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Setting Up The Campaign

RAW ✔️ The Aranthian Succession – Spire of Primus, p53

Setting up the Reconquest of Primus Campaign is a task that falls to the Arbitrator. To set up the campaign, the Arbitrator must make sure that all the players have founded their gang and been given their starting Spire Districts. This is best done in a single evening or session, where everyone playing in the campaign meets and goes through all the steps of setting up the campaign together, and generally gets excited about the fun ahead.

Set Start and End Dates

The Reconquest of Primus Campaign is divided into five campaign cycles, separated by a single cycle of Downtime after the first four cycles, meaning the campaign will last a total of six cycles. For ease, we have set each cycle as a week, as this is usually how often gaming groups or groups of friends get together to play; however, if the players choose, then a cycle can represent a longer or shorter period of real time. The first step in setting up the campaign is for the Arbitrator to determine the start date, the end date and when the Downtime cycle will fall. They then share this information with the players.

Gang Composition

When founding a gang for a Reconquest of Primus Campaign, there are two options - each player in the campaign can use one of these methods; everyone does not have to use the same method.

Found a New Gang

If founding a new gang for a Reconquest of Primus Campaign, follow the rules presented in the Necromunda Core Rulebook.

  • Gangs have 1,500 credits available for their initial gang - the Spire of Primus is a luxurious place.

Using a Gang from the Succession Campaign Part 3

If you have finished playing the Fall of Helmawr Campaign from Necromunda: The Aranthian Succession - Ruins of Jardlan then you may continue using the same gang. In order to get them ready

Choosing Sides

With Hive Primus firmly divided between their new rulers and the reconquering efforts of the Imperial House, no neutral parties can remain. Ozostium's Enforcers expect compliance - or you will be considered the enemy. In the Reconquest of Primus Campaign, only two opposing forces face each other in all-out battle: those supporting Lady Haera in her attempt to reclaim her father's throne, and those who have happily - or begrudgingly - welcomed their new overlord Ozostium.

When founding a gang in a Reconquest of Primus Campaign, each player must decide if they will side with either the Imperial House or House Aranthus. Each comes with its own benefits as detailed on pages 54 and 55.

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Underdog Battles

With gangs continuing their campaign from Necromunda: The Aranthian Succession - Ruins of Jardlan there is a chance that when they clash, two gangs will have a significant difference in their Gang Ratings.

As such the Reconquest of Primus Campaign is designed to be played using the House Favour rules from the Necromunda Core Rulebook.

Benefits of the Imperial House

Gangs aligned with the Imperial House gain the following benefits:

Haera's Favoured: Spyre Hunting Party gangs aligned with the Imperial House can opt to include a single Sthenian Spyre Hunter (see page 100).

Emissaries of House Helmawr: During the pre-battle sequence, roll a D6. On a 4+ the gang may recruit one of the following Dramatis Personae for no credit cost. They can either choose, or roll a D3, depending on the Arbitrator's preference. If both players are Imperial aligned and roll the same Dramatis Personae, they may instead choose their recruit, though their choices must be unique. The Dramatis Personae will leave at the end of the battle regardless of any other rules:

D3Answering Dramatis Personae
1Silberland Sevos the Infotek (see page 110 of Necromunda: The Aranthian Succession - The Ruins of Jardlan)
2Kal Jericho (see pages 18-21 of Necromunda: The Book of Peril)
3Scabs (see pages 18-21 of Necromunda: The Book of Peril)

Deep Pockets: When generating income from Spire Districts, the gang adds an additional D6x10 credits to their Stash.

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Balancing House Aranthus and the Imperial House

The Reconquest of Primus Campaign has been designed to work with any mix of House Aranthus and Imperial House gangs; it is also just as possible for the agents of the Imperial House fighting amongst themselves to increase their personal power as it is for the servants of House Aranthus to squabble over who should rule. However, as a guideline, a Reconquest of Primus Campaign should include at least one gang aligned with House Aranthus and one aligned with the Imperial House.

Other alternatives include all gangs but one being aligned with either House Aranthus or the Imperial House, representing the last bastion against the usurper, or the final holdouts as the reconquest closes in. However, there should always be at least one gang on either side in order for the grand finale scenario to operate as intended.

Benefits of House Aranthus

Gangs aligned with House Aranthus gain the following benefits:

Favoured of Ozostium: House Aranthus follow a strict set of Prince's Orders, and gain access to Ozostium's own armoury in exchange. See page 107 for full details on building an Aranthian-aligned gang.

