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15:59, 23rd April 2024 (GMT+0)

[Week 01] The Haunted Mines - COMPLETE.

Posted by The ArbiterFor group 0
The Arbiter
GM, 141 posts
Live, Die, Repeat
Mon 26 Apr 2021
at 18:26
  • msg #83

[Week 01] The Haunted Mines

If you swap Fred and Hans around you could probably clip Titaban with the scattershot as well...

Seeing lots of fresh meat the chaos spawn charges down into the Orlocks, slamming into Greta. Luckily its wild and flailing attacks are easily countered.

Charge -> WS 5+ +1 charge (2,1,2) -> Miss
Greta response -> WS 4+ (2) -> Miss

I am done, take the rest of your activations.

This message was last edited by the GM at 18:27, Mon 26 Apr 2021.
Grimm Abacus
Orlock, 75 posts
Grimm's Ferric Heads
Lawful
Mon 26 Apr 2021
at 18:49
  • msg #84

[Week 01] The Haunted Mines

The door in R6 seems to have gone wandering into P6. Bad door !

Ashlet crawls (O8). Grimm attacks Blister. Blister goes down ! Grimm casually finishes him before moving toward the next fight (S3). Yorricka runs to reinforce the flank (AD9).

Grimm
Fight (Basic)
 rolled 1.  Grimm Plasma Pistol 3+ -> Miss
 rolled 5.  Plamsa Pistol Firepower -> no issue
 rolled 6,4.  Chainsword x2 2+ -> 2 hit, first is rending (2 damage)
 rolled 5,1.  Blister Wounds x2 4+ -> 1 Wound, the first one
 rolled 1.  Blister save 6+ -> not saved
 rolled 4,5 -> Serious Injury
Coup de Grace (Free)
Move (Simple) to S3





End phase: recovery roll for Ashlet, with help from Iron Henry
rolled 2,5.  Ashlet recovery -> 2 -> Flesh Wound

Ashlet suffers a Flesh Wound and is Prone and Pinned




Priority for next round
 rolled 5.  Grimm Priority.

The Arbiter
GM, 145 posts
Live, Die, Repeat
Tue 27 Apr 2021
at 16:00
  • msg #85

[Week 01] The Haunted Mines

You forgot to take a turn with Yorricka I think. Take it now.

Also cultists pass their bottle check but lose on priority so you're up again.

Grimm Abacus
Orlock, 77 posts
Grimm's Ferric Heads
Lawful
Tue 27 Apr 2021
at 16:06
  • msg #86

[Week 01] The Haunted Mines

It's in msg #85 but apparently got lost in the noise. Yorricka takes a double move to AD9.
Grimm Abacus
Orlock, 78 posts
Grimm's Ferric Heads
Lawful
Tue 27 Apr 2021
at 16:08
  • msg #87

[Week 01] The Haunted Mines

Also Ashlet crawled to O8.

Ok, I see what I did wrong. I was trying to be concise and you missed the less important info, I should have had a section for each person. My bad.
The Arbiter
GM, 147 posts
Live, Die, Repeat
Tue 27 Apr 2021
at 18:53
  • msg #88

[Week 01] The Haunted Mines

Gotcha. Yeah going forward put each fighter in their own little section.
Grimm Abacus
Orlock, 80 posts
Grimm's Ferric Heads
Lawful
Tue 27 Apr 2021
at 19:22
  • msg #89

[Week 01] The Haunted Mines

Iron Henry shoots Titaban, but the bullets glance off his armor. Iron Henry then performs a tactical advance toward the rear.

Activate Iron Henry, Shoot (Basic)
The Chaos Spawn but it is engaged and therefore a more difficult target, so Iron henry is free to target Titaban instead.
 rolled 3.  Iron Henry shoots Titaban 3+ -> Hit
 rolled 4.  Firepower die. -> 2 Hits
 rolled 6,3.  Wound roll x2 4+ -> 1 Wound
 rolled 5.  Titaban save 5+ -> Saved :/
Titaban is Prone and Pinned. And out of Ammo.
Move (Simple) to O11, facing West





Just a reminder when you update the map that Ashlet is in O8 and Yorricka in AD9
The Arbiter
GM, 151 posts
Live, Die, Repeat
Tue 27 Apr 2021
at 20:16
  • msg #90

[Week 01] The Haunted Mines

Bathia steps forward intending to use her warp abilities to put up a giant shield to protect the rest of the cult from incoming fire but the dark gods of chaos are angry at the ritual being interrupted. As she summons the the dark energies the warp twists out of her control, slamming her against the ground and causing a rush of warp to temporarily blind everyone.

