Finding Players (Recruitment)Look for players for chatroom, play-by-post, or even real-life games here. Threads will expire after 3 months, so be sure to move important information to your OOC thread.
ReRecruiting for my ongoing Necromunda Game. Original Recruitment thread:HERE
In a short summary, each play controls a gang in the dystopian underhive of a giant city. We use the Yakromunda site to keep track of the gangs, and all the rules are availible free Here.
If you are interested, please let me know, I'm looking for 1-5 more players, so there's lots of room.
Cool, If you both post/PM me your gangs name, I'll send you an invite on the Yakromunda site.
@GrailKeeper,
The best guide for this would be the first page of the OC thread (link in my sig) and looking through the past gameplay. If you are an experienced Necromunda player, it should be mostly familiar, as all the gang development and Injuries are straight from the rule book.
Are you sure you want to play Redemptionists? Outlaw gangs miss out on some of the post game play due to their lack of territory and I want someone who knows what they are in for
Hmmm. Scavvies seem awesome. Are scavvies taken yet?
__________________
Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
Hmmm. Scavvies seem awesome. Are scavvies taken yet?
Not Yet, though duplicate gangs of the same type are allowed, having a house in common dosn't mean they'll be allies There used to be a Scavvy Gang, the Gutter Legion, if you want you can recruit from them following the rules in the LRB p109
Spoiler
Gang fighters who are ‘re-hired’ have a cost equal to the value listed for them in the gang list plus their equipment, plus 1 credit per Experience point.
The leader of a disbanded gang, if he is still alive, may not be hired into the new gang. He wanders alone and defeated into the wastes and is never seen again.
And again, they are an outlander gang, you don't hold turf the same way a lawful gang does, and so only go for it if you are confident you know what you are doing.
Still plenty of space, All houses welcome but Missing at the Moment from House Gangs are Goliath, And as for outlanders, there's already an Enforcers Precinct waiting to be occupied... And following the map of a defeated Bad Skin, Hivers are going to violate sacred Ratskin territory. And 4 Mutant Heretics were burned in the settlement, bound to attract the attention of the Red Redemption.
I'm looking at the rules and setting, but I'm kind of iffy. Is there any secondary enemies (like plague zombies, GM Controlled Scavvies/Ratfolk, etc) besides the Arbites?
Also, how are territories going to be generated? Do we do it on here or just randomly pick a few?
__________________
Cool. His ego and his survival instincts are fighting for control of his mouth. - Ennesby, Schlock Mercenary
2. A Sergeant in motion outranks a Lieutenant who doesn't know what's going on.
3. An ordnance technician at a dead run outranks everybody.
27. Don't be afraid to be the first to resort to violence.
I'm looking at the rules and setting, but I'm kind of iffy. Is there any secondary enemies (like plague zombies, GM Controlled Scavvies/Ratfolk, etc) besides the Arbites?
Also, how are territories going to be generated? Do we do it on here or just randomly pick a few?
If we have an uneven set of battles I play an NPC scenario of some kind, usually related to the growing zombie problem in Rustholm. I also NPC campaign events like the recent pit fights.
Scavvies, Ratskins and Arbites Gangs are an option open to any experienced Necromunda player willing to put up with their limitations.
If you are familiar with any of the old articles and fan rules (lots available on yakromunda), I suppose I'm open to ash waste/chaos cult or other sorts of gang, but it'd have to be a good entry and more interested in plot building than carving out empires of turf.
Roll for your territories on here using the forum roller or on logged in on a site like invisible castle is the usual way of generating territory.
[61] Friendly Doc- D6X10; D6X5 per body brought in [53] Drinking Hole- D6X10 [43] Vents- 10; Up to 3 Models can be setup anywhere after player's First turn, and no more than 8" from an enemy model [32] Settlement- 30 Cred; Roll 1d6, 6 recruits a Juve [26] Mineral Outcropping- D6X10
Also, there were rules for vehicles and other hired guns, like dogs and such. Would those be allowed as well? (These articles were from the old Specialist Games Website from long ago.)
EDIT: Not bad. With the way I'm thinking about going for the gang, it looks like it'll fit the whole Inquisitor Backup.
__________________
Cool. His ego and his survival instincts are fighting for control of his mouth. - Ennesby, Schlock Mercenary
2. A Sergeant in motion outranks a Lieutenant who doesn't know what's going on.
3. An ordnance technician at a dead run outranks everybody.
27. Don't be afraid to be the first to resort to violence.
I meant in facing them. I'm working on an Orlock Gang that is under the command of an Imperial Guard Lieutenant who was working for an Inquisitor.
