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Post by sebjones86 on Jul 4, 2019 18:07:27 GMT
THE SPOOK CAVENews that there was a cave rumoured to be filled with a bountiful spook harvest cake as sweet music to the ears of The Reservoir Dolls. And after chasing away Statham and his bent lawmen that’s exactly wear they headed. It was at one of the caves entrances that they ran in to Kellin Quinn and his Giga Ghosts; violence ensued.
Eager to get to grips with the Van Saar at close quarters, The Dolls charged right down the middle, sending a single fighter to flank left and one to the right. The Giga Ghosts did the same but spotting the Nightshade Chemthrower, decided to pull back and give up the centre. An Escher ganger was blasted off a walkway and sank in to the sludge early doors. In response the Dolls took a pot shot at a Van Saar champ (catching him with a lucky 6). With champ pinned down the advantage in the centre was lost. With the Chemthrower imminent, Kellin signalled for The Giga Ghosts to pull back. The Reservoir Dolls shrieks and banshee calls mocked them as they ran for the shadows.
Upon regrouping, Kellin realised that Hadron Helix didn’t make it back and is rumoured to be captured. Plans for a rescue mission are currently underway...++ Great game on the sludge board! Loving how brutal it is. The walkways aren’t wide enough to position a fighter safely so moving around the board is risky as hell. I popped a Loot Crate and picked up some filter plugs. Carl managed to keep all my fighters off the large tower so scored a house sub-plot for +D3 Rep (rolled a 1 - doh!) but is still ahead on rep after two games played. In other news. P.I.S.S. Have PISSed off the Guild of Iron already. Gaz wasn’t happy about his dead fighter’s weapons being claimed so decided to test the alliance. The Guild weren’t pleased with the PISSmen taking the...mick to decided t move on. On the upside it does earn him another stamp which puts him ahead as Gunkmaster with 6! ++ Monday 8th in Munda night. See you there hivescum!
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Post by hereticdave on Jul 9, 2019 8:27:41 GMT
The Drinking Hole
Stonecutters vs the Silence Standoff The Stonecutters had made their move into Gunk springs, securing an old drinking hole, where the cellar led directly to a sump pit below. Homer thought the beer had a funny taste! Out of the corner of his eye he saw a shadow move near an old barge, looks like some posh boys are trying to sneak into Gunk Springs! The Delaque set up on the left, Lenny had been left behind in recovery, fortunately there was a cheap as chips bounty hunter in the drinking hole who offered her assistance. Armed only with a long rifle, Rosa took up the northwest platform while the stonecutters took the south west. The Venator gang known as "The Silence" spread out along the east flank. An early shot from Rosa saw one of the Venators pinned on the edge of a walkway, but his quick reflexes saved him from going over the edge. The silence launched their attack, the pair in the North East effortlessly leaping the gap between broken walkways while the southern flanks advanced on each other, taking cover behind pipes and on the barge:
Rosa opened fire again, this time the knockback of her long-rifle proving sufficient to put one of the venators in the sump. There was a wet gurgle as he was pulled under the surface. On the other side a venator opened fire with an autogun, spraying two of the stonecutters with bullets, taking Karla out with a spinal injury and forcing ned into the drink, however he passed his strength test to climb out before something unpleasant got him. The Delaque Spyker, Kang, sensed a powerful enemy approaching from the centre and probed his mind, shocking the Venator Leader momentarily, causing him to fall into the sump. He failed his strength test and will be missing his next battle as he recovers.
On the North east side, a power sword armed Venator was charging towards Rosa, she shot him once, expending her last clip but only succeeded to pin him, as he leapt up to continue his charge Rosa frantically reloaded and let off another shot, it was her last chance. The shot connected and into the sump the hunter went, also failing his strength test. There was a thrashing and a wet scream, cut short before the sump turned red with the hunters blood, something had ended this hunters expedition, netting the Stonecutters some additional credits. With that, The Silence were broken, there were some shots traded as the Silence withdrew, the Delaque passing their Bottle checks and keeping their claim on the Drinking Hole. With no enemy fighters captured, Rosa decided to stay, unhappy with her earnings. By the time the smoke had cleared no loot crates had been opened, the Silence had taken out one of the delaque gang and the stonecutters failed to take out any of The Silence, apparently preferring to let the sump do most of the work for them.
