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THE FALL
OF
TWIN TANKS
PART |
A SOLO CAMPAIGN FOR NECROMUNDAThe Sump-Sector Sevens have been in control of
Twin Tanks for a long time - as long as most folk
remember - but their end has come and your
‘gang is hungry. So grab your guns and pack some
heat; it’s time to bring down the Sump-Sector
Sevens and claim their turf as your own.
The Fall of Twin Tanks isa solo campaign for
Necromunda. You take the role of a gang
challenging the authority of the Sump Sector
Sevens, the dominant gang in control of the
district. Will your gang claim victory and become
the new rulers, or will they get sent running like
all challengers before them?
TWIN TANKS DISTRICT
The district of Twin Tanks is spread around two
gigantic sluice tanks that provide a vast portion
of the hive with fresh water. Numerous small
organisations have grown around siphoning
water and other useful materials from these
tanks, giving rise to several scattered settlements
anda collection of manufacturing and refining
concerns. It's one of the more active areas of the
undethive, though it still contains bad zones and
Jong lost tunnels leading to undiscovered riches.
It’sa district ripe for exploitation.
Of course, where there's civilisation, there are
outlaws, and the Sump-Sector Sevens are some of
the worst.
GANG BOSS SLACKJAW
‘Slackjaw came to Twin Tanks as part of a Goliath
gang decades ago, picking up reputation and
scars in equal measure. Asa true born, he
‘outlived all his old gang, becoming a legendary
figure amongst his peers. Unlike his fellow House
‘of Chains brothers, he saw the value of diversity,
and when the time came he built a gang of all the
‘cast-offs from the local underhive. There were six
originally, each from one of the great houses,
plus salvaged Ambot that Slackjaw had tuned
for his personal use.
‘They would soon come to be known as the
‘Sump-Sector Sevens.
guid
ga
cane
THE SUMP SECTOR SEVENS
Extortion, rackets and violence - these are the
hallmarks of the Sevens. It didn't take long for
Slackjaws original crew to drive outalll the
‘competition and set up permanent cabals
through Twin Tanks. In the decades that followed,
they tightened their grip until there was nothing
left for anyone else,
That was then. Now the gang lacks those
‘cast-iron cutthroats that Slackjaw first assem-
bled, replaced by trustworthy Heavies and their
‘eager Entourages - countless wannabes all eager
to prove their worth to the gang and get a piece
of the act
control Twin Tanks, keeping the credits flowing
straight to Slackjaw.
But the Sevens areno less dangerous for losing
their original gangers - instead they control a
swathe of the underhive, making up in numbers
what they lost in experience.
FIGHT FOR TWIN TANKS
‘Your gang is the latest challenger to the Sump
Sector Sevens rule of Twin Tanks. Whether you've
risen from the masses to over throw the gangers,
been sent by your house to claim valuable turt, or
carrying out your duty as Enforcers of Lord
Helmawr's laws, you're here to remove the Sevens:
and take over.
The campaign takes place over seven scenarios,
during which you will face the Sevens in their
own turf.
In this document you'll find rules for each scenar-
io, rules for the South-Sump Sevens (and how to
make your own enemy gang), rules for how to use
‘enemy fighters during a game, and rules for
progressing your gang through the campaign.
Please remember that this is justa simple system
designed to let you play solo games. If you need
to change any of the rules to enjoy your experi-
‘ence then please feel free! Having fun is the most
important part of this document.
TWIN TANKS
PART Iyey this campaign you'll need a copy of the
core Necromunda rules, dice, and miniatures and
terrain.
You can play this game using any of the
Published Necromunda gangs.
In addition to models for your gang, you will
need roughly 15 ganger models for the
‘Sump-Sector Sevens, plus two slightly larger
‘models for Slackjaw and his Secret Weapon. You
‘can use any models for this, from other necro-
" munda gangers you may own to models from
otherranges.
Full rules are given for the Sump-Sector Sevens
later in this document, including fighter cards
that you can print for personal use. If you want to,
reate your own gang and use them as the
antagonists in place of the Sump-Sector Sevens,
then follow the rules presented in the appendix.
