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d00g Forum User

Joined: 24 Jun 2005 Posts: 109 Location: Hiding from gas pirates
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Posted: Fri Mar 16, 2007 10:09 pm Post subject: Necromunda with Adam! |
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So I was talking to Adam on the phone and he proposed comming up here to play necromunda next week with Damin and myself. I proposed the idea to Damin and he agreed that it sounded like a good idea. We can either play a 3 man scenario, or have 2 people play and one arbitrate. We could also play somthing like this (not my idea but an original one).
Beometh, city of the lost. And latest TV series!
Thats right! The city overcome with zombies has been turned into the arena of the millenia!
A selection of contenders(or convicts) are tossed into the hive city and must search for certain chests. Alot contain cash, but only a few hold the keys to the ships!
You and a team make it out ok? You get to split the reward! Oops, I almost forgot! Winning and surviving this game earns you 1000 credits! Thats right! 1000 credits!
So what are YOU waiting for? Lock, load, and hop on into Beometh!
[/fluff]
RULES.
NEEDS A DM. Merciful ones only.
Each player has 100 credits to spend on their "gang". It will most likely be a single person, but there are exeptions.(buncha Juves!)
Players are considered to not come from Houses, but may do so.
This game will require alot of zombies. Please proxy with undead things.
SET UP
At the beginning of the campaign, all the players start together next to some sort of "entrance", whether its a door or dropship(etc) doesn't matter.
DM: place D6 "Chests" on the board. ONLY in accessable areas.
The game takes place when few zombies are around a certain area, so no zombies on the board YET.
GAME PLAY
Players roll to go first, DM goes last(PERIOD).
Chests: A player must be touching it to search it. You can only open one chest per turn. Yeah, its done the second you touch it.
D6
1- Jack squat. Not even a moth to fly out.
2- Some sand. And a note saying "Sucker!"
3- More nothing. I do mean nothing stacked on nothing.
4- A trinket. Counts as a Loot token.
5- Something shinney. Loot Token.
6- Something...useful! (1-5= Check Rare Items list. 6= KEYS!)
Zombies: At the end of the DMs turn, place D3 zombies at one appropriate entrance. Or at random edge if needs be.
SPECIAL
The "5 cred for meals" rule is highly enforced in this game.
To pick up a downed player, simply get next to him.
Players may carry other downed players, but can't use two-handed weapons while doing so(except with Heavies). If this is the case at the end of the game, the downed player may roll as normal for after-wounds.
If the players out number the zombies 3-1 at the end of the game, all players may roll as normal for after-wounds. This is for when fighters gain a foot hold and are able to rest and repair.
Any weapon which requires power of some sort must make ammo rolls(+2 for all). Refuels are few and far in between.
VICTORY
The game ends in 6 turns(give or take). If a player is down at the end, roll 2D6. On 12, he's ok. Otherwise he's lunch.
END GAME SCENARIO
If a player finds the key, that game is over and a new one launches. This time place a ship in the middle of the board with D6*(players) around it. The person with the keys is the only person able to get the ship started, but the other players can take it from his KOed body.
Zombies will come in droves now, at D6+(players) per turn.
The game ends when the keys are in the engine(player enters ship) and driven off(at player's choice).
I've got a couple extra things:
Zombie Mobz
When the crowd gets too crowded to roll for each and every zombie, the DM may roll as normal, but choose one die to move the entire group.
Theirs too many of 'em!
When a player gets overwhelmed by zombies, but doesn't go out of action YET, he has one turn to get on his feet. Otherwise the zombie tide stops for lunch on his chest.
Experiance
+D6 Survive the game.
+2 per zombie hit.
+5 per player hit.
+1 per loot found.
Just an idea, I can get directions up here if you decide you want to come up Adam, either call and let me know or send me a PM _________________ "Do you think he plans it all out, or just makes it up as he goes along?"
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Ravage Forum Legend

Age: 55 Joined: 27 Jun 2005 Posts: 1739 Location: ROFLbama
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Posted: Sat Mar 17, 2007 7:40 am Post subject: |
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On the surface, I really like the "Zombie Arena" thing.
