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 Necromunda Campaign - Season 2

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Sylphilis
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Sylphilis


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Necromunda Campaign - Season 2 Empty
PostSubject: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptySun May 21, 2023 5:46 pm

Last year, me and a buddy finished a massive Necromunda dominion campaign that lasted 30 games, each of us had 3 gangs and it was a rewarding experience.
Here is a link to the gangs from that campaign:
https://yaktribe.games/underhive/campaign/our_first_campaign.3584/

Now, we have started a second campaign, this one is an outlands campaign.
Basically, we are trying to build settlements on the edge of civilization. We each have 3 gangs. Each gang will play once during the game week and there are a total of 4 weeks in the campaign. 2 weeks where we build up the settlement and 2 weeks trying to destroy the others/defend out own settlements. Each side has 1 settlement which can be upgraded at the end of the game week.
Here is a link to the gangs from this campaign:
https://yaktribe.games/underhive/campaign/our_second_campaign.12878/

The Gangs:

1) Martian Uprising (Mine) - Genestealer cult based on the characters from total Recal
-Cohagen (Cult Alpha) power sword, Needle pistol, Hazard suit, third arm, mentor skill
-Benny (Hybrid acolyte [same as champion]) Third arm, mesh armor, mining laser, hazard suit, evade skill
-Kuato (Abberant specialist) heavy rock drill, mesh armor
-Melina (Neophyte Hybrid) - Hazard suit, autogun
-Quaid (Neophyte Hybrid) - Hazard suit, autogun
-Tony (Neophyte Hybrid) - Hazard suit, autogun
-Harry (Neophyte Hybrid) - Hazard suit, autogun
-Thumbelina (Neophyte Hybrid) - Hazard suit, autogun

They have an alliance with the rogue factoria house, give me access to counterfeit weapons and gear, as well as a work gang from said factoria (5 freebie enforcers)

2) Ogryn Liberation front (Mine) - Slave ogryns
-Spakatus (Overboss) - Frag Grenade, Blasting Charge, Armored undersuit, Light Carapace armor, paired augmetic fists, iron man skill
-Knuckles (underboss) - paired augmetic fists, light carapace armor, iron man skill
-The Cleaver (Ogryn) - brute cleaver, furnace plates
-The Masher (Ogryn) - brute cleaver, furnace plates
-Lobotomus (Lobo Slave) - brute cleaver, Hazard suit
-Craniotomus (Lobo Slave) - brute cleaver, Hazard suit

They are allies with the narco lords, I did this so they could get d3+2 free hive scum per game to fill  in the lack of shooting this gang has

3) Blockbuster butchers (Mine) - Corpse Grinder Cult named after horror movies
-Krueger (Butcher) - paireed heavy chain cleavers, plate mail, butchers mask, combat master skill
-leatherface (cutter) - rotary flensing saw, plate mail, cutters mask, avatar of blood skill
-Vorhees (Skinner) - paired butchers chain cleavers, plate mail, skinners mask
-Myers (Skinner) - butchers chain cleaver, plate mail, cutter's mask
-Jigsaw (Skinner) - butchers chain cleaver, plate mail, cutter's mask
-Pinhead (Skinner) - butchers chain cleaver, plate mail, cutter's mask
-The Clown (Skinner) - butchers chain cleaver, plate mail, cutter's mask
-Chuck (Skinner) - butchers chain cleaver, plate mail, cutter's mask
-Face (Initiate) - Stub gun x2, flensing knife, initiate's mask, infiltrate skill
-Pumpkin (Initiate) - Stub gun x2, flensing knife, initiate's mask, infiltrate skill

They are allied with a fallen house, whichs gives them a narco lord every gang

4) Precinct 88 (his) - Enforcers gang named after cop movies
Dredd (Palatine Captain) - stub sun, concussions carbine, Armored undersuit, flak armor, magnacles, fast shot skill
Mahoney (Palantine patrolman) - Stub gun, enforcer boltgun, armored undersuit, magnacles, layered flak armor
Tackleberry (Subjugator sgt) - Stub gun, shock baton, armored undersuit, layered flak armor, magnacles, threat response skill
Hightower (Subjugator sgt) - stub gun, sniper rifle, armored undersuit, mono sight, flak armor, magnacles, marksman skill
Rico (Subjugator sgt) - Stub Gun, Grenade launcher frag/stun, armored undersuit, flak armor, magnacles, fast shot skill
Callahan (Subjugator patrolman) - Stub Gun, Grenade launcher frag/stun, armored undersuit, layered flak armor, magnacles
Anderson (Subjugator patrolman) - Stub gun, armored undersuit, magnacles, layered flak armor
Hershey (Palantine patrolman) - stub gun, enforcer boltgun, armored undersuit, flak armor, magnacles

Allied to the psi syndica, which gives them a free mind locked wyrd

5) Black hearts (his) house escher gang
Sioux rain (Queen) - power sword, autopistol, mesh armor, spring up skill
Morta (matriarch) - Power sword, bolt pistol, armored undersuit, mesh armor, step aside skill
Selene (matriach) - heavy stubber, mesh armor, counter attack skill
Alexa (Sister specialist) - chainsword, combi bolter/plasma, armored undersuit, mesh armor
Raven (Little sister) - stilleto knife, stub gun
Sakura (Little sister) - stilleto knife, autopistol
Lace (sister) - autogun
Trix (sister) - autogun

They are allied to the iron guild, which gives them access to d3 +2 hive scum every game

6) Keepers of the Flame (Cawdor)
Sammael the eternal (Priest) - chainaxe, exterminator, mesh armor, unshakable conviction skill
Deacon Asher (Deacon) - eviscerator, mesh armor, devitional frenzy skill
Deacon Asmodean (Deacon) - autogun, chainsword, mesh armor, rain of blows skill
Bother be'lal (redemptionist specialist) - Autogun
Brother Gabriel (redemptionist brethren) - shotgun solid/scatter
Brother Rahvin (redemptionist brethren) - Autopistol x 2
Neophyte Aginor (Zealot) - Autopistol
Neophyte M'hael (Zealot) - autopistol
Neophyte Shaidar (Zealot) - autopistol

Also allied to the iron guild
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Sylphilis
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptySun May 21, 2023 9:24 pm

Game 1:

Martian underground vs Precinct 88
Mission: gunk tank

(This game was played over 1 month ago, going from memory here)

The object is to get gunk from the middle terrain piece, in this case a vat surrounded by crates. Once extracted from the board, the gunk becomes a random amount of resources (salvage, power, or sustenance). It takes a full action to do this (ie, get into position, then be a sitting duck for a turn before you can run away). The martian underground outnumbered precinct 88 by a fair amount. But the martian underground were slower and not as well equipped. One of precinct 88's grenade launchers ran out of ammo, thanks to careful GSC planning. The GSC kept pinning precinct 88, but thanks to better protection they could not keep any of them down. Kuato, the aberrant charged tackleberry, removing him from the game but doing no lasting damage. Kuato then sustained a critical injury from Callahan's grenade launcher. Benny, not realizing his weapon was not a long ranged weapon, moved in to score a kill on Rico. Rico's grenade launcher was out of ammo, but he still had his stub pistol, which he used to knock Benny out. Callahan was on fire as he killed Melina, leaving no chance for any docs to patch her up. Hightower removes Thumbelina from the game, sending her into recovery. While this was going on the martian underground were swarming the gunk tank with the rogue factoria work gang and any spare members it could muster. The underground got several gunk cases next to the exit, but before they could leave the area, the entire gang bottled and left the field, leaving precinct 88 the victors.

Precinct 88 was able to get 3 gunk cases for being the last gang on the table, while the martian underground only got 1 away safely. Kuato needed to be taken to a doc or else he would die, but the doc wanted more credits than the GSC had and he died anyway. Melina had already been killed during the battle. Thumbelina took no injury but will be missing the next game. This really hurts the martian underground and it will be a long road to recovery.
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Sylphilis
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptySun May 21, 2023 10:08 pm

Game 2:

(Also been over a month here)

Ogryn Liberation Front vs Black hearts
Mission: The Big score

The object of the big score is to navigate a heavily trapped field to extract 1 of 6 cases from the board, the first one to get 3 cases in his deployment zone wins. The cases are also filled with resources as well as loot.

