Campaign Events
RAW ✔️ Source: Gang War 3
Mutie invasions, toxic floods, hive quakes and generatorium failures are just some of the random events that make life in a hive dangerous - especially if you are scraping out a living in the underhive. If they choose, the Arbitrator can roll on the Campaign Events table at the start of each campaign cycle. The generated event is then in effect for the duration of the Cycle. Alternatively, the Arbitrator can choose an event that suits their campaign.
| D66 | Result | |||||||||||||||||||||||||||||||
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| 11 | Hive Quake | A mighty quake shakes the hive, collapsing domes and opening up hidden Zones that are quickly exploited by the gangs. Every player rolls 2D6-7, and adds or subtracts (if it is a negative number) this amount from their Turf Size. In addition, at the start of this Cycle all players must roll a dice for each of their Special Territories — on a 6, the Territory has been destroyed and is lost. All players then roll a D3 and randomly generate that many new Special Territories to add to their gang. | ||||||||||||||||||||||||||||||
| 12 | Rising Sump | Ancient cistern pumps are forcing toxic sludge up from below, flooding areas of the underhive in toxic goo. At the start of each battle this Cycle, the players should roll 2D6 — if the result is 7+, then their game is taking place in a flooded area. In Sector Mechanicus games, count the ground as toxic (any fighters on toxic ground reduce their T by 1, and if they are Seriously Injured go Out of Action). In Zone Mortalis games, randomly choose D3+1 tiles and count these as toxic (using the rules above) — players can use tiles with sludge hazards printed on them to represent these toxic areas. | ||||||||||||||||||||||||||||||
| 13 | Ash Storm | A powerful ash storm is lashing outside of the hive and plumes of fog are reaching those zones closest to the shell. At the start of each battle this Cycle, the players should roll 2D6 — If the result is 7+, then their game is taking place during an influx of ash cloud. Games fought in the midst of this choking fog use the following rules: Visibility is reduced to a maximum of 24" and all shooting attacks suffer an additional -1 to hit. Fighters cannot make two Move actions during their activation — unless they are equipped with a respirator. | ||||||||||||||||||||||||||||||
| 14 | Worker Uprising | A manufactory is rebelling over (unusually) brutal production quotas and (especially) oppressive conditions — or maybe some Chaos or xenos cult is stirring them up! During this Cycle, gangs may not visit the Trading Post (they may buy items from their House list as normal), they do not collect income from Turf, Special Territories provide no benefits and fighters may not take the Work the Gang's Turf post-battle action. | ||||||||||||||||||||||||||||||
| 15 | Guilder Tithes | The Guilders demand their due, and compel all 'honest' gangs to pay up or face the consequences. At the start of the Cycle, roll 3D6x20 — this is the tithe demanded by the Guilders (gangs that can't meet the price may sell weapons and wargear to make up the shortfall). If a gang can't, or won't, pay ·the tithe they are 'marked' by the Guilders for this Cycle. Marked gangs cannot buy new weapons, wargear, or recruit new fighters or Hired Guns. In addition, the Guilders fund their enemies, and any gang playing against a marked gang can draw an extra Gang Tactics card in addition to those allowed by the scenario (unless they are also a marked gang). | ||||||||||||||||||||||||||||||
| 16 | Vent Shutdown | One of the massive turbines that pump air around the hive has fallen. During this Cycle the air is thin and stale throughout the Zone and the following rules apply to all games. Fighters may not take two Move actions during their activation and when they Charge, they do not add D3 to the distance moved. In addition, all weapons and special ammo types lose the Blaze trait. | ||||||||||||||||||||||||||||||
| 21 | Generatorium Failure | The local generatorium is suffering power failures, and the surrounding Zone is experiencing intermittent black-outs. When playing a scenario while this event is in play, the players should roll a D6 at the start of each game round. On a roll of 6, the generatorium has failed and the battlefield is plunged into darkness. Use the Pitch Black rules on page 67. After the lights have gone out, roll at the start of each subsequent round – on a 4+, the lights come back on — though they may still go out again in following rounds as detailed above. | ||||||||||||||||||||||||||||||
| 22 | Increased Quotas | The demands of Lord Helmawr have singled out a specific and the clans are scrambling to meet it. Roll 2D6 to determine a category of item: - 2-3 Close Combat Weapons and Pistols; - 4-5 Basic Weapons; - 6-7 Special Weapons; - 8-9 Heavy Weapons; - 10 Grenades; - 11 Armour and Field Armour; - 12 Wargear and Status Items. For this Cycle, all items in this category gain a Rarity of 10+ and may not be purchased from the gang's House list. In addition, gangs selling items from this category at the Trading Post can do so for double its listed cost. | ||||||||||||||||||||||||||||||
