Category: Campaign

Persephone-4 Station Narrative Campaign

A leak from a secret 0-12 Document has been picked up by several different intelligence agencies. The Hexahedron, Hassassin Bahram and others. The details are explosive. The Persephone-4 Orbital Habitat has been infiltrated by Combined Army Impersonators, codenamed Shasvastii. For the enterprising power – Hyper or Super – this is both an unacceptable risk and a potential opportunity. Discredit rivals and show your own success in combating the Combined Army. Place your own operatives in positions of power. Practice new counter-espionage techniques or use new experimental tech. However, whoever gets sent is entering a spiders web hanging in a lion’s den – multiple competing factions, risk of civilian casualties and near undetectable alien infiltrators…

Each government in turn has come to the same conclusion. A large scale mission is not practical and instead a small elite team will be sent in. However to prevent the risk of an individual being captured and revealing the rest of their team only one operative will know all of the members and will need to slowly make contact with the rest of the team and build them into a functional fighting force.

Uncover enemy operatives. Eliminate them. Seize control of key locations and get operatives into key political positions. Don’t get found out. Simple right?

===

The Guildford Games Club is running a slow grow narrative Infinity campaign. Pitting our players in a series of games over several months, each adding more points to their Limited Insertion teams as they go but having to contend with civilians and local infrastructure as well as one another’s teams!

Round 4

*news jingle*

Kidnappings across Persephone station!

This last night a series of coordinated kidnapping took place on Persephone station. All of those taken are members of the station’s government. Security foces are on high alert and are investigating. Civilians are being placed under a curfew to try and prevent the situation spiralling out of control. Remain calm.

During these kidnapping attempts numerous reports have come in that – of all things – a Tactical Armoured Gear was seen getting ambushed by pirates, the hail of fire was intense and people in buildings nearby said it was deafening but also seemingly calculated and surgical. The gear did not survive. The Haqqislamite ambassador has confirmed that these pirates struck one of their ships on the silk road and stole some of their weaponry and armour, explaining why there have been sightings of Haqqislamite special forces across the station. It’s pirates! What is the Sphere coming to!

Furthermore there is grainy footage of a large Combined Army force engaged in combat with a criminal cartel. This appears to corroborate the suspected Combined Army corpses found several weeks ago. They are operating on the station. Even more sinisterly it seems that reknowned bounty hunter Miranda Ashcroft is working with the Combined Army and providing them with both intel and her famed skills in battle. Single handedly facing down an entire team of criminals and smuggled Yu-Jing surplus armour!

Round 3

*news jingle*

People of…Station…communications…hacked!

Gunfight and…bodies littering Hermes Road…

*signal cuts out*

Round 2

*news jingle*

Good morning PNN viewers. Station security has reported that there has been an escalation in the suspected gang activity from Chang’s Diner. A full blown turf war seems to have started with rival gangs pushing one another out of city blocks in Lethe district. Citizens are adivsed to keep alert to suspicious activity and report anything unusual to Station security.

Based on the sheer volume of bullet impacts in one section of wall security believe that there may have been one extremely well entrenched defender, receiving hundreds of rounds but still, somehow, managing to survive it all.

Blood and fur from a suspected – and illegal to own on station – Ariadnan Devil Dog was found as well suggesting that these criminals are also engaged in black market animal smuggling!

They also discovered a few high caliber bullet holes suggesting a sniper but only a few casings matching them from a high perch. Many of the holes had blood in them. Suggesting that at least one side had a skilled sniper in an overwatch position. Security services are requesting additional equipment to deal with this threat.

In towards the storage facility another round of fighitng was reported but this seemed to be a much smaller affair. No blood was found – though a few mechanical components appeared to have been blown out but none matching any of the machinery in the facility. Perhaps remotes were in use? Nearby observers reported seeing a pillar of smoke and some short bursts of gunfire but nothing more. Security forces speculate that perhaps there are multiple different gangs competing across the station and these two seemed more interested in positioning than gunfighting.

It seems though that perhaps these more civilised gangs are not the norm as in breaking news there’s active gunfire near the parking block in Lethe sector! Live footage is streaming your way but we’re not able to get a camera crew safely into that area! There’s intense gunfire, lots of shouting! The sounds of sniper fire and suppressive fire with heavy weaponry! Whoever’s in there is engaged in a bloodbath and extremely well equipped!

