Botchits workshop

Poppies Trade post (PTP).

Following the reactor meltdown at Port Kraken and the destruction of the ash gate for any viable trade in the near future, the nearest Trade Post has seen an influx of traders and refugees.

The PTP is barely operational and only holds the most common of trade equipment, but the Cabal vision contractors have been diverted here and a Delaque trade caravan appeared the day of the meltdown laden with isotropic fuel rods and building supplies....

The gangs are lucky enough to have a wealth of hangars on to pick from and the increased radiation levels have sent fungi life wild, providing easy foraging and plentiful stinger mould for the docs to patch gangs back up.

Gangs are trying to take control of the various ruins around the post and rebuild them using the fuel rods from the trade post. Once enough ruins have been reclaimed the Cabal vision Contractors will be able to open the new entertainment stadium for games of Juggerbowl and race to the spire.

Gangs start the campaign with 1250creds and may also take an additional hangar on than usual.
To represent the gangs running light, only one heavy weapon and two special weapons may be included in a gang at creation.
Gangs start the campaign with one settlement which cannot be lost or upgraded.
Gangs may take part in two territory fights per cycle and only pay expenses after the 2nd game which will be 5creds per fighter in the battle.
Any battles after this are for scenario rewards only and expenses paid as after match 2.
Gangs may upgrade settlements that have been created using isotropic fuel rods by using one extra to make a gang specific territory/racket or two to make a territory/racket normally affiliated to a different house. This secondary upgrade is permanent and can't be changed afterwards by using more rods.
The trade post is limited to common items only and house lists are only available at fighter creation, until PTP has grown.
Weapon swaps are permitted once a weapon has been used by the purchasing fighter in a battle.
Docs fees after battles are reduced to d6x10 creds to represent the bountiful stinger moulds available and Starting settlements receive double recruits. Upgraded settlements do not receive this bonus.
 
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So cool! Any drawbacks, or hazardous pitfalls? Can it be painted or in other ways made to look like wyrdstone? Would be awesome for Mordheim terrain.
 
Drawbacks are it's fragile as #£¥$! So doubt it would make good counters, I have been thinking to maybe get a silicone mould and pour my own wyrdstones as I am still a regular player of the Xbox game and have been tempted to do a campaign based on gathering wyrdstones.
I found putting a load of the crystal growing powder onto places before adding the solution where you want the main grawths to form helped as did putting the pieces onto a radiator really helped it bloom.
I also used the soft crystal growing solution (for making the magic tree things) in a spray bottle over it and also made up the last mix using only half the amount of boiled water.
Next time I would add my vegetation after wards, however my daughter and I got a bit carried away slapping it on everything so we weren't very scientific in our methods by the end.... ;)
 
Got my other 3d printed transport tarted up today finally, been putting off doing the metal trims as thought it would take a while but ended up done in an hour or so ;)









Load more in the gallery ;)
 
Mushroom town has a new Watchtower ;)
Also gave all the older pieces of scrap terrain a dusting with UV so they glow under the lights too... ;)









 
Have upped the anti and got a new blacklight but led this time and it's hopefully bright enough to play under just UV now ;)









Load more in the gallery ;)
Also some vids on https://www.instagram.com/b0tchitsw0rksh0p?igsh=MXJwNm5nMTI5cHRnag==
 
Sadly skint after Xmas and losing my job so have had to start a numonday shop to sell off my favourite things sadly, still if anyone would like to take them off my hand and provide a loving home they will all slowly become available here @https://www.numonday.com/shop/b0tchitsw0rksh0p-store/
 
Scenario "Round the Block"
Gangs race to circuit the new arena of Cabalvox's sports division.

In the poorer levels of the Hive this is all done on foot, in the more affluent House areas and Ash wastes, races can become more extravagant...
Battle types, there are 3 variants depending on the wealth of the campaign and setting.
Games can be played in ZM with limited movement enhancing gear removed eg no wreckers, neoteks etc.
They can be allowed and other gangs can use the ash wastes dirtbike rules to make a rudimentary race equivalent.
Sector mechanicus, would also allow movement increasing wargear in the same way.
(And could even allow chicken walkers or lawnmowers...)*
Ash wastes races have their own rules.

Battlefield
Zm tiles, place at least 8 tiles into a square shape with the middle tile(s) missing (or if not possible use some other means to block the central corridor eg original card tiles).
Arrange the tiles so there are at least two options to move from one tile to the next in sequence, these should not be direct lines wherever possible. Pick one square and create a start and finish line along this piece.

Sector mechanicus, 4'x4'+ make the board with an impassable centre which should be roughly 1/3rd of the board surface in diameter.
Then choose a start/finish line.

Crews
2 player games,
each player should take 4 models of their choice from the gang, this may not be a hired gun, Dramatis personae, house agent or hangar on. Brutes may be taken.

Multiplayer games,
3-4 players, 3 models of their choice from the gang, , this may not be a hired gun, Dramatis personae, house agent or hangar on. Brutes may be taken.
5+, 2 models of their choice from the gang,, this may not be a hired gun, Dramatis personae, house agent or hangar on. Brutes may be taken.

Deployment
Players take turns to set up their models along the start line, no model can be placed within 1" of an enemy model.
No models may use special set up rules such as infiltration, tunnels etc
This is a TV show where the viewers want to see a race ;p

Gang tactics
2 players, At players discretion they may either pick an equal number of tactics cards to use 0-3 or roll a d3 and both receive that number of cards.
Multiplayer games, 3-4 players 2 cards max, 5+ 1 card max.

Ending the battle,
When the first model reaches the finish line having completed a circuit of the board, they are victorious.
In multiplayer games this could become a top three with rewards associated.

Rewards
2d6 x 10 credits to their stash of the model that crossed the line.
In multiplayer games the arbitrator should award appropriate 1st, 2nd & 3rd prizes.

Experience,
3xp to the model that completes the circuit and claims first.
2xp to models that are still active and not seriously injured when the race ends.
1xp for taking part.

Reputation
The victorious gang gains d3 reputation.

Weapon restrictions
Gangs may not use any weapon with any part that has a long range of 13"+, these weapons are kept back in the arena locker rooms for the games as fans want the fighting up close and personal.
Thrown weapons are the exception to this rule.

First turn, fighters may not shoot each other in the first battle round of the game, nor may they perform a charge. As soon as the 2nd round begins all models may act as normal.
Fighters that have a rule that normally stops this eg frenzon, have been issued a special Lobo chip from CabalVox that prevents these actions. (Space tech magic?)

Arbitrators notes
This is a sandbox scenario, where different additions will make massive differences such as the floor is a sludge sea or there are various flora and fauna waiting for our racers along the way. Another option would be to use the door rules from the Chrono maze scenario from Necromunda apocrypha in ZM games.
Try to limit the use of visibility affecting rules unless you want to come up with your own space magic explanation for how viewers get to see the guts of the race.
Traps should also be at arbitrator's discretion.
 
Needs a couple of additions
A) reaching checkpoints to confirm race points.
B) "Live stream" double action, racer stops to showboat and do a voxcast to showboat, must complete a cool check -2 to complete. If failed not only does action not succeed, crowd reacts d3-1 stubgun shots at BS5+ and d3-1 autopistols at bs 5+ these count as long range.
If successful gang gains extra reputation d3(?) and d3x10 Extra creds at end of race if they are not seriously injured at that point.
If fighter still wins race after live streaming twice they gain an extra d3xp.
Each additional live stream adds an extra -1 to the check.
 
I want to do both a classic pitch and a Necromunda themed pitch as well, just wish I had some more space to put all these projects...