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Found 2 results

  1. Yesterday we started our first Dominion Campaign. Our group has four players, myself and another player who are Necromunda veterans, one player who's played a bit of Necromunda in the past and one completely new player. For our first campaign as a group we decided to do a very basic Dominion Campaign, just to get used to the basic mechanics and advancing gangs. It would also serve as a test for people to get used to founding a gang for a campaign and the kind of decisions they should be making (skills, gear vs warm bodies etc). I thought it'd be fun just to do some basic documentation of how the campaign goes, as well as the fortunes and trials of the gangs involved. We're not going to burden ourselves with background for this campaign, just gang and fighter names, so this might be a bit dry, concentrating mainly on the advancements and technical aspects rather than the story. The only change we're making is to base campaign phases on a round robin, rather than a time period, as one of our players sometimes works weekends and can't guarantee that he will be available every week. So for each week of a normal Dominion campaign, we'll be playing 3 games each, once against each opponent. That way everybody gets the same number of games and hopefully stays around a similar power level. Once this campaign is over and everyone feels comfortable with the campaign mechanics, we'll dive into a much bigger campaign, complete with a full storyline, gang background, settlement background, custom scenarios, the full campaign rules (including the extra rules in the Book of Peril) and more. Of course, I'll make sure I post pictures of the gangs and terrain as we progress, hopefully including some in-game shots and brief reports. This campaign will go hand in hand with us building and painting our Necromunda collections, so there should be picture progress of the gangs evolving as well. The gangs taking part are: Lodge of the Pure Blood (Genestealer Cult) A supremacist religious group from Hive Secundus who seek to purify the gene pool of Necromunda, by coercian or force. Hella's Belles (House Escher) A gang of thrill-seeking Escher trying to carve out a piece of the Underhive to call their own and have some fun in the process. Crusade of Expiation (House Cawdor) A group of outcast Cawdor zealots attempting to atone for past sins with blood and fire. Architects of Planck (House Van Saar) A gang of rad-obsessed techs looking to expand the territory of House Van Saar. They'll be fighting over a section of the Underhive containing the following territories: Sludge Sea. Collapsed Dome. Refuse Drift. Bone Shrine. Needle Ways. Synth Still. Smelting Works. Mine Workings. Tunnels. Toll Crossing. Tech Bazaar. Generatorium. I'll update this list as territories change hands. But for now, it's all up for grabs. Full gang lists coming later today. Hopefully there's something useful/interesting in this for people to enjoy :).
  2. Hello folks, To cut a long-ish story short, I was going through the weapon options for Van Saar and came across the Suppression Laser and its Focusing Crystal upgrade. The Suppression Laser's short burst profile is S4 AP0 D2 Am4+ Knockback, Plentiful; with the Focusing Crystal added, the way I understand it, it becomes S4 AP-2 D2 Am4+ Knockback, Plentiful, Unstable, right? The reason I ask is because YakTribe's Gang Manager tool modifies this profile to Am5+ and removes the Plentiful trait and I can't figure out why. Anyway, thoughts on and potential solutions for this matter are much appreciated and sought after. :)
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