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  1. THE PLACE Location: 717 SE Main St. Portland OR 97214 (map) - Around the corner from Kokiyo Teriyaki and up the stairs. Cost to play games is $8 for Ordo Members, $3 for Ordo Warlord Champions, and FREE for Emperors & Imperators! As always, your first Game Night is FREE! THE GAMES Games we play: All, with a focus on Oathmark, Turnip, Saga, Necromunda, Star Wars Legion, X-Wing, Warcry, Warhammer 40k, Kill Team and more. While it is possible to find a pickup game at Game Night, it is much better to pre-arrange a game before coming down. New players are always welcome, feel free to stop by and check it out.
  2. This investigation goes out to any avid player but especially arbitrators in the group. Do Wyrd powers feel extremely constrained to you? Especially when you look at the flexibility of the rest of the game. I was working on a starting list for a delaque gang and I wanted to make it prominently psychers. I was feeling really good about it until I ran it past some people who pointed out that every synergy I had found/was excited about was in fact illegal. I didn't know about the FAQ that said delaque can't take powers from the outcast book without taking one of the (arguably crap) whispers first. I just seems like psykers come with so many strings, are they ever more than a joke include? I love the idea of a chorus, but needing to lump three dudes in order to maybe execute a power that is lukewarm, only to get three for oned by a blast template or blow yourself up with a parels. I'm fine with high risk high reward but everywhere I turn it seems like high risk extremely low reward. Any luck with your wyrds or arbitration of some better house rules? Or am I crazy and are Wyrd powers game breaking boogie men that need all the sandbags they can get?
  3. On January 11th, at 1:00, we’ll be hosting a kickoff event for our Necromunda Campaign. Bring a 1000 credit gang and be prepared for some mayhem. Gangs should follow the normal restrictions, and all chosen skills should be unique. We’ll aim to do some quick multiplayer scenarios, draw territories, tactics and challenge cards, and then play some of the quick scenarios from the recent White Dwarf supplement. The Pit Fight scenario and the Meat for the Grinder scenarios are high on my list of likely missions. You don’t need to attend the kickoff to join in the campaign, nor do you need to commit to the campaign to participate in the kickoff event, but any xp, credits, weapons or injuries that your gang earns will carry on into the campaign. It should be a fun way to jump into the campaign, and make sure everyone knows who their potential rivals are. Hope to see you there!
  4. Alright, gangers. The Goliaths defeated the Enforcers to secure the riches of the Reaper Ghast harvest. The next scenario will take place on Tuesday (10/8) at 6:00 PM at WOW. All gangs present will battle each other using the Gang Moot multiplayer scenario on page 182 of the Rulebook. As arbitrator, I am only making the following modification to the scenario. Otherwise, gangs should play the scenario exactly as written in the book. IMPORTANT RULE FOR TERRITORY ALLOCATION: If a player wins the Gang Moot, then that player may choose any single available territory to control. Any other player may choose territories drawn at random, just for taking part in the battle. If the game is a draw with no winner, then all players draw territories at random. As always, let me know if you have any questions, and I'll see you in the Underhive!
