Sunday, March 10, 2019

Van Saar lay foundations in Zone 9

Zone 9 has for months now been nothing more than a shanty town of desperation and lawlessness. Last week that finally looked set to end thanks to the work of the Van Saar and "Rex" Auber.
The Archeo-Reclaimators and the Protomen, both determined to stop the opportunistic Escher, both set out to setup the site of the Trade Post, the first signs of civilisation returning to Zone 9.

Unfortunately, Dirtside still has a long way to go until it truly becomes civilised and shakes off the barbarism of the Imperium, and so, an argument and a fight broke out between the two gangs, clearly still wary of each other.

In the fight the Protomen were beaten back, and the Archeo-Reclaimators made the claim to Rex Auber.

Fortunately, the Protomen and Reclaimators managed to patch things up a few days later.

There is a long shaky road to the rebuilding of Zone 9, but the Van Saar have made a start.

Friday, March 8, 2019

Week 6. The Beast Rises

From the depths of the slums, from the twisted ruins of Zone 9, in the unexplored darkness, a rumbling.
Many in Magna Downs thought it was another ground quake, or a factorum generatorium in the plate above malfunctioning. But no normal thing could make that noise, no, human thing.
It was the sound heard across a million worlds, from a billion, billion throats. It was the sound of war across a galaxy, of Humanities oldest foe. One, that once it had its grip on a world, never, truly let go.
It was a single word, an utterance of mindless fury. And that fury, had come to Zone 9
WAAAAAGGGGGHHHH!!!!!!
gather your weapons, charge those power packs, the Orks have returned.
We will update you on the news, as it happens.
Stay safe.


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"

Tuesday, February 26, 2019

Van Saar fight settle issues in honour duel


Greg and Olly fight their Van Saar to a draw as they both bottle.

Greg's Van Saar offer to help the injured Van saar leader of the Archeo-Reclaimators

Church of St Pyros attack Aventium Collegium

++++Data loading +++++++
++++Upload incomplete +++
+++ Retrying +++++++++++

Sam's Cawdor beat up Ben's Goliaths to take the "holy relic of the refuse drift".

The Golden Harpies ***JUST MISCREANTS** and have betrayed **NOTHING AT ALL CARRY ON CITIZEN**


++++News story Loading....++++
++++News story Loading....++++
++++News story Loading....++++
++++News story Loading....++++
+++++++++++REDIRECT ++++++++++
++++ADEPTUS ARBITES: CENSOR AN CONTROL+++++
+++AUTO STATEMENT: ALPHA TERITARY FIVE ENACT+
+++BY ORDER OF HIGH MARSHAL SHILO DEVESSIER THIS OUTLOAD IS SUBJECT TO CENSOR AND CONTROL++++
+++GLORY TO THE EMPEROR OF MANKIND
++++BLESSED IS THE MIND TOO SMALL FOR DOUBT++++

The Golden Harpies have shown their true colours, it is grim news we must report but the dark through of the great evil has once again returned to Dirtside [THEY ARE CITIZENS OF THE IMPERIUM AND GANG MEMBERS OPERATING IN ZONE 9].The spectre of Moon Face will not die, and once again we loyal subjects must root out evil.[THEY ARE LOYAL CITIZENS AND THERE IS NOTHING TO BE CONCERNED ABOUT].
We are a great [TOLERABLE]reporter of the news, honoured to serve the subjects of the Emperor and so we come to report this dire [THE NORMAL DAILY] news. The Golden Harpies have been found to frequent Dark [NORMAL] Shrines of the Gods of Chaos [EMPEROR OF MANKIND LIKE ANY OTHER CITIZEN SHOULD BE BY IMPERIAL LAW].
NECROMUNDA STOCK GOLIATH FOOTAGE FILE 1232-A ADDED
The poor thick skulled Aventine Collegium, Goliaths though slow in wit, strong in faith were first to uncover the dark secret of [WERE FIRST TO COME INTO CONFLICT WITH] the Golden Harpies [IN THIS COMPLETELY NORMAL RUN OF THE MILL NEWS REPORT ON GANG VIOLENCE].