Five Territories, lets see them
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[61] Friendly Doc- D6X10; D6X5 per body brought in [53] Drinking Hole- D6X10 [43] Vents- 10; Up to 3 Models can be setup anywhere after player's First turn, and no more than 8" from an enemy model [32] Settlement- 30 Cred; Roll 1d6, 6 recruits a Juve [26] Mineral Outcropping- D6X10
Also, there were rules for vehicles and other hired guns, like dogs and such. Would those be allowed as well? (These articles were from the old Specialist Games Website from long ago.)
EDIT: Not bad. With the way I'm thinking about going for the gang, it looks like it'll fit the whole Inquisitor Backup.
They will be allowed, but will probably be house ruled by me into our system rather than directly lifted. For example, someone wanted to use a special skill list, and so they sent their ganger to train with the animal handlers at the Pit Fight, and for a small fee, next skill advance the ganger gets will be on that table. Most of the old Articles are Archived on Yakromunda.
I'm interested to see your back story, please keep it reasonable as Inquisitors... they tend to be outrageously powerful by their title alone, so I'll keep the razor handy to trim anything too beardy
I'll play delaque so as I always like those models (It's not possible to use the old redemptionist rules by any chance isntead of the updated ones?)
Territory (d66)[42]Tunnels 10
Your gang has found a buried entrance to a labyrinth of ancient service ducts beneath the dome floor.
When the gang fights a battle it can use these ducts to position up to three fighters anywhere on the battlefield at ground level.
Models are set up at the end of the player’s first turn and cannot be placed within 8" of enemy models. This represents the
fighters working their way behind the enemy using their secret tunnels.
(d66)[65]
65 Archeotech 2D6x10
Your gang has discovered a hidden entrance into a small unexplored dome. A ganger can collect remnants of ancient technical
devices which can be sold for 2D6x10 credits.
So long as your gang is careful not to sell too many items at once no one will suspect that you have discovered a new dome. No
risk is incurred by collecting 2D6x10 credits. However, if you want to work the dome more intensely you can do so. A ganger
can collect 3D6x10, 4D6x10, 5D6x10 or even 6D6x10 from the hoard, but if he rolls any doubles at all then he has been spotted
entering the dome. You still collect the income rolled but the hoard is secret no
(d66)[20] slag 15 (d66)[46] holestead d6x10 (d66)[14] old ruins 10
__________________
Thanks to Dark Elf Bard for the Avatar!
Last edited by Grailkeeper : 10-09-2012 at 06:43 AM.
I'll play delaque so as I always like those models (It's not possible to use the old redemptionist rules by any chance isntead of the updated ones?)
Send me a Link to the PDF you are basing them off, and at least a rough idea of what you want to do with the gang and I'll see. Should be fine, I have a preference for the old Ratskin rules personally.
One of the Gutter Legion has a Bitter Emnity injury. Who is the bitter emnity directed towards? Or if records of this no longer exist, I can reroll for it, provided someone remembers which gang he took the injury from?
__________________
Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
@ Sly Johnny It's directed towards Elizah, leader of the Members of the Holy Flame.
@Grailkeeper,
If you have the outlanders book, use that, as I also have a copy.
@The Zoat
You can't have both Shaman's and Totem Warriors, I don't mind if you use the gang rules with Shaman, or the new one with Totem Warriors but don't mix them both.
Also, a Name that's I can at least type, if not pronounce would be good, and a little back story. Dosn't have to be too specific, as I can tailor the campaign event that introduces your gang specifically.
Also, you rolled 6d6 and added them all up to generate your territory, that's not how it works. To roll a d66, Roll [rollv]2d6[/rollv] but without the bolding and it should work, ignore the total, you just want the two numerals produced.
1st (1d6)[2], (1d6)[1] second roll if needed, (1d6)[5] third roll if needed.
2nd (1d6)[5], (1d6)[3] second roll if needed, (1d6)[5] third roll if needed.
3rd (1d6)[4], (1d6)[6] second roll if needed, (1d6)[3] third roll if needed.
Advances for Bounty Hunter:
1st (1d6)[6], (1d6)[1] second roll if needed, (1d6)[6] third roll if needed.
2nd (1d6)[6], (1d6)[1] second roll if needed, (1d6)[3] third roll if needed.
3rd (1d6)[3], (1d6)[3] second roll if needed, (1d6)[3] third roll if needed.
