Necromunda Queen's Dome Turf Wars 3: Outbreak in Ornelius

Here is the aftermath of the battle over the Refuse Drifts fromt he MKR perspective:

HaploNate said:
Mushroom Kingdom Regulars Act 3: Fire in the Deep
Daisy’s bodyglove was working overtime to whisk the sweat away from her sensitive skin, she had just climbed up several layers of the Hive in a fairly short period of time, a large pack of gear slung over her shoulder. Some flack vests, a couple of lasguns but most notably, Nata…er… “Peach’s” Sub-Carbines. Daisy’s heart fell as she remembered Bowesette stumbling back to their settlement with Peach cradled in her arms. Yoshi then escorting in Shy Guy who, despite only having minor injuries, wouldn’t stop whispering to himself and furtively glancing into every corner. The opp had not gone well at all.

Daisy blamed herself, she reached up to the bandage still wrapped around her head and wanted to pull it off and stamp it into the dirt. If she hadn’t been injured maybe she could have saved Peach. Peach was like a mentor to her and, if Daisy was being honest, she had a bit of a crush on her too. Instead Peach was slipping in and out of consciousness, oh and their newest recruit, Luigi was out right dead. Daisy hadn’t really gotten to know him, just some punk kid from their settlement whom had badgered Bowsette enough for admittance into their gang, but not so much as to get shot, like one or two others had.

Daisy was a little scared of Bowsette, especially right now after the failed operation. Bowsette had been quite pleased when the Factorem Ossa had challenged them. The Cawdor gang had been making waves in the Queens dome, challenging all sorts “In the name of the Emperor”, and though they had little success, Factorem Ossa was well known and taking them down a peg would finally earn the Mushroom Kingdom some notoriety. At Least, that’s what Bowsette had claimed. But with three people down Bowsette’s well planned trap in the tunnels turned into a fierce and literal fire fight with the metal decking scorched black where the fire from both sides had crossed paths.

Bowsette, injured herself and with a newly shaved head to hide the fact that most of her hair had been burned off, collected Luigi’s body and stomped off into the settlement. She had apparently dumped the body in front of the shack Luigi had originally shared with some other young outcasts and simply asked “who wants revenge?” then picked the strongest of those who stepped forward to join them. Daisy was tending to Peach, when Bowsette escorted the newly minted juve into their makeshift camp.

“Whats your name kid?” Bowestte asked, flicking open the trunk that she used as a seat to her “Office” desk. “Ja..Jaxs, uh…ma’am?” Bowette pulled out a scroll with a House Van Saar seal on it and after glancing at it declared “Well your code name is going to be ‘Waluigi’..it uh comes from the orcish Waaagh meaning you’ll avenge your battle brother, Luigi’s, death”

“Yes Ma’am!” Waluigi excitedly exclaimed. Bowsette handed him Luigi’s laspistol then told him to go out with Mario and start training. After that Bowsette approached Daisy. “Quite moping, Peach will be fine, I need you to go upgrade some of our gear, I am not letting that happen again.”

And so, Daisy finds herself miles away from the Queen's Dome, and several tiers up into Palatine Hive, inside the dusty shop of an old acquaintance. Zeta-335 or Zeek as they refer to themselves. Zeek is an ex-mechanicus acolyte who was mistakenly abandoned by an expedition team but who adapted quite well to the life of a hiver and thus didn’t try too hard to get back in touch with their forge world.

“Elsy, its has been a while since you have graced my shop.” Zeek speaks through a vox-caster on their chest which always puts new customers off-guard. “I go by the name Daisy now, been running with a new gang in the Queen’s Dome.” Daisy dumps the sack of gear on the counter, “Want to trade up some goods.” One of Zeeks many arms pokes into the bag for a second. “This is all standard fair, hardly worth my time, you used to bring me Interesting things, like say, those Sub-Carbines on your waist, are those custom made?” Daisy places a protective hand over the sub-carbines. Peach had given them to her before she left, saying they were useless pieces of junk, but to Daisy they were a precious gift and she was loath to part with them. “Look, I came to you cause even your ‘standard fair’ is better than most, are we going to trade or not?”

After dickering for a while, Daisy was able to use the credits Bowsette had given her along with negligible price gouging on the traded goods to get the mesh armor and las-carbines Bowsette had requested with 32 credits to spare. Daisy was just on her way out when Zeek cleared their throat, well they made a horrible racket out of their vox-caster, before sliding a case out onto the counter. “You know, I have something that might interest you.” Daisy sighed and went to look, she knew she had gotten off too easy, no way Zeek would let someone walk out of here with credits still in their pocket.

Inside the case was a custom combi-autopistol with a plasma chamber neatly integrated into the lower barrel and the auto-clip cleverly hidden in the pistol’s handle. It was clearly Zeek’s work, they loved adapting Van Saar tech. Daisy, eyed the price tag. “You know I can’t afford that.” If Zeek still had a mouth, Daisy was sure it would be beaming. “Yes but you still have things with which to barter no?” Playing coy, Daisy plopped her old laspistol onto the table. “This cover the deficit?”
“Hahaha, no.” Zeek replies, “But I suppose I will only ask for one of those sub-carbines instead of both as I had planned, shame to break up the set though.” Daisy hesitated before handing over one of the sub-carbines. But Peach had said they were to be thrown away, and this combi-pistol would make such a good get-well-present.

“Pleasure doing business with you, as always” Zeek intoned as Daisy walked out, with a slight spring in her step as she imagined how much fun she and Peach were going to have trying out the new pistol together. Preferably by firing it at the heads of those who had injured Peach in the first place.

Jacob Dryearth said:
Is this redrobe trying to steal Van Saar tech? Hmmm.

