Showing posts with label Pink Punchers. Show all posts
Showing posts with label Pink Punchers. Show all posts

Tuesday, November 26, 2019

The Bronze Gates Redux

Just a quick note to point out I have created a PAGE for the Bronze Gates Campaign. It is listed under PAGES over on the left of the screen there. Or you can follow this link:

The Bronze Gates Campaign

The page has some background for the campaign and a listing of all the territories in the Bronze Gates and who currently controls them. It also has pictures of the gangs and Dramatis Personae as well as links to all the game reports of skirmishes that took place in the Bronze Gates.

The Bronze Gates Campaign started out as a Necomunda Dominion campaign I was running for my family to try out the system. As interest in it petered out, I decided to keep using it as a setting for a narrative campaign. My own little slice of the Hive Primus Underhive.

I am no longer keeping track of credits - to hire gangers and buy equipment. The campaign "system" is run more like a Kill Team campaign - gangers are added to the roster, as required, and with whatever equipment seems reasonable. The credit value of each ganger is tracked - so the value of a crew used for a scenario can be determined and additional tactics cards can be issued to the lesser gang if the difference is greater than 100 credits.

The only other things I am still keeping track of are Experience Points (Because it IS fun to watch gangers get better as they gain experience), Reputation, and who controls which Territories (some of which still confer some advantages - just not the credit incomes). Standing within the campaign is based on Reputation and the number of Territories controlled.


Coming Soon to Tim's Miniature Wargaming Blog: 

More gang posts...


Monday, October 14, 2019

The (Not-So-)Necromunda Game Weekend

Generally speaking, I plan two big "events" a year. One is the Wargaming Weekend in February - which started out as my wargaming birthday bash (a one-evening/afternoon game held for local friends) but then evolved into a wargaming weekend at the end of February (closest to my birthday) and has in recent years moved to the "Family Day" long weekend in mid-february to make it easier for those that travel from Edmonton or Calgary or Winnipeg to participate. The other is a fall convention game. Originally that was Heroe's Gambit here in Saskatoon. For a couple years I went out to Fallcon in Calgary. In recent years it's been at ToonCon here in Saskatoon.

This past February I had originally planned to run a Kill Team campaign of sorts. Previous skirmish campaign weekends had been a huge success - like the Shadow War: Armageddon campaign I'd run the previous year, or the Quest for the Skull Sword Frostgrave weekend or the Ronin Campaign I'd run previously. But as the date drew nearer I was losing interest fast - partly due to problems with Kill Team - but also because I'd FINALLY managed to get my hands on Wrath & Glory and was SUPER EXCITED to try that out... so we did... and that was a bit of a mistake... I had nine players lined up for the weekend which would have been great for a marathon weekend role-playing mini-campaign using a system I'd JUST picked up and read... Everyone said they'd had a good time, but I felt like they were just being polite as I'D been pretty disappointed with how it all played out - not at all how I'd envisioned it...

So, that weekend was a bit of a letdown for me. Just to be clear, it wasn't that the players weren't enthusiastic, or did anything "wrong" - I just felt like I had personally failed to run a seamless epic gaming weekend... I know... probably unrealistic expectations... AND around the same time I learned that there wasn't going to be a Tooncon this fall! They are planning on moving the convention from the fall to the spring - I think because there were often conflicts with other conventions going on in the fall (the Saskatoon Entertainment Expo being the big one)...? So, shortly after my game weekend, I started having conversations with a few people about hosting a second game weekend in the fall.

Initially it wasn't Necromunda - it was just a nebulous idea of a gaming weekend of some kind. We'd tossed around possible dates in September or October and, much to my surprise, the (Canadian) Thanksgiving weekend seemed the most promising for all. (I'd figured Thanksgiving people usually want to spend with family and stuff...?).

Late spring/early summer I picked up necromunda, and shortly after that decided that's what I'd run! Of the seven or eight people I was talking to, a couple were definitely not going to be able to make it, but the remaining "hard maybes"... or "I'd LIKE to"s....It was four months away... I get that it's hard to commit to something so far in advance when there is so much else going on these days... (though it does make me wonder how anyone plans weddings these days - aren't those are generally planned up to a year in advance and RSVPs are expected many months in advance.... and it's the same time registration for ToonCon would have opened...?).

Nevertheless, I forged ahead!

For the last four months I've been painting like a mad bastard. I tracked down and painted up some more Red Redemptionists, and a Cawdor Gang, and a Delaque Gang, and Kal Jericho and Scabs, and some Adeptus Arbites, and some Spyrers, and helped Finnegan paint up some Genestealer Cultists and a Magos and some MORE cultists, and Karloth Valois, and an assortment of Hive Scum and Bounty Hunters and an Escher Gang, and barriers and doors, and then I scratch-built a PILE of 3-D wall sections for the  Zone Mortalis boards in the basic box...