Round 1

*news jingle*

Violence at Chang’s Diner!

Breaking news from PNN, the most trusted news network on Persephone Station!

Just hours ago Chang’s Diner in downtown sector 3 was rocked by gunfire. Security forces have cordoned off the area and are investigating. We’ve got exclusive live witness testimony!

Ahmed and Omar were eating inside Chang’s as it came under attack

“We were just in there, eating Chang’s spicy ramen when these two psychos leaned in across windows in the shop and sprayed bullets at each other! Everyone just had to duck and hide! One of them looked like one of those Aleph robots, maybe someone hacked it! Dunno about the other one, Omar said it might be one of those secret Haqqislam assassins.”

William was running health and safety checks on some of the equipment facilities in sector 3

“One of them just came at me with a knife. Looked like one of them ‘Nomad’ criminals. I panicked and just whacked ’em with my clipboard, then I tripped. I must’ve scared ’em though ‘cos they weren’t there once I got back up again.”

Security forces have since taken the clipboard as evidence.

This just in! We have a photo taken of the event, I must warn viewers this could be shocking!

I have been informed that armour is worn by Yu Jing troopers, while the Yu Jing embassy has claimed that there was a theft of a shipment of their armour several months ago, likely that’s where this suit came from.

Several witness statements also place Ariadnan airborne forces at the scene but seemingly they were just good samaritans out on a holiday. Running into the firefight to help civilians and not once seen attacking anyone.

In other news blood and corpses were found in a slaughterhouse just on the outskirts of sector 3. One body identified as a Nomad science experiment gone awry while blood stains and armour fragments indicate that Ariadnan forces were purchasing meat when this ‘Morlock’ burst in in a frenzied rage and opened fire.

Oerhaps related to this, and most distrubingly of all, several civilian casualties were found near to a hired bounty hunter and a Combined Army alien corpse. Terrified witnesses say that the Yu Jing equipped forces engaged the aliens after they started gunning down civilians but there is no one to corroborate this.

Terrible scenes. Our thoughts – and those of everyone on Persephone station – go out to those impacted by this violence.

Campaign Points

(round 1 does not count towards this)

Name Games Played Wins Draws Losses Bonuses Total
Cameron 2 1 0 1 3
David 3 2 0 1 6
Eddie 0 0 0 0 0
Freddie 3 1 0 2 +1 4
Josh 3 1 0 2 3
Julian 3 3 0 0 9
Justin 0 0 0 0 0
Wes 3 1 0 2 3

The Teams

Team Name: Guojia diguo 147th (yibai sishiqi) dadui tezhong budui

Player: David Last

Name Model Type Narrative Upgrades
Nian Zhen Zuyong – attained the rank of junshi
– specialist in room to room urban warfare- has a collection of historical scale model planes
Optical Disruptor, Veteran Lv.1
Yoshiyuki Miyo Haidao – remained loyal to his unit and, by extension, Yu Jing during the uprising
– is concerned about the rumours of ISS warcrimes and news suppression-Suicidal combat engineer!
Jiang Ying Yue Daoying – Loves the new tech and gizmos!- Cool under pressure and trusted by her command
Unit-0221 Rui Shi – Reliability issues, in frequent need of repair
Nam-Joo Kim Zuyong – Small unit tactics specialist-Suppressing fire!
Unit-0222 Son-Bae – Need to recalibrate targeting systems

Team Name:

Player: Freddie Barnes

Name Model Type Narrative Upgrades
00000001 Garuda Is sorry but cannot let you do that Fatality Lv.1
00000010 Deva Functionary Dreamt of cattle last night Smoke Grenades
00000011 Bulleteer
00000100 Bulleteer

Team Name:

Player: Justin Carnzu

Name Model Type Narrative Upgrades

Team Name: (corrupted) n~x ~is~<-rs

Player: Julian Cox

A number of non-human tourists are currently on holiday in the Persephone-4 Orbital Habitat. Friends have told them they should visit the 123m, spire like, transmission tower the station is renowned for across the human sphere as well as sampling some of the local food outlets. Any gel like substance they leave in their wake on door handles and so forth is entirely natural and can easily be washed off with water. (Any rumours of Noctifiers is clearly inaccurate but may have been planted in the channels to throw off any intelligence – for now)

