Friday, 25 October 2013

Guilders Wrath: Week two, Package run

This week a gassy haze flows through the underhive, all games this week are affected by explosive gas.
James's Cawdor take on Dan's pitslaves in a game of Package run.




The Cawdor riflemen take careful aim at the Pit Slaves as they dash from cover but are surprised when their shots detonate pockets of gas, throwing their firing line into disarray

The confusion allows the fearsome Pit Slaves to close with their ambushers. The gangers stand their ground, planning on unleashing point-blank shotgun blasts to down their foes - only, against all odds, they both miss!

Confessor Kindly sees the danger and throwing his own safety to the wind steps bravely into the open and vaporizes one of the attackers with his melta-gun. His victory is short-lived however as the Pit Slaves close on the stranded fighter and beat him to the ground.

Pit Slaves close on the hapless shotgunner who missed his shot and inflict multiple injuries to his chest and hand, leaving him horrifically scarred. His gang mates see that their ambush has been turned, thanks in part to the noxious fumes choking the dome, and choose to flee into the darkness while they still have a chance.

Sunday, 20 October 2013

Guilders Wrath: Week one, The Shambler

The Shambler turned up to attack my Slag territory, not a huge deal if it drains it and turns into old ruins. 
But I wanted to see if I could take it down.
The shambler starts in the middle of the board with different sorts of plants set up around it. (The paper areas mark plant life)


I set up with a firebase covering the tree, and another group to head over to deal with simons gang who had turned up to exploit my misfortune.

Simon sets up very conservatively he hung back for most of the game



My firebase I used to take on the tree, the heavy plasma ran out of ammo very early, so I hid the heavy for the rest of the game (Still no back up weapons...) So it was left to the juves and heavy with flamer to deal with the tree

My team led by my leader got attacked by a brain leaf plant. Don't under estimate them! They took down the ratskin scout, and two of my gang before my leader killed it. I got really unlucky and all three got taken over and went onto attack simons gang and all went out of action.

The juves and flamer heavy over time reduced the tree to 2 wounds and set it on fire. It started heading off the board and just before it managed to get away, the brand new juve (who was armed with simons stubgun from the failed rescue) scored his second wound on the tree killing it! This also awarded 15 exp for taking it down.

The game then became a fight between Simon and myself, which was very bloody until I realised there was little to be gained staying and bottled giving him a underdog bonus of 3 per guy and 15 credits for winning.

Events of note after the tree died? My ratling sniper failing to hit his heavy with missile launcher out in the open twice in a row...

Simons gang leader charged my ganger and failed to wound so I charged in all the guys I had in range, including the juve who killed the shambler. Who I sent in first and he won! so he took down a gang leader a tree and a cretin in the same game earning 41 exp! 6 levels in one game a personal record. Arden got the nickname green fingers and a new model will be painted up for him.

We both took quite a few injuries from this game, a couple of my juves have really become liabilities and will be purely meat shields from now on...

Guilders Wrath: Week one, Sump Thing

Chris's Orlocks where attacked by the Sump Thing, it has set up home in their vents territory so he was keen to evict it!





The Orlocks deploy in a line facing off against the beast. Yelling and shouting to get its attention.


This allows his vents team to deploy behind the Thing attacking it from two sides. Sadly his heavy runs out of ammo on his first shot with a Krak grenade.



 The vents team continue to drive the Thing toward the pit, the cretin Merl even manages to wound it!















Marsh one of the gangs juves baits the Thing towards the pit, the gang struggling to wound the beast are trying to draw it in for the kill.



Marsh manages to line up a perfect shot that forces the Sump Thing into the pit where it dissolves.



The view Marsh had as he took his shot!


Marsh celebrating his win and title as Sump Thing killer, his gang leader gives him his new gang mask and buys him a well earned bottle of wild snake.

Saturday, 19 October 2013

Guilders Wrath: Week one, Rescue

A few of us went to the club to play our rescue and monster games.

First up was Simons attempt to rescue his juve I captured during the first game.
I played a card to allow me to hire a bounty hunter for free for one game.
Simon got four attackers and I got lucky and got 5 defending.


I put the captive juve in the building in the center with the bounty hunter, my Ratling sniper and a Juve called Eric (Who is my gang leaders son). Eric also bought his dog along with him.
I put my heavy with plasma cannon up in a tall building with a ganger as a buddy.