Then I ran three different games for the kids and a friend at the end of the summer (two of which were effectively play-tests of scenario ideas for this weekend).

And then I set up the Bronze Gates Campaign for the family - partly to have a game we could play together (as I wasn't running a role-playing game like I'd hoped to this fall) and partly to get some experience/practice at playing both Necromunda itself and the Dominion Campaign system - elements of which I was planning to use this weekend.

In the last few weeks I've been still feverishly cranking out stuff for the campaign weekend....



Desperately trying to finish up John's Vermyn (which he planned to use as Chaos Cultists) and some Old Ratskins (adding to the few I already had) for one of the scenarios... Maybe some more Escher Gangers if I could get some done or some gen-u-ine plague zombie figures I had (it'd be nice to not have to use generic zombies)...



and building a new custom cavern terrain tile (to use with the other cavern terrain tiles) for the aforementioned scenario involving the ratskins...



and ANOTHER huge batch of wall sections (because I'd picked up the Badzone Delta-7 tile set to set up some HUGE Zone Mortalis battlefields!) and some custom player order markers... They're just going to be plain - no time to graffiti these all up!

And I wrote out five 4-6 player scenarios (hoping that really only four would show up, but planning for six...) each with a foe to deal with (Karloth Valois and Zomibes, Kat Jericho and Friends, Spyrers, Rastkins, and Red Redemptionists),  and subplots for each potential gang, and...  well... you get the idea...

Can anybody guess where this is all going...?

Around mid-September one friend had to bail due to upcoming surgery... Of all the people I invited, he was the one person I had been fairly sure was actually coming (I mean, the dude had booked a B&B!), and, at that point, wasn't really concerned if anyone else was coming because he's super fun to play with and not only puts up with playing with my kids, he seems to genuinely enjoy it! If it had been just him, Amanda and the kids could have joined in and it would have been just a great weekend... But, as I said, in the end he had to bail.

Then, by the end of September, I was noticing it was pretty quiet on the communication front with the other potential players that had suggested they were interested, considering it was only a few weeks away. I thought I'd check to see if anyone was still available... and, one-by-one they eventually all (well, mostly) got back to me... two more dropped out... another never replied... leaving one player still planning on coming.

I was pretty much ready to throw in the towel at that point... but Amanda stepped in, knowing how distract I was about this, and she and the kids could play - that would make four players. The kids were lukewarm to the idea, but she pointed out they didn't actually have any other plans and that it's be like the other game weekends (like, we'd be eating out most of the weekend - which we rarely ever do otherwise).

Thursday morning the last player bailed...

ugh....

I think the kids, upon hearing this news, were most concerned that if I just cancelled altogether we wouldn't be eating/ordering out...

I had only a few things left to prepare for the weekend - a handful of figures to finish painting, touch-ups on the wall sections, and filling out a few cards for the antagonists... I could have gotten it done and played with the family, they'd have done that for me, even if it wasn't their favourite thing... but I fell into a bit of a malaise and kind of just stopped working on it all...


11 October 2019 - Friday Evening

Come Friday evening Amanda decided to stay late at work... since, y'know, there was now no rush to come home...

The kids and I DID order out, though (from Seasoned Fusion!). Apparently they don't deliver anymore, however, so I had to ride downtown on my bike to pick it all up. It was just above freezing. The food was lukewarm by the time I got home - but it was still delicious!

Afterwards we DID get in a few games... but not Necromunda...



Amanda, Finnegan and I played Race for the Galaxy - with the Xeno Invasion expansion. I started with the Anti-Xeno Defence Post, but by the end had a pretty solid Genes/Uplift theme going - honestly, I love having a solid theme better than winning the game... but I did actually win this one! Finnegan started with Old Earth and just started getting a mining engine up and running... when I ended the game. Amanda started with Epsilon Eridani and a mosh-mash of other cards... At least this time she participated in the war a bit, instead of cherry-picking and taking double VP every round (Finnegan learned that lesson from the last game and only had a military power of +1 by the end of the game and a HUGE pile of double victory tokens... which got him second place!)



My tableau at the end of the game. 49VP.



Afterwards we all played a round of Unstable Unicorns...



Amanda beat us pretty soundly with EIGHT unicorns in her stable at the end of the game!!


12 October 2019 - Saturday

As we weren't playing Necromunda, Amanda took the opportunity to head downtown with Keira and pick out some new glasses and do some other shopping. She also picked up tickets for the play at Persephone Theatre (which we had already seen earlier) for the kids to go to in the evening. They got back around four and we had a couple hours before the kids had to head out to the play, so we got in a few games...



First, we played a couple of games of Centruy: Golem Edition.



I was ON FIRE and totally rocked the first round - winning with 90 points!? WOO!