  5. I just finished writing the rules for the first scenario of Deathcap Junction 2.0. It's a modified version of the Ghast Harvest scenario from page 170 of the Necromunda Rulebook. Here is the narrative hook for the scenario: The Escher civil war is finally over. Deathcap Junction has been released from its state of martial law. The Necromundan 8th Infantry have left town, and the Junction’s valuable territories are up for grabs. The uphive gangs have recently arrived at the settlement. They hear news about a vein of Reaper Ghast that is located somewhere in the Junction. A rockcrete building caved in during the civil war, and the debris is finally being cleared up. Servitor-assisted work crews have discovered a vein of Reaper Ghast that was growing amidst the wreckage. Reaper Ghast is a mutant strain of Ghast that has been infected by toxic Deathcap spores. Reaper Ghast is a rare and valuable substance that can imbue its users with temporary psychic powers. Furthermore, anybody who uses Reaper Ghast sees an overwhelming vision of his own death. Some people are empowered by this knowledge, but others are irreparably shattered by the horrifying vision. The gangs will play this scenario tomorrow (October 5th) at WOW, starting around 3:00 PM. I am attaching the Word file for the Battle Report sheet to this post as well. Players can download and print that sheet and fill it out to let me know the results of their battle, so I can keep track of them to determine the campaign winners in three weeks. Let me know if you have any questions, and I'll see you in the Underhive. Scenario Reaper Ghast Harvest.docx Necromunda Report Sheet.docx
  6. The Deathcap 2.0 campaign will use a highly modified version of the Intrigue rules from Book of Judgement. The deck will only consist of the following thirteen cards, which all correspond to a different card in the Spades suit of a standard playing card deck. Corrupt the Machine (2 of Spades) Make them Bleed! (3 of Spades) Burn it Down! (4 of Spades) Keep the Trade Flowing (5 of Spades) Reveal the Imposter (6 of Spades) Retrieve the Informer (7 of Spades) Cut off the Head (8 of Spades) Minimum Force (9 of Spades) Show of Force (10 of Spades) Wreck the Place (Jack of Spades) Collect a Debt (Queen of Spades) Seed the Rebellion (King of Spades) Watch from the Shadows (Ace of Spades) During any two-player battle, both players will draw two intrigue cards from the same deck. Players will draw their cards immediately before the first player deploys his first gang member. Our campaign is ignoring the classifications of Law-Abiding and Outlaw, so any gang may use any Intrigue card without having to worry about alignment tests. Players may attempt to achieve either, neither, or both of their drawn Intrigues. However, once a player successfully achieves an Intrigue, they are disallowed from achieving the second Intrigue. In the event that a player manages to achieve two Intrigues at once with a single fighter action, that player must choose which Intrigue they would like to achieve, and they may not gain benefits from the other Intrigue.
  7. Deathcap Junction 2.0 will be using the Dominion Campaign rules from Gangs of the Underhive. Players will battle for control of territories in the Junction. Each territory will give the controlling player bonuses that include bonus credits, reputation points, or special abilities. As the campaign arbitrator, I determined the available territories by using the official Campaign Territory Cards. Throughout the campaign, we'll track ownership of the territories by using both Yaktribe and the magnetized board at WOW that was built by the ever-talented Ninefinger. Without further ado, here is a map displaying the territories at stake in the Battle for Deathcap Junction: (Shout out to the Echoes of Imperium blogger who built the template I used for that map.) And here is a less stylish but easier-to-read list of those territories: Sludge Sea Bone Shrine Old Ruins Rogue Doc Shop Fighting Pit Needle Ways Tech Bazaar Gambling Den Collapsed Dome Tunnels Mine Workings Narco Den Promethium Cache Corpse Farm Archaeotech Device Okay, that's all for now. Tomorrow, I'll post the modified deck of Intrigue cards that we'll be using in the Deathcap 2.0 campaign. See you in the Underhive!
  8. Since we're rebooting the Deathcap Junction campaign, each gang should be created using the rules listed in Gangs of the Underhive or the Book of Judgement (for Enforcer gangs). Each gang will also receive a set of bonuses so the players can approximate the progress their gang made during the previous phase of the campaign. During phase two of the Battle for Deathcap Junction, each starting gang will receive the following bonuses: I. Each gang receives an extra three Reputation points to show that the gangs are a little more seasoned. (Every gang should start with 4 reputation points.) II. Each player can give one extra skill to any Leader, Champion, or Juve. This skill can be chosen from either the gang's Primary or Secondary skill sets. The fighter's Rating must be adjusted to reflect the increase in value from the new skill. The fighter's Rating goes up +20 credits if you give him a Primary skill and + 35 credits if you give him a Secondary skill. Furthermore, none of the skills in your beginning gang can be duplicates; i.e., all four starting skills should be different from each other. III. Each gang receives an extra 200 credits. These credits are in addition to the 1000 you normally receive for starting a gang. Players must spend these credits before their first battle, or they will lose them. These additional 200 credits may be used to purchase any combination of the following: New gangers or juves, as long as the player doesn't violate gang composition rules. One hanger-on. Players may use any of the hangers-on from Gangs of the Underhive. The only hangers-on that players may use from the Book of Judgement are the Propagandist and the Narker. Any amount of equipment from the player's gang house list. One single purchase from the Trading Post with a Rarity value of 10 or less. Okay, that's it for now. If anyone has questions, feel free to message me, and have a great weekend!
