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ninefinger

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Posts posted by ninefinger

  1. Cycle 1 Complete

    Current state of the Campaign and Map

    image.png
    https://yaktribe.games/underhive/campaign/the_deluge.21486/

    <insert a photo of the updated Campaign Board here>

    We've had games from @Some_goob @Wienskeet @ninefinger and @sankaku_jime.

    Players will need to discard down to one Territory before receiving their next Claim, unless they've got an Influence Card - which I think just translates into @ninefingerdiscarding his Wasteland Ruins.

    Cycle 2 challenges can be made as soon as Gangers know their Claims (really anytime....)

    We can certainly still roll ppl in, if there's anyone that wants to jump on board, or sign folks up as Hive Scum mercenaries to play pickup games.

    • Thanks 1
  2. Little schedule tweak -  setting a schedule of 3 weeks per 'Cycle', with the goal that folks can get two campaign games in during that period.  Gang Raid games are an option for the enthusiastic who can make it every time, but figuring folks will have a variety of conflicts, etc.  But overall goal - 2 games every 3 weeks.

    I'm also looking at adding a couple 'tiers' of involvement and offical sign up location.  Feel free to post up here, or message me, in the interim.

    Folks looking for the traditional campaign experience should sign up as a "Ganger", folks that want to play but aren't anticipating having enough availability to take part regularly can field a "Hive Scum" gang and take part on an interim basis, opting to track Xp, injuries and costs if desired, but not required.   Details to come.

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  3. The Deluge - Awash in Victor’s Valley

    image.jpeg


    Sign Up Link

    The Setting

    A Nomad’Se

    Spoiler

    s Story

    Vharg’Rai Urh’Nag stood surveying the land from a ridgeline, on this blessedly clear day.  Remarkably, you could see both of the highways used by the hive-dwellers from this spot, even if it was just the glinting of glass at such a vast distance.  Below them, in the lee of the ridge, the younglings struggled with the tethered Helamites.  The scuttlers were uneasy, as the ground thrummed.  Not with the rumble of a quake, nor of distant machines.  This was something that even the elders had not ever known.  The Storm Caller had foretold it, and summoned a long forgotten word to describe it.  “The Deluge”   They knew flash floods from the occasional acid rain storm, but those were quickly gone, and one could easily tell the path among the crevices and ash dunes.  This was apparently entirely underground, and during a dry season.  Somewhere, in the Spire, a massive reservoir of water had burst, and it was carving out a path in the long buried domes below their feet, infusing the land with chemicals, sewage and moisture.   When asked what it foretold, the Caller had announced solemnly, “Life.  Much new life.”  The tribe had buzzed, thinking of a fruitful year - a season of relative ease.   But Urh’Nag knew better.  They would sound the war calls.  Nothing in the wastelands was ever easy.  Outsiders would come.  This under storm would bring life, but also death.


     

     


     

    Victor’s Valley Travelogue

    Hemmed in between two minor arterial highways, just outside the shell of a minor spire of the Quinspirus cluster, lies a region known locally as Victor’s Valley.  Despite the proximity to the hive wall, the distance from any serviceable ash gate, as well as the fierceness of local nomads bands has meant that few efforts have been made to establish settlements or obtain resources within the area.   However, after the drowning of Medon’s Mire, and the subsequent cracking of that hab dome, all of that changed.   As the waters eventually drained away, flotsam and detritus of all types could now be found by the adventurous spelunker.   Pools of water and chemicals could be found where there had once been only ash.  Victor’s Valley may now begin to live up to its name.  If an aspiring gang can make the right score, or influence the right factions, any number of untold riches might be able to be found in this short window of fecundity.  Or the changing of seasons may come, and sweep the region back under the ash.  Such is the cycle on Necromunda.  In the wastelands you may thrive, or you may die.  But with this Deluge has come a brief bloom of hope.
     

     

     

     

    Gang Creation

    Spoiler

     

    Players may either create new gangs or Splinter Gangs if they took part in The Sinking of Medon’s Mire.  Gangs are built as outlined in the NCR (Necromunda Core Rulebook) for the Nomads of the Underhive Campaign format.