The Ogryns move up. Being as the field was a zone mortalis board suited them just fine as they did not have any weapons with a range longer than the strength of their arms and that was only the leader sparkatus. There were mines everywhere and the ogryns used the 2 hive scum they brought with them to shoot the landmines where able.
Where not able, they simply powered their way into the mines like a battering ram. Lobotomus was taken down by a melta mine. But this in turn left an opening for Knucklkes to grap a loot crate. Down the middle of the board the mines were cleared as Sparkatus and the Masher moved up, securing a second crate. On the other side the Black hearts moved up as well. But they had a hard time hitting the mines and only half had found their mark. Unwilling to risk their men like the ogryns, they held back. On the other side they secured a casket with the 5 hive scum the iron guild supplied.
The Cleaver and craniotomus moved up the left side of the board, securing a 3rd crate while Knuckled took the first back to the deployment zone, followed by one of the hive scum. Sparkatus and the masher moved into the center of the board to engage the black hearts.
Sioux Rain pulled a fast one, charging craniotomus from behind and dragging 2 of her sisters with her. She was able to remove him with her power sword, leaving free the other 2 to focus fire on the masher. They hit a nearby landmine which takes the masher out. Meanwhile, The cleaver moves a 2nd crate to the extraction point and the last hive scum keeps the third crate just out of the scoring zone, hoping some of the Ogryns will score more kills before ending the game. Sparkatus responds by throwing a blasting charge that removes little sis from the game. He in turn is hosed with bullets from Selene, who had finally got into position. While this happened, Sakura scored a second crate. Fearful that they would lose the advantage, the Ogryns being the 3rd crate into the deployment zone, ending the game in their favor.

This was a good game for my ogryns. Lobotomus ended up getting himself killed, The Masher suffered a hobbled injury, making him move slower. Little sis suffered a spinal injury, reducing her strength. They will both miss their next game. The Ogryns got a ton of credits from this. They replaced lobotomus with another lobo slave of the same name. Bought some blasting charges for knuckles, paid the narco lords tax, better armor for knuckles.I believe the black hearts purchased a lot of armor and weapons.

The third game keeps getting pushed back due to irl issues. But hoping to get it in and finish the third week this friday.
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptyMon Jun 12, 2023 7:40 pm

Finally got game 3 in.

Blockbuster butchers vs Keepers of the Flame
Mission: Gunk Tank

Another gung tank mission. For those unaware, the Corpse Grinder Cult (CGC) is a near total CC focused army. They have bizarre masks that usually improve save throws, and sometimes make the enemies so terrified that they spend their turn shaking in their boots instead of fighting. The 2 initiates, face, and pumpkin (CGC) were able to infiltrate and did so right at the gunk tank, so on the first round they were able to start siphoning off resources while everyone was still moving up. The rest of both teams spent the round moving up towards the gunk tank.
Round 2 saw priority for the CGC, and the leader, Krueger rocket up the board into CC with the help of 2 tactics cards. He took down Brother Aginor quickly and easily with his paired heavy chain cleavers.
What he didnt expect was for the Keepers of the flame's benefactor, the house of Ko'iron's work gang, to pass their fear test and charge him from behind. Without any chance to retaliate he was taken out of action with an out cold result. He will be back in the next game without any lingering affects.
From there the game degraded into a turkey shoot for the keepers of the flame. Pumpkin was taken out as he was retreating with a container of gunk. Vorhees had to stop his own charge and pick up the tank and take it off the board. The Clown and Chuck were both shot down as they got into charge position. The clown took a lasting injury, hobbled, so now he will move slower. Both the clown and chuck will miss the next game as they recover. At that point in time the Butchers had failed enough checks to make a bottle test (A morale test) which they promptly failed. With that, face, the only other member who had a gunk container lost his nerve and left the game. It wasa resounding victory for the keepers of the flame. It wasnt a total loss though. The allied faction's rebel lord had obtainjed a loot crate and got some credits out of it. Yaktribe did not bring his entire gear to the card so he was taken out unjustly. I did get one gunk tank off the board for some credits and resources for base building. The keepers made it off with 2.

With the first week done and over, it was time to build up the bases. We are doing one settlement per side. He added 2 scrap mines to his base to build up the one resource we dont start with. I built a scrap mine and a scrap market for the same reason.

Hopefully week 2 game 1 happens at the end of this week.
It will be the butchers against the black hearts.
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Gurkhal
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptySat Sep 16, 2023 9:04 pm

Any new info on the "Butchers vs Black Hearts" game?
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Sylphilis
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptyTue Sep 19, 2023 1:37 am

Actually, yes.

But it happened the day before I left for a 2 week vacation, then when I came back my Mother-in-law decided to have a few episodes of cardiac arrest. Still dealing with that and I cant recall the details very clearly.

Next post will have the scant details I can remember.
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Sylphilis
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptyTue Sep 19, 2023 2:27 am

Game 4
Week 2

Blockbuster Butchers vs Black Hearts
Mission: Mining expedition

A zone mortalis game with 4 prospecting sites. To prospect a site it takes a prospect action (Double) in which 2d6 are rolled and the possible results are:
2 Fall - Roll an initiative test. If failed remove the ganger as an out of action result
3-5 Dam thing bit me! - The fighter finds nothing but suffers a s1 d1 hit
6-9 There might be something here - The next time you take a prospect action roll 3d6 instead of 2d6
10+ Some Good Scrap here - Make a note of which fighter found the good scrap site. The site can no longer be prospected.

The butchers had a head start as the initiates face and pumpkin could infiltrate and started on the 2 closest mining sites to the butchers board edge while the black hearts had no such advantage. The black hearts spent the first 2 turns getting fighters onto prospecting sites and gangers to cover the firing lanes.
Pumpkin prospected the first site on the second round and moved along the right side of the board along 2 of the skinners (Cant recall who) while face spent several turns on his site.
Right away Krueger moves up the center, making use of a tactics card to add 2" to his movement. He got into charge range by the end of turn 2 when Alexa pulled out a surprise combi bolter/plasma and shot at him. It missed. Krueger charged in and Alexa was the first casualty.
This put Kreuger into the firing lane of Selene who now had a heavy stubber. She would have taken him down, but my opponent saw Leatherface rushing her way. Leatherface had missed the first match and he was rightly wary. He saved her activation for Leatherface while some of the hired help (free hive scum from the alliance) kept fumbling around at the prospecting site.
Vorhees was able to prospect the site for Face, and they both started moving up the center slightly on the right, able to reinforce the center or right flank.
Pumkin was charged by Sioux Rain, leader of the black hearts. He had no chance against her. She herself was charged by the allied rebel lord. He had a power hammer and would pack a real punch, however, Sioux Rain had step aside and her power sword had the parry trait. She evaded all his attacks and sent him into early retirement.
On the left side I was able to out-activate the black hearts goons and charged Selene with leatherface. He had a rotary flensing saw - think of it as a buzzsaw on a string that can be flung around him in a circular motion. He carved a bloody path, on the left side, taking down the entire flank while Krueger mopped up the remains. He killed Lace, rolling a 66 on the injury chart and removing her completely from the campaign. No Doc could save her now. That not being enough, he knocked Sakura out of action, and she rolled humiliated on the critical injury chart.

It was not all roses, however.
Krueger had slowly committed to the left side, joining Leatherface and annihilating all opposition. On the right side, Vorhees and Face were trying to stop Sioux Rain, who had knocked out another of the Butchers in retaliation. Face was taken out, leaving an outmatched Vorhees to stand alone.
It was at this point that the last hive scum managed to prospect the first site. Sioux Rain decided to cut her losses and leave the field. Once Krueger and Leatherface started heading her way there would be nothing she could due to stop them AND prospect the last site before being cut down.

This left 1 mining site unexplored and the others 2-1 in the butchers favor. The lord of meat and sinew was pleased that day.
This time I made use of the terrain and my gang tactics cards to close the distance ASAP. Sakura will miss her next game and Lace is dead. Face is in recovery with no lasting injuries.
Leatherface gained enough XP from kills to increase his toughness to 4. Kreuger spent his XP to increase his toughness to 5. Face and Pumpkin both spent XP on a BS increase. Vorhees increased his intelligence to 8 (Still pitiful), Myers increased his movement by 1. There was lots of credits for the Butchers, I cant recall what all I bought, but I added another initiate, Leprechaun, to the roster. I bought him 2 stub pistols, a boning sword, and Flak armor. They are still sitting on 135 credits.

