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Version: Balance Patch Preview

Coldport Campaign

Welcome to the Cold Port, please have your boarding passes and humanity verification available to security for inspection.

With the succession war continuing over Necromunda, and having spread to the Voidcrown, the traditional supply lines for the Eye of Selene have fallen into chaos. In their place the old Cold Trader spaceports have seen their business boom. However with this success comes attention, and its not long untill the factions fighting over necromunda turn their attention to the Coldports.

In this campaign gangs will be required to fight in three different environments; the Zone Mortalis of the Cold Port itself, the Ash Wastes of the local environments and the Rolling Roads as supplies and transports are brought for shipment into orbit. Gangs will be formed into the teams of Establishmet fighting for house Helmawr, Insurrection fighting for the Aranthians and Outsider - odd balls and rogues only fighting for themselves.


Starting Credits

Gangs have 1,000 credits available for their initial gang.

Income

At the beginning of each campaign week generate credits according to the table below.

Phase 1Phase 2Phase 3
1D6x102D6x103D6x10

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.
Campaign Phases

The Campaign follows the three phase format:

PhaseLength
Phase 12 Weeks
Downtime1 Week +250 Credits House List
Phase 22 Weeks
Downtime1 Week +250 Credits House List
Phase 32 Weeks

Faction Warfare

filler

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, each victorious player chooses a territory to put 1 point towards control of.

Faction Leader

The Faction Leader is the player within each faction who has achieved the most victories during the current campaign stage. If their team cannot come to a consensus for the control of territory or certain actions, they are the decider.


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 are newcomers to the Coldport however, having eschewwed it's illigitemate nature for centuries. They come to the cold port hoping to control it, or failing that to destroy it to prevent it falling into the usurpers control.

The Incursion

They are the uprising that was chosen.

The Incursion are the natural rulers of the Coldport, made up of the edges of society long seen as peripheral to the Establishment regime. The Helmawr counter attack to retake it has surprised even the Lord Aranthus. While the Inssurections victory on the surface at this time seems secure, the loss of this vital infrastructure could be the first dominoe to fall in the new order.

The Outsiders

They did not arrive with ships.

Mostly made up of Nomads and vagabonds, the outsiders too are naturally at home here in the Coldport. With the coming of the insurrection, the only outsiders who remain are those unwilling to bend the knee to any master - be that imperial or aranthian. The Outsiders are fighting an uphill battle against either of the other factions, but in the deepths of the ash wastes controlling a single starport could create an area of lawlessness the size of which the outsiders dream of.


Sector Control

The Coldport is divided into a number of specialised sectors, each built to serve a the functions of the Coldport.

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 shipments cannot reach their allies on the Eye of Selense.

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 over sectors to determine who controls them going forward.

The gang that wins a battle fought in a sector gains one point of control over that sector for their faction. The faction with the most control at the start of the week gains the Control level bonus of that territory

Strongholds

If at the end of downtime a faction has 2 more control than any other faction then that sector becomes a Stronghold instead.

Once upgraded, a Stronghold cannot be captured by another faction through normal play, and cannot be chosen as a target.


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

Refueling Station

Control: All vehicles (including Trucks) count as having the Nitro Burners upgrade. Stronghold: All vehicles (including Trucks) count as having the Gas Promethium Engine upgrade. However if the vehicle is wrecked then all models within 2'' take a hit from the Gas Promethium Engine.

Shuttle Repair Bay

Control: When negotiating repairs, roll twice and pick the result. In addition all Trucks gain +1 toughness for your faction Stronghold: Negotiated Repairs are now free, in additon all Trucks improve their handling by 1

Nomad Bazaar

Control: As a post-battle action one item in the gangs stash can be swapped for another item from the trading post of equal credit value Stronghold: The item may instead be swapped for an item of equal credit value from any gang's equipment list

Ash Crawler Defence Zone

Control: At the start of each battle this factions gangs may choose to enable or disable Roaming Horrors for this mission. Stronghold: Roaming Horrors no longer target memebers of this faction.

Skyfire Battery Control

Control: Flying or Skimming models count as moving through dangerous terrain if they move more than their movement value in their activation. Stronghold: At the start of the week choose one sector controlled by each opposing faction and downgrade it for the week.

Luggage Handling

Control: At the start of each week generate a Scrapbox (2) for basic, close combat, wargear or pistol (!scrapbox 2 basic/closecombat/pistol/wargear) Stronghold: Instead At the start of each week generate a Scrapbox (3) including heavy, special, armour and accessories (!scrapbox 2 basic/closecombat/pistol/heavy/special/accessories/armour)

Medical Evac Servitors

Control – : At the start of the end phase before recovery rolls or bottle checks, a seriously injured or webbed fighter 6'' or more from any enemies may immediately be removed from the board. Roll a lasting injury for this fight but roll twice and pick the result. Stronghold – : As above but can be done with any seriously injured or webbed fighter not within 1'' of an opponent

Arrivals Terminal

Control: At the start of each week roll 2d6, if one of the dice show a 6 a juve may be recruited for free, if two rolls show a 6 a ganger or prospect may be recruited for free Stronghold: Instead roll 3d6 at the start of each week, if three dice show a 6 a champion may be recruited for free.

Duty Free

Control: When making a trade action add +2 to the result. Stronghold: When purchasing an item of value 50 credits or more, apply a 10 credit discount.


Scenarios

Scenario List

The following scenarios are used for scheduled play during The Coldport campaign. Plan your gang accordingly!