We played a second round, and this time Amanda kicked our butts...



I only gained 50 points...



After that we played a game of Splendor.



It was a super close game - I ended with 14 points.



Amanda had 15 and Keira had 13. Keira was pretty disappointed - she was SO CLOSE - she's never won a game of Splendor and had started to think this might be the first time! not-so-much...


13 October 2019 - Sunday

Okay... Sunday we DID actually play some Necromunda!

I HAD planned to play one game with each family member through out the day - these would all be games for our Bronze Gates Campaign...



First I challenged Finnegan for control of the Bronze Gates - the Toll crossing that gives it's name to the entire Region. I let Finnegan pick the scenario and he chose Zone Mortalis Scenario 2: The Trap. I'm not sure who was trapping whom... It went poorly for the Delaque Gangers...

afterwards I had hoped to play a game with Keira, but Finnegan and I didn't get started early enough and went longer than expected, so we didn't have time before the kids were off to my folks for the night.



while they were out, however, I played a game with Amanda!



We tried one of the scenarios in the Arbitrators section of the main rulebook - Escort Mission! A Guild Agent with close ties to how Cawdor and the Redptionists said if they would escort her out of the Bronze Gates, she would petition House Cawdor to have the One-Eyed Red Snakes maintain control of the Shrine of the Sinners Past (Bone Shrine) as there were no representatives of House Cawdor residing in the Bronze Gates at this time.

I actually WON a game and took control of the Bone Shrine!


14 October 2019 - Monday

On Monday I'd originally planned to run a larger 3-player game (one of the scenarios I'd originally planned for the weekend). But then Amanda was keen to play a Rescue Mission to retrieve the ganger she'd lost to me in the previous evening's game... I Thought maybe we'd get that done quickly and still have time to play a larger game afterwards.



We didn't get started with that until well after noon and by the time we were done it was supper time and no one was interested in playing games after supper - Keira is sick with a cold and Amanda had work to do on a costume she's supposed to bring along to dance class tomorrow evening... so... here I am writing game reports...


Coming Soon to Tim's Miniature Wargaming Blog:

I am working on reports for those three games of Necromunda - they should be up soonish...

Monday, September 23, 2019

Wenz Pipe - Battle for the Narco Den

I totally thought this game was going to be played between the grrrlz... last week...

I mean Finnegan and I got in a game on Sunday, but by the time we were done, Amanda and Keira just weren't up for playing a game - and I'd just picked up Stranger things Season Two from the library the day before - and we'd only watched one episode so far!! Monday they planned to play their game after Amanda and I got back from our Ballroom Dance class... but then we ended up missing our class and by the time we got home everyone was too tired... and... STRANGER THINGS! Tuesday, Wednesday, and Thursday evenings are now filled with scheduled activities (at least for Amanda and Keira!)... So, Friday they said they'd play... but then we had an appointment with someone who was to come between 5:30 and 7pm... but then ended up staying past 8pm and by then we were almost done How I Met Your Mother Season Nine... and so... back to Sunday... our Necromunda game night. Though everyone had been saying since Friday that the Escher gangs would finally meet in battle, no one seemed motivated or interested to getting their game on... and we got started late (because Amanda decided that she was going to make Finnegan go canoeing with her, and instead of doing something sensible like going out with him while Keira and I were out at dance class... went out AFTER we got back!?). By that time Keira was really into some book she was reading and when queried as to whether she's still like to play responded with a melodramatic "I guess" (Which is passive-aggressive teenage girl talk for "No, I do NOT want to play, but I WILL because I'm a passive-aggressive teenage girl...") and so I suggested that maybe she shouldn't...

In the end Amanda suggest that We play... This would me at three games, Amanda and Finnegan at two, and Keira only one... but considering the state of my gang... I took the chance to earn some extra credits and maybe another territory!

Prisoner Release

Earlier last week, before this game took place, I arranged for my two prisoners to be released from their captives. In the rules it specifically states you can make any arrangement you want with the captors - exchange for prisoners or credits or territory or equipment... of course, I have NONE of these to offer... BUT it also says if a gang challenges another gang for control of a territory and the challenged declines, the challenger automatically takes over the territory. So I made both kids a deal - if they released my ganger that they each held captive, I said they could challenge me for ANY territory and I would decline and they could just have it... on the surface, it seems a little gamey, but I figure it's something a Delaque gang might do in a desperate situation - offer to use their network of informants to start a whispering campaign that those regions were now under control of a particular gang, so that everyone in the Bronze Gates knew who was in charge without there ever having to be any bloodshed...? I don't know...

