● SEASON 1 LIVETHE ARANTHIAN SUCCESSIONGANGS IN THE WARNEW CAMPAIGN SEASON — RECRUITINGSPIRE THRONE: CONTESTED● SEASON 1 LIVETHE ARANTHIAN SUCCESSIONGANGS IN THE WARNEW CAMPAIGN SEASON — RECRUITINGSPIRE THRONE: CONTESTED
Rival Houses fighting for control of Necromunda
// MODES OF PLAY · CAMPAIGN

One gang. Many battles. A story that sticks.

Campaign is the mode Necromunda was built to be played in: a series of linked battles where every game reshapes the map, and the same gang carries scars, veterans and territory from one night to the next. This is where Reputation becomes legend, Territories generate income between battles, and losing a fighter actually hurts.

BASED ON THE NECROMUNDA CORE RULEBOOK (2023) AND THE ARANTHIAN SUCCESSION: CINDERAK BURNING

7
CAMPAIGN CYCLES
N
TERRITORIES AT STAKE
STORIES TO TELL
01 // THE CAMPAIGN CYCLE

A Dominion Campaign runs for seven cycles, split into three phases. The Arbitrator keeps the whole thing on rails.

Gangs fight to grab as much Territory as they can and grow their influence.

Only unclaimed Territories can be claimed as a reward — unless there are none left.
Challenges follow an order: random in cycle 1, then lowest to highest Gang Rating afterwards.
The challenger picks which unclaimed Territory is at stake in the battle.
WHO RUNS THIS?
The Arbitrator

Every campaign needs someone in this role: organising the list of gangs, keeping everyone informed on progress and Territory control, and deciding when each phase — and the whole campaign — begins and ends. It can be one dedicated player or a rotating job within the group — what matters is having a single reference point for rules questions and tie-breaks.

02 // TERRITORIES & BOONS

Every battle is fought over a Territory — and holding one keeps its Boon flowing for as long as you control it. Here's one example, Generatorium, showing the full anatomy of a Territory entry.

TERRITORY CARD // JACK OF SPADES

Generatorium

VAN SAAR

Much of the light and power in the underhive relies on taps into energy conduits or barely functioning generators. Those that control the source of such power can let it flow… or cut it off at a whim.

TERRITORY BOON
Special

If your gang controls this Territory, you may choose to stall the generators, temporarily cutting the power to the area in which a battle is taking place and plunging it into darkness. You may declare you will do this at the beginning of any Priority phase, before the roll for Priority. For the remainder of the battle, the Pitch Black rules (pg. 193) are in effect. However, at the start of each End phase, before making any Bottle checks, the player that controls this Territory rolls a D6: on a 5 or more, the generators restart and Pitch Black immediately ceases to be in effect; on a 1-4, the generators stay silent.

ENHANCED BOON
ReputationVAN SAAR ONLY

Whilst it controls this Territory, a Van Saar gang adds +1 to its Reputation.

// HOW TERRITORIES WORK
The number of Territories in a campaign depends on the player count: 9 for 3 players, up to 24 for 8 (pg. 167).
Territories are drawn from a deck — half of a standard playing card deck represents the full list (pg. 167).
Losing a Territory takes its Boon with it — a gang only benefits from it while it's under control.
Enhanced Boons: many Territories have an even better version of one of their Boons (or an extra Boon) for gangs of a specific House — in the example above, it's House Van Saar that gets the Reputation bonus.
03 // TRIUMPHS

There's no single winner in a campaign — there are five ways to go down in Underhive history.

Winning a Dominion Campaign isn't about one final winner — it's about which of these five titles your gang can claim when the last cycle ends.

// TRIUMPH
Dominator

Most Territories at the end of the campaign.

// TRIUMPH
Slaughterer

Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign.

// TRIUMPH
Creditor

Largest Wealth at the end of the campaign.

// TRIUMPH
Warmonger

Most battles fought across the whole campaign.

// TRIUMPH
Powerbroker

Highest Reputation at the end of the campaign.

04 // THE ARANTHIAN SUCCESSION

This isn't just theory — it's the campaign currently live on NecroForja.

The Territory framework above comes straight from the Core Rulebook (the Dominion Campaign) — but the campaign actually running on NecroForja is a different one: The Aranthian Succession, from the Cinderak Burning book. Same backbone (cycles, Arbitrator, income, Triumphs), with a narrative twist: Necromunda has plunged into the Great Darkness, and gangs pick a side in the civil war that follows.

// THE SUCCESSION CAMPAIGN PHASES
Great Darkness3 CYCLES

Cut off from their Houses, gangs fight to survive and consolidate power. No recruiting from the House Equipment List, a pricier and more restricted Trading Post, and Sector Mechanicus/Zone Mortalis battles fought in Pitch Black.

Downtime1 CYCLE

On top of the usual Downtime effects, this is when every gang must Declare Allegiance — the Imperial House, Lady Credo's Rebellion, or stay Unaligned a little longer.

Spark of Rebellion3 CYCLES

The civil war heats up: gangs defend their Sympathisers and try to seize their rivals'. The Trading Post returns to normal and Pitch Black is no longer automatic.

// PICK A SIDE

During Downtime, every gang declares an allegiance. Click one to see what it grants.

// SUCCESSION TRIUMPHS
Champion of House HelmawrMost scenarios won for the Imperial House.
Champion of the RebellionMost scenarios won for Lady Credo's Rebellion.
SurvivorFewest deaths among their fighters during the Great Darkness phase.
Hoarder of CoinHighest Wealth at the end of the campaign.
Leader of MenMost Territories/Sympathisers controlled at the end of the campaign.
Legendary StatusHighest Reputation at the end of the campaign.

The season currently running on NecroForja follows exactly this framework — Sympathisers, allegiances and all.

VIEW THE LIVE CAMPAIGN DASHBOARD →