The cowardly Chaos Scum [ESCHER] were around their hated shrine to the Dark Gods 
[AT THEIR NORMAL DWELLING] when the Goliath came upon them. Such was the fury of the dim witted brutes that their Heavy Bolter armed warrior unleashed his entire clip into the vile Escher, pumping round after round of blessed bolts into the Heretics [CITIZENS]. The one called “Rose” took 4 seconds of full auto to the face and was blown to pieces by the Goliath - though it is said that the Escher have attempted to treat what was left of her, she is thankfully dead.

The loot; the initial target of Goliath, thinking this a simple gang war raid was the loot of the admittedly rich Escher. The Harpies, had placed their loot in the centre of their “shrine” and the Goliath came upon the madness the taint of the warp had wrought [DWELLING, THE GOLIATH WERE +++AUTOSCROLLER EDITOR+++ +ERROR+ 
+ERROR+ +ERROR+, +++PLEASE PERFORM BLESSED RITE OF PERCUSSIVE MAINTENANCE+++]. Escher fighting Escher desperate to spill one another's blood for the amusement of horrors from beyond [GOLIATH IN  +ERROR++ERROR++ERROR+]. Worse was the Goliath were affected, the weakest of spirit falling prey to dark whispers [NOTHING TO SEE HERE CITIZEN].

Such was the [STIM DRIVEN] fury of the righteous Goliath that the insane and cowardly Escher traitors fled. To their credit, it is believed the Goliath burned the hated shrine to the ground and constructed a new place of commerce to further the with new funds they acquired.

A few days later, further reports have circulated that the Reclaimers also attacked the Golden Harpies, word having spread clearly of their treasonous nature [WEALTH]. The evil Escher were in the middle of constructing a dark pit of blood and despair for the amusement of their masters [FIGHTING PIT]. The Van Saar set upon the Harpies with great fury with slices of las [LAS ROUNDS DO NOT SLICE] and plasma fire cutting the air. It’s said the Harpies had the advantage though, knowing the terrain of their turf they were able to hold off the van saar until reinforcements from their cabal [UTTERLY NORMAL AND NOT UNDER SUSPICION GANG] arrived to assist them.

Worse was to come, despite the intelligence of the loyal Van Saar they, in their fury sought to rush as quickly as possible to engage the evil Escher coming too close to the shrine, and being driven insane by it’s hated aura [THE FIREFIGHT TURNED TO THE FAVOUR OF THE ESCHER]. The Escher, having been driven mad already by the shrines presence, charged in and blood was shed. [AND THEN THERE WAS CLOSE QUARTER FIGHTING]. The Van Saar, could not face the fury of the Escher and were forced back. Now the Escher have their shrine [FIGHTING PIT], and their fighting pit, blood being spilled as offerings to dark gods. [THE GOLDEN HARPIES HAVE INVESTED IN ZONE 9]

Emperor help me. I know writing and publishing this without my superiors authorisation will mean my termination, but by the throne! I remember citizens, I remember the war, I remember the mad cultists of Moon face, the Astarte traitors who slaughtered out civilians, I cannot stand idly by and watch the threat resurge. I am too old to fight now, but where once I fought with Lasgun and Bayonet in the defence against Chaos, I will now fight with pen. FARPORT WILL NEVER FALL! LIKE CADIA THE PLANET SHALL BREAK BEFORE ITS PEOPLE! FOR THE EMPEROR! [THIS CONCLUDES OUR DAILY LOCAL NEWS REPORT, RETURN TO YOUR DUTY ROTAS CITIZEN]


[+++AUTO ORDER ENACT - ARREST ORDER; SCRIVENER PROPAGANDIST PALMER FOR IMMEDIATE EXECUTION. TROOPER THORN ORDER ENACT+++]
CARRY ON CITIZEN

Thursday, February 21, 2019

Week 4 Territory and Events


What was in previous weeks just a trickle has now turned to a flood. By Mag-lev, by Auto-car, by foot, by Needleways, by Tunnels, the lowest and most desperate of Dirtside flood to Zone 9 in the hopes of scavenging their riches from the corpse of Magna Petrum.

