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The Fall of Twin Tanks Part 1

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1K views

The Fall of Twin Tanks Part 1

Uploaded by

JaksáGonagas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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THE FALL OF TWIN TANKS PART | A SOLO CAMPAIGN FOR NECROMUNDA The 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 I yey 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 Sevens ik 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 sae HEAVIES 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 model the 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,

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