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Old 08-02-2012, 05:34 PM   Top  -  End  -  #1
Adlan
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Join Date: Nov 2006
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Default Necromunda Total War: Rustholm OC

Rustholm

Rimwards: Corewards
Map Update
Spoiler


Gang Turf and Locations in Rustholm. Rimwards, where the abandoned old bus terminal used to connect with services that lead all the way to the outside and the ash wastes, if rumours are to be trusted. This is now territory controlled by the Tunnel Foxes, often operating out of Rita's Repairs, the Van Saar's guilder connections give them access as far corewards as the Slag and their newly conquered settlement, Reapers Reach.

Competing over the area around the Guild House, Slagburn's Ironmen Hold the settlement of Hope, and prove that they are still the House of Iron, though since the collapse of the Stainless Steel Ratz, they have not been able to control all of the Slag, though they are slowly expanding. Clockwise of the city the wastes are claimed to be the Tribal lands of the SeaBass-Boullion Tribe, who's constant migration has brought them closer to the dwelling of the Hivers.

Continuing corewards from the Ironmen, the House of Cawdor begins to predominate, on the good road to the Slag, which they mine, the members of the Holy Flame control the more populated areas closer to Rustholm centre, with their Chapel collecting tithes and the ever reliable 'Doc' Bones operating in their area and as far down as the last Holestead and Redemption settlement, they are the edge of Rustholm beyond them only a Scrofulous Waste, where it is rumoured the worst scum have formed around a group of Scavvies known as the Karoul Family.

Across the Monorail Tracks, The Precinct house seems quiet and empty. But in a far holestead, hearing of the fall of the Watchgang, newcomers, Tamla's Tigers have moved in, giving rise to it's name, the Tigers Hole, they are producing archeotech finds at an uncanny rate.

Rimwards from Cawdor territory, along the main road through Rustholm, the Dirty Den provides refreshment and entertainment, and famously has never, ever been caught using crooked dice. This establishment is controlled by Unfolding Shadow, but Anticlockwise beyond their last holestead, the wastes of the Underhive are a far cry from the sheltered habdomes that they claim.

Edging in on old claims, Bryan's Bashers have reopened claims that they were abandoned by an old goliath gang crushed by the Stainless Steel Ratz in the old days and they are supplying Slag and other Minerals. They also have taken over what is now called the Bar and Gym Following a Vicious set of brawls.






Welcome to the OC thread for the Rustholm Campaign.

Rules:

This game is a combination of the Necromunda Rules and a home-brewed semi freeform system. The system is scored thus:
2d6+n1 vs 2d6+n2.
N for each player is based on both their gang and their writing, and the scenario being played.
+1 Best IC
+1 Best Plan
+1 Best Workable Plan
+1 Highest Gang Rating
+1 Numbers
Depending on Scenario
+1 Combat Superiority
+1 Firepower Superiority
+1 Stealth Superiority
+1 Movement Superiority

In addition, once players begin to have gang members with skills, they can include 'snapshots' with their plan. These are short paragraphs of their gang member using their skill. For example, Big Vinnie is a Heavy with Bulging Biceps (Move and Fire a Heavy Weapon), so along with his plan Player X can send a Snapshot: "Big Vinnie flexed his muscles, and threw his heavy bolter over his shoulder. Taking the rusted steps two at a time, he threw himself prone on the balcony, taking rushed shots at the visable enemy as they approached". Unless the Snapshot really does not fit the unfolding battle, I will include it in my post.

The game turn is started with a challenge, the challenged gets to roll on the scenario table (page 109), if they get two challenges, they can choose. At the moment, there will be one person left over. Don't worry, I've accounted for this:
Spoiler


Once you've decided on the scenario,
Spoiler


I will write an IC post setting up the battle field. You can then PM me your plan and post your IC post.

Now, I can then do the roll publicly or privately. I think publicly would allow people to see everything is fair and challenge me if they think I've missed something. I'll roll using the forum roller.

I'll post after both of you with an IC post. Then you can post the conclusion, and the post game, as described on page 109.
Spoiler


Then you can challenge someone else ready for the next round.