Simon took his gang leader (Shown here with the multi coloured hair), his Ogryn and his gang leaders pet cretin (The crogunk pokemon model) These guys took many turns slowly getting closer to my hideout.
 He found a good spot for his heavy with a missile launcher and gave her a ganger escort. The ganger later gave up guarding the heavy as he got bored and went in closer to get some of the action.

After the bounty hunter (Who I chose to give Infra red goggles) spotted the heat signal from the Ogryn he raised the alarm and all hell broke loose!
Simons heavy had been told to open up at this point and shot and downed my ratling and juve. The Ratling would later go down in a recovery phase, but Eric knowing he would be judged for wimping out gritted his teeth and got back up the next turn.


For most of the rest of the game there was a cross board shooting match between the two heavies, with simon mainly keeping his safe by forcing mine to shoot his cretin... no marksman - no choice.


My first reinforcements - my Leader and two juve meatshields. They ran on and the next turn one of the juves shot and downed his leader.

There was one problem... In my bloodlust to take out the raiders near my base I completely forgot to keep them in cover from...
Simon's heavy lines up a great shot onto the lead juve and hits, downing both juves and my leader...
The juves later both went out of action, but my leader later recovered and spent the rest of the game moving toward the heavy after revenge.



More guys turn up to fight, this time two juves and a heavy with a flamer.
By this point the Ogryn was under the building with the captives so I put the bounty hunter on overwatch knowing that he would be charging next turn.


The Ogryn charged up and got pinned by the overwatch fire, but it failed to wound. The next turn the Ogryn made it into combat but the bounty hunter proved a compitent foe and inflicted a wound. Over the next few turns the ogryn and bounty hunter fought each other.






More guys turn up.













I wanted the bounty hunter to take him out so I could capture him. So I charged in my juve and dog. This proved to be my downfall and the juve went down and the bounty hunter failed his nerve test after seeing the juve smashed to the floor. He stood frozen in fear and the Ogryn knocked him out.

 

 The three guys on the ground charge his ganger and the it proves overkill as the first one takes him out with ease.



My heavy finally figures out how to aim his Heavy plasma cannon and takes out the damned missile launcher! At this point simon bottles and the game is over. The juve goes without being rescued and is sent to work in my mines. We both pick up a few injuries and I give the stubgun from the captive to my new juve (I rolled him up from my settlement after the first game.)







Thursday, 17 October 2013

Guilders Wrath: The Sump Thing

The Sump Thing

The Thing from the Sump is a unique and extremely tough creature. Being largely made up of slime and gunk, it is completely immune to most normal weapons. The best you can hope for with a regular weapon is to drive it back slightly. The only way the gangs can think to destroy it is by submerging it in a particularly noxious toxichem pool. Fortunately for the gangs such pools are not uncommon amongst many parts of the
Underhive. The only problem is how to push it in...



This scenario should be played whenever a gang tries to fight off the Thing from the Sump, with the Arbitrator setting up the table and controlling the Thing. When setting up for this scenario you should place something to represent the toxichem pool that the gang is trying to drive the Thing in to. This should have several gantries and walkways overhanging it for the Thing to be blasted off - it's not so stupid that it will just walk into the pool ! The toxichem pool should be placed about in the middle of the gaming area. Anything falling into the toxichem is instantly killed, and any equipment is lost permanently!
Randomly select a table edge - the Thing will start in the middle of this edge. The gang may then set up anywhere within 8" of the opposite table edge. The gangers have two objectives. Ideally, they would like to destroy the creature, so that they can claim the bounty on it, and not have to worry about it attacking any more of their territories. However, if they cannot destroy it, they at least want to drive it off out of
their territory. The Thing is destroyed if any hit forces it back so that it cannot avoid falling into the toxichem. It is driven off if any hit forces it off a table edge and out of the playing area.

See the following section for rules on driving the Thing back with weapon hits. The gang must take bottle tests as normal when they have suffered 25% casualties, but must also test each time the Thing devours one of the gang.
The Thing just wants to eat as many gangers as possible. It always takes the first tum in this scenario.

A number of special rules apply to the Thing from the Sump, making it a unique adversary.

The sump thing causes Terror as stated in the rulebook.