‘We warn you, this may well skew the balance of
the games!
For terrain, we recommend the usual set ups you
would use for any of your usual games - canwe
recommend Art of War Studios
(artofwarstudiso.co.uk) asa source of great
adtfordable underhive stuff?
THE GOLDEN RULE
Thisis not official. At all. Ijust wanted to play
Necromunda during Lockdown.
This documentis a way of playing Necromunda
without the need for an additional player. It
provides you with methods of controlling enemy
‘models and how to run single-player campaign.
All the usual rules of Necromunda apply as usual
to games, unless this document says otherwise.
This document does not include the standard
~ rules of the game. You will need a copy of the
Published rules to play.
‘These rules are in no way affiliated with Games
}op. They are a created out of a love for the
‘and a need to play during difficult
CONTENTS
Introduction
Contents
The Challengers
Your Gang
‘The Sump Sector Sevens
Your Enemies
Post Battle Actions
Using the Sevens in Games
Activation Order
Brawlers Activation Flow Chart
Marksmen Activation Flow Chart
Gunslinger Activation Flow Chart
The Campaign
‘Scenario Rules
Scenario 1 -Stake a Claim
Scenario 2-Looters
‘Scenario 3 -TheTrap
Downtime 1
Appendix 1-The Sump Sector
Sevensik
CREATING YOUR GANG
These rules are designed to beas simple as
possible. We want you to pick up and playa
regular game of Necromunda without having an
‘opponent. As a result, when it comes to making
your gang, we advise you to do it just as you
would when starting any published Necromunda
‘campaign. Any gang currently published in any
Games Workshop book is fine; the district of Twin
Tanks isa valuable asset for anyone. You may use
any hired guns, hangers-on, make alliances as
either a regular or outlaw gang - anything you
want. Simply follow the rules for building a
starting gangas laid out in the book you use.
Your gang starts with 1000 credits to spend on it’s
initial fighters and equipment. You also start with
Reputation 1 anda single territory;
GANG HIDEOUT
This small piece of turf is your foothold in Twin
Tanks. It’s your base of operations and your
source of income.
This territory generates 2D3x5 credits at the end
‘of each game you play in this campaign. In
addition, roll 2D6; if either dice scores a 6, you
immediately gain 1 free Juve (or equivalent) that
Joins your gang. You must purchase their
equipment as usual.
You cannot lose this territory for any reason.
TACTICS
Use tactics cards as normal. For every 100 points
the enemy gang rating exceeds yours present
during the start of a scenario, draw one addition-
al tactics card as usual. If you decide not to use.
tactics cards, then do not use the Tactics rules for
the Sump-Sector Sevens.
‘We recommend making a deck of 18-20 tactics
‘cards available for your gang. Whena scenario
tells you to choose cards, randoly draw three for
‘every one and choose one from the htree
available, This is a houserule we always use for
‘Necromunda and it works well.
"THE CHALLENGERS —
a, cae oe
POST BATTLE ACTIONS
‘Once again, after each scenario, follow the usual
rules forpost-battle actions. The only difference is
income; you track income after each battle, not
weekly as some campaigns suggest. So, after you
have resolved lasting injuries and experience,
you then generate your income from territori
and other sources, adding this total to your gang.
After this, you can then attend the Trading Post as
normal.
THE TRADING POST
As usual, feel free to use any published rules
concerning the trading post and any items that
‘can be bought there. In a Twin Tanks campaign
any gang can visit the trading post after their first
‘game, and any fighter can use weapons and
‘equipment that would usually be available for
their type.
HIRED GUNS
‘Any gang may purchase hired guns as normal,
including dramatic personae. Use the standard
rules for this. You may also use any available
Hangers-on, as long as your reputation allows it.
ALLIANCES
Any gang can make an alliance as usual. All
benefits remain the same, plus all drawbacks
‘except those that deal with scenarios and how
they are chosen. These rules are ignored for the
purposes of a Twin Tanks campaign, asreach
scenario is pre-decided.