| 23 | Juve Harvest | The Clan Houses are harvesting fresh workers for the manufactories, emptying settlements of the young and (relatively) vital hivers. For this Cycle, gangs may not recruit new Juves, and Settlement territories do not provide Juves. Gangs may, if they wish, sell their Juves to the Clan Houses. Each Juve is worth double their hiring cost (discounting equipment and advances), less 5 credits for each permanent injury they have sustained. | ||||||||||||||||||||||||||||||
| 24 | Enforcer Sanction | The rule of Lord Helmawr's law lies heavy on the Zone this Cycle and the Palanite Enforcers are about – perhaps there is a mutie rebellion brewing, or perhaps one of the Clan Houses has been failing in their tithes. For this Cycle, players must roll a D6 for each of their fighters before choosing a crew for their games. On a 6, the fighter has been taken away for questioning and will be returned after the game. If the player chooses, they can ignore the result and keep the fighter for their game. If they do so, then the fighter gains a bounty for the rest of the event as the Enforcers are after them! If an enemy takes a fighter with a bounty on their head Out of Action in close combat, the fighter is immediately captured. The gang may try to rescue the captured fighter as normal, but if they fail, or choose not to, the capturing gang may sell them to the Enforcers for credits equal to their value. | ||||||||||||||||||||||||||||||
| 25 | Sump Stalker | Something has crawled its way up from the sump and is feeding on the denizens of the underhive. For this Cycle, all battles use the Horrors in the Dark special rule from page 97 of the Necromunda: Underhive rulebook. | ||||||||||||||||||||||||||||||
| 26 | Bad Ammo | A batch of faulty power packs, second-hand casings and cast-off rounds has found their way into circulation. For this Cycle, successful Ammo checks must be re-rolled. In addition, weapons with the Plentiful trait loose it, while weapons without this trait gain the Scarce trait unless they already have it. | ||||||||||||||||||||||||||||||
| 31 | Head Hunters | A fresh batch of bounties has been posted, drawing a host of nefarious head hunters to the Zone. At the beginning of this Cycle, each player should randomly select one member of their gang — this lucky fighter has a price on their head! Whenever this fighter is involved in a game, the player's opponent may generate and field a Bounty Hunter for free (see page 14 of Gang War Two). During the game, the Bounty Hunter will ignore all other fighters to get to their prey and can only make ranged attack action against the fighter with the bounty on their head. | ||||||||||||||||||||||||||||||
| 32 | Corpse-Starch Shortage | A shortfall in food production has caused mass starvation and the Zone has become tired and listless. During this Cycle, wounded fighters take longer to return to the battlefield, and when a fighter is in Recovery, they must roll a 4+ after missing a game to see if they are fit for the next one. Otherwise, they remain in Recovery. | ||||||||||||||||||||||||||||||
| 33 | Scum Migration | There is an influx of sell-guns, ex-gangers and shankmen looking for work. For this Cycle, all gangs can recruit Hive Scum (see page 13 of Gang War Two) for half their base cost. These cut-price hirelings however are less reliable than normal, and if their gang fails a Bottle test, the Scum legs it and is removed from the battlefield. | ||||||||||||||||||||||||||||||
| 34 | Spire Safari | A group of uphive noble scions is on a safari in the underhive, hunting muties and experiencing first-hand the 'exotic' locales. While few gangs would be foolish enough to kill such well-connected and protected individuals, they are not above making some money off them. During this Cycle, as a post-battle action one ganger from a gang (though not Leaders, Champions or Juves) can offer their services to the safari. Roll D6 — on a 1-5, the Ganger shows them sights such as the infamous Filth Pit, or introduces them to notable locals like Mad Molly of Edgetown, and earns D6x10 credits for their troubles. On a 6, the Ganger unwittingly leads the safari into the lair of an underhive horror and must fend it off. The Ganger earns D6x10 credits but must also make a roll on the Lasting Injury table. | ||||||||||||||||||||||||||||||
| 35 | Cred for the Dead | Raw material for the hive's mortuarium cults is running low and body farmers are visiting the local settlements. For this Cycle, gangs may sell their dead. Any fighter that is killed (either from a 66 result on the Lasting Injury table or failure to see or be saved by a Doc) can be sold. The mortuarium cults care only for the corpse and so each fighter is worth only their hiring cost and does not include the value of any Advancements or Equipment. | ||||||||||||||||||||||||||||||
| 36 | Hab Purge | A routine purge of an overpopulated hab-zone has freed up space for gangs to expand into, while throngs of orphans provide a ready source of Juves and Gangers. For this Cycle, when a gang would increase their Turf Size (though not through stealing Turf from another gang), add 1 to the Turf gained. In addition, the cost to recruit new Gangers and Juves is reduced by 10. | ||||||||||||||||||||||||||||||