Jeezie-Peets, though, that is an INSANE amount of experience and cash. I'm also debating in my head the effectiveness of having a DM actually play. That said, it seems this scenario could adapt the rules used in my BGH scenario for zombie movement.
Just a hypothetical. Knowing I'm fighting zombies, I bring in a ganger with 4 WS and 4 Toughness, but one that's still low enough in level to be under 100c. (I'm sure I have a couple guys like that on one of my teams) I equip him only with swords (or sword/club). It would be a divine stroke of luck for zombies to ever take that guy down, and either way, he would get so much xp that he would emerge from the game the sickest mofo' around.
I like the idea alot, but I think it may need a little tweaking. (ala nerfing). |
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Ravage Forum Legend

Age: 55 Joined: 27 Jun 2005 Posts: 1739 Location: ROFLbama
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Posted: Sat Mar 17, 2007 7:47 am Post subject: |
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Hehe, I was just checking to make sure, but William "Ghost Spartan" Daedalus is now far too high in xp to meet the credit requirement, even if he went in with no gear. However, one of my other guys who got a level in our last game (Cedric Hughes), got his third point in WS, has 4 T, 4 I, and 2 A! All this and he's only at 51 xp, which allows for both his pistols and a sword still. (and he has gunfighter and dive!). This guy would rip up the zombie arena. |
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Ravage Forum Legend

Age: 55 Joined: 27 Jun 2005 Posts: 1739 Location: ROFLbama
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Posted: Sat Mar 17, 2007 7:58 am Post subject: |
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I'm just gonna keep expanding this thread, d00g...here is another interesting scnenario we did back in 2003 as part of our "House Signet" Campaign. Obviously, ignore the signet thing, and consider it for 3 players instead of 6.
Six Player FFA – December 2003
Bloodbath of DOOOM
Setup: Four square tables with a raised platform in the middle. The platform is built so that it peaks in the middle, and there is a mounted missile launcher on top, also, there is a loot counter which counts as a randomly generated rare item, which sits elsewhere on this platform. This platform should be fortified with walls, allowing entry only by the use of ladders/ramps, etc.
Terrain should be scattered about in usual Campaign fashion, with bridges connecting all four tables. Multiple bridges may be used. Decide where everyone will be starting, according to whatever means deemed proper. Each person gets an area 2 ft. wide, by 1 ft. deep in which to set up their gang. Ensure that these starting areas are devoid of ALL terrain. Every gang may set up at the same time. Each person gets equal share of terrain to place within their starting fields (i.e. the same number of DVD’s, cups, etc.) Each person may arrange this terrain within their starting area HOWEVER they want. Then, each person gets a loot counter, which represents their command-terminal. This counter may be placed anywhere within the player’s starting area.
Sequence: Roll to determine who goes first – sixth. During this first turn, models may leave their starting area, but may not leave their home playing surface. (They may not move to another table). Shots, however, may be fired to different areas. Players must move one at a time.
Objective: Be the last player with models on the table. This is nothing more than a glorified gang fight, and normal bottle rolls apply (25%)
Special Rules
Treacherous Conditions: There will be a different treacherous condition for each tabletop. Re-roll any results of “Pit of Despair, Acid Rain, Hive Quake, Charge, or Massive Electrical Discharge”, as they would contribute more to solving the outcome of the game than merely providing an interesting twist.
Signets: Each team must have all of their signets in play. As usual, the Leader of a team may not carry a signet.
Command Terminals: Each player’s self-placed command terminal plays an important role in the game. Here is the list:
-Sensing enemies: as long as someone mans the terminal, no model may go into hiding within the team’s starting area.
-Plasma Gun: the terminal counts as a plasma gun turret, anyone with a BS >0 may use it as such.
-Troop Support: As long as someone is manning the terminal, subtract 2 from the dice roll on all team leadership checks, including bottle roll.