Instead, some scenarios presented in this
‘campaign will have rules that affect how alliances
develop, either strengthening, weakening, or
ending them. Each scenario will have that
information contained withit
saeHEAVIES AND ENTOURAGES
Twin Tanks has been controlled by Slackjaw and
his enforcers for as long as anyone can
remember. Their gangers prowl the streets and
extort the locals for anything they want,
dominating the district. Yet victory has made
them soft; what they have in numbers they lack in
hard-fought experience, with many of the
cast-iron fighters that won the district having
Jong since retired. Instead, the vast majority of
the ground forces of the Sump Sector Sevens are
‘made up of new blood thugs, slavishly following
the tried and tested heavies.
The Sump Sector Sevens is broken into small
groups consisting of one heavy and their
‘entourage. Each heavy isa champion of the gang,
with equipment and skills to show it, while their
entourage consists of the hopeful gangers eager
to prove themselves and become heavies of their
‘own district. The Sevens consists of four of these
‘groups, with three lead by heavies and one led by
Slackjaw himself.
Each group is detailed in the appendix, where
you will find a gang sheet for each entourage and
‘ards for every single fighter. Entourage gangers
lack names as they represent the replaceable
masses eager to be allowed into the Sump Sector
‘Sevens. Feel free to give them names if you wish;
itwill definitely add to the narrative of the
campaign.
PROFILES AND ADVANCEMENT
The Sevens don’t advance after each game.
Instead they have two profiles - Early and Later.
When playing scenarios before the Downtime
section -in any scenario presented in part 1- use
the Early profiles, which represent the
inexperienced and sparsely equipped Sevens.
‘After the Downtime, use the Later profiles - these
represent the Sevens responding to the
challengers.
‘Note that Slackjaw only has one profile - you
won't encounter him until after the downtime
anyway.
FIGHTER TYPES
For the purposes of how to activate the fighters,
during games see the Al section later), each
fighter of the Sump-Sector Sevens has a fighter
type. This type will dictate when and how they
activate during a turn. There are three types of
fighter;
BRAWLERS
These types will attempt to get into close combat.
as soon as they can, taking the safest route
possible. They are often well armoured and carry
powerful melee weapons only.
MARKSMEN
These fighters will move to the furthest ideal
range possible for their chosen weapon, then
focus on ranged attacks against their enemies.
They are often lightly armoured and carry
mid-long range weapons,
GUNSLINGERS.
These mid-range fighters will move to close range
and make attacks with pistol weaponry, moving
to close combat when possible, They are often
lightly armoured with a mix of pistols and melee
weapons.
Each heavy in the Sevens is a different type of
fighter. Their entourages contain different tyes of
supporting fighters. Slackjaw, the leadet of the
‘Sevens, will choose their type based on the
‘scenario and the rules associated with it.
‘Once again, the appendix includes all the rules
for which heavies and gangers are what fighter
type.INJURIES
During a scenario, do not roll any injuries for any
‘out of action ganger that is part of the Sump
Sector Sevens. They are assumed to be replaced
by the countless potential replacements found in
any drinking hole in Twin Tanks. Heavies,
however, have their own injury chart; roll 206 on.
the following chart when a Heavy is taken Ot of
Action;
206 Injury
2 Dead.
This heavy is permanently killed and their
‘entourage scattered. They cannot be picked for
any future scenario. if a scenario uses all heavies,
simply do not include this one or their entourage.
3-4 Permanent Injury.
This heavy suffers -1 ws if they are a brawler, or
Ibs if they are any other kind of fighter (see the
Alsection). This is not cumulative.
56 — Inrecovery.
This heavy and their entourage cannot be chosen
for the next scenario. Ifa scenario automatically
includes them, randomly select a different heavy
to take their place.
79 Fine.
The Heavy recovers without any on-going effects.
10-11 AGrudge to Bear.
This heavy bears a grudge against your gang. He
will never bottle out or lose his nerve when facing
your gang in battle, automatically passing any
‘cool checks to stay in the fight. His entourage will
also never leave the battlefield until their heavy
iskilled.
12 _ Bionic upgrade.
This heavy gains a bionic upgrade. if they are a
brawler, improve their S and A by one. If they are
a marksman, give them the Precision Shot skill. If
‘a gunslinger, improve their M and WS by 1. This
result is not cumulative.
