


The Ash Gates Open
Hive Primus has always been a city of shadows, but in the deepest parts of the Underhive, even darker opportunities stir. Beneath the ancient manufactorum ruins of Zone 86, a collapsed dome has revealed a forgotten sub-structure — one untouched by the Great Purge or the Guild’s asset claims. Rumours call it the Ash Gates, an old transport and smuggling route thought buried long ago.
Now, gangs flood the zone. Each believes it can lay claim to the riches, tech, or territory hidden inside. Whether it’s for creds, rep, relics or revenge, war has erupted in the dark tunnels and blast-wrecked corridors. No house will be left untouched. No alliance will last. And only one gang will stand atop the wreckage with enough to call it a victory.
This is a war for territory, pride, and survival.
This is life in the hive.


What Is the Ash Gates Campaign?
The Ash Gates Campaign is a narrative Necromunda campaign run using a Modified Dominion format, incorporating elements from the Classic Campaign Variant.
It’s designed to be thematic, flexible, and player-driven — where your gang’s story is just as important as your win/loss record.
Whether you’re a veteran ganger or just starting out in the underhive, this campaign is a great way to build a gang, explore the Necromunda setting, and take part in regular games with an evolving storyline.
We welcome players of all experience levels and backgrounds. You don’t need a fully painted gang (though it helps!), and we’re happy to help you get started with the rules or model-building. This is about storytelling, cool moments, and playing together.



Dominion 'Classic' Campaign Rules Variants
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When a player is creating their gang, they can only equip their fighters with items that are unique to their gang's House Equipment List.
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Gangs don't use standard Gang Tactics, instead use the Underdogs - House Patronage rules on page 238.
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Most battles will take place in the Underhive, but if both players have access, they can include vehicles in their gang and will follow the standard rules for adding vehicles and mounted units if they so wish. (See Campaign Arbitrator)
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A new gang can never contain more than two heavy and/or special weapons when it is first constructed. After their first game, they can purchase additional Special/Heavy Weapons as normal.
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Gangs start with a Free Rogue Doc that doesn't count towards the Hangers on/Brute limit
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The Seek Rare Equipment action is not changed.
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Each player begins the campaign with three Dominion Campaign Territories, one of which is Settlement, which cannot be taken from the player. Players then get an additional two territories using the playing card method from the Dominion Territories list. Note that this can mean a player can have two Settlement territories. The second Settlement can be taken.
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During the pre-battle sequence, players ignore the Make a Challenge and Stake Territory step. Instead, players organise battles as they see fit.
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At the end of a battle, if the winning gang takes at least three times as many enemy fighters (minimum 3) Out of Action as the opposing gang did, then it takes over one randomly selected Territory from the opposing gang. If the opposing gang only has a single Territory, then no Territories are taken over.
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There are no Campaign Weeks, phases, or Downtime in a Classic Necromunda Campaign — the Arbitrator and the players can decide how long they wish the campaign to run.
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Players are allowed to exchange their equipment (normally they cant), but it has to be for something better then what they currently have.




Gang Names
The Coca Cola's
Rating
2685
Territories
3
Player
Fran

Gang Names
House Goff Diggaz
Rating
2005
Territories
3
Player
Will

Gang Names
The Dustborn
Rating
1810
Territories
1
Player
Tom

Gang Names
You skip leg day bruh?
Rating
1720
Territories
3
Player
Gill

Gang Names
Death Whisperers
Rating
1642
Territories
3
Player
Ian

Gang Names
Ashgate Authority
Rating
1590
Territories
1
Player
Oli

Gang Names
The Crimson Weekend
Rating
1025
Territories
3
Player
Oli