The Black Hearts replaced Lace with another ganger who affectionately took the name Lace, She even has the same equipment. Selene bought a suspensor so that she could move and fire her heavy stubber in the same round, scary. Sakura gained a WS point. Sioux rain gained a str stat.

Thats all I can recall and piece together. It was an exciting match but it was pretty much a done deal once Krueger and Leatherface got close. There was a ton of rewards for both sides and casualties/lasting injuries were light so both gangs will go into the next week without a lack of manpower.

Theres a possibility that game 5 is Friday. If not then should be soon. I think it's precinct 88 vs the Ogryn Liberation Front
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PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptyFri Sep 22, 2023 5:08 pm

Game 5
Week 2

Precinct 88 vs the Ogryn Liberation Front
Mission: The big Score

Setup: 6 loot crates are placed within 6" of the center of the field. Each side gets to place 3 frag traps around the field. The game is over when one side gets 3 crates to their own deployment zone or there are only gangers from one gang left on the battlefield. Each side gets to bring 10 gangers (Both sides get the whole gang minus gangers in recovery. Precinct has a wyrd psyker and the OLF gets 1d3+2 hive scum from their respective alliances)

Turn 1:
Both forces setup along opposite edges of the board. OLF plays both of their tactics cards to give sparkatus infiltrate rule and 2+ WS on his paired augmetic fists. Both sides start by moving up the board. First shot was fired when Rico stepped into Sparkatus' line of sight and fired a frag round from his grenade laucher. The round knocks Sparkatus off his feet but fails to wound him. Hightower, the only enforcer on the north side moves and fires at Craniotomus but misses and jams his long rifle. Along the southern edge of the middle, Mahoney and Tackleberry move into cover. Mahoney fires at the Lobo-slave Lobotomus. Lobotomus is hit, but suffers no wounds. Thanks to his lobotomized brain he does not get pinned by the attack. With Rico, Dredd, Anderson, Ripley (the wyrd), Callaghan and Hershey coming in along the north side of the center, Sparkatus stands to throw a blasting charge and get several kills at once. The precinct plays a tactics card, opening a trap in the floor beneath Sparkatus. All Sparkatus had to do was pass a 3+ initiative save to avoid the trap. He rolls a 2 and falls into another part of the hive. A disappointing end to his part in the battle.

Turn 2:
Precinct 88 wins the priority roll and Hightower unjams the long rifle and fiores again at Craniotomus. He was hit but not wounded. He is also Lobotomized and is too stupid to duck out of the way.
On the south side, Lobotomus moves brazenly past the first frag trap, somehow avoiding it as he does so. He then grabs a loot casket and moves back. Bullet, one of the assisting hive scum, then takes the crate and rushes back to the deployment zone. 1/3 crates collected already. Rico moves fowards and fires a frag round at Knuckles, the OLF's champion. It was a direct hit, knocking Knuckles back into a wall and removing a wound. The Frag explosion also catches Craniotomus and causes a wound to him as well; craniotomus stays on his feet while Knuckles was on the ground. Dredd moves forwards and fires his concussion carbine at craniotomus, removing his last wound and causing a serious injury.
Seeing Crani go down, the narco lord's hive scum stabbey looses his nerve and hides behind the nearest wall. Anderson then moves forwards and fires into one of the frag traps, destroying it before she moves up and claims a loot casket. Knuckles climbs back to his feet and stumbles towards another crate in front of Anderson. Tackleberyy moves along the south side to claim the south side crate, but the nearby frag trap explodes, knocking him into the promethium pipes behind him and causing a serious injury. Attempoting to take advantage of the situation, the cleaver moves to the same crate, but triggers a trap moving in from the opposite direction finds himself on the ground, but not wounded. Callaghan follows Rico's path and also fires a frag round at knuckles, which hits but doesnt wound the stubborn giant.

Turn 3:
The OLF wins priority, and the first thing was to stand Cleaver up, who grabs the crate and moves back, leaving tackleberry bleeding out on the ground.Ripley then moves into position and opens up a wyrd power. A gout of flame washes over knuckles and Shoots. Knuckles takes a wound, one of 3 and fails to catch fire. Shoots, already wounded from frag debris earlier, falls to the ground, seriously injured and bleeding out. Nearby Stabbey stays in cover, cowering and unable to move forwards and assist. Lobotomus takes the loot crate from Cleaver and moves back into the deployment zone. 2/3 crates secure. Mahoney moves up to Tackleberry to help his fellow enforcer get back on his feet. Kuckles, frustrated at his lumeringly slow pace, stands and tosses his only ranged weapon, a frag grenade at Ripley. Ripley and Anderson are hit. Ripley falls back and takes a wound from the blast. Knuckles was hoping to knock Anderson back into the same hole Sparkatus had fallen into but Anderson stood firm. Anderson fires back, taking Knuckles' last wound and leaving him bleeding out on the floor. Hershey fires at the downed Knuckles but still cant penetrate his thcik armor. Hightower then moves for a better angle and kills shoots.

Deciding to cut their losses, the OLF abandon the field, taking 2 loot crates with them.

The OLF gain 2 reputation, 140 credits and 12 power for the settlement.

Precinct 88 gains 300 credits and an assortment of settlement building units.

Unfortunatly, in the process of abandoning the field, Knuckles takes a critical injury. He would need to be taken to a doc or die. At this point Sparkatus made his way back to the settlement and took the lug to the doc. It cost 100 credits, but Knuckles pulled through without any lasting injuries. They then had to pay taxes to the narco lords, leaving them only a net
credits from the heist. they bank their money for another day.

Precinct 88 buys weapons and equipment for the troops, spreading them around so that most of them has a full 3 weapon loadout.

Losing Sparkatus like that really put the OLF on the backfoot. They lost their most powerful ganger right as he was going to blow a giant chunk out of the 88. Masher will be back for the next mission, but Knuckles will not.; Sad Face.

The last game of week 2 will be the martian undergrounfd vs keepers of the flame. Possibly next Friday.
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PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptyMon Oct 09, 2023 9:07 pm

Game 6
Week 2

Keepers of the Flame vs Martian Underground
Mission: Mining Expedition

A zone mortalis game with 4 prospecting sites. To prospect a site it takes a prospect action (Double) in which 2d6 are rolled and the possible results are:
2 Fall - Roll an initiative test. If failed remove the ganger as an out of action result
3-5 Dam thing bit me! - The fighter finds nothing but suffers a s1 d1 hit
6-9 There might be something here - The next time you take a prospect action roll 3d6 instead of 2d6
10+ Some Good Scrap here - Make a note of which fighter found the good scrap site. The site can no longer be prospected.

4Its an uphill battle for the Martian Underground. They are below by 400 rating, which gives the GSC an extra 4 tactics cards, but its still a large gap.

The GSC sets up on the left side and the KoF sets up on the right side on a zone mortalis board. This will provide for short range fighting. Niether side is adept at long range, but the KoF has lots of flame weapons, better CC and shotgun equipped fighters so they have an edge in closer ranger. Benny for the GSC does have a 36" range mining laser, but this suffers a -1 BS past 18" so its not the best at long range.

Turn 1:
Both sides begin by moving towards the center, where the majority of the scrap mines are. Each side takes control of the closest scrap mine, but they would have to wait until next turn to start the prospecting.