POST BATTLE ACTIONS
The Sump-Sector Sevens never gain experience,
nor do they take post-battle actions. The heavies
are stuck in their ways and the turnaround of the
gangers is so fast that they never seem to gain
‘experience or get better weaponry.
ADVANCEMENT
Other than using the Early and Later profiles, the
Sevens don't gain experience and can never take
‘Advancements.
INCOME
The Sevens never generate income after battles.
They already have the gear they like and all the
reds they need.
CAPTURED SEVENS
The Sevens will never attempt to rescuea
‘captured ganger. Instead, the gang that captures
them can immediately sell them to the
authorities for their value in credits, if heavy is
‘captured, itis assumed they immediately escape
using either concealed equipment, inherent skill
or their contacts in the district. The gang that
‘captured them manages to loot D6 x 10 credits
from the heavy before they escape and gain 1
reputation for having done so.
CAPTURING YOUR FIGHTERS
The Sevens send you a message by returning
‘your fighter, minus a few teeth or worse. If the
‘Sevens capture one of your fighters you
immediately lose 1 Reputation and roll a serious
injury for that fighter, treating the first roll as a5.
ALTERNATE ENEMIES
you build a different gang to take on (see part 2
of this campaign) then these rules still apply.THE Al SYSTEM
This is the most important part of this document;
it details how the enemy gang will react to your
actions during games. These rules should cover
the potential possibilities that could occur but
shoulda situation ever arise where there is no
precedent for activating an enemy model then
bear the following in mind;
When in doubt, activate the enemy model as
if it were your turn and you were playing the
gang.
What choices would you make to win? How would
you use the enemy gang to defeat yourself? The
‘Sump-Sector Sevens are trying to rid their
territory of the usurpers; bear that in mind when
you're activating them.
DEPLOYMENT
The Scenario Rules section will explain how to
deploy Sevens fighters for each scenario. when
deploying, itis crucial for you to use your
judgement on how best to place models. When in
doubt, place Brawlers and Gunslingers close to
your models and Marksmen further away
ACTIVATION ORDER
When itis the Sevens turn to activate a model,
‘use the Activation Order chart to work out which
fighter to activate. Starting at the top, check to
see ifa fighter is eligible for activation, working
your way down the list until you reach one that.
applies.
For example, if all your models are out of line of
sight and far away from the Sevens, save for one
Gungslinger within 4” of one of your models, that
Gunslinger would activate next.
If multiple Sevens fulfil the same criteria, choose
either the Sevens who is closest toa fighter from
your gang, or randomise between the available
models.
ACTION ALORITHMS
Each fighter type has a different flow chart that is
used to determine their actions during thelr
activation. As with the Activation Order chart,
startat the top until you find a trigger that’s
applicable to the Sevens model, then take the
actions listed underneath the trigger.
The fighters types are geared towards different
behavior during a battle;
BRAWLERS
Brawlers attempt to close the distance with you
‘as soon as possible, though not suicidally. They
try to keep to total cover to avoid getting shot as
they close in, hoping to make a charge action as
soon as they are able.
You will often find that Brawlers get caught
between closing with enemy fighters and getting
stranded in the open. Always choose to put off
advancing for another turn in favour of a safe
approach.
MARKSMEN
Marksmen stick to cover and take shots at enemy
models they can see. When enemy models get too
close, they reposition further away, hoping to
continue their ranged assault,
GUNSLINGERS
Gunslingers get as close to you as they can,
taking shots with their pistols as they do so while
hugging whatever cover is available. If they get
close enough, they will charge to finish the job.
Each fighter type has their own Action Flowchart
which is used to determine their action,Is there a Brawler within 8” of one of your models but not engaging them?
NO v YES - Activate that model
there a Gunslinger within 12” of one of your models but not engaging them?
NO v YES - Activate that model
Is there a Sevens fighter out of cover that the enemy has Line of Fire to?
NO y YES - Activate that model
Ts there a Marksman with Line of Fire to one of your models?
NO YES - Activate that model
Is there a Pinned Sevens fighter that the enemy has line of fire to?
