Finally
the first game of the Necromunda Campaign is here, its been quite a
while in the planning so I hope it doesn't disappoint. To kick it off
we are playing the scenario Scavenger Hunt, as our few survivors go
out looking for supplies to stay alive, food, bullets, anything that
might be useful. For those of you who haven't read the background, or
the scenario rules click here.
The
Mission
As a
quick overview of the mission, there are 6 markers on the table, the
survivors need to get to them, search, then get off the table. To
search you need to be on the same level as the marker, with no
enemies, and you search instead of shooting. While this is going on,
zombies will flood in from a random table edge, the more gun shots
fired through out the game, the higher the chance of more zombies
appearing.
As we
played the game we added a few little tweaks to make it run smoother
that isn't in the scenario (I will change that at a later date when I
review all of the material).
- Game can last a max of 10 turns, after that the survivors bottle out and run, this makes it a little more urgent and prevents experience farming.
- Zombie spawning was rolled for as the scenario, but we rolled a D6, 1-4 meant corresponding table edges, roll of a 5 zombies spawned in the centre of the table, and a 6 they appeared behind the most people (still at the board edge though).
- Deployment, each group of survivors could deploy on a different table edge if they wished (this was because after all the groups were set up it looked like they would just steam roll it, I probably should have tried but I though it would be more fun for the players to have the choice).
- Players took turns individually to play, which player went first alternated clockwise each turn, zombies always went last.
- Zombies charge 4 + D6 to represent the shambling nature, so its uncertain how safe you are from them.
- A zombie cut in half moves 2 inches and counts as ws 1 in combat, if you hit it in combat you kill it.
I set up
the terrain in as much of an agreeable manor as possible (we didn't
have much in the way of walkways) to represent a place a group of the
PDF might have made a last stand. I then scattered 6 markers around
on different levels to make the game interesting. Rolling for 2D6 + X
zombies I ended up with 14 and scattered them about, making sure they
were mainly next to an objective.
The
Survivors
Orlocks:
The Burning Chains
Pyro Joe
(Heavy) -110
Flamer,
stub guns, knife
Crazy
Dave (ganger) – 75
Shotgun,
hotshot ammo, knife
Steve
(ganger) – 80
Autogun,
maul
Stabby
Micky (Juve) – 50
autopistol,
sword
Van
Saar: Forces of the Mechanicum
Hephestion
Drax (Leader) – 315
Power
axe, bolt pistol with red dot sight, bionic eye, respirator, flack
armour, knife
Cawdor/
Enforcer: What's left
Morten
Von Schill (Enforcer Handler)
Power
maul, laspistol, carapace armour
Cyber
Dogmeat (Cyber Mastiff)
carapace
armour
Lucky
Leon (Ganger)
autogun,
knife
Ratskins:
Ginger bread Kens (I don't know why)
Wanky
Wolf (Shaman) – 175
Shotgun,
sword, Blindsnake pouch, Spirit walk
Sitting
duck (Ratskin) – 70
Massive
axe
Rattrap
(Ratskin Brave) – 35
Knife,
maul
SmackRat
(Ratskin Brave) – 35
Knife,
Maul
The
Mechanicum set up on his own (north side), the enforcer set up on his
own (west) and the orlocks and ratskins set up together (east). We
rolled to see who would get the first turn and it was the Mechanicum.
The
Battle
Turn 1
The lone
mechanicum leader moves forwards and attempts to kill a zombie with
his bolt pistol but he misses.
Orlocks
move up and manage to blow a zombies head off but mainly just make
noise.
Using the
cover of the Orlocks shooting, the ratskins get into position
climbing up the ruins to their left.
Next the
enforcer handler moves forwards and the cyber mastiff charges into
the closest zombie. The ganger lucky Leon shoots at a zombie and
manages to bring it down. In combat the cyber mastiff wins combat by
a lot (something like 11 to 4) and with the 6 attacks rips the zombie
apart.
Zombie
turn, so far the noise tally is at 4, so I get D3 zombies a turn.
Only 1 appears and comes on behind the enforcer and cyber mastiff.
Following the noise the zombies move towards either the location of
the closest noise or a survivor they can see. In this 1 falls off a
ruin and plummets to its death, smashing its skull on the floor. No
combat for the zombies.
Turn 2
Orlocks
first, and they move forwards ready to shoot at the zombies as they
are getting a little close. Pyro Joe starts by firing his stubgun at
the closest but the shot fails to do any damage and jams as well,
preventing it from being used for the rest of the game. The rest of
the orlocks fail to do any damage.
Ratskins
next and they move towards the bridge and the zombies on it. Shotgun
blazing the shaman does little but make noise this turn.