The Average Joes Denestealer Cult gained The Furnace - a smelting works next to the mine they already owned. Blast his socks - the kid took something that made narrative sense over something that would have benefitted him more... He probably SHOULD have taken The Bronze Gates themselves - a Toll Crossing - as Orlocks/Genestealer Cults gain an enhanced boon from that location. but in the description of the locations The Furnace was described as "Next to The Pit", so he figured that was what he should take next....

The Pink Punchers took control of Doc Clemens - the Rogue Doc. She even has her own figure for the doc! I know Amanda had had her sights on the rogue doc, but honestly, she already had enough reputation and cash, she could just recruit one outright...

So my gang was back to... well... not floundering so much... I still have two gangers out from wounds, but with the return of Partem and Glacies, at least I'm back up to seven boots on the ground! (Though Glacies, who was captured by the strange gang that controls the mine came back looking a little "green around the gills" and had large sections of time that he did not remember at all... from time to time he is heard muttering about "The Patriarch"... The gang is a little concerned.

SCENARIO

Originally I'd planned a fun narrative scenario with Madame Wenz filling the tunnel with exotic them smoke and as each fighter was activated they'd have to do a make a cool test (+1 if they had filter plugs, +2 if they had a respirator) or would end up Prone and Pinned (from a case of the giggles) - and would essentially miss an action, having to stand up. Anyone that rolled a 2 would be "seriously injured" (having a really bad trip!). As I ended up PLAYING in this game, AND we started a bit late, I decided to forgo the silly rules...

In the end we just ended up playing another Tunnel Skirmish - which is what we rolled on the table - except with 6 tiles and Custom (10) Crew Selection...

We tried out some of the tiles from the Badzone Delta-7 set - the Archaeotech Device and the Furnace Floor. Because of where it was placed, the Furnace Floor wasn't even entered, but having read the rules, Amanda though she'd try her luck with the Archaeotech device.

THE GAME

Before getting things going, we both petitioned our houses for aid. Clan Escher coughed up a Juve for the Crimson Wave... but they had no equipment to equip said Juve with.... so she was just left behind at the Convent. Clan Delaque sent some equipment (2d6x10 credits worth - but that involved me rolling dice so I turned out to be only 40 credits).... four pairs of filter plugs it is... A couple of the lads jammed them up their noses and headed down to Wenz Pipe...



Woo! Gang all ready to rumble! All SEVEN of them! Only one in recovery!

 

Then those witches spiked my leader's drink!



Stacked and ready to charge the door which formed a bit of a bottleneck in the battlefield.



Half of the Escher Gang was deployed in a large, cavernous room - to try and catch the Delaque interlopers...



The other half were in the hall just outside the room with the Archaeotech Device.



On the first turn the Escher gangers rushed forward to take cover behind barricades.



Then she maneuvered the rest into the room with the Archaeotecch device.



Most of them got to the device, but the Juve lagged behind, having spent an action opening the door for them all.



The Delaque Gangers just rushed forward to the bottleneck gate.



On the following turn they all got up on that archaeotech device. The special rule is that if one ganger is within 1" of the console and spends and action trying to activate it - they make an Intelligence roll and, if successful, all the weapons of all the gangers on the platform gain the Shock trait for the rest of the game.

If they don't succeed...



ZZZZZzzzoT!!!

All are prone and pinned and took d6 S2 hits...

Yeah, that was bad. I think one was knocked out of action right there, two others were seriously injured. It was a bad scene. Amanda was pretty certain that was the end of the game right then and there.

Apparently she forgot who she was playing...



Things did look like they were going from bad to worse when I played my Delaque tactic that knocked out all the lights and plunged the rooms and corridors into utter darkness. Only my gangers could see anything - as they ALL had Photogoggles!



Unfortunately they couldn't hit or wound a damned thing. And as they started shooting, the Escher gangers could see where they were and shoot back... and they COULD hit AND wound things!



My leader did get in there and take down few girlie gangers - before getting shot by Mad Donna's plasma pistol! Another was shot by Mutatio...

They had numbers though and I quickly bottled out, lost my leader and things quickly went downhill from there.

So the Crimson Wave Escher Gang claimed Wenz Pipe - the Narco den. Now everyone had three territories and I just have the one starting Settlement... Between scenario rewards and income collected, Amanda brought in 130 Credits. I got 15.

Oh, and three of my four gangers that were taken out of action, were grievously injured, including my leader. And because he was in recovery and I have no other champions, when Glacies rolled a critical injury, there was no one to take him to the Doc's... Not that I would have had the credits to pay for the Doc's services... and because I bottled and fled, no one was able to recover his gear...

The Escher gang also suffered a critical injury - conveniently, because she just hired on a Rogue Doc, she neither had to use a Leader or Champions post-game action to take the injured ganger in, or had to pay for it... unfortunately, there were complications and the ganger died anyway (rolled a one!)!

