RolePlay onLine RPoL Logo

, welcome to Necromunda - Gang Wars

09:58, 26th April 2024 (GMT+0)

[Week 01] The Haunted Mines - COMPLETE.

Posted by The ArbiterFor group 0
Grimm Abacus
Orlock, 19 posts
Grimm's Ferric Heads
Lawful
Tue 20 Apr 2021
at 15:41
  • msg #8

[Week 01] The Haunted Mines

Activate Grimm
Move to AD7
Access Door Terminal
Grimm Abacus rolled 8 using 2d6-2 with rolls of 4,6.  Grimm Access Terminal (Int)
Success ! Door at AC5-6 should now be open !
The Arbiter
GM, 71 posts
Live, Die, Repeat
Tue 20 Apr 2021
at 18:46
  • msg #9

[Week 01] The Haunted Mines

The door rises swiftly showering Grimm with dust. On the other side he catches sight of two figures running. Suddenly one cuts over and dives behind the cover of some stairs leading up to a ledge.

There is the rattle of autogun fire as the figure takes some shots at Grimm.


Tadon activates
Move (Simple) -> S2 (full cover)
Shoot (Basic) @ Grimm
-When there is a question about LOS (You would have positioned Grimm to be as far to the side as possible) then roll a 1d2 and call it.


13:45, Today: The Arbiter rolled 2 using 1d2 with rolls of 2.  roll for LOS, 1= visible 2= not visible.

13:46, Today: The Arbiter rolled 4 using 1d6 with rolls of 4.  ammo check, 1=Out.


The autogun fire plinks harmlessly off the wall next to Grimm.
This message was last edited by the GM at 18:47, Tue 20 Apr 2021.
Grimm Abacus
Orlock, 20 posts
Grimm's Ferric Heads
Lawful
Tue 20 Apr 2021
at 20:01
  • msg #10

[Week 01] The Haunted Mines

I feel the wall in X4 would have been even more of a problem for Tadon than how much cover Grimm has. Also, Grimm has Iron Stare, I should have reminded you. Anyway, it's a miss, I'll happily take it :)




Fred and Iron Henry move together, unleashing a hail of bullets down the corridor toward the other side. What or who they were hoping to hit is not clear.




Activate Fred, Group Activation: Iron Henry
Fred:
  1. Move (Simple) to AC5
  2. Shoot (Basic) @ Squint


I make it as long distance and partial cover ? Oh, and Tadon is harder to hit and probably not even in sight.
Grimm Abacus rolled 2 using 1d6-1 with rolls of 3.  Fred (AC5) shoots at Tarquin (partial cover). I meant Squint !
Grimm Abacus rolled 1 using 1d6 with rolls of 1.  Firepower die.
Grimm Abacus rolled 1 using 1d6 with rolls of 1.  Ammo Check.

Fred's Boltgun is Out of Ammo

Iron Henry:
Move (Simple) to AD6
Shoot (Basic) @ Squint

Long Distance and partial cover.
Grimm Abacus rolled 3 using 1d6-1 with rolls of 4.  Iron Henry (AD6) Shoots at Squint (partial cover).
Grimm Abacus rolled 4 using 1d6-1 with rolls of 5.  Firepower Die.
Grimm Abacus rolled 6 using 1d6 with rolls of 6.  Stray shot, oh dear I forgot about them when I started firing. But it's a miss

The Arbiter
GM, 72 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 00:13
  • msg #11

[Week 01] The Haunted Mines

Yeah it was iffy so I rolled. Even if it was hittable I would have given Grimm full cover from all the angles. Just like in tabletop you declare the shot and then you can see if it is feasible. Here you can take the shot, see if it even hits and if it does we can work backwards whether it was feasible or not. A miss makes it really easy to decide :)


Squint flinches as the distinctive *crack* of the bolter opens up. The rock and rusted steel around him starts exploding and he double times it into cover.

"They're over here!"

x2 Move (Simple) to W8
Grimm Abacus
Orlock, 21 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 00:53
  • msg #12

[Week 01] The Haunted Mines

Why is Fred out ? Oh, out of ammo, not out of action, right. No problem, I have a Lucky Find card to play next turn :)

Activate Greta
Double Move to AD3
The Arbiter
GM, 73 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 03:18
  • msg #13

[Week 01] The Haunted Mines

One of the hive scum shuffles over, drawn by the calls for reinforcements.

Blister activates
x2 Move (Simple) to R6 (behind door, next to terminal).

Grimm Abacus
Orlock, 22 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 03:29
  • msg #14

[Week 01] The Haunted Mines

Hans moves to support his comrades... while staying behind cover.

