Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Friday, 15 March 2013

Necromunda RPG - Game 2

Our Necromunda RPG campaign continues. Nick and Tim are joined by Zayne as they try to dish out some payback to the gang that invaded their turf last game.

The Gang:
Tim is playing Edward D'Eath a ganger with a lasgun and a laspistol and Dave "Chickenwire" Downey, a ganger with a sword, handflamer and laspistol.

Nick is playing "Jester" Schultz a ganger with two laspistols and Slade "Duke" Wilson, a ganger with a sword and a lasgun.

Zayne is playing Chronic Jones, a ganger with a Big Axe and bolt pistol and Alex Bane a ganger with a lasgun and laspistol

After fighting off an invasion, the Scourge gang call in reinforcements and after gathering as much information as they can from their prisoner they set off to show the Ironlung gang the error of their ways.





The Scourge know that they're attacking a Mining installation and have been informed which buildings are barracks, slave pens and storage. They decide to sneak in from all angles in an attempt to catch the Ironlung off guard. 










Everyone moves in cautiously  with Duke checking the buildings for anything interesting. He does find a cache of mining explosives in the easternmost building. Edward covers him from the roof as he breaks into the cage containing them. 








Chickenwire and Chronic charge the lookouts on the central building while everyone else is still trying to get into position. Unfortunately for the Scourge, they are unable to finish their opponents and the alarm is raised.

After some poor shooting that fails to fell any of the opposing gang and Chikenwire and Chronic finding themselves on the back foot in hand-to-hand, Edward calls down to Duke to set the explosives to blow and shouts to everyone to clear out. 





Chickenwire, bleeding from numerous injuries, finally manages to finish his opponent and rushes in to help Chronic just in time for them to hightail it away before the Ironlung reinforcements make it out into the open.

As they slink away into the shadows, the Scourge pause to watch as the explosives Duke set explode in a pyrotechnic display that severely damages the mining installation. 

Although they were forced to retreat in the face of the Ironlung's stoic defense, the Scourge gang was able to inflict major damage in retaliation. It will be a long time before the Ironlung can recuperate sufficiently to move into Scourge turf again.

Level Up:
Edward D'Eath - Marksman Skill
Dave "Chickenwire" Downey - +1 Weapon Skill
Jester Schultz - +1 Ballistic Skill
Slade "Duke" Wilson - +1 Ballistic Skill
Chronic Jones - +1 Weapon Skill
Alex Bane - +1 Weapon Skill

Check in next time for the continueing adventures of the Scourge gang as they try to survive in the harsh world of the Underhive of Necromunda.

-Odd

Thursday, 7 March 2013

Necromunda RPG - Game 1

So here we have the first game of our Necromunda RPG campaign. Where the members of the Scourge gang need to defend their settlement AshMure from an attack by looters.

The Gang:
Tim is playing Edward D'Eath a ganger with a lasgun and a laspistol and Dave "Chickenwire" Downey, a ganger with a sword, handflamer and laspistol.
Nick is playing "Jester" Schultz a ganger with two laspistols and Slade "Duke" Wilson, a ganger with a sword and a lasgun.

While out scavenging for sell-able scrap, the Scourge gang are found by a youngster from the settlement of AshMure. He looks harried and even scruffier and more worried than is generally the case for an inhabitant of the underhive. He has run a long way to deliver dire news: A group of thugs has arrived in the settlement and they're looting freely. The four gangers must hurry back to protect their territory.





When they arrive at the settlement a brief recon reveals just four young looking invaders, two in the central building and two others scouting around the walk ways. Edward suggests they try sneak up to get the upper hand and the others agree.






Chickenwire and Jester move in from the north while Edward and Duke move up more cautiously from the east. All goes well until the enemy on the walkway turns around and manages to see Chickenwire and Jester

Having been spotted, Chickenwire and Jester rush up the ladder. Chickenwire immediately immolates a looter with his Handflamer but jester misses his target with his laspistol. Edward and Duke move into better firing positions.

The looter who raised the alarm, seeing Chikenwire and Jester making short work of his compatriots sends out a desperate call for help with his radio and receives a quick reply.





The looters shots are ineffective as Chickenwire rushes into hand-to-hand and cuts his opponent into pieces in a disturbing spray of blood and bile. Jester charges down the looter he missed and beats him unconscious while Edward and Duke get into better firing positions.

As they move in on the settlement and get a better position seven more looters move in from the north.










The looters first volley of fire targets Chickenwire and he takes a slug to the gut. Bleeding and in pain, he drags himself into the building while Duke and Edward pour fire down into the looters from their elevated position until the last few survivors break and run.








