Week 4: Downtime | Necromunda: Moon of the Mad Magos

This is the fourth week of the Moon of the Mad Magos Necromunda campaign being run at Asgard Wargames.

Downtime

A brief respite. Machines grind to a halt, and the ground ticks like cooling metal.

No normal games can be played this week. At the beginning of Downtime, every gang completes the following sequence:

  1. Weekly rewards: All fighters get their +1 weekly XP as normal, and your Settlements generate their usual weekly benefits.
  2. Recover fighters. All fighters currently in Recovery are automatically cleared for return.
  3. Captives are returned. All captive fighters are automatically returned to their gangs, while their former captors receive half their value in credits (rounding up to the nearest 5).
  4. Promotion. Any Juve or Prospect with five or more Advancements is automatically promoted to Champion. Change their fighter type accordingly
  5. Recruitment. All gangs get 250 credits to spend on new fighters and/or Hangers On. Any credits not spent immediately are lost. Gangs may supplement with credits from their stash.
  6. Maintenance. Gangs may remove up to three Structures in their settlement, gaining half their value in Materials back. The gang may then build three new Structures. Note that any Structure that is a prerequisite to another they already own cannot be scrapped.
Training Day – 7pm Wednesday 1st March

The gangs uncover a strange Skitarii training facility, primed and ready to accept new recruits. Their best understanding of the lingua-technica instructions is that the facility will elevate worthy recruits with Alpha-level knowledge of all recruits gone before – but how does it work? And at what cost?

A multiplayer battle taking place across two boards simultaneously, and only the lowliest of recruits are accepted into the facility.

Up to three of your cheapest fighters can take part, and they will be stripped of their equipment to battle it out across the training facility, last Juve standing.

The winner receives the wisdom of the ancients – a knowledge inload of all Skitarii recruits gone before – an immediate and free promotion to Champion.

Week 3: No Guts, No Glory | Necromunda: Moon of the Mad Magos

This is the third weekly event for the Moon of the Mad Magos Necromunda campaign being run at Asgard Wargames.

No Guts, No Glory

Glittering domes blister the surface of Helicon, bursting with impossible things. Frozen jungles, abandoned cities, sleeping manufactorum, all ripe for plunder… if you can survive them.

If both players agree, you may play your scenario in a Badzone Environment. If you do, the winner also receives a strange piece of technology in addition to any other scenario rewards:

  • Ancient Manufactorum environment – Archeotech Device (Personal Equipment – Trading Post)
  • Dome jungle environment – Xenoculum (Personal Equipment – Black Market)
  • Unstable dome environment – Malefic artifact (Personal Equipment – Black Market)

Ancient Manufactorum

  • Try to include at least six pieces of Industrial Terrain (Book of Peril) on the battlefield, such as Smoke Stacks from the previous week.
  • Effects from Industrial Terrain activate on 4+ rather than 6+.
  • After the battle, gangs get an extra D6x10 credits.

Dome Jungle

  • Try to include at least six areas of carnivorous plants (Book of Peril) on the battlefield.
  • Carnivorous plants gain +1 Strength and increase their attack range by 3″.
  • Ranged attacks suffer an additional -1 at long range due to thick foliage and drifting spores.

Unstable Dome

  • During the battle, roll a D6 whenever a blast marker is placed. On a 5+, place a second same-sized blast marker in contact with the first, at a point determined by the scatter dice. Resolve the attack’s effects against fighters under both blast markers.
  • During the battle, fighters who become prone on a raised platform or terrain must check initiative to see whether they fall, even if not near a ledge.
  • Any terrain with Toughness or Wounds (like Doors or Gunk Tank) reduce those characteristics by 2, to a minimum of 1.

Week 2: Smoke and Glimmers | Necromunda: Moon of the Mad Magos

This is the second weekly event for the Moon of the Mad Magos Necromunda campaign being run at Asgard Wargames.