When the dust settles there is nothing but a dark red stain on the ground.

LOL! Bathia steps up and tries to cast Dark Shield (1,1) -> Warp Peril. Ordinarily her familiar would let her reroll but A) this is funnier and B) generic gangs don't get the scales stacked against them -> Warp Peril (4) -> S6 D2 hit (2) -> Injury Die: (6) -> Out of Action.

Tatiban passes her never check though...

Grimm Abacus
Orlock, 82 posts
Grimm's Ferric Heads
Lawful
Tue 27 Apr 2021
at 21:30
  • msg #91

[Week 01] The Haunted Mines

Hey, I just lost a chance at 2 xp for taking her out ! On the other hand, getting a hit to stick with that familiar of hers... yes, I'll take the easy win. Plus, it IS hilarious.

Ashlet stands up, and takes a few steps back

Stand Up, Move to P9, face NW
In case you're wondering, I'm clearing my field of fire. Wouldn't want a stray shot to hit my own fighters, not after that whole Hive Tremors fiasco

The Arbiter
GM, 154 posts
Live, Die, Repeat
Tue 27 Apr 2021
at 22:16
  • msg #92

[Week 01] The Haunted Mines

Tatiban steps up and frantically taps around for more grenades but she can't seem to find any more to launch.

Stands up but fails the ammo check
Grimm Abacus
Orlock, 83 posts
Grimm's Ferric Heads
Lawful
Tue 27 Apr 2021
at 22:45
  • msg #93

[Week 01] The Haunted Mines

New map ? But I don't need it for:

Fred aims carefully and shoots the chaos spawn again. His bolt hits the chaos spawn but has no apparent effect. His boltgun, however, refuses to cycle... jammed, out of ammunition, who knows ? Certainly not Fred.


Aim
Shoot chaos spawn
+1 short range, +1 aim, -1 chaos spawn engaged in melee -> 2+

 rolled 6.  Fred shoots chaos spawn 2+ -> hit
 rolled 1.  Firepower dice -> 1 Hit, Ammo check
 rolled 2.  Ammo check 6+ -> Out of Ammo
 rolled 1.  Wound roll 5+ -> no effect

The Arbiter
GM, 159 posts
Live, Die, Repeat
Wed 28 Apr 2021
at 15:29
  • msg #94

[Week 01] The Haunted Mines

FYI I have fiddled with states. Green circles now mean active (easier to see, the red dots were getting lost). Also things like Out of Ammo are smaller and easier for me to stack up.

Gorax the Chosen One steps forward. With his autopistol in one hand and his flail in the other he starts growling and pointing towards the melee as if directing his chaos spawn to drive through the heart of his enemies.
Grimm Abacus
Orlock, 85 posts
Grimm's Ferric Heads
Lawful
Wed 28 Apr 2021
at 15:39
  • msg #95

[Week 01] The Haunted Mines

Are you posting before updating the map again ? Or is Firefox failing me and not reloading from scratch even though I'm telling it to ?
The Arbiter
GM, 161 posts
Live, Die, Repeat
Wed 28 Apr 2021
at 18:21
  • msg #96

[Week 01] The Haunted Mines

Check it again. I see the updated map.
Grimm Abacus
Orlock, 86 posts
Grimm's Ferric Heads
Lawful
Wed 28 Apr 2021
at 19:22
  • msg #97

[Week 01] The Haunted Mines

No matter what I do, and I've even tried opening it with a different navigator I normally never use, I see the map as it stood after msg #90. Ashelt, Tatiban, Fred and Gorax haven't taken their turns on the map :/
The Arbiter
GM, 163 posts
Live, Die, Repeat
Wed 28 Apr 2021
at 21:41
  • msg #98

[Week 01] The Haunted Mines

fuck me I've been uploading the map to the wrong group. Check now.
Grimm Abacus
Orlock, 88 posts
Grimm's Ferric Heads
Lawful
Thu 29 Apr 2021
at 00:10
  • msg #99

[Week 01] The Haunted Mines

I have it ! Oh, those green circles are... green ! And the ammo symbol, at this size, well, I know what it is so no problem, but it has no definition left.

