N18 My groups campaign musings.

Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
Three of us have been playing a campaign idea that has been a nice break from that core rules.
we have Caldor, Enforcers, and Delaque.

First round of the campaign.
We are rolling ammo checks on every shot action.
Rapid fire dice is for Unstable and rapid fire guns.
We have start the gangs with only a champion, ganger, and juve. (250 credit start)
The settlement is the only territory we have.
We are gaining xp at a d3 on any 1xp gains.
We are only playing the Gang Raid Scenarios.
No injuries for fighters
Trading post/Black market is not open to the gangs, with the expectation of common wargear
Second round of the campaign. ( we are just about to get to this point). And have been trying to modify scenarios for gang raids. (half the deployed crew noted in scenarios)
After two gangs reaches 8 Members.
These gang can start fighting for open territories.
Trading post Black market open to gangs
Injuries start being rolled.


just wanted to express my thoughts so far on it.
 

Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
The Ammo checks have been to biggest change we have been using.

Its been kind of nice. Plentiful is a much bigger deal. Close combat has been more of a role it the fights, but that is more to do with the close nature of the fights.

As Delaque I have been running a lot of web gauntlets and flechette pistols. mainly because of their cost, close nature of the fights, and two ammo types.

The Cawdor have been running a champion with Bulging Biceps with a heavy stubber (we allow move a shot with unwieldly and BB). and two juves with flails(+1 WS, +1 STR) have been good.

Enforcers are hip shooting with a combat shot gun and a plasma gun(he got this with a scenario reward). The enforcers house guns having a better ammo check has kept they with active hard hitting guns a lot more then others.

So far the gangs have been a good expression of their houses in game play. getting Magnacled has been a real threat.

Side note of magnacles, we did update that doing Magnacle action over a Barricade gives target a +1 to INT roll. This action probably needs some work. like bonuses for friendly fighters or negatives for enemy fighters.
 

Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
Last weeks battle report

Enforcers tied to issue a search warrant to the Cawdor for some crates the Cawdor had found. The Cawdor furiously fought of the attack, notable was the moment when the Cawdor leader on leashed his heavy stubber at one of them. The Enforcer's armor held against half a dozen rounds of the weapon. In response to the Cawdor attack the lucky enforcer charged at the heavy stubber wielding leader. The enforcer failed to connect any attacks and was brought down with a single punch to the jaw. with that that the Enforcers where demoralized.

After their Victory the Cawdor when to the pub to drink and fight. A Cawdor juve tried to start up some drama and unknown patron threw a chair at him, dropping him to a quick sleep. during the ensuing rumble the Delaque and Cawdor started a mash pit and the Enforcer spent a round trying to get a juve cawdor with fearsome off a table. The enforcers eventfully threw out the unruly patrons.


Delaque and Enforcers had a Shoot Out out side of the Drinking Hole. Enforcers held their cool but being out number 4-2 fell in the aftermath. "We made a mistake in the battle with the Assault shield save. after the first round of shooting an Enforcer was hit by the over watch shot by the delaque champ, and ended their activation. But they saved with their shield save and where not pinned. Overwatch only ends the activation if target is pinned and or seriously injured."
 

Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
week 2
Delaque held a toll bridge to a Mine working hoping to convince the mine to pay dues to them. Enforcers caught wind of the intimidation tactic and went to break in up. Enforcer's hit hard leaving 4 of the Delaque dead. Mine officials great fully paid an enhance tax to the Enforcer directly.

Cawdor finding weakness in the Delaque position decided to exploit it. Attack the Delaque hideout as they lick their wounds. leading to one Delaque dead and one captured. Dark times for the Delaque. Only one Cawdor champ was brought low with a toxin blade.

Delaque with only 5 souls left. Decided to pay the enforcers with blood. After finding a patrol of enforcers harass them into a 5 on 4 (CEPHALOPOD SPEKTER with them). two enforcers where brought down, the other two fled with their blood in side.

Cawdor seeking to expand their holding went to a refuse drift, but had to go thru an Enforcer check point/
administrative drop box. Cawdor came roaring over the bridge with conviction and blind faith. they where meet with Enforcer shotguns carpeting the bridge. Few fo the Cawdor juves survived. after the first round the moral of the Cawdor was broken and the limped back to their hide out.
 

Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
side note this week. the group decided to limit the pet count to one pet type per model. But the Delqaue and cawdor had a
CARYATID join their leaders. who both had pet attached to them . seemed like too much to have multi pet types attached to a fighter.

My
reduces this later, maybe what to be able to make beast master fighters :)
 

Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
Rules question that we have had to consider. "Going to the Trading Post Action"

our current understanding - The Leader and all Champs that can take this action go at the same time. player rolls 2d6 then adds modifiers, Leader +2, Champs +1, every 10 level of Rep +1. With that number the gang can buy a number items equal to the number of fighters sent. At a rarity of the roll+Modifiers.

This has been working fine, but Cawdor Leader has connected now. And can do a second trade action.

Double Combined Trade - Is the second trade action gets all the bonuses from the first trade action with an additional +2 . or it"s not a separate trade action and the leader just adds his bonus twice (+4) to the roll.

Separate/Combined trade - Is the leader can make a second trade action with only the leader (+2) and rep (+1 per 10 rep). so the champs don't help, useless they have connected.

All Separate trade - Last this has show us that the group has been doing this wrong. And fighter don't combine their trade actions. and all go separately.

so far we have just gone with leader getting a separate/combined trade with second roll.
 

Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
Week three I think.

Cawdor and Delaque end up in a Propaganda war. With the Delaque Genertorium darkness descended in the dome. Cawdor having problems with the devious Delaque hiding in the darkness Decided to ignite the central tower in a blaze for the emperor's glory. Cawdor suffered little form the ignition, Delaque lost two and broke their nerve. And another Delaque died in the fight, leaving more buried than standing.

Delaque decided to go and harvest some ghast, Enforcers decided that was against the law. Delaque took a position at the top of a tower that held a Ghast deposit, Hoping to get in and get out. Right off the bat The Hired Gun "Scabs" went insane and leaped from a building. Injured for the fall Scabs was gutted by an Enforcer that found him. Next a Delaque champ Driven insane by the ghast left of the tower the Delaque where hold up in. A few enforcers decided to try to collect some ghast while the boss was not looking. One of them went crazy and injured the other. Both gangs nerve broke and fled the area. The Final round was a Delaque juve standing at the top of a tower and the Enforcer champ trying to shoot him off of it.

Group decided not to play Uprising Scenarios in the Non uprising campaign. Meat!! is fun but the rest kinda need to be heavily modified.
 

Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
2d6 rollScenario TypeMechcanicusMortilasBadlandsNarritive Scenarios
"2-3"SneakyAmbushSneak AttackFighter DownThe HIt
The MarauderLast stand
"4-5"CrimesLootersThe TrapManufactorum RaidGhast HarvestShoot Out
SabotageSmash & GrabCaravan HeistEscort Mission
"6-7"Treasure HuntForgotten rishesThe ConveyerArchaeno-HuntersMonter Hunt
Fungal HorrorExcape the PitThe Gauntlet
"8-9"Death MatchStand OffTunnel SkirmishToll BridgeDowntown Dustup
Border DisputeEscape the BadzoneMurder Cyborg
"10-12"Lowest Rating Choice
Our Current Scenario table
 
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Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
Question for yak tribe
What is the smallest a gang can get. i have four Fighter left in the my gang. if i get more of them killed or captured.
Do you think I should be forced to hire more, If don't want to. I'm trying to see if i can get them all but the leader killed. I don't trying to kill them in the fights, I just don't want to hire anymore.
 

Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
would i bottle with out an injury?

also will probably always be behind on activations. due to the current group the gang is in.
So have been trying to hit just enough fighters to get the opponent into a bottle check. then hide till they leave. it has had mixed results :/
 

Blarg88

Juve
Nov 21, 2019
22
31
13
First injury, OOA or broken fighter would be very unlikely to pass a break test if your starting with 4 or less.
 

Fireborn

Ganger
Sep 9, 2019
92
39
38
Festus
First injury, OOA or broken fighter would be very unlikely to pass a break test if your starting with 4 or less.
The worst cool in the gang is 7 a juve. And not likely to take a nerve test if no else is close. When your fielding 5 fighters you tend to be spread thin. its not optimal but the tactics are different when you are out number 2/1. sometimes if even throws you opponent off their game. but when it goes bad it goes real bad. lol