Turn 2:
KoF wins priority.
Brother Shaidar leads the turn by prospecting his site, but he fails to find anything of worth.
Brother Belial fires at Benny, but with his evade skill he gives Belial a -2BS at that range. Belial misses and subsequently fails a ammo test.
Benny has line of sight down a corridor to Brother Rahvin, who himself was moving to take control of a second scrap mine. He takes aim with his mining laser (he can only take aim with a heavy weapon because he has a 3rd arm, which lets him bypass the difficulties of firing a heavy weapon as if he was equip[ped with a suspensor) and fires, sending Rahvin to the ground to bleed out. brother Belial reloads his autogun and fires at Benny again, another miss. Tony then attempts to mine the GSC site and fails. Brother Mhail moves up to a crate and passes his intelligence test to open it. He finds a surprise frag trap which explodes, sending him to the ground pinned but unhurt. Cohageen pushes Tony out the the way and looks over the site but fails his roll as well. Deacon Asmodeen moves up to fire his autogun at Benny. Asmodeen has a better BS than Belial and hits Benny even with the -2BS. Two shiots with the autogun fails to wound Benny but he is sent to the ground to avoid fire. Harry moves up from behind to support Benny, firing at Asmodean, but misses. Brother Ishmael moves up, but doies nothing further. Quad responds by moving and firing at Ishmael, fearfulll of the closing range and his shotgun, but misses. Brother Gabriel moves up, like Ishmael he was closing the range with a combat shotgun. The first factoria worker, on behalf of the GSC moves and fires at Shaidar, causing him to start the bleed out process on the ground. Brother Asher moves forward and takes up a position. The work Factoria overseer moves and shoots his combi-plasma pistol at Ishmael, hits him but fails to wound. Brother Aginor moves up and fires at Quaid, he misses and passes an ammo check. The KoF ally, House of Ko'iron had sent the Prima Maeteris and her bodyguards to do work. Activating as a group, one of the bodyguards opens a door, provoding Los to Benny and Quaid. The Prima MAeteris moves forwards and shoots Quaid with a bolter but Quaid avoids damage, falling to the ground pinned.
With the end of turn 2, Brother Rahvin bleeds out and is removed from the battle.

Turn 3:
Kof win priority
Deacon Asher moves into range and hits the first work factoeria ally with his eviscerator flamer. It melts him to ash. Thankfully the factoria boss had moved into position where he couldn't be hit by the same attack prior. Harry then stands and shoots at brother Aginor, but fails to hit. Sammael then stands and activates a faithful ability, "and death could not stay his righteous wrath" meaning that if Sammael was killed before his next activation, one of my guys within range would take an automatic strength 5 hit. He then moves forwards and uses his flamer on Benny, Harry, and one opf the rogue factoria allies. He wounds Benny and the factoria worker, but not Harry. As all GSC come auto-equpped with hazard suits, Benny and Harry were immume to the blaze condision, while the worker passed his roll. Benny and the worker were both seriously injured and would continue to bleed out until revived.
Finally, Tony mines the first site for the GSC, and with Cohagen's mentor skill he gians an extra XP for his troubles. Finally freed from minig the scrap site, Cohagen moves and fires his needle pistol at Brother Gabriel. Gabrial suffers a flesh wound but is still able to fight. Bother Ishmael fires on Cohegen with his shotgun, hitting but causing no wounds. Ishmael was a champion and had also activated Gabriel, who stood and shot Quaid in retun, causing a flesh wound there. The Prima Maeteris moves forwards and shoots at Harry, missing completely with that scary bolter. Her Bodyguard fired at the 3rd of the rogue factoria workers but missed and the other Ko'Iron Bodyguard moved up to the final scrap pile. Quaid retaliates by standing and shooting Brother Ishmael, but scoring 0 hits. Belial spends an activation to reload. Asmodean stabds anbd shoots at Quaid but misses. Brother Aginor contined to look over the first of the KoF scrap piles with a dumb look on his face. The work factoria boss (not the overseer) jump out of cover to fire a laspistol at Asher, but misses. He's danger close to a charge with the priest's eviscerator. The KoF play a card, "Rise Anew" to let Shaidar recuperate for seriously injured and stand again with no flesh wounds, a nice tactic to be sure.To finsih the round, the 2nd of 3 workers from the rogue factoria dies by blleding out on the floor.

Turn 4: GSC play sieze the initiative card and have automatic priority

The work factoria overseer moves into the corridor containing benny, Harry and Asmodean. He fiores his combi-plamsa pistol at Sammael and hits, wounds, and knoacks Sammael out of the game with a 62 on the injury roll. A ciritcal injury, Sammael will need a doctors aid afterwards if he is to survive. However, Sammael gets to explode on death with his faith ability, and chooses Quaid as his target. Quaid is knocked to the ground, surprisingly uninjured but pinned. Deacon Ishmael double activates (bc he is a champion) himself and Mhail, who both charge Quaid. Quaid stands his ground (pinned fighters stand up when charged). The deacon scores no hits, but Mhail hits twice and removes Quaid from the game. The injury roll, however was an 11, and Quaid recieves a bonus d3 xp (rolled a 1 of course). With Ishmael and Mhail too close, Tony uses a card for a free round of shooting against a fighter who just killed a team mate. Mhail suffers a flesh wound. Cohagen the targets IShmael and the needle pistol bypasses Ishmael's multiple wounds with the toxic ability, causing him to start the bleed out process. Deacon Asmodean then charges the work factoria boss, he activates the faith ability Iron Teeth which lets him reroll hit/wound rolls with an evescerator. He makes short work of the boss, leaving him as a puddle of grsitle on the floor. In a daring move, Tony charges. His charge failed short of Asmodean, which would have insta-killed him since he was already seriously injured, but he was in range of Mhail. He rolled well against Mhail and removed him from the game causing a hand injury (permanent -1 WS).  Belial retaliates by shooting Harry, seriously injuring him on the floor. Close enpough to see what just happened, the factoria overseer fails a cool check and retreats into cover, pissing his pants as he runs away with his plasma pistol.Harry then activates, since he was bleeding out all he could do was crawl away from the swarming flame keepers. The Prima Maeteris moves forwards, shooting at the retreating Harry but missing. The last factoria worker, nothing more than a grunt, stands and shoots the advancing Belial, he hits twice but does no damage. Finally, Shaidar mines the 2nd site, follwed immediatly byb Aginor who mines the other. Only one remained and a Ko'Iron bodyguard was in possession without any threats to her position. Asmodean moves to kill Cohagen but misses.
With the round over, the GSC fails a bottle check. Cohagen immediately fails a 3+ ld save on 2d6 (double 1) and the GSC decide to cut thier losses and flee the battlefield.

This was a tough battle and I knew going into it I would not have an easy time. Loosing Kuato in the first game set them behind a lot. Not to mention Melena died and Thumbelina had to miss this game in recovery as well. Considering those facts, I think the GSC made it a decent showing at least.
So:
The Keepers of the flame take Sammael to the doc. It costs them 70 credits to keep him alive. He is in recovery and will miss the next game.
XP buys/upgrades:
Sammael +1STR
Asher +1WS
Ishmael +1BS
Asmodean+1STR
Aginor +1BS
Asher buys a combi-plasma and Ishmael buys a chain axe

on the GSC side:
Harry dies
Cohagen+1T
Benny+1BS
Tony got enough xp for 2 upgrades, +1T and +1 BS

I rolled poorly for rewards, so I only had enough credits to buy a new warrior, Melena the 2nd! She inherits the 1st Melena's autogun.
I then spent more credits to buy Tony a Long Las.

That ends week 2, meaning its time to spend resources to get buildings for out settlement. That hasnt been done yet but I'll post when it has.
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptyWed Oct 18, 2023 12:37 am

OK, so the OLF, the Martian underground and the Blockbuster Butchers upgraded the settlement with another scrap market, a workshop, and an underhive shrine.

The Keepers of the flame, precinct 88, and Black hearts bought a corpse farm, a fungi farm, and a hab block

The next 0lanned game is Keepers of the Flame and the OLF. Week 3 game 1.
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptyMon Nov 13, 2023 11:36 pm

Game 7
Week 3

Ogryn Liberation Front vs The Keepers of the Flame
Mission: Gunk Tank

The map is different from what we had been doing. This time the game took place at a game store instead of one of our houses. The terrain was more limited to a city block instead of confined zone mortalis. A gap was between 2 lines of buildings, lets call it the main alley. There was some scatter in the alley, but in the very middle of the alley was the gunk tank, in this case a water well, that both side needed to get materials for the settlements.