     

    • Each player has only 700 credits to create their starting gang, rather than the usual 1,000 credits. If fighting in the ash wastes, each player only adds 300 credits to spend on vehicles and wargear that grant the Mounted condition instead of the usual 400 credits.

      • Note - More than 300 credits can be spent on vehicles and wargear that grant the Mounted condition if it comes out of the remaining 700 credits if desired. The risk here is that campaign games may be set in the Ash Waste or Underhive - Players who spend heavily on Vehicles will be at a disadvantage in Underhive games where these models can not be fielded

    • The scarcity of goods in this type of campaign means that gangs are limited in the equipment they can have:

      • Gangs may not begin with any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait with the value of X being greater than 10, even if included on their House list

      • Gangs may not purchase during any post-battle sequence any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait where X is greater than 10.

      • Gangs may purchase any other equipment from either their House or the Trading Post as normal.

      • Some Skills and Territory Boons modify the Rare (X) or Illegal (X) value of items, and will allow for the circumvention of this rule.

    • There is an Income Cap and Territory Cap that may increase as the campaign goes on.

      • Gangs cannot earn more than 100 credits in each Campaign Week, regardless of the source, though other rewards from scenarios and Territories can be gained as normal.

      • At the end of each Campaign Week, after gaining any Boons from them, each gang must discard all but one of its Territories. They may choose which Territories to discard.

        • Road Sections, Settlements, and Intrigue act similar to Territories, (e.g. providing Boons) but are not affected by the Territory Cap

     

    Schedule

    Spoiler

     

    The Deluge campaign format is built to track narrative growth as gangs progress, with caps being increased, Trading post restrictions removed, and Plot Goals being declared by gangs at the end of each phase.   These will be introduced by the Arbitrator as they become relevant, and as the campaign progresses along the different Phases.
     

     

    Proposed Schedule:

     

    Cycle 1 -  4.11, 4.18, 4.25

    Cycle 2 -  5.2, 5.9, 5.16

    Cycle 3 -  5.23, 5.30, 6.6


    The First Bloom phase - 9 weeks (3 Cycles)

    • Gangs will seize and utilize territories during this period of rapid growth in an underdeveloped area.  

    • Weekly Campaign games will have a fixed Scenario Selection and Fixed Territory rewards for both winners and losers.

    • Each Gang will have the opportunity to challenge one other gang each cycle, this should allow for each player to get two Challenge Games each cycle (Claiming between 2 and 4 territories).  

    • Boons can be collected before and after each Challenge game.

    • Additional games can be played using the Gang Raids format detailed in the Apocrypha Necromunda book.  Territories cannot be staked for these games, and Boons are not collected during the Pre- and Post- Battle sequence for Gang Raids.

     

    Downtime phase - 1 or 2 Weeks (1 Cycle) TBD

     

    The Flourishing Wastes phase X Cycles (TBD)

    • Unveil Path and Plot Systems - Increase Caps for Income and Territory.   New Gangs can join, starting at 1000/400 Credits.

     

    The Reaper’s Call phase - X Weeks (TBD)

     

    Trading  Post

    Spoiler

    Deluge Shops.jpg

    For additional immersion,  players may use the following PDF to further limit item purchases.  This may be mandatory at some point, but is presented for trial and critique at this time.

     

    Trading Post.pdf
     

     

     

     

    Territories

    Spoiler

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    Territories will be tracked on the Posted Map - Hazard Stripe Lines represent Road Sections.
    White Dots represent Territories and Wasteland Ruins. 

    Gangs will place their Outpost on the map - Physical proximity of Locations will not have any in game effect during the First Bloom phase.
     