HaploNate said:
Whaaaaa? Would never dream of it, they were "left behind". They just enjoy tinkering and seeing new things, of course they aren't engaged in any "industrial espionage", they didn't put a tracker in the hilt of the pistol they sold Daisy and certainly have no interest in any new shiny vaults that may have been unearthed recently...
 

The downtime battle was a 5 player VS Arbitrator Purge! scenario. The legendary Karloth Valois and his zombie and scavvy hoard had been bottled up on the tunnels between two domes. The gangs worked together to purge the area, at first...

Participants:
Bright Reavers - Van Saar
Disciples of Gray - Chaos Helot Cult
Rainbooms - Escher
Slag Hounds - Orlock
Wrecking Crew - Golaith
 
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Setup:
Here you can see how the tunnels lie between the two domes. Karloth was hiding in the middle of the tunnels... but the gangs didn't know this.


The battle took place at the intersection of two domes. The space between was Zone Mortalis and is unsurprisingly where Karloth Valois was hiding out.

A nice shot showing the dome wall. We counted the outer walls of the ZM tiles as going all the way up to the dome roofs so they blocked line of sight.

Deployment:
The leader of the Disciples of Gray and his newly acquired Ambot infiltrate deep into the wastes...

More Chaos Cult deployment, the sniper nest.

Deployment for the Slag Runners of House Orlock.

Deployment for the Rainbooms.


Deployment for the Wrecking Crew.

The Bright Reavers were late to the Purge.

To be continued...
 
The Rianbooms start it our right by fumigating a giant rat's nest, 4 of 4 exterminated!

A group of Scavvies is trying to restart a broken servo hauler, when the Slag Runners start raining shots into them.

The Bright Reavers arrive late to the party, and start assisting in the mayhem.

One shot, one kill from the Helot Cultist sniper. (actually it took several shots)


Rainbooms start kicking zombies in the head as they climb the ladder, then their leader jumps down and whips them to 2nd death.


A gigantic spider stalks the Slag Runners, this guy ended up getting taken out, but survived. The spider later survived a round of firing line retaliation and then tried to escape. It was cut down with an eagle eyed shot from the Orlock leader.




To be continued...
 
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Overview of the scene on 1 half of the table.


After cutting through rats, and zombies, the Rainbooms encounters a band of scavvies, They end up taking most of the out, but the casualties force them to retreat.

Hineni17 said:
By my count, Luna killed 4 rats, 2 skavvies and a cyber hound before being told to stand down and head back to town to collect bounty money.




Some scavvies meet the business end of the Disciples of Gray's Ambot's Grav Fist, as the first gang breaks into the tunnels.

To be continued...
 
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The Slag Runners of House Orlock finish off the scavvies looting the servo-hauler.

...and their Cyber-mastiff is commanded to heel when it takes a threatening pose towards the recently arrived Bright Reavers of House Van Saar

The gangs somehow manage to not turn on each other for the time being, even with so many opportunistic targets!

The Wrecking Crew of House Orlock finally make it to the tunnels after being held up by scavvies, but the dead-eye shots from the Cultist sniper tower clear the way for them to advance. (this is my favorite shot of the whole bunch, something about the atmospheric effect)

Karloth is finally found. He shouts out, "you fools! I am trying to save you! This zombie plague is a new strain, and I cannot control them. Join me or you are all doomed!"

There is some discussion on whether he is telling the truth or not. The zombies protecting him or noticeably less aggressive and skilled. The gangs all come to the conclusion that he is lying and is actually trying to understand the nature of the newer more dangerous plague zombies besieging Queen's Dome in order to increase his power!


Disciple of Gray hive scum closing in on Karloth Valois.

...who retaliates by sicking his horde on them across a rickety bridge.

The Ambot continues hurting scavvies while the rest of the gangs converge on Karloth.

The Slag Runners make it to the tunnels in time to see the Ambot get pinned by scavvy gunfire... somehow.

To be continued...
 
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Well it's never too late to finish a campaign log right? Here is the end of the Mid-campaign event featuring Karloth Valois from August 2019...

The Wrecking Crew faces off against Zombies and Feral dogs as they enter Karloth's lair.

The Rainboome finish off the Scavvies outside of the tunnels, but realize they have been slowed down in the process, with several fighters out, they decide to leave while they still can.

The battle between Karloth's Scavvie allies in the tunnels continue their 3-way shootout with the Disciple's Ambot and Slag Runners, a grav pulse slamming them and several barrels up into the ceiling and them down to the ground.


The Van Saar make it into Karloth's lair and prepare to attack from behind.

Karloth forges a hasty alliance with the Disciples of Gray and makes his escape... but in trying to manifest powers against the Van Saar hot on his heels he goes insane and begins attacking the hired guns of the Disciples!

And the Cultist heavy stubber takes him down with a well placed shot.
EelBeater said:
Karloth was just dilly dallying and then try to suck a wound from one of my scum and got attacked by the warp and went insane. Then he started shooting my scum so my heavy stubber had enough and put him down to claim my bounties.

And just like that the battle ended. The vile cultists of The Disciples of Gray betrayed the other gangs by joining Karloth, and then attacked him after he turned on them, perhaps in confusion, perhaps with other motives... They claimed his bounty, a strange move for a chaotic cult, but one welcomed by Ortimox Podge the Guilder. The whole event is covered up and no report gets uphive... at least he believes so...
 
