Sunday, 15 September 2019

Hitting the Reset Button


Greetings Sump-Dwellers!
Rob and I have been engrossed in our games of 'Munda for quite a while now and we're both enjoying the history and narrative that our Perpetual campaign is unearthing. Rob's Genestealer Cult is rapidly becoming the terror of Rockridge, but every game is proving to be a tense affair with neither of us sure of who will come out on top until the very end...which is everything you can ask for in my book ๐Ÿ˜ƒ
However, not all is well in our corner of the Underhive and our Perpetual Campaign is throwing up one or two problems......




The whole reason for embarking on our Perpetual Campaign was because we wanted to build and paint our gangs and move on to the next gang. This worked great for a while but it soon became apparent that it was a serious effort to keep up with the mechanics of the game and that it was holding us back from moving on to other gangs/monsters/projects.
Injuries have eventually gotten the better of us. My Voodoo Dolls have taken so many eye injuries that the girls have appealed to House Escher for Guide Dogs and Rob's GSC gang moves slower than a one-legged Dwarf! We could live with this, it was fun even though it kept slowing the game down as we checked out our stat lines (we need a to keep the games reasonably quick to fit in our KFC, cup of tea and beer).
The main issue was the upgrades and experience creep. We had some gangers that could shoot the leg off of a tick and as the games progressed we both felt that the game was losing its way. I mean if everyone can shoot like a Van Saar with a Telescopic sight and Fast Shot, then what's the point?
We both enjoy the the fact that a ganger isn't the greatest fighter in the world and yet it can be that very same average ganger that can win the game for you by clubbing their opponent off of a gantry with the butt of their gun to take the spoils. Unfortunately, as the campaign progressed that became more and more of a rarity.....I mean we both still refer to my Escher ganger Sabine as the hero of Rockridge for the the time she took down the Sump Monster when it looked like both the Voodoo Dolls and the Clean-up Crew were about to be dragged beneath the Sumpwaters and eaten!

The Hero of Rockridge
So to rectify the issues that Perpetual Campaigns can bring up, we've decided to reset the clock and simplify the game mechanics.
The main changes we've made is take a lot of the book-keeping out and allow us to just get on with our story. I suspect that we're moving into Inquisimunda territory (although I'm not sure what the true definition of Inquisimunda is). We both love the Necromunda rules but we know that a game that contains so many variables is pretty much impossible to impose any semblance of balance (want an Escher gang that shoots like Van Saar? Just equip every ganger with a Master Crafted Lasgun for 10 credits!) but fortunately for me, Rob has exactly the same attitude to the game as I do, so we're pretty much going to do whatever we want to do with our gangs.
Of course we have a few ground rules to make sure we're on the same page.

  1. 1600 credits per gang
  2. No more than 3 of the same ranged weapon (unless it seems appropriate for the gang's background).
  3. Maximum of 2 champions and one specialist.
  4. Each Leader/Champion can have one Primary Skill and one Secondary Skill. No Skills can be taken more than once in the gang.
  5. For each territory that the gang holds, one Hanger-on/Brute/Pet can be added to the gang. Each territory offers a different option (this is all about narrative, so players can come up with a suitable option ๐Ÿ˜‰ )
  6. No experience is gained by any gang member....unless it's for an outstanding achievement (e.g. Rob's GSC flamer champion withstood a charge by my Ambot and took it out with his barehands....the git!...the guy is obviously a god when it comes to close combat ๐Ÿ˜‚)
  7. No injuries are sustained by a fighter. Instead roll a D6 1-2 Out of Action, 3-5 Into Recovery. 6 Into Recovery and suffers from Insane when the model returns.
  8. Rogue Docs can participate in every game if the player wishes. A Rogue Doc can heal one ganger in Recovery each end phase (providing they haven't been put into Recovery themselves).
  9. Alex's Rule (Alex is the Pup player who posts about 40k) - DON'T be dick!
  10. The most important rule ever- Rule of Cool rules them all ๐Ÿ˜‰
So that's where we're at right now.
I've been busy updating the Voodoo Dolls for our Reset and the girls are ready to reclaim their lost territory and make Rockridge their own.


The Gang hasn't changed too much. My Ambot Ju-Ju is still in there but Kimmy (Kimaris) has had a change of wargear. Her Heavy Stubber has proven to be a worthy addition to the gang's arsenal but it needs a suspensor (60creds) and it doesn't really fit with the Dolls' background of hidden quiet Sump Swamp Dwellers. Of course this has meant a new model and I took the opportunity to kill two birds with one stone.
I've had the Forge World model Kria the Huntress for quite a while. I love the Forge World models for Necromunda but I'm not so keen on the Bounty Hunter rules (mainly because I want to use them in every game and not just as accessories for the odd game). So I decided to use her as Kimmy's new weapon load out (Long-Las, Autopistol and Stiletto Knife). I want to say that she was a joy to paint, but honestly I struggled with the fine detail and I've come to the conclusion that my eyes just ain't what they used to be ๐Ÿ˜ž (I was taking photos on my mobile and enlarging them just so I could see her face. Then I'd go back and use the enlarged image to try and alter her face....getting old sucks!)