The entire OLF was present, save for Knuckles, the champion, who was in recovery. Sammael the leader/priest was also in recovery for the KoF. The limitations of the gang sizes meant that only 7 could join the battle (not including allied representatives). Good news for the OLF as the KoF would also have to leave 1 member behind, randomly chosen, Deacon Asher, the next most powerful member and interim leader for the KoF would not go to battle.
Allies for the OLF was 5 hive scum, all with mesh armor, chainsword and autogun (Provided by the narco lords guild) The hives scum were named : Stabbey, knifey, gunney, bullet, and shoots
For the KoF they got the primis matriarch and her 2 bodyguards from the noble house of Ko'Iron, Aginor was also required to do some extra curricular work for Ko'Iron pre battle. This gives the ganger a chance for easy xp, but also a chance to die or take a lasting injury and possibly not fight the battle. Lucky Agnior gained some xp and went into convalescence meaning he could not take post battle actions, he was still in the fight.

Each side gets to choose 2 tactics cards from thier stash, since the OLF were understrength by 100 credits, they got a random 3rd card.

Low and behold, the KoF picked one card that let them add a characted who was sitting the battle out back into the battle. Asher returns! The other card lets them add 3 zealot minions (Cawdor juves with a knife, autopistol and nothing else) to the battle, so now the KoF outnumbered the OLF by a decent margin.

Turn 1
was both sides using the cover of the habs to move towards the central alley, no attacks happened during this turn. 2 Hive scum got to a loot crate, as did Aginor for the KoF.

Turn 2
OLF priority
Stabbey started off trying to open the loot crate but failed to open the lock or force the box open. Likewise Aginor failed to open the crate.
Craniotomus double moved forwards on the right side.
Ishmael aimed/shot at crani, but he was out of range and the shot is wasted.
Belial towards the left rear also aims/shoots at crani, he hits and causes a wound. Crani doesnt drop to the ground thanks to his lobotomization
Gunny moved up into the building so that he could provide covering fire on the alley.
Masher moved up, flanking Crani
Gabriel, in a building on the right side, shoots across the alley at Masher but was out of range as well
Shoots opens the crate stabbey couldnt and got 30 credits foir the OLF.
One of the KoF minions runs and gets right up to the water well, ready to siphon gunk on the next turn.
Bullet moves into the building besides Gunney and shoots at the minion but misses.
Knifey does the same, shoots and misses
Shaidar double moves towards the water well
lobotomus double moves on the left side to put pressure on the KoF guys on that side
Brother Rahvin double moves into some scattered cover on the alley, a half wall behind some dragon teeth barricades.
Cleaver the double moves on the left to support Lobo.
The prima matriach and her bodyguards take the second floor directly across from the building shoots, gunney and bullet are holding. The Prima shoots at Crani with a combi-plasma, she hits him but fails to wounhd. Crani is still too stupid to drop to the ground for cover thanks to the lobotomazation.
Sparkatus moves up, close to the well, he tosses a frag grenade right at the minion on the other side. The grenade blows up and makes mincemeat of the cawdor minion, killing him outright
Asher moveds and shoots at Cleaver, hits but fails to wound.

Turn 3:
KoF priority
Rahvin aims and shoots his 2 pistols at Crani but fails to hit.
Shoots moves towards Rahvin and fires the autogun but misses thanks to the cover.
Shaidar moves to the water well, and fires directly at Crani but misses.
Cleaver stood and moved to behind the scatter on the left side
A minion on the other side of the same terrain charges cleaver, eager to kill. Only one of his knife attacks finds skin, but its just ogryn flab. No wounds. Cleaver pummels him to death with a brute cleaver in retaliation, only 1 free cawdor minion left.
Gunny aims at Shaidar and fills the air and nothing else with autogun fire.
Aginor forces the crate open and rolls a 1, the loot crate contained a frag trap.
Aginor was knocked back and on the ground bleeding out, While nearby Asmodean looses one of his wounds.
Stabbey moves close to Rahvin and shoots, hitting nothing with her autogun.
Asher then activates a pious ability "And death (something something something)" meaning if I kill him, one of my gangers is automatically hit with a krak grenade
He then moves at cleaver and shoots his gun at him, scoring 3 hits. Taking off his last wound and knocking him to the ground, bleeding out. This put cleaver in a bad spot as all anyone has to do is charge him and he would automatically be out of action.
Bullet tries to help by firing at Asher from the protected building across the street but misses.
Belial then aimed and fired at Sparkatus, hit but caused no wounds. Sparkatus, not blessed by lobotomy went to the ground pinned. Belial then hears the click click click of a jammed weapon.
Asmodean the stood and fired at Crani and missed, also finding his own weapon jammed.
Sparkatus then stands and throws another grenade, this time at Shaidar. It hit and the blast forced Shaidar to the ground but not causing any injuries.
The last living minion of recent memory double moves to the water well.
Crani "decided" to charge that same minion, but doesnt roll high enough and stops halfway, forgetting what he was doing to begin with.
Gabriel moves forwards next to Rahvin and shoots at Crani, who proved that lack of brain power was indeed a super power, taking hits but no wounds and staying on his feet.
Masher then double moves, getting too close to gabriel/Rahvin for comfort.
Lobo moves towards Cleaver, making sure he could counter Asher who was about to swoop in on Cleaver for the kill.
The Frateris exit the building and make it to the street. The Prima shoots the plasma combi at Crani, stripping hi of his wounds and causing a flesh wound (reducing his toughness by 1) while both her attendant bodyguards miss with autogun fire.
Ishmale then helpos Aginor to his feet, gaining a bonus XP for his trouble while Cleaver remained bleeding out on the floor

Turn 4:
KoF priority
Asher activates another pious ability "each blow (Something Something Something)" which lets him reroll wound rolls on his eviscerator and he charges Cleaver, killing him outright. Rolling a 54 on the injury chart, Cleaver suffers multiple injuries and rolls an eye injury, bitter enmity and convalescense.
Sparkatus, seeing the alley just in front of him filled with bodies plays the card "Grenade boquet" which lets him fire a grenade 3 times, automatically ruuning out of ammo after wards and all of them will scatter. Instead of his frag grenade, he uses his blasting charges. With a unnulant battle cry of "Unnnngh!" he throws a blasting charge at the prima materis and her body guards, another at the approaching Ishmael and another at the rampaging Asher.
The first bodyguard was knocked to the floor in a shower of blood, alive but in danger. The same blast also outright blew the prima materis herself to smithereens. The one intended for Ishmael scatter on the same wounded bodyguard but didnt finish her off. The last one knocks the wind out of Asher, sending him to the ground alive and unhurt.
Asmodean activated his own pious ability letting him reroll the eviscerator attacks and charges Crani. In a twist of fate no one saw coming, every single attack missed. Stupidly Crani swings wildly with his brute cleaver and strips Asmodean of his wounds and to the ground bleeding out. Now that i=t was Crani's turn, he finishes off Asmodean with a half action and moves to the water well with the next. Funny enough, now 3 gangers were at the well, Shaidar, a minion and Crani but none had siphoned any material.
Ishmael double activates with Rahvin. Rahvin shoots at Masher, knocking him to the ground with no wounds. Gabriel charges in simultaneously, letting Masher get back to his feet (automatically happens when charging a pinned and not seriously injured fighter) and fails to hurt masher. Not being fully able to comprehend the danger, masher snarls with his 1 tooth sticking from his bottom lip and smacks Gabriel on the head with his cleaver, removing him from the game with an out cold injury.
Shoots aims at the approaching Ishmael, but fails to hit him.
Ishmael then shoots his shotty at Sparkatus, I play my second card which lets Sparkatus not get pinned by this attack. The attack fails to wound.
Aginor, annoyed that he fell for a trappped casket, stands and moves up into the alley.
knifey aims and shoots at the prone Asher, desperate to strip his wounds asap. He fails.
The last prima materis bodyguards charges Crani. She had an eviscerator and Crani had lost all his wounds and taken a flesh wound. Not only that but the bodyguard could double the attacks on the charge. Crani should have been killed right away, but for the second time every single attack missed and Crani, too dumb to die, simply beat the bodyguard to death with the blunt end of the cleaver.
Gunney then shoots Ishmael, hitting him 3 times and removing a wound. Shaidar stands, and realizing his cc weapon had reach, attacked crani from his current position. The attack missed and Crani didnt have a weapon with reach so he couldnt have fought back. Bullet also adds weight of fire to Gunney's, pelting Asher with low caliber rounds that do nothing to him.
Belial, still in the back reloads and fires at Knifey, killing him through the window of the building he had been shooting from. An amazing headshot.
The last minion, in the midst of the chaos around the water well, actually plays the mission and siphons gunk from the well.
Lobo moves away from the pinned Asher. Cleaver was out and what little remained of his brain calculated that Asher was going to win in a fight.