Well, only the chaos spawn left to activate on the other side, no reason for a group activation now.


Grimm charges the abomination - well, the more visually obvious abomination, because all cultists are abominations - and thumbs his plasma pistol on max power. The chaos spawn seems faintly tickled by the massive discharge. Maybe it does slow it down enough for Grimm's trusty chainsword to finally do its duty and cleave the abomination where it counts, for it collapse until the accompanying flurry of blows.

Activate Grimm
Charge to Q4, face East, Fight chaos spawn
2 attacks +1 dual weapons +1 charge -> 4 attacks, plasma pistol at max power + chainsword x3
+1 for assist, chainswords have built-in +1
 rolled 2.  Grimm attack chaos spawn plasma pistol max power 2+ -> Hit
 rolled 5 using 1d6 with rolls of 5.  Firepower dice, unstable -> no issue
*wipes brow*
 rolled 6,4,3.  chainsword attacks x3 1+ ?? -> 3 hits, first is rending
 rolled 1.  Plasma Pistol Wound 3+ -> max power and no wound, dammit.
 rolled 6,2,5.  Chainsword wound x3 5+ -> 2 go through, including the rending one
 -> 3 injury dice
 rolled 1,6,5.  Injury chaos spawn - I need a 6 ! -> YES ! A 6 -> Out of Action.
Chaos Spawn is gone !
Grimm gets... 1 xp ? Unless the chaos spawn is worth more xp, but it does not appear to be.

I'll wait for you to confirm I get to activate the rest of my fighters before going ahead

Oh, yes, and bottle test for you I think

The Arbiter
GM, 166 posts
Live, Die, Repeat
Thu 29 Apr 2021
at 00:42
  • msg #100

[Week 01] The Haunted Mines

You did it! It's only worth 1xp though. Continue with the rest of your turn.
Grimm Abacus
Orlock, 90 posts
Grimm's Ferric Heads
Lawful
Thu 29 Apr 2021
at 02:01
  • msg #101

[Week 01] The Haunted Mines

Yorricka continues her run to reposition on the flank.
On the Home front, Greta and Hans both unleash devastating scattershot from their combat shotguns, leaving the remaining enemies bleeding on the floor.

Double Move to V12
Yes, running all the way around is better than trying to open a door, at least for a ganger. Plus, she has two flesh wounds so I want her out of harm's way.





With the chaos spawn down, Greta has the perfect shot lined up: all the remaining enemies right in front of her combat shotgun. She fires... but somehow the leader and his tiny abomination move out of the way. Greta could swear they moved before she did ! Still, the remaining goes to ground and appears to be hit though not seriously.

Greta Activates
Shoot -> combat shotgun, shredder ammo, using template
 rolled 4.  Greta firepower die -> no issue
 Gurak and Titaban are under the template, Gurak's familiar is half under (and the wall protects the other half even if I rotate the template).
 rolled 1 using 1d2.  Familiar counts as under the template ? 1=yes.
 rolled 10.  Omen of Fortune: Gurak avoids hit Will 6+. -> Gurak is not hit
 rolled 1.  Precognition Familiar dodge on 1-3. -> Familiar is not hit
 rolled 6.  Scattershot number of wounds rolls Titaban -> 6 Wounds rolls
 rolled 5,2,5,6,6,5.  Titaban wounds 5+ -> 5 go through
 rolled 5,5,6,6,1.  Save rolls mesh armour 5+ -> 4 are saved
The dice are mocking me again. Here, have 5 wounds ! Oh, wait, don't !
 rolled 1 using 1d6 with rolls of 1.  Injury die. -> Flesh Wound
Titaban is Prone and Pinned with a flesh wound, but Gurax and his familiar just saw it coming.
no second action for Greta



After Greta shoots, Hans steps to her side and unleashes a devastating salvo.