| 41 | Brainleaf Outbreak | Aggressive flora is invading the zone, bringing it clouds of brain eating spores! At the start of each game, players should randomly select D3 fighters from their crew. They then make a Leadership test for each one. If they fail, place an Insanity marker on their card and use the rules for Insanity (see page 60 of the Necromunda Rulebook) to determine their actions. Note that if they manage to overcome the insanity with a Willpower test, it will not affect them for the rest of the battle. | ||||||||||||||||||||||||||||||
| 42 | Overproduction | The forges of the Clan Houses have been running hot, and an excess of weaponry and wargear has flooded the hive level. Roll 2D6 to determine a category of item: - 2-3 Close Combat Weapons and Pistols; - 4-5 Basic Weapons; - 6-7 Special Weapons; - 8-9 Heavy Weapons; - 10 Grenades; - 11 Armour and Field Armour; - 12 Wargear and Status Items. For this Cycle, any gang visiting the Trading Post reduces the Rarity of items in this category by 2 and can purchase them for half its listed cost. | ||||||||||||||||||||||||||||||
| 43 | Mutie Cull | The mutants that lurk unseen in the deepest shadows of the underhive are restless and have been organizing into gangs and taking over parts of the underhive. The Merchant's Guild has ordered a cull and is offering gangs a bounty for each mutie they kill. During this Cycle, as a post-battle action, Gangers can go on the Cull adding 10 credits to their gang's Stash. Additionally, if any of a gang's fighters are killed during this Cycle (either from a 66 result on the Lasting Injury table or failure to see or be saved by a Doc), they can dress up the corpse and try to pass it off as a mutant. Roll D6 – on a 1-5, the Guilders go for it and pay D6x10 credits, on a 6 they suss out the ruse and fine the gang D6x10 credits for wasting their time. | ||||||||||||||||||||||||||||||
| 44 | Imperium Holy Day | It is the Feast of the Emperor's Ascension (at least as the inhabitants of the underhive reckon it), and fervent prayers and celebrations can be heard in every settlement. For this Cycle, the abundance of 'slightly better' food grants everyone the benefits of a Slopper (see page 19 of Gang War Two). If a gang already has a Slopper, the chance for recovery is increased to a 5 or a 6, rather than just a 6. In addition, Leaders may choose to Pray as a post-battle action. When a Leader Prays, roll a D6. On a 1-5, the Emperor remains silent, or at least chooses not to lower himself to talk to the scummy underhiver. On a 6, the Leader mistakes some random hive noise or creature for a sign and is inspired with righteousness — for their next game, reduce any Bottle tests the gang takes by 2. | ||||||||||||||||||||||||||||||
| 45 | Nomad Caravan | An Ash Waste caravan has reached the underhive, bringing with it goods from other hives and a wealth of scavenged items from the wastes. During this Cycle, the Rarity of all Trading Post items is reduced by 1. In addition, Items with a Rarity of 7 or less (before reduction) become Common and can be bought without the need to make a Trade action. | ||||||||||||||||||||||||||||||
| 46 | House Feud | A noble blood feud has found its way down into the underhive, the slighted leaders of two Houses offering rewards to any loyal subjects willing to settle the score. Randomly select two different Houses from those present in the campaign. For this Cycle, gangs from these Houses gain an additional 2 reputation and D6x10 credits in games where they defeat a gang from the rival House. | ||||||||||||||||||||||||||||||
| 51 | Green Hivers | A group of green hivers has entered the Zone, looking to make a new start. At the start of this Cycle, if they wish, each player may send a fighter to help the green hivers get settled. If they do, the player may add a Settlement Special Territory to their gang. However, the fighter they choose cannot be used in any games this Cycle. | ||||||||||||||||||||||||||||||
| 52 | Lost Vault | An ancient vault of weapons and wargear has been uncovered in the depths of the Zone and the gangs are fighting to claim it for themselves. Keep track of the Reputation gained by each gang during this Cycle. At the end of the Cycle, the gang that had the largest increase in Reputation claims the vault (in the case of a tie, the gang with the highest Rating is the winner). The winner can choose D3+1 items from the Trading Post up to a combined value of 250 credits and add them to their gang (without spending credits or needing to roll for Rarity). | ||||||||||||||||||||||||||||||
| 53 | Imperial Tithe | Astra Militarium recruiters are gathering up able bodies for the Imperial Tithe, and are especially interested in any skilled fighters they can find. After any game during this Cycle, players may choose to sell fighters to the recruiters for credits equal to their value (otherwise, it is considered that their gang is keeping a low profile when the recruiters come around). | ||||||||||||||||||||||||||||||