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Post by sebjones86 on Jul 9, 2019 15:54:02 GMT
A beautifully crafted batrep Davey boy. Hat off!
Ps: those sump deaths may not count for exp but they deffo count towards the slaughterer triumph
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Post by sebjones86 on Jul 10, 2019 16:04:30 GMT
An obnoxiously good night of gamage on Monday with a few people cramming 2 or more games in. Lets see what wen down in Gunk Springs town... THE SPARRING CAGESTrojan MC VS Reservoir Dolls This place normally thronged with all manner of thugs and scummers looking to further their combat prowess against spinning contraptions and lobotomized servitors. This cycle it played host to a violent shootout between houses Orlock and Escher. Escher pushes forward an aggressive advance but we’re stalled by The Corpse Guild who had one again lent Orlock their aid. With The Dolls kept busy, Trojan MC were able to flank and outmaneuver the Escher, who were culled to a (wo)man. THE PLEASURE HOUSEGiga Ghosts VS Reservoir Dolls Kellin Quinn, not happy about his Ghosts’ debut in the Turf War was determined not to let The Reservoir Dolls get away with one of his own men. Hadron was a capable fighter and way too valuable to let go. Fortune struck, while The Giga Ghosts were replenishing supplies the Dolls had had a run-in with Trojan MC, leaving them battered and beaten. Kellin wasted no time and mounted his rescue at once. The Ghosts were able to overpower the 4 defenders and rescue Hadron. Unopposed, Van Saar were then able to lay claim to the Pleasure House. Kellin booted the door open to claim protection immediately. He was met with gasps of surprise and the smell of unwashed c0ck, Van Saar had finally arrived in Gunk Springs. THE DRINKING HOLEStonecutters VS The Silence This way to Gunk Springs’ premiere watering hole was flooded with a slime over-spill. It was here that The Stonecutters of House Delaque met The Silence. Full (and better) batrep above. THE ORPHAN REFUGETrojan MC VS Precinct-13 A matchup of true masculinity. Vizla VS Statham. This close range blastathon took place in a quiet part of Gunk Springs known to be close to an Orphan Refuge. The poor whelps were woken from slumber by manly grunts, screams and the occasional shotgun blast. It looked for a second like Statham had the Orlock beat but he signalled the withdrawal and vanished into Gunk Springs’ thin green haze. THE WORKSHOPGear Heads VS P.I.S.S. Never before seen in the Underhive, a mysterious techno-gang calling themselves The Gear Heads clash with the elusive and enigmatic P.I.S.S. The confrontation lasted many hours as P.I.S.S. employed a smokescreen to confuse their foes. Just when the two sides were getting to grips with one another, P.I.S.S. vanish leaving The Workshop to The Gearheads. CURRENT STANDINGSThere's ya stats ya mugs! PETITIONING HOUSES
With half of the territories now claimed, its time to petition the houses! This will take place at the start of next session (23/07) Everyone remember to collect income next week if they attend club or not. ++ PS The house rules for Smoke Grenades have been tweaked slightly. make sure you check them out...
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Post by sebjones86 on Jul 14, 2019 20:53:27 GMT
THE WEAPONS DEALERGear Heads VS Giga Ghosts / Tunnel Skirmish Like any other underhive settlement, Gunk Springs is home to several Weapons Dealerships ranging in size and speciality. Gunk’n’Gunz is the town’s largest gun emporium it was also to be the stage for a vicious scrap between The Giga Ghosts of House Van Saar and a mysterious gang of scrap prospectors known as The Gear Heads. Let’s see a play by play... - The Gear Heads get off to a poor start when the grenade launcher champ jams his weapon. He blasts my juve off her feet but no further damage is caused.
- Josh plays Quick Time on his leader, upping his movement to 7”! This guy has a flamer so this is bad news for the Ghosts. He rushes forward and waits behind a door close to the Van Saar position.