The ended turn 4. Unfortunately, I got a call that I had to end the game early. After a brief discussion we called it a draw and awarded each side 1 gunk token.
I feel that if the game had continued, I would have eeked out a victory for the OLF. Masher was about to kill Rahvin and secure the entire right flank while Sparkatus would play a card to increase his move, toughness and strength by 2 for a turn. He was about to make something very dead very quick by chargin in with his paired augmetic fists. If the charge gave him the range, it would have been Asher, but that was a fat chance. More likely he would have ended Ishmael, in the event he rolled crap for a charge he would have killed Shaidar. I feel this was the first game where the ogryn durability came into play. MVP goes to Crani, who weathered so much fire, and killed 2 guys in return. The KoF were starting to really lose steam with Gabriel (and soon Ishmael) out of the fight. But Asher was still a large threat and Belail was finally going to add covering fire.
Not to mention, twice Crani got charged and should have died in the attempt, but my opponent rolled his large numbers of attacks and all of them missed. Twice this happened.

So for the benefits, Sparkatus had enough XP to outright buy the skill "nerves of steel" which lets him almost always avoid pinning when getting hit. Cleaver gained 1 cool, masher gained 1 toughness, and craniotomus gained both 1 movement and 1 toughness.
Asher gained 1 strength, Belial gained 1 toughness, Rahvin gained 1 BS and Shaidar got 1 WS

OLF Gained 70 credits and 12 sustenance. The KoF gained 130 credits and 4 sustenance with his scavenger's eye ability.

The next game will be the martian underground vs the black hearts. Possibly in 3 weeks.
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptySun Dec 10, 2023 12:46 pm

Week 4
Game 8

Black Hearts vs Martian Underground
Mission: The Big Score

Allies:
GSC-Rogue Factoria-Work Factoria Overseer (WFO), Boss (WFB), and 3 workers (WF1,WF2, and WF3)
BH-Iron Guild- d3+2 Hive Scum (4), HS 1, HS2, HS3, HS4

Both gangs were present in their entirety. This puts the GSC at a disadvantage due to heavy losses so far this campaign. They were 470 points under the black hearts and therefore receives 4 extra random gang tactics cards. the board is a zone mortalis with lots of doors, a pretty claustrophobic map, but always perfect for the cramped confines of the underhive. GSC wins the toss for the deployment and pick the left side of the table. Black hearts on the right.

Turn 1: GSC Priority
The WFO starts off by activating WF1 and WF2 nearby. WFO and WF1 double towards a door at the end of a tight corridor while WF2 opens a door he is next to linking the same corridor with the room containing all of the GSC team, incase they need to move that direction and then follows the Overseer. Sioux Rain and Raven double move on the other side. The WFB on the far north moves but stays close enough to WF3 so as not to trigger the horrors in the dark rule which is in play this game. HS4 moves and shoots one of the 6 frag traps dispersed close to the loot crates. He hits and the frag trap is removed but HS4 runs out of ammo in the process. WF3 double moves and keeps pace with WFB. HS3 double moves. Cohageen activates Melina and Thumbelina and the all double move towards a big door keeping them from the loot area. HS2 double moves. Benny and Tony activate both with double moves. Trix and Morta activate and make a single move while shooting a mine. Niether hit the mine. Quaid Double moves. Lace and Selene both moive and shoot a mine but miss. With all the GSC having gone, Alexa and Lil Sis both double move.

As always, lots of movement and little shooting in the first round.

Turn 2: GSC priority
Cohagen opens the door into the main room and moves to take possession of a crate. Sioux rain and Raven both activate and come around the corner, drawing a bead on Cohagen from the NE through some heavy cover. Sioux rain misses but raven hits with the autogun and fails to wound. Benny plays the card Adrenaline surge, letting him have an extra action, he moves into the doorway and because his third arm lets him shoot heavy weapons as a basic action rather than a double, fires at Raven, but misses. As his third action he moves back to where he started, out of LoS. Alexa aims and shoots a mine with her combi-plasma. She hits but the mine nether explodes or breaks. on Top of that, she fails an ammo check and runs out of ammo. Plasma ammo is scarce so the Plasma part of the weapon is out of ammo for the whole game. Melina moves and grabs the crate that Cohagen had grabbed and moves back towards the deployment. Lil Sis shoots a mine and Misses. Thumbelina double moves to the main room and takes a position in front of Cohagen. HS4 makes a single move while reloading but he cant do 2 things at once and fails to reload the weeapon. Quaid double moves to the doorway. HS3 Double moves coming to the main room from the SE. He triggers a mine causing it to blow up. We realize at this point that the mines cause a large blast explosion (5" diameter) but on a 40mm base this actually keeps people who just barely trip the mine at 2" safe from the blast. We decide to keep it this way but use 25mm blasts in the future. Basically any mines tripped the rest of the game are done so at the strangly safe 2". WFB, WF1,and WF3 all double move, getting toi the door at the end of the corridor that will open another front into the treasure room. HS2 moves and shoots a mine, destroying it and removing it from the board. WFB double moves but stays closer than 8" the WF3 so as not to trigger horrors in the dark . Lace moves and triggers a mine, finding it to be a dud. Tony double moves to find a spot next to Cohagen. HS1 moves into the room and shoots Thumbelina but fails to hit her. WF3 double moves ending next to WFB. Selene double moves to the main door on the right side. Morta and Trix come along the SE corridor to find themselves at the edge of the treasure room.

So some shooting by the BH and mostly moving by the GSC.

Turn 3: BH Priority (with a gang tactics card)
GSC plays preemptive measures which lets 2 fighters make a single action move for free. Melina moves towards the deployment zone and Tony moves past Cohagen towards a 2nd crate. This was done before the roll for deployment as said on the card.

HS3 double moves to claim a crate. Sioux rain shoots at Thumbelina, causing her to drop to the ground with a flesh wound. Double activate Raven who moves, claims a crate, and moves back to the starting location. Tony does the same thing, moving and grabbing a crate as the first action, then moving back towards the deployment zone. Selen & Lace double activate. Lace opens the door and shoots at Quaid on the other side, missing him. Selene, now with the pesky door opened, draws a bead on Tony and opens up with her heavy stubber, hitting him a whopping 4 times (She has a suspensor and cain fire the heavy weapon as a basic action, letting her aim and fire). The results rolled are 2 Seriously injured and 1 flesh wound. So the Flesh wound reduces his toughness, the first SI puts him to the floor bleeding out and the new rules make the next SI result cause a flesh wound. Selene gets an XP from this. Thumbelina, Quaid and Cohagen all pass their cool checks to see if Tony getting blasted causes them to flee. It does not. Quaid moves and grabs the Crate from a Bleeding Tony and moves back towards the deployment. HS 2 double moves and claims a crate on the SE side of the room. WFO activates WF1,2. WF1 opens the door and moves into the main room. The WFO moves and makes an amazing shot across the heavy cover of the treasure room to hit the same HS2 who just claimed a crate with an autopistol. The HS2 mesh armor saves him but causes him to drop pinned to the ground. WF2 moves and grabs the crate and moves back. In retaliation, Alexa shoots Quaid with the bolter part of her combi-plas, hilariously, she runs out of ammo on the one too. Bolter ammo isnt scarce though so she could attempt a reload later on. Melina moves, taking the crate from Quad and headed back to the deployment zone. Lil Sis aims and shoots WF1, but misses. Benny gets to aim and shoot his heavy mining laser, due to his third arm. He fires across the room at Lace. Its a miss. But Benny plays the card Lucky shot for a reroll. The shot hits and the strength 9 ap-3 damage 3 laser removes her from the battlefield. A 31 on the lasting injury chart means she goes into convalescence and cannot take post battle actions. Nearby Selene passes her cool check and is undaunted by the Heavy Laser. Trix moves past Morta from the SE and fires at tony. She hits 2 times but doesnt wound him. Still, pinning him is good. WFB moves towards the final mine, on the other side lies a door into the treasure room and finally get WFB and WF3 into the battle. The mine turned out to be a dud.HS4 moves and finaly gets to reload his weapon. WF3 moves up to keep pace with WFB. Next turn they can open a door and start shooting finally. HS1 shoots at the pinned Cohagen, hitting him put not hurting him. Cohagen stands and shoots back with his needle pistol, causing a flesh wound and pinning HS1. Morta then moves into the room behind HS 1 and shoots Cohagen, hitting him and causeing no wounds, sending him pinned to the ground again. Thumbelina stands and shoots at Sioux Rain, hitting her but not wounding her. Still, pinning her keeps her from charging with her power sword. In the end phase Tony rolls a dice and rolls Out of action. He gets a 15 on the lasting injury chart. Nothing basically.