With the credits saved from Kimmy's new load out I finally had enough to give Cinders the weapon that she used to have 20+ years ago...a hand Flamer



Out of all the gangers (both standard and converted) my favourite is Sumpsnake Sully. Just about every story that I've posted about the Dolls has either involved her, been from her perspective or has intimated that she is in a transitional phase of her development, so I wanted to add to her ongoing story.
I had a word with Rob about giving her a pet (See rule 10) and we discussed what points it should cost (then I added +10 creds just to be sure). I used the rules for the Cyberachnid from the Van saar pets but lowered its movement to 5" and removed the Web Projector. so it's basically a 1 wound Stiletto Blade with 1 attack that gives her Fearsome.
Of course being named Sumpsnake Sully kind of dictates that her pet wouldn't be a spider.....

Ezili and Sumpsnake Sully
I had to resist calling him Nagini and instead went for the voodoo name Ezili (Erzulie in the old tongue).

So that's the Voodoo Dolls complete....at least until the rule of cool casts her gaze over them once more.

Until next time.....may the Hive Spirits watch over you ๐Ÿ˜‰


13 comments:

  1. Love the new kimmy model dude! Quite exited to see how these gangs perform, with the choice of skills on the champs and extra kit from the trading post I think it will only help to give our gangs the individual play styles of their respective houses. Also will be simple to bring in new gangs at any point without them being completely out classed.

    ReplyDelete
    Replies
    1. Cheers buddy.
      Hopefully the Dolls will be able to claw back their losses....but more importantly I will be able to focus on other projects...like the Marionettes, guilds, Muties, Dark Eldar, Chaos Cults, Orlocks, Ash Wasters, Delaque and the Enforcers that kicked my door in yesterday ๐Ÿ˜‰

      Delete
  2. Call the cops!surely they will restore disorder to Rockridge!

    ReplyDelete
  3. Seems like a good idea for how to alter Necro for a more narrative, less competitive approach. It's resulted in some damn cool Models, too!

    "Inquisimunda" isn't strictly defined, but it usually refers to narratives sort of like those from the regrettably short-lived 54mm Inquisitor game back in 2002 or so, generally using Necromunda rules (and/or some from Kill Team) as the core. Referred to as INQ28 previously, and still sometimes. Depending on where your narrative goes, it might verge into that territory, but in a lot of ways, the difference is about the nature of the Characters involved and what their story is. As long as you're mostly doing Underhive gang stuff, I'd call it Necromunda with some House Rules.

    That got longer than I meant it to.

    ReplyDelete
    Replies
    1. Cheers buddy.
      I suspect we will stray from the pure gang stuff at some point because we are both keen to explore the idea of allies (guilds, Inquisitor retinues, Rogue Traders, etc.) and we both enjoy the turmoil and narrative direction that NPC's add to our games ;-)

      Delete
  4. Lord Adiatun Varunn16 September 2019 at 04:57

    Excellent decalogue, I appreciate especially the rule ten ��! Have fun and good games!

    ReplyDelete
    Replies
    1. Ha ha....the 10 commandments according to Gary!
      Cheers Marco.

      Delete
  5. This means more new Necromunda stories from you both? Then I am onboard.

    ReplyDelete
    Replies
    1. It certainly does Rory, faery tales from the grimdark is what I'm all about these days ๐Ÿ˜‰
      I'm happy to see that it isn't just me and Rob that enjoy a 40k yarn ๐Ÿ˜Ž

      Delete
    2. I do enjoy reading through your stuff chief. Always good to see.

      Delete
    3. Thanks mate, it's always gratifying to know that someone gets something from the blog ๐Ÿ˜Š

      Delete
  6. Good stuff, man! Aye, a perpetual campaign can go off the rails - eventually the rules sort of break down around the edge cases that crop up. We're preparing to kick off our second campaign locally and are doing some similar tweaks to cover some warts that cropped up in the previous one. That said, we're also going with a limited scope campaign (again) where there's 5-7 sessions. I find having a defined beginning, middle and end helps provide some railings around the areas the rules don't quiiiiite work. ;)

    Really looking forward to seeing your new campaign roll out! Keep up the great work, man!

    ReplyDelete
    Replies
    1. Yeah once we noticed that the advancements were having such a dramatic influence we quickly realised that we either had to forsake the perpetual campaign or adjust for the inevitable power creep.
      Don't get me wrong, the Dominion campaign is great if you have a few people with their own gang but because it is just me and Rob we found it hard work trying to build a new gang while updating our current ones. This way we should be able to focus more easily and introduce a Dominion style campaign at a later date.

      Thanks for the encouragement chap, it's always appreciated ๐Ÿ˜Ž

      Delete