Name Model Type Narrative Upgrades
Miranda Authorized Bounty Hunter Her reputation and career potentially wrecked during this simple job for an anonymous client; was unaware her client was CA. Only way out is to follow this contract through and clean up any trail back to her Breaker Rifle
Hirok Nexus Operative Report – our attempt to employ local mercenaries did not go exactly as planned as cover blown so resorting to calling in more CA units. Our main objectives still being achieved however despite being compromised!
Libertos It’s a simple contract” she promised, “I just need you to cover my back”. Her plan to get us out of this mess had better work!
B-06 Unidron Batroid

Team Name:

Player: Wes Saunders

Name Model Type Narrative Upgrades
Callsign: Mullah Govad Automedkit
Callsign: Sultan Khawarij
Callsign: Caliph Lasiq
Callsign: Emir Ghulam
Callsign: Sheikh Ghulam

Team Name:

Player: Eddie Turner

Name Model Type Narrative Upgrades
Dog Warrior Infected b some unknown transmorphing disease
112 blackmailed doctor, helping out involuntarily
Line Kazak Buddy infected by some unknown transmorphing disease, will stop at nothing to see them cured

Team Name:

Player: Josh Fitzwilliams

Name Model Type Narrative Upgrades
Kent Kowalski Airborne Ranger – cigar and bourbon drinker

– general badass

– rumoured to have killed an antipode with his bare hands

Automedkit
Chuck Sizemore Grunt – cheap beer and big guns

– waver of flags

– xenophobe

Jenna Wolcott Grunt – politics major

– idealist

– currently in the final stages of completing a combat trauma care course

Terry Shughart Grunt – intelligent-Gung ho pistolier!

– clear thinking and concise

– future leader program

– misses his wife

Stacey Gordo Grunt Markmanship Lv.2
Devil Dogs
Foxtrot

Team Name:

Player: Cameron Bell

Name Model Type Narrative Upgrades
órfão Zero HMG
fantasma Zero
louco Morlock
Taskmaster
Reverend Custodier

Shadow War Armageddon Campaign Starting 29th May 2017

GGC Spring/Summer Shadow War Armageddon Campaign will be starting on Monday 29th May.

Campaign Rules

The campaign will be organised as per the Shadow War Armageddon rule book with the following changes.

  1. The campaign will run from Monday 29th May to 31 July 2017.
  2. All Kill Teams must be newly created for this date.
  3. The campaign will be divided into three campaign turns, each of 3 weeks, and a finale.
    1. 29/05 – 12/06
    2. 19/06 – 03/07
    3. 10/07 – 24/07
    4. Playoff Finale 31/07

     

  4. No participant may play more than 4 games in a single campaign turn with the same kill team. 12 games max over the campaign per kill team.
  5. Participants may use more than one kill teams.
  6. Lone operative kill teams may not be used.
  7. If a kill team reaches 15 caches and wins another game, instead of winning the campaign as per the rule book, it gains participation to the Finale playoff on the 31/07.
    The kill teams roster is frozen and it may no longer be used until the finale playoff.
  8. The Playoff Finale will consist of a ‘timed’ single elimination tournament. If a large number of players qualify the tournament format may be adjusted to allow completion in the time available.
  9. Should a player manage to advance multiple kill teams to the playoff they must choose only one of them to use.
  10. Kill teams reaching the 12 game limit without qualifying for the finale retire in shame! If your planning on coming every week, best run two or more kill teams.
  11. In the unlikely event that at the end of the campaign nobody has reached 15 caches the top two, or more, players will fight a off game to determine the victor.
  12. Players should avoid playing the same opposing kill team in consecutive games where possible.
  13. Players should aim to play at a pace to allow a minimum of two games of Shadow War to played in the same evening.
  14. Players should observe each others end of game rolls to ensure fairness.
  15. Players must have a clear roster and models must be easily identifiable, with a number or similar if necessary.

Would all players please submit their current Promethium cache count at the end of each weeks games so we can keep a running leader board.

Additionally, photos of games in progress would be appreciated and should be posted on the GGC facebook group. A selection will be included in campaign updates.

