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Ending The Campaign

RAW ✔️ The Book of Judgement, p62

The Law and Misrule Campaign ends when the time set for the Takeover phase runs out. The Arbitrator then goes through the final results from each battle and assigns Triumphs before doing Weighing all in the Balance.

Triumphs

Triumphs are the laurels of victory, the bragging rights and sources of pride for the players who have fought through the campaign. While an Arbitrator can just tell people what they won, it is far more fun and satisfying to bring all of the players from the campaign together and announce who earned each Triumph in a grand manner. There are five different Triumphs and a player may earn more than one. In the case of a tie for any Triumph, no one is awarded it.

TriumphCriteria
RacketeerMost Rackets at the end of the campaign.
Hit ManMost gang Leaders belonging to gangs of a different alignment taken Out of Action across the whole campaign.
FinancierLargest Wealth at the end of the campaign.
MuscleMost battles fought across the whole campaign.
Lord of Law/Misrule HighestReputation at the end of the campaign.

Weighing All In The Balance

The Law and Misrule Campaign is about the balance of power between Law and Misrule. As such, there must be a weighing of which side has tipped the scales in its favour. Each Triumph that is won is worth 1 point. The alignment with the most points is declared to have Tipped the Balance.

note

Extending The Law and Misrule Campaign

Players and Arbitrators may want to run a Law and Misrule Campaign for longer than seven campaign weeks. This can easily be done by increasing the number of campaign weeks each phase lasts.

Players, and Arbitrators in particular, should bear in mind that the longer campaigns run, the more likely it is that players will grow bored and the campaign will fade out rather than finish.

Splinter Gangs

Players and Arbitrators will no doubt wish to revisit Necromunda at a later date, and some players may want to continue their adventures with a gang they have played in the past. Normally this is not possible in a Law and Misrule Campaign in order to maintain a degree of balance during the early stages of the campaign and to allow freshly founded gangs to get a solid footing early on.

However, players may wish to found a splinter gang. A splinter gang is formed when one of a gang's Champions goes it alone and takes some of their favoured Gangers with them to form the core of a new gang. Forming a splinter gang is easy – players simply choose one Champion from a gang they have played in a previous campaign and hire them as the Leader of a new gang, keeping all of their equipment, Advancements and permanent injuries, and paying their Credits value to hire them. This Champion then simply has their type changed to Leader and is treated as such in all regards.

Further to this, players may wish to retain other old favourites. Juves and Specialists can be recruited from an old gang into a new one in this way, changing their type to Champion, whilst any favoured Gangers can be hired again as Gangers into a new gang. New fighters can be hired to fill out the ranks and help keep the cost down. All that must be remembered is that the splinter gang must abide by the same gang composition rules as a freshly founded gang, and is limited to the same amount of credits as new gangs.

In this way, players are able to follow characters through several campaigns, perhaps seeing a Juve progress through the ranks to eventually lead their own gang. Splinter gangs are often smaller in the early stages of a campaign, but their well-equipped fighters and highly skilled Leaders will more than make up for this!