The first round, and the IC post, will go up before sunday, and officially begin then.


Gangs:
Gutter Legion - Fremen - Retired
Holy Flame - thegunslinger
Patrol Beta - bluntpencil -Retired
Slagburn's Ironmen - Papa Doc
Tunnel Foxes - Icedaemon
Unfolding Shadow - Vizzi
Zippo's Brotherhood - Etcetera. -Retired
Purple Cloaks - dhenn (Hiatus?)

Karoul Family, -SlyJohnny

Bryan's-Bashers - sean_hyer

Tamla's Tigers - Grailkeeper

The Seabass-Bullion Tribe -TheZoat

Edit News: Map Update, New Gangs in the Area!
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
to the rhythm of Tom Payne's bones.

Last edited by Adlan : 10-14-2012 at 11:06 AM.
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Old 08-03-2012, 01:02 AM   Top  -  End  -  #2
Fremen
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Default Re: Necromunda Total War: Rustholm OC

I think public rolls would probably be best. I eagerly look forward to the first session, as do my ugly little monsters (and the big monsters too!).
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Old 08-03-2012, 01:31 AM   Top  -  End  -  #3
Adlan
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Default Re: Necromunda Total War: Rustholm OC

I forgot to thank an old player of mine, LCP, from whom I stole much about the design of the Map. I'm going to edit in some descriptions of locations on the map to my first OC post.



IC thread is now up

Round One begins today, Friday the 3rd, and will continue until at the latest Friday the 17th. If we finish early, I can start a new round, If we don't consistently need that much time, we can shorten the rounds to just one week.

So please, start challenging each other. Remember, the challenged rolls the 2d6 (use the forum roller [rollv]2d6[/rollv] but without the bold) to determine the scenario played.
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
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Old 08-03-2012, 05:28 AM   Top  -  End  -  #4
Etcetera
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Default Re: Necromunda Total War: Rustholm OC

Papa Doc, I challenge your Ironmen to a showdown of as yet unknown nature that I will write the fluff for later!
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Old 08-03-2012, 07:19 AM   Top  -  End  -  #5
Icedaemon
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Default Re: Necromunda Total War: Rustholm OC

While the Tunnel Foxes are obviously distrustful of all other factions, with good reason as neither Cawdor group seems the least tiny bit sane, crazy can at least be manageable, hopefully. Crazy is also often enough self-destructive, especially with Arbites nearby. However, Delaque is untrustworthy on principle, treacherous by its very nature. Trying to seize control of anything closer to the centre of Rustholm would expose the Tunnel Foxes flanks and assets to Delaque raids. Thus, planning some form of per-emptive strike at Unfolding Shadow is called for.
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Old 08-03-2012, 08:53 AM   Top  -  End  -  #6
Vizzi
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Default Re: Necromunda Total War: Rustholm OC

How delightfully treacherous the Tunnel Foxes are.

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Old 08-03-2012, 10:31 AM   Top  -  End  -  #7
Fremen
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Default Re: Necromunda Total War: Rustholm OC

I'm confused, who is doing the dice rolling? It would make sense to me that Adlan would be doing it, as he is the one who makes the decisions about the modifiers. Some modifiers, such as greater numbers or higher hang rating, anyone can see, but things like best plan are subjective, and we need a single ruling on it. I think it would be easier to have Adlan roll, with the modifiers included, rather than have the players roll and then be told the results.

EDIT: issue resolved.
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Last edited by Fremen : 08-03-2012 at 10:41 AM.
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Old 08-03-2012, 10:37 AM   Top  -  End  -  #8
Etcetera
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Default Re: Necromunda Total War: Rustholm OC

Quote:
Originally Posted by Fremen View Post
I'm confused, who is doing the dice rolling? It would make sense to me that Adlan would be doing it, as he is the one who makes the decisions about the modifiers. Some modifiers, such as greater numbers or higher hang rating, anyone can see, but things like best plan are subjective, and we need a single ruling on it. I think it would be easier to have Adlan roll, with the modifiers included, rather than have the players roll and then be told the results.
He's rolling for scenario, not resolution.
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Last edited by Etcetera : 08-03-2012 at 10:38 AM.
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Old 08-03-2012, 10:41 AM   Top  -  End  -  #9
Fremen
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Default Re: Necromunda Total War: Rustholm OC

