This is the seventh and final week of the Moon of the Mad Magos Necromunda campaign being run at Asgard Wargames.
Weekly event: They look like us now
The plan of the mad Magos is revealed. The finest fighters of Helicon have been replaced with gene-hanced replicas of themselves. Perfect Skitarii infiltrators with subdermal implants, lightning reactions, and the memories of all those who have died and been reclaimed by the moon. They can’t be reasoned with, they don’t feel pity, or remorse, or fear. And they absolutely will not stop, ever… until you are dead.
All scenarios contain a Murder Cyborg hidden among the fighters.
Additionally, the strange devices previously ransacked by gangs turned out to be atmospheric stabilisers. The Badzone effects from the previous week are still in effect. You may permanently eliminate these effects from your settlement by removing a Xenoculum, Archeotech Device or Malefic Artifact from your gang list.
Continue reading “Week 7: They look like us now | Necromunda: Moon of the Mad Magos”
This is the sixth week of the Moon of the Mad Magos Necromunda campaign being run at Asgard Wargames.
Weekly Event: No Place Like Home
Storm clouds gather overhead. Settlements are plagued by swarms of cyber-flies and sentient oozes, while crushing winds and unpredictable night cycles disguise the moon rebuilding itself into new and terrifying configurations.
All settlements are affected by a permanent Badzone Event. The particular event is determined by checking the scenario’s defender and their settlement starting location. The event affects both defender and attacker.
Continue reading “Week 6: No Place Like Home | Necromunda: Moon of the Mad Magos”
This is the fifth week of the Moon of the Mad Magos Necromunda campaign being run at Asgard Wargames.
In addition to the weekly event it also signals the beginning of the Expansion Phase of the campaign, where gangs can actively attack each other’s settlements.
Continue reading “Week 5: What are they? | Necromunda: Moon of the Mad Magos”