Hi folks, I thought I'd share some images from my old Necromunda campaign to maybe inspire some more Munda action in the world.
First off, here's a couple of examples of my news letters. These were made up using images from the books and photos of my minis and sent out to all 12 players once a month (or thereabouts) to keep people up to date with the overall campaign, as often I didn't see some players for weeks at a time while other games were happening.
http://www.dakkadakka.com/gallery/726631-Necromunda%20Newsletters.html you can use the Zoom to read the text if you like. More Newsletters available to read in the same gallery too!
a little creative use a couple of box set scenery with more cardboard to make a slightly different set up for special event games.
And the set up for the final fight. A four-way battle with the four highest rated gangs at the end of the campaign.
A little falling structural feature due to "Hive Quakes" to keep everyone on their toes!
and an example of some of the house rules we had on the go to add a little zest post game.
JUVE CAPERS
Getting into trouble is a fulltime occupation for juves. Any juve who wasn't taken out of action in the previous game can (but does not have to--the leader can ground them) get into trouble.
Roll 2D6
2: What Happened to you?: This time around, the juve bit off a little more than he could chew, and someone (or something) taught him a lesson. Immediately roll on the serious injury chart, but treat a captured result as a full recovery.
3-4: Drunk and Disorderly: He obviously did something wrong (although he can’t remember what), because he woke up and found himself in the local Sheriff’s lockup. He misses the next game unless you can cough up
2D6 creds bail money.
5: loose lips: The juve was shooting his mouth off where the wrong type of people could hear him. Your opponent gets to choose YOUR next scenario choice.
6-7:
Quiet Night: Nothing of interest Happens. (Booo!)
8-9: Smalltime Caper: The juve manages to “acquire”
2D6 credits. These credits go directly to your stash.
10-11:
An Adventure!: God only knows what the juve has been up to, but he gains D6xp.
12: What’s That?: The juve comes back to base with a strange piece of Archeotech. Your heavy (if you have one) can figure out what it does. Roll on the Archeotech table (from Outlanders). If you know what it is you can keep it and use it, or alternatively you can sell it.