| 54 | New Blood | A lull in the ongoing warfare between Houses gives some grizzled old gangers a chance to reflect on their life choices, while new blood arrives excited by the prospect of battles to come. Each player must select their fighter who has the most Injuries (if there is a tie, they may choose). This fighter is then retired and removed from the gang. The player then gains a Juve to add to their gang with up to 20 credits worth of equipment. If the player has no fighters with Lasting Injuries, this event has no effect on their gang. | ||||||||||||||||||||||||||||||
| 55 | Wandering Chirurgeon | A mysterious doctor is wandering the underhive offering their services to gangs — surely they don't have any ulterior motives? During this Cycle, when a gang takes the Medical Escort post-battle action, it can choose to go to the Wandering Chirurgeon instead of a Rogue Doc or a normal underhive doc. This works exactly as a Trip to the Doc except that it doesn't cost any credits, and the player instead rolls on the table below:
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| 56 | Initiation | A hulking figure resplendent in saffron-yellow armour is seen wandering the underhive and watching gang battles from afar; the stranger's piercing gaze judging the fighting prowess of the gangers. At the beginning of this Cycle, a player may offer up a single Juve or Ganger to the stranger for testing. Make a BS, WS and I test for the chosen fighter, and then roll D6 against the fighter's S and T. For each test that was failed, or each roll against S and T that was greater than the fighter's stat (or was a 6), work out a S4 hit against the fighter that deals 1 Damage, counting any results on the Injury dice of Seriously Injured as Out of Action. If the fighter survives (after any rolls on the Lasting Injury table), they receive 2D6 Experience. If the fighter passed every test, then they are judged worthy and removed from gang, and the player is compensated with credits equal to the fighter's value on their Fighter card. | ||||||||||||||||||||||||||||||
| 61 | Impending Doom | Portents of the end times are everywhere (apparently) and the hive preachers are even more forthright in their zealotry than normal. It may indeed be the end of days - or perhaps just another Cycle in the underhive - in either case, everyone is acting a bit madder than usual. For the duration of this Cycle, all Cool checks suffer a -1 to the dice roll. Additionally, Broken fighters (see page 62 of the Necromunda: Underhive rulebook) have a habit of spouting religious invective as the creeping dread overwhelms them. All fighters within 3" of a Broken fighter cannot benefit from Leadership skills or activate as part of a Leader or Champion's activation. | ||||||||||||||||||||||||||||||
| 62 | Dark Dreams | Strange dreams are plaguing part of the underhive as mysterious creatures whisper through the veil between worlds. At the start of each game this Cycle, players must randomly select one fighter from their crew and make a Willpower test for them. If the fighter fails the test, they are shaken by their dreams and reduce their Leadership and Cool by 2 for the remainder of the battle. If they pass, they gain a random ability from the Random Strange Powers table (see page 65) for duration of the game. | ||||||||||||||||||||||||||||||
| 63 | Guilder Scrutiny | Recent gang warfare and its disrupting effect on trade have drawn the eye of the Guild. The gang with the highest Gang Rating (or the highest Reputation in the case of a tie) has been placed under investigation and Guilder agents are nosing around its Turf. For this Cycle, the gang under investigation must halve all income from Special Territories and the Working the Turf post-battle action. Other gangs may take advantage of the investigated gang's situation, and as a post-battle action their Leaders can pass on information to the Guilders — each time a Leader takes this action, make an Intelligence test for them. If it is successful, they are paid 2D6x10 credits for the information. | ||||||||||||||||||||||||||||||
| 64 | Grey Shivers | An outbreak of the Grey Shivers is running amok in the underhive, causing sickness and paranoia. During this Cycle, Settlement, Drinking Hole and Gambling Den Special Territories provide no income or any other benefits. In addition, each player should randomly select D3+1 of their fighters and then roll D6 for each of them. If they roll equal or less than the fighter's T, then they have fought off the disease. If they roll higher (or roll a 6), then the fighter cannot be used fort is Cycle, as they recover from the Shivers. | ||||||||||||||||||||||||||||||
| 65 | Promethium Excess | Tons of run-off promethium from spaceport facilities up-hive has been pumped into the lower levels, providing plenty of fuel for fire bombs and flamers. During this Cycle, heavy flamers, flamers and hand flamers gain the Plentiful trait. In addition, when visiting the Trading Post, all gangs may purchase scrap flamers for 60 credits and fire bombs for 30 credits. These weapons are very crudely constructed and not made to last. Remove them from the fighter's cards at the end of this Cycle.
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| 66 | Lord Helmawr Speaks! | The hive trembles as Lord Helmawr makes his will known to the billions of souls under his rule. Generate two results from this table and apply the results of both to this campaign Cycle. |