Shouting
at his mastiff, the handler commands the dog to attack and it charges
another zombie. The handler himself charges the closest zombie, which
happens to be down. Leon fires but the zombies prove too resilient.
In combat however cyber dogmeat again manages to over power a zombie,
knocking it to the ground and destroying its brain. With an easy mark
the handler puts his power maul straight though the downed zombies
head, removing the threat.
This turn
the tech priest just runs to get into a better position.
Zombie
turn and noise is up to 9, and 4 zombies appear on the north section.
This turn some zombies are in charge range and a few charges are
made, a zombie charges into the cyber mastiff and gets ripped apart.
Another charges the techpriest and gets destroyed by his power axe.
On the right a zombie charges crazy Dave, and taken by surprise the
zombie downs him! Another zombie charges sitting duck but an axe to
the chest rips him in half, but doesn't finish it off.
Turn 3
I need to make some half zombies |
The
shaman and Rattrap move towards the objective on the bridge, but
can't get past the zombie on the bridge. Releasing his soul the
shaman sends his spirit to attack the zombies assaulting the Orlocks
and kills one in combat. The combat with the half zombie actually has
the half zombie win against Sitting Duck by drawing combat, and the
single attack downs the Ratskin.
Enforcer
turn and the Cybermastiff charges another zombie followed by the
handler who charges another. The ganger Leon aims his autogun but
fails to wound any zombies. In combat the mastiff once again rips a
zombie to pieces and the handler puts another one away with his power
maul.
Moving
onto the same level as a counter the techpriest searches the ruin for
supplies but rolls a 1, he finds nothing and the counter is removed.
Orlock
turn and they go to aid the downed ganger Dave, Stabby micky makes
the charge while Steve shoots at a close zombie. Shooting from Steve
and he cuts a zombie in half, while in combat Micky kills off the
zombie who downed Dave. Orlock recovery and Dave bleeds out, going
out of action.
Zombie
turn and 8 zombies appear, so I spread them over two spawn points, so
4 appear behind the enforcer and another 4 appear behind the Orlocks.
Again the zombies converge on the survivors and a second zombie
charges into the Ratskins, and a zombie charges into micky. The
ratskin fight ends with the half zombie getting killed while the
other does nothing against the ratskins. The zombie who charged Micky
manages to get stabbed straight in the head,going out of action
straight away.
Turn 4
First the
ganger and handler move away from the zombies followed by the cyber
mastiff. Leon the ganger shoots at the zombies, he hits but fails to
do anything and his gun jams, so he's stuck with just his knife for
the rest of the game.
Techpriest
next and he climbs down the ruin and misses with his bolt pistol.
Orlocks
move away from the zombies, and pyro joe climbs a ruin to get a
better line of sight. Shooting form them does nothing but attract the
attention of the zombies.
Ratskins,
Rattrap manages to kill off the zombie assaulting him, while the rest
of the gang moves past onto the bridge.
Zombies
turn and 4 zombies appear again behind the enforcers. Despite trying
to get away from the zombies, one charges stabby Micky, and manage to
bit him, taking him out of action in combat.
Turn 5
Bolt
pistol firing, the techprist manages to down a zombie, but doesn't
kill it. However that was his last bullet, leaving him having to deal
with the rest of the zombies in combat.
Orlock
turn and Pyro Joe searches and finds nothing (also rolling a 1) and
the counter is removed. Damn it Joe. Steve fails to do any damage to
the zombies.
Ratskin
turn, the shaman sends out his spirit and it charges a zombie on the
ground while he leads his ratskins forward. One of the ratskins
searches the bridge and finds something (finally). In combat the
spirit lashes out at a zombie but its ethereal forms just passes
though doing no damage.
Enforcer
turn and the ganger charges into a zombie with his knife and the
handler does the same. They some how both manage to kill a zombie
slowly reducing the hordes number.
Zombies
and 4 more appear on the right. 2 zombies charge the orlock Steve but
somehow in combat he downs one then kills the other!
Zombie slowly chases pyro joe |
Turn 6
Orlocks
go first this turn, with pyro Joe being the only one who does any
damage. Lighting his flamer, Joe burns 2 zombies, killing 1 and
setting the other on fire.
Ratskin
turn, and they do nothing of interest, just move around the table.
Handler
and Mastiff again charge into the middle of the zombies, while the
ganger hides at the back with his knife. In combat the cyber mastiff
rips a zombie to pieces while his handler cuts a zombie in half, and
downs him, but doesn't get the kill.
Moving
towards the enforcer, the techpriest gets into range of search token
and searches, finding something of use.
Zombie
turn and 5 appear in the centre of the table. The zombie on fire
stays on fire but the flame does nothing. On the left one zombie
charges the cyber mastiff (it gets ripped to bits), one manages to
reach the techpriest (and gets destroyed by a power axe to the head).
