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Running the Campaign

RAW ✔️ The Aranthian Succession – Vaults of Temenos, p66

The Road to Temenos 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 Road to Temenos Campaign is divided into three phases, all of which run for a fixed length of real time:

  1. Pilgrimage (Three Cycles)
  2. Downtime (One Cycle)
  3. Revelation (Three Cycles)

Each phase is broken down as follows:

1. Pilgrimage Phase (3 Cycles)

The first part of the Road to Temenos Campaign follows the gangs as they try to gather together as many holy items as they can to influence the Great Pilgrimage. During this phase, the following rules apply:

  • Ash Waste battles take place during the Changing Seasons.
  • Only unclaimed Relics may be claimed as rewards for gang battles unless there are no unclaimed Relics (see Issuing and Accepting Challenges). Note this does not prevent gangs losing control of Relics they have taken into battle (see page 73).

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 Pilgrimage 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 five 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 Revelation 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 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. Revelation Phase (3 Cycles)

The second part of the Road to Temenos Campaign sees gangs defend their Relics 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 Ash.
  • Only controlled Relics may be fought over and claimed as a reward by the victor of a gang battle (see Issuing and Accepting Challenges). Note, this does not prevent gangs losing control of Relics they have taken into battle (see page 73).

Winning

Victory in the Road to Temenos Campaign can be measured in many ways, although simply surviving the Great Pilgrimage and ongoing civil war is an achievement in itself! 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, while others are more personal and reward gangs who have earned the most impressive reputation or amassed the most Relics.

The Arbitrator should have a look at the Triumphs at the start of the Road to Temenos 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 Road to Temenos Campaign Triumphs:

Triumphs

TriumphCondition
Champions of House HelmawrThe player's gang has won the most scenarios for the Imperial House.
Champions of the RebellionThe player's gang has won the most scenarios for Lady Credo's Rebellion.
MartyrThe player's gang who had the most fighters die.
Hoarder of CoinThe player's gang with the highest Wealth at the end of the campaign.
Relic HoarderThe player's gang which controlled the most Relics at the end of the campaign.
Legendary StatusThe player's gang with the highest Reputation at the end of the campaign.