Quote:
Originally Posted by Etcetera View Post
He's rolling for scenario, not resolution.
Ah, that makes more sense.
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Old 08-03-2012, 10:41 AM   Top  -  End  -  #10
Adlan
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Default Re: Necromunda Total War: Rustholm OC

Quote:
Originally Posted by Fremen View Post
I'm confused, who is doing the dice rolling? It would make sense to me that Adlan would be doing it, as he is the one who makes the decisions about the modifiers. Some modifiers, such as greater numbers or higher hang rating, anyone can see, but things like best plan are subjective, and we need a single ruling on it. I think it would be easier to have Adlan roll, with the modifiers included, rather than have the players roll and then be told the results.
Yes, I think you are confused, I will be rolling all dice involved in the outcome of the game. What the challenged player rolls is the Dice to Determine what game is played, the table can be found on page 109, but I'll also include it here:

Spoiler


Once you've rolled, please post again (Separate post to preserve the die results) if it's your chance to pick the scenario, if not, the other person can post, and then I'll post up the grounds and terrain and let you write the reasons for the fight in your IC post.
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Dance to Tom Payne's bones,
Dance in the oldest boots I own,
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Old 08-03-2012, 10:42 AM   Top  -  End  -  #11
Fremen
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Default Re: Necromunda Total War: Rustholm OC

Question: do I roll using the basic scenarios, or the outlaw ones?
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Old 08-03-2012, 11:06 AM   Top  -  End  -  #12
Vizzi
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Default Re: Necromunda Total War: Rustholm OC

Necromunda is a slightly confusing system in my opinion. But its also a fun one.

And the Scenario i will be choosing is GANG FIGHT. Mostly because its the basic scenario and it should be a fun start.

Last edited by Vizzi : 08-03-2012 at 11:06 AM.
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Old 08-03-2012, 11:15 AM   Top  -  End  -  #13
Adlan
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Default Re: Necromunda Total War: Rustholm OC

Quote:
Originally Posted by Fremen View Post
Question: do I roll using the basic scenarios, or the outlaw ones?
Roll the 2d6, if it is your choice for the scenario, you can choose to play one of the normal scenarios, or you can choose one of the outlaw* scenarios, barring the caravan, which I will be handling differently, and will be a special event later in the game.

*See the Library Section of the Yakromunda site, they have the pdf available for free.

Quote:
Originally Posted by Vizzi View Post
Necromunda is a slightly confusing system in my opinion. But its also a fun one.

And the Scenario i will be choosing is GANG FIGHT. Mostly because its the basic scenario and it should be a fun start.
Excellent, I'll post up a terrain description in the IC thread momentarily. Yeah, necromunda can be confusing at first, but you should quickly get the hang of it.
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
to the rhythm of Tom Payne's bones.

Last edited by Adlan : 08-03-2012 at 11:16 AM.
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Old 08-03-2012, 12:39 PM   Top  -  End  -  #14
Adlan
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Default Re: Necromunda Total War: Rustholm OC

IC Thread has been updated, Round 1 Begins. I've also started a battle in Yakromunda.
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
to the rhythm of Tom Payne's bones.
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Old 08-03-2012, 02:05 PM   Top  -  End  -  #15
Icedaemon
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Default Re: Necromunda Total War: Rustholm OC

Can I make several shorter in-character setting-up posts (one of the group heading to the fight, one about the banter immediately prior to battle ECT) or should I wait until I have time for one long post. Should I formulate and send you my full plan before making an in-character post?

In terms of the in-character post, should I assume that, as the GM post indicated, the two groups agreed to a fight at that location, thus implying formal challenge and acceptance, or did they simply run into one another on the border of their territories, as is implied by the scenario fluff in the rulebook?
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The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.