The Scourge gang have successfully defend their settlement. After the fight they collect a stubgun from each of their dead opponents and Chickenwire interrogates the captive that Jester caught. They find out that the looters are from the Ironlung gang to the east. Their leader has not returned after taking the best fighters in the gang far to the north to pick up "a game changer" for the gang. The Ironlung gang are under pressure from other neighboring forces and were looking for an easy score to shore up their reputation.

Level Up:
Edward D'Eath: +1 Ballistic Skill
Dave "Chikenwire" Downey: +1 Movement
"Jester" Schultz: Gunslinger Skill
Slade "Duke" Wilson: +1 Ballistic Skill

There you have it. I hope you had as much fun reading it as we did playing it (though I doubt that's possible). I'll post another next week and you'll get to see where the Scourge gang decide to go next.

-Odd

Tuesday, 5 March 2013

Necromunda RPG - The Rules

It is the 41st millennium. Humanity has spread through the stars but faces constant war against the aliens menace,  heretics and the forces of chaos. These concerns are nothing to the inhabitants of the Underhive on the hive world of Necromunda. Concepts of racial purity, politics and religion take a back seat to the daily fight for survival that is every inhabitant's birthright. 



I really enjoy the background, models, rules and overall feel of the Necromunda rule set by Games Workshop and for the longest time I've been telling my friends that I will run a Role-Playing Game based in the grim future of Warhammer 40k. Unexpectedly, I've actually done it. Here's how it works:



I decided early that I didn't want to mess with the basic mechanics of Necromunda too much. Firstly because they work really well, but mainly because I'm too lazy. So all the standard rules apply with the following exceptions:

Role-playing Skills: Players may use RP skills in addition to the standard Necromunda skills. These cover anything that they would want to do that isn't covered by the standard rules, so things like Lock Picking, Bluffing and that sort of thing. If they want to do an action like this, they just say so, roll a couple D6 and I tell them if they managed it or not. They can take these skills when leveling or earn them by performing that actions until I decide they've become proficient enough to get a bonus.

Gang Recruitment: Each of my Players get two basic gangers and 40 credits for each of them to but equipment. We decided on two because I can only really count on having two players and they're certainly going to need more bodies for the story line I have planned.

Injury Rolls: When a PC (Player Character) is injured the injury table works differently. A 1-2 will cause a flesh wound and 3-6 will be a Down result. I decided to remove the Out-of-Action option for PCs because I don't want players not able to play during any of the games.

Leveling Up: I decided to remove the random level up charts for my PCs. They level up whenever I tell them they to and can pick either an Ability point increase, a skill off any of the Necromunda tables or a RP skill. I've also added a skill to the Heavy table that allows a ganger to use a heavy weapon. I think this will work quite well as it should be fairly quick for the base gangers to evolve into something more characterful.

And that's about it. Everything else works exactly like a normal Necromunda campaign except that I'm providing the scenarios and playing the enemies. It's going to be lots of fun, and I'll be posting lots of "battle" reports with pictures and such. I hope you're looking forward to it as much as I am.

-Odd
"If your battle plan's working, it's probably a trap." -Kolton Phae, On Military Matters, 739 M41

Monday, 16 July 2012

Necromunda Battle Report – Esher + Van Saar vs Spyer




So this past weekend was ICON, Joburg’s premier gaming/anime/comic convention and it was a blast. As part of this year’s geek-out, a couple of my friends and I decided to play an “exhibition” game of Necromunda.

The Premise:


Nick and I would use our two basic gangs (brand new) and our friend Tim would bring up two Spyers to the same Gang Rating. Nick was playing Van Saar, I was using my Esher and Tim decided on a Jakara and an Orus.
 




The Board:


Tim and I have created quite a lot of Necromunda terrain over the last couple years, a lot of which we carted to ICON.

The Game:




The first couple turns were quick, with Nick and I moving into position and Tim moving up to get into close range.







Then I had the opportunity to jump the Jakara with half my gang (three gangers with two swords and three gangers with a sword and las-pistol). I knew this was probably going to go badly as the Jakara was seriously tooled out, but as I’m playing Esher I didn’t really have much choice.







Needless to say, my six gangers disappeared in a red mist but my gang leader was then able to take down the pesky Spyer with his Plasma Gun.
The Orus was then brought low by the combined fire of three heavy stubbers and the game was ours!





The Conclusion:


Outnumbered 9 to 1, you would think that the large gangs had the obvious advantage, but as the combat with the Jakara showed, you cannot count out a high level Spyer. We were quite lucky with our shooting rolls and Tim was increadibly unluckly with his armor and ward saves. The game would have turned out very differently if his Jakara has been able to bounce the Plasma Gun shot back at my gang leader.
This was great fun to play and we’ve decided to switch up the teams so that all three of us get to play the Spyers in this scenario.

-Odd
“Blessed is the mind too small for doubt” – Commissar  Groden Bevro (Warhammer 40k Compendium)