    The Deluge Territory Cards.pdf

    Missons and Battle Sequence Guide

    Spoiler


    The Deluge Campaign Misson Tables.pdf

     

    Pre Battle Sequence

     

    1. Make a Challenge & Stake Territory

    2. Recruit Hired Guns

    3. Determine Scenario

    4. Set up the Battlefield

    5. Choose Crews

    6. Announce Territory Boons 

    7. Gang Tactics

    8. Deployment 

    Post Battle Sequence

    1. Wrap-up

      1. Clear Recovery

      2. Succumb to Injuries

      3. Being Captured

      4. Claiming Scrap

    2. Assign/Reassign Territory

    3. Receive Rewards

    4. Collect Income

    5. Post-battle Actions

    6. Update Roster

      1. Clean House

      2. Visit the Trading Post

      3. Gain Boons from Territories

      4. Distribute Equipment

      5. Purchase Advancements

      6. Update Gang Rating

    7. Report Results

     

    • Like 2
  4. On 3/27/2024 at 3:43 PM, Painglove said:

    Working on the Enforcers and their Tauros! When are we aiming to launch?

    I'm just recovering from a week of vacation - but I think I've got things ready to go - so either 1 or 2 weeks?  If folks are ready we can start right quick, but I always want to give any lurkers time to pull the trigger.

  5. On 3/15/2024 at 8:26 AM, Krovak13 said:

    The Rat Bastards are nearly complete and ready to join the mayhem! 

     

    13 hours ago, sankaku_jime said:

    My 'Dukes of The Dusts' will be stimmed up and ready for a scrap.

    The internet demands PICS!!!!

    • Haha 1
  6. Hey all

    I've been parsing rules, prepping for our upcoming campaign at Ordo.

    Drafted up this set of guidelines after answering some questions coaching a member through gang/vehicle creation.

    Tossing it here for review before including it into my upcoming (slowly) campaign info pack.   Let me know if it doesn't jive with how you read the rules, etc.  Hopefully its a good reference if anyone is looking.  As with all Necromunda - House rules and Arbitrator Rulings are common, so feel free to change or ignore rules that don't match your groups' desired experience.

    ************

    Creating Custom Vehicles

     

    Follow the rules laid out in the Wasteland Workshop section of the Book of the Outlands.


    A few notes about concerns that may not be readily apparent.


    You must purchase a crew member - typically this is either a Scum Racer or your House Gangs’ Crew Type.  House Gangs Crew members may be in Book of the Outlands, any of the 3 Aranthaian Succession campaign books, or in the Apocrypha Necromunda book.  Updated Vehicle Weapon Lists for House gangs are in the Apocrypha Necromunda Book.  Squats and Enforcers may use the Vehicle Weapons and Wargear from their STC pattern vehicles as a guide for permissible starting vehicle Weapons and Wargear with Arbitrator approval.

     

    Custom Vehicles Start with one Weapon Hardpoint that does not use any of the available upgrades for the vehicle.

    • You must Select either Crew Operated or Passenger Operated at purchase.

    • You must determine the Weapon’s firing Arc at this point.  A single Arc (Front, Right, Left or Rear) is included for free, additional arcs may be added for 15 credits each.

    Additional Weapon Hardpoints will use 1 available Body upgrade for the vehicle, cost 40 credits and are Rare (8) - meaning they may not be purchased at gang creation unless the Arbitrator has allowed for purchasing a number of Rare items upon gang creation.

    Custom Vehicle Upgrades can only be selected as described on page 63 of the Book of Outlands upon Gang creation from the limited list provided.   STC pattern vehicles similarly have their own restrictions provided with their Equipment Lists.  Other upgrades purchased from the trading post may only be fitted during the campaign if allowed in a vehicle’s equipment list


    As far as I can tell, there is no mechanic for removing upgrades from a vehicle, nor for placing them into the Gang’s stash once they’ve been installed.  An option to remove or replace them once fitted to a vehicle will only be available via petition to the Arbitrator.   This is not true for weapons or wargear - weapons may be removed or fitted to a weapon hardpoint to and from the Gang’s stash in between battles.

    * Note* Yaktribe does not fully portray Upgrade restrictions, Weapon Hardpoint costs, Crew vs Vehicle Weapon lists, etc.  Look to your  Arbitrator for questions, suggestions or approval for any nonstandard builds you are attempting.


