Grand Bazaar Campaign
Welcome to the Grand Bazaar! A campaign set inside the largest market in the Underhive. A campaign defined by each gang having their own Guild Trader, a representative of one of the local guilds that have aligned themselves with your gang to gain more control over the Grand Bazaar. As this is the greatest market in the underhive, everything can be found depending on the day. Each real time day a new trader will appear which you can buy items from, these traders will be very specific with a much more limited selection of items, e.g. an Armour merchant. So the question is do you part with your hard earned credits now or wait for a better deal later in the week.
Campaign Settings
Starting CreditsGangs have 1,000 credits available for their initial gang.
Underhive CampaignThe setting for this campaign is the Underhive.
Underhive MarketThis Campaign takes place in the Grand Bazaar, the vast majority of scenarios will be using an Underhive Market terrain feature.
IncomeAt the beginning of each campaign week generate credits according to the table below.
Phase 1 | Phase 2 | Phase 3 |
---|---|---|
2D6x10 | 3D6x10 | 4D6x10 |
The Campaign follows the three phase format:
Phase | Length |
---|---|
Phase 1 | 2 Weeks |
Downtime | 1 Week +250 Credits Trading Post Recovery & Captives |
Phase 2 | 2 Weeks |
Downtime | 1 Week +250 Credits Trading Post Recovery & Captives |
Phase 3 | 2 Weeks |
Campaign Modifications
The following modifications apply to the Grand Bazaar campaign format.
Living Trading Post
The Grand Bazaar is a labyrinthian maze of market stalls, where everything and nothing can be purchased depending on the day of the week. Gangs must keep their ear to the ground if they're hunting a specific piece of wargear, as there are always deals to be made, but time and limited credits are working against you!
The Grand Bazaar campaign uses the Living Trading Post modifier to the trading post section of the game.
Post Battle Rewards
The Grand Bazaar campaign uses the Post Battle Card Rewards system.
After each scheduled battle players are given a selection of cards, (5 for winning, otherwise 3) of which they may pick one
Guild Representative
The Guild Representative is your Gang's way in to the inner workings of the Grand Bazaar, without their knowledge and connections, you'd just be another tourist.
A Band ApartWhile the Guilder works with your Gang, they're certainly not a member of it. The following applies to both the Guild Representative and their Bodyguard.
- Always Shows up to every battle, does not use up a crew slot.
- Never gains XP or takes a lasting injury.
- Does not contribute or detract from bottle tests.
- Cannot be Group Activated, or targetted by Overseer.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 6+ | 6+ | 5+ |
Skills: True Grit
Special Rules: Guild Bodyguard
Special Rules
Guild Bodyguard: When this fighter activates their Bodyguard may group activate with them as long as they are within 3". Additionally, if this fighter is taken out of action, their Bodyguard is also removed from the battle.
Equipment
Guild Representatives start with no equipment, they may only been given new equipment from the relevant reward cards.
Guild Bodyguard
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 8+ | 5+ | 9+ | 9+ |
Skills: Nerves of Steel
Special Rules: Bodyguard (Guild Representative), Counter-charge, Loyal Protector, Loyal
Special Rules
Bodyguard: If the Guild Representative is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto the Guild Bodyguard if it is within 2" of the Guild Representative.
Counter-charge: If the Guild Representative is Engaged by an enemy fighter as the result of the enemy fighter making a Charge (Double) action, and if this fighter is Standing and Active, it may immediately activate and make a Charge (Double) action, moving towards the charging enemy fighter. If, at the end of this movement, this fighter has Engaged the enemy fighter, it may immediately attack, as normal for a fighter performing a Charge (Double) action. This activation interrupts the enemy fighter's action, being performed after movement but before attacks.
Loyal Protector: Whilst the Guild Bodyguard is Standing and Active and within 3" of the Guild Representative, enemy fighters may not make a Coup de Grace action against the Guild Representative.
Loyal: Whenever a friendly fighter making a close combat attack claims an Assist from this fighter, that fighter adds 2 to the result of any hit rolls rather than the usual 1.
Equipment
Guild Bodyguards start with no equipment, they may only been given new equipment from the relevant reward cards.
Escalating Tensions
As tensions escalate more enforcers get deployed to the market in an attempt to keep control.
This table is cumulative so in Phase 3 you deploy everything listed below.
Phase | Enforcers Deployed |
---|---|
Phase 1 | 1+D3 Patrolmen with stub guns |
Phase 2 | D3 Patrolmen with Enforcer Combat Shotguns, D2 Patrolmen with Long Rifles |
Phase 3 | D3 Patrolmen with Enforcer Bolt Guns |
Campaign Scenarios
The following scenarios are used for scheduled play during a Grand Bazaar campaign. Plan your gang accordingly!