Gang War Campaign

Many gangs, Enforcer squads, various cults, outlanders, and possibly even more esoteric groups such as vicious Spyrer Hunting Parties or Adeptus Arbites patrols vie for control over a Sector of the underhive in a battle royale stretching out over days, weeks, or even months.

In this campaign format a minimum number of battles to be fought by each gang is decided at the beginning of the campaign. Each player plays one or two gangs in an open ended series of scenarios, ultimately culminating in a head to head battle for supremacy between the top two gangs after each gang participating in the campaign has either fought the agreed upon minimum number of battles or withdrawn.

Up To Two Gangs Per Player

Contrary to the official rules, this campaign format allows a player to play up to two gangs if they wish, if they are able to play frequently enough to avoid becoming a bottleneck for other players. This can help add some meat to a Gang War with fewer total players. A player who chooses to play two gangs should alternate between their gangs as much as possible.

No Cycles

Rather than organize a Gang War into Cycles, the minimum number of battles that must be fought by each gang is decided upon when the campaign begins, and when that number has been reached the campaign enters Apotheosis. For example if a Gang War campaign was started with an agreed upon minimum of six battles per gang, once the last gang had fought their sixth battle Apotheosis would begin.

Extra Battles

Before Apotheosis, players who can play more frequently than others may continue to have battles amongst themselves with no upper limit. For instance, it is possible that a Gang War might include a gang that has fought the minimum number of battles while another gang within the campaign has fought twice that many battles. Playing more battles than the minimum required is a matter of risk vs reward, and it's not a guarantee of advantage...particularly given how gang ranking is determined (described below).

Strength of Schedule

To the extent possible each player should attempt to play each other player at least once. Depending on how many gangs are in the Gang War and how long the Gang War lasts this may not always be practical, but it is ideal.

Whenever possible gangs should avoid fighthing the same opposing gang(s) consecutively, with Rescue Mission being justification for a notable exception.

If a strong gang repeatedly plays against a weaker gang, the stronger gang can get unusually powered up by preying on the weaker gang. This should be avoided. Similarly it is unfair to everyone else for a player to deliberately allow another player to use battles against them as an opportunity to buff up, "farming" for credits or XP. Even if not playing to "win" a battle per se, a player should always attempt to gain the best possible benefit for their own gang and to minimize the benefit to the opposing gangs.

If abuses are occuring, the Arbitrator can opt to not count the results of a Gang War battle and rule that it was just a skirmish, in which case fighters who participated do not gain XP, credits are not spent or gained, and no changes to a gang's Stash or roster or Reputation or Territory Size or Gang Rating occur.

Apotheosis

When Apotheosis begins, each gang still participating in the campaign may fight one more battle. A gang may opt to pass on this opportunity.

Top Dogs

Once the last results of Apotheosis are recorded, the two Top Dogs will be determined by comparing each gang's Reputation. Ties go to the gang that has the best Win / Loss record (ratio), followed by the gang which fought more total battles, followed by the gang with the higher total Rating, followed by the gang with the most Territory.

If the top two gangs belong to the same player, that player's best gang and the next best gang in the campaign that belongs to a different player are the Top Dogs.

Showdown

After the final ranking of the gangs is calculated and the Top Dogs are determined, the Top Dogs fight a final battle. The winning gang claims the title of Overlord of the Sector.

Serial Continuity

Some of the gangs and fighters of a concluded Gang War campaign can be carried forward into a subsequent Gang War campaign.

Offshoot gangs can be formed from the final gangs of the campaign with 1500 starting credits, up to half the Reputation (rounded up), and up to half the Territory Size of the original gang (rounded up) and may retain Special Territories up to that limit. The experienced fighters of the original gang can be hired by the Offshoot gang, paying the cost of the fighter's current rating in credits from the Offshoot gang's starting funds.

It is also allowed for two Offshoot gangs to be created from the same gang by just splitting resources and fighters from the original gang between them.

If Spyrer Hunting Parties are allowed in a campaign, if a Spyrer Hunting Party has not yet completed their Hunters Pact before the Gang War is over and Offshot gangs are being allowed, the Spyrer Hunting Party may carry over their roster as is and continue playing in the next Gang War. See the Campaign End section of the Spyrers Gang List for details.