Any questions please discuss on the GGC facebook group

Shadow War : Armageddon Campaign Hub

Guilders Ford April Rules Update

+++April Game Rules+++

– Zombie plague: Roll a D6 before the game. On a 5+ you are fighting in an area affected by the zombie plague, use the treacherous condition Plague of Flies – There are so many flies swarming through the air and crawling over the gangers that it makes it difficult to concentrate and see other targets. The distraction caused by the flies means that all model that shoot suffer a -1 to hit penalty for the whole game.

– Tensions Rising: Gangers ‘captured’ by lawful gangs must be turned into Precinct 19 immediately as a suspect in the recent PDF raids. Following interrogation first by Precinct 19 and then Ordo Hereticus agents, gangers will either not survive the ordeal or will be summarily exectued. Treat as having rolled a ‘dead’ result on the injury table. (Note that the capturing gang may not keep any of the dead gangers equipment.)

– Protect the Prophet: Gangers ‘captured’ by outlander or outlaw gangs will not be ransomed – they will be immediately killed so as not to have the chance to alert the authorities as to the location of the recently outlawed gangs, especially the ‘prophet’ Gangrene. Treat as having rolled a ‘dead’ result on the injury table. (Note that the capturing gang may not keep any of the dead gangers equipment). Scavvies may also eat the unfortunate ganger.

– Black Market Crackdown: Only 1 rare item will be offered to the gang leader at lawful trading posts instead of D3. Gangers sent along with the gang leader will not be offered a rare item, but can instead still use their +1 trade to purchase items from another house list if desired. Outlander trading posts are unaffected.

– Zombie Plague: All outlander and outlaw gangs may ‘hire’ plague zombies – see comments on this post for details.

– Frateris Templar: All lawful gangs may ‘hire’ Frateris Templar – see below for details.

 

Necromunda Campaign Hub

PLAGUE ZOMBIES
Cost to recruit: 10 credits

Zombie plague breaks out from time to time in the Underhive and packs of flesh eating plague zombies are yet another of the many dangers in the hive’s dark underbelly. These shambling neurone plague victims live in wild packs living off what carrion they can find or anything that’s stupid enough to let itself be caught. Scavvies often round up packs of zombies and send them against outposts, settlements and rival gangs that they are attacking. In sufficient numbers these contagious creatures are fearsome opponents.

M 2D6
WS 2
BS 0
S 3
T 3
W 1
I 1
A 1
Ld 4

Weapons: Plague Zombies don’t have wargear; they are armed with a variety of improvised weapons but lack the finesse to gain any real benefit from them.

Recruitment: An outlander or outlaw gang can ‘buy’ Plague Zombies for a game, the cost representing bits of food used to lure them. If the 10 credits is paid then D6 Zombies come along to fight. Note the gang cannot pay more than 10 credits otherwise they risk being overrun themselves! The Zombies are under the control of the player for the entire game, but scatter back to their wandering existence after the fight.

Scenarios: Zombies are deployed like regular gang models and count towards any scenario fighter limits. Zombies cannot interact with non-fighter scenario objectives – eg loot counters. They don’t contribute towards winning or losing conditions and are ignored for Bottle roll purposes.

Shuffle: Plague Zombies usually stagger around with broken, faltering steps. Occasionally when they get the scent of blood in their decaying nostrils, they can break into a loping, shambling run.
To represent their unpredictable gait Plague Zombies move 2D6″ in the movement phase. Each Zombie is rolled for individually and the Scavvy player may move them as he wishes up to the distance rolled. Note Zombies cannot go into hiding and follow the usual movement rules if downed. Plague Zombies may not run or charge, they always move 2D6″. However, Plague Zombies always count as charging into hand-to-hand combat if they manage to reach base contact with an enemy model.

No Pain: You can burn Zombies, shoot them or cut them up and they’ll still just keep trying to bite you. Zombies are immune from the negative effects of pinning, flesh wounds and gas clouds. If a Zombie is set on fire then he can still move as normal. If the alight Zombie ‘charges’ into base contact with an enemy model then he automatically inflicts a S3 hit before the bases being separated as per the catching fire rules.

No Fear: Zombies lack the intellect to be afraid as the reasoning parts of their brains are long gone. They are immune from nerve tests.