Additionally, there are many bad things associated with losing control of your terminal, the rules regarding other teams’ towards your terminal:
-Terminals may not be moved or destroyed.
-Accessing an enemy terminal (beginning your move sequence there) will convey a one-time-only +3 xp bonus to all team members in-game at the time of the access.
-Accessing a fully operational enemy terminal causes that enemies’ team to bottle automatically.
-A captured enemy terminal will still count as a plasma gun turret for you.
-The plasma gun MAY jam, so use it sparingly. Armourer and Weaponsmith bonuses DO NOT affect the turrets.
Alternately, a terminal may be deactivated at any time, by taking out the power core, cutting off the primary functions of the terminal. No bonuses may be had from this terminal, including use of the gun. Anyone may deactivate a terminal. The model who deactivates the terminal counts as holding the power core. Treat this as any other loot counter. Only the power core from a particular terminal may reactivate that terminal.
When a team bottles, the drop any held power cores.
Rocket Launcher Turret: The rocket launcher turret may be operated by any model with >0 BS. It is subject to jams just as any other missile launcher, but may not be augmented with the Weapon smith or Armourer skills. The turret may be picked up as loot, and will fetch 25 credits on the black market. If the team holding the rocket launcher bottles, it must drop the turret loot counter. Note that the turret only works in the position where it started the game.
Rare Item: Should be generated at the beginning of the game, written down by a non-player or Spryer player, until the end of the game. If the gang cannot use the item, it may be sold at ½ of base value of the item. Note that a team may get the rare item, then bottle. If this happens, that team gets to keep the rare item.
Pits: The open spaces in between the tables are pits, as are the edges of the tables. Anyone falling off a bridge or table edge is immediately taken out of play.
Ending the Game: The game is over when all but one team has either bottled out or been annihilated. Teams may volunteer to bottle after suffering two casualties.
Assorted Rules:
Tunnels, Vents, and the Infiltration skill are not allowed in this scenario.
Hired Guns can capture loot.
‘Captured’ results on the serious injury table count as Full Recovery.
Power Cores left on the table at games end may not be claimed by winning gang.
Special Rules for Looting
* = Spryer gangs may use this for xp.
Turret – 25 credits
Rare Item – ½ base value*
Giant Killer Bonus – Not applicable for this battle
Enemy Power Core – 5 credits*
Experience:
Survival: D6
Wounding Hit: 5
Winning Leader: 20
Capturing Turret: 5
Accessing Enemy Terminal: 3 per gang member still in game at time of access (1 time each)
Accessing all 5 Enemy Terminals: 2 per gang member
Capturing Rare Item: 2
Capturing Power Core: 1 |
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Grand Master Sef Forum Legend

Age: 43 Joined: 24 Jun 2005 Posts: 2439 Location: DERPlahoma
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Posted: Sat Mar 17, 2007 10:23 am Post subject: |
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Wall Of Text crits me for 1 Million. _________________
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Grand Master Sef Forum Legend

Age: 43 Joined: 24 Jun 2005 Posts: 2439 Location: DERPlahoma
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Posted: Sat Mar 17, 2007 10:31 am Post subject: |
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Yeah I'm up for whatever.
Will I be using an old team or making a new one? I believe I have a Cawdor I could use if my Spryers scare you. lawl. _________________
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Ravage Forum Legend

Age: 55 Joined: 27 Jun 2005 Posts: 1739 Location: ROFLbama
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Posted: Sat Mar 17, 2007 3:17 pm Post subject: |
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Actually, dude, I have your American Gladiators and Merry Pirates teams on my computer. Unless you have a more updated copy, but I think mine are as recent as they got as of when you, Alex, Ethan and I last played at the DDT (then the DDJ).
You can make a new one if you want, or play one of the old ones. If you come up early enough (or just stay over from Wednesday) we'll easily be able to get a couple games in, and you could play different teams. I know that's probably what d00g and I will do. Hell, I have 6 teams myself, 4 of which I play regularly.
