Guilders Ford Gazette Issue 4 – Emergency Edition
Required reading for all Citizens of Guilders-Ford!
Guilders-Ford Gazette – Issue 4 – Emergency Edition
Club playing miniature wargames in Guildford. Mondays 19:30-23:00.
Required reading for all Citizens of Guilders-Ford!
Guilders-Ford Gazette – Issue 4 – Emergency Edition
– 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.
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.
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:
Clear: After a few tense days no symptoms of zombie plague have emerged and the gang member is in the clear.
Sickness: The victim feels weak and ill for days and must miss the gang’s next fight while he recovers.
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.
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:
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:
Somehow missed: The ganger somehow avoids the attentions of the Frateris Templar and is left alone.
Severely beaten: The victim is beaten to within an inch of their life and must miss the gang’s next fight while he recovers.
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 Gazette Issue Three now available – Special edition at the request of Precinct 19!
All citizens are urged to read this publication.
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.
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.
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.
With the discovery of an archeotech printing press in the ruins of Old-Guilders, it is with great pleasure that Precinct 19 announce the first issue of the Enforcer sanctioned Guilders-Ford Gazette!
After you have played your December campaign game and completed all experience, income and trading, you may add a third territory to your roster.
With the rebuilding and exploration efforts revealing lots of new areas ripe for the picking, you may roll twice on the territory table and choose from the result.
– As we are restricting games to one per month, ‘captured’ results should be re-rolled, unless you both agree to use your next monthly game to play a rescue mission.
– As territory is currently restricted, once your normal income from territory has been calculated, you may also send any remaining gang members to forage in the rubble of Old Guilders for D6 credits of income each. Any member can forage (except hired guns) but they cannot perform any other action such as working territory or visiting the trading post. These credits are additional to your normal income and are not modified or reduced like the normal income is. Outlander gangs who are already foraging may instead add +1 to their forage rolls to represent the rich pickings available in the ruins.
– Due to a surplus of black market goods all gangs will be offered an additional +2 items when rolling on the rare trade table.
– After you have played your January campaign game and completed all experience, income and trading, you may roll to add a fourth territory to your roster.
+++ Emergency Broadcast +++
Attention Citizens! Precint 19 has issued an immediate general alert following reports of the discovery of a creature in the tunnel network leading to the area known as New-Guilders.
Survivors of a large scale expedition into the tunnel network have provided multiple reports of the decovery of a grand central chamber, which appears to have originally be some form of temple. Within this chamber, survivors report finding a large worm like creature and numerous offspring. This creature is described as a ‘terrifying beast’ with a huge fanged mouth, tough rubbery skin and seemed to excrete some sort of venemous slime. The chamber also contained a large number of bodies, previous victims of the creature.
A subsequent emergency expedition by Precinct 19 and agents of the Ordo Hereticus have located the central chamber. Two of the decomposing bodies found have been identified as notorious gang members missing since the great fire, who were presumed lost in the flames. Next of kin have been notified.
The tunnel network remains off limits to all but Ordo Hereticus personnel, trespassers will be immediately executed.
Precinct 19 has designated a level 2 warning for the missing creature. ‘The Beast’ has been designated as highly dangerous – if seen, do not approach, and immediately report any sightings to your nearest precinct station.
+++ Transmission Ends +++