The Necromunda Law & Misrule campaign isn’t just another series of skirmishes—it’s a structured, three-phase battle for economic and political dominance where Rackets are the ultimate prize and alignment is your identity. This deep dive explores how its unique systems interact to create a dynamic, player-driven narrative of power struggles, shifting loyalties, and strategic gambles.
The campaign’s central innovation is the Racket System. These aren’t just territories; they are active enterprises that generate tangible power:
Boons as Game-Changers: Each Racket provides a specific, ongoing benefit—whether it's credits, unique Tactics, rare equipment, or free recruits. This transforms Rackets from abstract objectives into strategic assets you actively build your gang around.
Fixed Economy: With a set number of Rackets based on player count, the campaign creates a zero-sum economy. Every Racket you gain is one your rival loses, ensuring escalating tension and inevitable conflict.
The Stake of Every Battle: Every single game is fought for control of a Racket. There are no meaningless fights. This focus turns each match into a high-stakes struggle with immediate campaign consequences.
The campaign’s three-phase structure prevents stagnation and guides the narrative arc:
Objective: Claim unclaimed Rackets
Dynamics: This is the land grab. Gangs explore, skirmish, and seize their initial power base. Challenges target neutral Rackets. Draws result in no one gaining control, preserving the Racket for future fights.
End Trigger: Phase ends after 3 Cycles or when all Rackets are claimed. This creates a race against time and each other.
The Strategic Reset: Not just recovery, but a critical resource injection and progression window.
Key Mechanics:
Free 150 Credits: A universal recruitment boost that can shift gang balance.
Juve Promotion: Gangs can promote experienced Juves to Champions, altering their roster's power level permanently.
Full Recovery: All fighters heal, allowing gangs to enter the next phase at full strength.
Objective: Seize Rackets from rivals.
Dynamics: This is the war phase. Challenges must target Rackets already controlled by an enemy gang. Winning takes it; losing costs you a precious asset. Draws favor the defender.
The Escalation: This phase forces direct confrontation. Alliances are tested, grudges are settled, and the map is redrawn through violence.
The campaign avoids a rigid schedule, instead using a dynamic challenge system that puts agency in players' hands:
One Challenge Per Week: Limits spam and forces strategic choice in who to attack and what to target.
The Declining Penalty: A brilliant rule—if you receive multiple challenges, you can decline extras without penalty provided you've issued your own challenge. This encourages proactive play and prevents a gang from being dogpiled into oblivion.
Rescue Mission Triggers: Captured fighters create mandatory challenge types, adding narrative urgency and personal stakes beyond Racket control.
As we will explore in detail later, the Law Abiding vs. Outlaw divide is not cosmetic. It:
Dictates your economic engine (Bounties vs. Black Market).
Controls your recruitment pool.
Determines your alliance options (Guild vs. Criminal).
Unlocks different Reputation Boon tracks.
This creates asymmetric warfare where each side has distinct advantages and vulnerabilities, encouraging players to exploit their own strengths and target enemy weaknesses.
Intrigues are the campaign’s wildcard system:
They offer high-risk, high-reward side objectives during battles.
Their alignment (Law or Outlaw) creates a dangerous temptation: completing an opposing-alignment Intrigue can force your gang to switch sides if caught.
This system beautifully mirrors the campaign's theme: in the struggle for power, principles are often the first casualty.
The campaign rejects a single "winner-takes-all" outcome in favor of five distinct Triumphs:
Racketeer (Most Rackets)
Hit Man (Most Enemy Leaders of Opposing Alignment Taken Out of Action)
Financier (Largest Wealth)
Muscle (Most Battles Fought)
Lord of Law/Misrule (Highest Reputation)
Early Game (Expansion): Balance aggression with sustainability. Claiming Rackets is vital, but losing key fighters early can cripple you for later phases.
Mid-Campaign (Downtime): This is your build phase. Use the 250 credits and promotions to counter emerging threats. If you’re losing a type of battle (e.g., close assault), recruit or equip to adapt.
Late Game (Justice): This is targeted warfare. Study your rivals' Boons. Stealing a Racket that grants a critical Tactic or income stream can be more devastating than inflicting casualties.
Alignment as Leverage: Law Abiding gangs should prioritize capturing Outlaws for bounty income. Outlaw gangs should leverage Black Market gear to gain technological edges and use their flexible captive trading for political deals.
The Law & Misrule campaign is an interconnected system where:
Every battle matters economically and politically.
Player choices cascade through phases, from alignment to challenges to Intrigues.
Multiple victory paths ensure ongoing engagement and diverse strategic play.
It transforms Necromunda from a series of disconnected skirmishes into a living, breathing gang war where reputation, economy, and territory are perpetually on the line. This isn't just a campaign rule set—it's a story generator for the bitter, brutal politics of the underhive. Prepare your gang, choose your side, and fight not just for survival, but for dominion.