Turn 4: GSC priority
Melina takes the 2nd crate into the deployment zone. 2 down and the game ends with the third. Selene moves into the room. She wants to shoot WF1 but Quaid is colser so she has to pass a cool check to do so. Failing that, she can only shoot Quaid. She does even better than she did shooting Tony, puttin g 5 rounds into Quaid. She only causes 2 hits and the heavy Stubber's AP bypasses the hazard suit the GSC come equipped with. Getting 2 wounds, those are Seriously Injured and A Flesh wound. Selene also activated Lil Sis who also moves and wants to shoot WFO, but now WF1 is too close so she also has to make a cool check, thats also failed (A drawback of Escher gang is low cool skill) and she is forced to shoot at WF1 and she misses. Cohagen stands and shoots at Lil Sis, but does not hit due to all the pipework in the way. Sioux Rain has the leap up skill, which lets her stand for free with a passed Initiative check (Escher had the best Initiative) and she stands. She wants to shoot down the cooridor at WF3, but since Selene and Lil Sis failed to take out WFB and WF1, they are both in the way. Sioux Rain, however, passes her cool check and gets to shoot whoever she wants. She fires but fails to hit. WF2 then take his 3rd crate into the endzone to end the game.

The GSC has 3 crates and the BH has 2. Game ends automatically at 3 crates.

(I left rewards sheet at home so Ill update that portion later)


Last edited by Sylphilis on Tue Dec 26, 2023 11:37 pm; edited 2 times in total
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptyTue Dec 19, 2023 10:53 pm

Ok, rewards were:

GSC - 210 credits, +3 rep, +4 power, +2 salvage, +6 sustenance
Kuato's replacement, Kuato, was hired. A rogue doc was added as a hanger on, and Harry was replaced by another harry. No one gained enough xp to advance.

BH - 170 credits, +2 power, +11 sustenance
Lace goes into convalescence. Morta +1WS, Selene +1BS, Alexa +1Str, Raven+1WS,Trix+1T.
They hire an ammo jack as a hanger on.
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptyWed Dec 27, 2023 1:38 am

Week 3
Game 9

Precinct 88 vs Blockbuster Butchers
Mission: Mining expidition

Allies:
BB - Fallen Houses which gives them a powerful but slow rebel lord
88 - Psi-syndica which gives the 88 a wyrd psyker named Ripley.

Firstly, when preparing for this game, I realized that the alliance the BB gives them an extra 2d6*10 credits and bonus reputation if they win a game against a gang allied with the a guild OR an enforcer gang. I rolled and they got an extra 60 credits off of the last win against the black hearts. This meant pre game the BB were sitting on 195 unspent credits. That's a lot to have in the bank.

Both gang show up in their full force, except the initiate pumpkin for the BB. 88 has an extra 400 rating on the BB so the BB gets an extra 4 random gang tactics for the mission. The map, unlike most of the prior games, is on a sector mechanicus map, and not a zone mortalis. This is less claustrophobic than ZM and provides more lanes of fire, but there is still plenty of cover. There is also multiple levels on this map and 2 of the mining sites are on elevated walkways.

Secondly, the 88 played the tactic card " a history of violence" before the game begins which immediately lets him remove a character from my gang before the battle, obviously he removed the leader, Krueger. The rebel lord gets 2 free skills so I gave him evade and Infiltrate. This meant the BB had 3 infiltrating gangers. The 2 initiates, Leprechaun and Face infiltrate on a mining site, while the rebel lord infiltrates on a loot crate. Hopefully I could use them to get a good head start on the main objective while the skinners do their job and kill.

Turn 1
Priority - BB
We start with the initaiate, Leprechaun who was most exposed on an elevated walkway on one of the mining sites. He does the prospect double action and rolls really bad, getting the "something bit me" result, suffering a strength 1 hit that did no damage. Hightower for the 88 has LoS and a long rifle, so he aims and fires at Leprechaun, even hitting on a 2+, he misses. The rebel Lord the tries to open a crate by picking the lock, failing that he tries to force it open, failing that as well. Callaghan then moves and shoots at the exposed Leprechaun with a frag round. This time it does hit. The knockback rule forces Leprechaun into the rail, increasing the damage. Failing his save he takes a seriously injured result and starts to bleed out. Since he was pinned near the edge of an elevated anything he had to pass an initiative test or fall, he fails and ended up falling over the rail to the ground, and taking an flesh wound from a second seriously injured result. This gets callaghan an xp. Great start. Face then prospects his site, getting the "better luck next time result" letting him roll 3d6 instead of 2d6 on the chart next time. Rico then moves forwards and shoots at Face with a krak round. Even with a -2 from cover, he hits and Face falls to the ground seriously injured as well. Pinhead then double moves towards the 88 with a weapon in his hand. Hershey then moves and shoots at pinhead, scoring a hit but not wounding him. Chuck double moves, followed by Tackleberry (on the 88) who does the same. The Clown double moves past the bleeding Leprechuan, ignoiring his dying comrade, close to Chuck. On the other side Ripley double moves opposite Clown. Vorhees double moves up the right side close to pinhead.Mahoney then moves forwards and shoots at Vorhees but misses. Myers double moves to behind Vorhees. Dredd double moves to some containers and climbs the ladder to the top. Jigs double moves on the left with Clown and CHuck. Anderson double moves behind Dredd, but she ends up finishing the move at the top of the ladder. Leatherface (who had a tactic card for extra 2" move) double moves and makes it to Face. In the end phase Face gets a Flesh wound, but is no longer bleeding out (thanks to the nearby Leatherface who gains xp for his trouble) and Leprachaun losses his last flesh wound and is out of the game with a 53, a head injury. Leatherface's card that gives him a +2 move also has a 1/6 chance to go away in every end phase, and of course a 1 is rolled and it is removed.

Turn 2
88 priority
Rico uses the fast shot skill and shots 2 Frag rounds at Clown. They both hit, which also hits the nearby Pinhead and Chuck. Chuck goes down seriously injured. Pinhead takes no damage but seeing Chuck go down breaks his resolve and he panics back to a spot to pee his pants out of LoS. Clown suffers a flesh wound but passes his break check. Face stands and moves forward, hopeing to keep people from shooting the much more important Leatherface (the only cutter and leader here since Krueger is in dreamland). Dredd moves to the edge of the containers and shoots at Vorhees with a concussion carbine. Not sure what that is but it misses. The rebel Lord fails again to pick the lock on the crate, but he forces it open and gains the BB another 20 credits. Anderson double moves to a good firing spot. Jigs double moves up the right side to another minig spot. Mahoney moves and shoots at Jigs, he hits him but doesnt wound him. Clown stands and lumbers forwards. The Wyrd double moves to the second crate, and close to Face on the left side. Myers double moves, but instead of following Jigs he goes around the cover to avoid LoS to the 88. Callaghan moves and shoots at Face with a krak grenade but misses. Hershey moves next to the wyrd and shoots at face, scoring 1 hit but no wounds. Vorhees double moves around cover, just like Myers and ends up behind him. Tackleberry shoots at the pinned face and scores a flesh wound. Leatherface uses the cards adrenaline surge for an extra action and stim slug stash to make a long bomb charge at Tackleberry. Tackleberry has the threatresponse skill and basically counter charges Leather face, getting to attack first. He scores several hits on Leatherface, but with the stimm slug stash, Leatherface's toughness is a 6 and Tackleberry cant phase him. Leatherface then gets to attack, scoring a hit but Tackleberry either had the parry skill, or a weapon with the parry trait and the hit had to be rerolled, which was a hit, knocking Tackleberry back but failing to wound him. We made an error here, in order for Tackleberry to counter charge he has to have a ready token, which he lost when he activated this turn and shot at face. We find this out later. Hightower then aims his long rifle at Leatherface and shoots, scoring a hit but still failing to wound. Also screwed up here as his cutters mask requires anyone who wants to shoot/fight him to pass a wp check first or lose thier whole turn. In the end phase Clown suffers a flesh wound and is no longer seriouusly injured. Pinhead fails his cool check and remians broken behind cover.

