Last week I built some friendly beep-boops out of odds and ends from my bits box, this week I got round to painting them.
Continue reading “MOTB: Gun servitors”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…
MOTB: Gun servitors WIP
I use gun servitors a lot in our games of Rogue Trader and Dark Heresy and have always eyed up the old gun servitor models on offer on ebay, but could never justify forking out a tenner for a single model, given I would need quite a few.
Continue reading “MOTB: Gun servitors WIP”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!
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…
MOTB: 16th Law
Last week we looked at the test ganger for 16th Law which I had sneakily made several months ago but with the time-bending powers of the internet made it appear like it was only seven days ago. I was dead happy with how he had come out, so it was on to the main event.
Continue reading “MOTB: 16th Law”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:
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…
MOTB: 16th Law ganger
Since Necromunda was re-released last year as Necromunda: Underhive I’ve been hankering to run a proper campaign. I’ve not been a fan of the staggered releases of Gang War books – holding back useful campaign information (such as the completed Rare Trader chart) until Gang War 4 a few months back.
With it finally released and my social obligations spent, I had run out of excuses not to run a Turf War. (I’ll do a bigger post on the Callowdecks campaign shortly, but for now keep an eye on the Dreadquill Facebook and Twitter feeds for more regular updates!) It also meant I could build a gang!
MOTB: Ambull of the Golden Valleys
As the daring deeds of the Orthesian Herald unfold, our heroic band of explorers find themselves in the Golden Valleys of Cilice, a foreboding place filled with forgotten sins and terrible secrets.
One such secret belongs to an estate overrun with escaped creatures, a perfect opportunity to visit a classic Rogue Trader adversary, the Ambull.
Continue reading “MOTB: Ambull of the Golden Valleys”