Allowed Gang Types

The following types of gangs are allowed to participate in this campaign format:

The following additional types of gangs may be allowed to participate in this campaign format if agreed upon:

Gang Creation

New gangs start with 1000 credits, Offshoot gangs (if any) start with 1500 credits.

If Spyrer Hunting Parties are allowed in a campaign, if a Spyrer Hunting Party has successfully completed their Hunters Pact before the Gang War is over their player may start a new Spyrer Hunting Party with more credits available and keep playing in the campaign. See the Hunters Pact Acheived section of the Spyrers Gang List for details.

Reputation

New gangs start with 1 Reputation. Offshoot gangs start with half of their predecessor gang's Reputation, rounded up. Over the course of a Gang War campaign a gang's Reputation can be reduced to 0 but cannot fall below 0.

Territory Size

In a Gang War, each gang has a Territory Size rating, which is a number that represents how many Territory slots a gang has available. Territory slots are never empty; there is always a Territory in each slot.

It is possible for a gang to have Territory Size 0. Some variant types of gangs never gain Territories, while other gangs might have all of their Territory stolen from them. A gang that has a Territory Size of 0 can attempt to force a Turf Struggle in the Determine Scenario step of the Pre-Battle Sequence, even if that gang can't gain Territory. Otherwise, there is no special effect of Territory Size 0 other than lacking such a resource.

Territory Size By Gang Type

The following chart indicates the starting, minimum, maximum Territory Size rating and a starting Special Territory (if any) for each type of gang that can participate in a Gang War. A maximum Territory Size of "-" indicates that type of gang has no maximum limit. An Initial Territory of "-" indicates that type of gang does not start with a Special Territory.

However, note that Offshoot gangs may start with up to half the Territory Size of their original gang (rounded up) and may retain Special Territories up to that limit.

Gang Type
Starting
Min
Max
Initial Territory
1
0
-
Settlement
1
0
-
Secret Passageways
1
0
-
Drug Lab
1
0
-
Mine Workings
1
0
-
Refinery
1
0
-
Workshop
1
0
-
Unhallowed Ground
1
0
-
Brethren Creche
1
1
1
Squad HQ
1
1
1
Precint-Fortress
0
0
0
-
0
0
0
-
1
0
-
Ratskin Settlement
1
1
1
Drinking Hole

Special Territories

Special Territories are locations, facilities, contracts, or even entire settlements that provide specific advantages to the gang that controls them. However, other gangs are always eager to push the current gang that holds them off and claim such tasty resources for themselves...or pillage them for a one time windfall.

Usually gang's take specific Special Territories by force from the roster of another gang which they have defeated in battle. However, when a gang gains a Special Territory randomly the controlling player rolls D66 on the table below to determine which Special Territory they gain:

Territories
D66
Territory
11-16
Turf: The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action.
21-26
Stronghold: The gang controls a reinforced and highly defensible location within the hive. When this territory is added to a gang's roster the gang gains D3 Reputation. If this territory would be lost or stolen by any means the controlling player may roll a D6; on a 4 or more the gang retains the Stronghold and its corresponding Territory Size. When this Territory is removed from a gang's roster, that gang loses D3 Reputation.
31-36
Settlement: When the gang collects income, you may roll a D6. On a 4+ the gang may add a free Ganger to the gang's roster immediately.
41-42
Bullet Farm: When the gang collects income, A free Ammo Cache wargear item or D3 Extra Ammo wargear items may be added to the gang's Stash immediately.
43-44
Drug Lab: When the gang collects income, the gang gains D3-1 free AE stash, Frenzon stash, Meds stash, or Stimm-slug stash items of the controlling player's choice for each Drug Lab the gang controls, which are added to the gang's Stash immediately.
45-46
Drinking Hole: The gang controls a popular drinking establishment, where denizens of the underhive tend to congregate and wrack up bar tabs. During the Buy and Hire step of a Post-Battle Sequence, for each Drinking Hole a gang controls they may hire a new Hired Gun for D3 x 25 fewer credits (to a minimum of 0 credits).
51
Marketplace: For each Marketplace the gang controls, during the Post-Battle Sequence the controlling player may gain the benefits of either a Seek Rare Item action or a Seek Buyer action as if a fighter of the gang had taken that action.
52
Workshop: For each Workshop the gang controls, during the Buy Common Equipment step of the Post-Battle Sequence the controlling player may select an item from the gang's Equipment List. The gang may purchase one of those items at 2D3 x 10 credits less than its normal cost (to a minimum of 0 credits).
53
Refinery: Once per Post-Battle Sequence for each Refinery the gang controls, an available Leader or Champion may take a special Exploit Refinery Post-Battle Action to collect 2D6 x 5 credits, which are added to the gang's Stash immediately.
54
Spore Cave: When the gang collects income, for each Spore Cave the gang controls the controlling player may choose an available Ganger or Juve from their gang to gather spores, and then roll a D6. If the result is 3 or more, multiply the result by 10 and add this many credits to the gang’s Stash immediately. If the result is a 1 or 2 the fighter contracts spore sickness and goes into Recovery.
55
Chem Pit: When the gang collects income, for each Chem Pit the gang controls the controlling player can choose an available Ganger or a Juve from their gang to work the chem pit and then roll 2d6. If the result is a double (double 1's, double 2's, etc), the fighter suffers a mishap; make a Lasting Injury roll for that fighter. Otherwise multiply the result by 5 and add that many credits to the gang's Stash immediately.
56
Logistics Hub: When the gang collects income, for each Logistics Hub the gang controls the gang gains (1D6 - 1D3) x 15 credits (to a minimum of 0 credits), which are added to the gang's Stash immediately.
61
Secret Passageways: In scenarios that allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to infiltrate the battlefield as if they have the Infiltration Skill. In scenarios that do not allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to make a free Standard Move at the very end of the Deploy step before the battle begins.
62
Supplier: The first time this territory is added to a roster within the campaign, a single type of rare item from the Trading Post must be selected by the controlling player. If this territory is stolen, the type of item selected is not changed. The gang that controls this territory treats the type of item selected as having a rarity 4 lower than normal.
63
Mine Workings: When the gang collects income, for each Mine Workings the gang controls the controlling player may select up to three available Gangers or Juves from their gang and roll a D6 for each. If a dice rolls a 1, that fighter is caught in a collapse and goes into recovery. Otherwise, multiply the result by 5 and add this many credits to the gang’s Stash. If the gang has any Captives, each one can be sent into the mines in place of a Ganger or Juve. If a 1 is rolled for a Captive they generate no income but do not go into recovery; it is assumed that their time in captivity is enough to recover.
64
Gambling Den: When the gang collects income for each Gambling Den the gang controls the controlling player may roll up to 5D6 and the result is multiplied by 5; this many credits are added to the gang's Stash immediately. However each dice that rolled a 5 or 6 represents a rigged game or other cheat, and the gang loses 1 Reputation for each 5 or 6 rolled as word of their untrustworthiness spreads.
65
Guilder Post: Once per Post-Battle Sequence for each Guilder Post the gang controls, an available Leader or Champion may take a special Deal With The Guilders Post-Battle Action to collect D3 x 10 credits, which are added to the gang's Stash immediately. Additionally, if the gang takes a Buy from the Guilders, Post Bounty, or Remove Bounty Post-Battle Action the credit cost is reduced by 10 credits, and whenever the gang takes a Sell to the Guilders Post-Battle Action the gang gains an additional 10 credits.
66
Player's Choice: The controlling player gains the Special Territory of their choice from this table.
Chaos Cultists Special Territory

Chaos Cultists start with a Unhallowed Ground Special Territory (described below). This Special Territory is somewhat abstract, representing whatever loci of worship a particular cult is oriented around, ranging from the flesh pits of the Corpse Grinders to the dens of iniquity of the Helots. It is a source of new converts, and the center of a Chaos Cult's power base. Unhallowed Ground cannot be stolen by another gang but can be pillaged. A pillaged Unhallowed Ground isn't removed from the squad's roster but can't be used until one full battle has been fought without anyone pillaging the Special Territory, after which the cult has resituated itself and the Unhallowed Ground Special Territory can be used again.

