Showing posts with label Necro95. Show all posts
Showing posts with label Necro95. Show all posts

Tuesday, August 15, 2023

Skål's Necro95 wrap up post

 Another OWAC in the bag. First off congratulation's to everyone who finished this season. We had a lot of great projects this season and it was awesome to see how much everyone did. You all have done some impressive painting as well as put up some outstanding Oldhammer vibes. Well done everyone.


I had a lot of fun finally painting up some Necromunda gangs. I have been wanting to do this project for quite some time now and OWAC was the perfect excuse to break into my old gangs and get some paint on them. Here is my OWAC entries for this season.











Thoughts enviability start to wander into what should , nay what could I possibly paint next season. Will we be allowed to do like we did this season and I can dive into more Necromunda gangs. I mean I really do need to paint up more gangs and I could do another whole season to get through the rest of them. Or do I wander into the far reaches of 1997 and break out some Chronopia? I do have enough to perhaps build two forces to contest the great lands that the Old Gods deserted? Or perhaps the Great Overlord brings us back to the old ways and we are only allowed to do Oldhammer and Rogue Trader. What then? Do I continue to build my Wood Elves or Dwarves? Do I keep going with my Eldar? Or just maybe I dive into a new Oldhammer project? Do I finally let Chaos into my welcoming heart and rip the Old world asunder with the mighty forces from the Realms of Chaos?





So many choices. So much time to change my mind a thousand times before we kick off the next season. 

But wait I am getting ahead of myself. I will enjoy the victory of completing another OWAC and not sub-coming to the Field of Bones.


To the profound ignorance which we brought to this endeavor; because had we known what was ahead, we never would have started.


Here's to the sweet smell of success.


Here's to General Douglas MacArthur, who said, "There is no substitute for victory."


To victory. As Alex Haley said, "History is written by the winners.”


Let's have a drink,
Let's have some fun.
Because at last
The job is done.

SKÅL

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



Thursday, April 6, 2023

Praise the Emperor and pass the ammunition! (Skåls R&F 3)



The creed of the Redemption derives from the mainstream Imperial cult of the Ecclesiarchy. They worship the Emperor as a divine being, the supreme Man whose very existence proves the manifest destiny of mankind to rule the galaxy. The Redemptionists believe that mankind has fallen from the path of righteousness and that the sins of mankind will drown the human race in filth and depravity. As long as mankind is unable to control its sinful nature it will not be able to unite and conquer the stars as the Emperor truly wishes them to. Sin must be purged by fire, blood and faith. 



The Redemption also sends "Crusades" of their most dedicated and fanatical brethren into the Underhive to purge it of sin with the holy fires of battle. A crusade is led by a Redemptive Priest who has the blessings of the council and is supplied with weapons and followers. A crusade patrols the Underhive, destroying abominations and battling heretics as they find them.



Zealots are crazed fanatics touched by the Emperor's fury and are so filled with bile and anger that they are in an almost pennanent state of rage. They test their faith by plunging headlong into combat with the greatest sinners they can find. They even lash at themselves to savour the pain of purgation, but they would rather carve the path of redemption into their enemies' hearts. Zealots carry only pistols or close combat weapons, preferring their battle of faith to be fought face to face with the sinners.



Painting up the a gang to go on a holy crusade in the name of the Emperor this month was awesome. I was intimidated by having to paint up the flames at first so I did everything else. Once everything was painted I worked on each miniature as an individual to figure out where I wanted to add the flames. After figuring out the style and colors I wanted to use the flames became easier. At first I only painted in the black areas as I had airbrushed the reds and did not want to mess the red up as it would be a pain in the @$$ to have to redo. 



I really like how each miniature looks like an individual with the flames, but the entire gang is very cohesive with the use of the reds and blacks. This gang looks very foreboding and evil on the table and should be a lot of fun to play with the types of weapons the gang can use. 




Sin comes in many forms: drinking, gambling, lying, cheating, profanity, lechery, fornication and shooting innocent, hardworking folk like Redemptionists. The worst sinners of all are mutants and witches, the spawn of evil, and the second worst are the heretics who tolerate sin and refuse to heed the word of Redemption. Redemptionists also believe the Spire and Guild are riddled with sinners as there they find little support; with the majority of followers coming from Hive City. 


Below are a few more photos. I am really happy with the way this gang turned out. The reds are nice and rich. I used a bit of the fluorescent orange to pop the flames.










Burn the heretic. Kill the mutant. Purge the unclean. It is better to die for the Emperor than to live for yourself. Fear denies faith.


Skål

Thursday, March 2, 2023

I AM THE LAW! (Skåls R&F 2)

 

In the Underhive of Necromunda there is one force whose word IS LAW. They are the Necromunda Enforcers, and it is their unenviable task to impose the rule of Lord Helmawr on the citizens and outlaws that inhabit the lower reaches of Hive Primus. The Enforcers are hated and feared by the bulk of inhabitants of the Underhive: they are hated for being implacable and authoritarian imposers of Lord Helmawr’s often unfair legislation, and feared for the ruthless efficiency with which they impose the laws of the Underhive.



Necromunda Enforcers are modelled closely on the Adeptus Arbites. The Judges and Arbitrators of this huge organisation serve primarily to remind Imperial servants of their duties and loyalties, and to enforce the Imperial Decrees passed by the High Lords of Terra.



I know its hard to tell where I got my inspiration for my paint jobs this month. I tried to do a good mix of weapons to use during games. The equipment worn by Necromunda Enforcers is based upon imitations of the equipment used by the Arbites, and is very similar in appearance. They generally wear carapace breastplates, with padded flak armour or additional vambraces and plating. This can be highly ornate on ranking officers, often gilded and inscribed with oaths of justice and Imperial commands.


The suppression shield is a special piece of equipment used extensively by law enforcement agencies all across the Imperium. It consists of a metal or fibre-alloy shield that has a built-in generator. When the generator is activated a glowing blue field of energy, called a suppression field, surrounds the shield. A suppression field diverts and stores away the energy of an attack. In hand to hand combat the shield can be used to ‘bash’ an opponent, at which point the stored charged is released as a powerful electrical discharge that is perfectly capable of stunning or even killing an opponent.



An Enforcer Precinct squad has numerous duties to perform. At any one time there will be paperwork to fill in, prisoners to guard, and numerous other tedious tasks that need to be performed. Because of this, half of the squad has to remain in the Precinct House at all times, leaving the other half of the squad to carry out patrols in the Underhive.



The combat shotgun is a simple shotgun with a number of adaptations that allow it to fire a special ammunition type available only to Enforcers. In addition to the standard solid and scatter rounds fired by ordinary shotguns, the combat shotguns used by the Enforcers can fire ‘Executioner’ adamantium-tipped armour piercing rounds, that are designed to seek out and destroy the toughest targets. This sophisticated shell has a tiny robot brain that locks onto the target’s energy pattern and seeks it out with unerring accuracy. This variety of ammunition types makes the combat shotgun a uniquely flexible weapon.



A Judge is a highly specialized Enforcer field operative. He has survived the Underhive too many times to count and almost always has the scars and experience to prove it. Judges are not assigned to any one Enforcer Precinct or Patrol Team, but instead have rank and pull in multiple sectors. They go where Enforcer Command needs them or where a Precinct House is in dire need of a heavy hitter.


What can I say? This month was a lot of fun to paint, I was not Dredding it at all. I have no real plan for next month so I will be as suprised as all of you when I post. Till next time.


Skål



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