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DARK FIRE CAFE
NECROMUNDA
CAMPAIGN PACK

About this pack

Welcome to the Dark Fire Cafe Necromunda pack!

Unless otherwise stated this pack covers all of the in house arbitrated Necromunda Campaigns and events at Dark Fire Cafe (DFC).

Campaigns and events at DFC attract a wide range of players of varying experience, and with Necromunda sporting a myriad of complex rules spread across multiple publications we wanted to provide a document that acts as a primer for newer players and a clear statement of what to expect for experienced players. After running multiple campaigns there are some trends that can lead to play styles that are very un-interactive so this packs aim is to promote and reward more creative and narrative gangs without taking anyones toys away.

This pack is subject to change as and when new rules are published by Games Workshop and will also be reviewed by the DFC arbitrators between campaigns. We’ll always endeavour to not make any changes during the course of a campaign.

What you need to bring

Your Gangs models.

These can be official citadel miniatures (including the original 1995 sculpts) or alternative miniatures that clearly depict the members of your gang and their wargear.

A set of Necromunda dice

These include a D6’s, Rapid fire dice and injury dice. Please note for Ash Wastes Campaigns the vehicle dice are very hard to source so we’ve included a conversion chart as part of this pack.

Blast Templates (if needed by your gang)

These come in the form of a 3” blast, 5” Blast and a flamer template
Rules for the game and your gang
These can either be either in a book or digital.

Please note that rules for some digital wargear etc does not easily convey the limitations of who can have access to it, so make sure to check official sources for wargear outside of your gangs sanctioned lists.
Gang tactic card deck (either physical or digital) 
There’s a lot of cards out there! Luckily digital deck builders exist
Tape measure
Tokens

Tokens to mark ready fighters, flesh wounds and other relevant statuses. 


Allowed Gangs

Any official gangs are allowed to be used. For a list of official gangs please see the list below.

Though we understand using some gangs outside of their intended settings may not be entirely thematic, there’s enough wiggle room within the game narrative to excuse players being able to use their favourite gang.

House Gang
Enforcer Gang
Outlaw Gangs
Other Gangs
House Cawdor
Palanite Enforcers
Corpse Grinder Cults
Ash Waste Nomads
House Delaque
Badzone Enforcers
Genestealer Cults
Ironhead Squat Prospectors
House Escher
Helot Chaos Cults
Underhive Outcasts
House Van Saar
Spyre Hunters
House Orlock
Venators
House Goliath
Slave Ogryns

Recruiting and promoting Specialists

With the introduction of some books, Van Saar and Nomad gangs can now recruit the ‘Gang Fighter (Specialist)’ directly into their gang where others cannot.

The official GW FAQ has allowed these to be taken as a recruitment choice which does unbalance Van saar and Nomad gangs somewhat, so in DFC campaigns these gang types are limited in similar way to hangers on and brutes and the number you can have in your gang at any one time is decided by your reputation. As per the chart below.

Reputation
Maximum number of ‘gang fighter (specialist)’
Less than 5
1
5-9
2
10-14
3
15-19
4
20-24
5
Each additional 5
+1

Skills and House upgrades

There can be no skills repeated in your starting gang. This is also the same for house upgrades like genesmithing, cybernetika, Legendary Names etc.

After your first game you can then add duplicates if you so wish.

Joining/restarting mid campaign or missing weeks

You may want to join in the fun later in the campaign or perhaps you want to retire your current gang and start afresh! You are free to do so and for every complete week that has passed in the campaign you will be able to add an additional 50 creds to your 1000 cred starting budget.

Also, if you miss a week in the campaign, and cannot arrange a catch up game, then you may take one of the following buffs:

- Add 50 creds to your stash.

- Have all of you fighters in recovery recover ready for your next game.

Painting Bonus 

Though painting isn’t required to participate, we want to reward those who made an extra effort to paint their gang. If during a cycle your playing with a gang which is fully painted for the first time (bases as well) during the campaign, then you will gain one extra xp per fighter for that game. 

Guild Affiliations

No guild affiliations are allowed (this remains in place during the entire campaign), unless otherwise stated on a specific campaign. 

Gang Tactics Deck

You will need to add a deck list of 15 tactics  to the 'notes' section of your gang roster. This will be the deck you use throughout the campaign, and you will be allowed to edit during the break week of the campaign.

Gang tactics can be in the form of the actual cards or referenced from their rules sourcebook/s. Your notes section should include numbers assigned to each card to allow for random generation.

Creating/tracking your gang

DFC campaigns are tracked via a web tool such as Munda Manager or Yaktribe. Arbitrators will state which tool is being used in each campaign and players will be responsible for keeping their records up to date.

Each tool has a notes section where you will need to copy and paste the following template. Please then fill this template in and update it after each game with territories won etc.

Scenarios & Schedule

Each week during a campaign the arbitrators will announce which scenarios are in play alongside any hive conditions.

These announcements will be made on the Necromunda channel of the DFC discord server. You will need to be able to access this channel in order to take part.

