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09:30, 29th March 2024 (GMT+0)

[Week 01] The Haunted Mines - COMPLETE.

Posted by The ArbiterFor group 0
The Arbiter
GM, 66 posts
Live, Die, Repeat
Mon 19 Apr 2021
at 20:50
  • msg #1

[Week 01] The Haunted Mines

It had been almost a month since the Rock's Rovers had gotten rocked by the massive gang war, being one of many that got shattered on the fields of battle. Grimm had escaped with a few close allies and their journey through the underhive had picked them up a few new recruits eager to prove themselves.

Their journey had ended in Sector LXIV, aka "Echerine's Folly". Nobody know who Echerine was or what their grand mistake was but the name had stuck and that is what the locals had called it.

Grimm and his fellow Orlocks had found a nice quiet dome to set up their camp in and began the fortification process. They cleared out minor predators, reinforced sturcturally weak segments, filled in a few holes and by the end of the month they not only had a fortified camp but had attracted the interest of a few locals. Apparently with the withdrawal of the Enforcers a couple years ago the resulting power vacuum had shattered many established settlements and there were lots of roaming civilians looking for safe harbor. A group of well armed and fortified Orlocks were as good a defense as any so over time a new settlement was born, one dubbed Goetlingun.

Now that their camp was established it was time to set out and secure resources. Goetlingun was near a large breach in the dome wall. It had once been a transportation line but that had long since fallen apart and now it let the Orlocks out into the Badzones surrounding LXIV without having to go through the main toll road. Right outside the Wall was a dried up slag sea. It had likely once been huge but miners over the centuries had slowly chipped away at it, creating a mining network that ran several layers below. Nobody understood the importance of mining more than the House of Iron so Grimm gathered his men and made his way to the mines.




It looked too good to be true. The doors were open and there were no signs of intruders or squatters or rivals. He had almost almost let his guard down when suddenly the lighting shifted from normal yellow to emergency red as doors all across the complex began slamming shut trapping the Orlocks into the mines and blocking several straight routes deeper into the complex. A speaker garbled to life next to Grimm.

"Welcome to your DOOOOM! The Blood God will soon be feasting on your guts as you beg for mercy!"

It was so cheesy that if it wasn't for the ominous chanting going on in the background Grimm might have taken it for a practical joke. The distant sounds of footsteps running and autogun clips being loaded however were all too real.

OOC: You have priority. I just need to update the map with your deployment. Don't forget to pick tactics cards.

Enemy Gang List: https://yaktribe.games/underhi...ne_squatters.176934/





Result Tracker:
Little Kate = Out of Action
Yorrick = Out of Action
Ashlet = 1xp for killing an enemy (Marjinx)
Fred = 2xp for killing 2 enemies (Squint, Four Fingers)
Grimm = 2xp for killing 2 enemies (Blister, Chaos Spawn)

This message was last edited by the GM at 02:30, Thu 29 Apr 2021.
Grimm Abacus
Orlock, 16 posts
Grimm's Ferric Heads
Lawful
Mon 19 Apr 2021
at 22:54
  • msg #2

[Week 01] The Haunted Mines

Tactics :
Down but Not Out
Lucky Find
Hive Tremors




Activate Yorrick
Double Action : Charge to AH11 (facing west, if we are keeping track)
The Arbiter
GM, 68 posts
Live, Die, Repeat
Tue 20 Apr 2021
at 13:00
  • msg #3

[Week 01] The Haunted Mines

Footsteps in the dark.

OOC: Due to the set up feel free to take the entire rest of your first turn movement at once. I can always interrupt if someone gets LOS and we can take it from there but due to the size of the map it is likely a turn or two of movement before LOS is established.
Grimm Abacus
Orlock, 17 posts
Grimm's Ferric Heads
Lawful
Tue 20 Apr 2021
at 13:42
  • msg #4

[Week 01] The Haunted Mines

Yorrick signals that the way forward is clear, and the rest of the gang springs forward, intent on surprising the enemy before it can muster a coordinated response.




Activate Ashlet, use jump booster in safe mode -> Movement increases from 6->9"
Double Action: Charge to AD11, facing North
Grimm Abacus rolled 2 using 1d3 with rolls of 2.  Extra charge movement Ashley.
Total movement 2x9 + 2 = 20"


Activate Grimm
Charge to AH7, facing North
Grimm Abacus rolled 3 using 1d3 with rolls of 3.  Extra charge movement Grimm.


Activate Hans
Charge to AJ8, facing North
Grimm Abacus rolled 1 using 1d3 with rolls of 1.  Extra charge movement Hans.


Activate Fred
Charge to AG7, facing North
Grimm Abacus rolled 3 using 1d3 with rolls of 3.  Extra charge movement Fred.


Activate Greta
Charge to AI8, facing North
Grimm Abacus rolled 1 using 1d3 with rolls of 1.  Extra charge movement Greta.


Activate Little Kate
Charge to AG9, facing North
Grimm Abacus rolled 3 using 1d3 with rolls of 3.  Extra charge movement Fred.


Activate Iron Henry
Charge to AI6, facing North
Grimm Abacus rolled 3 using 1d3 with rolls of 3.  Extra charge movement Iron Henry.


Activate Yorricka
Charge to AG14, facing North
Grimm Abacus rolled 2 using 1d3 with rolls of 2.  Extra charge movement Yorricka.
The Arbiter
GM, 69 posts
Live, Die, Repeat
Tue 20 Apr 2021
at 14:57
  • msg #5

[Week 01] The Haunted Mines

Ashlet is far enough forward that she can start to pinpoint where the enemy is moving to.

OOC: New round. Close enough to reveal enemy positions as you'll likely be able to start seeing and shooting them with this round of movement.
Grimm Abacus
Orlock, 18 posts
Grimm's Ferric Heads
Lawful
Tue 20 Apr 2021
at 15:25
  • msg #6

[Week 01] The Haunted Mines

I was thinking Yorricka might already be able to see (and shoot at) some of them, but that little spur in T11-12 does seem to still cover them. For now...

Roll for priority ?
Grimm Abacus rolled 5 using 1d6 with rolls of 5.  Priority.

Oh, and do we go back to moving one figurine at a time ?
The Arbiter
GM, 70 posts
Live, Die, Repeat
Tue 20 Apr 2021
at 15:31
  • msg #7

[Week 01] The Haunted Mines

Yes the spur provides them cover. Yes we're going back to standard activations one at a time. You have priority.
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