Wounds
The Thing from the Sump starts with six Wounds. In fact its entire profile starts at six. However, every time it suffers a Wound its entire profile gets reduced by one, so that the whole profile will always remain at the same level as the number of Wounds it has remaining. It only ever suffers one wound at a time, even weapons with Damage D6 for example will only inflict one wound.

M
WS
BS
S
T
W
I
A
LD
6
6
6
6
6
6
6
6
6



Regeneration
The Thing from the Sump can regenerate Wounds (and the rest of its profile) during the recovery phase.
During each if its recovery phases, roll a dice for each Wound that the Thing currently has missing. On a roll of 4, 5, or 6, the Wound is regenerated. Remember that the rest of the profile will also regenerate at the same time. The Thing from the Sump will continue to regenerate even if reduced to zero Wounds. The only way it can be killed is by submerging it in the toxichem.

Movement
The Thing from the Sump can neither run nor charge. It therefore always moves at its Movement characteristic speed. Note, however, that this will drop if the Thing suffers any wounds. The Thing may freely move over any obstacles without penalty, and may climb up or down walls as if they were ladders.

Pinning
The Thing from the Sump cannot be pinned. Nor can it be taken man down, man out, or suffer flesh wounds. The only way to stop, or damage, it is by the methods described above. Also, it need never take agility tests to avoid falling off heights if hit.

Shooting
The Thing from the Sump may lash out with one tentacle for each of its Attacks. Note that this means that as it suffers wounds it will be able to throw out fewer tentacles each turn. Each tentacle has a range of 12". Roll to hit as normal.
For each hit, pull the target 1 " closer to the Thing. If it is pulled into contact, then fight as normal in the hand-to-hand combat phase. These attacks can pull gang members off high levels.
Any hit by a tentacle will cause that gang member to become pinned, even if it does not pull them into the Thing itself. The Thing has a 360' line of sight.

Hand-to-hand combat
The Thing from the Sump cannot charge. Instead, it automatically fights a round of hand-to-hand combat against anything that it is in contact with during the hand-to-hand combat phase. However, both the Thing and its hand-to-hand opponents may move off freely in their movement phases - they are not locked in combat. If a gang member goes down in combat to the Thing they will be absorbed. Any gang member unfortunate enough to be absorbed by the Thing is lost permanently, along with all his weapons and equipment!

Push-backs
Every time the Thing from the Sump suffers a hit (even if it can't damage it), from shooting or hand-to-hand combat, it is driven back 1 ". It is particularly susceptible to hits from flamer weapons, which drive it back 1D6" instead of just 1". Move the model of the Thing directly away from the attacker. If this pushes it over the edge of a high level, then it will fall to the ground and suffer damage as normal.

Feeding Frenzy
When the Thing from the Sump senses food nearby, it will sometimes go into an uncontrollable frenzy to get to it. Roll 1D6 at the start of each Thing turn. On a 1, 2, or 3, it is controllable and may be played as the Arbitrator wishes.
However, on a roll of 4,5, or 6, the Thing is affected by its Feeding Frenzy. It must move at full speed towards the nearest visible gang member, but will always select a target in the open over one in cover. The Thing will always lash with as many tentacles as possible at this one target. Note, however, that even when in a frenzy the Thing will not move into a toxichem pool voluntarily, and will try to move around it. The only way to force it into a toxichem pool is to blast it there!

Leadership
The Thing never bottles out and is immune to all psychology. It is assumed to automatically pass any Leadership test it is required to make, and so its Leadership value is never actually used.

As the Thing stomps and slimes its way around the Hive, bounty on its metaphorical head gets bigger and
bigger. Every time the Thing is involved in a battle which it survives (whether it gets driven off or not) its bounty increases by the roll of a dice times ten. This amount is added to the income of
whichever gang eventually manages to kill it.

Experience
Experience is awarded to gang members fighting the Thing as follows:

+D6 Survives. Each surviving gang fighter earns D6 experience points. Even fighters who are taken man down or man out receive experience for taking part.

+D6 Driving off the Thing. If the Thing is driven off, each surviving gang member gets a further D6 experience points, on top of the D6 for surviving. This bonus is also awarded if the Thins is killed.

+10 Killing the Thing. If the Thing is killed, the gang member who blasted it into the toxichem pool gains 10
experience points.

This is the old sump thing rules from tales of the underhive, but with a few tweaks and edits.
If it turns out to be too powerful we will let it be "driven off" when reduced to 0 wounds, if its too weak its brother will tag along next time...