Unhallowed Ground: At the end of the Hire Fighters step during the Post-Battle Sequence, if the gang has fewer than the maximum number of Chaos Cultist Initiates the gang is allowed, you may immediately add a new Chaos Cultist Initiate to your gang's roster for free.
Genestealer Cultists Special Territory

Genestealer Cultists start with an Brethren Creche Special Territory (described below). This Special Territory cannot be stolen by another gang but can be pillaged. A pillaged Brethren Creche isn't removed from the squad's roster but can't be used until one full battle has been fought without anyone pillaging the Special Territory, after which it is repaired and can be used again.

Brethren Creche: At the end of the Hire Fighters step during the Post-Battle Sequence, if the gang has fewer than the maximum number of Neophyte Initiates the gang is allowed, you may immediately add a new Neophyte Initiate to your gang's roster for free.
Palanite Enforcers Special Territory

Palanite Enforcers start with a Squad HQ Special Territory (described below). This Special Territory cannot be stolen by another gang but can be pillaged. A pillaged Squad HQ isn't removed from the squad's roster but can't be used until one full battle has been fought without anyone pillaging the Special Territory, after which it is repaired and can be used again.

Squad HQ: At the end of the Hire Fighters step during the Post-Battle Sequence, a Palanite Enforcers squad must have a minimum of five (5) fighters including the Captain, Champions, and all Gang Fighters. Add as many new Recruits to the squad's roster as necessary to bring the squad up to five fighters, equipped with Enforcer Armor and a free Stub Pistol. This costs the squad 0 credits.
Arbites Special Territory

Adeptus Arbites Patrol Squads, if allowed in the campaign, start with a Precinct-Fortress Special Territory (described below), never gain any other Territory, and the Precint-Fortress cannot be taken from them.

Precinct-Fortress: At the end of the Hire Fighters step during the Post-Battle Sequence, you may roll 2D6 and subtract the total number of fighters currently on the Adeptus Arbites Patrol Squad's roster, then consult the following table for the outcome.
Result
Outcome
0-
Carry On: nothing special happens.
1-4
Reinforce: You may add 1 new Trooper equipped with a Sidearm, a Combat Shotgun, and Salvo Shells to your roster for free.
5+
Augment: You may add 2 new Troopers equipped with a Sidearm, a Combat Shotgun, and Salvo Shells to your roster for free.
Ratskin Special Territories

Ratskin gangs, if allowed in the campaign, use the following Ratskin Special Territories list instead of the default list used by most types of gangs.

2D6
Ratskin Special Territory
2
Reclaimed Habitat: The gang has reclaimed a part of the underhive, chasing off interlopers. When the gang collects income, the gang gains 1 Reputation for each Reclaimed Habitat they control.
3-5
Secret Passageways: In scenarios that allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to infiltrate the battlefield as if they have the Infiltration Skill. In scenarios that do not allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to make a free Standard Move at the very end of the Deploy step before the battle begins.
6-9
Ratskin Settlement: When the gang collects income, roll a D6 for each Ratskin Settlement controlled. If the result is a natural 6 a free Brave shows up ready to join the gang; you may equip this new fighter with up to 50 credits worth of gear from the Ratskin Brave Equipment List for free and add the fighter to your gang's roster immediately.
10-11
Beast Farm: The gang protects a Ratskin community that raises underhive creatures such as blindsnakes, hive spiders, and of course hive rats. When the gang collects income, for each Beast Farm the gang controls, the gang gains D3 free Blade Venom Stashes or 1 Blindsnake Pouch or 1 Ratskin Hides (controlling player's choice), which are added to the gang's Stash immediately.
12
Sacred Cache: The gang controls a secret and sacred place to hide archeotech and other treasures, protecting the hive's ancient legacies. When the gang collects income, for each Sacred Cache the gang controls, D3 free Hive Spirit Infusions or D3 free Hive Spirit Wards (controlling player's choice) are added to the gang's Stash immediately.
Mercenary Company Special Territory

Mercenary Company gangs, if allowed in the campaign, always have exactly one (1) Special Territory and it is always a Drinking Hole. If a Mercenary Company's Drinking Hole settlement gets stolen from them or pillaged, they just find a new Drinking Hole to operate out of and add the Special Territory back to their roster.