Last edited by Icedaemon : 08-03-2012 at 02:09 PM.
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Old 08-03-2012, 02:21 PM   Top  -  End  -  #16
Adlan
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Default Re: Necromunda Total War: Rustholm OC

I'd rather you worked on the IC post and Plan together, and sent them in at aproximately the same time, but I'll take one then the other soon, if you are pressed for time. Background fluff writing is fine to post any time, but your set up for the battle and deployment should be one post, if that's okay.


The ground in question is one on the disputed border, and is familiar to both gangs as a notable point in the wastes. They know they may well meet their foe, but if you agree IC to a fight you can prearrange it to a specific location, somewhere on the map, or a place fought over already. However, it's not possible (at this point in the campaign) to challenge each other over a specific piece of terrain, even if you fight in the old ruins, the victory might give you the prestige to take over the racket on a drinking hole, rather than holding the turf in question. As per the gang fight rules, terrain won (if you win significantly) will be selected at random.
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
to the rhythm of Tom Payne's bones.
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Old 08-03-2012, 02:31 PM   Top  -  End  -  #17
Icedaemon
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Default Re: Necromunda Total War: Rustholm OC

Editing just to save some of the Lost Necromunda Files which I'd like to use at some point.

Campaign events sound like pure awesome. We are having those, right?
The same hope goes for settlement events.

The Heist scenario could work as the Foxes defend the assets of their guilder contact, or possibly knock over some other player's guilder-friend's warehouse.

This is just plain fun, for whoever ends up in the 'one member has higher leadership than the boss' scenario.

A gang on its last legs might, when defending their last one or two territories rely on a trader ally.

Ending up as an outlaw might lead to such allies.

Ash clams sound like fun.

Rare kinds of skills could add character and fun. New skill tables might be called for.

Archeotech weapons? Yes please!

Alternate scenarios also sound like they could things up a bit.

Finally, vehicles might be an idea to explore.
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Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play.
Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.

Last edited by Icedaemon : 08-21-2012 at 06:26 AM.
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Old 08-03-2012, 04:07 PM   Top  -  End  -  #18
Papa Doc
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Default Re: Necromunda Total War: Rustholm OC

Quote:
Originally Posted by Etcetera View Post
Papa Doc, I challenge your Ironmen to a showdown of as yet unknown nature that I will write the fluff for later!
I await your thrown gauntlet.
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Old 08-03-2012, 04:20 PM   Top  -  End  -  #19
Fremen
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Default Re: Necromunda Total War: Rustholm OC

Well I may as well get in on this:

thegunslinger: I challenge your Members of the Holy Flame
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Old 08-03-2012, 05:06 PM   Top  -  End  -  #20
Etcetera
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Default Re: Necromunda Total War: Rustholm OC

Quote:
Originally Posted by Papa Doc View Post
I await your thrown gauntlet.
The gauntlet is of a semi-religious nature: the Brotherhood suspect the Ironmen of being traitors to the Emperor and humanity. Rather more significantly, they're eyeing up Slagburn's good relationship with local guilders and wondering if it could have negative effects on them.

My gauntlet inflicts 2d6 damage.
(2d6)[1][1](2)
snake eyes

Quote:
2 The player whose gang has the highest gang rating may choose which scenario is played. The battle is fought in an old dome which is prone to cave-ins. If either side uses a heavy weapon or grenade during the game the roof caves in on a D6 roll of 4, 5 or 6. Roll each time such a weapon is used. If the roof caves in then the game ends immediately in a draw and all models must roll under their Initiative to escape without further harm. Any fighters who fail this test sustain a S4 hit with a -1 armour save modifier.
Better be careful with those heavy weapons of yours...
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Last edited by Etcetera : 08-03-2012 at 05:08 PM.
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Old 08-03-2012, 06:02 PM   Top  -  End  -  #21
thegunslinger
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Default Re: Necromunda Total War: Rustholm OC

Quote:
Originally Posted by Fremen View Post
Well I may as well get in on this:

thegunslinger: I challenge your Members of the Holy Flame
To quote the holy and sainted Sebastian Thor, Emperor praise him - 'bring it, punk!'

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Old 08-03-2012, 06:05 PM   Top  -  End  -  #22
Adlan
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Default Re: Necromunda Total War: Rustholm OC

Okay, Doc has the highest gang rating.