NO ¥ YES - Activate that model _
Is there a Seriously Injured Sevens fighter that the enemy has line of fire to?
NO t YES - Activate that model
Is there a Brawler that has yet to be activated?
NO Vv YES - Activate that model
a Is there a Gunslinger that has yet to be activated?
NO ¥ YES - Activate that model
Is there a Marksman that has yet to be activated?
NO v YES - Activate that model
Is there a Sevens Fighter that has yet to be activated?
NO v YES - Activate that modelthe fighter seriously injured?
Yes: Move the fighter to the closest point that affords either total cover or heavy cover, or as close
to a friendly model as possible,
No? v
Is the fighter Pinned?
Yes: _ Spend an action to stand the fighter up. Spend an action to move as close to the nearest
enemy model as possible and in the best cover achievable.
24
~ Is the fighter engaged with an enemy fighter?
Yes: Attack those enemy models, splitting the attacks evenly across those it is engaged with. Use
all available skills and equipment that model has to put the enemy models it is engaged with
‘out of action. Use any follow up movement or additional action movement to move as close
to an enemy fighter and in the best cover as possible. No? +
Js the fighter within 8” an enemy fighter?
Make a charge action against the enemy model, Use all available skills and equipment that
‘model has to put the enemy models itis engaged with out of action. Brawlers do not make
Coup de Grace attacks if there are other available targets for their follow-up move. If this
fighter would receive any kind of follow up movement, move them towards the nearest
enemy fighter, either until they are engaging them or until they have reached the closest
point within cover to them. No? +
Is the fighter within shooting range of an enemy model that it has line of
fire to, or can it move into a position to do so this activation?
Yes: Move this fighter to the closest point you can to the enemy target so that it still has line of
fire and cover against ranged attacks. Make a shoot attack with the models second action.
Use all available skills and equipment that model has to put the enemy model itis shooting
at out of action. Noz ¥
None of the above?
Move the fighter to a point closest to the nearest available enemy model but still within
heavy or total cover. If they have any weapons that are out of ammunition that can be
reloaded, spend one of the actions doing so. Ifnot, use their second action to move again, as
close to an enemy fighter as possible while stil in the best cover possible.
: No? +
, te Reloading Weapons.
rea ire et cgay reopens nto)the fighter seriously injured?
Yes: Move the fighter to the closest point that affords either total cover or heavy cover, or as close
toa friendly model as possible.
No?
Is the fighter Pinned?
Yes: Spend an action removing the pinned status from this fighter and then spend an action to
move them into cover. If this model is already in cover, use the second action to shoot at any
model within range and line of fire. Ifthere are no available targets, move this model to a
position that is further from the enemy and still in cover against enemy attacks.
No? A
Is the fighter engaged with an enemy fighter?
Yes: Attack those enemy models, splitting the attacks evenly across those itis engaged with. Use
all available skills and equipment that model has to put the enemy models itis engaged
with out of action. Use any follow up movement or additional action movement to move as
far away from an enemy fighter and in the best cover as possible,
No?
Is the fighter within 8” an enemy fighter?
Yes: Ifthe enemy model is within line of fire, this model will take an alm action and then shoot
the enemy model using the weapon with the best range modifier at the range they are
currently at. Ifthe enemy model is not within line of fire, this model will either move to a
position where it has line of ire and make a shoot action, or move twice to the furthest point
from any enemy model and still in cover against possible attacks.
No? v
1s the fighter within shooting range of an enemy model that it has line of
fire to, ot can it move into a position to do so this activation?
Yes: If this fighter has line of sight to an enemy model, use it's frst action to take an Aim action. If
is not, then moveit into a position that gives it line of sight to an enemy fighter. Take a
shoot action with its second action.
No? v
None of the above?
Yes: Move the fighter toa point with line of fire to the nearest enemy model, but still within the
best cover it can manage. f they have any weapons that are out of ammunition that can be
reloaded, spend one of the actions doing so. Ifnot, use their second action to move to a
Position with the best possible cover with line of sight to an enemy fighter.
- Note - Reloading Weapons.
s fighter cannot make a shoot action due to a weapon being out of ammunition,