Using The Campaign
RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p51
The Fall of Helmawr 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 Haera's journey from Hive Primus to Hive Secundus. The campaign is divided into two phases, separated by a period of Downtime: the Overthrow phase and the Breakthrough phase.
In the Overthrow phase, gangs fight to seize and secure Waypoints so they will be in a prime position to locate Lady Haera when she makes a break for the Dust Wall to either aid or hinder her.
Then, in the Breakthrough phase, solid intel comes in on her location and gangs fight to be the one to control the area.
This campaign allows players to use their gangs from the second part of the Succession Campaign in Necromunda: The Aranthian Succession − The Vaults of Temenos allowing them to continue to expand and grow their power. Later supplements will continue on from the Fall of Helmawr Campaign and allow players to keep using the same gangs in the ongoing struggle to control Necromunda.
The Arbitrator
The Fall of Helmawr 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 to the players and control any random events or elements. In the Fall of Helmawr 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 control of Waypoints.
- Deciding when each phase of the campaign begins and ends, as well as when the overall campaign begins and ends.
The Gangs
Every faction on Necromunda has an interest in who wins the fight for control over the world. The Fall of Helmawr Campaign can be played with any Necromunda gang. Also, during such a period of unrest, each House was split in its loyalties meaning that intra-House conflict was common.
Controlling Waypoints
Central to the Fall of Helmawr Campaign is the control of Waypoints. At the start of the campaign, each gang is attempting to gain intel on as many possible locales that Lady Haera might pass through as they can. These are represented by a special kind of Territory known as Waypoints. As it is confirmed that she is on the move, it becomes ever more important to control as many Waypoints as possible in order to impede or aid her. Players will start with a few Waypoints already under their control, and must try to control more.
Pre- and Post-battle Sequence
The Fall of Helmawr Campaign uses all of the standard rules for the pre- and post-battle sequences presented in the Necromunda: Core Rulebook, including the gaining and spending of XP.
Winning
Victory in the Fall of Helmawr Campaign is more than just controlling Waypoints. At the end of the campaign, the Arbitrator awards various Triumphs (see page 59), based upon such things as helping their faction win, controlling the most Waypoints and tracking down Lady Haera!