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The mega-battle Purge scenario from the perspective of the Disciples of Gray:
EelBeater said:
Battle report
Tim calmed his breathing after his long climb to the top of the derelict power generator. He surveyed his fields of fire far below and was satisfied with his perch. From here, he and Brother 1 could cover the brethren as they worked there way through this Purge. He still had questions as to why Pete even agreed to this alliance, but Pete was wise and must know what he is trying to accomplish.
As he peered into the murky depths below, he saw a section of the dome floor begin to tremble and collapse in on itself. He knew this was no hive quake. In a matter of moments, The cults newly acquired Ambot, Dig Dug, appeared in the gaping hole followed closely by Pete.

Even at this distance, Pete projected a sense of wonder and awe. Tim’s mind flashed back to the first encounter he had with Pete. It seemed a lifetime ago that he was a member of House Orlock. What was his former name? Bruce, Butch? No matter. He was Tim now. It had been the first time they encountered these hordes of undead. Several gangs had been searching and fighting for archeotec in the newly discovered dome, but it quickly turned into a free for all to escape through the top. He remembered covering his so called brothers as they worked their way to the elevator shaft. At the time he could see the favored of Chaos on the ground floor fighting the horde. They did not seem to even be trying to escape. What were they doing. He had only a moment to contemplate as the undead closed in around him. He glanced toward his retreating “brothers”. “Save me!” They paused and looked at him before turning their backs and running. H swore out loud as the corpses piled up around him. Just as all hope seemed lost, an imposing figure appeared behind the horde. The small lamp behind him seemed to project an aura around him. The man raised his axe and for a split second he prepared to feel the blade of the axe on his neck. To his great surprise, this awe inspiring man began to cut swathes through the undead. “Go free my brother! Join us and live like you never have before!” Tim broke free of the horde and stood frozen in awe. A feeling washed over him he had never felt. It was almost an unconditional love for this hideous yet beautiful being. He would follow him through the warp and back. He didn’t want to leave his side but the Demagogue yelled. “Go brother! We will meet again!” Tim made his escape as the horde fell upon the man. Surely he would never see him again. A depression washed over him. He couldn’t explain these feelings.

Miraculously, Pete as he now knew him had escaped. Was it some dark forces? Could he control these undead somehow? Did he have assistance? It didn’t matter. All that mattered was that Pete had found him and he was now part of a brotherhood he never felt in his old traitorous house.

Tim’s mind snapped back to the present as he heard the krak of Brother 1’s long rifle come to life one level below. He quickly surveyed the depths and heard the thump of Dig Dug’s grav fist and saw it suck a zombie into it’s center. Pete’s disgusting little familiar ran to the zombie and seemed to dance on it’s body as he sliced and diced it to pieces.

Tim looked toward the left, scanning for targets. He saw a group of Scavvies appear at the top of a ramshackle structure and were about to ambush the advancing crew from House Goliath. For a moment he thought he would leave the meatheads to their fate when he heard a whisper in his ear. “Shoooooot...” Startled, he turned his head and saw nothing. Simultaneously, as if with a mind of it’s own, his trigger finger squeezed off a volley of fire toward the Scavvies. In bewilderment, he watched as the bullets seemed to fly on wings, through the scaffolding and even ricocheting into the group. They had found their targets and the group dropped to their bellies as they tried in vain to avoid the fusilade. At almost the same instant one of the Goliath threw a grenade and it bounced off the building right back at the meatheads and they scrambled. One of them tried to fit his hulking body behind a pole. He laughed out loud and knew it would be a good day.

As Pete and Dig Dug worked there way into the tunnels between the domes, one of their scum from the Pits opened another door. As soon as the door slid open an eerie booming voice echoed from the tunnels. “YOU FOOLS! I AM TRYING TO HELP YOU!” He barely had time to try to comprehend when it boomed again. “JOIN ME AND TOGETHER WE WILL RULE THE HIVE!’ No sooner had this mysterious voice spoken that he heard the thump of Dig Dug's grav fist and the screams of surprise coming from the tunnels. Instantly he knew Pete had turned on an unsuspecting gang. Was this his plan all along? No time to ponder as he turned his focus back to the task at hand. He now knew he must help this mysterious figure escape.

As he covered the door, a looming figured appeared. What the hell is that? Surely it isn’t Karloth Valois he had heard so many stories about. No matter, he had his escape covered. There was nothing to stop him. The figure lingered in the doorway and seemed to suck the life from one of the Pit scum. “RUN!” Tim shouted at the figure. What was he doing? Again the figured turned to the other Pit scum and began to draw the life force from him. But it did not go the same. In an instant, there was a flash between the two figures as if space itself had been ripped in two. He only caught a glimpse of the horrors in this rift and turned his head. What was happening? He heard a blood curdling scream come from Karloth. Tim watched as Karloth turned on the scum and began firing wildly. They both slumped to the ground at Karloth’s feet. Karloth then began to walk back into the doorway he had come from and Tim made a split second decision. He let loose with his heavy stubber and the vampiric figure slumped to the ground. He wasn’t sure if he even made this decision consciously. No matter. It was done. He would answer to Pete if need be. All he knew was that his brothers would make it out in one piece and they had collected an enormous bounty.

And from the Rainboom's perspective:
Hineni17 said:
Aftermath
“Luna! Cool your jets! We’re pulling out!”
Shimmer’s voice cut across the wreckage at the edge of the dome, halting Luna’s headlong charge through the Skavvies they’d flushed out of hiding.

“What the hell?!” Luna spat in response. “I was just getting warmed up!”

“Grab Pinkie and let’s go!” said Shimmer, pointing to Pinkie’s limp form.

An iron rod fired from one of the skavvies had punched a rude hole through Pinkie’s shoulder before driving her backwards into some piping. On most days Shimmer wouldn’t bat an eye, but she wasn’t here on her own terms and any excuse to leave was a good one in her book. If it wasn’t for the bounty she never would’ve agreed to help with the purge. The credits were nice but weren’t good enough to risk losing one of her girls, especially when the other gangs were quickly reducing the possible targets.

