Mercy Crier 8: Apotheosis

What a turnaroud! Our final week ends with the biggest comeback we’ve seen, with the Calorie Crooks jumping from last to first place in a single evening, guaranteeing themselves a position in the finale.

Apotheosis week has been kind to the Order as well, with their pole position from a successful rescue, shoot-out and downtown dust-up. The Mayhem gang maintained their lead, and the Iron Rovers managed to claw the necessary Rep out of the Inheritors’ weird, clammy hands in the final few games of the Turf War. A 3-way Border Dispute was always going to be messy…

Continue reading “Mercy Crier 8: Apotheosis”

Mercy Crier 7: All That Glitters

Two down! Blackstar Hunters have officially retired this week due to commitments elsewhere and the Dreadquill House Gang 16th Law have stepped down. It would be difficult arbitrating the finale if the Arbitrator also had a horse in the race.

This is also the penultimate week before Apotheosis, so the gangs were dropped hints about what was to come. The finale will be an epic multi-brawl between the top four (!) gangs, no-holds barred, last-gang-standing fight to the end.

There is everything to play for to get into the top four gangs!

Continue reading “Mercy Crier 7: All That Glitters”

Mercy Crier 6: Prying Eyes

This week saw some grudge matches played out on the broken hull-plate floors of the Callowdecks – some shootouts between rival juves, a rematch between old rivals and a new stompy Brute has entered the field.

After this week, 16th Law will turn down the chance of being in the Showdown – being part of the Turf War has been great fun, but the finale will need an Arbitrator! Hopefully we’ll see them again in another Turf War soon.

Continue reading “Mercy Crier 6: Prying Eyes”

Mercy Crier 5: Dwellers in the Depths

Last week was Respite (so no Mercy Crier), earning our gangs valuable time to recover their fighters and consolidate their earnings. A much needed break in the conflict for some and a teeth-gnashing stay of hand for others.

The gangs have split into three broad groups, owing to a combination of bad luck and real world commitments. 16th Law and Distilled Mayhem are the forerunners, with the Order and the Inheritors placing in the middle of the table. Next week’s event should even the scores out a little…

Continue reading “Mercy Crier 5: Dwellers in the Depths”

Mercy Crier week 3: Mark the Maps

Unstoppable! Distilled Mayhem may have arrived late in the Turf War but have exploded into second position. The Cawdor gang holds firmly onto third place after a run-in with the Inheritors and 16th Law during the week.

This Cycle saw our first four-way gang brawl – 16th Law, Distilled Mayhem, Boom Slag Belles and Iron Rovers duking it out in a three-hour scenario of Escape the Pit. It’s a great mission for getting Rep quickly, as the Mayhem gang found out!

Continue reading “Mercy Crier week 3: Mark the Maps”

Mercy Crier week 2: Tension and Prosperity

What a week! The second Cycle has come to a close and we’ve seen over twice as many gang skirmishes in the Callowdecks as the gangs start to find their feet.

First the sad news – we’ve had to say goodbye to Apocalypts No (for now…) as they will be retiring from the Callowdecks. No doubt we’ll see them again back in the underdecks causing a ruckus in no time.

We’ve also welcomed a fresh Orlock gang to the campaign – Distilled Mayhem! They have blasting charges coming out of their ears, and as the Calorie Crooks can attest to, they’re not to be taken lightly…

Continue reading “Mercy Crier week 2: Tension and Prosperity”

Mercy Crier week 1: The Callowdecks have opened

Thrills, spills and grav-gun kills in the opening week of the Callowdecks Turf War! In no less than seven different altercations and five ganger deaths already, including a Leader (RIP Jett), the gangs have set a precedent that others will be hard pressed to match.

With this week being the opening week, the gangs have been tentatively finding their feet and probing other gangs for weakness.

Only two gangs saw their Turf Size increase – 16th Law and Calorie Crooks, but what really matters is their Gang Reputation. Here’s a look at the leaderboard so far:

Continue reading “Mercy Crier week 1: The Callowdecks have opened”

First Blood: Orlocks vs Van Saar battle report

The first of our Callowdecks battle reports is a brawl between an Orlock gang “16th Law” (my own gang) and a Van Saar gang “The Inheritors“. We agreed on the ‘Stand-Off’ scenario to test our gangs out, using all the default rules for deployment and battlefield setup.

We rolled a 1 for determining how much cover there was going to be, and it wasn’t pretty. This was going to be a bloodbath…

Correction: Mumps (bottom left) is a Juve, not a Ganger. Don’t let him get ideas above his station.
Continue reading “First Blood: Orlocks vs Van Saar battle report”

Orthesian Herald 13 – The Glaw Estate

+++++

Last time on the Herald, our players landed an incursion force on the storm-wreathed world of Cilice Prime, stole a Taurox pulling the universe’s last known supply of Cilice Gin, leveled an estate with its guns and psychically commanded an army of cannibal abhumans to fight itself. They were left with a few more marks on the map, a full tank of gas and a compulsion to loot.

Continue reading “Orthesian Herald 13 – The Glaw Estate”

Meanwhile, on the Bench: Celestine Wharf game board

The Celestine Wharf of Syracuse Magna (courtesy of FFG)

It is 1pm in the afternoon on the Celestine Wharf. It is raining, and the river carries the strong sense of mould. This man-made dead end of foul-filmed water is shadowed by the close press of warehouses from which loading spars spill their rusting chains to water at high tide.

The docks here are long unused and its bays are crammed with rusted cargo barges, while its warehouses are reputedly the haunts of dregs and gangs.

You had spotted some scum unloading cargo from an armoured motor-skiff on the corner of one of the docks. Questions turned to threats, and when the team’s face draws a hold-out dueling pistol worth more Thrones than the entire cargo of the ship, avarice overcomes the thugs.

At the boiling point of the exchange, you hear a deep guttural roar from around the corner of a warehouse.

“WHO’S ASKING QUESTIONS ON MY WHARF?”

Finished product first!
Continue reading “Meanwhile, on the Bench: Celestine Wharf game board”