Using The Campaign
RAW ✔️ Book of the Outcast, p62
The Necromunda: Outlander Campaign is a complete narrative campaign that can be used alongside the Necromunda rules. It incorporates many of the existing Necromunda campaign rules, adding additional special rules to recreate just what it means to live in the outlands and the lengths a gang must go to if it hopes to survive.
In the Outlander Campaign, players must try to create a functioning settlement from the ruins they find themselves in, attracting new settlers and green hivers, while at the same time denying resources to their rivals. As the campaign progresses, the gangs lay their stake to these remote reaches of the underhive and the area reaches a tipping point – either it will take its place among the power structures of the towns and settlements of the hive, or be wiped from existence beneath the boot of Lord Helmawr.
The Arbitrator
The Outlander Campaign requires one of the players to take on the role of an Arbitrator. It is the Arbitrator's job to keep track of victories, offer guidance for the players and control any random events or elements. In the Outlander Campaign, the Arbitrator's responsibilities include: • Organising the players and making a list of all of the gangs involved in the campaign. • Keeping the players informed as to the progression of the campaign, and keeping track of the development of everyone's settlements. • Deciding when each phase of the campaign begins and ends, as well as when the overall campaign begins and ends.
The Gangs
Almost every faction on Necromunda has an interest in expanding their influence, whether it be out into the Ash Wastes, up into the reaches of Hive City or even down into the remote outlands of the underhive. The Outlander Campaign can be played with any Necromunda gangs, and guidelines for including different kinds of gangs are presented on page 64, in the Setting Up the Campaign section.
Outlaws and Outcasts
Outlaw and Outcasts gangs are especially appropriate for an Outlander Campaign as they are often pushed to the fringes of society and forced to survive outside the established structures of hive society. While the inclusion of these kinds of gangs is not essential to play an Outlander Campaign, they are certainly very thematic.
Building Settlements
Central to the Outlander Campaign is the building of settlements. At the start of the campaign, all gangs will have a piece of turf and some raw materials to get a settlement started. As the campaign progresses, each gang can develop its settlement, just as it might develop fighters or buy equipment by spending credits or other materials. Gangs can then fight over vital materials for their settlements such as raw promethium, plasteel or luminous fungi, or even raid each other's settlements to try to impede their growth. As settlements develop, new options will become open to gangs and they can trade with other settlements and train or recruit their fighters. To help keep track of their gang's settlement, players can use the Settlement Roster sheet found on page 84.
Winning
Victory in the Outlander Campaign is more than just building the most prosperous settlement. At the end of the campaign, the Arbitrator awards various Triumphs (see page 82) based upon such things as making the most profitable trade deals, staging the most successful raids and building the largest settlement.