  9. Deathcap Junction is dead . . . . Long live Deathcap Junction!!! The Necromunda campaign has been going for the past couple of weeks. Many battles were fought, and much fun was had. As the campaign Arbitrator, I elected to use the new Law and Misrule Campaign system from the newest book. At first, the system worked well, but the longer we played the more unbalanced things became. Recently, I felt the need to orchestrate a soft reboot for the campaign. As a result, we will be playing a mini-campaign for the the next three weeks using the simpler and more battle-tested Dominion Campaign system. The first battle will occur on Sunday, October 6th at 3:00 PM. The second will occur on Tuesday, October 8th at 6:00 PM. Officially sanctioned games will be played at WOW, but players are encouraged to issue challenges for side games and keep track of the battle results for scoring purposes. The final battle will be on Tuesday, October 22nd at 6:00 PM, and one player will be crowned the new king of Deathcap Junction. For the new campaign, players will set up gangs using the standard rules in Gangs of the Underhive, but each gang will receive a starting bonus of Reputation points, skills, and credits in order to approximate the advances each gang earned during the previous phase of the Deathcap Junction campaign. If you haven't played a Necromunda campaign before, this is the perfect opportunity to try it out for a short-yet-eventful and fun campaign. New players welcome! Very soon, I'll make a brief Ordo post to outline the modified rules for gang setup.
  10. I've been thinking a lot about how unbalanced the standard tactic card rules are for Necromunda. I've talked to Ninefinger a lot about this. The problem is that there is a HUGE disparity in power between the best cards (i.e. "...click") and the worst cards ("Frag Trap"). As a result, players tend to over-rely on the most powerful cards in any scenario that allows them to choose their starting hand. In my opinion this is bad for the game. Player strategies become repetitive, and battles start feeling too samey. This problem is further compounded by gangs like Delaque, who have a handful of House-specific cards that are arguably overpowered. Ninefinger and I wanted to make it so that players weren't using the same cards every single battle, but we also wanted to give players access to enough cards to build a winning strategy. As a result, Ninefinger and I developed the following rules, and we're gonna try them out in the Deathcap Junction campaign. House Rules about Tactics Cards: Every player will need a set of 12 tactics cards. Players will be allowed to change out two tactics cards per week (starting the second week) as their strategies evolve throughout the course of the campaign. If the scenario says there is a random draw of cards, then players will simply draw the proscribed number of cards at random. (No rules change here.) However, if the scenario says that players can choose a number of cards, then the player will draw TWICE that number. The player will then discard unwanted cards until they are left with only the proscribed number of cards in their hand. For example, if a scenario says to choose three cards, the player will draw six cards, and they will choose three cards from that pool of six to comprise their hand for the duration of the battle. Feel free to let me know if you have any thoughts about these rules. I look forward to starting our campaign tomorrow.
