Campaign

Necromunday: All the Missions – A Better Way

Welcome back, Scummers, to what is exceedingly likely to be the last in our current run of Scenario-based articles! We’ve already covered the overwhelming majority of available missions in our previous two entries, which you can find at PART...

Necromunday: All the Missions – Scenarios Part 2

Ahoy hoy, Scummers! We’re back, we’re refreshed, and we’re hoping you’re not sick of us typing for pages on end about Scenarios because that’s just what we wanna do. If you’ve been skimming past the missions in the most...

Necromunday: All the Missions – Scenarios Part 1

Good morning, Scummers! We’ve been at this for a couple months now, and we realize now that we’ve been remiss; we’ve barely talked about the best part of Necromunda: The missions. So join us for another week’s worth of...

Necromunday: Campaign Progression, Part 2 – The Trading Post

Welcome back, scummers, to the second part on our progression series. If you’ve checked out Part One - Advancements (which you can refresh yourself on by clicking here), you’ll already have an idea of how to spend your Experience....

Necromunday: Campaign Progression, Part 1 – Advancements

Necromunda is, at its best, a campaign game. You get to recruit and guide your group of murderous criminals (or murderous cops!) through the Underhive, and watch them as they grow to the terrifyingly amoral powerhouse that they’re destined...

Necromunda: Dominion Campaign Territories, Ranked

Necromunda’s Dominion Campaign is pretty dang rad. Gangs fight over territories: assets that generate income, reputation, and are the prize after beating down a rival gang. But just like everything in Necromunda, territories are unbalanced as hell. In this...

Organizing an Apocalypse

One of the most important things to know about running a campaign is when to end it. So, after more than a year, it was finally time to end the Paulus Campaign. As many of you know, I’ve been running...