Hans activates
Move to AG5

The Arbiter
GM, 74 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 11:45
  • msg #15

[Week 01] The Haunted Mines

It seems like the battle lines have been chosen as Four Fingers runs up next to Blister.

x2 Move (Simple) -> R5

I would say because of that little lip on R4 he is fully out of LOS of anyone down the tunnel.

Grimm Abacus
Orlock, 23 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 11:50
  • msg #16

[Week 01] The Haunted Mines

The last map is missing half of my crew ? Including those I haven't moved yet.
The Arbiter
GM, 75 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 13:07
  • msg #17

[Week 01] The Haunted Mines

That's...bad. When I export the map it just randomly removed a bunch of fighters and objects (doors, terminals etc.) and it was a struggle to get it to work properly. I wonder if it is because all the icons are getting closer together?

I've never had this problem before but there is an update available so hopefully that fixes it.

Grimm Abacus
Orlock, 24 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 13:16
  • msg #18

[Week 01] The Haunted Mines

Well, it also likes to crop the bottom, although that only happened after I had moved up. Might be a size issue ?

Yorrick : double move to Z12
The Arbiter
GM, 76 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 13:28
  • msg #19

[Week 01] The Haunted Mines

Yorrick is moving up on the bridge when suddenly a cultist comes charging across the narrow stone archway, opening fire the whole time with her Autogun.


Move (Simple) -> R13
Shoot (Basic) @ Yorrick - Distance is 8.5" -> 4+ to hit -> Miss!


Bullets spray all around Yorrick but miraculously nothing lands.
Grimm Abacus
Orlock, 25 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 14:20
  • msg #20

[Week 01] The Haunted Mines

No new map ? never mind, I have a good imagination, and this is simple.

Yorricka moves to AH13, shoots at the cultist in R13

Move (Simple) -> AH13
Shoot (Basic) @ R13 - Distance is 16", full cover from U13 -> 6+ to hit

Grimm Abacus rolled 4 using 1d6 with rolls of 4.  Yorricka shoots R13, 6+.
Grimm Abacus rolled 3 using 1d6 with rolls of 3.  firepower die, 1 out.


Yes, it was a long shot (though not improbable), but if you don't try you won't succeed :)
Besides, I am really marking time and letting the bad guys reveal themselves
The Arbiter
GM, 77 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 14:50
  • msg #21

[Week 01] The Haunted Mines

It seems this is the extent of the first wave as there are no more signs of cultists. There doesn't appear to be any sign of the cultist leader however and the strange chanting is still going on throughout the speakers filling the air.

You're up. Feel free to activate the rest of your gang as you have a #s advantage over the cultists.
Grimm Abacus
Orlock, 26 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 15:26
  • msg #22

[Week 01] The Haunted Mines

Little Kate (AG9)

Double Move to Z13




And the best for last: with a mighty roar that can be heard over her jump pack, Ashlet charges, jumps over a few crates in her way, and tears a cultist to shreds with her chainsword.

Ashlet (AD12)
Activate jump pack, safe mode: Movement Characteristic -> 9"
Charge (Double) to S13 (distance 12" + 2" for going over U13, well below the charge distance)
Fight (Basic, free) against Marjinx (R13)
+1 to Hit and +1 to Strength for charging with a jump pack
+1 Attack for Dual Weapons (Bolt Pistol, Chainsword)
+1 Attack for charging

Grimm Abacus rolled 2 using 1d6 with rolls of 2.  Ashlet close combat bolt pistol 4+.
Grimm Abacus rolled 1 using 1d6 with rolls of 1.  Firepower die, 1=out.
Grimm Abacus rolled 4 using 1d6 with rolls of 4.  Ammo check 6+.

Bolt Pistol Out of Ammo

Grimm Abacus rolled 3 using 1d6 with rolls of 3.  Ashlet Chainsword 1 3+. HIT !
Grimm Abacus rolled 3 using 1d6 with rolls of 3.  Ashlet Chainsword 2 3+. HIT again !
Grimm Abacus rolled 8 using 2d6 with rolls of 3,5.  Wound Rolls 3+,3+. 2 wounds !
Chainsword has an AP of -1, negating the 6+ save from Marjinx' hazard suit.
Marhinx loses her one wound
One injury die is rolled:
Grimm Abacus rolled 5 using 1d6 with rolls of 5.  Injury die. Serious Injury
*Grins*


Ashlet is now standing over the Prone and Seriously Injured Marjinx, so:
Coup de Grace (Simple, free) on Marjinx. Marjinx goes out of action.
Oh, and I believe that's one xp to Ashlet.
Grimm Abacus
Orlock, 27 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 17:40
  • msg #23

[Week 01] The Haunted Mines

Also, heads up, I'm planning on activating Hive Tremors at the beginning of next turn
The Arbiter
GM, 78 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 20:01
  • msg #24

[Week 01] The Haunted Mines

Marjinx is cut down but the chanting continues.