  11. THE CAMPAIGN: Battle for Deathcap Junction is a narrative campaign for Necromunda that will be played at W.O.W. this fall. I just posted a narrative preview of the backstory. The TL:DR version is that a bloody civil war has destroyed the gang leadership of Deathcap Junction, an underhive settlement where a valuable resource is located. (Yeah, kind of ripping off Dune, I know, I know.) The player gangs will battle for fun & profit in the chaotic aftermath of that war. Initially, the campaign will use Dominion rules (e.g., Territory cards), but the new Law and Misrule elements will be phased in after the first week. Games will be played using both Sector Mechanicus and Zone Mortalis formats. Acting as arbitrator, Josiah will keep track of player victories and losses, and those outcomes will influence the ongoing narrative. START DATE: First game will be on Tuesday, September 17th, starting around 6:00 P.M. END DATE: The campaign will last for seven weeks, including a one-week break after the first three weeks. The final week will begin on Sunday, October 27th. LOCATION: Western Oregon Wargamers 717 SE Main Street Portland, Oregon, United States The campaign will be hosted on Tuesday evenings at W.O.W. Players are welcome to make plans with each other to play at homes or game shops or anywhere else they like. After each game, players will send the results to me, Josiah, for bookkeeping and narrative development. STARTING GANG COMPOSITION: Starting gang lists will be made with a 1000 credit limit. Players should adhere to all the guidelines laid out in Gangs of the Underhive (for House gangs). The Book of Peril (for Venator gangs). The Book of Judgment (for Enforcer gangs). Players can also use Genestealer Cult & Chaos Cult rules from the GW website. The website Yaktribe has lots of nifty tools for building gangs, printing character cards, and tracking progress. Highly recommended. Painted models are encouraged for the most immersive and fun experience possible. WYSIWYG is a goal that we strive for, within reason. (Meaning, nobody will get salty if a grenade isn’t modeled on the miniature’s belt.) Kitbashes or counts-as models are great as long as the new model is not confusing for your opponent. IN CLOSING (FOR NOW): This is gonna be an exciting campaign with lots of fun new rules to play with. If you have any questions, feel free to contact me, Josiah. Likewise, if you're curious about the game and would like to try it before you buy models, I’d be happy to set up a learning game at W.O.W. some time. See you in the Underhive, gangers!
  12. Deathcap Junction is a settlement located in the depths of Hive Primus. It is the only place where Necromundan deathcap mushrooms grow in large quantities. Deathcaps are among the most deadly poisons in the galaxy. A single spore will cause nearly instant death, but the victim feels like the agonizing process lasts for millennia. (A few psykers have learned this horrifying secret the hard way.) Two standard years ago, the Corpse Guild outlawed any use of deathcap spores as a poison. The Corpse Guild feeds reconstituted human flesh to the hungry masses, and deathcap poison lingers in dead bodies for a long time. Even worse, human tissue absorbs deathcap spores so completely that they are nearly impossible to trace after a victim dies from seemingly natural causes. And the problem is one of scale: a single polluted body will toxify an entire batch of valuable corpse starch. Put simply, deathcap poison is bad for the Guild’s bottom line. As a result, the Guild lobbied Lord Helmawr for decades until he finally delivered an edict outlawing deathcap poison. Nearly a century ago, House Escher established a monopoly on the trade and cultivation of deathcaps, in keeping with that House’s disturbing fascination with toxins. Until recently, Deathcap Junction was ruled by the Hot