Friday, March 1, 2019

Week 5 Territory and Events


Magna Downs has become a hub of activity, but the town is desperate for resources and supplies. The sump creatures and Orks have become an increasing problem.
The Orks have been increasing in numbers and the locals have begin to notice, as one local said, "they've gone from a nuisance to a problem." 

Territory Table

The players roll a D10 and examine the chart below, then either party my shift the result up or down the table 1 space for 20 creds, or 2 spaces for 40 creds and so on and so forth. Should the two gangs want to shift the result to different locations, the gangs bid against one another in 20 cred increments, the winner being able to move the result.

The one exception to this, at least 100 credits must be spent to unlock the Tech Bazaar as this takes considerable investment. Unlocking the Tech Bazaar will mean that barring any issues, the trading post will start to become available from Week 6.

As with week 4, the Territory is limited and so once they're gone, they're gone.



Territory table
D10Result
1Wastes
2Refuse Drift(Gone)
3Bone Shrines
4Corpse Farm
5Mining Works
6Drinking Hole
7Rogue Doc
8Fighting Pit
9Settlement
10Tech Bazaar




Special: The Ork problem
Orks keep turning up in Zone 9 and there has been a general bounty placed upon them. Orks can turn up, if the players agree, in a battle. The Orks are particularly drawn to places of value.

If Orks are selected to be involved in this battle (see below for details) then do not roll for the territory on the table, instead the players may choose the result. If the players cannot agree, they must roll off, the winner being able to choose the territory.

If the Tech Bazaar is selected, this still requires the 100 credit investment from the winning player. If the player cannot afford the Tech Bazaar in the post battle sequence, then they instead automatically gain the "Wastes".

Orks in a battle
If you elect to have an Ork mob in battle, they are either controlled by a third player if there is one available, or they are randomly controlled. by either player. Either way they are ruled by their behaviour.

What are the rules for Orks?


How many Orks?
Each battle has 3d3 Orks, if a natural "6" is rolled on any of the 3 dice, one Ork is an Feral Ork Nob. If a natural "1" is rolled on any of the dice, that Ork is an Orkling. an addition, if there are models available, another D6 Grotz are added, if there is not, then roll 4D3 for Orks instead of 3D3.

Orks behaviour
Orks are governed by particular behaviour
Deployment: Orks are always deployed on a single tile within 4" of at least two other Orks. If there is a Darkened corridor tile, Orks are always deployed on this tile. If there is no darkened corridor tile, then the Orks will be randomly deployed in one corner of the table.
Objective: Orks objective is always to get from one corner of the table to the other furthest corner of the table, stealing as much loot as they go. If they are deployed in a darkened corner tile then the corner they need to escape from is furthest away from them
Behaviour: The Orks will move as quickly as possible from one end of the board from the other and leave the board by the closest exit to that board corner. That is normal behaviour, unless they see a human. If they see a human ganger, outnumber the humans, they are within the path of their escape and they are the closest enemy model then they will attack. If a ganger attacks an Ork then the Orks will automatically move to attack that ganger. It is assumed that any Ork within Line of Sight of the Ork that can see gangers is also aware of gangers. If an Ork has a ranged weapon they will always try and shoot the closest enemy model (enemy in this context is anyone who's not an Ork. 
Thieving Gitz: In addition to the Rules above on behaviour, if an Ork spots a crate or other lootable item, they will always try to steal the loot and escape. As with enemy models, any Ork in Line of Sight of an Ork who can see a crate will also be aware of the crate. Orks will always try to steal a crate before escaping; they don't let go of their shiny things easily!
ZOGGIN' THIEVING GITZ!: If an Ork or Grot model takes an enemy model out of action in close combat, that model loses one randomly determined weapon or piece of equipment as the Ork runs off with it.
Who controls the Orks? The Orks are controlled by a 3rd player or arbitrator. If there is no arbitrator, then during the priority phase the players roll off, the winner controls the Greenskins for that round obeying the behaviour rules.
BOUNTY: A bounty has been placed on all Greenskinz heads to bring the population down. A gang can collect the bounty in the following circumstances:

  • A fighter takes a Greenskin Out of Action in Close Combat.
  • Greenskinz have been taken out of action during the battle from ranged damage, and the Gang is the last gang left on the battlefield.
Each Greenskin is worth a certain amount in the post battle sequence 

  • Grotz are worth 10 Credits
  • Orklings are worth 20 Credits
  • Feral Orks are worth 30 Credits
  • Feral Ork Nobs are worth 50 Credits
Example the Golden Harpies fight the Protomen, 5 Orks are taken out of action and 3 Grotz. Of these 2 Orks were taken down by the Golden Harpies in close combat, 3 Orks from range by the Golden Harpies and the 3 Grotz escaped. The Protomen won the battle as the Harpies broke and fled. The Golden Harpies gain 60 Credits for the Orks killed in Close combat in the post battle sequence but the Protomen earn 90 Credits as they were the last gang standing.

Reporting battles with Orks: Please ensure that you report how many Orks fought, how many were killed and how many escaped when reporting this battle.




Special: The Tech Bazaar Fort Magna Weapons Emporium

Rex Auber is still looking to setup the Tech Bazaar so he can begin trading. Those who gain the Tech Bazaar will have first refusal on goods.


