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Into the deep....pt 1; Tunnel clearing.
Topic Started: Sep 6 2009, 07:34 PM (116 Views)
mattblackgod
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Into the Deep!

Rules: Necromunda.

Under the secretive bunker city of Aryanreiche lies networks of tunnels. Some have existed since before the fall that the old ones used to maintain their cities. Others are new ones as nearby towns got buried during the dark times. Others have been created by survivors during the dark times and more recently by mutants. The tunnels are haunted by mutant beasts.

The beasts in the tunnels are a threat to the bunker and city above it. The Kaiser has ordered his SS gaurd to go and clean the tunnels out from the mutant scum.

The mutants are generated from a list. Every turn a roll of 6 on a D6 will see some nasties generate nearby the troops. To win this game the troops must search the tunnels and get to the other endzone. This campaign is going to feature several maps that the AR troops will need to clear out. Other AR troops are available but only if the SS fail or get into trouble. If AR lose a minus amount of games then the battle will go to the bunker....

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The first mutant tunnel network. This is a very dangerous place. I hope the "genetically superior" Aryanreiche troops don't underestimate the mutants.

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The SS deploy.

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Moving along the dark corridor the troops hear inhuman snarling in the darkness. First contact. 4 ghouls have been disturbed by the creeping human purists.

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A ghoul leaps out of the darkness its claw ripping at a trooper. He falls to the ground. The guy behind yells and shoots the Ghoul down. But it is only pinned. Behind the trooper chaos erupts as ghouls rush from a side passage. A vicious melee breaks out in the tunnel.

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The ghouls leap from the darkness and the troops fight valiantly.

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The trooper at the front tussles with a ghoul. Meanwhile one trooper kills a ghoul but his comrade dies as a ghoul claws him.

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The victorious trooper yells "Die Mutant!" and sprays the ghoul with bullets downing it.

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The remaining troopers advance. The ghoul in the tunnel recovers from its pinning only to be blown to bits by another purist's assault rifle. The troopers mob the remaining ghoul.

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The ghoul is despatched to ghoul hell. One trooper feels the need to report to his officer that the ghouls are dead. Lieutenant Wieght calmly tells him that there is a lot more tunnel to cleanse.

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Reaching a junction Lt Wieght decides to split the troops. One trooper is to go with the Sarge whilst one is to go with the Lt. Get the job done faster. They are only mutants. Oh, by the way. Don't use your grenades. You might cave the roof in!

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Moving cautiously Sgt Krass can hear the sound of water. A disgusting stagnant smell fills the tunnel and it feels damp. A movement up ahead and the Sarge spots two Smoggers. The Smoggers are quicker. They rase thier black powder rifles and the tunnel is filled with smoke and noise. They both miss.

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Krass' assault rifle rattles and a Smogger drops downed by the blast.

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The remaining Smogger flees. Unluckily a Smogger patrol is moving through the old sewer system.

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The Sarge and trooper leap through the gap and down two Smoggers.

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The Smoggers return fire and the trooper goes down.

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Meanwhile in another part of the tunnel system some Rad Wyrms are attracted by the smell of blood and prey.

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They charge towards the purists. Wieght fires and hits the lead Wyrm.

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Back at the sewer Krass retreats into the tunnel. The Smogger leader rushes over the plank bridge.

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Just to add to the patrols problems three Vermen hunters arrive wondering where the Rad Wyrms have gone. The gunfire in the tunnels makes them curious.

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Krass fires through the gap and the Smogger leader is pinned. He slips and falls into the stagnant water. Yuk!

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Wieght's pistol barks and the Wyrm drops. Then the pistol makes a odd noise. Drat a jam. Wieght curses.

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On seeing their leader drop into the water a couple of Smoggers break and run for it.

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The other Smogger recovers and returns to fight. He fires through the gap but misses Krass.

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The Wyrms rush the Lieutenant and trooper. The trooper drops slashed to bits. Wieght takes a wound fighting the monster.

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The Officer is Wrym food too!

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Krass is the last man standing. He dispatches the Smogger with his Assault Rifle. The Smogger heavy arrives.

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The LMG rattles and Krass is killed.

The patrol is lost. Will Araynreiche send some one to find out why they have not returned? Will it care? Does it have the man power to spare?

This game was fun but there are certain things I did not like. No autofire rules is one. I don't like Necro's short weapon ranges. Not really an issue in tunnel fighting. Other than that the rules where easy to learn and play. According to the campaign rules the mutants are going to be knocking on the bunker cities underground door next!






Mattblackgod - Warlord in Charge and Wargames Anarchist!

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dogmrian
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where did you get those floor tiles from they are cool and i hope easy to transport
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mattblackgod
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They are old GW fantasy RPG floor tiles. I am not sure but I think they are OOP. I got loads of them about....erm :ermm: ....lots of years ago..... :ermm: in a sale (20 years ago..... :blink: ). 50p a box. You might be able to pick some up from ebay.
Mattblackgod - Warlord in Charge and Wargames Anarchist!

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Ross
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Quote:
 
According to the campaign rules the mutants are going to be knocking on the bunker cities underground door next!

Looking forward to this!!

Cool looking game Dan, great models and an interesting outcome. Top work!
Bunker29 and beyond!
Foray's into the dungeons!

I'm outta paint and it sucks giant hairy monkey balls!!
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Tinker
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Danny: I like how you continually change up your rulesets! Keeps the gaming fresh. That is a really interesting PA dungeon crawl. I can't wait to follow along with the next installment.

Was this another solo game? I assume it was due to the encounters list... are you using an evnt list too?

dogmrian: There are tons of free Floor tiles around the net...
My hands are blistered from trying to get a grip on reality!
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DAWGIE
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WELL, that was a quick slide down the poo slippery slope to death and destruction!


well done, DANNY!



DAWGIE
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mattblackgod
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Tinker - I am in that place where I have loads of rulesets and I want to find my favorite one. So I am trying them all. Nuke Ren, Stalker Ob and Skank are in the lead! Its so I can convert my stats to the one true ruleset.
Mattblackgod - Warlord in Charge and Wargames Anarchist!

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Tinker
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Never, I say Danny, never will you find that "Holy Grail" ruleset. I do admire your effort toward finding one though, and realize the fun in trying!

My hands are blistered from trying to get a grip on reality!
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Chrome_Cat
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I see now where you were going with the underground PA theme. I liked how there were various dangers for the Troopers face rather than a single enemy. This direction is very appealing, being a regular Dungeon Crawler (always the DM).

Yep i'm trying my hand at blogging to.
DC 2150
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mattblackgod
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Cheers - the critters where generated via my own underground random encounter tables (to suit my collection. There are also encounter tables for every other type of terrain too). They usually arrive on a D10 roll of 10. But Necro is a D6 set - so it was a 6 on a D6.

I was a little disappointed in the SS. I thought they would fare better. I guess the high command should equip them with better armour. The also had higher stats than your average ganger. I am tempted to go back to Stalker Ob for the rest of this campaign.
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