Do it again !
Hans activates
Move to R6
Fire shotgun with scattershot ammo
 Grimm Abacus rolled 2.  Hans firepower die -> no issue
I still can't get both the familiar and Titaban completely under the template, so the familiar might gets to maybe not be under.
 rolled 1.  Familiar under template ? 1=yes.
No Omen of Fortune for Gurax, one per turn only !
 rolled 5.  Precognition: familiar safe on 1-3 -> Not safe !
Gurax, the familiar, and Titaban are all hits. I'm going to roll so many wound rolls (and then so many saves).
 Scattershot dice, Hans Shotgun Savant skill applies ! roll 2d6, keep highest
 rolled 4 with rolls of 1,4.  Scattershot Titaban.
 rolled 6 with rolls of 2,6.  Scattershot Gurax.
 rolled 5 with rolls of 5,4.  Scattershot familiar.

 rolled 2,5,5,3.  Wound rolls Titaban 5+ 4+, flesh wound -> 2 wounds
 rolled 6,3.  save Titaban 5+ -> saved 1
 rolled 1.  Injury Titaban -> Flesh wound
Titaban is prone and pinned and has 2 flesh wounds

 rolled 3,2,6,2,5,6.  Wound Gurax 5+ -> 3 wounds
 rolled 3,6,4.  Save Gurax 5+ -> 1 save, 2 wounds
 rolled 3,4. -> Seriously Injured
Gurax is prone and seriously injured
 rolled 7 using 2d6 with rolls of 5,2.  Familiar Cool 5+ -> not broken
 rolled 6 using 2d6 with rolls of 1,5.  Titaban Nerve Test Cool 5+ -> not broken

 rolled 4,1,3,6,6.  Wound familiar 4+ -> 3 wounds
 rolled 1,4,3.  Save familiar 3+. -> 2 saves, 1 wound
 rolled 5.  Injury familiar -> Seriously Injured
Familiar is prone and seriously injured !
 rolled 4 using 2d6 with rolls of 3,1.  Nerve Check Titaban 7+. -> Titaban breaks !
Titaban must make a running for cover action. Since he is prone and pinned, he'll only move 3". I'll let you resolve it as he has several valid options, such as J3-L3 or L7-M7
 rolled 8 using 2d6 with rolls of 3,5.  Nerve check Gorux 7+ -> not broken


Titaban is prone and pinned and broken and has 2 flesh wounds and needs to make a run for cover action.
Familiar is prone and seriously injured
Gurax is prone and seriously injured


Thus ends my turn, leaving you to do bottle tests, recovery tests, and rallying tests.
The Arbiter
GM, 167 posts
Live, Die, Repeat
Thu 29 Apr 2021
at 02:30
  • msg #102

[Week 01] The Haunted Mines

With the spawn killed and their psyker a blood stain the two remaining cultists bug out. The mines have been cleared although the taint of chaos might linger long after their departure.

Congrats, the mines are yours. Begin all of your post-battle work.
Grimm Abacus
Orlock, 92 posts
Grimm's Ferric Heads
Lawful
Thu 29 Apr 2021
at 03:11
  • msg #103

[Week 01] The Haunted Mines

Oh, I don't get a chance to finish up that demagogue :/ Oh well...

1 Wrap Up:
Little Kate Lasting Injury -> rolled 32 -> Into Recovery
Yorrick Lasting Injury -> rolled 26 -> Out Cold, no effect

Capture enemy fighter:  rolled 17 using 2d6+5 -> Marjinx, Squint, Four Fingers, Blister, Chaos Spawn (??) -> 5 !! -> Did I just capture the chaos spawn ? I don't want it !! Kill it dead ! Deader !

2 Injured Fighters Heal
No one started the battle in recovery

3 Territory
Gain #9 Mine Workings
Settlement does not generate any free juve  (rolled 3,3)

4 Receive Rewards
1d6x5 credit -> rolled 1 -> 5 credits
Too Pretty for Primus 2d6x5 credits -> rolled 3,5, not a double -> 8 -> 40 credits

5 Collect Income
1d6x10 for settlement, 1d6x10 for mine workings -> rolled 2+2 -> 40 credits

I'm going to pause here to think about what to do with the credits (85 in total), plus I have some questions.