Round 3

A rumble starts to form. This is pretty typical for the Underhive but the tremors build and build before the entire ground is shaking. Chunks fall off the wall and half the fighters are thrown to the floor.


OOC: I rolled for the cultists.
Four Fingers, Tadon, Squint and Titaban all fall prone.

Make your D3 roll for loot caskets and place them. Your D3 roll for ductways and place them. Your D6 roll INIT roll for all your fighters.

Yorrick, Yorricka, and Ashlet are in danger of falling. First see if they fall from the quake. Then if they fail roll 1D2 (call it high or low) to see if they're within 1/2" of the side or not. Finally if they are roll your INIT check again. The reasoning for the 1D2 is there are safe squares so it is possible they could have been positioned to not be right next to an edge but I use the 1D2 to answer any questions like that.

Grimm Abacus
Orlock, 28 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 21:07
  • msg #25

[Week 01] The Haunted Mines

Ok, first, Little Kate is in Z13, not Z6. Which puts her at risk of falling too,  so I'll roll for her (Hive Tremors might not have been so smart after all :()

Grimm Abacus rolled 19 using 8d6 with rolls of 2,1,3,2,3,3,2,3.  Init Checks: Grimm's Ferric Heads in order, skipping Ashlet. 4+.

Wow, I managed to fail 8 50/50 rolls in a row !

Grimm Abacus rolled 4 using 1d6 with rolls of 4.  Ashley Init 3+.

So everyone except Ashlet is prone

Grimm Abacus rolled 4 using 3d2 with rolls of 1,2,1.  Danger Rolls Little Kate, Yorrick, Yorricka. 2 is Safe.

Little Kate and Yorricka in danger of falling

Grimm Abacus rolled 5 using 2d6 with rolls of 1,4.  Little Kate, Yorricka, Init 4+: falling down.

Little Kate falls. :/
Grimm Abacus
Orlock, 29 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 21:14
  • msg #26

[Week 01] The Haunted Mines

Loot caskets D4, M10, M14
Ductways ... map doesn't really have that many thin walls ... C5-C6 and D8-D9, horizontally ?
The Arbiter
GM, 79 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 21:32
  • msg #27

[Week 01] The Haunted Mines

Ouch! Upside is loot crates!

The hive tremors subside. As everyone picks themselves up Titaban rushes forward for protection alongside her hive scummer mercenaries.

Stand Up, Move -> O5
Grimm Abacus
Orlock, 31 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 21:49
  • msg #28

[Week 01] The Haunted Mines

Upside is Tadon can't lob a Blasting Charge on my tightly packed group of fighters and Squint can't charge them. If I hadn't forgotten about the risk of falling down, this result would be just fine. Not perfect, but fine :)




Group Activation: Grimm, Fred, Iron Henry
Iron Henry : Stand Up, Move -> AD11
Grimm: Stand Up, Move -> AD8
Fred: Stand Up, Move -> AD7
The Arbiter
GM, 81 posts
Live, Die, Repeat
Wed 21 Apr 2021
at 21:56
  • msg #29

[Week 01] The Haunted Mines

Yeah you probably would have been rocked next turn. Plus loot crates!

Taldon scrambles to his feet and moves up.

Stand up & move -> W4. Should be full cover for any shots down the hallway.
Grimm Abacus
Orlock, 32 posts
Grimm's Ferric Heads
Lawful
Wed 21 Apr 2021
at 22:02
  • msg #30

[Week 01] The Haunted Mines

Yorrick picks himself up and moves forward:

Stand up and Move to V12

What's the arrow symbol on V11 ?

The Arbiter
GM, 82 posts
Live, Die, Repeat
Thu 22 Apr 2021
at 00:33
  • msg #31

[Week 01] The Haunted Mines

It's nothing. An artifact of forcing facing arrows on the tokens. Do you mind at all making this public? Might help the others to get a feel for how the game will go.

Four Fingers picks himself up and ducks around the corner.

Stand Up & Move -> T7
Grimm Abacus
Orlock, 33 posts
Grimm's Ferric Heads
Lawful
Thu 22 Apr 2021
at 00:39
  • msg #32

[Week 01] The Haunted Mines

I have no problem with you making this public.
Map hasn't updated, but I don't need it for this move:


Yorricka stands, and moves toward the battle.

Stand Up & Move -> AF10

Sign In