[phpwiki] Mapped Campaign Rules Fan Rules (Necromunda) Mapped Campaigns (Take II) Creating the Map Generating a map is really a case of personal taste. However these rules are designed with a fairly generic kind of map in mind. I have included some dice-heavy methods to aid in creating maps. Map Basics I prefer to use hex's over squares for making maps. It's easier to draw tunnel connections with and also emphasizes the "hive" concept. In addition I prefer to have more than a single level. A length 3 hex shape with 2 levels is shown below (in reality it is better to have wider hex's, but ASCII art has it's limitations). _ _ _ _ / \ / \ _ _/ \_ _ _ _/ \_ _ / \ / \ / \ / \ _ _/ \_ _/ \_ _ _ _/ \_ _/ \_ _ / \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ \ / \_ _/ \_ _/ \ \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ X \_ _/ / \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ \ / \_ _/ X \_ _/ X \ \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ X \_ _/ \_ _/ \_ _/ A \_ _/ / \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ \ / \_ _/ X \_ _/ X \ \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ X \_ _/ \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \_ _/ \ / \ / \_ _/ \_ _/ Each hex represents a territory. Each hex which shares an edge with another territory is considered adjacent to that territory. Hex's in corresponding positions in a different level are also considered adjacent. (In the above example all territories marked 'X' are adjacent to territory 'A') Level Types Each level can now be categorized as a type. These could possibly include: Underhive, Lower-hive and Sump-Level. There also exists the possibility to extend your map to include non-hive territories such as regions in the ash wastes. These areas would have their territories determined by different tables. A good balance would be to have 2 underhive levels, 1 outlaw-hive level and perhaps a single sump level making a nice 4-level hive making for a total of 76 territories. Levels need not be the same size or shape (use your imagination). Major Settlements Some of the original territories don't make sense as stand-alone domes (friendly doc, guilder contacts). To prevent them being lost from the map system the concept of a Major Settlement will be introduced. A major settlement contains all manner of things including guilders, residents and trading posts. A major settlement replaces 3 adjacent territories as shown below. Unlike regular territories, a gang can never properly own a major settlement and as such it will never be considered a territory up for grabs. However they may have influence over various inhabitants. _ _ _ _ / \_ / \ _ _/ \_ _ _/ \_ _ / \ \ / \ / \ _ _/ / SETTLE- \_ _ _ _/ \_ _/ \_ _ / \ \ MENT / \ / \ / \ / \ / \_ _/ _/ \ / \_ _/ \_ _/ \ \ / \ _ / \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ / \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ \ / \_ _/ \_ _/ \ \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ / \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ \ / \_ _/ \_ _/ \ \ / \ / \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \_ _/ \ / \ / \_ _/ \_ _/ Gangs Each gang must choose a home base. This can be any region on the map appropriate to the gang type. Outlaw gangs must start in an outlawed region (somewhere down the bottom usually). In addition to their starting point, each lawful gang has an additional 4 territories. For each roll D6. On a 6, instead of a regular territory they have a settlement contact (rolled separately). On a 1-5 they have a standard territory. They may choose to place their extra territories in any empty region adjacent to one of their existing territories. Settlement contacts are found in major settlements. Which settlement a contact is in is determined randomly and an individual settlement can have any number of contacts. See below for an example. After the locations of all the territories has been determined generate each territory from the appropriate table. Mapped Campaign Territory Tables _ _ _ _ / \_ / \ _ _/ B \_ _ _/ \_ _ / \ \ / \ / \ _ _/ / SETTLE- \_ _ _ _/ \_ _/ \_ _ / \ \ MENT / \ / \ / \ / \ / \_ _/ _/ \ / B \_ _/ \_ _/ \ \ / \ A _ / \ / \ / \ / \ / \_ _/ \_ _/ \_ _/ \_ _/ B \_ _/ \_ _/ / \ / \ / \ / \ / \ _/ \ / \_ _/ \_ _/ \ / B \_ _/ \_/ \ \ / \ / \ / \ / \ / / \_ _/ \_ _/ \_ _/ \_ _/ \_ _/ SETTLE- \ / \ / \ / \ / \ / \ MENT / / \_ _/ \_ _/ \ / \_ _/ A \_ \ \ / \ / \ / \ / \ / \ _ B / \_ _/ \_ _/ A \_ _/ \_ _/ \_ _/ A \_ _/ \ / \ / \ / \ / \_ _/ A \_ _/ \_ _/ \_ _/ \ / \ / \_ _/ \_ _/ In this example gang A has four standard territories and a single settlement contact in the first settlement. Gang B has 3 standard territories and a contact in each settlement. Scenarios Different regions support different scenarios. Some are conquered through force, others through prestige. To determine what scenario will be played roll 2D6 and consult the following table. 