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Setting up the Campaign

RAW ✔️ The Aranthian Succession – Vaults of Temenos, p62

Setting up a Road to Temenos Campaign is a task that falls to the Arbitrator. To set up the campaign, the Arbitrator must make sure that all the players have founded their gang and been given their starting Relics. This is best done in a single evening or session where everyone playing in the campaign meets and goes through all the steps of setting up the campaign together and generally gets excited about the fun ahead.

Set Start and End Dates

The Road to Temenos Campaign is divided into six campaign cycles, separated by a single cycle of downtime after the first three cycles, meaning the campaign will last a total of seven cycles. For ease, we have set each cycle as a week, as this is usually how often gaming groups or groups of friends get together to play. However, if the players choose, then a cycle can represent a longer or shorter period of real time. The first step in setting up the campaign is for the Arbitrator to determine the start date, the end date and when the downtime cycle will fall. They then share this information with the players.

Gang Composition

When founding a gang for a Road to Temenos Campaign, there are two options – each player in the campaign can use one of these methods; everyone does not have to use the same method.

Found a New Gang

If founding a new gang for a Road to Temenos Campaign, follow the rules presented in the Ash Wastes Rulebook.

  • Gangs have 1,000 credits available for their initial gang.
  • Road to Temenos Campaign gangs gain an additional 400 credits when being founded – this can only be spent on crew, vehicles or fighters that come by default with Wargear that grants the Mounted condition, or on Wargear that grants the Mounted condition (such as the Ash Waste Nomads Wy'tari Stormcaller). Any unspent credits from this allowance are lost after the gang is founded (note that credits may be spent from the gang's initial 1,000 credits on vehicles and Wargear that grants the Mounted condition as well).

Using a Gang From the Succession Campaign Part 1

If you have finished playing the Succession Campaign from Necromunda: The Aranthian Succession − Cinderak Burning then you may continue using the same gang. In order to get them ready to join in the fierce battles for Necromunda just follow the below steps:

  • Discard all Sympathisers controlled by the gang.
  • Follow steps A, B and C from Downtime as described on page 66.
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Underdog Battles

With gangs continuing their campaign from Necromunda: The Aranthian Succession − Cinderak Burning there is a chance that when they clash, two gangs will have a significant difference in their Gang Ratings.

If, during the pre-battle sequence, one gang has a Gang Rating at least 400 credits lower than their opponents, then they are considered the Underdog. Every model belonging to an Underdog's gang that takes part in a battle earns an additional 1 XP.

Choosing Sides

As the insurrection mounts, it becomes harder for any faction to remain neutral. The conflict between the Imperial House and Lady Credo's rebellion keeps escalating and no one can stay independent without allies. In the Road to Temenos Campaign, two opposed forces are battling for the fate of Necromunda – the instruments of Lord Helmawr's authority representing the Imperial House, and those aligned with the rebellion representing Lady Credo's Rebellion.

When founding a gang in a Road to Temenos Campaign, each player must decide if they will side with either the Imperial House, Lady Credo's Rebellion or try to remain Unaligned. Each comes with its own benefits as detailed opposite, though be warned, no gang can stand on the sidelines forever and eventually unaligned players will need to choose between one side or the other.

Benefits of the Imperial House

Gangs aligned with the Imperial House gain the following benefits:

  • Emissaries of House Helmawr: During the pre-battle sequence, roll a D6. On a 4+ the gang may recruit one of the following Dramatis Personae for no credit cost – they will leave at the end of the battle regardless of any other rules:
  • Deep Pockets: When generating income from Relics, the gang adds an additional D6x10 credits to their Stash.

Benefits of Unaligned

Gangs who have yet to choose their Allegiance gain the following benefits:

  • Look Out For Our Own: During the pre-battle sequence, roll a D6. On a 4+ the gang may recruit one of the following Dramatis Personae for no credit cost – they will leave at the end of the battle regardless of any other rules.
  • We Stand for Ourselves: If the opposing gang's Leader is taken Out of Action by a friendly model, the model gains extra D3 XP points in addition to any other Experience gains.
  • Take a Side: During the post-battle sequence, the gang may choose to align themselves with either Lady Credo's Rebellion or the Imperial House. If the gang only controls a Gang Relic, then they must choose to align themselves with one of the factions.

Benefits of Lady Credo's Rebellion

Gangs aligned with Lady Credo's Rebellion gain the following benefits:

  • Emissaries of the Rebellion: During the pre-battle sequence, roll a D6. On a 4+ the gang may recruit one of the following Dramatis Personae for no credit cost – they will leave at the end of the battle regardless of any other rules.
  • Stars in the Ascendency: Each time the gang wins a battle, they gain 1 extra Reputation in addition to any granted by the scenario.
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Balancing Lady Credo's Rebellion and The Imperial House

The Road to Temenos Campaign has been designed to work with any mix of Lady Credo's Rebellion, the Imperial House and Unaligned gangs; it is also just as possible to find the agents of the Imperial House fighting amongst themselves to increase their personal power as it is for the servants of Lady Credo's Rebellion to squabble over who should rule. However, as a guideline, a Road to Temenos Campaign should include at least one gang aligned with Lady Credo's Rebellion and one aligned with the Imperial House, with any number of Unaligned gangs. This allows for sides to form naturally over the course of the campaign, with gangs either choosing to fight for Lady Credo's Rebellion or maintain the power of the Imperial House.