__________________
Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
Inquisitorial Report
Report Author: McKain, Zacharious
Rank: Lieutenant
Attached/Assigned To: Inquisitor Calthune
Role: Bodyguard/Adjutant/Liason with Guard and PDF
Report:
Sir, first and foremost, my apologies for failing to report this in person. Our mission to escort Mr. Gray and the "package" he was carrying through the Underhive of Hive Primus was a disaster, though one we can still salvage. Currently, the reports of the demise of most of my team should have reached your ears, though Corporal Shenkins should be able to verify that Corporal Hejot and mysel are still alive, though Corporal Hejot is severely wounded.
As you were aware, our mission resolved around rumors of Plague Zombies in the Underhive as well as the eradication. However, forces in the various houses and factions on Necromunda seem to wish to keep this hidden from you and the Inquisition (for what purpose, I do not guess). Mr. Gray was linked to several research facilities, acting as a courier. When the team captured him, he had information that was to go to research team near a settlement called Rust Home in the Underhive.
Unfortunately, either we were being followed or he was. We barely made it out of the Dust Falls when Private Lukins and Corporal Julard were killed by a sniper fire. Quickly, we made our way out, with the intent to get as far uphive as possible. Over the next two weeks, it seems that various gangs (no fewer and seven, plus several unknowns) in between us and the secondary extraction were against us.
When made it to the primary extraction with an Enforcer Squad, Sergeant Fredrickson had the idea to change uniforms between him and myself. Though I initially balked at it, in hindsight he was correct. Turns out a gang of Spyrers was waiting for the team and attacked us, killing Sergeant Fredrickson and Private Whicks and mortally wounding Mr. Gray.
At this time, as we were running through the pipeworks and conveyors of the Underhive, my team came across an Orlock gang under the command of Anthony Hobbson. Having heard of a Spyrers in the area, and with the open bounty on them, Mr. Hobbson was able to inflict severe losses on the Spyrers, forcing them to leave two of their dead behind. At this time, I called for a truce, helping out the gang with tactical expertise and medical assistance by Corporal Hejot.
Once he realized he was betrayed and dying, Mr. Gray told me more on how to get to the Rust Home as well as the local drop point. I then requested for assistance in getting at least one of my men to Hive City Proper. As we had discussed earlier, there is an Inquisitorial Safe House near all locations, ran by (hopeully) trusted member of the Inquisition.
Though the gang helped us out, it was not with out loss. Mr. Hobbson, his Second in Command, and four others died to get Corporal Shenkins through and Corporal Hejot has been severely wounded. I was able to take command of his old gang and was able to finish getting Coporal Shenkins through the gate with directions to the safe house.
With your blessings, I will stay behind and seek out what is being done down here in the Underhive and to avenge my team. It is my fervent belief and hope that Corporal Shenkins delivers this report.
Emperor Protects,
LT McKain, Zacharious
Status of team:
Private Lukins- KIA (Sniper Fire)
Corporal Julard- KIA (Sniper Fire)
Private Zeklou- KIA (Escher gang, when they betrayed us at the meeting to get resources to cross Dustfalls)
Private Youly- KIA (Mortally wounded by Cawdor Gang, held rearguard action)
Vox Specialist Che-Zong- KIA (Goliath Gang at Scum City)
Sergeant Fredrickson- KIA (Spyrer Gang at Primary Extraction, Sniper Fire)
Private Whicks- KIA (Spyrer Gang at Primary Extraction, Rearguard Action)
Private Shenkins- Displaying tenacity, courage, and leadership potential over the course of this mission, I hereby promote Private Shenkins to the rank of Corporal, effectively immediately
Corporal Hejot- Wounded (Sniper shot to left shoulder, shrapnel to the right side, right ear drum busted, shotgun round to the knee)
Lt McKain- Shrapnel wounds
Basically, Lt McKain is leading the Orlock Gang to discover what is going down in Rust Home and see if it has any connection to the rumors of Plague Zombies. It is his wish to ensure that the lives of his men was worth the information.
What do you all think?
__________________
Cool. His ego and his survival instincts are fighting for control of his mouth. - Ennesby, Schlock Mercenary
2. A Sergeant in motion outranks a Lieutenant who doesn't know what's going on.
3. An ordnance technician at a dead run outranks everybody.
27. Don't be afraid to be the first to resort to violence.
To be honest, I don't see an Inquisitorial Agent operating like that, though the concept is good, I'd rather see it run as an Enforcer gang. Inquisitors have such access to power and influence and the sort of undercover gang they might run wouldn't really be interested in being the biggest frog in such a small pond as rustholm. But An Agent of the inquisition leading a retinue I could easily see as investigating the Zombies and that would be well represented by the Enforcers.