With a grumble, Luna sheathed her pair of swords and hopped over to pick up Pinkie’s body. She dragged her for a few feet before Celeste stepped over to help her sister with the awkward task. The pair slowly followed Shimmer and Jackie toward the collapsed manufactorum they had used to enter the area, stopping only to wait for the shrill sound of a whistle to signal the all clear.

“Hey newbies!” Shimmer yelled as they approached the ruined building. “Grab Pinkie and get her back to the settlement!”

Without a word two purple haired women leapt over a stack of crates and began to carry Pinkie back into the gloom. As they passed, Rainbow stepped up to a railing above them and waved, before slinging her las rifle over her shoulder and sliding down a ladder to the ground.

“How’d it go?” Rainbow asked, joining the group.

“Could’ve gone better,” Jackie answered. “But we have a sack full of rat tails and skavvy ears to hand in. It should fetch a good bit of cred from the guilders.”

“What about that Karlo guy?” asked Rainbow.

“Some of the other gangs swear they heard him,” replied Celeste “but I doubt it was really him. Seems sort of suspicious for the real Valois to be so easily cornered.”

“Yeah,” continued Luna. “but it sounded like at least one gang got eyes on him. Either way, those Grey chaps broke the truce and attacked another gang. That won’t sit well with the guild.”

Shimmer silently agreed, her thoughts drifting back to the conversation she’d had just before leaving the settlement. Pouches was talking to her about her last workshop, while absent mindedly walking Celeste through the maintenance required to keep her plasma gun in top shape. Apparently she’d heard rumors that there were strange rituals taking place in areas under the control of the Grey. If they’d turned on another gang, it may have had something to do with the supposed offer from Valois or an attempt to use the cover of the fight to capture someone for one of these rituals.

The Rainbooms had already been spreading the word about the increasing cult activity in the dome, but Shimmer was starting to wonder if more could be done. She wasn’t normally one to get involved so heavily, but things seemed to be getting out of hand. The other gangs were being pushed out of their turf, and it was only a matter of time before they set their eyes on the Rainboom’s territory.

Then there was the matter of Pouches. Shimmer couldn’t quite put her finger on it, but she seemed out of place. She was almost too good to be true. Only days after Celeste returned from her errand to the guilders to discuss the cult activity, Pouches had appeared to ‘help’. She seemed to know her way around pretty much every weapon the gang got their hands on, and seemed to have a near endless supply of magazines and energy cells to boot. And now that Shimmer thought about it, the trading posts had been surprisingly well stocked every time they ventured to town since she showed up.

Maybe she was getting paranoid. There were plenty of ghost stories to go around. No use dreaming another one up.

-=-=-=--=-

“You think she suspects?”

“Of course she does,” answered Pouches. “She’s not an idiot.”

“I should certainly hope not. How do you suggest we proceed?”

“Perhaps you should meet her face to face…in a way,” said Pouches after a moment of thought.

“Oh? What exactly do you have in mind?”

“Discord and Harmony,” replied Pouches.

“Oh I like that idea. I like that idea very much.”
 
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The second half of the campaign begins. The amount of battles has begun to taper off, but there are still some battle reports to come!
In the events we see weakened zombies (I have not repeated their rules here for brevity, stats are just lower). We also see some of the gangs deputized, and rules for Outlaws and Watchmen that I made for this campaign from the before times of the Gang War books.


According to my notes (this was 2.5 years ago) the Iron Eagles ambushed the Ashlanders on the banks of thier Sludge Sea turf..
Diggitydug said:
Ashlanders chapter 3

Bullets pinged off of the metal scaffolding where Blaze was hunkered down, hiding behind railings. They had been ambushed by some crazy rival gang. Blaze could not understand how someone found them. The Ashlanders were so deep in the hive no one was even supposed to know they were there. Watersinger had said there was a hidden place, deep below and between underhive cities, that they were supposed to go. Walks-the-path had found it. It was an old medical facility, still mostly intact, and full of bits of tech.

Scrap Iron had pulled the most useful bits of tech out, and they had packed up several sacks. It wasn’t just new tech they were collecting. They had made quite an impression on Hive Primus. After Grey Dawn's stories about the harsh but free outside world, more than a dozen under hivers had come and pledged their service. Watersinger had looked at each one carefully. She picked out two young girls, and two boys all mutation free.

They took these four younglings, and the sacks of tech and had slipped back outside. There they met Thunder looking no worse the wear with his new metal hand. He had brought a dune-runner, and two other gangers to help collect the younglings and the tech. The whole troop had spent a glorious night outside watching the stars twinkle through the chem trails. They laughed as the hivers saw stars for the first time. Several bottles of Gutfire, a fermented mushroom whiskey had been passed around the campfire. Before long, Coyote and Gray-dawn were telling stories bout the trouble they had gotten into as youths. Then surprisingly, Walks-the-path told a story of being offworld, on a far away planet. Everyone sat at listened with awe and amazement.

The fire was warm, and so was Thunder's shoulder. She could feel the Gutfire calling for her to bed down, right here, with Thunder, and she was giving in. "Falling Asleep?" he said looking down at her. She rose and stretched and held out her hand. "Not quite yet", she smiled drunkenly, and led him back to his tent.

The next morning she could hear yet another argument between Grey Dawn and Watersinger.

"We’ve gotten what we came for... It’s time for us to leave", Grey Dawn said. "I am the leader here, i was put in charge. I say we move out".

"NO!" Shouted Watersinger. The anger was new. She had become more and more erratic since their arrival. "MALAL whispers to me! He tells me things! He tells me our prize still lies within the collapsed hospital! He will bring DOOM to us all if we do not find it!".