- I send my Juves forward to grab some loot crates. One bags me some flak armour while the other is full of beast bait! I fortunately make my 6+ save against the tentacle thing.
- Josh is not so lucky. His ganger finds a loot crate in a pile of junk which turns out to be a melta trap! KABOOOOOOM! A stamp on his card for opening a trapped loot crate nonetheless...
- Josh pulls off a sweet move, sending his flamer-leader forward in to an exposed position. I take the bait but as I go to blast him at close range, Josh plays Reaction Fire and flames my ganger before he can even raise his duel laspistols. A skull is rolled and he is GONE. Misses next game as he applies the burn heal.
- A boss VS boss close combat scrap takes place but 2v1 in my favour. Gear Head leader holds out well, parrying force shield blows and plasma pistol shots left and right. His 3 wounds meant he lasted several rounds against 2 foes even putting one of them down (miss next game). Finally Kellin Quinn of House Van Saar prevailed, finally rollin that skull after several flesh wounds.
- With a leader and 2 gangers down, and a jammed grenade launcher - The Gear Heads cut their losses. This gun shop belongs to The Giga Ghosts.
Above: Scene of the crime Above: Kellin and Smythsenn take on Gearhead Leader THE STINGER MOULD SPRAWLPrecinct-13 VS Gear Heads / Tunnel Skirmish After a bloody run-in with Trojan MC, Precinct-13 were a broken ensemble. One man remained on his feet, Shock Baton and Shield in hand. One man stood ready to deliver justice where there was lawlessness. One man found himself in a long disused tunnel full of weird fungus facing off against a gang of shotgun toting tech proclaimators - this wasn’t going to be easy... - Mike refused to use the difference in GR to hire any hired guns “he doesn’t trust them” bold move, Michael, bold and ballsy. However he does choose to load up on tactic cards and rob Josh of both of his.
- Mike’s lone fighter stalks the corridors, avoiding the open spaces while josh closes in in a pincer movement. Josh is without his leader but with 2 champs and 3 gangers he has a significant upper hand here.
- Mike’s first ploy is to block off one corridor with a Beast’s Lair, narrowly escaping its tentacle as it’s placed.
- His second move is to use adrenal surge to charge headlong into 3 of the enemy.
- Josh’s initial reaction is to blast scattershot into the combat but this backfires when a flesh wound is caused on one of his own fighters.
- The lone Enforcer struggles on, smashing one enemy to the ground before he is finally overwhelmed. The Stinger Mould Sprawl falls into the hands of the Gear Heads. They will now be able to reroll results on the injury chart. Very useful!
Above: Beastmode ACTIVATED Above: Beast lure down! Above: Almost boshed a Gear Head over the edge Above: Nothing of note, sorry pal!
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Post by hereticdave on Jul 17, 2019 8:22:28 GMT
Sneak Attack at the Guest House
Stonecutters Vs Reservoir Dolls The Stonecutters had pitched up to the local guest house of Gunk Springs, taking the load off and generally putting their feet up when the Reservoir Dolls showed up, sneaking in the side entrance to catch the Stonecutters off Guard: An early surge from the dolls saw the alarm raised on turn one, Mr Burns taking advantage and surging forwards with his Web Gun to catch 4 of the Dolls under the template, webbing them all. Unfortunately the stonecutters couldn't capitalise as he was shotgunned into the lovely fire pit keeping the Guest House nice and cosy, suffering an Eye Injury. At the end of turn one both gangs failed their bottle checks, with Homer bravely going to check on the rest of the gang in another room, followed by the Dok who had pitched up for the Home Turf again. Lenny was pinned behind a barricade while the half the webbed dolls overcame the web and all easily passed their bottle checks. Reinforcements arrived in the shape of Kang and Szyslak, while the Dolls shut the lights off. Kang used his mind bullets to pin the shotgun wielding Escher, but at the end of Turn 2 the Rest of the Delaque failed their cool checks, leaving poor old Lenny against all of the Escher. He bravely hid until the Escher had gone, leaving the Guest House under control of the Reservoir Dolls. To make matters worse, Mr Burns was captured on a double 6! The rescue mission was played straight after, with the Escher taking up points across the table and Mr Burns strung up high on a ledge. The Delaques silent weapons however proved effective, The Escher Leader spotting Homer and almost raising the alarm before she was taken out by a Flechette pistol shot, suffering an Enfeebled result. Kang used his flight to quickly get to Mr Burns and untie him while the sentries were none the wiser. All of the Delaque escaped without the alarm being raised.