Rex Auber, Merchant.
Special Event: "Honest" Hans and the Mining Consortium, the Escalation.

Honest Hans is increasingly desperate to acquire the mining works and is absolutely livid with the Church of Saint Pyros.

There are three mining works in Zone 9, Hans has one, one is still unclaimed, and the other is in the hands of the Church of St Pyros and their new SSMC. Hans, again through Truth Famaris have made the following statement.


"Cawdor Fools of Pyros! You did not take my offer! This is illogical and unwise and you will live to regret this! To any armed citizens of Zone 9! I want those mines! I will pay 300 Credits for contract of those mines! "Church" of Pyros, you will receive none of these credits. Instead, I say this, for every head of the Church, for every "warrior", I will pay the full value for their hides. This should prove lucrative".

If facing the Church of St Pyros, a gang may challenge for the Mine Workings in their possession. This will take the form of the mission "Settlement Attack" mission. As before, if the gang challenging the Church of St Pyros is 200 points lower in gang rating (before deciding if the Church Call for help) Hans will loan the gang his Lugger Servitor free of charge for the battle. 

Hans' Servitor

For Hans Servitor, use the rules for "Orlock 'Lugger' Cargo Servitor" on page 100 of the updated rule book.
The Servitor is armed with Heavy Bolter, Heavy Carapace armour and a Mono Sight.
Special Rule: Advanced Subroutines: Hans' Servitor has more advanced combat programming than others of its kind, Hans' Servitor has a WS  4+ and BS 3+.

The SSMC are unwilling to risk their investment and will likely support the Church should the church request aide. 
You got a friend in me
The Church of St Pyros have two options if challenged they may respond in one of two ways.
  1. Go it alone and fight the mission normally. If the Church elects to this and wins they gain +5 reputation in addition to any other reputation gained and double the experience earned for the battle.
  2. They call for back up from the SSMC. If they elect to do so then the SSMC will provide 3 fighters (1 Forman, 2 Workmen)for the battle, though they must be armed with the weapons and equipment below.
SSMC Foreman

MWSBSSTWIALdClWilInt
4"3+3+3313+14+5+7+6+
Equipment: The Foreman is equipped with a Hazard Suit, Mining Laser and Shock Whip.
Skills: The Foreman has the "Fearsome" and "Commanding Presence" skills
The SSMC is a Champion, but can only group activate with other SSMC employees 

SSMC Workman 1

MWSBSSTWIALdClWilInt
4"4+4+3313+17+5+6+8+
The Workman is equipped with a Hazard Suit, an Autogun, Blasting Charges and a Fighting Knife.

SSMC Workman 2

MWSBSSTWIALdClWilInt
4"4+4+3313+17+5+6+8+
The Workman is equipped with a Hazard Suit, an Shotgun, Blasting Charges and a Fighting Knife.

SSMC Models are best represented by Genestealer Cultist models.

Allies: Gangs may "Gang up" to take on the Church of St Pyros if they are from the same House/Faction. 

Special Event: Suspicion Rising
Irada the Bounty Hunter has become especially suspicious of the Golden Harpies and is convinced they will lead to a big payday it seems. Though something is off at her behaviour as most Bounty Hunters are remarkably tight when it comes to money

Any Gang fighting the Golden Harpies may recruit Irada for the battle for 10 Credits
However, if the gang captures any fighters of the Golden Harpies while Irada is part of the gang, Irada will automatically disappear with the capture and no money is gained.

The Golden Harpies can only mount a rescue mission for the gang member, they cannot trade for the ganger back.
Should the Golden Harpies wish to mount a rescue mission for the lost ganger, then they must speak to the Arbitrator first as any rescue mission will not be against the gang, but in a special scenario.

Name: Irada Vasilliev
Age: Early 30's
Hire Cost: First Time: 60 Credits, Second and future times: 20 Credits
Special Hire: Irada will fight for free if facing any group suspected of criminal activity. Currently, this is only the Golden Harpies due to their reported activity around Warp corrupted sites.
Will not work with: Currently only the Golden Harpies, due to their current criminal activities.
Appearance: approximately 165cm in height with dark hair, at times shaven on one side for the benefit of cranial implants.
Story: A gunslinger and occasional bounty hunter, Irada is said to be a drifter who goes from job to job, with the rush in Zone 9 she's sure to find work.
Personality: Irada is cool and charming, her voice having a slight rasp from smoking llo sticks. She's quick to laugh and joke and quite personable.
Irada Vasilliev220credits
MWSBSSTWIALdClWilInt
5"3+2+3323+27+5+5+5+
Skills: Nerves of Steel, True Grit, Hip Shooting, Sprint, Gunfighter
Equipment: 2 Laspistols, Frag Grenades, Bio Booster, Filter Plugs, Improved Cortex-Cogitator, Flak Armour. Knife.
Special Rules: 
Occasional Bounty Hunter - If selling a captured fighter to the guilders, roll a D6, on a 2 or more you get the full value of the fighter. On the roll of a "1" Irada disappears with the fighter and you get nothing. Note if you capture one of the Golden Harpies while Irada is part of the gang it is assumed you automatically roll a "1"

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