So first real post, and I thought I would focus in on the Genestealer gang I have built to serve as the main NPC baddies for the Necromunda campaign I am currently arbitrating, as well as that campaign itself. I present to you the Tri-Sun Mining Corporation (TSMC on the Hive Primus stock exchange).
Like I said, this is my main arbitrator NPC gang, and so I use these guys either in one-on-one games with players in the campaign, or they might show up in multi-players games, but either way, they’re not really “competing” so much as serving as a foil to advance the narrative. And narrative is what its all about when it comes to Necromunda, or at least it should be!
This campaign is the Dome Rush variant of the Dominion campaign, as described in the N23 rulebook. The setting is a giant open pit mine called the Vela Mine, but here’s the twist. The Vela Mine does not exist within the time-space continuum, not completely. Rather, it phases or shifts in and out of existence, appearing and disappearing seemingly at random. Each instance of the mine that occurs is unique in some way, the supposed “founding” date of the mine is always different whenever it appears. For example, in the campaign, the players are fighting over a manifestation of the Vela Mine that says it was established in 999 M41, which is a bit of a conundrum for the gangers fighting over its riches, as that is 221 years into the future from their perspective.
The TSMC are extremely interested in the Vela Mine for its mineral riches (as is everybody else) but also because of the wealth of chrono-crystals that occur within the mine. Now, chrono-crystals are one of those pieces of Necromunda equipment that I love not because they’re useful, they’re not. Rules as written, they literally only have one purpose in one specific scenario from N17, so functionally useless in all other situations. But I like to think they were thrown in to give players and/or arbitrators something to take and modify to suit their own needs. So I have.
The chrono-crystals can be harvested as post-battle actions, and I’ve also included them in some scenarios as rewards/loot. They can be sold for 50 creds at the trading post, should a gang ant some quick cash, or they can be activated. To activate one, a ganger has to pass an intelligence check. If they’re successful, they gain both the Blink power, and another random power from the Chronomancy discipline. Should they fail however, the crystal is destroyed, and should they roll a double 1 or 6, just like the Perils of the Warp, it’s bad times. They will automatically gain the enfeebled lasting injury, representing the flow of time speeding up and rapidly aging the ganger. These will stack over the course of the campaign too. I also plan on introducing some vehicles/automata/monsters that have weapons that manipulate time, and any ganger unlucky enough to get hit suffers the same enfeebling effects.
So really, the themes of this campaign are genestealers, mining, and time. I wanted to keep the TSMC aesthetic as functional and simple as I could, while still looking intimidating. I had painted a test mini more than a year ago in the scheme, and really liked it, but I just didn’t have the opportunity to actually make a whole gang. Then we finished our last Necromunda campaign, and I was brainstorming what the next would be, and I also discovered @pastor_llevac on IG and they’re amazing interpretation of a genestealer cult. It all sort of just clicked.
I of course will take credit for being the inspiration for GW to make GSC one of the focus factions on the upcoming Hive Secundus box set! I kid I kid, but it is a rather interesting coincidence. When the box releases, I may have to split it with a friend, as while most of the stuff I have no interest in, those malstrain genestealers look super cool, and I’d love to add them in.
Next post I'll probably include some shots from the first round of the campaign. Thanks for reading!




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