BUST FALLS
By John French & ‘Harry’ Harrington
This isthe first ina series of articles on a cool Necromunda campaign by Harry and John,
's got new
background, mad scenarios and even some modelling lunacy. But first a few words from our sponsor.
WHAT HAVE WE HERE?
Jake: One of my pet belies about both Necromunda and
‘Mordheim is that they're both sul widely played, but only
by secret covens, each of which have sworn never to speak
1 outsiders. Wel I've various plans afoot (some of Which,
may even have borne fruit by the time you read this) to
bring you all out kicking and screaming into the burning
sunlight. And no, you're not melting. Honest
An example of the cool stuff that’s quietly going on
behind closed doors is tis lite campaign which is being
‘when you ring up GWA secret coven right under my nose,
“They've decided to add detail (one of the locations
mentioned in the main rules, and I think they've done a
really nice job of i On top of that they've decided 10
return to the old Idea of using movies, comics and s0 08,
as the inspiration for ‘cinematic’ scenarios, and this has
produced some real crackers. The fists Included in this,
fssue, along with an introduction to one of the gangs
that's king part. Over the next few issues we'll come
back to this campaign to introduce the rest of the gangs
and some more oftheir scenarios, so stay tuned
run by some of our Hobby Specialist guys from Direct
Sales ~ the helpful fellows who answer all your queries Meanwhile, ack inthe hive.
eae ey
Sree een er ere
oar ern eee
es
Pra eee ee ce ean aT
eer ae ace ere rece ee carer
oss his face was getting more unpleasant by the second, but it was better than breathing
in the fine purtcles that tured every light in Dust Fils into 4 haloed orb that lowed with «bile yellow luminsceace
Two figures coalesced out of the dust a yard in (oat of him, and he had to swing to one side as they pasted by
this beat heads. swathed in dust soaked cloth ther goggle covered eyes fixed on the ground just to thet front) He
ee ee er eee eee eens Ee oa aT areas
liked about the plies: how cary it was to be nothing, to be jst another faceless “aller wripped up aguinst the dust
Apirt from this benefit he despised the place more thin almost any other sei hole below the wal. but there wie
ee
ee eee eee er)
een eee er cee nore Ree ee eee rae eee eee
Eonar see reson door clamped shut in the hole benesth the light bracket. There wis
po en eae eee ee ne eer ee
rere Paar eer eran er ae ene er re te
Pen rr a ea ee er ane eee a ce
poner eee ceoeg eres
ee ee ec cee ee ee ene)
ee sh eee ee ee ee eet ey
‘begun to vibrate the si 26 the Isgun came up and fired 2 cracking bolt of caegy. fonising the dust around the
muzzle in + puogeat tang He stepped over the lip of the doorfeame, the gun whining aod cracking at it spat out
ce
er ec ee ee ene ee re a ae eee
pour into the tom and settle over everything, its dull powdery odour masking the steach of burned flesh. The mas
Se eee ee een eee Oe ee ers atre
anes Tens
eetJohn: No one knows exactly where it came from, but in a
‘ume now long pasta thread of dust dribbled down into
the Underhive and began to pile above a dome. Grain by
-rain that pile grew until the dome beneath it gave way in
a cascade of debris, More dust fll and was added roby the
detritus of collapsing domes, until the dust had driven
path down into darkness, That time is long past, but che
‘dust sll ills in a tickle into the Abyss opened grain by
grain
Ie was not long before men came to the opening of the
Abyss, but like the Abyss itself the setlement that would
bbe Dust Falls grew by degrees. It began as a clutch of
bulldogs let as base camps for the fist few to go down
Inco the Underhive in search of fortune, Then a few more,
perhaps as defence against those that returned, changed
men. Then guilds smelt profit and opportunity and came
and set up camp, and in their wake came their Watchmen,
and the gangs who come to any centre of Humanity ike
‘wasps to honey So Dust Falls was born. Spreading a fest
along the fim of the Abyss, where the fist dome had
collapsed, and then down into the twisted structures of
the tunnel’s walls beneath the rim, When it became
known as Dust Falls is not known, but at some point it
acquired the name and it has been so ever since.
RES es
BN Smee
‘The physical focus of Dust Falls, and the reason for its
‘existence, is the ragged, plunging shaft that is known as
the Abyss. It begins some distance below the wall,
blooming out of nothing like a worm-burrowed hole in 2
spotless feu. It is at the point where the shaft begins that
the settlement of Dust Falls is located, From this
beginning the Abyss goes straight down to the hive
bottom. The width ofthe Abyss varies from between half
a mile on some stretches to only fifty yards at others. The
rim of the Abyss around and beneath which Dust Falls is
built was pethaps a hundred and fifty yards in diameter
(Over time though the constructions of the inhabitants has
‘contracted the diameter of the hole to pethaps a hundred
yards.
