Many many cycles ago, when Necromunda and all those hives on the shores of the World Sump Sea were racked by a once in a generation ash-storm - Lord Helmawr, (with the tacit approval of the Mercartor Guilds), established the Commercial Committee of Cog-Port.
For many cycles this arrangement was ideal, the CCCP primarily persuaded the Imperial House to pay no attention to the back-water hive of Cog-Port, the questionable characters coming and going through it's docks (both Sump Sea and Eye of Selene) or it's extra-ordinarily polluted and irradiated surrounding Badlands, darkened by the fallout shadow of Secundus.
Necromunda has turned many times hence.
With the echos of the Succession rippling through the Imperial House and filtering down to the shores of Cog-Port, its denizens enjoy the lull in sanctioned Clan House rivalry; the CCCP, Guild Masters, and ‘authorities’ have very briefly banded together and seized the opportunity to attempt to clear up... and clear out... Cog-Port.
The most violent and destructive individuals have been rounded up and detained, but... As Up-Hive thoughts are never far from boosting revenues and meeting the Imperial Tithe, the opportunity was taken to ship the undesirables out to the work camps of the hellish Badlands.
In transit there are Gangs of Outcasts forming around charismatic, powerful, Wyrd or just weird figures who will promise to lead and protect them from the horrors outside the Hive.
Mid transit however, due to sabotage, or simply top class Necromundan engineering - the power to the transport convoy fails. Mag-lock doors fail, and it feels like the ship is sinking...
The following rules will supersede the standard Cog-Port House Rules. All other Cog-League House Rules apply
This campaign is a narrative that the story will unfold as the games are played. Ideally after each game players would upload a small paragraph noting anything of interest or personal narrative that can be used to feed into the story in the Gyrinx campaign page. This however is optional.
FOUNDATION
Gangs must be an Outcast Gang which will follow the standard rules for Outcasts found in The Book of Outcast.
Gangs are founded for up to 1000 credits using the relevant Gang rules. Any of these 1000 credits not spent at foundation are entered into the Gang’s stash.
All gangs will need to be reviewed by the arbitrator prior to admission to the campaign.
All Merchant Guilds, Criminal Organisations, or Noble Houses gain the Benefits and Drawbacks of their respective alliance. Additionally any benefits for the delegations are maintained granted the leader is present for the battle.
Gangs will be restricted to a maximum of 0-2 special or heavy weapons. (See Weapon rules later)
Due to the irradiated nature of the landscape mutations are rife. Regardless of the gang's affiliation, they will gain the benefits of mutations found in Devils of Gunk Deep.
Gangs will be restricted to a maximum of 0-2 special or heavy weapons.
Suspensors first paragraph is edited and is as follows:
"An Unwieldy ranged weapon fitted with suspensors is far more manoeuvrable. Firing it becomes a Basic action rather than a Double action however, the shot will suffer a -2 penalty to hit."
Note: The Heavy Stubber is the only weapon which does not suffer the negative modifier.
Crusading affiliation:
Crusading gangs will follow the standard Cog-Port house rules.
Due to the constant long marching of the crusade the gang can move an additional 3’ in the deployment stage.
Enforcer Affiliation:
Similar to house affiliation the gang gains the enforcer unique items as part of their house list.
The leader gains access to palanite drill skills as a primary skill tree.
Champions gain access to palanite drill skills as a secondary skill tree.
Ash waste nomad Affiliation:
Similar to house affiliation the gang gains the Ash waste nomad unique items as part of their house list.
The leader gains access to wastelands skills as a primary skill tree.
Champions gain access to wastelands skills as a secondary skill tree.
Squat Affillation:
Similar to house affiliation the gang gains the squat unique items as part of their house list.
The leader gains access to wisdom of the ancients skills as a primary skill tree.
Champions gain access to wisdom of the ancients skills as a secondary skill tree.
House Affiliation gain the following:
The leader gains access to the unique house skills as a primary skill tree.
Champions gain access to the unique house skills as a secondary skill tree.
👾 Genestealer Infected:
The leader may be upgraded to a psyker for 30 credits. If they do so they may purchase a psychic familiar (attached in appendix).
The gang can hire an aberrant 0-1 which will count as a hive scum for the purposes of gang composition.
Gang adds Cult Icon to house list.
Hive scum gain access to the genestealer third arm when a new fighter is purchased or at founding (attached in appendix)
Note: this will stack with other mutations and does not count as one for mutation limits.
😈 Malestrain Infected:
0-3 the gang gains malestrain genestealers as a brute option. (found in appendix)
0-2 the gain gains a malestrain Coalescence as a brute option. (found in appendix)
0-2 the gangs hierarchy fighters add 0-2 malestrain Tyraites to house lists.(found in appendix)
👹 Chaos Corrupted:
The gangs leader gains a 2+ save against anything that would cause insanity.
Champions gain a 4+ save against anything that would cause insanity.
Note: The save is only against the insanity condition. The rest of the hit is resolved as normal.
The gang may perform a dark ritual as a post battle action.
Note: A gang does not start with this benefit and must perform a successful dark ritual (see appendix).
Additionally the gang will be locked to the 1 patron and can not swap between gods.
All members of the gang lasting injuries may become mutations from the book of ruin. Due to the setting The roll will always be at a +2. (found in appendix)
The Death of a Fighter now applies the 2 following rules;
A fighter that dies for any reason is often given a proper send off to keep morale high. A funeral pyre is commonplace, torching the lost soul and all their belongings for them to keep in the next life.
When a fighter dies they and all their wargear is removed from the gang list.
The ashes of a powerful warrior can often be pedaled for those aspiring scum looking to make a name for themselves with the goal of starting their own gang.
Gangs will be refunded 10 credits + an additional 10 credits for each advancement a fighter who has died.
