
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
A Dominion Campaign runs for seven cycles, split into three phases. The Arbitrator keeps the whole thing on rails.
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.
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.
Generatorium
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.
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.
Whilst it controls this Territory, a Van Saar gang adds +1 to its Reputation.
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.
Most Territories at the end of the campaign.
Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign.
Largest Wealth at the end of the campaign.
Most battles fought across the whole campaign.
Highest Reputation at the end of the campaign.
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.
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.
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.
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.
During Downtime, every gang declares an allegiance. Click one to see what it grants.
The season currently running on NecroForja follows exactly this framework — Sympathisers, allegiances and all.
VIEW THE LIVE CAMPAIGN DASHBOARD →