Also a zombie manages to charge Ganger Leon, and some how the ganger
is able to put his knife right though the zombies eye socket, killing
him with ease.
Turn 7
Ratskins
search the bridge for anything of use but don't find anything, again
rolling a 1, I don't know how they are getting so unlucky. The shaman
sends out his spirit and it attacks a zombie managing to destroy the
monster.
Heightened
by his recent kill, Leon charges another zombie and some how kills
it! The handler and dog move away.
With his
failed search, the techpriest moves towards the centre of the table,
aiming for that loot token as well.
Pyro Joe
searches again but this time rolls a 1.... these guys need new dice.
Moans
come from the right and left as 2 groups of 4 appear. One zombie
charges the techpriest but gets murdered.
Turn 8
Both the
mastiff and handler charge again, already covered in blood they just
can't stop hunting zombies, as is the enforcers want. The mastiff
kills a zombie but the handler actually fails in combat allowing the
zombie to win and deal a single wound which is stopped by his
carapace armour.
Disgusted
by the filth in the underhive, the techprist charges a zombie and
once more cleaves it in two from head to groin.
Orlock
turn and again pyro joe uses his flamer again but this time it runs
out of fuel, but not before it killed a zombie. The other orlock
ganger is just shooting at zombies not really doing much.
Ratskins
move to collect the other search token next to them and its a dud (3
out of 5 1's... their rolling sucks). Using a scatter shot, the
shaman targets a group of zombies, hitting 2 and killing 1.
The
burning corpse burns out and dies. More zombies appear and ganger
Steve is surrounded and charged by a single zombie. The zombie wins
combat but does no damage to him.
Turn 9
Wielding
his axe, the techpriest charges 2 zombies next to each other, killing
1 and downing the other.
Ganger
Steve wielding his maul brings down the zombie but doesn't kill him.
Again
firing a scatter shot, the Ratskin Shaman targets a group of zombies
but misses, and the shot actually hits the techpriest, but fails to
wound him.
Enforcer
turn and the dog moves towards the centre to help clear the zombies
while the handler moves back firing his laspistol to no effect.
A sudden
spurt of speed from the zombies leads to Leon getting charged and two
zombies jumping on the Handler. Leon unfortunately can't handle this
zombie and goes down this turn. However in a little more trouble, the
handler dispatches the first zombie that attacks him, but while he is
distracted the second zombie manages to take a chunk out of him,
taking him out of action!
Turn 10
(Final turn)
My notes
are a little rushed here so I apologise for the briefness.
The
orlocks manage to kill off a single zombie, the techpriest kills
another and the ratskins down 1, but no one manages to search the
token.
I skip
the zombies turn as none of them are really in range to do anything.
Post-Game
So with
the game over, we first go over injuries. 4 survivors went out of
action, and one was down when the game ended. We roll to see if Leon,
the downed ganger is ok and he survives the encounter. Every one else
has to roll on the injury table, and re-roll dead results for this
game only.
Enforcer
Handler – Scared of Zombies (they now cause fear to him)
Ganger
Crazy Dave – losses 2 fingers on his left hand (obviously bitten
off).
Stabby
Micky – full Recovery
Smack Rat
– Full Recovery.
Next with
every one being alive I roll to see if any of them get infected
(again re-rolling turning into a zombie for this turn).
The
Handler, SmackRat and Stabby micky all become sick from their
proximity to the zombies and must miss the next game. Crazy Dave
however is fine.
Exploration
next and they roll a triple 1, finding an infected survivor. They
decide to shoot him and take his stub gun but next game they start at
+1 noise token.
Every one
rolls for their experience and upgrades which I will share with you
next game as I don't have all of the information at my disposal right
now.
After
talking to the players about what they would like their next move to
be in the underhive, looking for some form of medical help to stop
the sickness seemed to be a good story based and logical place to go.
I offered them the choice of either attacking a mutant camp to find
something (they lived with zombies before chaos came) or attack a
medica facility higher up in the hive. They chose the medica
facility, so that will be a fun little scenario to come up with.
Anyway
that's the first game done with, what do you all think?
Brilliant, looks like a great game.
ReplyDeleteGoing up hive? Sounds risky. Is there a bigger risk of chaos forces? Plague bearers, cultists or maybe a spawn?
Oh yes, by going higher up all sorts of forces will be there. Not sure about a spawn yet, but I have all sorts of ideas.
DeleteBrilliant, looks like a great game.
ReplyDeleteGoing up hive? Sounds risky. Is there a bigger risk of chaos forces? Plague bearers, cultists or maybe a spawn?
Looks fun as heck
ReplyDeleteIt was great fun to play. Lets hope it carries on.
DeleteThis comment has been removed by a blog administrator.
ReplyDelete