If you wanna make a new one, you might wanna get really fresh in your mind what you wanna make and how so's it doesn't take too long Thursday, though. |
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Ravage Forum Legend

Age: 55 Joined: 27 Jun 2005 Posts: 1739 Location: ROFLbama
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Posted: Sat Mar 17, 2007 6:10 pm Post subject: |
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Okay, Last wall of text...
Here is the ruleset for the BGH scenario. Adam may remember we played this once. It's been slightly renovated, and made simpler...but it's tons of fun, and gives you a chance to see some of the creeps you don't usually find in Necromunda games.
The Big Game Hunters
A Necromunda Campaign
The Story: Every now and then, the noble houses of the Spire arrange for various competitions among the lower houses (more for their own amusement than for the betterment of the lower houses). One such competition is a big game hunt in the underhive section of Necromunda. Essentially, the house gangs are turned loose in the underhive to hunt the various denizens of the deep. Whichever gang collects the most trophies from the most fearsome creatures wins the event – and the guilder’s favor.
Participants: Any house gang may take part in the organized portion of the Big Game Hunters scenario. However, this is the underhive, and outlaws will drop in to “say hello” from time to time. All rules for this scenario apply to outlaw gangs as well, although they will obviously be unable to collect any rewards from the guilders.
Setup: The table may be set up in any way the players see fit. This scenario was originally designed for 4-person play around a large table surface, but it can easily be adapted to smaller (or larger) sizes.
Sequence: Roll to determine who goes first, this order will never change.
Objective: Be the gang to collect the most trophies from the denizens of the underhive, and survive to report back to the guilders.
Gangs: Randomly determine who sets up in which order, and on which side of the table. Each gang may bring its full complement of members (up to the house-ruled legal limit of fielded models)
Special Rules:
- Since this is an organized event, special abilities conveyed by Vents, Tunnels and the Infiltration skill are not to be used. This, however, does not apply to outlaw gangs, who are just there to cause a ruckus.
- Captured results on the serious injuries table count as Full Recovery (Unless you’re captured by an Outlaw gang, in which case may God have mercy on your soul). To this end, be sure to note which gang takes out any of your characters during the game.
- This is a competition between gangs, though not explicitly stated in the guilder rules, they expect conflict. Feel free to shoot fellow competitors! Just don’t expect to get credited any trophies for them…
Ending the Game: The game ends when there is only one gang left on the playing field. The gangs are all determined to get at the guilder rewards, so the normal bottle roll is upped to 50%. As soon as all but one gang has bottled, the scenario ends.
Alternatively, players may opt to set a time limit, or a round limit, thus perhaps shortening the game. Of course, this may put more emphasis on killing creatures instead of also competing with the other gangs, so it could draw it out instead.
The Rules: The only difference between this scenario and any normal Gang Fight is the presence of underhive monsters, and the way they move and fight. Consequently, the turn order changes slightly:
Player moves figures
Player performs monster check
Any detected monsters placed on playing field
Player takes shooting phase
Turn passes to next player.
All monsters on the playing field will take their “turn” after the last person in the move sequence. Thus, they should always move in the same turn each round. Note that the shooting phase immediately follows the monster check/place. This is to indicate that models that have just moved, and are able to shoot, may indeed shoot the creatures they’ve just discovered. (If you ran around a corner and headlong into a giant rat, you’d probably shoot it, too). However, if the model ran, or otherwise expended his opportunity to shoot, he may not attack.
The Monster Check: At any time, monsters within the hive may pop up…it could be across a set of ruins, out of tunnels overhead, or even from underneath rocks at your feet. To represent this unpredictability, any model within your gang may spot creatures at any time, even if they haven’t moved. Roll a D6 for the Monster Check:
1 – You detect something large!
2 – A few cockroaches scuttle around your feet, nothing special happens.
3 – You detect something small!
4 – You detect nothing out of the ordinary.
5 – You detect something ominous!
6 – You hear and see nothing.
If you roll that you’ve detected something, then you need to randomly determine which model has spotted the creature, and roll on the appropriate monster table below.
