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Running The Campaign

RAW ✔️ The Book of Judgement, p44

The Law and Misrule Campaign is divided into three phases:

1.Expansion phaseMaximum three campaign weeks
2.DowntimeOne campaign week
3.Justice phaseMinimum three campaign weeks

Issuing and Accepting Challenges

During a Law and Misrule Campaign, battles are fought on a challenge basis:

  • During each campaign week, each player may issue one challenge to another gang to battle over control of a stake (this will usually be a Racket, but might be a Territory from the Dominion campaign if these rules are also in use) nominated by the challenger:
    • During the Expansion phase, the challenger nominates one uncontrolled Racket (or Territory) to be the stake of the battle. This is then removed from the pool by the Arbitrator until the battle is concluded.
    • During the Justice phase, the challenger nominates one Racket (or Territory) controlled by the gang they are challenging to be the stake of the battle.
  • If one of a gang's fighters has been captured by another gang, rather than nominating the stake of a battle, a gang that has had one of its fighters captured by another gang may issue a challenge to that gang to play a Rescue Mission (see page 134 of the Necromunda Rulebook).
  • When a gang is challenged, they may accept or decline. If the challenge is accepted, a battle is fought. If the challenge is declined, the stake is automatically claimed by the challenger.
  • If a gang receives two or more challenges within a single campaign week, they may decline the second and any subsequent challenges without penalty, provided they have also issued at least one challenge themselves.
  • If a player has played all outstanding battles (including their issued challenge and any challenges accepted) and there is still time left in the campaign week, they may issue another challenge.

The gang that wins the battle takes control of the Racket (or retains control of the Racket, as the case may be). If the battle results in a draw:

  • During the Expansion phase, neither gang takes control of the Racket.
  • During the Justice phase, the gang that controlled the Racket before the battle retains control of the Racket.

The Expansion Phase

During the Expansion phase, each battle played out between gangs has a single unclaimed Racket at stake, and the winner of the battle gains control of that Racket. The Racket at stake from those currently available should be decided between the players when issuing and accepting challenges. If at any point during the Expansion phase all of the Rackets are controlled by a gang and there are no more uncontrolled Rackets to fight over then the Expansion phase ends and Downtime begins. Otherwise, the Expansion phase ends after three campaign weeks, Downtime begins and any unclaimed Rackets are lost.

Downtime

This is an opportunity for all players to catch their breath and for gangs to patch their wounds. The exceptionally bold and active players might put their gangs through a special side battle (see below) if they just can't be away from the roar of guns and chainblades for that long!

After their last game of the Justice phase, players complete the following steps at the end of the post-battle sequence:

1. Fighters Recover
2. Experienced Juves are Promoted
3. Fresh Recruitment

1. Fighters Recover

Any In Recovery boxes on the gang roster are cleared.

2. Experienced Juves Are Promoted

If a Juve has five or more Advancements, they are promoted. Their characteristics and credits value are unaffected, but their Type is changed to Champion. From now on, they are treated as a Champion in all respects.

3. Fresh Recruitment

All gangs gain 250 credits to recruit new fighters and/or Hangers-on. These credits must be spent now and cannot be added to the gang's Stash. Gangs may supplement these credits with extra credits from their Stash.

Side Battles

Side battles are special battles fought during Downtime. While most players will be happy with taking a break for a week and getting ready for the Justice phase, there may be a few who can't go a week without their fix of gang warfare. To satisfy this need, an Arbitrator can run one or more side battles during Downtime. Side battles are fought after the effects of Downtime are applied.

Side battles should, as a rule, be unusual, and have no effect on the Rackets held by any of the gangs. They are a great opportunity for the Arbitrator to design a custom scenario, to use the Arbitrator tools or to play some of the narrative scenarios from the Necromunda Rulebook. Fighters can earn Experience and suffer Lasting Injuries from a side battle, but should not gain or earn Income, and gangs should not gain credits or Reputation as a reward for a side battle. Instead, the Arbitrator should create a special reward for the victor or victors of a side battle, such as an unpredictable piece of archaeotech, a unique chem, or a custom Tactics card.

The Justice Phase

In the Justice phase, when a player issues a challenge they must nominate a Racket currently controlled by the gang they are challenging which they wish to seize control of. This allows gangs to take control of Rackets from their rivals by force, increasing their power and prestige in the underhive.

The Role of the Arbitrator

Over the course of a campaign, it is the job of the Arbitrator to keep track of the following information:

  • How many battles each gang has fought.
  • Which gang controls which Racket.
  • Which unclaimed Rackets have been nominated and are due to be fought over.
  • The number of gang leaders of a different alignment that each gang has taken Out of Action.
  • Each gang's current Wealth, which is a total of the credits value of all of the members of a gang, their equipment, and any credits in the gang's Stash.
  • Each gang's current Reputation. Players should report this information to the Arbitrator after each battle.