The lands of which the outcasts find themselves are unknown and filled with danger. Every week there will be a number of environments and hazards which can be mitigated or nullified by specific mutations and/or personal equipment. As part of the post battle actions players do the following:
Quick scout: pay 10 credits to receive privately 1 of the hazards and how to counter it.
Full scout: pay 30 credits to receive privately all of the hazards and how to counter them.
These doesn’t require a post battle action to do.
There will be a level of trust not to share any of the information given as part of this,
Any clarifying questions DM Lola directly.
The Towns and traveling caravans that pass through the area are home to practical people. Using all manner of tools to protect themselves from necromenda itself. As a result survival gear can be found in abundance. All personal equipment is considered common and can be purchased without a trade post battle action.
Note: If there are any other pieces of wargear that aren’t personal equipment that would fall under the above description please ask Lola if it should apply for this rules.
Cut off: Items added to gangs house lists via the gang affiliation or gang leader are considered to have a rarity of 9 and will need to trade roll to obtain them.
To get the best price or be offered the best items gangs need to exercise their power. Intimidating the doctor or rummaging through heaps of crap to find an actually functioning
gun.
The following post battle actions are amended as follows:
Medical supplies are hard to come in this back water hell hole.
Medical escort costs 3d6 x 10 credits. However, for every Hivescum that accompanies the Gang Hierarchy members; educe the cost by d6 Credits
When traders are peddling huge piles of refuse, gangs need more hands to sieve through the mounds to find a functioning weapon.
When making trade action each gang hierarchy member may bring up to 3 Hivescum with them. For each scum that attends gangs gain +1 to the result.
This replaces the normal benefits for having a leader or champion attend a trade action.
Keeping large amounts of rancid mutant scum alive requires a large amount of food. Members of a gang will need to venture out into the wilds to drag down something big
enough to eat.
New post battle action is as follows:
Gang hierarchy members use their post battle action to obtain D6/2 (round down) of Meat. The result may be increased by 1 for each hivescum that attends alongside them.
On a result of a natural 1 (on a d6) roll a lasting injury for one of the randomly determined fighters that attended.
In between battles scummers can find themselves idling around. Instead of kicking rocks they can go roaming around to find bits of usable scrap.
New post battle action is as follows:
Gang hierarchy members use their post battle action to generate d6 credits for each hive scum that attends with them.
Starvation:
During the post battle phase of every game each gang member generates 1 point of starvation (even if they didn’t take part in the battle). Each point of starvation will reduce a fighter's Strength, Toughness, Ballistic Skill (BS) and Weapon Skill (WS) by 1.
If a fighter's toughness or strength is reduced to 0 at any point they will starve to death.
Starving fighters may lose restraint, or willingly chose to give in to hunger, and be forced to consume seriously injured fighters (friend of foe).
Starving Fighters (Starving condition)
When a fighter with the Starving condition (A) activates while Standing and Active, within M+3" of a seriously injured fighter (B), the Starving fighter (A) must make a Willpower check.
If passed they act as normal.
If failed they must charge the fighter B. If the charge is interrupted or fails (due to insufficient Move) resolve the interruption, or move fighter A to their failed charge range as normal. Fighter B remains Seriously Injured.
If the charge succeeds A begins to eat B [mark them as having the 'Eating' condition]. Fighter B will be treated as having been coup de grace'ed and recorded Out of Action. XP is awarded, but a D66 isn't rolled, instead mark them as having the 'Eaten' condition and a token to indicate rounds being eaten placed on their fighter card.
If at any point fighter A is interrupted, fighter B goes OoA and a D66 is rolled representing their Lasting Injuries based on how many times they were eaten for (see later).
While Eating fighter A counts as Standing and Active for all purposes
Fighter B counts as OoA even while A is Eating (note: this means they cannot trigger another Starving fighter)
if B is 'Eaten' by A for 2 rounds they will go OoA with a automatic result of 6-65 (Critical Injury).
if B is Eaten by A for 3 rounds they will go OoA with an automatic Memerable Death (66)
Loot Crate Meat:
When opening loot crates apply an additional meat content to the result in addition to the current cogport loot crates.
1 meat
d2 meat
d3 meat
D3+1 meat
D6 meat
2d3+1 meat
For any house agent a view will be taken on cost based on other comparable Dramatis Personae, please request if interested.
Hangers on may be given the 'Part of the Crew' Special Rule when purchased. This may not be changed post purchase. If the hanger on leaves the gang due to injury the cost to recruit another will increase by 20 credits.
Note: This will stack for every time the hanger on leaves the gang but only for that 1 type.
Rouge docs require expensive resources to treat fighters and so will charge D6×10 credits to be used, however it would require a Post Battle Action to use
NEOPHYTE HYBRIDS
(Extra Arm Special Rule)
MALSTRAIN GENESTEALER (Champion)
MALSTRAIN COALESCENCE (Champion)
MLASTRAIN TYRAMITE (Exotic Beast)
Disgraced Bioteknists Skar Venn knew exactly how to win back the favour of the House of Artifice: Reverse his clans wasting phage, without giving up their technology or risking their advanced intellects. There was always method to the madness however... Naturally he began by experimenting on rats.
Trialing a variety of cyberteknic, rad and pharma-chemystry 'treatment' on his test subjects, Venn only succeeded in enhancing their aggressive scavenger instincts as well as their already Underhive variety proportions. In desperation he exposed a small number to an unusual high-energy crystalline mineral found in an uncovered Archeotek vault.
The Bioteknist was found dead- his workshop ransacked, and much of his Tek and wargear stolen. Since then, CogPort has seen a rise in salty tales, or tails, of giant-er giant rats, glowing green eyes, whirling mechanical limbs, and chittering in the dark corners.