2: Domination The gang with the higher gang rating may choose which region the scenario will take place. He may choose from the available scenarios, which scenario will be played. 3: Initiative The gang with the higher gang rating may choose which region the scenario will take place. The scenario is determined randomly. 4-7: Scrap: The location and scenario are determined randomly. 8: Strategic Maneuver: The gang with the lower gang rating may choose which region the scenario will take place. The scenario is determined randomly. 9-11: Strategic Expansion: The gang with the lower gang rating may choose which region the scenario will take place. He may choose from the available scenarios, which scenario will be played. 12: Grudge Match: The gang with the lower gang rating may choose which region the scenario will take place. He may choose from the available scenarios, which scenario will be played. In addition, the battle is considered a Grudge Match. All models that participate yield double experience. When determining a random scenario, roll on the table below to determine what kind of scenario is played. 1-3: Gang Fight*: The gangs play a gang fight over the territory. The scenario is determined randomly. 4-6: Special Scenario: The gangs play a special scenario, unique to the territory type. * Gang Fights that take place in Major or Minor Settlements are replaced with Shoot-Outs When determining Scenarios randomly, some territories have a Special Scenario. Below is a list of territories and their special scenarios. Mapped Campaign Scenarios Territory Special Scenario Drinking Hole Bar-room Brawl Minor Settlement Shoot-out Ruins Scavengers Tunnels Tunnel Rats Vents Tunnel Rats Capturing New Territories Unless otherwise specified by the scenario, the rules for capturing territories goes as follows. If the scenario would allow one gang to take a territory from another gang: A) If the scenario took place on a region owned by loser, the winning gang gains that region and the loser loses it. B) If the scenario took place on an unowned region, the winning gang gains that region but the losers do not lose anything. C) If the scenario took place on a region already owned by the winner, there is no result. D) If the scenario took place in a major settlement, the winner gains a random contact from the loser. If the loser has no contacts in that settlement, the winner gains a new random contact. Income Gangers who did not go out of action may collect income from any territory or contact the gang has. After determining the total income, refer to the income chart to determine how many credits the gang makes in profit after paying for ammunition and food. Outlaw gangs must also use this table to determine how many credits they have after feeding. However Outlaws also run the risk of starvation. If you have more than 24 members in your gang, you are a punk. Gang Members Income 1-3 4-6 7-9 10-12 13-15 16-18 19-21 22-24 0-9 10 5 0 S3 S6 S9 S12 S15 10-29 15 10 5 0 S3 S6 S9 S12 30-59 25 20 15 5 0 S3 S6 S9 60-99 35 30 25 15 5 0 S3 S6 100-149 50 45 40 30 20 5 0 S3 150-209 65 60 55 45 35 20 5 0 210-279 85 80 75 65 55 40 25 5 280-359 105 100 95 85 75 60 45 25 360-449 120 115 110 100 90 75 60 40 450-549 135 130 125 115 105 90 75 55 550-659 145 140 135 125 115 100 85 65 660+ 155 150 145 135 125 110 95 75 * Values with an S prefix indicate how many gang members starve from lack of income. This only applies to outlaw gangs. Lawful gangs treat this result as 0 income. Captured Territories After collecting income, each gang must see whether they can hold on to their more remote territories. For each territory not connected to their home-base, they must roll D6. On a 1-4 they have lost influence over the territory which returns to neutral ground. On a 5 or 6 they have managed to maintain control over the territory. Campaign In order to make the campaign a little bit more interesting I have devised a campaign event table to work with the map-style campaign. After each round of the campaign roll on the D66 table provided. Mapped Campaign Events EditText of this page (last edited August 28, 2007) [info] [diff]) FindPage by browsing or searching 5 best incoming links: Fan Rules (Necromunda) (189), Mapped Campaign Scenarios (67), Mapped Campaign Events (62), Mapped Campaign Territory Tables (62), RecentChanges (6) 5 best outgoing links: Fan Rules (Necromunda) (189), Mapped Campaign Scenarios (67), Mapped Campaign Events (62), Mapped Campaign Territory Tables (62), Bar-room Brawl (31) 5 most popular nearby: Fan Rules (Necromunda) (2374), RecentChanges (644), Mapped Campaign Scenarios (218), Bar-room Brawl (190), Tunnel Rats (187)