Voidcrown Campaign
Welcome to the Voidcrown Campaign, set aboard the Eye of Selene, once a jewel of void-born industry and a vital artery of trade beyond Necromunda. Now it is a drifting monument to collapse, its halls echoing with gunfire, prayers, and screams lost in the void.
The opening of the Cicatrix Maledictum has strangled the void lanes. Warp storms shatter established routes, astropathic messages fail, and supply convoys vanish into the dark. The Eye of Selene, once a hub of traffic and wealth, is now a station starving in orbit. Its vaults are empty, its systems are failing, and its chain of command has fractured.
In the chaos, Selene becomes porous. Xenos, cults, smugglers, and worse slip through forgotten airlocks and corrupted manifests, turning the station into a warren of rival infections rather than a functioning trade hub.
At the same time, Necromunda has a new master.
The Aranthian Succession has ended in blood and betrayal, and from the ashes of Hive Primus rises Lord Aranthus, victor of the noble war and claimant to the planet itself. But a throne is worthless if the void cannot be controlled, and Selene is too valuable to abandon.
House forces, Enforcers, and loyal gangs are sent to seize the station in Aranthus’ name, crush resistance, and raise his banners over its broken decks.
The battle for the Voidcrown has begun.
Starting Credits
Gangs have 1,000 credits available for their initial gang.
Eye of Selene CampaignThe setting for this campaign is the Eye of Selene. Environment Pack Here
IncomeAt the beginning of each campaign week generate credits according to the table below.
| Phase 1 | Phase 2 | Phase 3 |
|---|---|---|
| 1D6x10 | 2D6x10 | 3D6x10 |
Income Limiters
Additionally a Maximum of 60 credits may be earned/saved per week from:
- Skills (Fixer, Savvy tader, Always Another Secret, Scavenger's Eye etc.)
- Selling unwanted items to the trading post.
The Campaign follows the three phase format:
| Phase | Length |
|---|---|
| Phase 1 | 2 Weeks |
| Downtime | 1 Week +250 Credits House List |
| Phase 2 | 2 Weeks |
| Downtime | 1 Week +250 Credits House List |
| Phase 3 | 2 Weeks |
Faction Warfare
With the Eye of Selene cut off from reliable authority, the station has fractured into hostile territories held by force alone. Every cargo vault, reactor spillway, and habitation block is now a prize to be seized or lost in blood. Control is temporary. Alliance is rare. Violence is constant. Each faction fights for control of the station. Resources are limited, information is weaponised, and every engagement shifts the balance of power. The station itself has become the battlefield and whoever holds the most ground controls the future of Selene, if it has one at all.
Players are assigned into Factions at the start of the campaign, this is permenant and cannot be changed. While players may be loosely aligned under a faction, this by no means that they're friendly, their ultimate goals may align, but they still wish to be at the top of the power structure.
Factional Rewards
Victories are not just symbolic. Each faction distributes stolen supplies, captured materiel, and political favour among its members based on battlefield success.
At the end of each campaign week, faction performance is assessed and rewards are issued to individual gangs based on the number of wins they have secured for their faction.
The more a faction dominates, the more its members benefit. Power at the top translates directly into resources on the ground.
Faction Leader
The Faction Leader is the player within each faction who has achieved the most victories during the current campaign stage.
This represents political leverage, battlefield reputation, and growing control within the faction.
The Faction Leader:
- May receive additional rewards or bonuses
- Decides which sectors are a priority for their faction to control
- becomes a priority target for rival players
- may attract attention from powerful NPC interests
Leadership is not permanent. It is earned week by week and lost just as easily.
*Arbitors shouldn't really be faction leaders due to the narrative element.
It's hard at the topBeing the top dog in the faction comes with some drawbacks.
- If you're leader is taken Out of Action, the fighter that takes them out gains D6 additional XP
- If you lose a battle, your opponent gains an additional D3 Rep
The Factions
Three major powers now contest the Eye of Selene. Each claims a different vision of what Selene should become. Each is willing to drown the station in blood to see it made real.
The Establishment
They are what remains of the old order.
The Establishment is formed from Enforcers, noble-backed gangs, guild interests, and security forces still loyal to the Helmawr regime. They were stationed aboard Selene long before the Succession ended and they refuse to believe that power on Necromunda has truly changed.
To them, Lord Aranthus is an upstart lord playing at kingship. Selene remains Helmawr’s by right of blood, charter, and centuries of rule.
They fight to:
- hold key station infrastructure
- preserve old contracts and privileges
- suppress rebellion through force
- maintain control while claiming legitimacy
They do not seek a new crown.
They defend the old one.
The Incursion
They are the uprising that was chosen.
The Incursion is made up of workers, void-crew, station gangs, and organized resistance cells who turned desperation into rebellion. At first, they rose on their own. Then someone noticed.
Arms began to appear where there were none before. Ammunition arrived in crates no one signed for. Intelligence leaked at the right moments.