They had argued back and forth for an hour. In the end though, Watersinger won. The Ashlanders said goodbye to the open world and crawled back into the rotten box of humanity called Hive Primus.

Before they got home, though the Ambush happened.

Now she was sitting here under a massive hail of bullets wondering if she would ever kiss Thunder again. The room they were stuck in was an empty foundry. Walks the path, Coldsight, Watersinger, and Grey dawn had been on the floor when one of the clawcats had let out a horrendous screech. The cat had grown unnaturally over the last few weeks and was now the size of a large mastiff. It had lept at Watersinger and knocked her to the ground. Right as the first sniper bullet put a thumb sized hole in the sheet plate where her head had just been.

After that, it had been a rain of bullets. The gang attacking them was located in the scaffolding around the foundry, shooting down at the others. It was a death trap.

Blaze had to do something. She raised her grenade launcher and popped in three smoke grenades. Waiting for what she though was a lull in the gunfire she popped up and dropped a smoke bomb right in the middle of her companions.

Grey-dawn, Coldsight, and the rest wasted no time. Under the cover of the smoke they started dodging and weaving from pipe to crate. Only by the Grace of the Lord of Ash, were they not slaughtered where they stood.

Blaze watched through a chink in the scaffolding. Just as the smoke canister ran out, she popped up and launched a second.

Now the four Ashlanders on the foundry floor were running. There was an open pipe up ahead, broken in several places that would get them out of sight and out of the foundry if they could just get to it.

She heard Coyotee's heavy stubber opened up, laying down a suppressing fire, covering their friend's escape.

Blaze popped up again, and dropped a smoke canister right at Grey Dawn's feet. For an instance she saw him look up and smile at her. She had done it! They were going to make it! The other gang was yelling in confusion as their quarry slipped the noose. Blaze shouldered her rocket launcher and ran towards the ladder. Soon she would be down, and out and free.

As she spun and put her feet on the ladder, she looked to her left. And there, standing in the open, was one of the ambushers. He stood there in his black leathers, leveling an auto pistol at her. For as half second they stared at one another. Then there was a flash, and Blaze was falling.

And then

Nothing

I as Arbitrator had a Delaque agent make the Slag Runners an offer they couldn't refuse... The player had plans to switch to Delaque in the next campaign, and this was just a little narrative to bridge the gap and introduce some intrigue, threads to be picked up next season.

JacobDryearth and Wraithu said:
Deal making

Arbitrator:
Harker had just returned from Ornelius with the Slag Hound's bounties to find a shadowy figure sitting in the chair behind his desk in the mine's newly refurbished foreman's office. Her bald head, occular implants, and porcelain skin immediately identified her as one from House Delaque. She twirled a throwing knife between her long fingers and laid out the offer.
"this mine could... be useful to our affairs... surely you Orlocks are sick of toiling away in these... choking depths by now? The people I represent can offer you... treasures... something worthy of your... penchant for technological acquisition. trade us this mine for the item shown here..." she slid a dataslate across the desk with technical data and servo skull recordings of a peculiar archeotech rod to Harker. "do we have a deal?"

Wraithu:
Harker leans over the table quickly glancing over the data slate, ignoring the woman initially. Then tosses the slate on the table back towards the Delaque.
“Hmph…here is my offer to you. The Mine Workings is better run by the Slag Runners. It is what we do and we do it damn well. I'll gladly invest 1/2 of the profit we get each time into your "information network”. Especially anything that has to do with the heretical or twists factions that have moved in around here. Also as a sign good faith between our houses I will accept this acheotech rod.”

Arbitrator:
Harker can't tell due to the implants, but swears the Delaque agent raises an eyebrow in response to the counter-offer. "your negotiation skill is... refreshing after other less... reasonable reactions, and will be... noted to our superiors" she whispers. "nonetheless we will... accept no less than 75% of the profits... unless you have something else to offer us...?"

Wraithu
“Look as much as I like collecting rare tech, it won't put corpse starch in my brothers & sisters bellies. 50% is what you get. But I am not unreasonable, so despite your well established information network, I know the Delaque house doesn't have much of a physical foothold in the Queen's Dome. The Slag Runner's will be your muscle for one move on some turf. You just tell us which one and if we take it, the turf is yours. But nothing Orlock owned, period. After you get your turf the tithe from the mines stops. Granted should everything go smoothly with this opportunity I will be happy to negotiate further deals.”

Arbitrator:
With a musing lip curl the Delaque agent nods in the affirmative. "a most acceptable deal. we will... provide you with a list of valid targets... and to prove our... good faith... the item will be delivered immediately. this has been most... beneficial to both of us Harker of House Orlock. may this be the beginning of a mutually... beneficial arrangement."

TRANSLATION: The Slag Runners will give the next territory they capture to the Delaque.
 
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The Ashlanders narrative to sum up where they sit at the moment, as the campaign winds down (only 5 battles were fought in the second half, as opposed to 26 in the first). They make a big discovery...

Diggitydug said:
Ashlanders Chapter 4
Watersinger had been gone into the collapsed dome for several days now. Graydawn sat on the top floor of the abandoned hospital and looked out into the darkness. While the internal lights of the building worked, in this fallen dome the massive skypannels that regulated "night" from "day" did not. Scrap Iron had rigged up one of the power sources to a bunch of flood lights on the roof. They cast pools of light out into the vast sea of twisted plasteel and ferrocrete. Ruined fingers of building and scaffolding poked up through the heavy slabs of dome roof that had fallen and crushed this place untold years ago. Patches of fungus trees grew here and there, and animals skittered from shadow to shadow.

