Necromunda – HGC Underhive

When:
15th February 2019 @ 7:00 pm – 2nd August 2019 @ 8:00 pm
2019-02-15T19:00:00+00:00
2019-08-02T20:00:00+01:00

Necromunda – HGC Underhive

Free to enter campaign set in the necromunda Underhive.

This is a set of skirmish games where players compete to become the best gang in the Underhive.

Each player faces one set opponent in a 3 week cycle, this gives both players a chance to arrange the game.

Games can be played at anytime when club is open – results just need to be given to the arbitrator.

Missions will be pre-set each cycle by the arbitrator.

If unable/unwilling to play in the 3 week cycle it counts as a loss for that player.

Gangs start with the following benefits:-

1500 starting credits, 5 territories & 5 rep.

If choosing Venator- house has to be chosen & bounties are not collected only income from territories & missions/normal bounties.

Recommend Gangs have minimum of 7 starting gang members which can be a mix of the following:-

You can choose 5 extra primary skills & 1 extra secondary skill plus  2 stats can be improved by 1pt. (cannot be used on gang members that have taken 2 extra skills.)

1 Leader – required/must have – gets 1 primary starting skill – can have 2 more skills or 1 extra skill plus stat increase of 1pt.

0-2 Champions – gets 1 primary starting skill – can have 2 more skills or 1 extra skill plus stat increase of 1pt.

Gangers – must =/or exceed the number of Leader + Champions + Juve’s + Specialists.

Ganger – can be upgraded to specialist by adding 1- 2 skills (no more)

Juve’s – can take 1 – 2 skills as part of their creation, or 1 skill + 1 stat increase.

If stat increase not used on leader or champions it can be used on a ganger/s & this doesn’t change them to a specialist unless skill is also taken.

Max Skills can have including starting skills – is 8 primary skills & 1 Secondary skill (in all the gang).

Any issues with the above speak to Mark (arbitrator) & I will help.

0 -2 Hanger’s on/brutes can also be hired.

Equipment/guns & Rare items:-

Each Gang member can only carry 3 guns/weapons which cannot be altered – only leader, champions & specialists/Juve’s can be upgraded with different weapons as time progresses.

Including guns/weapons & wargear each member of the gang can only hold 10 items maximum.

Each house list has a list of weapons & wargear priced at the cost needed to be paid when adding these pieces to a gang member.

Certain gang members start the game with items already on them, these cannot be sold only placed in gang stash for later use if better items bought/upgraded.

2 items from the trading post up-to a rarity value of 10 can be bought as well for the gang if funds available, though these must be shown on the model.

Again any issues speak to mark.

Each gang earns credits & Rep by completing missions, they can also earn cash for working the turf.

Working the turf requires 1 leader or champion to be available at end of each mission who isn’t dead or seriously injured.

If Leader/champ available – for each normal territory players earn 1d6 x 5 credits.

If 1 leader plus 2 champions work the turf – for each normal territory players earn 1d6 x 10 credits.

If 3 champions work the turf – for each normal territory players earn 1d6 x 10 credits.

Special territories can be gained as well for winning missions – additional bonuses are shown on these.

These credits can be used to buy extra equipment, new members of the gang etc.

If players wish not to work the turf or have extra champions/not enough champions they can visit the trading post.

If leader visits – roll 2d6 & add 2 to the result, this is the rarity value of 1 item that can be bought.

If Champion visits -roll 2d6 & add 1 to the result, this is the rarity value of 1 item that can be bought.

Only 1 visit allowed to purchase 1 rare item.

Certain territory’s  will allow items to be gained.

If unsure speak to Mark.

Players can once every 2 cycles (6 weeks) issue a challenge – either to another player to steal a territory from them.

Challenge can also be issued to the arbitrator whose Orlock gang never changes. These are usually easier & allows players to try & win a special territory not already claimed by another player.

A challenge is also a good way to get extra cash or get members of your gang out of recovery.

The campaign is won by the player with the most rep at the end.