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

Saturday, 2 March 2013

MtG FNM Report - Simic Aggro

Another Friday Night Magic event at Outerlimits. This time around I took along my Simic Aggro deck though I wasn't really expecting much. Here's the list:

Mainboard
Sideboard
4 Cloudfin Raptor
4 Spell Rupture
2 Experiment One
3 Crocanura
4 Shambleshark
2 Pit Fight
4 Elusive Krasis
4 Drakewing Krasis
4 Master Biomancer
2 Crowned Ceratok
2 Thragtusk
1 Rapid Hybridization
3 Farseek
4 Simic Charm
2 Cyclonic Rift
2 Urban Evolution
4 Breeding Pool
3 Hinterlan Harbor
8 Forest
9 Island
2 Hindervines
2 Hands of Binding
1 Mystic Genesis


The list is pretty simple, the plan is to curve out with evolve creatures and squash the opponent in the mid to late game. Cyclonic Rifts and Simic Charms provide some tempo and Farseeks to ramp. I wasn't sure of what to sideboard so I filled it out with a counter package and some miscellaneous removal and defensive effects.

Round 1: 0-2 vs Bant Control
Not much to say, just not fast enough to kill him before his control took out the game. Second round I managed to get him down to 1 life before Revelations took it away again. Sigh.

Round 2: 2-0 vs Werewolf Tribal
A lack of removal hampered this opponent and I managed to build up to two unstoppable forces. The second game I managed to have 3 Master Biomancers on the table, which lead to a 19/15 Thragtusk.

Round 3: 0-2 vs GW Flickers
The third round saw me paired up with my good friend Tim and his Conjurers Closet/Angel/Thragtusk deck. It's has some truely terrible lockouts with massive lifegain or Acidic Slimes. This Simic deck is just not quick enough to stomp things before they can lock me out of the game.

Round 4: 2-1 vs Orzhov/Enchantment Deck
Managed to grind out a 2-1 win over an Extort/Sphere of Safety deck. The first game finally ended when an overloaded Cyclonic Rift pushed the Sphere of Safety off of the board. I conceded the second game early from a slow start and bad position to give my self enough time to win the third game, which I was lucky enough to get a fast enough draw to finish quickly.

Round 5: 2-1 vs Izzet
Three really close games against an Izzet deck. Thragtusks were invaluable, but the counter sideboard is I think what did it in the end.

So I went 3-2 for the night. Which is not a terrible result. The big standout for me was Master Biomancer. He's a real beating and I'm looking forward to Cloning him a million times in my combo Simic Deck. I was also really impressed with Elusive Krasis as he preformed really well both defensively and aggressively  Mystic Genesis was also quite useful and I think I might take more advantage of it.




-Odd
"Nature is a wonderful engineer but works far too slowly for my tastes." -Master Biomancer flavour text.