Life here was sustainable. Graydawn missed the open world, but at least they had found water in an untapped pipe. It was clean enough after boiling. Cold sight had spent the last day sniping at a wild pack of hive rats. Out of boredom she had talked Coyote to skin one. They were actually quite tasty. So between the dried fungus balls they had brought with, and the fresh meat and water, they were doing alright.

Graydawn still mourned the loss of Blaze. Cold sight wouldn’t even talk about it, but kept to her perch on the rooftop sniping rats and staring at the shadows.

Coyote, his old friend sat down next to Graydawn. "Three days she has been gone. I think we need to talk."

"She will be back", Graydawn said. "She took the Clawcats with. They will protect her". The two clawcats were formidable indeed. Over the last week they had grown to be three feet in length. Graydawn could not explain it.

"But what if she does not?", said Coyote. "We have gotten what we came for. Tech, New Blood. We should consider leaving. I know you two were.. close. But you are responsible for all of us. Not just the one."

Graydawn sighed. Coyote was not the only one who felt this way. In fact the whole party did. They had seen how stressed Watersinger was. There was muttering that Malal, while the God of the Ashlanders, was also known to consume those he was displeased with. A few wondered if Greydawn's malady was the start of madness.

Coyote turned and looked out into the darkness, the two Sunhawk feathers he wore in his hair caught Graydawn’s attention. They had been six when Coyote had found the sunhawk half covered in an ash dune. One wing had been broken. Rather than eating it, or leaving it. Coyote had nursed it back to health. While its wing never healed fully it stayed by his side for years. When it passed, Coyote kept its feathers. Looking at them now, Graydawn thought of loyalty, and friendship, and love. And he missed Blaze even more.

"Look, I know that Watersinger and I have been close. Scrag! you have known her as long as I have. She is different now. She has.. changed. But she told me this. She said that there was a terrible evil starting here. That one of the four dark brothers of Malal had gotten a foothold in this hive. Soon the Plaguebrother will consume them all. We will only be safe in the Ash for so long." Graydawn sighed and took a sip out of his cup. "She said that Malal wants to thwart his brother. He as shown her the way. And if she serve him, he will reward her and the Tribe."

"Do you believe her?", Coyote asked after a pause.

"Yes.. I think so". Graydawn said. "She has become so very powerful. I think Malal has chosen her. I also worry... i worry we are losing her".

Coyote placed his hand on Graydawn’s shoulder.

Across the roof Coldsight whistled sharply twice. Ashlander for "Something’s coming". Graydawn signaled her with hand language "What is it?".

"Something Big", she had signaled back.

Greydawn whistled twice down through the hole in the roof for Walks-the-Path. He was up with them in a flash. He looked to where Coldsight was pointing and looked through his vis-scanner. Graydawn could hear the thudding crush of footsteps in the darkness. It was one creature, and very large. Coldsight kept staring through her sniper sight trying to see something.

Walks-the-path let out a string of words in a language Graydawn could not understand. He turned his masked face to Graydawn and in his always muffled voice said "You will want to see this".

Graydawn took the viz-scaner and looked out into the darkness where Walks-the-Path pointed. After a few seconds of whirling focus, the Vis-scanner picked out a form, enhancing the darkness, and circling it with a green electronic outline. Data scrolled by listing the distance, and size of the object.

It was a massive beast. Three times taller than a man. It was an unholy amalgam of creature and machine. It had the head and feet of a bull. Massive taurian horns sprouted from its head and curved around in two great crescents in front of it. But its torso was human like, and it walked on two legs. One arm was not flesh at all, but what appeared to be a massive gun. Bits of the creature, knees, elbows, feet, appeared to be made of metal. Graydawn had heard of servitors, cyborg human machines made by the Imperium out of criminals. The lobotomized servitors were only good for simple tasks. Graydawn found those horrific. But this was like some techpriest had gone mad. That was not the worst thing. The creatures other hand was human like, the size of his torso and ended in claws the size of daggers. This hand was outstretched holding the hand of the tiny person who was leading it forward. Graydawn didn't have to guess who it was. Two clawcats gave it away.

Down in the rubble below them, Watersinger stepped into a pool of floodlight. She was leading the Taurian creature like a mother leads a toddler. She whistled clan greeting and looked up at them. Patting the beast on the hand she called up. "Malal mourns the loss of our sister. But he has provided."

Coldsight looked up from her scope to Graydawn, her straw colored hair catching the light. "Should I... should I shoot it?", she asked.

Graydawn and the others looked down as the beast shuffled in a circle, and then squatted down on a rock pile. It clumsily tried to pet one of the clawcats.

"I think that would be a bad idea", said Graydawn "I think you will just make it mad".

TRANSLATION: They hired an Ambot.
 
And here it is the final battle of the campaign, a special one triggered by the Mushroom Kingdom Regular's secret subplot - "Breadcrumbs." A 4-way Archeo-Hunters scenario, MKR and Ashlanders VS. Factorum Ossa and Iron Eagles.

HaploNate said:
Vault break-In (pre-battle call to arms)
In the early hours of the "morning" when the powerful lamps that denounce "day" in the larger domes are in low power mode, a messenger arrives at each gang with a peculiar message.

The Disciples of Gray and the Ashlanders get a message along the lines of:

"You sots have been rejected and unfairly outcast by those that claim "power". Come show them how powerless they really are by taking what they cherish! Meet outside "The Vault'' and let's break it open for all!"

To those gangs that have been recently deputized a short, anonymous letter appears:

"Cult activity suspected at The Vault"

Every other gang gets a message as follows:

"Some big shot Van Saar have been arrogantly trying to peddle out archeotech as if they own the under-hive. Let's show them what it really means to run down here and break open this "Vault" and teach them a lesson in fair prices. Anyone who can get into the vault can take what they want!"

