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necromunda: road wars

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7 replies to this topic

#1
Nob Rott

Nob Rott

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Yes, this is basically my own alternative to ash wastes, partly because the we thought it would be cool, partly because I can't download the pdf's at the moment. But first, allow me to set the scene....... Set on necromunda, but a different hive. Many years ago, there was a minor ork invasion. Ork fighta bomma's succeeded in collapsing/blowing off one of the towers, parts of which came to rest a couple of miles from the base of the hive. After the initial invasion, ork raiders use these ruins as makeshift shelters and weapon/fuel stores. Eventually the orks are all either killed or forced to flee, leaving weapons, buggies and spores behind, and the tower ruins are forgotten. When those spores matured, the stash they found, and orks unique dna, meant that they developed quickly, and built a small settlement in the tower ruins. To be continued........

#2
Nob Rott

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Eventually, as more spores developed, the population grew, and some orks started to move out. Forming into mobs, they set up camps in the surrounding area, along with mines and wells. Meanwhile, the orks in the ruins had been repairing and 'improving' the stash left by their predecessors, and then moved onto looting the ruined tower sections themselves. At this stage you have something that resembles mektown and camps from gorkamorka, but on a smaller scale. The fact that all this was in the shadow of the hive, and down on ground level, meant that it had gone on unnoticed. The hive lords didn't see, oraybe didn't care, and any on the lower levels who caught glimpses of activity assumed it to be nomads. But that was soon to change. Tbc.....

#3
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At some point, while looting a relatively intact room in one of the tower sections, the orks booted one gubbin too many. All across lower working areas of the hive, old radio units started picking up a signal. It didn't take long for the various houses to locate the source of the signal, and despite it being nothing more than white noise, it meant that something was working. And abandoned working tech meant potential profit. However, no house could afford to be seen acting publicly, so instead they turned to their gangs, telling them to use any force necessary to recover as much tech as they could. Together, the houses re-opened and fed power to an ancient ground level factory unit, and opened It's immense blast door shutter. As the only main door on and out of the ash wastes, it was declared neutral ground, to be used safely by all. Within a month, the factory and surrounding domes were filled with drinking holes, traders, brothels and many others, all desperate to cash in. Tbc.....

#4
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The first few expeditions went armed, but on foot. However, while the climate isn't as treacherous as it is around hive primus, men were still lost, carried off by ash storms they had no chance of outrunning, or sinking into pools of loose ash. And that was before the orks got involved. Once they got the scent of umie, and desperate to use their buggies for more than racing, they pounced on the footslogging gangers without mercy. They chased and followed the fleeing gangs back to the factory doors. Some raided the settlement, others chased the gangs into vent shafts, air ducts and sewer pipes. But the gangs didn't give up. Beating back the raids, they built defences round the door, and when they went out next, they did so in their own buggies and bikes, either scavenged from the less fortunate ork mobs, or made in the ancient factory work rooms. And so, the race was on. Gang vs gang, gang vs mob, mob vs mob, all trying to collect ancient bits of tech for anyone who was willing to pay.......

#5
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RULES First off, all I'm going to post here is guidelines for one off games. What i'm hoping is to email the full rules to Dim, and hopefully get them linked to in his collections. Alternatively, anyone who wants a copy can pm me their email. All gangs get 1200 creds/teef to spend. Ork mobs are chosen from the gorkamorka mob lists. Human gangs are chosen from necromunda gang lists, plus have access to trukks, traks and bikes. Human trukks and traks can mount heavy weapons, or single or twin basic/special weapons, in the same way as ork weapons. Bikes can have single or twin basic/special weapons. Vehicle mounted weapons lose the 'move or fire' special rule. However, if a vehicle moves all passengers count as having moved. The assigned gunner does not have to be a heavy, as it is mounted on a (relatively) stable platform, and the heavy who maintains the vehicle will also maintain the weapons There is no requirement to have enough vehicles to carry your whole gang. All costs from gorkamorka are x10. Flamers and skorchas both have their costs changed to 60 teef/creds. The rules used are the necromunda core rules (classic or underhive) with the gorkamorka vehicle rules. If underhive is used, skorchas use the 40k flame template and lose 'catch fire'. Frag stikkbomms use the small blast template. The player who rolls for scenario can choose to roll on necromunda or gorkamorka table. If one player gets to pick, they may choose from necromunda or gorkamorka scenarios. Necromunda scenarios are fought in necromunda terrain, no vehicles are used. Gorkamorka games are played in gorkamorka terrain with vehicles. Even if you have no vehicles, you are still able to play all scenarios except rumble and chase. If a human gang is defending a fort, the fort is placed against one table edge, and represents a secret entrance into the hive. The only difficult issue is pinning. Boyz and gangers cost the same, and the stats even out. However, general consensus is that orks ignore pinning, which I agree with, but does unbalance things. My solution is the following rule: 'IF YOU GONNA BE DUMM, YOU GOTTA BE TUFF' orks ignore pinning, but may never hide when fighting non-ork gangs. C&C please.

#6
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Almost forgot, spanners can take big guns. As a quick note, the gorkamorka list is what my gaming buddies and i use for necromunda ork gangs. You just times the costs by ten, use no vehicles and let spanners take big guns. If you wanted to use your regular necromunda gang in road wars, simply give yourself a 200 credit budget for vehicles/extra men. Pre and post battle sequence, including skills, will be covered in the full version.

#7
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ENFORCERS Player may use enforcer rapid response teams. These use the normal enforcer rules, with the following changes: All members have access to driving skills instead of stealth. Response units have a patrol vehicle and 5 bikes. In normal games, using a five man team, you can use the patrol vehicle or the bikes. In games where you can use the whole unit, you get both. There are no designated drivers, instead you assign a team member to each vehicle before each game. If you have an enforcer with heavy stubber, flamer, grenade launcher or plasma gun, you may choose to have one dixed to the patrol vehicle before the game, with that enforcer acting as the gunner. Bikes use the same rules, but may only mount plasma gun, grenade launcher or flamer. Patrol vehicles count as either a buggy or trak (player chooses) with +1 armour and -1 thrust speed. Between each game you may send one damaged or destroyed vehicle in for repairs. Damaged vehicles will either be replaced with the same type, or fully repaired automatically. Destroyed vehicles are automatically replaced.

#8
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Ok, full version is almost finished, just got income, trading and scenarios to do. Anyone who wants a copy, pm me your email. Anyone who helps with playtesting will be credited in the final draft.