    Repair costs for vehicles are determined by the vehicle base cost plus any upgrades, but not crew, weapon or wargear costs.   It is recommended you note this credit value on your Vehicle Card for reference during campaign play.

    Vehicle Crew are only ever fielded with their vehicles.

    Gang members that have been equipped with wargear that gives the Mounted special rule gain a modified ‘Tools of the Trade’ rule that allow them to be fielded without their mount during Underhive games.

    • Thanks 2
  7.  

    37 minutes ago, Brother_Crae said:

    Hey all I’m a long time painter (since 2nd edition) but have played maybe 10-15 games ever. If anyone would be willing to play a friendly game with a noob and show me the ropes I would be very grateful. I’m getting close to finishing up 5500 points of orks and been itching to finally play tenth.

     

    Probably 1000 points or 1500 to start?

    Welcome! Those are looking great!

    @Obligatory has been scheduling a learning series lately  with some new folks - hopefully he can connect you, although. maybe not in time for a game tonight.   You may also try crossposting on the discord -  a lot of our traffic/eyeballs have been shifting over there.

    You're also always welcome to pop by and check things out, pickup games are rare, but they can happen.


    I'll be around playing Necromunda with some folks tonight.

    • Thanks 1
  8. Yes and no?

    Totally depends on what you're looking to do.  The box sets are great starter sets - come with two factions, solid amounts of terrain, a bunch of missions and rough campaign format.  If you're going to play with a couple other people and use that book as the basis, you should be good to go.

    One word of caution - Corpse Grinder Cult are frequently regarded as a little overpowered and Enforcers are generally regarded as underpowered when compared to the standard 'House' gangs.  

     

     

    What other rules would you need to pick up?  Will totally depend where/who you're playing with.   Generally the local ringleader is going to be the best person to check with, as it probably varies from group to group.  As far as what's been published, etc:


    There is an updated 'Core' Rulebook that has a handful of updates to the rules, another campaign type,  vehicle rules, etc.  Its a massive 300+ pages.

    There are a variety of Codex style books that have broader lists for most of the gangs.  Enforcers are doubled in the Book of Judgement.  Corpse Grinders (as well as Genestealer cult and Helot Cults (generic chaos)) are in the Book of Ruin.   House of Iron for Orlock, House of Chains for Golaith, etc.

    There are also a handful of extra units in the series of Aranthian Succession campaign books.  Goliath Mauler motorcycles, the Enforcer Tauros Venator, etc.

    There are missions/scenarios all over.   Gang tactics cards are available as card packs but duplicated in the House of and Campaign books...  Honestly its a bit of a mess.

    There is a kindly local arbitrator who could connect you to some resources if you're unable to find them across the internet on your own.  I also have hard copies of all of the books and will be glad to bring them to the clubhouse if requested.

    If I remember, I'll snap a photo of my necromunda bookshelf, for general shaming and bewilderment.

    • Thanks 3
  9. 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 Necromunda, Star Wars Legion, Warhammer Fantasy (6th, 9th Age, TOW), and Turnip 28. 

    While it is possible to find a pickup game at Game Night, it is much better to pre-arrange a game before coming downNew players are always welcome, feel free to stop by and check it out.

    • Like 1
    • Thanks 1
  10. Also - general note for people - the newest book - Apocrypha Necromunda includes additional vehicle weapon options for all of the house gangs - if you don't have access to the books, shoot me a pm and I'll let you know what resources I have available.

  11. On 1/27/2024 at 12:45 PM, erniehacks said:

    I'd love to join this campaign as a newb. @ninefinger if you need an admin assist, for help with calendaring, docs, etc., I can lend a hand -- Arbitrating seems like a lot of work. 

    Awesome!   Glad to have you aboard!

    I've definitely got lots of paperwork in the works, but somehow my brain thinks that's part of the fun.

    Best way to get involved in the near term, if it works for you, we've had a pretty steady group of folks meeting on thursday game nights - if you're able to come by and meet folks, or even get in a skirmish game.  We've been focusing on some games that add in Ash wastes rules, to get more folks up to speed on those, but we can certainly step back to any style of game.