Amanda decided to save her credits for now - saving up for another champion -preverably one with a Heavy Stubber! Her leader did end up with enough experience to gain an advance and increased her Weapon Skill... She is an absolute close-combat monster - three attacks at WS2+, Plasma pistol and chainsword and nigh impossible to hit with the Step Aside skill (rolls initiative of 2+ to just step out of the way of any hit) and if anyone DOES land any blows she's sporting Mesh Armour with an armoured undercut (4+ Save!)

TERRITORIES and STUFF

One-Eyed Red Snakes (Gang Rating: 1095, Reputation: -1, Credits: 15)
The Snake Den - Settlement

Pink Punchers (Gang Rating: 1120, Reputation: 3, Credits: ???)
Punchville - Settlement
Doc Clemens - Rogue Doc Shop
D52 - Gambling Den

Crimson Wave (Gang Rating: 1100, Reputation: 8, Credits: 130)
The Sisters of Mercy Convent - Settlement
Bung’s Hole - Drinking Hole
Wenz Pipe  - Narco Den

Average Joes (Gang Rating: 1285, Reputation: 5, Credits ???)
The Smelly Pit - Settlement
The Pit - Mine Workings
The Furnace - Smelting Works

Uncontrolled Territories
Slop Pile  - Refuse Drift
The Bronze Gates - Toll Crossing
Shrine of the Sinners Past - Bone Shrine
The Machine - Archaeotech Device
The Burn Tanks - Promethium Cache
Rock Pile - Wastes


Coming Soon to Tim's Miniature Wargaming Blog:

Maybe another game of Necromunda...? If I can talk anyone into playing after Ballroom tomorrow evening.

I also have some Epic Marines I'm going to post pictures of at some point... and I finished off a few more Genestealer Cultists for Finnegan... because he can't seem to get around to painting them himself!?

Tuesday, September 10, 2019

Battle at Bilton's Corner

Bronze Gates Necromunda Dominion Campaign - Game Two

On Monday evening Keira and I got in our first game in our Necromunda Dominion Campaign.

For a bit of info on the campaign background, the territories within the Bronze Gates and our starting gangs check out this post:

The Bronze Gates Campaign (A Necromunda Dominion Campaign)

for an After Action Report of Game One (between Finnegan's Genestealer Cult and Amanda's Escher Gang) check out this post:

Encounter a Fahr's Pipe

As Bung's Hole had already been snapped up by The Crimson Wave, I challenged Keira's Pink Punchers for control of D52 - the region's Gambling Den...


SCENARIO

We played a quick Tunnel Skirmish scenario, just as Amanda and Finnegan had in their game. As I was the challenger, the One-Eyed Red Snakes (my Clan Delaque gang) was the attacker and the Pink Punchers were the defenders. The battlefield was set-up accordingly and Keira began her deployment.


THE GAME



Keira chose to set up her gang in one tile (defender had the option of setting up in one tile, or within 3" of a board edge).



I had a fancy gang tactic that allowed me to move some barriers up to 3"... so I thought I'd be tricky and take away her cover...



And set up my guys, basically in the same room!



This was a mistake... Delaque are stealthy and sneaky. I should have played them that way, instead of making a big gamble like this - having and instant big shoot-out with the whole gang...



Unfortunately, the Pink Punchers got priority, which meant half their gang went before I could do anything.



Straight off, Zuzana charged out and sprayed half my gang down with her Chem-thrower (mental note - need to invest in respirators - or at least filter plugs!!) - I got EXTREMELY lucky and only my leader lost a wound and the other two just happened to hold their breath and/or duck out of the way of the gas cloud.



I did my sneaky-beaky thing - threw a smoke grenade into the middle of the room - now I could see them, but they couldn't see me!



Part of the Pink Punchers made a run for it and tried to outflank the One-Eyed Red Snakes.

Unfortunately, with all the Chems still in the air from Zuzana's Chem-Thrower, the smoke dissipated VERY quickly.



Rotis retreated out into the hall and threw a smoke grenade down there as well to try and make the Escher Gangers think twice about coming that way.



He was joined by Mus and the two of them took pot shots at the Pink Punchers in hard cover at the end of the hall. A Seriously wounded Glacies crawls their way looking for help (I'd forgotten until part way through the game that if you had a Standing and Active fighter next to one that was Prone and Seriously Injured in the end phase they can offer them assistance - allowing them to roll TWO injury dice and discarding one of them - increasing the chances of re-entering the game with only a flesh wound and diminishing the odds of bleeding out).



Back in the room where things had all started... Rutabulum had popped another smoke grenade blinding the Escher gang. Artifex, the Delaque leader, had then moved out from cover and shot Elicia, The Pink Punchers leader. She was only pinned and had crawled away to cover to recover. Zuzana, unable to see any targets to shoot, had charged into the smoke and encountered Artifex - who got in a lucky jab with his stiletto and took her out of action! Then the smoke cleared and Elicia charged ARtifex and totally took HIM out of action! Yikes! Then Rutabulum unloaded his clip at her, pinning her in the open... but failed an ammo check!