To be honest, I don't see an Inquisitorial Agent operating like that, though the concept is good, I'd rather see it run as an Enforcer gang. Inquisitors have such access to power and influence and the sort of undercover gang they might run wouldn't really be interested in being the biggest frog in such a small pond as rustholm. But An Agent of the inquisition leading a retinue I could easily see as investigating the Zombies and that would be well represented by the Enforcers.
Unfortunately, I'm not a big fan of the Enforcers or the rules for them. Orlock seems more of the investigative types without rousing suspicion.
Plus it fits. Unless the Inquisitor has enough proof, going for the shadows is the best to go for with out going Delaque (wasn't a big fan of the way they are all sneaky and such, either).
__________________
Cool. His ego and his survival instincts are fighting for control of his mouth. - Ennesby, Schlock Mercenary
2. A Sergeant in motion outranks a Lieutenant who doesn't know what's going on.
3. An ordnance technician at a dead run outranks everybody.
27. Don't be afraid to be the first to resort to violence.
Right. I have no idea how much of the starting money we're supposed to have left over, so I guessed.
Presenting Bryan's Bashers, the roughest, toughest Goliaths around.
Oh, yeah - in the army list, it says a massive weapon costs 10, but I'm paying 15 for it on the site. What should I do about that?
Spoiler
Bryan grinned. This was a prime site. From his headquarters in the Might Makes Right tavern, he had good access to a couple nearby mines and mineral outcrops, ripe for harvesting. It's a tough job, with hard work to make money, but a Goliath never shirks at physical labor.
The unrest in the area might actually be a prime opportunity. On hearing of the death of Felbrig, Bryan expanded his gang, bringing in another heavy weapons specialist and hiring a bunch of fresh (if unexperienced) muscle. With veteran fire support behind a wall of charging muscle, he was confident he could sweep aside anyone who got in his way. And once he did, the position of Watch Gang leader might be his to hold...
__________________
Quote:
Originally Posted by Vixsor Lumin
..... that was the coolest way I've ever seen some one ask for permission to betray everything.
Last edited by sean_hyer : 10-09-2012 at 03:50 PM.
My gang's fluff (WIP)
Tamla's Tigers
Motortown. Known to some as Tamla Motortown. Once a thriving hub of Nexromunda's vehicle industry, now a dead end wastland. Famous only for it's Music and It's grav-cars, and the last grav car left centuries ago. It's now become a gang controlled backwater nobody visits, it's only export are its songs.
Tamla's tigers are small time players in a dead end hab who've just been given a shot at the big time when they suddenly began finding more valuables than the norm- some even without bloodstains or fingerprints. The Tiger's control motor town, now they're going to try and control the entire hive. Tamla and motortown is going to be big one of these days, ya hear me big.
Gang is done on yakromunda- Tamla's tigers. cost 1000, rating 1340
What do I do now?
__________________
Thanks to Dark Elf Bard for the Avatar!
Last edited by Grailkeeper : 10-14-2012 at 11:19 AM.
@The Zoat
You can't have both Shaman's and Totem Warriors, I don't mind if you use the gang rules with Shaman, or the new one with Totem Warriors but don't mix them both.
Also, a Name that's I can at least type, if not pronounce would be good, and a little back story. Dosn't have to be too specific, as I can tailor the campaign event that introduces your gang specifically.
Okay. I'll get rid of the Totem warriors. I'm pretty sure you can only get one shaman, though?
Okay, you'd need to be specific about what tribe you were using, as that's a list of unoffical modifications to the old list, but it's also not very well play tested.
You also have lots of Creds left to spend. There is some advantage to having a small stash of creds, but almost 1/4 of your starting strength shouldn't be wasted sitting in your stash.
@Grailkeeper,
you respond to my Invite on Yakromunda, Welcome to the Campaign, you'll be joining in the next round and I'll be introducing you in game. Feel free to post OC and ask for a battle for the next round. Your backstory is a little short, I could do with a few character traits or some personalities.
@sean_hyer
Invite on it's way but you need to finish your gang first. I like the backstory.
Yakromunda is charging you the list price for Massive Axes, not the starting gang price, so my best advice would be to make a note of it on your yakromunda sheet so I don't forget, note how many massive axes you have and spend that x5 extra creds, or add them right to your stash.
You will also want more gangers, Leaders, Heavies and juves can't earn money, and just 2 gangers is asking for trouble.
@Sarone,
Again, you need to finish your gang, you've left 100 creds unspent somehow, and none of your heavies have weapons. And please consider reworking your backstory, I really don't think I can deal plotwise with an Active Inquisitorial agent running around the settlement.
@SlyJohnny
Sorry to take so long to get back to you, Invite Sent. Great Gang.