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Running The Campaign

RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p58

The Fall of Helmawr Campaign is broken down into two main parts, divided by a period of Downtime, allowing gangs to lick their wounds and consolidate their strength before the final, bloody confrontation is played out. As a guideline, each part runs for three cycles in which battles are played and victories are tallied. At the end of each cycle (as determined by the Arbitrator), the effects of the players' battles are applied to the campaign.

The Fall of Helmawr Campaign is divided into three phases, all of which run for a fixed length of real time:

  1. Overthrow (Three Cycles)
  2. Downtime (One Cycle)
  3. Breakthrough (Three Cycles)

Each phase is broken down as follows:

1. Overthrow Phase (3 Cycles)

The first part of the Fall of Helmawr Campaign follows the gangs as they try to gather intel and gain control of the Waypoints Lady Haera might travel through. During this phase, the following rules apply:

  • Ash Waste battles take place during the Season of Ash.
  • Only unclaimed Waypoints may be claimed as rewards for gang battles unless there are no unclaimed Waypoints (see Issuing and Accepting Challenges).

2. Downtime (1 Cycle)

During Downtime, gangs have a chance to recover and regroup, taking the opportunity to re-equip, fix up wounded fighters and repair and upgrade vehicles. Exceptionally bold and active players might put their gangs through a special side battle if they just can't be away from the roar of guns and chainblades for that long.

The Effects of Downtime

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

A. Fighters Recover B. Captives are Returned C. Experienced Juves and Prospects are Promoted D. Fresh Recruitment

A. Fighters Recover

Any In Recovery boxes on the gang roster are cleared.

B. Captives Are Returned

Any Captured fighters are released. The gang that had Captured them receives half their credits value (rounding up to the nearest 5 credits).

C. Experienced Juves and Prospects Are Promoted

If any gang contains any Juves or Prospects with three or more Advancements, they may be promoted. Their characteristics and credits value are unaffected, but their Type is changed as described in their fighter entry.

D. Fresh Recruitment

All gangs gain 250 credits to spend on new equipment from their Gang Equipment List or to recruit new fighters, vehicles 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 Breakthrough 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 campaign as a whole. They are a great opportunity for the Arbitrator to design a custom scenario, to use the Arbitrator tools from the Necromunda: Core Rulebook, or to play some of the narrative scenarios. Models can earn Experience and suffer Lasting Injuries or Lasting Damage from a side battle, but should not gain or earn Income, or 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 archeotech, a unique chem, or a custom gang tactic.

3. Breakthrough Phase (3 Cycles)

The second part of the Fall of Helmawr Campaign sees gangs defend their Waypoints against their rivals, as well as winning over those controlled by other gangs. During this phase, the following rules apply:

  • Ash Waste battles take place during the Season of Flame.
  • Only controlled Waypoints may be fought over and claimed as a reward by the victor of a gang battle (see Issuing and Accepting Challenges).
  • At the end of each cycle, check to see where the sightings of Lady Haera have appeared (see Helmawr's Flight below).
note

Helmawr's Flight

At the end of each cycle of the Breakthrough phase, the Arbitrator randomly determines a Waypoint from amongst those controlled by the players. The selected Waypoint reports sightings of Lady Haera on her way to the Dust Wall which has the following effects:

  • The gang controlling the Waypoint increases their Reputation by D3 and adds D3x10 credits to their Stash.
  • The faction the controlling player belongs to earns one Intel Point.

Winning

Victory in the Fall of Helmawr Campaign can be measured in many ways. At the end of the campaign, the Arbitrator awards Triumphs to the players depending on how their gangs have performed during the campaign. Some of these reflect the overall battle for control of Necromunda and the hunt for Lady Haera, while others are more personal and reward gangs who have earned the most impressive Reputation or amassed the most Waypoints.

The Arbitrator should have a look at the Triumphs at the start of the Fall of Helmawr Campaign as some of them require keeping track of how many battles each gang has won, and of which kind, as these will need to be recorded. Likewise, the Arbitrator might like to make the players aware of the different Triumphs at the beginning of the campaign so that each player can decide if there is one or more they wish to try to achieve. Below is a list of the Fall of Helmawr Campaign Triumphs:

Triumphs

TriumphCondition
Terror of the WastesThe player's gang with the highest Gang Rating.
Lord of LocalesThe player's gang which controls the most Waypoints.
Legendary HunterThe player's gang with the highest Reputation from the faction with the most Intel Points.
Slayer of TyrantsThe player's gang who took the most enemy Leaders Out of Action.
Champion of House HelmawrThe player's gang who has won the most scenarios for the Imperial House.
Champion of House AranthusThe player's gang who has won the most scenarios for House Aranthus.