As both had lost people bottle checks were made, and FAILED!



Travona, Krystal Q., and Defay hiding in cover at the far end of the hall cover by Mus and Rotis. One of them got a lucky shot with their lasgun and injured Defay.

Rotis decided he'd had enough and left during the Flee step of one turn (it made sense, he was down to ONE toughness - having sustained TWO flesh wounds!!)



Nico Skullz had had enough of hiding in cover and blazing away at the Delaque Gangers in cover, and ran out and tried to shoot Rutabulum pointblank before he could reload his autogun!



Shortly after this Defay, Elicia and Glacies would all fail cool checks and scarper.



This left only Rotis and Rutubulum and Travona, Krystal Q., and Defay. Rutubulum joined Rotis who was still exchanging fire down the hallway while hiding behind hard cover. Travona decided she'd had enough of this and rushed them. Rotis, who was also down to One Toughness scarpered leaving only.



A blast from Travona's plasma pistol pinned Rutubulum.



Travona rushed around the barrier and shot Rutubulum again,  pointblank with her plasma pistol, seriously injuring him. Defay then ran around the barrier as well and performed a coup-de-grace, removing the final Delaque Ganger from the table and ending the game.


POST GAME

Artifex and Rutabulum's injuries were serious, indeed. They will both be missing the next game. Partem was less seriously injured but while he was crawling away in the dark, a group of the victorious Pink Puncher came upon him and tied him up and dragged him back to Punchville! Ugh! First game and my leader is out of action along with another ganger, and another ganger is captured! Down three when I only started with eight! I'll only be able to get Partem back if I choose to do a rescue mission the next time I face the Pink Punchers, but considering how depleted my gang is, that may be a SUICIDE MISSION into the Pink Punchers den in Punchville!

Zuzana, the only member of the Pink Punchers that was taken out of action, was also grievously injured and will sit out her next game as well... Snake bites is NASTY!

Between the scenario rewards, and income from her settlement and newly acquired Gambling Den, the Pink Puncher brought in 175 credits AND recruited a new Juve for free! She decided she'd wait to do any new hiring or purchases until later...

The One-Eyed Red Snakes, on the other hand, only brought in 35 credits... and also recruited a free Juve. The credits weren't really enough to even equip the lad... I did have some credits left over from gang creation and was able to track down a Bolter for Artifex (though I didn't have enough to get a Power Axe as well - so I STILL can't actually use my Leader Figure for the Delaque Gang.... guess it doesn't matter much anyway, as he's missing the next game anyway...). As he was missing the next game, Artifex gave up a bunch of his equipment to the gang's stash and it was used to equip the young Juve - Neo86753. That, at least, brings my NUMBERS back up to six for the next game... but the rating of those available will be somewhat lower than whoever I end up facing...


Coming Soon to Tim's Miniature Wargaming Blog:

Probably something related to Necromunda...? I do have a fair few minis and terrain bits to paint before the game weekend in October - that I'm sure we'll make use of in our campaign as well!

At the end of the week there will be a regular weekly update on the September Game-A-Day Challenge.

Sunday, September 8, 2019

The Bronze Gates Campaign (A Necromunda Dominion Campaign)

As mentioned in my Fall Plans, I've arranged with the family to run a Necromunda Dominion Campaign this fall. We'll be starting this Sunday evening and it will probably run until mid December - about thirteen weeks. The suggested time for a Dominion campaign is seven weeks - three weeks for the Occupation Phase, a week off, followed by three weeks of the Takeover Phase. I've decided to extend the Occupation and Takeover Phases to six weeks each - so there's less pressure to get in lots of games. If everyone plays ONE GAME each week, we'll be good, and Sunday evenings have, in theory, been set aside to play Necromunda!


The Bronze Gates

The Bronze Gates region of Necromunda was abandoned hundreds of years ago when a hivequake buried most of the access ways and the Mechanicus Overseers determined the rubble was too unstable to bother trying to shift. In recent years some of the blockage was shifted when subsequent hivequakes caused into to collapse into a lower region, clearing a single precipitous Bridgeway to access the region, through a gigantic set of bronze gates.

The Gates themselves are severely warped and twisted permanently open, they give name to the region, however, because all must pass them to enter the area.

New occupants have flooded into the area, hoping to escape their perilously over-crowded homes, like a highly pressurized gas, spreading out to fill a void. As a newly settled area no clan gangs have laid claim to the area, so there has been some friction and gang warfare along with the influx of new inhabitants.


Territories

Wenz Pipe (Narco Den)
A narco den set up in a collapsed roadpipe. Madame Wenz can chase away the worries of the most troubled of underhivers with chems and smokes of an astonishing variety.