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Post by sebjones86 on Jul 17, 2019 20:31:34 GMT
THE HAB BLOCKP.I.S.S. vs The Giga Ghosts The Ghosts moved in to this densely populated area of Gunk Springs with the intention of going on a recruitment drive. They had just set up a perimeter in the centre of the Had Block. A large, flooded courtyard used by the locals basically as a toilet but also to dive for scrap. Cut off areas of the zone could also be accessed through under’water’ tunnels through this hunk pool. It was by this method that PISS struck... - I kept my only champ and leader back from sentry duty, leaving the remaining 5 available fighters in a tight perimeter.
- Gaz deployed PISS as a single close unit within a short distance of the central objective. His Iron Guild allies also turned up in a separate group and ran straight for the middle.
- Gaz’ signature smokescreen covered PISS advance, the Van Saar thinking is was merely sump-fog.
- The alarm is raised when my fighter spots the mob of Guilder Hive Scum charging across a walkway. Two are too close to the edge and are blasted in, one sinks and is never recovered.
- I open a loot crate and bag some Melta Bombs. Niiiice.
- Piss charge in but Van Saar armour defends against the worst of their attacks.
- My leader and champ turn up but I roll 2 for both so Gaz chooses their entry point, miles away from anything.
- By now I had 2 gangers down within coup-de-grace range, and with my heavy hitters miles away - it was time to go. This was the correct choice as both of my downed fighters escaped unharmed. PISS take the Hab Block.
- Gaz uses Guilder contacts to acquire a cheap MASTER CRAFTED COMBI-BOLTER-PLASMA. Sheesh.
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Post by jasewin on Jul 18, 2019 9:17:39 GMT
Love these bat reps dude niiiiiiiice!
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Post by hereticdave on Jul 18, 2019 13:27:27 GMT
Tunnel SkirmishStonecutters Vs Gear Heads Territory - Manufactorum The Gear Heads and Stonecutters both took a visit to the Manufactorum at the same time, it was not a pleasant encounter: Six zone mortalis tiles, the Gear Heads set up on the top right (with three intoxicated members) with the stonecutters taking up position on the bottom left, the opening turns saw some aggressive movement towards each other, with two loot crates being opened, the gear heads taking some incendiary grenades while the delaque found an armoured undersuit. When both gangs realised each other was there, all hell broke loose. The Gear Heads Leader opened the gates of hell, torching both Mr Burns and Ned, killing Ned instantly, super dead, nothing but ash remained where he stood, his equipment dropping to the floor. Mr Burns armour proved useful, but he spent the next couple of turns on fire running around like a headless chicken. The Delaque retaliated, taking one of the Gear heads out and wounding their leader. A sneaky grenade launcher from the side saw another delaque out, but only superficially wounded. Kang used his mind bullets to remove another of the gear heads, those intoxication counters really helping him out. The Gear Heads broke open the remaining loot crate to find frag grenades. A plasma burst saw Szyslak taken out, critically injured and near deaths door, only the Dok could save him now, while Homer surged forwards throwing knives at the Gear Heads leader, seriously injuring him. With that both gangs were on bottle checks, the Delaque passed theirs and the Gear Heads failed, but kept their cool. Mr Burns finally put the flames out but a rush from a combat shotgun wielding gear head and his grenade launching champion took Kang out of the fight, the spiker falling to the ground, out cold. The delaque pushed forward however and webbed the Gear Head champ, and with that they fled the battlefield, leaving the Manufactorum in the hands of the Stonecutters. A trip to the dok saw Szyslak miraculously recovered and the credits earned from the skirmish saw Ned's replacement drafted in. Loots crates opened - Stonecutters:1, Gear Heads:2 Out of Actions - Stonecutters:4, Gear Heads:4 Hidden Agendas - neither achieved
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Post by hereticdave on Jul 19, 2019 22:59:27 GMT
The Silence vs The Stonecutters
The Gauntlet Matt was after some xp and credits so agreed to run the Gauntlet: A close game that could have gone either way a couple of times. Matt found it frustrating getting over the bridge, but once he did it nearly all fell apart for the Stonecutters, with Karla picking up another serious injury, and with no advancements she was retired, the earnings from this game drafting in her replacement and another ganger, while Mr Burns and Homer will be missing the next game. It wasn't all bad for The Silence though, as they picked up an Ambot on their way to the doc's surgery. The Stonecutters did capture Mara, but left her somewhere the Silence would find her, with all her wargear too (they may or may not have implanted some subliminal programming, time will tell), although every member of the silence went into recovery. Out of actions - Delaque caused 6, Silence caused 3 No loot crates opened The Silence completed their hidden agenda.