Plague!: Naturally, Plague Zombies carry the dreaded neurone zombie plague. If a model is taken out of action by a Zombie he may contract the disease and (gulp) turn into a Plague Zombie. At the end of the game, each affected model must roll a D6 to see if they are infected. Note this roll is made before the Serious Injury roll:

D6 Result:

1-2
Clear: After a few tense days no symptoms of zombie plague have emerged and the gang member is in the clear.

3-5
Sickness: The victim feels weak and ill for days and must miss the gang’s next fight while he recovers.

6
Zombie Time! The gang member is infected and suffers brain death within hours. The new Zombie wanders off into the wastes to join his fellows. All of the model’s equipment is infected and counts as destroyed.

FRATERIS TEMPLAR
Cost to recruit: 10 credits

Civilians are taking up arms, unsatisfied with Precinct 19 and the PDF’s response to the recent zombie plague, citizens are taking matters into their own hands in the name of the Imperial Cult:

M 2D6
WS 2
BS 0
S 3
T 3
W 1
I 1
A 1
Ld 4

Weapons: Citizens are armed with a variety of improvised weapons but lack the finesse to gain any real benefit from them.

Recruitment: A lawful gang can ‘buy’ Frateris Templar for a game, the cost representing donations to the Ecclesiarchy. If the 10 credits is paid then D6 Frateris Templar come along to fight. Note the gang cannot pay more than 10 credits. The citizens are under the control of the player for the entire game, but disperse to their homes after the fight.

Scenarios: Frateris Templar are deployed like regular gang models and count towards any scenario fighter limits. They cannot interact with non-fighter scenario objectives – eg loot counters. They don’t contribute towards winning or losing conditions and are ignored for Bottle roll purposes.

Unreliable: These are simple Imperial Citizens, eager to do their bit but woefuly unprepared for battle. To represent their unpredictable nature, Frateris Templar move 2D6″ in the movement phase. Each citizen is rolled for individually and the player may move them as he wishes up to the distance rolled. Note that citizens cannot go into hiding and follow the usual movement rules if downed. Frateris Templar may not run or charge, they always move 2D6″. However, they will count as charging into hand-to-hand combat if they manage to reach base contact with an enemy model.

Devout Faith: Frateris Templar have an almost unhinged desire to ‘do their bit’ in the name of the Emperor. Despite their lack of training, their religious frenzy makes them are immune from the negative effects of pinning, flesh wounds and gas clouds. If a citizen is set on fire then he can still move as normal. If the alight citizen ‘charges’ into base contact with an enemy model then he automatically inflicts a S3 hit before the bases being separated as per the catching fire rules.

No Fear: Frateris Templar believe that the emperor will protect them if they are worthy. They are immune from nerve tests.

Justice of the faith: Frateris Templar fight with a religious zeal. If a model is taken out of action by a Frateris Templar, they may suffer the consequences. At the end of the game, each affected model must roll a D6 to see what happens to them. Note this roll is made before the Serious Injury roll:

D6 Result:

1-2
Somehow missed: The ganger somehow avoids the attentions of the Frateris Templar and is left alone.

3-5
Severely beaten: The victim is beaten to within an inch of their life and must miss the gang’s next fight while he recovers.

6
Heretic! The gang member is declared as a heretic and is dragged off by the Frateris Templar and publicly burned at the stake in the name of the Emperor! The ganger and all their equipment is lost.

Guilders Ford – Planetary Defence Force Raid ‘Spring City Scrappers’

++Intercepted Transmission++

A report regarding the events of last Monday evening, the raid on the primary territory of the Spring City Scrappers (SCS) following an undercover operation by an agent of Precinct 19 who had infiltrated the gang.

With proof finally being recieved of the SCS black market food importation from upper levels, careful examinations of several local food stashes in the ruins of Old-Guilders have confirmed that the recent infestation of worm like creatures have been feeding on the illegal food supplies.

Our undercover operative passed information to Precinct 19 regarding the latest shipment, however one of our enforcer teams was spotted examining a supply stash and the SCS made the decision to abandon their operations in New-Guilders, knowing the game was up.

Our operative made us aware of SCS’s plan to abandon the settlement on Monday evening, by loading all their supplies into transports and moving to another dome. Precinct 19 enganged the assistance of the PDF to raid the SCS settlement and attempt to capture or subdue as many gang members as possible during the loading process.