Emissaries of the Rebellion: During the pre-battle sequence, roll a D6. On a 4+, the gang may recruit one of the following Dramatis Personae for no credit cost. They can either choose or roll a D3, depending on the Arbitrator's preference. If both players are Aranthian aligned and roll the same Dramatis Personae, they may instead choose their recruit, though their choices must be unique. The Dramatis Personae will leave at the end of the battle regardless of any other rules:

  D3  Answering Dramatis Personae
1The Prophet of the Redemption (see page 48 of Necromunda: The Aranthian Succession - The Vaults of Temenos)
2Lady Credo, Rebel Lord (see page 107 of Necromunda: Book of the Outcast)
3Ozostium Aranthus (see page 64)

Stars in the Ascendency: Each time the gang wins a battle, they gain 1 extra Reputation in addition to any granted by the scenario.

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Territories in a Reconquest of Primus Campaign

In a Reconquest of Primus Campaign, players fight over a special kind of Territory called Spire Districts. When playing a Reconquest of Primus Campaign, the two terms can be used interchangeably.

Determine Spire Districts

During the Reconquest of Primus Campaign, each gang begins play with three randomly determined Spire Districts and a Clan Embassy Spire District (see page 72). This means there will be no uncontrolled Spire Districts at the start of the campaign.

The number of Spire Districts used in a Reconquest of Primus Campaign depends on the number of players committed to the campaign as shown on the following table:

PlayersSpire Districts Generated
39
412
515
618
721
824

Making a Deck of Spire Districts

You can build a deck of Spire Districts by using half a deck of playing cards to determine the Spire Districts for a campaign. Remove all Hearts, Clubs and Jokers, leaving just Spades and Diamonds. Each card in these remaining suits corresponds to a Spire District, as per the table shown below.

Spire Districts by Card

CardSpire District
Ace of DiamondsRejuve Centre
2 of DiamondsSpyrer Factoria
3 of DiamondsThe Silvered Pavilion
4 of DiamondsLimb Farms
5 of DiamondsPsykanarium
6 of DiamondsThe Imperial Hangar
7 of DiamondsUlanti Grand Banquet Hall
8 of DiamondsJagerkin Forest Domes
9 of DiamondsHaus De Catallus
10 of DiamondsOnmyodo Temple
Jack of DiamondsGrand Cathedral Imperialis
Queen of DiamondsThe Vaults of Primus
King of DiamondsThe Imperial Stair
Ace of SpadesXenos Archives
2 of SpadesXenos Menageries
3 of SpadesCinderak Cleansing Hub
4 of SpadesThe Shrine of Ancestors
5 of SpadesImperial Observatorium
6 of SpadesHelmawr Grand Armoury
7 of SpadesThe Fountain of Night
8 of SpadesChymist Cult Toxin Gardens
9 of SpadesThe Phyrr Lounge
10 of SpadesThe Gris Circenses
Jack of SpadesThe Mercury Palace
Queen of SpadesThe Stellar Dome
King of SpadesAurum Valley Tech Tower

Issuing and Accepting Challenges

During a Reconquest of Primus Campaign, battles are fought on a challenge basis:

  • During each cycle, each player may issue one challenge to another gang to do battle over control of a Spire District nominated by the challenger.
  • In the first campaign cycle, challenges are made in a random order.
  • In later cycles, they are made in ascending order of Gang Rating, starting with the gang with the lowest Gang Rating. If two gangs have the same Gang Rating, the winner of a roll-off makes their challenge first.
  • Rather than challenging for a Spire District, a gang that has had one of its fighters captured by another gang may issue a challenge to that gang to play the Escape the Spire! scenario (see page 94).
  • When a gang is challenged, they may accept or decline. If the challenge is accepted, a battle is fought. If the challenge is declined, the Spire District is automatically claimed by the challenger.
  • If a gang receives two or more challenges within a single campaign cycle, they may decline the second and any subsequent challenges without penalty.
  • If a player has played all outstanding battles (including their issued challenge and any challenges accepted) and there is still time left in the campaign cycle, they may issue another challenge.

The gang that wins the battle takes control of the Spire District (or retains control of the Spire District, as the case may be). If the battle results in a draw, the gang that controlled the Spire District before the battle retains control of the Spire District.

Scenario Selection Table

When a challenge is issued, roll 2D6 on the table that follows to determine which scenario is used. If the scenario dictates there is an attacker and a defender, the player that issued the challenge is the attacker.

  2D6  Result
2-3The player with the greater number of Spire Districts chooses which scenario to play. If both players have the same number of Spire Districts, the winner of a roll-off chooses which scenario to play.
4-5Play the Death from Above or the Hive Riot scenario.
6-7Play the Breach the Spire or the Hive Lockdown scenario.
8-9Play the Psychic War or the Fortress Assault scenario.
10-12The player with fewer Spire Districts chooses which scenario to play. If both players have the same number of Spire Districts, the winner of a roll-off chooses which scenario to play.

To represent the campaign taking place within the Spire, Underhive battle rules apply to all scenarios. The Challenger decides which of the two scenarios is played.