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Post by sebjones86 on Jul 20, 2019 20:21:22 GMT
Outstanding work Dave. Love the comic book layout.
PS learn to roll dice
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Post by sebjones86 on Jul 22, 2019 21:47:05 GMT
TOP NIGHT of necromunda action tonight fellas! Gunk Springs is nearly all divided up. Brb just gonna carve an ice sculpture with my rock solid munda-lob...
(write up to follow)
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Post by markonnen on Jul 23, 2019 0:31:31 GMT
The Silence...were silent.
Hooked up to bacta tanks and nursing their bruised and drunken selves, Kain felt like some much needed rest was required.
It was up to the new recruit to prove her worth aided with "The Construct". Prototype quarry bot DR1LL3R, a repurposed excavator dome drone whose new 'programming' and sub routine matrix had been hacked and sliced with a bi-polar AI. Known only as 'Driller'-"A real fine killer!" repeats his sub routines and personality feeds through his vox amp-quite disconcerting when he's firing melta fluid at you with what sounds can only be described as robot joy and cheerful pixellated binary laughter.
Keela had her work cut out for her, she'd just finished with the command code in Dr1ll3r's programming, she had been tinkering for hours, joyous enough with Gunktown tavern's somewhat stale beer and odorous clientele.
'click'
...was the sound of a power cell being loaded into a lasgun. She'd know that sound anywhere... Hours in training, her own weapon a lasgun too! - Quickly she powered up the Ambot!
. . . . .. *₩₩₩₩₩₩₩#######_____ooonnNNNLINE. "Drrzzzt" "Rzzztt"...."DrrrrzzzzILLER! - A Rrreal fi-i-ine killllerrrr! DRILLER! - A REAL FINE KILLER! ONLINE and ready to mangle!"
Dr1ll3r moved out of the room into the wider bar area - empty, were it not for scattered tables and chairs. Everyone had cleared out in a hurry.
A volley of lasgun and autogun fire spread across the bar towards Dr1ll3r who was pinned down, his automata armour riddled with the impact but remaining intact.
Each volley bringing him down to his knees, Dr1ll3r managed to stand each time taking an occasional pot shot at his assailants as was his targeting protocol.
Keela dove across to a nearby table up ending it for cover. She fired a few shots across the bar to give the bot some cover, alas she took a lasgun to the shoulder and was down for the count-a swift knock to the back of the head with a rifle butt saw her out cold.
Dr1ll3r continued to brave against the onslaught melting one of the assailants clean out of the equation - now there were four.
"DRILLER! - A REAL FINE KILLER!"
Systematically standing up and shooting at his attackers, Dr1ll3r found himself knocked back down to his knees - all the while wounding the thugs surrounding him; taking refuge behind the upended wooden tables.
"DRILLER! - A REAL FINE KILLER!"
