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Made in gb
Longtime Dakkanaut






The ruins of the Palace of Thorns

So, with plans beginning to take shape for a Necromunda campaign at HATE in Bethnal Green, I got carried away with some fluff...

Thoughts, questions, and any obvious errors pointed out will all be welcome...

Missing
In 4591875.M41, all contact was lost with the ancient world of Phargos Hex on the edge of the Maelstrom Zone. Following the loss of astropathic contact, several Imperial Navy, Adeptus Mechanicus Explorator, and even Rogue Trader recon missions were dispatched to investigate. None of these missions were able to report success in locating the system, nor even find any trace evidence of its fate. The entire system had simply disappeared, never to be seen again. Or so it seemed.

Phargos Hex History
Phargos Hex has a long, if generally unremarkable history. Records indicate perpetual human habitation dating back to The Great Crusade, with the already civilised and technically advanced world brought into compliance without significant conflict. Since approximately 5000 years ago, human life has been concentrated in the minor tower hive, Agartha. Various ecological and climatic changes left the world mostly barren, and Agartha has relied on agri-worlds for approximately half of its food supply since that time.

Imperial Presence
The system is of only moderate interest to the Imperium beyond its capacity to provide Imperial Guard regiments, fill the Black Ships and provide manufactured goods. The extensive asteroid fields at the extremities of the system have proved largely impractical to exploit due their highly irregular, unpredictable patterns. The planet has had its own stable government for thousands of years and has shown little sign of internal unrest. For this reason, Imperial presence is sparse, with a minimal number of Adeptus Arbites and an Imperial Governor largely content to remain within his Spire at the tip of Agartha. It is not unknown for small Imperial Guard detachments and even smaller Astartes detachments to make use of the orbital AdMech facility en route to other locations but it is almost unheard of for either group to make planetfall.

AdMech Presence
Much interest in the world came from AdMech Explorator missions investigating reports of STC fragments. Although some data fragments recovered between M32 and M33 did prove of value in reconstruction of partial templates found elsewhere, these were of only moderate military and technological utility. One interesting quirk of the world, however, was that repeats of commonly known STC templates and some of the fragments already recovered were retrieved from a large number of isolated systems at sites scattered around the planet. This made the planet useful as a training destination for junior AdMech learning the process of data discovery and extraction in real-life situations. Small archeotech hoards still turn up from time to time, though not of sufficient size to interest the AdMech, nor frequently enough to interest serious scavengers. The AdMech orbital training facility, though less well-manned than in previous times, still operates and can service Imperial needs when necessary.

Outer System
The Phargos Hex system has been unable to maintain system-wide security integrity due to a large number of stable jump points and extensive asteroid fields in the outer system. This has, for the most part, been limited to void pirates and small groups of smugglers. Xenos presence in the system consists primarily of transitory Greenskin warbands, with Blood Axe and Freebooter groups most common amongst these. Eldar corsairs have also been known to seek temporary shelter in the outer system. With the AdMech facility in orbit, these small forces have rarely been known to approach the planet, and actual offensive actions are all but unheard of, with any attempts resulting in being blasted out of the sky as vessels identified as hostile leave the surface.

The Event
On 4591875.M41 the short-range conveyor ship Willing Servant made a warp jump from the system's primary jump point. By ship's reckoning, the vessel reappeared at the same jump point some 32 standard hours later, by which time some 3 standard hours had passed in-system. Assuming some sort of system failure, the vessel returned to the orbital docking base from which it had departed to run diagnostic checks.

In the meantime, another vessel, the Wary Saint, had also attempted and failed to depart from the same jump point. Wary Saint made a second attempt, also resulting in an unplanned return. Imperial Governor Zhuhar Khutan ordered astropathic communication be made with any available nearby system with an astropathic choir. The attempt was entirely unsuccessful, with the trio of astropaths involved reporting that their attempted contact simply wouldn't work. They could detect other astropaths to direct their messages to, but no contact could be established.
Attempts were subsequently made by other vessels from the primary jump point and several secondary jump points. All attempts simply resulted in a period of warp travel after which the ship returned to the starting point, having experienced as much as twenty times as long as had passed in the system itself.

Realising the system was fully isolated Governor Khutan ordered all Arbites forces back to the upper reaches of Agartha to protect Imperial facilities. Domestic authorities similarly entrenched their position, with Planetary Defense Forces securing the main hydroponics enclosures and other food farms. With no incoming food from nearby agri-worlds, it would not be long before the current political situation on Phargos Hex became unstable.

Post-isolation
Within a standard week of the system becoming isolated rumours began to circulate amongst the general population. Panic led to food riots within days, despite the fact warehouses had enough food to last for months. Over a period of seven to eight weeks, large swathes of the lower and mid-level hive were destroyed or damaged. What foodstocks had existed were entirely used up, with more being destroyed in the carnage than was actually eaten. Whereas the criminal element had previously been of the mostly organised type, with protection racketeering and vice the most profitable areas, numerous gangs now sprang up, controlling territory and resources and enforcing what little law could be established.