Lord Aranthus does not command the Incursion.
He merely supplies it.
Officially, the rebels are criminals and traitors. In truth, they are a useful knife being pushed into Helmawr’s last strongholds. Every corridor taken and every Enforcer slain weakens the old order without dirtying the new ruler’s hands.
They fight to:
- dismantle Helmawr loyalist control
- destroy surveillance and lockdown systems
- seize supply stockpiles
- make Selene ungovernable for the old regime
The Incursion believes they are fighting for freedom.
Aranthus believes they are fighting for him.
The Outsiders
They did not arrive with ships.
They arrived with the Rift.
The Outsiders encompass cult cells, alien infiltrators, warp-blighted refugees, mutants, and entities that were never meant to exist in realspace. Some seek conquest. Others seek corruption. Many simply seek to feed.
They thrive in:
- abandoned sectors
- forgotten access tunnels
- irradiated decks
- zones where reality itself feels thin
The Outsiders do not want Selene repaired.
They want it broken, infected, and remade into something else.
Or left as a corpse drifting in the dark.
Sector Control
The Eye of Selene is divided into a number of specialised sectors, each built to serve a single purpose, such as power generation, life support, or trade. Control of these sectors is control of the station itself.
Every faction fights to seize and hold territory. Victories shift the balance of power across the Eye. As sectors change hands, supply routes fail, systems break down, and whole decks rise or fall with their controllers.
At the start of the campaign each sector starts out neutral, however, as battles are fought in those sectors, they will come under a factions control.
Capturing Sectors
Each campaign week, battles are fought in contested sectors to determine who controls them going forward.
The gang that wins a battle fought in a sector gains control of that sector for their faction.
StrongholdsIf a faction wins a battle in a sector it already controls, that sector becomes a Stronghold instead.
Once upgraded, a Stronghold cannot be captured by another faction through normal play, but it may be destroyed by special scenarios or campaign effects.
Home Turf AdvantageWhen a gang defends a sector controlled by their faction, they gain the Home Turf Advantage.
Sectors
The following sectors are available in the Voidcrown campaign. More than one may appear in the section of the station the campaign is set in.
Unless stated, when upgraded to a stronghold, the faction gains both the control and the stronghold bonus
Shrine Ring
For generations, this ring was a place of quiet devotion and human hope, a sanctuary in metal halls where prayers were whispered into the void and faith was all that remained.
Establishment / Incursion
Control – Consecrated Hall: Bless one weapon or armour carried by a fighter. Once per game, reroll a failed hit roll or armour save.
Stronghold – Grand Reliquary: Bless up to three fighters instead.
Outsiders
Control – Profaned Sanctum: Once per game, force an enemy to reroll a successful Cool check.
Stronghold – Shrine of Silence: Enemy gangs suffer a permanent -1 modifier to all Cool checks when facing an Outsider faction gang.
Power Core
The heart of the Eye of Selene, where failing reactors and ancient systems still push life through the station’s veins.
Establishment / Incursion
Control – Control Nexus: Once per battle, reroll the result on the Visibility table.
Stronghold – Command Post: At the start of each round before Priority is rolled, you may reroll the Visibility in one section.
Outsiders
Control – Infected Conduit: Once per battle, treat the Visibility roll as if the result were a 1.
Stronghold – Dead Grid: Once per battle, declare a Station Shutdown. Visibility is reduced to 3" across the battlefield until the end of the round. At the start of the following round before Priority is rolled, reroll Visibility separately for each section.
Trading Dock
Once the lungs of Selene’s economy, these docks now handle more contraband and desperation than cargo.
Establishment / Incursion
Control – Secured Berths: Reduce the rarity of legal items by 1.
Stronghold – Crown Port: Reduce the cost of legal items by 5 credits (minimum cost of 5).
Outsiders
Control – Free Zone: Reduce the rarity of illegal items by 1.
Stronghold – Dark Conduit: Reduce the cost of illegal items by 5 credits (minimum cost of 5).
Hab Block
Once crowded with families, workers, and the forgotten poor, the Hab Blocks were where the station lived. Now they are where it disappears.
Establishment / Incursion
Control – Fortified Hub: Reduce the cost of the first fighter recruited each campaign week by 10 credits.
Stronghold – Gang Fortress: Newly recruited fighters begin with D3 additional XP.
Outsiders
Control – Hunting Grounds: After each battle, one fighter gains +1 XP.
Stronghold – Ghost City: Instead, at the end of each battle, all fighters in the gang gain +1 XP.
Cogitator Core
The station’s thinking heart, where ancient machine-spirits whisper the routines that keep Selene functioning.
Establishment / Incursion
Control – Data Annex: Once per battle, automatically succeed one Door Mechanism check.
Stronghold – Command Locus: Fighters may operate doors as a free action.
Outsiders
Control – Corrupted Data: At the start of the battle, one door begins sealed.
