to.



  • All post game rolls and purchases must be made at the club.



  • Due to the strict campaign rules, there is a new system for captured gangers - gangs must now pay a ransom to get their ganger back! A captured ganger/juve/heavy ransom will cost d6*10 creds to be returned to his gang and a leader will be d6*15. This money is paid out of and added to a gang's total income before their final income is worked out. If the gang cannot or refuses to pay for its captives then the opposing gang teaches them a lesson. The gang strips the captive of all his weapons and gives him a good shoeing, inflicting d3 injuries on the ganger (re-roll any further captured or any full recovery rolls).

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Gang Table

The Gang Table will be the place to check who's got the hardest, meanest gang every week!

  • The gang table will list each leader, his gang, the amount of games he has played as well as those he has won, drawn or lost and his experience as well as his gang rating and notoriety.



  • Gangs will be rated on their "Notoriety" - this is how infamous the gang has become. In campaign terms it equals the gang rating plus 10 per game played plus 20 per game won. This means that the people who play the most games will tend to have the most infamous gangs - and rightly so! The winner of the campaign is the gang with the highest notoriety!

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Prizes

The Campaign Subscription Fee will of course be used to provide the prizes at the end of the campaign, which means the more games you play the better the prizes will be — so get playing!

There will be trophies for:

  • Spring Necromunda Shield, upon which you can have your gang name inscribed

The above trophy must be returned for next year's event of course, and there will also be a load of blisters for everybody who has played in the campaign.

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Spring Necromunda 2004
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21.08.08 18:45 gmt