A Fight For Domination Of The Underhive’s Forgotten Quarter Spawns A Tyrant

Copperton

Spring 2019 LWG Campaign


Tucked away in the depths of the Underhive lies Copperton; a bustling hab dome which serves as an entry point into the lowest depths of the Hive. At the centre of the township are stalls and markets under the watchful eye of the Merchant’s guild, to the north east are the wharves used by the sump trawlers who navigate the corrosive sump and to the north west and south lie the various tunnels and shaft which lead deeper into the hive giving access to the mines and ruins used by those in search of wealth. Immediately outside the township’s mushrooms are cultivated for sustenance.


Since the assassination of the leader of House Valentine, Copperton has come under the control of House Orlock’s Sammus Thacks, leader of the Iron Fury crew, and a peace of sorts has prevailed for four sol cycles. In this time the population has grown and crews from the various Houses have moved into to use Copperton as a base from which to launch expeditions, trade their wares and ultimately squander their wealth in gambling dens and drinking holes.

However, all is not as it should be: prospectors are returning from the deep workings telling tales of strange sigils carved into the hive walls, trawler men claim to have seen sump wyrms, and the air itself lies thick over Copperton. But more than that a sense of weirdness is permeating the very souls of all who live there, it feels almost as if someone or something is whispering in the darkness and waiting for an answer.

This strangeness has come to the attention of the upper echelons via House Orlock. Ever wary of revolt and the damage to production quotas, Lord Helmawr has dispatched Investigators, James Maguire from the Pinkertons and Cal Rockwell from the Marshals, from “Up-Hive” to get to the bottom of the brewing troubles and stop them before they start.

Though both Investigators are working towards the same goal, they are not above taking underhand action to undermine their “colleague” and advance themselves with their superiors.

The game is afoot!!

1. Campaign Overview

a. Acts

The campaign will be split into multiple acts each ~4 weeks long before before culminating in a multiplayer act finale.

The outcomes of the weeknight scenarios will provide successful gangs with benefits for each finale.

b. Weeknight scenarios

Each week there will be a choice of two bespoke scenarios:

1) Narrative Scenario, drives the story and feeds into the multiplayer chapter finale, or,

2) Territory Scenario, a player aims to seize an opponent's territory.

c. Factions

At the start of the campaign each gang will be assigned a faction alignment, either Pinkerton or Marshal, and should endeavour to work to further their faction leader’s goals. However the leaders are cognisant of the petty politics of the underhive and will tolerate some inter-faction fighting as long as the ultimate job gets done.

d. Multiplayer chapter finale

Approximately every fifth week will be the Act finale. In these games the players will compete with their faction leader and fellow allied gangs to achieve set objectives in direct competition with the other faction. The outcome of these battles will influence the narrative direction of the campaign and bestow great rewards on the successful!

e. Faction Favours

On the second and fourth week of each Act the player may request assistance from their Faction leader in the form of Faction Favours. This replaces House Favours from the main rule book.

f. Territories

The campaign broadly follows the rules of the Dominion Campaign from Gang War 4 using the Old Kingdoms Campaign Variant where each player starts with one settlement and two random territories which will be assigned in week 1 or as players join the campaign. One of the main differences is that the player match-ups will controlled by the Arbitrators - at least to begin with.

a. Starting territories

Each player starts with a home territory (which cannot be captured) and two randomly territories which will be assigned in week 1 or as players join the campaign.

b. Capturing territories

Territories can be captured by playing a Territory Scenario. At the start of the scenario the Attacking player chooses one of the Defender’s territories to attack. If the Attacking player wins the scenario they take possession of the territory. If they lose then the territory remains in the possession of the Defender.





MISSIONS

Act 1

WEEK 1: TERMINAL HACK

WEEK 2: HIVE SWEEP

WEEK 3: SEIGE BREAKER

WEEK 4: PRISON BREAK

WEEK 5: PAYBACK

WEEK 6: ITS ALIVE

WEEK 7: TEAM SCENARIO- THIS MINE IS MINE!

WEEK 8: ACT 1 FINAL SCENARIO - LAD'S CAVE

Act 2

THE SUMP AIN'T BAD, IT JUST SUCKS

BAR CRAWL

TEMPLE OF BOOM

MESSING ABOUT IN BOATS

ARRAY OF LIGHT

Act 3

LOOT IN THE DARK

SCRAG 'EM LADS

INDUSTRIAL SABOTAGE

SECURING A HELPING HAND...

GOING UNDERGROUND

THE BIG SHOWDOWN