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.

Tuesday, 8 October 2013

Necromunda: Guilders Wrath Campaign special rules



Special rules for the Campaign

As always with our group a second die will be rolled for ammo when shooting, if this die results in a 6 an ammo test is needed (1 or a 6 for Scavvy gangs) To make life easier roll two different coloured dice, I use red for ammo white for to hit.

With all the lockdowns and turmoil in the hive a lot gangs have gone into hiding or otherwise laying low.

This has led to more territories being up for grabs. These will available at various events or by meeting requirements.



  • If you obtain a Rad counter you may use it to search for an 'Irradiated Zone' territory. Used as a postgame action roll a D6, on a 6+ a Irradiated zone is found.


  • A successful defense of the scenario 'Caravan' will award the territory 'Guilder contact'


  • If you play and win the scenario 'Bar fight' you can claim the territory 'Drinking hole' or sack the bar for D6x10 credits.   The bar must be named for you to claim it!


  • Winning 'The wounded man' scenario as the defender will award a 'Friendly Doc' territory.



Hired guns are having a hard time finding work, so many are working at a discount. The first of each type of hired gun comes at a 5 credit discount. For example hiring two Ratskin scouts would cost 25 credits. 10 for the first one then 15 for the non-discounted one.


From the start of the campaign there will be two roaming creatures.
The sump thing & the shambler.
The rules for these two will be outlined in a separate post

Various ongoing dangerous conditions will occur during the course of the campaign, due to damage to the hive and other goings on the following conditions will affect the underhive on various weeks.


  • Darkness, this follows the same rules as laid out in "pitch black" in community edition rules but with the following exceptions;  A Bionic eye counts as a photovisor for seeing in the dark and two bionic eyes allows you to see in the dark without penalty. Infra Red sights can see through the darkness with no penalty as long as the fighter is stationary. Infra Red goggles can see through the darkness with no penalty at all times.


  • Choking mist, at the beginning of each game all fighters need to pass a toughness test to push on a fight through the mist. Any fighters that fail withdraw back to their gangs hideout unable to continue. Filter plugs allow a re-roll and respirators allow a fighter to ignore the test altogether.


  • Explosive gas, any fighter that fires a ranged weapon while in cover then you must take a test to avoid the gas catching light.  Every time a fighter fires in cover they must roll the S of the weapon or above on a D6 or the gas will ignite. Weapons that are above S6 will still pass on a roll of a 6. If the test is failed place a small blast template over the firing fighter. All fighters under the template take a S3 hit, models partially covered take a hit on a 4+


  • High winds, any model that is on the top level of a structure at the end of their movement phase must take a S test or be pinned. Standard pinning rules apply, so if a fighter pinned in this way is within 1" of an edge a Initiative test is needed to see if they fall.


  • Heavy erosion, the area has been subjected to heavy acid erosion. All cover modifiers are counted as one less.


  • Slippery surfaces, sludge and slime covers the ground, any fighters that run or charge must take an initiative test or be pinned.


All of these will be announced and will last for a week or until a condition is met that fixes a problem causing them.

Any questions, comments or suggestions?!??! Let me know below!

Tuesday, 1 October 2013

Necromunda Guilders Wrath: Prologue (An Introduction to Our New Campaign)

                 Anton walked into the Winking Millisaur, the roughest dive bar in sector 6Quebec, his newest juve in tow. He'd rather not have this youth with him right now but the lad needed toughening up - and a trip to the local would let Anton see what he was made of. Running his fingers over the scar on his neck Anton felt the stubble of three days growth and resigned himself to the fact that he would have to fork out for a new razor eventually. He stared around the bar, checking out the men who drank in seats scattered throughout the room. His gaze was caught by that of a man he knew too well that sat in the corner of one of the booths, and he was waved over by his long time friend and part time enemy Orris.
                "Grab a pew you old dog, before you fall down. I have some news for you."
                Walking to the booth Anton embraced Orris in a massive bear-hug, and laughed as he sat down metal bench. He turned to his young companion. "Masslor go an' fetch me a bottle of wild snake to share with my old friend here. And get yourself a glass of second best while you're at it." He tossed some credits at the boy, who keenly scurried away leaving the older men to chat.
                 "Whats so important you had me come all the way down here then?" Anton asked impatiently.
                 "Calm down Anton you old Scaly, its worth your while. Trust me," Orris replied whilst shiftily checking the crowd for eavesdroppers. "You know that Hive quake a few weeks back?"
                 "Of course," Anton replied. "It's been a nightmare - power outages, vent problems. No-one knows what's going on."
                 "Yeah well I heard from my guy up Hive and he said it was a ship. Crashed right into spire 5 of the Northern cluster," Orris replied.
                 "I heard it was a cultist bombing, and the Guilders are covering it up..." Masslor - keen as possible to be involved in the conversation had rushed back with the drinks, almost tripping over his own feet and spilling Anton's drink down his long-coat.
                  "Yeah? Well I heard it was a Nid spore! Don't listen to any old rumour you hear at the rat-shoots." Anton quickly dismissed the kid, and smiled at Orris who shrugged - as if to say 'youth!'.
                 "Anyway - there's work to be had. Not sure what it involves, but it pays well I hear. They're gathering as many able-bodied men as they can. I thought I'd let you know - I heard things had been rough for you lately."
                 Anton sighed. "You don't know the half of it." His crew had recently run in to a horde of Scavvies - he had lost nearly half his guys to the filthy mutants. One of the reasons he was having to take on inexperienced punks like Masslor. He took a swig from his drink. "Alright," he said. "Let me know where the meet is. If my guys don't some work soon I might as well give up the whole damn game and start digging my own grave."
                 "Oh-eight-hundred. Be at transport hub seven. And bring your overnight bag - I hear it'll be a long job."
                 "Sure thing. Look, thanks for the tip Orr - I owe you! In fact, finish the bottle. I have to go gather the lads."
                   As Anton walked out of the bar with the juve in tow, the kid frantically asking a thousand hurried questions, Orris chuckled to himself. Right, he thought. Off to the next bar to find another chump.
(Original Art Created by: http://www.jasonlenox.com/)

Tuesday, 24 September 2013

Ork Looted wagon with Skorcha

My Burna Boyz needed a ride, so I figured I would gather my Meks and get something sorted.

Starting with a Rhino (Duh) and chucked a bunch of bits on it


I like my looted vehicles to have a kind of story of how they where wrecked, in this case the orks ripped open the troop section. 

I also have a person rule that I only loot vehicles that I have actually destroyed in a game. So yeah I can mainly loot Imperial stuff based on who I get to play normally.