(So I am planning on running a side mission at (local game store) which is a unique version of the Archeo-Hunters scenario. We all (mostly) try to break into the vault with the archeotech that the Var Saar faction that is against MKR have been hording. The mission largely runs the same except every ganger that makes it into the vault will be able to make an initiative test to see whether they snag some sweet loot or get captured by Van Saar agents. Now if a ganger is a part of a deputized gang this may not look so good so maybe the newly minted watchmen want to show up to prevent anyone from breaking in, or at least put up a good show and then secretly try to see if they cant grab some goodies too. Getting caught may have some consequences but not getting caught will nail you some credits and maybe even some archeotech as for those outlawed gangs, well what do you really have to lose?)

Battle Report
Yesterday's 4 player battle was the culmination of the Mushroom Kingdom Regular's subplots intersecting with the mysterious pull felt by the Ashlander's witch, Watersinger. MKR and the Ashlanders had allied to try to break into the Vault, while Factorem Ossa and the Iron Eagles made an alliance of convenience with no real goal other than to do some damage to the outlaws!

The battlefield overview:


The overwhelming firepower of the Van Saar and Ashlanders kept the other team pinned down most of the game. A burrowing Ambot-like Cyber Deamon popped up behind the Cawdor.



 
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All of their shooting missed the monstrosity, including the twin linked heavy stubber carried by Mike & Ike, at under 10' away. Luckily Vargus and Snood were able to emerge from the tunnels behind the beast, and with a little help from a well placed Orlock bolter round, Vargus killed the cyberdeamon in hand-to-hand combat. He is taking a new title, Deamonslayer!

The Mining Automata stands silent in powered-down mode.

Iron Eagle heavy bolter fire puts up stiff resistance against the Ashlander + MKR alliance.

The vault raiders take positions

The full force of Factorum Ossa can do little but pin the Servi-taurus Deamon engine!

Watersinger roasts an Orlock who gets too close

Vargus the Purifier faces down the hellish abomination of metal and flesh, and in the process becomes a legend on House Cawdor, now Vargus the Deamonslayer!

Meanwhile The Mushroom Kingdom Regulars had managed to control the mining automata long enough to smash open the vault and they started piling into it along with some Ashlanders. Most of those who entered the vault were quickly rounded up by Van Saar agents and thrown in a cell. But in the confusion, the MKR leader managed to slip away to investigate further…

Player Responses:

Raven911 said:
Awesome board and well played by the MKR and the Ashlanders! Luckily I suffered no serious casualties, and Swarzengger has a bionic eye on order with the local doc. Doug told me that after taking his demonbot to the mechanic/ vet that they had to euthanize it. Poor fella. The Iron Eagles will have their revenge!

JacobDryearth said:
Yeah, that poor doc when the gang hauled that beast into his clinic! I felt bad about killing it in its first(?) battle, but then again my leader has now known as Vargus the Deamonslayer, and the Emperor even saved him from a lascannon shot right after the smiting!

Diggtitydug said:
Well the Ashlanders were certainly taken down a few pegs last night! The Sertvi-tarus dead, and my Psycher and Heavy Stubber captured! But the company was good and the story is fantastic!

HaploNate said:
Wait, our reward for breaking into the Vault was that we all got captured?


And with that Queen's Dome Turf Wars 3 came to an end. It was a real blast with everyone forging their own narrative, some more than others, but that's OK. Those that participated the most helped to shape the next installment of the Queen's Dome saga.

Here are the triumphs for the Queen's Dome Turf Wars 3 campaign:
Dominator (most territories): Iron Eagles
Slaughterer (most OaA caused): Iron Eagles
Creditor (most wealth): The Pride of the 4-Armed Hive Killer
Warmonger (most battles): Factorem Ossa
Powerbroker (most rep): Iron Eagles

THE STORY CONTINUES IN QUEEN'S DOME TURF WARS 4: THE PROLOGUE - JAILBREAK
 
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As requested by Petitioner's City, here are the secret subplots each of the gangs (besides mine, as Arbitrator I didn't want to give myself any advantages).

Ashlanders
New Blood

As an outsider to the Hive, you will need to find your bearings in this so-called “Queen’s Dome.” A local guide could prove invaluable as you search for what you came for, stable genes. If you could convince one of the locals to help supply you with young folk it will drastically speed up your mission.

Any of your fighters may make the Bargain (Basic) action if within 4” of an enemy fighter. If your fighter can pass a Leadership test you may reveal this subplot and immediately pause the battle to negotiate a truce with that gang. The Ash Wanderers are looking for young folk with no mutations or rad sickness (so Van Saar aren’t a good source of Juves). This means that they must give you any Juves that are generated by their Settlement territories, these children will not become part of either player’s gangs, but will instead be smuggled out of the Underhive, and back you the Ash Wanderer’s tribe. Each Juve smuggled earns the Ashlanders 20 credits from their tribe.

What the Underhive gang gets in return from this may be any combination of the following: credits, equipment, territory, or prisoners. This should also decide the ownership of the territory being fought over at the moment, as any further fighting right now will void the agreement. If a deal can be reached, the battle ends immediately and whoever the players agree as the new owner of the territory at stake is counted as the winner. Any future battles against this gang will void the contract. If a deal cannot be reached, continue the battle as normal, and keep this subplot for use in another battle.

For example: the players could agree that the Ashlanders allow the other gang to gain the current territory being fought over as a down payment, and will also be paid 10 credits from the Ashlander’s payment for every Juve they provide.