However, when the PDF arrived on location, two other local gangs were unexpectedly in attendence. These gangs were clearly in an agitated state, we assume they had co-operated in order to make their own raid on the SCS settlement, but they then proceeded to open fire on the PDF troopers as they approached the settlement boundary.

Despite suffering heavy casualties on the approach, the operation has been deemed a complete success. A full report will follow, along with a list of assets acquired, gang members involved and/or captured (including those belonging to the gangs already on location) as well as a report of PDF, gang and civilian casualties.

++End Transmission++

Necromunda Campaign Hub

Guilders Ford – March Rules Update

++MARCH++

Anarchy descends on New-Guilders!

A large scale firefight broke out late last night near the main territory of the notorious gang known as the ‘Spring City Scrappers’. Precinct 19 will publish a full briefing regarding the events of that evening shortly, however numerous eye witnesses have described seeing it ‘literally raining bullets’ and described the aftermath as an ‘absolute bloodbath’. Gunfire and sirens could be heard long into the night. The entire area has been cordoned off by PDF forces who are restricting access very enthusiastically to any unauthorised citizens, our advice is to avoid the area entirely.

In completely unrelated news, a large scale black market food smuggling ring has been exposed, following a long undercover investigation by Precinct 19. expect a high enforcer presence at local trading posts for the foreseeable future.

Reports of strange creatures in the ruins have mysteriously ceased. Good news? Perhaps, but we do have to ask where they went, and what they were…

(Note – in case any of you have not worked out yet, Precinct 19 is me as the arbitrator!)

March Game Rules:

– Citizens Arrests: Gangers ‘captured’ by house gangs must be turned into Precinct 19 immediately. A reward will be issued. (Gangers ‘captured’ by outlander gangs treat this as full recovery instead)

– Black Market Crackdown: Only 1 rare item will be offered to your gang leader at trading posts instead of D3. Gangers sent along with the gang leader will not be offered a rare item, but can instead still use their +1 trade to purchase items from another house list if desired.

– Wanted Men: If you hire any new gang member this month, (including ‘free’ juves from settlements) roll a D6. On a 4+, please report to Precinct 19 ASAP for further information.

– Medical Alert: Any ganger who has been affected by either the February monster roll, or was ‘slimed’ in the campaign special launch game, please report to Precinct 19 after your March game for medical evaluation.

Guilders Ford February Rules Update

++FEBRUARY++

Thank you all for updating your Yaktribe rosters.

With the New-Guilders gangs currently slightly ahead on total gang ratings, the expansion into the new areas of Guilders-Ford is proceeding better than expected.

However, more and more reports are coming in of strange creatures and missing persons… Has the expansion perhaps been too hasty? Questions are starting to be asked as to why the New-Guilders dome was originally abandoned. Precinct 19 researchers have been busy in the archives, but have so far found no mention of the mysterious new dome.

Enforcer perimeter patrols have been stepped up, and a sector-wide curfew has been issued for the New-Guilders area.

Meanwhile, in Old-Guilders, work crews are busy round the clock rebuilding the areas gutted by the great fire. The old gangs have been lending their support, whilst taking advantage of the restoration to expand their territories and influence.

So far, things have mostly been good all round, but now available territories are few and far between – old rivalries and grudges are beginning to come to the surface, and citizens are starting to go missing with alarming regularity…

February Game Rules:

– Treat all ‘captured’ results as ‘full recovery’

– Foraging: any gang member who did not go out of action, work territory or visit the trading post may forage for D6 credits after all income is completed. Outlander gangs may instead add +1 to all foraging rolls.

– Strange Creatures: Something is hiding in the ruins. All games must use the ‘Monster Roll’ rule, and this must be rolled every turn. If a model is taken out of action as a result of this roll, you must notify me with the ganger’s name and the injury result rolled.

– Deeper exploration: Roll a D6 before the game. On a 1 or 2, you are fighting in the ruins of Old-Guilders, where the work crews have yet to reach. the entire ground level of the table is covered by a thick layer of ash, and counts as difficult terrain.

– Trading post: One extra item will be offered to your leader at the trading post this month.

– Territory: After completing your post-game phase, roll a new territory to add to your roster.

 

Necromunda Campaign Hub