Now
The common citizenry of the mid-levels mostly cowers in fear. Little industry takes place, and in most areas, daily survival is the only concern. Scavenging is becoming a way of life, and a barter system is all that keeps most people fed. Starvation is rife, and only those strong or cunning enough survive.

In the lower levels, the situation is even worse, with cannibalism plainly evident, violence endemic and rumours of even worse unsavoury practices beginning to emerge. In the most desperate situations, people make the most desperate pleas for help, and are heard.

In the upper spires, food is sufficient, if not plentiful, but authority springs from the barrel of a gun, and many of those holding the guns have ties to those cut off in the levels below. Armaments and ammunition finds its way to those who need them from unscrupulous fences in the PDF.

The Imperial enclave at the tip of Agartha seems secure, but the Governors authority stems from the Imperium, whose forces may appear at any time. With no way to call for support, is his position as secure as he thinks?

In the skies above, The Adeptus Mechanicus remain as inscrutable as ever. The orbital facility is unlikely to fall to attack, but since the isolation began, contact has become increasingly sporadic, and who knows what is in the mind of their tech priests?

In the outer system, void pirates, corsairs, freebooterz and smugglers have all tried and failed to leave via their own semi-stable jump points. Food is running out, and where else is there to turn?

As yet unknown to anyone, in-system or out of it, one of the Rogue Trader missions has, in fact, found Phargos Hex... but is now unable to leave to report their discovery.

Perhaps most menacing of all, an unidentified Space Hulk has also drifted out of the warp and into the system. Who knows what horrors it brings?

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in gb
Liberated Grot Land Raida






Northern Ireland

How far have you got with this? As a premise it's good. Not too long and enough info to build plenty of diversity on.

You can justify most game actions with the "you're hungry" argument. And if gangs loose game after game you can implement cannibalism to keep them going a bit longer or to take them out of the running quickly.


Have you thought about gang types or more playable level fluff?
It's really the ground level setting that makes a gang game. The choice of gang types and weapons available.

   
Made in gb
Longtime Dakkanaut






The ruins of the Palace of Thorns

My local gaming club is currently running a Badab 40k campaign and a Blood Bowl league, so we are holding off on this for another month or two.

To answer the gang types question, I am planning a phase 1 using the original gang rules, but renamed as muscle gangs, agility gangs, etc, to allow people their own fluff. Next will be phase 2, which introduces everything from Outlanders except Spyrers, which I hate (unless everyone else is desperate for them), plus Arbites. Phase 3 will add custom gangs inspired by but possibly very different to Inquisimunda.

I've also downloaded ArbitorIan's compilations of all of the old articles and am planning to include lots of extra stuff adapted from that too, including dogs, setting rules and special scenarios. ArbitorIan is actually in the campaign, by the way.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in gb
Liberated Grot Land Raida






Northern Ireland

I once ran a big necromunda campaign with 10 players.
I did it kind of like a tournament.

Phase 1 split them into two groups of 5 with each player playing 2 games. One in which they CHOOSE the scenario and one which their opponent would choose the scenario. This allowed for a little more player agency and helped drive ambition, rivalry etc early on.

At the end of this round we played a multi player game with the two highest rated gangs of each group. I think it was a modified scavengers game with four players on a big map.

Phase two mixed up the groups and repeated the pattern.

Another big four way battle followed before the semis

Semi finals were randomly drawn between the four highest rated gangs

Then the final was another four way battle to win the trophy.

Each phase I also allowed each gang to make a "call out" this allowed for grudge matches, rescue missions, emergency loot gathering attempts before major games. The player making the call out always got to choose the scenario.

I also occasionally entered games as the local law enforcement, bringing everything from gas grenades to sentinels. I once crashed a shoot-out scenario with a seriously overpowered force declaring that anyone I defeated in CC was automatically arrested (captured) this led to the two gangs from the shoot-out running a joint rescue mission against the enforcers HQ

Which is all to say, go for it! Whatever way you feel will drive story and allow your players some agency to make the game their own.

Necromunda is one of the greatest games I've ever known.

   
Made in gb
Regular Dakkanaut





the Kepellan league

I would love to get on this.
Excellent premise.
Good opportunity to get a lot of factions in a believable setting.
Would love to see the kind of 'end of days' mechanic somehow worked into necromunda.

And you need to know...there is bound to be a inquisitor or five involved somehow...

Excellent stuff.

'an open mind is like a fortress with its gate unbarred.'  
   
Made in gb
Longtime Dakkanaut






The ruins of the Palace of Thorns

I like a lot of those ideas, The Crowe.

And there will almost certainly be an inquisitor involved at some stage!

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in gb
Liberated Grot Land Raida






Northern Ireland

I also made Necromunda news letters every so often just to keep people informed what was going on in the other games.

These also included pit slave betting odds and results. And of course the obituaries!

The whole campaign ran for well over a year with some players being out of touch for months at a time due to exams or holidays or whatever so it was a good way to keep in touch between games and give people a general idea of what was going on.

I still have them all in Microsoft publisher files, they were real works of journalism.

   
 
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