D52 (Gambling Den)
Fortunes are won or lost (mostly lost) at cards and dice at D52, where there is always an open table. Credit is extended to regulars, but debts are expected to be settled promptly.

Slop Pile (Refuse Drift)
A vast cavern at the bottom of a shaft that upper hivers use to dump their waste thinking it drops clear to the hive bottom (or lower). Many in the underhive without marketable skills sift through the piles of refuse for reusable materials.

The Pit (Mine Workings)
In the lower parts of the Bronze Gates there remained an access to a deep mine shaft, abandoned when the community was initially abandoned hundreds of years ago.

The Furnace (Smelting Works)
Next to The Pit are Smelting works to process the ore brought up from the mines.

The Bronze Gates (Toll Crossing)
While the gates themselves present no obstacle to entry, the bridge that accesses the gates is widest and, by far, the easiest way to enter the region. Whoever controls the Gates can exact a hefty toll on any that wish to enter or leave…

Shrine of the Sinners Past (Bone Shrine)
A large shrine built by Redemptionists of House Cawdor from the bones of those that died down in the Bronze Gates in the hivequake.

The Machine (Archaeotech Device)
A vast and complicated apparatus that fills an entire dome that was found still apparently running on its own after hundreds of years. No one is quite sure what it was originally for… but some more curious and experimental types have found a few uses for it – well, those that didn’t die while conducting their “experiments”…

The Burn Tanks (Promethium Cache)
Vast reserve tanks of Promethium, abandoned and long forgotten, now provide fuel for anyone in the Bronze Gates that has need to burn anything…

Rock Pile (Wastes)
Not rock, per se, but a vast area of rockcrete rubble and twisted plasteel – vestiges of the hivequake that buried large portions of the region hundreds of years ago.

Doc Clemens (Rogue Doc Shop)
Doc Clemens used to live in the spire and was a private chirurgeon to the rich and shameless. She developed a bit of a drug problem, though, and ended up discredited and disgraced after a few misdiagnoses and losing a patient under the knife (who happened to be the daughter of a very influential Spyrer). She fled downhive and now tends to the dregs of the hive in the Bronze Gates.

Bung’s Hole (Drinking Hole)
Bung runs the only place to get Wild Snake in the Bronze Gates – along with an assortment of other varieties of rotgut and deep-fired corpse starches.

The Snake Den (Settlement) 
A remote and dark settlement thought to me mostly members of Clan Delaque. They keep to themselves and don’t take kindly to visitors… if anyone dared to wander out that way…

Punchville (Settlement)
Right near the centre of the action. Home of he Pink Punchers Escher gang, it is known for its lively boxing and mud wrestling matches.

The Smelly Pit (Settlement)
The dark and foreboding hole accessed by precarious ladders and gantries. Foul odours enamating from the pit give it its name. It is the home of the Average Joes - a strange gang with no apparent house/clan affiliation.

The Sisters of Mercy Convent (Settlement)
Once a barracks of an Adepta Sororitas Convent on Necromunda, the Crimson Wave Escher gang, and their hangers on, have taken up residence within.



THE GANGS

vying for control of the Bronze Gates are four main gangs - two from Clan Escher, one from Clan Delaque and another dark and mysterious group that came from below and don't seem to have a direct clan affiliation...


One-Eyed Red Snakes
Home Territory: The Snake Den



The One-Eyed Red Snakes Delaque Gang - this will be MY gang for the campaign!



Artifex - Leader
Flack Armour, Photogoggles, Stub Gun, Stiletto Knife - 20
Skills: Mentor
155 credits

Not the miniature I'd usually be using - He can't start with a Bolt Gun or Power Axe, so I'm using Juve mini until he can locate those "rare" items at the Trading Post...

I also won't be starting with a champion - as the only Champion miniature I have is armed with a freaking LASCANNON! A not-inexpensive and Rare (11) item! It could be sometime until I can scare up (and AFFORD) one of those. I do have a couple other miniatures I'm converting to use as Delaque gangers - one of which could be a Champion... Maybe when I get her done...




Rotis - Ganger
Flak Armour, Photogoggles, Lasgun, Stiletto Knife
105 credits

Mus - Ganger
Flak Armour, Photogoggles, Lasgun, Stiletto Knife
105 credits



Oraculum - Ganger
Flak Armour, Photogoggles, Shotgun (Solid and Scatter ammo), Stub Gun, Stiletto Knife
125 credits

Mutatio - Ganger
Flak Armour, Photogoggles, Shotgun (Solid and Scatter ammo), Stub Gun, Stiletto Knife
125 credits



Rutabulum - Ganger
Flak Armour, Photogoggles, Autogun, Stub Gun, Stiletto Knife
110 credits

Partem - Ganger
Flak Armour, Photogoggles, Autogun, Stub Gun, Stiletto Knife
110 credits

Glacies - Ganger
Flak Armour, Photogoggles, Autogun, Stub Gun, Stiletto Knife
110 credits

Total: 945 credits
Stash: 65 credits



The Pink Punchers
Home Territory: Punchville



The Pink Punchers is Keira's Clan Escher gang - that she assembled and painted herself! These were mostly done with the new Contrast® paints.



