Sunday, July 9, 2023

Leading cause of death in the Underhive. (Skål's "Leader" month see what I did there)


 The leading cause of death in the Underhive can be blamed on may things, lead poisoning, unexpectedly falling from unsurvivable heights, the rest of your gang bottling while stuck close to the enemy with no cover, NO COVER!!! All of these are explainable causes of death. 

But the leading cause of death currently is unexplainable. Tough as nails gangers are being discovered missing important parts that help them survive daily life. No Im not talking about their knives, their primary weapons or even their best pair of ass kicken, name taking boots. No I am talking about their heads and spines. More and more gang members have been found lacking these vital components for life in the Underhive. Sure gangs have lost their heads in the past but typically that has only been a figure of speech and after a few drinks at the Glory Hole, that is up until a few months ago.

As I have been painting up my Necro 95 gangs I have also been painting up a leader for each gang so for me I needed to do something different for my Leader month. While looking through the Necromunda Compilation vol 1 I found a great article from back in the day about the films of Arnie Schwazernegger called Necromovies. The article is PURE GOLD. I have had this Predator miniature in my collection forever. I think its from Hasselfree Miniatures but I am not for sure on that. So I figured it was time to get some paint of this Leader of Predator's in the Underhive and use him for what he was intended to do, cause chaos, fear and panic in the Underhive.


So without further ado here is my take on this Leading cause of death in the Underhive.

(Blacklight)

In the rules it mentioned not revealing the miniature right away and this got me thinking of Space Hulk and how the blips were a green auspex screen on one side. I thought why not take that one step further and make the miniature look like you are looking at it through old tech like night vision goggles. So a few coats of various shades of green later I have my Predator.

I have included the rules the rules so you can torture your friends and fellow Underhivers with your very own Leading cause of death. 

(No Blacklight)

MAKING THE PREDATOR 

Either roll 19 times to max out a Malcadon to a Great Killer randomly, or choose the advances to produce a character as close as possible to the Predator of movie fame. I chose the latter. Here is my Predator creation: 

ADVANCES 
Thickened Armour xl (4+ save) 
Motive Power x2 (incorporated into stats) 
Weaving Spinners x2 (1.5 inches blast) 

SKILLS: Leap, Catfall, Jump Back, Dive, Evade, Infiltration, Ambush, Step Aside, Killer Reputation (naturally), Nerves of Steel. 

WARGEAR: No change from Malcadon in Outlanders book. 

GAMEPLAY 
The Predator could be used by one player against a gang, or by an Arbitrator against several gangs. Alternatively, a Predator could be added to any other scenario if played by an Arbitrator :- for example, a gang fight. If the gang ratings in a campaign are getting too high the Arbitrator could always introduce the Predator to an existing scenario now and then to keep them in their place ... 

SETUP 
If including the Predator in an existing scenario, follow the rules for setting up that scenario. The Predator infiltrates. 

The gangs set up 8 inches within one edge of the table. 

PREDATOR OBJECTIVE 
Take gangers who are 'out of action' and remove them to a base as 'Trophies' or to harvest their organs! When carrying a ganger, the Predator cannot double his movement unless he drops his Trophy. If attacked in hand to hand combat, he will drop the Trophy and fight. If shot upon, the hits must be randomly allocated between the trophy and the Predator and dealt with as normal. Blast weapons will hit both the Predator and the Trophy. The 'out of action' ganger is left at the Predator's base rather than taken out of the game. The Predator MUST take Trophies back to it's base and will only stop if attacked or engaged in hand to hand combat. 

INTENSE FEAR 
Seeing your gang members disappear before your very eyes is a terrifying experience. Any gang member within 8 inches of a member of the same gang, who is taken by the Predator, must take a Leadership Test. If this is failed, the gang member empties his/her weapon wildly into the Underhive in sheer terror. The weapon is now useless for the rest of the scenario, just as if it had failed an ammo roll. If the member has more than one weapon then choose one randomly (but it must be a ballistic weapon - not a knife, sword etcetera! Grenades may be expended if no ballistic weapon is available). 

NEAR INVISIBILITY 
The Predator is a skilled and wily adversary who rarely shows himself to the gangers. Cf the Predator remains still in it's movement phase it gains a -2 to hit modifier when fired upon. When using the Predator for the first time an Arbitrator can increase the suspense by initially using a counter instead of a miniature to represent the Predator. When the first gang member is captured replace the counter with a Malcadon miniature to reveal to the gangs the true horror of the situation! 

GANG OBJECTIVE 
Avoid becoming a Trophy and take out the Predator! Gangers taken by the Predator can be liberated by reaching them at the Predator base and remaining in base to base contact until the gang's next turn . Liberated gangers are still 'out of action' and are removed from play. Gangers taken from a Predator whilst in transit to it's base must be left on the board - the Predator can attempt to come back for its Trophy later, just like in the film. 

FINISHING THE GAME 
The game ends when the gang bottles out, the Predator is taken out of action, or all the gang members become trophies. Because of the desperate situation, the gang will only voluntarily bottle out - it is never forced to bottle out. The gang may only voluntarily bottle out at 50% casualties or more. 

EXPERIENCE 
                                                    + 2D6 For each ganger that survives
                                                    + 10 for liberating a Trophy

For the ganger that takes the Predator out of action: 
+ 10 experience points
150 credits (all that equipment to sell!) 

If the Predator is played as part of another scenario the gangs should receive the experience and income from that scenario as normal and in addition to any income or experience from the Predator scenario. 


THE FATE OF TROPHIES 
Liberated Trophies: These are dealt with as normal 'out-of-action' gang members. 

Unliberated Trophies: Roll 3 times on the serious injury table for each gang member taken as a trophy and not liberated by the end of the game. This represents the Predator harvesting bits and pieces (a hand here, an eye there ...... !), Re-roll captured results.

On to the finish line next month.


SKÅL



5 comments:

  1. Great stuff. FWIW, it’s from Heresy Miniatures. It’s quite a hefty bit of white metal, isn’t it?

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  2. Hahaha that is great! Good for RT too!

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  3. Who doesn't love a Predator on the loose! :D

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  4. Amazing! And I love the added scenario - thank you!

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