As normal what are your thoughts? Chris's Orlocks are the first to be attacked by the thing so we will post when the battle has been fought.

Wednesday, 16 October 2013

Guilders Wrath: Week one Archeotech Horde

It started with a few technical odds and ends appearing in the black market and local bazaars. As more and more of them started to show up the locals started talking about a Archeotech horde. It must be found!
Local gangs searching for it bumped into each other and all want the prize for themselves.

The game played out as a seven player game of scavengers with a prize of a Archeotech horde territory for the winning gang.

We like to start off campaigns with a multi player game as they tend to lead to a bunch of rivalry's and interesting stories. We do give re-rolls for any dead results on this first game as they tend to be quite brutal.

Four gangs deployed in the corners of the board and three others in table edge middles

These are the few picture I got before I got too wrapped up in it to take anymore...

The board as a whole

My gang (Delaque models, Escher rules)

Simons gang (Cawdor)

John H's gang (Van Saar)

Dans gang (Pitslaves)

John J's gang (Redemptionists)

On the right a couple of Chris's gang (Orlocks) standoff against James's gang (Cawdor)

More of James's gang


The game was fun and even though we hadn't played in quite a while, it went smoothly.
Two of the gangs took a real pasting Chris's Orlocks where trapped between mine and James's gangs in a cross fire and the Redemptionists controlled by John J in a ballsy move headed right for the middle of the board and the loot. They got shot up a bit then charged by pitslaves. That finished it for them.

In the end the game got called due to time with two gangs left on the board, John H's Van Saars and my Eschers. We decided to dice off to see who would win the territroy and John claimed it!
I will have my revenge...


Guilders Wrath: Ratlings and Ogryns

These are the rules for using Ratlings or Ogryns in your gang during the campaign. They where taken and adapted from the old house specialties and Ratling sniper rules.

Ratlings


To hire a Ratling sniper costs 40 credits, they are a member of your gang and not a hired gun. Each gang can only have one ratling. Ratlings start with 20+D6 exp and advance in the same manner as a ganger.
Ratlings can only ever take skills from the Shooting, Stealth and Techno tables.

Starting profile

M
WS
BS
S
T
W
I
A
Ld
4
2
4
2
2
1
5
1
6


Maximum profile


M
WS
BS
S
T
W
I
A
Ld
4
5
7
3
3
3
7
2
8

They can be equipped with hand to hand weapons, pistols or basic weapons. They may also be equipped with a Needle rifle for 180 credits. This is the only special weapon they can use and it can never be transferred to another gang member. No ratling would give up his rifle.

Ogryns

To hire a  Ogryn costs 180 credits, they are a member of your gang and not a hired gun. Each gang can only have one Ogryn. Ogryns start with 60+D6 exp and advance in the same manner as a ganger.
Ogryns can take only ever take skills from the Combat, Muscle and Ferocity tables.

Ogryns have the following special rules:
  • Fear, Ogryns are huge creatures and cause fear.
  • Derrrr, Ogryns are subject to stupidity unless there is a friendly gang member within 2" at the start of their turn. Their leadership can never be used to take bottle tests unless they are the only member of the gang still standing. Their leadership is more like dumb ignorance than actual ability to lead a gang.
  • Huge, if they are in an outlaw gang they require 6 credits of food to keep them fed.

Starting profile

M
WS
BS
S
T
W
I
A
Ld
4
4
3
5
5
3
3
2
7


Maximum profile

M
WS
BS
S
T
W
I
A
Ld
4
7
6
6
6
5
6
4
10

They can be equipped with hand to hand weapons, although the cost for these weapons is doubled to take into account the massive size and heavy duty construction needed to allow an Ogryn to wield them.
The only ranged weapon an Ogryn can be equipped with is a Ripper gun. This can be bought for 60 credits and has the following profile.


Short
Range
Long
Range
To hit
Short
To hit
Long

Strength

Damage
Save
Mod.
Ammo
Roll

Special
0-6
6-12
Always hits
-2
4
1
-
6+
Sustained fire 2dice


Either the Ratling or the Ogryn can be bought with their personal gun (Needle rifle or Ripper gun) on hiring them, or you can send them to find one later as their post game action. Although this will add a cost of 4D6 credits to the weapon.

Both can work outlaw territories but cannot work regular ones. It is assumed that your contacts would not be pleased to have to work with abhumans.