‘The main bulk of Dust Falls is centred on the Abyss
spreading both outwards fom the rim and downwards for
a fluctuating distance bellow it. While much of Dust Falls
's simply the persistent ype of scratched together slum
that makes up almost all Underhive setlements, there are
two areas which have an importance and character all of
their own and so have names. These areas are ‘The Gater
and the ‘Haggle MarkerPanot_st_67 6/2/04 4:13 pm Page 60
‘The Gates ar, strangely enough, not on the periphery of
Dust Falls but right atts empty heart. The Gates is the area
‘which directly borders onto the Abyss, and this area is
spiked with ganties,jeties and cranes that juc out oto it
Huge coils of plastecl cable le on drums that are turned by
alcohol powered engines. These belch caustic fumes out as
they coll and un-coll thousands of feet of cable, polluting
‘even more the aleeady clogged air For it is here that many
fortune seekers come to buy their passage down into the
Abyss aboatd one of the welded cages that dangle below
‘every jetty. The ‘Gates’ themselves are the gates chat stand
at the landward end of every jetty: Most have no physical
Darier as such, just a crude ffame daubed with the
owner's name and the tags of the gangs he pays for
protection. Anyone passing through a gate into the Abyss
‘must pay a cll to the owner ofthe gate, a cll that includes
4 commission to the guild for being allowed to charge the
‘oll. The colls ae often for both entry and exit through the
_c, but some charge a recur tll payable ifand when the
‘uaveller returns. Returning 2nd failing to pay because of
an unprofitable expedition results in the feturnce being,
hung from the underside of the jery. There are many
fragmenting. corpses grinning warnings at those who
“descend past them in the swaying cages.
OF course, no single cage can take a treasure seeker all the
‘way to the bottom of the Abyss ina single drop, but there
ate several waypoints at various depths, formed around,
‘convenient protuberances from che Abyss wall, From
these points a treasure seeker can set off to plunder
whatever deep level they are on, of begin the treacherous
descent tothe hive bottom itself. Those that are foolhardy
‘enough for the second option must tavel down through
the twisted wreckage that makes up the Abyss's
honeyeomb-like walls. Such a journey can take along time
and so the high prices charged by the gatekeepers of the
deepest travelling cages is offen willingly pald by fortune
seekers who wish to keep theic journey to the depths of
the Underhive as brief as possible
On returning, anything of value found since passing
through the gate must have a tanff paid on it to the
Gullders whose representatives assess the tariff required
based on the value which they place on the items. There
are, of course, many gates, and only so many Guilders,
making bribes to lec explorers passa gate with undeclared,
booty a common source of profit for gatekeepers. The
penalty for passing through a gate without paying the
tariff on ieems of value i to be summarily thrown into the
Abyss and gatekeepers found to be taking bribes are hung
from their own gate until there is nothing left hanging
‘This makes the bribes they require fairly steep, but even
so i's offen cheaper than paying the Gullders. The Guild
also reserves the right to purchase any archeotech at the
price they assign. Fallure to comply results inthe long fall,
Inco the Abyss
Haggle Market, or simply “the Haggle” as i's often known,
1s a‘small area centred on the open space next to the Guild
House. Here, licensed traders barter and sell, and profit
flows (mostly into the Guild coffers). Some i the Guild
controlled tading of items brought up ftom the Abyss. The
‘overwhelming majority of the wade though is to those
about co venture into the Abys, All manner of equipment,
ln varying states of tepals ison offer — fom Van Sane made
‘envirosuits to luminescent snake venom sticks. Again, the
Gulld dominates Haggle Marker, but taders offering other
Services such as surgery, writing, fortune telling and the
ubiquitous booze sellers, thei huge crazed glas jas lashed
‘onto their shoulders, also ply their trade inthe Haggle
WER S AUTHORITY
Dust Falls 4s a place of wild dreams and crazed ventures,
Dbuc i is also a place of great potential wealth and as such
has always be dominated by ewo power blocks; the Guild
and the Underworld. The Guild keeps as ight a hold on,
Dust Falls a5 it can using i licensing of gates and conteol
‘of tadable goods brought up fom the Abyss as a means
to keep the settlement ia hand. Not that this control is
‘easy of without conflict, The Guild relies heavily on
agreements with local gangs over protection rights to the
‘ates to maintaa their authority If this relationship were