Drinking Hole: The gang controls a popular drinking establishment, where denizens of the underhive tend to congregate and wrack up bar tabs. During the Buy and Hire step of a Post-Battle Sequence, for each Drinking Hole a gang controls they may hire a new Hired Gun for D3 x 25 fewer credits (to a minimum of 0 credits).

Tactics Cards Decks

Each gang participating in a Gang War should build and maintain a deck of Tactics Cards with exactly twenty (20) cards chosen from among those available to each gangs' type. For instance an Escher gang must choose from the Escher Tactics Cards list to form their deck of 20 cards, while an Orlock gang must choose from the Orlock Tactics Cards list to form theirs.

Ideally physical cards should be used, but it is permissable to make a table with the Tactics Cards text and items numbered 1-20; when random determination is used to select Tactics Cards a D20 can be used to randomly determine which cards are "drawn". If a card that has alreayd been drawn is rolled again, or if a card that is inappropriate to the type of battle (such as a Zone Mortalis Only card rolled during a Sector Mechanicus game), roll again. A player using this option must bring a D20 with them to the battle.

A player may swap their Tactics Cards choices in their deck during the Update Roster step of the Post-Battle Sequence if they choose. Note that this is deliberately not allowed in the Pre-Battle Sequence to prevent overt min-maxing for the upcoming battle as well as to avoid the wasting of time involved in messing about with cards. Thus it is suggested that players form their gang's Tactics Cards decks by choosing a well balanced selection of cards.


Campaign Battles

The Gang War specific Pre-Battle, Battle, and Post-Battle Sequences must be followed for all campaign battles.

Experience

The earning and spending of Experience points are described in depth in the Gang War Experience document.

Hired Guns

Hired Guns such as Hangers-on, Hive Scum, Bounty Hunters, and Mercs are described in depth in the Gang War Hired Guns document.

Dramatis Personae

Dramatis Personae are special, unique, or out of the ordinary named fighters who may exist within the context of a campaign or across the continuity of several campaigns. What Dramatis Personae, if any, are available within a campaign are left to the discretion of individual Arbitrators to decide. However, Arbitrators should take care not to unfairly unbias the campaign when deciding what Dramatis Personae are available, which types of gangs can take them, and under what circumstaces. For instance, if one type of gang can easily augment their Crews with one or more powerful Dramatis Personae while other types of gangs cannot, that type of gang probably has an unfair advantage.

Each individual Dramatis Personae's write up describes the conditions under which they will join a gang's Crew and how they affect a gang's Crew Rating, as well as any objectives, requirements, or special rules they might have. Arbitrators should provde a list of Dramatis Personae available within a given campaign to all players.

Stash and Kit

In a Gang War campaign all equipment held by standard members of a gang (Leader, Champions, Prospects, Specialists, Gangers, Juves) belongs to the gang itself and can be freely moved from fighters to the Stash and vice versa during the Distribute Equipment step of the Post-Battle Sequence. Thus the confusion and bookkeeping of allowing multiple Equipment Sets or multiple fighter cards per fighter is unnecessary and not used in a Gang War campaign.

WYSIWYG

Appropriate models should be chosen to depict fighters, ideally of the correct type of fighter and obviously carrying the fighter's significant gear. For instance, an Orlock model with an Autogun shouldn't be used to represent a Goliath fighter with a Grenade Launcher.

If a player likes to switch up the kit of a named fighter on a recurring basis over the course of the campaign, they should consider magnetizing the model to allow loadouts to be switched, or just use two or more separate models with different loadouts to represent the same individual fighter and field the appropriate model in a given battle. For instance if a gang has a Champion who sometimes carries a Sniper Rifle and at other times carries an Autogun, Stub Pistol, and Fighting Knife two different models can be assembled and painted up to represent that Champion depending upon which loadout they are using for a given battle.