Knives, a large and powerful Escher gang. To a woman, the Hot Knives were murderers and drug peddlers, but they were staunchly loyal to the Noble Houses and the Guilds. After the Corpse Guild outlawed deathcap poison, the Hot Knives were quick to wash their blades, and they immediately stopped peddling deathcap spores to wealthy spies and assassins. From that point on, the Hot Knives would only sell deathcap harvests to uphive nobles who buy the potent spores for medicinal purposes. Deathcap mushrooms are a powerful catalyst in the rejuvenat treatments that keep many spire nobles—including Lord Helmawr himself—alive and healthy for hundreds of years. The process of refining the deathcap spores to make them safe for consumption—a process known as “quickening” by noble apothecaries—is prohibitively expensive for most people living downhive. Recently, the Corpse Guild succeeded in criminalizing the use of deathcap medicine throughout the Underhive. The Guild did this to prevent even the rare wealthy downhiver from polluting the next big yield of corpse starch. The Hot Knives lost vast sums of credits due to the outright ban on deathcap poison and the downhive ban on deathcap medicine. This economic downturn sowed discontent among the ranks of the Hot Knives. Their second-in-command was a charismatic swordswoman named Epitomie. Epitomie believed that House Escher was strong enough to defy the Corpse Guild, and she convinced many of her sisters to join a rebellion against any Hot Knives who remained loyal to the Guilds. Before long, Epitomie found powerful allies among the Narco Lords, a recidivist organization that—until recently—had taken in large profits by selling deathcap medicine on the black market. Epitomie’s rebel faction called themselves the Devil Cats, and they fought a brutal guerilla war against the Hot Knives. The Devil Cats took heavy casualties, but they ultimately won the war, seizing control of the deathcap trade throughout the Junction. Epitomie is deadlier than ever—she took over a dozen brightly colored scalps during the war—but she doesn’t have enough battle-ready soldiers to ward off the many House gangs that come pouring into the Junction everyday, seeking to take advantage of the new power vacuum. She has also heard disturbing news that the Corpse Guild has sent down squads of Enforcers to make sure that she pays dearly for defying their sacred laws. "Oh well," Epitomie has been known to say, while drawing her power sword: "I asked for an interesting life, not a long one."
  13. BY ORDER OF LORD HELMAWR, PLANETARY RULER OF NECROMUNDA. SEQUESTERED PALANITE ENFORCER DOSSIER. AUTHORIZED PERSONS ONLY. DATE: 0695001.M41 AUTHOR: Enforcer Captain V-492, "Wardog." RECIPIENT: All Enforcers stationed at Gamma Sector, Hive Primus. SUBJECT: Battle for Deathcap Junction Listen up, you pitiful sump rats. House Escher has lost control of Deathcap Junction, the most wretched bastard town in the Underhive. I hate the Junction worse than scavvy-pox, but it's the only place that grows a rare fungus needed for rejuvenat treatments to keep our Lord young and healthy. Civil war broke out between two Escher gangs in Deathcap Junction. One gang was loyal to Helmawr and the Guilds. The other was in league with Narco Lords and other recidivist groups that mock our sacred laws. Delaque informants say the recidivist gang has won the war. The Guilds have lost their foothold in Deathcap Junction. As Enforcers, we cannot let that stand. House gangs from all over the Hive are marching on Deathcap Junction, looking for profit in the bloody chaos. Some of these gangs are allied with the Guilds. Others have thrown in their lot with the recidivists. Our job is simple, but the fighting will be hard. We go to the Junction. We shackle arms and legs. We crack skulls. We bring order to Deathcap Junction. Or we die in the attempt.