Not only do prospectors and ne'er do wells head to Zone 9, but those seeking to make a living off those looking for riches. Small prospector settlements pop-up, but none so large as the "Magna Downs".




In Magna Downs is a shanty town of wreckage built huts and rag tents nothing, roughly 30 of this huts. Nobody save the dregs of Ground level (or the Cawdor) would consider it liveable. But Magna Downs is a frontier town within a massive city, any law save the gun does not yet exist and while Guilders are keen to invest, the new locals are equally keen to avoid the Guilders getting their hooks in Zone 9. A wild place, with hard people looking work, others for protection.

Magna Downs
Territory Table

Rolling for territory works slightly differently as Zone 9 has started booming. 
To represent the newly setup settlements in the area Selecting Territories works slightly differently than previously.
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.


-->

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

-->
Limited Territory
The territory is limited, some, when they're gone, they're gone. Everyone must inform the arbitrator immediately on any territories rolled in this round.

Special: The Tech Bazaar Fort Magna Weapons Emporium

Should the Tech Bazaar be rolled, this sets the time ticking for when the Trade Post being opened.

Fort Magna weapons Emporium is a new venture funded by local gangs, who have attracted the well travelled trader "Rex" Auber. Rex Auber is believed to have supplied munitions as far away as Carsonville, Haven and North Liberty and has now come to Zone 9 looking to setup shop. Auber, is thought to be a former Imperial Guardsmen, settled for Emperor knows what reason on Farport. This is one of several stories about him, though only thing for certain is he is an off-worlder.
Rex Auber, Merchant.
Special Event: "Honest" Hans and the Mining Consortium
Honest Hans is not best pleased with some of the gangs of Zone 9. In particular, the Church of St Pyros, having not acquired one mine working and not approached him to sell the other, has drawn the displeasure of the Doctor who has released a statement via "Truth Famaris".

"Church of St Pyros, you have taken what is mine, I expect you to contact me with fair offer".

In a twist to this proceedings, the Servility Sovereign Mining Consortium; an out of Dirtside mining group, have arrived in Zone 9 and put in a very public counter offer to Honest Hans. 

"To those in possession of the Mining Works within Zone 9, we bid thee good greetings. We of the SSMC wish to conduct business with you, for a subcontract on your rightful holdings, we will provide 5 Helot workers for said mine, of which we will claim payment of the workload of 1 and require access to the mine, all other earnings from the mine workings shall remain in your possession. We of course, are making this generous offer to conduct geological survey of the earth around Zone 9. Kind Regards, Gernandt Dregaeraz the forth"
Gernandt Dregarez

Game information
The ability to challenge for the last remaining mine workings remains in effect. Hans will still pay 250 Credits for a mine. However his opinion of the Church of St Pyros has soured and so he will only pay this gang 150 credits.
In fact, the only way to get access to Mine workings is not to seek out Hans as it is no longer on the territory table.

Any gang with a mine workings may elect to to take up the Gernandt of the SSMC up on his offer to have mine workers, your mine will instead produce 5D6x10 Credits per game for your gang.
Please note: the only way to acquire the last mine is to take Hans up on his deal and double cross him.

Information: Orks!
Orks have been spotted in Zone 9, this is not an unheard of event particularly in the slums like Zone 9 where Ork Spores from the war still persist. There have been some reports of Orks attacking settlers, though not in sufficient numbers to cause any concern.
Information: In some scenarios Orks may appear, particularly ones involving loot, if the Arbitrator is around when playing, please inform them of the scenario.