‘ever co fall the Gullders' grip would sip, as their means of
‘enforcement became less keen to carry ou their duties.‘The other major power in Dust Falls are the networks of
smugelers, legal traders and extortionists who fun theie
‘operations like a shadow ofthe official Guild operation
In fact the two worlds of Guild and Underworld
feequendly intermvine and become difficult to distinguish
Usually both sides tolerate each other as long as the one
‘does not threaten the continued existence of the other. If
the Guild clamps down too harshly on smuggling of
‘goods from the Abyss, a violent and usually shore wa will
result, in which gates will be destroyed, Guid property
smashed and goods stolen. Ifthe Underworld begins to
bypass the gate tariffs to such an extent that Guild profit
ls reduced, killteams will be dispatched and the
Underworld will be culled until che equilibeium is re
established. It is an unlikely, but symbiotic, celationship
bought in blood over many decades, and the details of
exactly what each side can do within its boundaries have
been honed fo a fine ar
‘The oficial keepers of the peace are hited by the Guild
from local gangs and are divided into wo types: Watchmen,
and Gateguards. The Watchmen are charged with keeping
the peace within the settlement boundaries (though they
care itl for what goes on its margins or outside) and i is
4 position that is hartered for ferociously herween the
‘gangs and the Gulld as the benefice of enforcing the peace
lp Dust Falls can turn a gang's fortunes inthe Undeshive
‘The Gateguards are unique to Dust Falls and are charged
with ensuring that gate tarifs are paid. They are also
charged with the defence of Dust Falls from anything chat
might decide to creep up out of the darkness below; hence
‘angers fcom the Gateguatd gangs man the weapons that
are mounted on antes extending out over the Abyss,
their muzzles tained on the depths
Gangs from all the major houses are present in Dust Fall,
many function as Guild of Underworld muscle (somesimes
both). Others come in the hope of buying passage down
lento the Abyss and returning wealthy. Whatever draws
them, the aumber of gangers in Dust Falls is huge with
each conttolling territory in and around the main
sertiement. The amount of cfeds and goods that pass
through the empry-hearted town s such that war between,
the gangs és almost constant. Much of this conflict takes
place on the margins of Dust Falls, bu it is not uncommon,
fora dispute over gate protection rights t0 result in raids
‘on the gate in question, or gunfights in the streetsPanot_st_67 6/9/04 4:14 pm age 62
THE BASICS
Setting a Necromunda campaign in and around Dust Falls
ives players the opportunity to experience a slightly
dlfferen campaign from what they might be used ro, but
a the same time can be run without having to convert
loads of new miniatures or scenery. It can also serve as a
Jumping-off point into a very much more demanding Hive
Bottom campaign.
I you do decide to run a campaiga in and around Dust
Falls the following modifications are made tothe relevant
sections of the rulebook
Starting a Gang:
All gangs may buy fugs/respirators at the initial point of
‘gang creation. These are essential for Ife around Dust
Falls,
‘Territories:
Subsucute the Waterstill and Spore Cave teeetories with
the ‘Gate into The Abyss! territory. This terrizary earns the
‘gang D6 x10 creds and has no special rules,
Scenarios:
Al scenarios remain unchanged with the exception of
"The Rald’.A Raid ts automatieally a raid on 2 gate, even if
the defending gang does not have agate territory ~one of
their other territories includes the vital approaches to
‘The set up for the game is diferent from normal:
+ One third of the table is covered with a black cloth
This represents a portion of the Abyss. Any model
falling into the Abyss i automatically killed
+ AG" by 3° gantry must be placed extending out into the
Abyss. This s now the objective of the raid
FALLING BUST
FALLING QUST:
Dust pervades everything in Dust Falls, as you might
‘expect, and the fine grains that cleaved the Abyss stl fll
from above. To represent unique conditions of Dust Falls
roll D6 oa the following table before each game:
1.2 Settled Dust: Everything is coated in a thick
layer of dust, but the aif Is clear and so no
special conditions apply
3 Lighe Fall A recent fll has filled the aie with
swirling dust, exposing a -1 to all ranged To
Hi rolls.
4 Heavy Fall: A large cascade of dust has
plunged down into the Abyss filling the air
‘witha thick cloud of dust that clogs up and
shortcircuits machinery. There is 2-1 To Hit
fon all ranged attacks and all weaponry
ddecteases its Ammo roll value by 1 (a las
pistol, for example, goes from passing an
‘Ammo roll on 2+ to passing on 2 31).