Smoke and glimmers

Ancient machines begin to wake deep beneath the surface. Slumbering mountains become exhausts, belching their fumes into the sky and revealing strange treasures in the rubble.

Each scenario must also include D3 Smokestacks and replace the normal 2 Loot Caskets with Treasure Caskets. (Industrial Terrain – Book of Peril, or compiled rulebook p58)

Smokestacks

In the End Phase, roll a D6 for each Smokestack on the table. On a 6 it becomes Active for the next round. It deactivates in the following End Phase unless another 6 is rolled for it. 

Active smokestacks have the following rules:

  • The thick smoke and fumes block line of sight like a smoke grenade in a 6” area around the smokestack.
  • Any fighter in this 6” area treats the Move (Simple) action as Move (Basic), meaning they can’t double move through the foul air. They can ignore this rule if equipped with a respirator.
  • The fumes are highly flammable. Any weapons with the Blaze trait targeting fighters within the 6” area get +1 Strength.
Treasure Caskets

Each scenario usually has two Loot Caskets set up as part of terrain deployment. Replace these with Treasure Caskets. If a scenario has additional Loot Caskets as part of the objective (ie Forgotten Riches), these are Loot Caskets are normal.

Treasure Caskets may either be opened with a Bypass Lock (Basic) or a Smash Open Lock (Basic) action.

  • Bypass Lock (Basic): Make an Intelligence check to open the casket
  • Smash Open Lock (Basic): Roll a D6 and add Strength. On a 6+ you open the casket, but reduce the D6 result roll by 1 to a minimum of 1.

Any fighter who opens the lock rolls a D6 on the table below:

1-2: Click! The casket is fitted with a fiendishly clever needle-trap instead of treasure. Immediately roll an Injury Dice and apply it to the fighter.

3-4: Fancy Threads: The fighter gains the Uphive Raiments status item from the Trading Post.

5-6: A Noble’s Ransom: The fighter gains one item from the Personal Equipment section of the Trading Post, chosen by the controlling player.

Don’t forget

All fighters get +1 weekly XP (it was +2 XP last week for the double xp weekly event. It’s returned to normal now).

Your Settlement generates more resources, which means even if you haven’t built anything yet, your Isotropic Fuel Rod and Water Still will give you an extra +10 Power and +10 Sustenance.

DEVELOPMENT PHASE

The first half of an Outlanders campaign is the Development phase, focused on gathering Power, Sustenance and Salvage to build structures for your Settlement.

All scenarios that have Materials (Power, Sustenance and Salvage) provide twice the normal amount.

Gangs can’t raid each others’ Settlements during this phase. The Settlement Raid, Market Mayhem and Stealth Attack Outlanders scenarios may not be played.

Week 1: One Small Step | Necromunda: Moon of the Mad Magos

This is the first weekly event for the Moon of the Mad Magos Necromunda campaign being run at Asgard Wargames.

One small step

The void is no place for hivers – the terrifying expanse that stretches in every direction, the howling nothingness, no roof over your heads but the one you make. Our gangers will have to learn quickly if they want to survive.

All experience gains are doubled. This includes scenario rewards and weekly XP gain, as well as usual XP gains.

  • Directly taking an enemy Leader or Champion out of action by any means: +4 XP (usually +2)
  • Directly taking any other kind of enemy fighter out of action by any means: +2 XP (usually +1)
  • Successfully rallying after being Broken: +2 XP (usually +1)
  • Campaign House Rule: +2 XP per fighter per week (usually +1)
Development phase

The first half of an Outlanders campaign is the Development phase, focused on gathering Power, Sustenance and Salvage to build structures for your Settlement.

All scenarios that have Materials (Power, Sustenance and Salvage) provide twice the normal amount.

Gangs can’t raid each others’ Settlements during this phase. The Settlement Raid, Market Mayhem and Stealth Attack Outlanders scenarios may not be played.