Turn 3
88 Priority
Dredd moves to find a vantage spot on Myers and fires. He fails to wound him. Leatherface stands and can attack Tacklberry without a charge, but only because his weapon is versitile and has a 4" range. Of course Tacklberry parries the 1 hit and cant attck back as he is not in base to base. Rico uses fast shot again and fires 2 krak grenades at Clown. Clown is taken out with an out cold result on the lasting injury table. The rebel lord double moves to assist Leatherface. Hershey aims and fires at Face, taking him down with the horrid scars result on the lasting injury table. This is awesome as now face (who sounds like he should have some pretty wicked scars already) has scars so terrifying he gains the fearsome skill. Chuck stands and moves forwards, hoping that soon he could cut something. Ripley opens the chest and scores the 88 some 40 credits. Myers stands and moves against the containers Dredd is on, hoping to charge Hershey and Callaghan next turn hopefully avoiding the unkillable Tackleberry in the process. Vorhees double moves to take up the spot Myers vacated and hopes for a charge next turn as well. In a surprising move, hightower moves around the containers and fires at Myers, hits him but does no damage. Jigs stanbds and holds his position. He is in the open but on a minig site already, with the Rebel Lord and Leatherface in front of him he hopes he can prospect the site without taking fire. Anderson prospects her site, but fails to glean anything. Mahoney aims and shoots at the Rebel Lord, removing his wound and getting a seriously injured result. Then the nearby Tackleberry charges him and basically gets a free kill.
In the end phase the BB pass their bottle check.

Turn 4
BB priority
Leatherface stands and again uses the versitile trait on the rotary flensing saw to attack Tackleberry without needing to charge him or exoect reprisal. He also has the avatar of blood skill which lets him uses versitile weapons with a 360 degree vision arc (The rotary flensing saw is basically a buzzsaw on a chain). He misses. He double activates Jigs who tries to prospect the site but fails. Callahan shoots Vorhess and hits but fails to wound. Chuck charges Hershey but in a stunning upset doesnt slice her to shreds with the butchers cleaver. This of course was close enough to Tacklberry to activate his counter charge skill. He charges, doesnt hit, nor does he suffer anything in Chuck's reaction attacks. Hightower then keeps moving around the containers, closer to Myers whom he shoots again. Myers takes the hit but shrugs it off. Myers then stands, able to charge tthe too close Hightower next round. Dredd than shoots at Vorhees, who goes to the ground pinned but unwounded. Dredd passes an ammo check on the attack. Mahoney aims and shoots Leatherface, this is where I remembered his cutters mask ability and Mahoney fails the WP check, doing nothing this turn. Rico then attempts the same thing, passing his WP check and hitting Leatherface but not hurting him.Anderson finally finds something worthwhile at her prospecting site, tieing the game. Ripley double moves towards a ladder, hoping to get to the mining site Leprechaun had stood upon at the very begining of the game. Hershey attacks Chuck, who was distracted by Tackleberry and takes him out, causing an eye injury on the lasting injury chart.
In the end phase, with only 4 guys remaining, the BB fail their bottle check (of course I forget that I have the shrine as part of my settlement, giving me the ability to roll 2 dice and pick 1)Leatherface passes a leadership test, meaning everyone within 6" of him (as the leader) auto passes their cool check to stay. So Vorhees and Myers were safe. Pinhead, however, cant pass a single cool check this game and flees.

Turn 5
88 Priority
Rico fast shoots at Jigs and causes him to go to the ground, seriously injured and bleeding out. Myers, finally standing and close enough charges the sniper, Hightower and kcause him to go out of action. Hightower scores an 11 on the lasting injury table, lesson learned and gains an extra 2 xp (Bullshit!) Callaghan surprises everyone and charges Vorhees. He hits Vorhees but NO ONE CAN STOP JASON! and Vorhees attacks back, causing a flesh wound. It was his turn so Vorhees attacked Callaghan, he failed to hit, but Callaghan gets a reaction attack and takes Jason out, he can be stopped I guess. Vorhees suffers a head injury. Dredd passes a WP check and shoots at Leatherface, Causing a wound. Using fast shot, Dredd fires again at Myers and knicks him to the ground. Leatherface plays a card to regain his wound and stands. Mahoney moves past Leatherface to the mine that Jigs was trying to prospect. Tackleberry then charges Leatherface and takes off the wound he just regained. Leatherface's reaction attacks fail. Anderson moves and shoots at the bleeding Jigs but misses. Hershey does the same with the same results.

With only Leatherface, Mysers and the useless (AtM) Jigs, the BB call it quiets and flees the field. With only 1 site succesfully prospected per side, the game is a draw.
I dont have all my notes on me, but the BB gains a bit of resource and enough credits to leave them on 305 in the stash.
The 88 also get some of the same, but I dont have the notes on me and they are not my gang so I didnt have the total number saved in my head.

Upgrades
BB - Myers gains 1 movement, and the stat already had 1 upgrade so he can no longer gain a movement increase. Jigsaw gained 1 initiative.

88 - Dredd +bs, tackleberry gained hip shooting skill, hightower bought got your six skill, Rico +1bs, Callaghan +1 toughness/+1 leadership. Anderson +1 movement, Hershey +1 strength/+1 toughness

So this game has a lot of rules bloat between a ton of books. We missed some things that could have made a difference, but that's the game and its all fun. The corpse grinders' skinners, cutters, and butchers have 0 access to ranged weapons (though I just found out they can get grenades still) and the initiates have limited access. If you can pin them then you can keep them from charging, which is exactly what the 88 did.

And this brings us to the downtime week of the campaign. Every fighter in every gang is taken out of recovery status. Each gang gets 250 credits but can only spend it on new gangers or equipment from their gang list, whatever is not spent is lost. The last half of the game is the expansion phase. We will no longer be playing the gunk tank, mining expedition and big score missions. We will no longer gain double resources from the missions. The missions we play now will have us taking resources and possibly destroying buildings from each others settlements.
So the first half of the outlanders campaign is building our own settlement, the 2nd half is tearing the others down.

I will have another post describing what building we add to our settlement at the end of the this game week and what additions we give our gangs before the 2nd half starts. Remember the links in the first post are to updated gangs so you can always check them out.
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Sylphilis
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Sylphilis


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Join date : 2017-10-16
Age : 38

Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 EmptyWed Dec 27, 2023 2:27 am

So Here are expenditures for my gangs

OLF-
1 Lobo slave (Dementius) with a hazard suit and a brute Cleaver
1 Ogryn (The Smasher) with furnace plates and an augmetic fist
Blasting charge for Masher and cleaver

BB-
1 initiate (Norman) Stub gun and Boning Sword
Krueger, Leatherface and Mysers get Stimm Slug Stash
Krueger, Myers, Vorhees, Jigsaw and Pinhead all get a rotary Flensing Saw
1 Heretek (Buzz) added as a hanger on
Armored undersuit for Vorhees and Myers

MU-
1 Neophyte hybrid (Hancock) with 3rd arm, heavy stubber, and hazard suit
1 abberant (Sloth) with a hazard suit and no weapons

As for settlement upgrades, they all share the same settlement.
Doc clinic, Watchtower, Minefields, Corpseyard, Black Market, and Scrap Market
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Necromunda Campaign - Season 2 Empty
PostSubject: Re: Necromunda Campaign - Season 2   Necromunda Campaign - Season 2 Empty

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Necromunda Campaign - Season 2
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