Seeing his companion unconscious, Dr1ll3r reached over to Keela who was still out cold, shielding her with his shoulder plate (primarily used to protect against excavation cave-ins), and picked her up, before storming off back to the hideout, autofire and lasbolts riccocheting against his external plating.
****
Back at the settlement Keela was patched up with little more than a concussion and some light bruising - the rest of the hunters gearing up ready to return to the hunt.
Payback would be a bitch, and his name's DR1LL3R - A real fine killer!
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Post by hereticdave on Jul 23, 2019 7:38:58 GMT
Not much to tell from the Border skirmish at the Gene Labs between Trojan MC and the Stonecutters. Both gangs showed up, expecting a blood bath, with the Stonecutters taking on a couple of extra bounty hunters to help even the playing field. The opening turns saw a couple of gangers go out of action on each side, the plucky juve taking out an Orlock in a face off and Rosa the bounty hunter shooting another ganger off the edge of a sump walkway, while the delaque reinforcements turned up near the middle of the table to get shot at by a Boltgun wielding orlock holed up in the command deck of the Cargo ship and the Lugger blasted Rosa off her Long Rifle perch. Both gangs were on Bottle checks which the Delaque passed and the Orlocks failed, followed by a slew of failed cool checks. The Gene Labs belonged to the Stonecutters. Rosa left the gang, her tenure as bounty hunter up after she was taken out of action, having not received any extra profits from her time with the Stonecutters. Shes's been replaced however with Benetar, who stuck around with the "We'll get our bit" rule, with the Stonecutters not having killed or captured any of the Trojan MC.
On another note I forgot to take any pictures, but Josh's cargo ship and crane stuff was the balls.
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Post by sebjones86 on Jul 23, 2019 16:37:36 GMT
THE GENERATORIUMPrecinct-13 VS Giga Ghost / The Marauders A fight broke out in the twisting tunnels beneath Gunk Spring's Generatorium. Statham had gotten wind that Kellin Quinn was heading there and moved immediately to cut him off (and hopefully break some heads in the process). Statham uses access codes given to him by Kalahorn Juggins of Gunk Springs' Enforcer Precinct to drive his armoured vehicle right in to the Generatorium's basement. His timing is perfect and he intercepts The Giga Ghosts making their way through the tunnels. Violance ensues... - Mike chooses to deploy in a corner tile while I choose an adjacent corner.
- I start with only five fighters. I get D3 reinforcements per end phase. THREE out my four reinforcements are waylaid and Mike places them miles out of the way.
- The difference in Gang Rating meant that mike was able to purchase a few extra tactics cards and he used these to great effect. He used violent minded to get Statham in to combat early-on with one of my Juves - short work was made of the nipper.
- I open a loot crate which was rigged to blow with and incendiary grenade. Fortunately I had the sense to clear all other fighters from the area so only the fighter opening the crate was effected. He burst in to flame, ran round for a bit but somehow emerged unscathed.
- Mike charges another Enforcer in and batters Hadron Helix before he can react with his power knife. Hadron's 2+ save in combat proved ineffective against the sheer brutality of THE LAW.
- By now my misplace reinforcements (including my suspensor plasma cannon) have arrived. Mike cuts them off with a Beast Lure but I am able to shoot past the Beast with a passed cool check.
- Mike shreds one of my gangers with close-range Bolter fire but in doing so leaves himself exposed to a MAX power plasma pistol shot from Kellin Quinn.
- Statham charges a second victim but fluffs his attacks, leaving himself exposed to a MAX POWER plasma blast. With S8, AP-2 and D3 this would surely end him. He takes the first blast, proving he is harder than plasma itself. However he is weakened for the second blast which puts him down.
- Oblak Karkaron who was previously engaged with Statham can't believe his luck. He promptly issues Statham the coup-de-grace. Statham suffers an 'enfeebled' (-1T) serious injury. He'll need bionics to take him back up to T5 where he belongs - but they aint cheap.
- My home turf advantage proved invaluable, keeping my gang from bottling and me in the game. Mike played very well as the underdog, Statham fluffing his second combat proved to be the turning point. GG Mike!
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