    I'm aiming to get a more fleshed out campaign plan posted in the next week or two - gotta walk the line between over enthusiastic planning, realistic expectations of what people can do, and dealing with real life... always a bit of a conundrum....

    • Like 1
  12. 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 Warhammer 40k, Necromunda, Star Wars Legion, 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 downNew players are always welcome, feel free to stop by and check it out.

    • Like 1
    • Thanks 1
  13.  

    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 Warhammer 40k, Necromunda, Star Wars Legion, 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 downNew players are always welcome, feel free to stop by and check it out.

     
    • Like 2
    • Thanks 1
  14. On 12/30/2023 at 12:14 PM, Sgt. Rock said:

    Ooh, this sounds fun! Question, though, about the scarcity of items - certain items in the house equipment lists are not listed in the trading post (E.G., the arc hammer for Orlocks) and the house books don't list their rarity. How to handle that?

    Good question!   I should probably publish a list of ‘restricted items’ - house/gang lists don’t have any rare/illegal (x) values, so the trading post in the Core Book will be the authority on that.  I haven’t triple checked, but the Trading Post pdf on warhammer community should be pretty much a match.

     

    I'm currently thinking the only way around the rare restriction will be some territories, skills or hanger-ons that ‘reduce’ the rare(x) value when purchasing.  
     

    I’ve also got a narrative house-rule trading post document that I’ll probably publish, but I think will just be option if folks want to use it for more of an old school vibe. 

    • Like 1
  15. Had a couple folks ask, and wanted to put out some tidbits.

    Right now, Tentatively looking for the next campaign to get underway in February and giving folks a chance to prep however they see fit. Particularly, trying to add in Ash Wastes rules for those that are interested.  I've got plenty of vehicles and mounted gangers if you'd like to try them out before commiting to building any of your own - just hit me up.

    Current working title "The Deluge"


    We're going to attempt using the basics format from the Core Rule book of 'Nomads of the Underhive' with some customizations.

    Happy for any feedback as from the last go around, as well - what worked well, what didn't, etc.  Post up here or send me a PM.
     

    Spoiler

    From pg 231 of NCR

    NOMADS OF THE UNDERHIVE                
    In the deepest and darkest depths of the underhive there are very few resources to go around, and gangs must struggle over the scraps cast down from above.
     A Nomads of the Underhive Campaign is a campaign that is very sparse in terms of credits and Territories, where the gangs must scratch out a living from among the lowest levels of the underhive. It can present an interesting challenge and change of pace from the other, more cred-rich types of campaign available, as gangs must truly struggle to survive.

     

    A Nomads of the Underhive Campaign uses the following rules:
                        

    • Each player has only 700 credits to create their starting gang, rather than the usual 1,000 credits. If fighting in the ash wastes, each player only adds 300 credits to spend on vehicles and wargear that grant the Mounted condition instead of the usual 400 credits.

                             

    • At the beginning of this type of campaign, the Arbitrator should generate as many Territories as there are gangs involved and randomly assign one Territory to each gang.

                             

    • Gangs cannot earn more than 100 credits in each Campaign Week, regardless of the source, though other rewards from scenarios and Territories can be gained as normal.

                           

    • The scarcity of goods in this type of campaign means that gangs are limited in the equipment they can have:
      •   Gangs may not begin with any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait with the value of X being greater than 10, even if included on their House list.                            
      • Gangs may not purchase during any post-battle sequence any equipment that, in the Trading Post, has a Rare (X) or Illegal (X) trait where X is greater than 10.
      • Gangs may purchase any other equipment from either their House or the Trading Post as normal.

     

    • At the end of each Campaign Week, after gaining any Boons from them, each gang must discard all but one of its Territories. They may choose which Territories to discard.            
    • If a gang no longer controls any Territories, they remain in the campaign and may capture Territory as usual.
    • Victory is determined by the last gang to hold a Territory. 
       

     

    • Like 4
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