Elicia Macaron - Leader
Flak Armour, Combi-Bolter/Needler, Shock Whip, Chemsynth
Skills: Rallying Shout
240 credits



Champions; Zuzana and Travona

Zuzana
Flak Armour, Chem-thrower, Stiletto Knife, Chemsynth, Respirator
Skills: Sprint
240 credits

Travona
Flak Armour, Plasma Pistol, Stiletto Knife, Chemsynth, Choke Gas Grenades, Krak Grenades
Skills: Counter-Attack
220 credits



Gangers; Nico Skullz, Krystal Q., and Defay

Nico Skullz - Ganger
Flak Armour, 2x Laspistol, Chemsynth, Choke Gas Grenades, Frag Grenades, Respirator
135 credits

Krystal Q. - Ganger
Flak Armour, Lasgun, Stiletto Knife, Chemsynth
Skills:
70 credits

Defay - Ganger
Flak Armour, , Chemsynth, Choke Gas Grenades, Lasgun
Skills:
90 credits


The Crimson Wave
Home Territory: The Sisters of Mercy Convent



The Crimson Wave is Amanda's Clan Escher Gang.

(Yes, same name as her Drukhari Wych Cult... We're lazy... and it seemed fun to use for a gang as well...)

(Whoopsie! I realized after taking and editing these pictures, I'D MISSED ONE of the Crimson Wave Gangers!! Ah well, you'll see her soon enough!)



"Mad" Donna Maclean - Leader of the Crimson Wave. He skin turned blue working in the Clan Escher Chem Synth plants as a youngster.

"Mad" Donna Maclean - Leader
Flack Armour, Chainsword, Plasma Pistol, Las Pistol
Skills: Step Aside
205 Credits



Kat H. (HannaH) - Champion
Flack Armour, Autogun, Power Sword
Skills: Step Aside
155 Credits



Gangers; Jo N., Syn D. and Paula A.

Jo Njett - Ganger
Flack Armour, Autopistol, Stiletto Sword
90 credits

Syn Dee - Ganger
Flack Armour, Autogun, Laspistol
60 credits

Paula A. - Ganger
Flack Armour, Shot Gun (Scatter and Solid shot), Stiletto Knife
100credits



More gangers; Pat B, Tina T, and Sue C. ("The Banshee")

Pat B. - Ganger
Flack Armour, 2x stub gun,
credits

Tina T. - Ganger
Flack Armour,
credits

Sue C. ("The Banshee") - Ganger
Flack Armour, Autogun, Stub Gun
credits



Juves; Tiffany and Debbie G.

Tiffany - Juve
Stub Gun, Stiletto Knife
45 credits

Debbie G. - Juve
Autopistol
30 credits


Average Joes Genestealer Cult
Home Territory: the Smelly Pit



The Average Joes are Finnegan's Genestealer Cult that (like Keira's gang) he assembled and painted (mostly) by himself! These were also largely done with the new Contrast® paints.



Jane Common - Magos - Leader
Shock Staff, Autopistol, Knife, Mesh Armour
Powers: Hypnosis
185 credits



An Aberrant and an Acolyte Hybrid.

Joe Hello - Aberrant
Power Hammer
Skills: Unstoppable

Joe Nono - Acolyte Hybrid
Autopistol, 2x Knife, Hazard Suit
Skills: Berserk



Neophyte Hybrids; Joe Schmoe, Joe Condo, Joe Flow, Joe Gazebo, and Joe Doe.

Joe Schmoe -  Neophyte Hybrid
Hazard Suit, Knife, Autopistol, Shotgun (Solid and Scatter shot)
100 credits

Joe Condo -  Neophyte Hybrid
Hazard Suit, Knife, Autopistol, Autogun
85 credits

Joe Flow -  Neophyte Hybrid
Hazard Suit, Knife, Autopistol, Shotgun (Solid and Scatter shot)
100 credits

Joe Doe -  Neophyte Hybrid
Hazard Suit, Knife, Autopistol, Shotgun (Solid and Scatter shot)
100 credits

Joe Gazebo, -  Neophyte Hybrid
Hazard Suit, Knife, Autopistol, Autogun
85 credits


Coming soon to Tim's Miniature Wargaming blog:

STILL MORE Necromunda - hopefully game reports of Sunday evenings action!