Stronghold – Cursed Machine: At the start of the battle, D3+1 doors are sealed instead.
Freight Floor
Endless conveyors, grav-lifters, and cargo stacks where the station’s supplies once flowed without question.
Establishment / Incursion
Control – Supply Corridor: Each campaign week, gain one set of mag boots and one respirator.
Stronghold – Logistics Hub: Each campaign week, gain one oxygen tank.
Outsiders
Control – Infested Holds: Each campaign week, gain one set of mag boots and one respirator.
Stronghold – Void Nest: Each campaign week, gain one oxygen tank.
Medicae Wards
Never short of work due to the many industrial accidents, these wards were where lives were salvaged from the edge of death.
Establishment / Incursion
Control – Field Hospital: Once per campaign week, one fighter receives a free Rogue Doc visit.
Stronghold – Trauma Centre: Once per campaign week, one fighter may ignore a single lasting injury result.
Outsiders
Control – Pilfered Pharmacy: Before each battle, one fighter may begin under the effects of a chem of your choice.
Stronghold – Chem Factory: Before each battle, D3+1 fighters may begin under the effects of chems of your choice instead.
Ventilation Control
A maze of ducts, turbines, and filtration engines that once kept Selene breathable. Now whoever controls the airflow controls who lives and who suffocates.
Establishment / Incursion
Control – Air Regulation Hub: Once per battle, in the priority phase, increase the Oxygen level in one section by 1 (to the maximum allowed for that section).
Stronghold – Life Support Nexus: Choose one section at the start of the battle. That section’s Oxygen level cannot be reduced for the duration of the battle.
Outsiders
Control – Failing Ductwork: At the start of the battle, place one additional Maintenance Vent anywhere on the battlefield.
Stronghold – Crawlspace Warrens: At the start of the battle, D3 fighters may be deployed using Infiltrate, but must be placed within 1" of a vent marker.
Armoury Vault
Behind pressure doors and coded locks lie the weapons that once armed Selene’s defenders. Now they arm whoever holds the keys.
Establishment / Incursion
Control – Quartermaster Stockpile: The gang gains the benefits of one Ammo-Jack while controlling this sector.
Stronghold – War Arsenal: The gang gains the benefits of two Ammo-Jacks while controlling this sector.
Outsiders
Control – Picked Clean: At the start of the battle, one weapon carried by a non-Outsider faction fighter is treated as Scarce.
Stronghold – Black Forge: Once per battle, you may force a non-Outsider faction opponent to fail an Ammo check after they roll.
Vox Station
From this tower of transmitters and cracked hololiths, commands once carried across Selene in calm, measured tones. Now only threats and last words travel its channels.
Establishment / Incursion
Control – Propaganda Channel: Once per battle, reroll the Bottle threshold check.
Stronghold – Broadcast Node: The range of Leading by Example is treated as unlimited for this gang during battles.
Outsiders
Control – Chittering Waves: Once per battle, apply a -1 modifier to a non-Outsider faction Bottle check.
Stronghold – Scrambled Vox: A non-Outsider faction gang’s Leading by Example range is reduced to 3" during battles.
Station Map
There may be a station map which is updated as the campaign progresses if I can manage to sort it out :)
Scenarios
Scenario Twists
Sector Unknown
The temperamental sensor arrays on the Eye of Selene mean that the fog of war can become a serious issue.
When this twist is in effect all players:
- Secretly number your crew from 1–X, where X is the number of fighters in your crew.
- Instead of deploying fighters as usual, use the corresponding numbered tokens to represent them.
- Play with the tokens until line of sight is drawn to or from an enemy fighter. At that point, replace the numbered token with the model.
Shuttle Reinforcements
Shuttles allow gangs to project force across the Eye of Selene, but reinforcements do not always arrive together.
When this twist is in effect:
-
After battlefield setup, players take turns placing shuttle docking points.
- Docking points must be against an outer-facing compartment.
- Each player must place at least two docking points.
- Docking points are shared and may be used by either gang.
-
Each player divides their crew into three squads as evenly as possible.
- Randomly determine which squad starts on the battlefield (first squad), which is the second squad, and which is the third squad.
-
At the start of Round 2, after Priority is rolled:
- The player with Priority docks their first shuttle at any docking point and deploys their second squad inside the shuttle corridor.
- The opposing player then docks their first shuttle in the same manner.
-
At the start of Round 3, after Priority is rolled:
- The second shuttle carrying the third squad arrives following the same process, with the Priority player docking first.
-
When a shuttle docks, its controlling player chooses whether the shuttle corridor door begins open or closed.
Scenario List
The following scenarios are used for scheduled play during The Voidcrown campaign. Plan your gang accordingly!
Symmetrical
- Doors and Corners
- Terminal Override
- Container Cracking
- Shipment Raid
- Gunk Harvest
- Critter Cleanout
- Day of the Jakara
Asymmetrical
Breakthrough - WiP
Sabotage - WiP
Demolition - WiP