  14. Hey Gangers, I should have gotten this posted earlier, but here is our custom scenario fro Cycle One. This is designed to give your gang a boost, and gain some extra turf, early in the campaign. Its also designed to force you to acquaint yourself with the rules for both Zone Mortalis and Sector Mechanicus games. It should only be played by untested gangs, for their first game. If you both agree, you can select this scenario without rolling on the scenario selection table. Ping me with any questions, typos, clarifications etc, and i'll get back to you as soon as I can. Scenario: As Above, So Below Recent pumping and recovery efforts have uncovered vast unclaimed sections of the underhive. This offers your gang a spectacular chance to stake your claim, but only if you move fast. Splitting your forces gives you a chance to cover more ground, and make your mark on these unclaimed territories. Let's just hope your rivals don’t get the same idea. This Scenario may only be fought by Gangs fighting their first battle of the Turf War Battle Field This scenario takes place with your forces split, simultaneously on a Zone Mortalis board, as well as a Sector Mechanicus board. Set up, following the normal rules from Gang War 1, a small board of 3d terrain, as well as a small board of Zone Mortalis tiles. Barricades, Doors, and Ductways should all be used to ensure good mobility across the board. Crews: Before deployment both gangs will select their forces for the underground and the 3D boards. To begin, select D3+1 fighters for each board. Additional Fighters will come in as reinforcements during subsequent turns. Deployment: Players roll off, and the winner decides whether to take the Priority Marker or give it to their opponent. The Player with priority will choose one of the two boards, and select an edge to deploy their crew for that board. Their opponent then sets up their models for that board. The player without the Priority marker will then select a board edge on the remaining board, and deploy their crew. Reinforcements: In the scramble to explore this new territory, your gangers have spread out, and may not be nearby when the battle starts. Each turn, beginning with the 2nd turn, each player must add D3-1 random gang members to one of the two boards. Select which board they will arrive on, before you roll for the number. The player with priority must declare which board they will arrive on first. Objective: If at the end of any turn, either player has no fighters remaining on one of the boards, they have abandoned their attempts to claim this board. Set aside any fighters on this board who are seriously injured, until the end of the battle, and roll for them as normall. Neither gang may bring additional reinforcements onto this board. If one gang does have active fighters still on this board, they gain one victory point. When both boards have been either claimed or abandoned, the game is over. Fighters remaining on an uncontested board, make no actions, but count as active fighters, for the purposes of bottle tests. Rewards: Turf: A gang will gain one Turf for each victory point they have achieved. If your opponent has gained two Turf in this battle, your gang was forced out of the easy to reach areas, but has still found a place to claim while fleeing their opponents. Gain one turf, but make no roll to see if it is a special territory. Experience: Each Fighter that took part in the battle earns 1XP The Leader of each gang that scored the most points gains 1XP - in the case of a draw, neither Leader gains this bonus. Reputation: Each Gang gains one reputation for each Victory Point they’ve scored. Each gang gains 1 Reputation if this was their first battle against this opponent. The gang with the lower Gang Rating gains 1 reputation for each full 100 points of difference. If either gang bottled out, they lose 1 Reputation
  15. The Hot Knives are at odds with their fellow Eschers because their ranks include a small yet substantial number of men. The Knives have discovered a way to (mostly) repair the male half of the Escher genetic line. Their exact methodology is a secret they will kill to protect. My gang lineup: https://yaktribe.games/underhive/gang/The_Hot_Knives.9083/ Chosen Tactics: Side by Side (Escher) Scrag (Escher) Stealthy Advance (Escher) Ultra-Violence (Escher) Put Them Down (Escher) Counter-Charge (Escher) Three Point-Landing (Escher) ...Click (General) Reaction Fire (General) Group Tactics (General) Fire Discipline (General)