5 Dust Devils: Air currents have whipped up
the dust into small vortices chat Dustfller's
call devils, Place DS standard Blast markers
fn the table, Each moves 2D" in a random
direction at the start of each player's turn.
‘Any miniature touched by a marker is pinned
find must make an Ammo roll for any ranged
‘weapons they have. A miniature touched by
multiple markers must make an Ammo roll
for each maker, Dust devils do not obscure
line of sight but do impose a-1 penalty co hit
fon any ranged attacks that pass through
them.
6 Dust Avalanche: A great surge of dust has
exploded into the upper sections of the
|Abyss, turning It into a land populated by
steange, haglimpsed shapes. All anges and
line of sight are reduced to a maximum of 8
all weapons reduce their chance of passing
fan Ammo roll by 1, and all weapons must
‘make an Ammo roll before the game begins.
Note: The conditions above are always rolled before a
ame in a Dust Falls campaign and if treacherous
conditions are being used (sce Fanatlc Magazine Issue 4)
they are taken in addition to the conditions imposed by
the table above,Part of Harry's Delague Gang, known around these parts as The Regulators
THE LOCALS
Jake: This month we're looking at just one gang: Harry's
Delaques, knowin to the locals as The Regulators
THE REGULATORS
Harry: As Jake already mentioned, when we started 10
‘organise our campaign we decided that 2 ‘cinematic’
‘theme would be cool a game where larger than life
heroes and dramatic set piece showdowns would be the
‘order ofthe day. Buc to play in this dramatic environment
‘we needed dramatic gangs to0, 50 when It came (0 my
‘turn to start one I searched high and low for a good
Image. I found i in the Old West.
My Necromunda gang will look strangely familar 10
anyone who's ever seen a Western movie as the generic
‘ang of gunslingers who roll in out ofthe dust to cause
‘wouble. Sounded just right for me! I really liked the idea
fof the gang of selfstyled marshals (or maybe real ex
marshals) who upheld whacever law paid them the mos,
s0 the long duster coats and cowboy hats was the uniform,
of choice (Delaques with some Green Stuff hats would do
nicely) All they needed was a name, and ater rummaging,
around in the Old West abit more, "The Regulators” were
born. These hired gunmen hide thelr tue colours behind
the silver stars on their chest and a hook of law in theit
breast pocket. The Delaque skills also fitted really well
‘with the background idea; using stealth and secrecy
‘coupled with good shooting skills really felt right for my
low-down dirty wannabe lawmen.
‘With the overall idea in place 1 now had to work our the
decals, and this i where I slide away from the norm, I
‘decided early on that I didn’t want to have a Heavy in my
‘gang ~ it did't sit well with the theme and not taking one
also freed up some points for a few more men (quantity
has a qual all of ts own)
1 also steered away from exotic weaponry; lasguns and
shorguas are reliable as well a packing enough punch for
most guys. Of course, my leader has a couple of bolt
Pistols for show, buc overall it's a prety hase force
‘The only twist to this basic moxto is my Ratskin Scout
Hired Gun who I think fits the theme wel, as well as
helping in the game. So here they are, The Regulators,
ready to chew gum and kick ass (and guess what ~ they're
all out of gum).
A note about WYSIWYG. In both Mordheim and
Necromunda, gangs that have a strong theme look relly
[great as marks them out as much mote than just a bunch
ff individuals. Even so, the figures themselves are a lot
mote varied and changeable than in our other game
systems. Over the course of three of four games a Juve
‘may well change his weapons a couple of times, reach the
rank of Ganger and end up with a bionic eye,
Personally I make sure that fa guy has 2 lasgun on the
page, there's a lasgun on the model, but I'm not as
stringent about the scar on his left cheek, two frag
‘grenades and a pet ferret called Cecil he keeps in his lett
pocket. If you point out that ‘Big John’ ss carrying
‘grenades and that the Juve figure with ewo handguns is
actualy only carrying one I don't think that's a problem.
‘The beardy “oh by the way that Juve figure is actually ny
second Heavy and the pistol he is carrying transforms into
2 lascannon” halfway through the game should be
frowned on (and by frowned on I mean “hit repeatedly
then forced to eat the figure in question’). With the
Introduction of the individual weapon hands for some
‘gangs, converting has become even easier. But in skirmish
‘games a figure has a high probability of dying every other
‘week and as long a8 they look the pat I don't see the
Gaming Police coming to take you away if something's less
‘than completely perfect