For Malal
Watersinger is obsessed with achieving some greater purpose for Malal, and needs to get Malal’s attention in order to understand more clearly. You will be required to find a place of power and perform a ritual. At the start of each battle make a leadership test for Watersinger if she is in your starting crew. This represents her influencing the gang’s actions and directing them towards the place of power. If successful, place a token (the size of a 25mm base) anywhere on the battlefield that is more than 12” away from Watersinger. It would make perfect sense to count this as a Cult Ritual Chamber from the Badzone Delta-7 rules. During the battle, she may perform the following action, which counts as a Psyker Power:

Call out to the Void (Basic) - Continuous Effect: The psyker beseeches the powers of chaos, specifically Malal the Lord of Ash, for guidance. If they are able to maintain this power during the next round as well, the ritual is complete.

If successful you now know what you must do… Watersinger immediately gains 2D3 XP.

Iron Eagles
Show of Force
Sometimes winning isn’t enough, and to really drive home the dominance of a House, its enemies need to be utterly crushed. At the end of a game, if there are at least 5 enemy fighters Out of Action (not counting those that have fled the battlefield), reveal this subplot to gain D3+1 Reputation for your gang. This bonus Rep can only be achieved once.

Mushroom Kingdom Regulars
Making a Statement

(See rulebook entry)

Following Breadcrumbs
The trail has turned cold, the Van Saar team you were sent to locate clearly entered the Vault, then House agents took over and no one was allowed in. Van Saar are now taking sides in an internal shadow war that the House can’t allow to spill over into Hive City. If you could orchestrate a raid on the Vault, and slip in unnoticed you may be able to locate Tuatha De Danaan.

You may arrange a multiplayer side battle during the Takeover Phase at a location of your choosing. You must participate in the battle. Per normal side battles, no territories will be gained or lost. It will be the Archeo Hunters scenario, with the modifications noted in the campaign event document, as well as the reward change mentioned below. Make sure to inform participants that trying to raid the Vault will put them in the crosshairs of certain Van Saar sub-factions, and they have a serious risk of capture! Feel free to form alliances before or during the game to make sure you get at least 1 fighter into the Vault.

Your goal is to get at least 1 fighter into the Vault, while also ensuring that the other gangs have more combined fighters than you in the Vault at the end of the battle so that you don’t draw attention.

Rewards: Any fighters that enter the vault must make an initiative test. If successful they escape with the listed reward as normal. If they fail they do not return, and are captured by Van Saar Agents. The Mushroom Kingdom Regulars may nominate 1 fighter in the Vault to ignore this rule and reap no reward. This fighter is pursuing other goals…

Rainbooms
Rumor Mill

As if this outbreak of walking dead weren’t enough, muties and wyrds have been cropping up like rubber moss. But with the Guilders so preoccupied, nothing is being done about this new threat. As a post-battle action you may send a Champion or your Leader to spread tales of these interlopers. Inform your opponent of your intent, and if successful announce it in narrative fashion in the group. The chosen fighter makes a Leadership test with a +2 modifier if you encounter a psyker, or mutant (Genestealer Cult) in your most recent battle. You will automatically succeed if you have one of these freaks captive. If the test is successful, you have made the threat known. Gain +1 Reputation immediately. In the future you also gain an additional D6x10 credits each time you claim a bounty on a mutant or psyker. This lasts for the duration of the campaign.

Outsider Influence
Powerful forces are at work in the Underhive… they have a spy in the ranks of the Rainbooms, their Ammo Jack, Patches. Patches may be included in your starting crew in any battle if they can pass a leadership test in addition to your normal crew size.

Each battle you should randomly determine a member of the opposing gang’s starting crew. If… WIP (Note, this player had to leave the campaign and this was never worked out).

Slag Runners
Rumor Mill
As if this outbreak of walking dead weren’t enough, muties and wyrds have been cropping up like rubber moss. But with the Guilders so preoccupied, nothing is being done about this new threat. As a post-battle action you may send a Champion or your Leader to spread tales of these interlopers. Inform your opponent of your intent, and if successful announce it in narrative fashion in the group. The chosen fighter makes a Leadership test with a +2 modifier if you encounter a psyker, or mutant (Genestealer Cult) in your most recent battle. You will automatically succeed if you have one of these freaks captive. If the test is successful, you have made the threat known. Gain +1 Reputation immediately. In the future you also gain an additional D6x10 credits each time you claim a bounty on a mutant or psyker. This lasts for the duration of the campaign.

Deal With a Snake
You have struck a deal with an agent of House Delaque. In exchange for an archeotech item of great value, you must hand over half of your income from the Mine Workings (rounded in your favor) until such time as you can conquer and turn over one of the following territories: Drinking Hole, Needle Ways, Gambling Den, Archeotech Device, Synth Still, Narco Den, Tunnels.

The Pride of the 4-Armed Hive Killer
The Slow Invasion

In order to spread the Patriarch’s will to Hive Primus you must find suitable recipients for his blessing. If you capture any fighters, you must make sure that they get returned to their gang safely through clever negotiation, or in the case of a rescue attempt let them succeed. Whatever the case, do not let them suspect that their fighters have been injected with the Patriarch’s genes.

Each time you allow a captive to return to their gang you will gain 1d3+1 Reputation as they begin secretly spreading the word of this new and wondrous religion around the Underhive. Tell your opponent about the Reputation gain, and to indicate their fighter has gained a new ability called hardened. Do not tell them about the geneseed injection…

(tell them to record this information below)

Hardened: Having survived their ordeal with this strange and unknown cult, this fighter is a little braver after the ordeal, though they refuse to talk about what they saw. This fighter may now re-roll failed Cool tests. Their rating is unaffected, but notify the Arbitrator-who will give them the new skill in YakTribe.
 
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