With the All Scars being a group of like minded individuals, there are about a dozen other who also remember Necromunda with great fondness.
For some of us it was or first foray into the wider world of miniature gaming - I was shown a copy of White Dwarf with a classic Orlocks vs Goliaths gang war, and I was immediately clamouring for my own box set.
But however we came across it, it was but memory, with many of us not having played for a decade or more!
So it was decided we should stop banging on about the good old times and make some new memories, and low our first Necromunda "campaign" was started.
We start in mid March with a simple 1st round comprising of a Gang Fight and a slightly modded Loot mission.
It was a frantic day with about a dozen gangs taking part, and serious blows dealt all round even this early. A couple of gangs suffered so badly that they immediately disbanded after the first day, whilst others lost key and expensive models early - my Flamer Heavy was killed in the second game and it bit hard...
But no matter the outcome, everyone was eager for more, so round 2 was booked in for April. The day was based around a simple plot linked mini campaign, which saw an initial gang fight leading into a good old shoot out, as everyone loves that scenario. The losers of the Shoot Out all had a ganger captured after commiserating a little too hard, and getting scragged by another gang. The next game saw gangs trying to rescue their ganger, else they be eaten by the Scavvies, brain washed by Cultists or simply handed over to the Guilders for a bounty.
We had allowed one player to bring a Chaos Cultists gang after his was basically annihilated in the first session, and his zombies were a constant source of comedy. We had originally thought we would shy away from the Citadel Journal and White Dwarf teams, but seeing how it was still well based on Redemptionist list, it was not going to cause any issues.
This is something we want to continue with - we had already said all of Outlanders would be allowed, as well as recently approving rules for Dogs being added to the gangs.
With Necromunda as it is - community supported only - we knew we had to be fairly open, and this was reflect by the fact we did not choose to inly use one of the printed rule books. From previously sour experience, Necromunda NEEDS books to hand. The Necromunda Community Edition (aka NCE) is great but having printed rules to hand is always preferred no matter the game system, so we agreed that we would say any rulebook goes, but in the event of any rules queries, we would run with what the NCE said.
There have been some questions come up - the first was which approach to Sustained Fire we would use - we decided for the 2nd Ed version as it makes more sense - you roll the Sustained Fire dice first to determine the number of hits, THEN roll to hit. Doing it the other way round was just weird!
Round 3 happened on the weekend just gone, and I used it as a chance to play with environmental effects.
Abandoned Construction Site on fragile caverns that would rain down rock if there was too much weapon fire and ground quakes would could throw you from your feet
Deserted Ash Waste settlements where the howling wind and sand limited line of sight and obscured targets whilst Ash Clams tried to drag people below the dunes
Processing Plant in the Sump where mutants roam on the shadows, picking off lone stragglers and a thick coating of slime makes quick movement a risky manoeuvre
Abandoned tunnel networks now hoke to Wolf Spiders, where the low lights reduce line of sight and anything could be lurking on the otherwise of every bulkhead door.
The photo above shows a Gang Fight in progress within the tunnels. We used Genestealer Blips to represent Wolf Spiders in the shadows. The Giant Wolf Spiders had a riot - they ate heavies, leaders and dogs galore!
The idea worked really well and proved really popular, so I am looking at expanding this somehow into a cross between Necromunda and Classic Warhammer Quest.
Round 4 is booked for July, and is our last one of this "season". It is going to feed directly off the All Scars Punic Wars campaign from 2015. At the end of the campaign, despite the best efforts of the Imperium, the planet Carthage in the Punic System was lost to Chaos and destroyed, so that's where the name of the Hive came from.
Did you know that original non-community Necromunda actually includes rules for including Chaos Marines, Daemons and Beastmen as adversaries... :-)
After this, we are going to open it up to the hopefully then established and connect Necromunda community within the All Scars to see what everyone would like to do so that they can own it and run it long term. If we can entice a few more along the way, then all the better!
This "campaign" was always planned as more a chance to clear the cobwebs and rally those interested than a traditional on going thing. We are looking at a classic ongoing campaign next time around that can effectively be played any time, but with the occasional scripted event every now with extra rules.
One idea I am looking to put forward down the line is that given how many FLGS there are in the area, we could set up some connected inter-Hive play with each shop acting as they own Hive on a shared planet.
Its exciting times as we keep the fire burning for Necromunda, especially given the current resurgence of the old Specialist lines . There is already some chatter of Dark Future coming back fused with Necromunda for vehicle combat as well as classic gang fighting.
Ill let you know how round 4 plays out as Carthage's final hours are played out - see how many gangers can survive the full force of Chaos....