Last week we looked at the test ganger for 16th Law which I had sneakily made several months ago but with the time-bending powers of the internet made it appear like it was only seven days ago. I was dead happy with how he had come out, so it was on to the main event.
Continue reading “MOTB: 16th Law”Mercy Crier week 1: The Callowdecks have opened
Thrills, spills and grav-gun kills in the opening week of the Callowdecks Turf War! In no less than seven different altercations and five ganger deaths already, including a Leader (RIP Jett), the gangs have set a precedent that others will be hard pressed to match.
With this week being the opening week, the gangs have been tentatively finding their feet and probing other gangs for weakness.
Only two gangs saw their Turf Size increase – 16th Law and Calorie Crooks, but what really matters is their Gang Reputation. Here’s a look at the leaderboard so far:
First Blood: Orlocks vs Van Saar battle report
The first of our Callowdecks battle reports is a brawl between an Orlock gang “16th Law” (my own gang) and a Van Saar gang “The Inheritors“. We agreed on the ‘Stand-Off’ scenario to test our gangs out, using all the default rules for deployment and battlefield setup.
We rolled a 1 for determining how much cover there was going to be, and it wasn’t pretty. This was going to be a bloodbath…
MOTB: 16th Law ganger
Since Necromunda was re-released last year as Necromunda: Underhive I’ve been hankering to run a proper campaign. I’ve not been a fan of the staggered releases of Gang War books – holding back useful campaign information (such as the completed Rare Trader chart) until Gang War 4 a few months back.
With it finally released and my social obligations spent, I had run out of excuses not to run a Turf War. (I’ll do a bigger post on the Callowdecks campaign shortly, but for now keep an eye on the Dreadquill Facebook and Twitter feeds for more regular updates!) It also meant I could build a gang!
Orthesian Herald 14 – Voidbound Anew
- Previous: Session 13 – The Glaw Estate
- Next: Session 15 – A New Heading
- First: Session 1 – The Unbroken Resolve and All Those Who Sail Therein
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Last time on the Herald our bold team of Explorers were raiding the untouched treasure vaults of the Golden Valley Estates on the storm-wracked Cilice Prime. They had found the Missionary they had come here to find, all that was left was to tidy things up and plot the next course into the void…
Continue reading “Orthesian Herald 14 – Voidbound Anew”MOTB: The Elysian Commission Completed
All has been quiet recently what with moving house and all, but with that now behind me I can finally get back to what’s important – painting toy soldiers and writing about it on the internet.
Previously I’ve posted up a part 1 and part 2 update on the Elysian Commission, and I can proudly say the job is finally finished.
Continue reading “MOTB: The Elysian Commission Completed”Orthesian Herald 13 – The Glaw Estate
- Previous: Session 12 – Blood and Gin
- Next:Session 14 – Voidbound Anew
- First: Session 1 – The Unbroken Resolve and All Those Who Sail Therein
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Last time on the Herald, our players landed an incursion force on the storm-wreathed world of Cilice Prime, stole a Taurox pulling the universe’s last known supply of Cilice Gin, leveled an estate with its guns and psychically commanded an army of cannibal abhumans to fight itself. They were left with a few more marks on the map, a full tank of gas and a compulsion to loot.
MOTB: Ambull of the Golden Valleys
As the daring deeds of the Orthesian Herald unfold, our heroic band of explorers find themselves in the Golden Valleys of Cilice, a foreboding place filled with forgotten sins and terrible secrets.
One such secret belongs to an estate overrun with escaped creatures, a perfect opportunity to visit a classic Rogue Trader adversary, the Ambull.
Continue reading “MOTB: Ambull of the Golden Valleys”Meanwhile, on the Bench: Celestine Wharf game board
It is 1pm in the afternoon on the Celestine Wharf. It is raining, and the river carries the strong sense of mould. This man-made dead end of foul-filmed water is shadowed by the close press of warehouses from which loading spars spill their rusting chains to water at high tide.
The docks here are long unused and its bays are crammed with rusted cargo barges, while its warehouses are reputedly the haunts of dregs and gangs.
You had spotted some scum unloading cargo from an armoured motor-skiff on the corner of one of the docks. Questions turned to threats, and when the team’s face draws a hold-out dueling pistol worth more Thrones than the entire cargo of the ship, avarice overcomes the thugs.
At the boiling point of the exchange, you hear a deep guttural roar from around the corner of a warehouse.
“WHO’S ASKING QUESTIONS ON MY WHARF?”
Meanwhile, on the Bench: The Jade Kunai
I got the new Necromunda boxed set back in Christmas and finished the Goliath half of the gangs that come with it back in February. To my eternal shame, the Eschers remained assembled but unpainted ever since. As a break from the Elysian Drop Trooper commission I’m working on, I thought I would treat myself to painting some acid green.
Continue reading “Meanwhile, on the Bench: The Jade Kunai”