The seven normal scenarios in the book can be found on pages 110 -120, though only six are an option unless there's a captured gang member involved.

I'l summarise them:
1. Gang Fight
Spoiler


2. Scavangers
Spoiler


3. Hit and Run
Spoiler


4. Ambush
Spoiler


5. Raid
Spoiler


6. Rescue Mission
Spoiler


7. Shoot Out
Spoiler




PS: @thegunslinger
Can you make your 2d6 scenario roll please? I'm really looking forward to seeing what the morning brings, night everyone.
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
to the rhythm of Tom Payne's bones.
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Old 08-03-2012, 06:42 PM   Top  -  End  -  #23
thegunslinger
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Default Re: Necromunda Total War: Rustholm OC

You betcha.

(2d6)[4][1](5)
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Old 08-03-2012, 06:45 PM   Top  -  End  -  #24
thegunslinger
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Default Re: Necromunda Total War: Rustholm OC

Gang fight it is!
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Old 08-03-2012, 09:04 PM   Top  -  End  -  #25
Papa Doc
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Default Re: Necromunda Total War: Rustholm OC

Here goes nothing!

(2d6)[3][6](9)
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Old 08-03-2012, 09:06 PM   Top  -  End  -  #26
Papa Doc
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Default Re: Necromunda Total War: Rustholm OC

Shoot Out, for laughs. Heavy weapons FTW.
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Old 08-04-2012, 01:48 AM   Top  -  End  -  #27
Etcetera
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Default Re: Necromunda Total War: Rustholm OC

where did that post go? muck up the dice rolls?
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Old 08-04-2012, 01:49 AM   Top  -  End  -  #28
Adlan
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Default Re: Necromunda Total War: Rustholm OC

Ironmen numbers roll - (1d6)[6](6) 1/2= 2, 3/4=3, 5/6=4
Brotherhood numbers roll- (1d6)[6](6) 1/2= 2, 3/4=3, 5/6=4

Neither side in a shoot out choose which gangers happen to show up, so I will determine it with a few dice rolls.

Brotherhood (6d9)[3][1][4][7][9][8](32):
Zippo: 1
Dupont: 2
Dunhill: 3
Bic: 4
Clipper: 5
Montblanc: 6
Cartier: 7
Beney: 8
Sarome: 9

Ironmen (6d9)[4][6][8][4][7][6](35):
Corbin: 1
Grimm: 2
Brimm: 3
Lark: 4
Dakar: 5
Hovath: 6
Skrugg: 7
Karra: 8
Harken: 9

I'll post the IC terrain description now, please post both IC (but only unto the moment you go for your guns) and in your plan, send me [rollv]15d6[/rollv] so I can determine who draws first.
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
to the rhythm of Tom Payne's bones.
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Old 08-04-2012, 01:56 AM   Top  -  End  -  #29
Adlan
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Default Re: Necromunda Total War: Rustholm OC

Quote:
Originally Posted by Etcetera View Post
where did that post go? muck up the dice rolls?
Yeah, I rolled D6, when I should have rolled D9's.

Both Ironmen and Brotherhood both have 4 gangers for this gang.

Brotherhood (6d9)[3][1][4][7]:
Zippo: 1

Dunhill: 3
Bic: 4

Cartier: 7


Ironmen (6d9)[4][6][8][7]:

Lark: 4
Hovath: 6
Skrugg: 7
Karra: 8

But unfair, a ganger and 3 juves against a leader, a heavy a ganger and a juve. But it should be good.

Also, as no one has any heavy weapons or grenades for this scenario, we will ignore the unstable roof.
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And I'll dance to Tom Payne's bones,
Dance to Tom Payne's bones,
Dance in the oldest boots I own,
to the rhythm of Tom Payne's bones.
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Old 08-04-2012, 02:01 AM   Top  -  End  -  #30
Etcetera
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Join Date: Nov 2008
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Default Re: Necromunda Total War: Rustholm OC

I was right.

(15d6)[5][5][4][6][3][1][2][5][4][2][1][6][6][3][1](54)

ouch
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Last edited by Etcetera : 08-04-2012 at 02:01 AM.
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