Small Monster Table
1 – Giant Rat
2 – Ripper-Jack
3 – Milliasaur
4 – Carrion Bat
5 – Scavvy Dog
6 – Ripper-Jack
Ominous Monster Table
1 – Rat Pack (2 Giant Rats)
2 – Bats! (2 Carrion Bats)
3 – Plague Zombie
4 – Milliasaurs (2 Milliasaurs)
5 – Ghoul
6 – Crazed Mutant
Large Monster Table
1 – Wolf Spider
2 – Wolf Spider
3 – Wolf Spider
4 – Sump Serpent
5 – Bog Alligator
6 – Oh, Heaven help us…(roll on “OMG” table)
OMG
1-2 Egad, Zombies! (2D4 Plague Zombies)
3-5 Two large monsters (Roll Large Monster Table and x2 (re-roll 6’s))
6 Gigantic Spider
After determining which creature(s) have been spotted, then you must determine where the creature has been spotted. Roll 3D6 and a scatter die to indicate where the creature was spotted (or heard, smelled, etc.). Place the Monster using a bird’s-eye view. This means the creature may be on top of terrain, behind walls, etc.
Monster Rules
Monsters that are detected have not necessarily detected their hunters yet. The simple rule for monster detection is the same no matter which monster you are dealing with. In order for a monster to detect a model, the model must be within 12” of the monster, and the monster must have line-of-sight (although remember that monsters have 360 degrees of vision arc, as they also use their ears and noses to detect your funky self). Once a monster detects a model, it will move to intercept that model at the fastest speed possible, and will not break off that attack until it either kills that target, or is hit by another model (regardless of wound value), which will cause it to charge its attacker if and only if that attacker is within charging range.
When a monster has not yet located a target, it will move half its walk value in a random direction each turn until it detects something, or something wanders into its path. For the purposes of this scenario, creatures are not going to attack each other (come on, that would just be too much…)
Trophies
Of course, after a hunter dispatches of a creature, he needs to take proof of his kill. A model taking a creature out in hand-to-hand combat will automatically claim his trophy. If a model takes a creature down via shooting it, then place a marker where the creature fell (or leave the creature’s model in place). Any model (including the thieving bastards on the other teams) may collect the trophy by ENDING their movement phase on the marker. Any models collecting a trophy may not attack in that turn.
Models do NOT drop trophies when they go out of action, they are carefully stowed away for turn-in.
Trophy Value
At the conclusion of the game, trophies are tallied as follows (type & point value)
Giant Rat Tail – 1 pt.
Milliasaur Jaw – 1 pt.
Ripperjack Tail – 1 pt.
Scavvy Dog Tail – 1 pt.
Carrion Bat Head – 1 pt.
Pairs of Ghoul Eyes – 2 pts.
Mutant Head – 3 pts.
Wolf Spider Fangs – 4 pts.
Giant Spider Fangs – 6 pts.
Gigantic Spider Fangs – 10 pts.
• Note that no points are awarded for killing plague zombies. Nobody’s going to want to touch them to take a trophy!
• Plague Zombies, Ghouls, Mutants and Scavvy Dogs will not attack Scavvy gangs unless attacked first, and will break off an attack at any time a different gang’s model comes within charging distance. This accounts for the general good relations between this kind of abomination and a Scavvy Gang.
Experience:
10 xp – Winning Gang Leader
5 xp – Wounding Hit
D6 – Survives
3 xp – Striking killing blow on a Large Creature
6 xp – Striking killing blow on a Gigantic Spider
Winning Gang:
The gang that racks up the most points based on their kills is entitled their choice of two of the following rewards:
50 Credits (Added on after normal revenue and upkeep phase)
One free roll on the rare trade table (must result in an item, if not, re-roll)
Choice to upgrade one territory (roll for a new territory, that territory replaces a current territory of your choice, or you may simply discard it).
Guilder Health Care: Heal 3 Serious Injuries from any gang members. (This excludes missing appendages or organs, of course).
****I also have a quick-reference guide for the creatures (yes, including the totally made up Sump Serpent and Bog Alligator)**** |
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