Other alternatives include all gangs but one being aligned with either Lady Credo's Rebellion or the Imperial House – representing a lone campaigner for freedom from oppression, or the last bastion of the status quo fighting to keep upstarts in their place.

Determine Relics

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Territories In A Road to Temenos Campaign

In a Road to Temenos Campaign, players fight over a special kind of Territory called Relics. When playing a Road to Temenos Campaign, the two terms can be used interchangeably.

During the Road to Temenos Campaign, each gang begins play with a randomly-determined Relic and a Gang Relic.

The number of Relics used in a Road to Temenos Campaign depends on the number of players committed to the campaign as shown on the following table:

PlayersRelics Generated
39
412
515
618
721
824

Relics are generated by building a deck of Relics (as follows), shuffling them and drawing the correct number. All Relics are then revealed to all players.

Making A Deck of Relics

You can build a deck of Relics by using half a deck of playing cards to determine the Relics for a campaign. Remove all Hearts, Clubs and Jokers, leaving just Spades and Diamonds. Each card in these remaining suits corresponds to a Relic, as per the table shown below.

CardSympathiser
Ace of DiamondsBullets of the Fallen Saint
2 of DiamondsShards of the Aceros
3 of DiamondsCrone's Teeth
4 of DiamondsAngel Feathers
5 of DiamondsFootprint of Saint Mina
6 of DiamondsThe Pilgrim's Coin
7 of DiamondsLor's Lucky Rathide
8 of DiamondsThe Book of Brayne
9 of DiamondsGelt Oil
10 of DiamondsSkull of Iron
Jack of DiamondsVeil of Veronos
Queen of DiamondsEyes of the Mercator
King of DiamondsChains of St. Soronous
Ace of SpadesNumbers of Cognus
2 of SpadesThe Patriarch's Vase
3 of SpadesLikeness of Gaelos
4 of SpadesShroud of Temenos
5 of SpadesFingers of Valdon
6 of SpadesBones of Helm'ayr
7 of SpadesFire of Redemption
8 of SpadesWheel of Pain
9 of SpadesBlood of Somnos
10 of SpadesVials of Glurg the Gunk Saint
Jack of SpadesFelstyr's Lance
Queen of SpadesBlade of Shanks
King of SpadesDjangor's Beard

Issuing and Accepting Challenges

During a Road to Temenos Campaign, battles are fought on a challenge basis:

  • During each cycle, each player may issue one challenge to another gang to do battle over control of a Relic nominated by the challenger:
    • In the first campaign cycle, challenges are made in a random order.
    • In later cycles, they are made in ascending order of Gang Rating, starting with the gang with the lowest Gang Rating. If two gangs have the same Gang Rating, the winner of a roll-off makes their challenge first.
    • During the Pilgrimage phase, the challenger nominates one uncontrolled Relic to be the stake of the battle. This is then removed from the pool by the Arbitrator until the battle is concluded. If there are no uncontrolled Relics, the challenger instead nominates one Relic controlled by the gang they are challenging to be the stake of the battle.
    • During the Revelation phase, the challenger nominates one Relic 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 challenging for a Relic, a gang that has had one of its fighters captured by another gang may issue a challenge to that gang to play the Daring Rescue scenario (see page 94).
  • 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 Relic is automatically claimed by the challenger.
  • If a gang receives two or more challenges within a single campaign cycle, they may decline the second and any subsequent challenges without penalty.
  • 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 cycle, they may issue another challenge.

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

  • During the Pilgrimage phase, neither gang takes control of the Relic if the Relic is unclaimed. If the Relic is claimed, the gang that controlled the Relic before the battle retains control of the Relic.
  • During the Revelation phase, the gang that controlled the Relic before the battle retains control of the Relic.

Scenario Selection Table

When a challenge is issued, roll 2D6 on the table that follows to determine which scenario is used. If the scenario dictates there is an attacker and a defender, the player that issued the challenge is the attacker. Where there is a choice of two scenarios, the first scenario should be played in the Pilgrimage phase and the second one in the Revelation phase.

  2D6  Result
2-3The player with the greater number of Sympathisers chooses which scenario to play. If both players have the same number of Relics, the winner of a roll-off chooses which scenario to play.
4-5Play the Convoy Raid or the Storm Battle scenario.
6-7Play the Pacification of Dust Falls or the Death in the Plaza scenario.
8-9Play the Pilgrimage Assault or the Race to the Vault scenario.
10-12The player with fewer Sympathisers chooses which scenario to play. If both players have the same number of Relics, the winner of a roll-off chooses which scenario to play.