Questions:

1) I rolled for capture and somehow ended up with the chaos spawn ?? Can I claim the bounty ? Do I have to wait for the cultists to have a chance to rescue it ? No one sane want to keep that thing captive !

2) For that matter, there is a bounty on any outlaw that suffers a memorable death, which would require you to check if any of the out of action outlaws actually died (but it's only a 1/36 chance)

3) Do I get the standard 1xp per fighter that took part and 1 xp for the leader for winning ? You didn't mention it in the scenario set up.

4) For that matter, is there a reputation gain for winning ?
This message was last edited by the player at 04:02, Thu 29 Apr 2021.
The Arbiter
GM, 168 posts
Live, Die, Repeat
Thu 29 Apr 2021
at 15:29
  • msg #104

[Week 01] The Haunted Mines

1) You cannot capture the chaos spawn as part of its ruleset it never goes Out of Action, it is just "Restrained" or something. It doesn't count towards capturing but you rolled high enough anyway. Re-roll to figure out who is captured.

2) Nope no deaths.

3&4) Yes. The scenario is basically just a standard Stand-Off scenario so you can use that for figuring out rewards, xp, and rep.
Grimm Abacus
Orlock, 93 posts
Grimm's Ferric Heads
Lawful
Thu 29 Apr 2021
at 16:10
  • msg #105

[Week 01] The Haunted Mines

1 Wrap Up (Correction)
 Capture Enemy Fighter: 1 Marjinx, 2 Squint, 3 Four Fingers, 4 Blister -> 3 -> Four Fingers Captured !

4 Receive Rewards (Correction)
Credit reward for is 1d6x10, not 1d6x5, so that's 10, not 5
1 xp for each participating fighter, and 1 extra for the Leader for winning.
2 Reputation for winning, +1 for first battle against the Mine Squatters.

6 Post Battle Action
Grimm, Hans and Fred visit the trading post

7 Delete Dead or Retiring Fighters no action needed

8 Hire New Fighters and Hangers-On none

9 Sell Unwanted Equipment no action needed

10 Generate Trading Post Rarity Value
Savvy Trader applies
Rarity 2d6+5 -> 11, anything under Rare (11) goes

11 Purchase Equipment
Uphive Raiments 50 credits discounted to 30 credits with Savvy Trader Rare (10)
Mesh Armour x2 30 credits
Photon Flash Grenade 15 credits
Smoke Grenade 15 credits
90 credits spent, none left

12 Adjust Fighter Gear
Grimm gains Uphive Raiments
Fred and Ashlet gain Mesh Armour
Fred gains smoke grenade
Ashlet gains Photon Flash Grenade

13 Update Gang Rating & Wealth
Gang Rating 1110, Gang Wealth 1110

Gang has been updated on Yakhive
https://yaktribe.games/underhi...ferric_heads.176185/
This message was last edited by the player at 16:34, Fri 30 Apr 2021.
The Arbiter
GM, 169 posts
Live, Die, Repeat
Thu 29 Apr 2021
at 18:58
  • msg #106

[Week 01] The Haunted Mines

Two corrections:

1) You do not get the bonus rep for facing a new gang because this isn't a gang. Not a proper one. You'll know when you fight a real gang to earn that rep.

2) You can sell Four Fingers immediately for 45cr. No need to wait. I don't know if that changes up your purchases or not.
Grimm Abacus
Orlock, 94 posts
Grimm's Ferric Heads
Lawful
Thu 29 Apr 2021
at 19:17
  • msg #107

[Week 01] The Haunted Mines

1) Noted, rep is corrected on my gang roster

2) If I sell him now, it means I take one of my champions off the trade action to sell him, that affects my rarity roll... which I've already made, and used. Better not go there, I'll just hang on to him for now and sell him after the next fight. It won't hurt to have some extra money if all goes well and I end up with new gangers to equip.
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