 

Scoring

In addition to the scenario scoring system, gangs will need to record a rolling total of enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign. This is for one of the campaign achievements and should be recorded in the notes section on your web app.

Underdogs

The house patronage rules from p238 - p239 will be in use to determine benefits given to underdogs during games.

Please use these rules instead of any scenario specific underdog benefits (extra gang tactic cards)

Territories

For Dominion campaigns a deck of territories will be available at the cafe for players to draw from during the first half of the campaign, with them fighting over them in the second half. Draw a card when you arrive and register your attendance at the DFC counter.

Players will keep hold of the cards between games and also update their notes section so arbitrators can see what they currently hold.

Please note these cards will need to be returned to the cafe after the campaign, so to ensure their protection if you lose a card you will also lose that territory from your gangs roster.
 

The Trading Post Battle Action

Seek Rare & Illegal Equipment
The Seek Rare Equipment action is changed as follows. After determining the rarity value of the item you are allowed to purchase roll a D6 and consult the chart below. You are limited to buying 1 item from that category up to the rarity value you rolled.

D6 Roll
Rare Equipment
1-2
Weapon: Roll a D6 – 1-2 Basic Weapon, 3 Pistol, 4 Special Weapon, 5 Heavy Weapon, 6 Close Combat Weapon
3-4
Wargear: Roll a D6 – 1 Grenades, 2 Gang Equipment, 3 Personal Equipment, 4 Weapon Accessories, 5 Status Items, 6 Exotic Beasts
5-6
Armour: Roll a D6 – 1-5 Armour, 6 Field Armour

Resurrection Packages 

Sometimes your leaders and champions succumb to fatalities and such events can be hard to face. However in the grim darkness of the far future death isn’t always as final as it used to be! Once per a campaign you may use a single resurrection package from the list below to bring a single gang member back from the dead. This must be chosen in the post game of the scenario in which the fighter died and recorded in your gang and fighter notes. Rules can be found in the Apocrypha Necromunda Source book. Be warned these packages come with both benefits and prices! 

 

ARCHEO-REBIRTH

DAEMONIC POSSESSION 

DARK PACT 

RAVENOUS ZOMBIE 

REVENANT 

SKINDEEP DOPPELGÄNGER 

XENOS RESURRECTION 

THE STRANGER'S GIFT 

DIVINE INTERVENTION 

FAQ

Q. If a model goes Out Of Action due to an effect put on them during a prior activation or due to a condition (such as fire) or from a trap placed on the board, does the model who caused that effect /placed that condition get XP?



A. No. The must have directly caused the Serious injury/ OOA during their activation.


Q. How do i know what gang rules are the relevant ones for my gang?



A. If you’re not sure please speak to one of the campaign arbitrators in the #necromunda channel on the DFC discord server (link at the bottom of this page)



Q. There’s lots of different books and rules sources for this game. Do I have to buy them all to play in the campaign?


A. We do not want to limit the accessibility to this campaign, so as long as you can access the rules you need and know that they are correct then you are welcome to join in. The most important thing is that you are using the correct rules.

Q. Am I allowed to use proxies/ non GW models.

A. Yes. As long as the base size, proportions and weapons load out match the original model and its gang fighter card.

Q. Is there a limit on how many hangers on and brutes I can have?



A. Yes. p88 of the core rule book states how many hangers on and brutes you can have which is determined by your gangs reputation. Hangers on recruited via a territory boon do not count towards your reputation limit and remain with the gang as long as you control that territory (and so therefore can get injured)



 

Q. When creating my gang on yak tribe/Munda Manager, is there any tricks to making sure I’ve done it right?



A. Yes. Firstly you remaining stash and gang rating should add up to 1000. If it doesn’t this means you may have used the ‘add’ button for purchasing gear instead of ‘buy’. It could also be caused by using a gangers advances section to add starting skills instead of editing their skill list.

Q. I want to play ash wastes but the dice are hard to get hold of. What can I do?


A. Please use the following dice mapping information so you can use ordinary D6’s

VEHICLE DAMAGE DICE
A 6-sided dice, marked with 3 symbols. Used to determine what kind of damage is inflicted. One dice is rolled per Damage of the attacking weapon.
D6 mapping:
1-3: Glancing, 4-5: Penetrating, 6: Catastrophic.

VEHICLE LOCATION DICE
A 6-sided dice, marked with 4 symbols. Used to determine what parts of the vehicle is hit when attacked. One dice is rolled per hit.
D6 mapping:
1-3: Body, 4: Driver, 5: Drive, 6: Engine.

VEHICLE CONTROL DICE
A 6-sided dice, marked with 3 symbols. Used to determine random movement of a vehicle when losing control.
D6 mapping:
1-3: Swerve 45°, 4-5: Jack-knife (90°), 6: Roll over.

 

Dark Fire Cafe

Unit 8 The Gavel Centre,

Porters Wood,

St Albans

AL3 6PQ

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©2023 by Dark Fire Cafe Ltd.

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