  16. Intercepted Arbites Briefing to Palantine Enforcers- Code 0000346.024-D +++++++++ Despite some small armed conflicts during surrounding the Feast of Ascension, House control around the settlement of Spyder’s Sump remains mixed. A recent 4.03% uptick in registered arms sales, as well as information extracted after the latest round of raids in [redacted] suggest that a hostilities may well return to the streets, and a full blown turf war is anticipated in sections of the underhive. Enforcers are recommended to reduce patrols and response times by 12% to any calls of less than amber priority, to avoid any unnecessary expenditures and losses. Message ends Beginning May 1st, a turf war for control of Spyder’s Sump will resume at the Ordo Clubhouse. Any and all fanatics with a vested interest in the Gang Wars of Necromunda are encouraged to participate for credits,education and personal edification. Games do not need to be played at W.O.W., but rulebooks, gaming aids, and terrain resources will be available there, for your use. 3 Cycles will be played, starting every two weeks, but any number of battles may be played. A new custom missions will be available at W.O.W at the start of each cycle, with an emphasis on expanding our knowledge of the rules. After June 11th, reputation will be tallied and a series of Apotheoisis games will be scheduled to determine Ordo’s first Top Dog, which we will aim to have determined before the end of June for the zone of Spyder’s Sump. I, Ninefinger (jeffrey), will be serving as Arbitrator for this Gang War. Please direct any questions, complaints, or narcissistic rambling towards me and I will answer, address and ignore as necessary. ****** The nitty gritty: All available rules from GW will be used. Underhive, Gangs of Legend, GW1, GW2, the FAQ, WD Genestealer Cults, WD Chaos Cults, and the House Escher weapon packs. Deviations from rules as written may be allowed, with written permission from the Arbitrator (for instance, equipping starting gangers with common items from any of the Trading Posts.) Items without a current cost may be priced at the Arbitrator’s discretion, with prior approval. I am planning to have a variety of gangs and hired guns available to borrow at W.O.W. I will have a set or two of Gang Tactics cards available to borrow at W.O.W. If you need any help in tracking down rules, please reach out to me, I have a variety of resources available. Chief among these, there are flash drives with current pdfs available to borrow in the big room of the clubhouse. There will be no cost, apart from GN fees to participate. I am hoping to have Ordo Branded Gang rosters, Ganger Cards, Playsheets,and Tactics Cards available for sale. Expressing your interest in these will encourage me to get in gear and produce them. ****** How to participate Create a 1000 pt gang roster (Yaktribe is highly recommended for both creation and tracking) Select 11 of Gang Tactics Cards from any appropriate House Deck and/or any of the Gang Tactics Cards to serve as your tactics deck for the turf war. Start a thread in the Necromunda Subforum, titled with SP '18 and the name of your gang, which includes your starting gang roster and choice of tactics. Schedule and play games with other members Post the results of your games in the bi-weekly threads, as appropriate and post updated rosters in your gang's thread (and on Yaktribe)
  17. Hi all, My brother often inspires me to make better gaming models and terrain. His recent completion of his modular gaming table for Inquisimunda has done it again to me. If you are interested in what I am referring to then look here, http://s3.zetaboards.com/The_Ammobunker/topic/7824266/1/, or search for Shibboleth Sumptown. I only hope to come close to what he has made but also put my own stamp on it. With that in mind I am starting 'Hab 27', a residential area of hive city suitable for playing Necromunda, Shadow War, or Infinity (or any other skirmish game you want in a sci-fi setting). My goal is to create a dense 4x4' gaming table made of modular tiles and a small amount of scatter terrain. My inspiration Pinboard http://pin.it/5mkkpDM Step 1: I begin with a mockup for relative heights and density using 1" tiles. This is representing a 3x3' table. Step 2: After that I dug into making the first tile. An experiment of sorts both in form and materials. I have plenty to pick from but just getting my bearings on how I want to make these things. Detail work and texturing is step 3. FYI, I am sporadic in work like this. Expect lulls intermixed with a big update now and then. Cheers, Scott
  18. Okay, I found some stuff in the back of my minis closet, and I need money for the big Dropfleet Commander kickstarter coming at the end of the month, so... Necromunda Redeptionists- starter box +4 basic trooper models,very poorly painted (hey, I was 15), one guy has a lame conversion (autogun to sword), but 12 models total. Asking 125$ for this; ebay would be about 175$. Necromunda Spyerers- 5 models (one of each, extra wing-guy), painting is all the way up to mediocre. Asking 60$ for this lot; ebay would be about 75$. Infinity Ariadna starter box (old)- unpainted, one guy had his gun cut off. Asking 20$ for this. I won't be able to post pictures until Sunday afternoon. My needs are simple: cash money. I would also take the Dropzone Commander starter box as a 75$ value. If you have warhammer Grave Guard or Tomb Guard in plastic, we also might be able to talk. Let me know by PM if this interests you. I live in Vancouver, but work kinda by Lloyd center in Portland. Nick
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