More mayhem in the underhive! The fourth session had some schedule conflicts and as such we only had three players able to make it. As such we went with a couple narrative missions - There's been an ever-increasing surge of Plague Zombies showing up in Dust Falls over the last several sessions, and the 2nd Shift Linemen organized an assault on the hideout of P.T. Barnacle's Carnival of Wonder in a search for a potential cure or weapon to use against the shambling hordes, while the two Cawdor gangs decided to air their grievances and attempt to establish whether the Lectitio Divinitatus should be printed in a Serif or Sans Serif font.
I pulled out all the sloppy and slimy tiles and ginned up a hideout for the scavvy cavalcade of P.T. Barnacle, with a vault where the vial of mcguffinite is stored and stationed the disgusting horde here and there throughout, where they lay in wait for the Van Saars.
The high-tech ordnance of the 2nd Shift Linemen paved the way for the gangers as they delved ever deeper into the muck, with a few succumbing to the tender ministrations of the Scavvies. Luckily though none of them were captured or eaten and they managed to retrieve several containers of samples that the Van Saar chemists would be able to synthesize into a weapon to fend off the incipient zombie plague.
On the other table, The Light of the Emperor's Benediction and the congregation of Meticulosa Nomen clashed near one of the downhive Schola Progenium, where they battled it out over the souls of the juves (and future congregants).
Both gangs deployed along the catwalks and took cover among the rubble, cat-calling and sniping at each other across the playground.
Eventually the forces of Good(?) triumphed over the forces of Evil(?) though when the dust settled nobody really seemed to know which gang was the victor. "All them Cawdor nutjobs look alike ta' me." claimed one onlooker, once the flames had died down. In the end, the merry-go-round was deemed heretical and the smoldering ruins were left as a warning to all. What that warning may be is still up for debate.
Next up, the dramatic conclusion of the campaign as the zombie hordes pour forth from the Abyss!
Not much action, but some great boards for it to happen on.
ReplyDeleteThe incident with the merry-go-round reminds me of this: https://66.media.tumblr.com/2a4a8c3235933a7b40488b4b54f20226/tumblr_nkc7ugoKCC1qjqvxao1_500.jpg
Indeed - In this session's games I was playing PT Barnacle's Carnival so didn't get as many pictures of the games as usual. Hah! Nice. :)
DeleteI'm really enjoying these reports, keep up the good work!
ReplyDeleteCheers! Just the finale to post up, and then on to the next campaign - The Sump City Showdown!
DeleteNice, what rules did you use for the zombies? the one in book of peril seem way too powerful IMO
ReplyDeleteCheers - For non-arbitrated scenarios, in the end phase all the zombies each move 2d6" towards the closest ganger to the zombie regardless of cover or LoS (the zombies can smell 'em), and if they move into base-to-base contact they count as charging. We also rule they ignore pinning from shooting (they don't take cover), and ignore flesh wounds on the injury dice (minor grazes don't bother 'em). A serious injury roll knocks them down (pinned face up) and the following turn they stand up but only move 1d6 for that round and they cannot attack if they were Engaged. Out of action is the headshot that kills them due to shooting, and in hand-to-hand they ignore flesh wounds but Serious Injuries and Out of Action take them out as usual (presuming they are one-on-one).
DeleteThese rules make way more sense willa dapt them a bit for my own games
DeleteSeems like it is all coming to an exciting conclusion!
ReplyDeleteIndeed - The finale was a blast, post to follow soon!
DeleteWell lets be honest . . . fonts are worth fighting over!
ReplyDeleteAbsolutely! Haha!
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