Post by AshotNINJA on Jun 7, 2013 19:20:56 GMT -5
You have all proberbly been wondering ' Ashot hasnt updated the EDF for quite a while' as true as this is, its not like i havent been busy... ive been so busy that i have created a whole world, Ruleset , special charachters, campaign, crazy vehicles, a full table of mutileveled scenery and a gang.... i just havent shown you all yet.
well nows the time... my campaign is in full flow at the moment, there are 8 particepents (me included) each with their own individulised and uniquely themed gang along with vehicles .. currently each gangs gang rating is sitting on around 1500/2000.
Well let me tell you all about the campaign itself...
This IS NOT NECROMUNDA... well in a sense... The campaign is set on a planet called CELESTINE, and the game is set on the desert wastes outside of the planets only hive. The basic rules and gang creation are taken from necromunda and also reley heaveliy on the ASH WASTES rules as well as many of the living rulebooks PDF's and our own twists on the rules... all to create a unique game for us all to enjoy.
The name of the campain is also not by accident, not only os it set in the 'borderland' of the main hive, but also takes much influence from the popular game by gearbox BORDERLANDS.... you will quickly see what i mean.
you will notice throughoput my plog that i do not refer to standard necromunda terms, insted using my own to help my own 'fluff' ... i will sometimes say what it was named previously but il proberbly forget anyway.... the reason why is ... this IS NOT NECROMUNDA HIVE, the necromunda gangs dont exist here.
il put up rules and so forth as i venture into this plog, well catch up really on what i have already acheived... each thing i post i will mention who built/painted it as this is a joint effort between friends... i cannot claim to have done it all.
Each player was given the usual 1000 credits and asked to pick a team template and buy and equip members using the template... OUTLAW status has been removed and gangs have been made equal in status to provide balance. All gangs (*except for a few) have had the weapons restrictions removed to help customisation.
the gang templates are as follows
Female gang (escher)
raider gang (goliath)
Techno gang (van sarr)
Cult gang (cawdor)
Criminal gang (delaque)
Miners/Manufacturers gang (orlock)
Nomads (ash wastes nomads)
Fanatics (redemptionists)
Mutants (scavvies)
Tribal Renagades/ Wildmen (ratskin renagades)
Hyperion Enforcers (arbites)
Local defence forces. (PDF)
Non Templated gang. (this gang has not special rules, but gains acsess to an open skill table)
Then each gang has 1000 credits to spend on outfitting vehicles using the ash wastes rules.
in the campain we have.
Kris Marland (me) - BLOOD SISTERS (female gang)
ANDY - RED SKULL SCUMBAGS (non templated Ork gang)
James - Shai-Hulud (techno gang) dark elder based.
Danny - Film actors Guild person ( non template randoms)
Steven - The Jokers (raider gang using mostly Eden minitures)
Tim - The Rogue Traders (Tecno gang with crazy crazy convered imperial minitures)
Dan - Forgefathers (dwarven miner gang)
Jack - Junkyard dogs (tribal renagades tau wildmen)
anyway... enough of this... its about time i shows you some pictures...
il start with the many and rowing list of special charachters in the campaign.
First i want to say that hiring charachters is not done the normal way... insted of you buying a charachter model, converting/painting and rolling stats for just you to use is strictly forbidden in this campaign.... insted i buy convert and paint the model and i roll the stats and that model is freely open for anyone to hire at any time... this has created a list of model based on what we all want and keep it fair...
These are some of the charachters that live on Celestine.
(modelled and painted by Ashotninja)
Scummer – Speigal Hoffman 15 credits – 75 GR
M WS BS S T W I A Ld
4 3 3 4 3 2 4 1 8
Rules – Gunfighter
Weapons – Knife , two Bolt pistols
(modelled and painted by Ashotninja)
Scummer - Leon Reno 15 credits – 75 GR
M WS BS S T W I A Ld
4 3 4 3 3 1 4 1 8
Rules – Hip shooter , Gunfighter
Weapons - Knife , Plasma pistol , Autopistol
(modelled and painted by Ashotninja)
Bounty Hunter - Kingston 35 credits – 175 GR
M WS BS S T W I A Ld
4 4 4 4 3 2 4 1 8
Rules – Nerves of steel , Crackshot
Weapons and Equipment - Knife , Bolt pistol + Red-dot Laser, Boltgun , Chainsword
Shotgun with solid , scatter and man stopper rounds , Respirator , Photo contacts , Mesh armour.
(modelled and painted by Ashotninja)
Wildman - TonTon tattoo Topper 40 credits - 200 GR
If GR is lower than 400, he will fight for free.
M WS BS S T W I A Ld
4 4 4 4 4 2 4 2 8
Rules - Rapid fire , Hip shooter , Killer reputation , Parry (with knife) , Counter attack , evade
Trophy taker - If you lose close combat with Tonton, and receive a downed roll, he will automatically remove a random hand from the fighter. This is in addition to your usual serious injuries chart roll.
Weapons – Big ass Knife , Autogun with weapon reload , Hunting pistol.
(modelled and painted by Ashotninja)
Wappo - 15 credits – 75 GR
M WS BS S T W I A Ld
4 4 3 3 3 1 3 2 7
Rules - Dodge
Weapons – Knife , Autogun , maul
Tanima - 15 credits – 75 GR
M WS BS S T W I A Ld
4 3 3 3 3 2 3 1 7
Rules - Sprint , Step aside
Weapons – Knife , Shotgun, solid + scatter.
(modelled and painted by Ashotninja)
Jakob Crimson – Wasteland sniper 35 credits – 175 GR
if your gang has a lower gang rating of less than 300, jakob will fight for free ( you must still add the 175 points to your gang rating)
M WS BS S T W I A Ld
5 3 6 3 3 1 4 1 8
Rules - Marksman , Crack shot , infiltrate
Weapons – Jakob is armed with an antique ornate musket rifle, a sawn off shotgun and a club he also uses to steady his rifle.
equipment: Blindsnake pouch.
Weapon short long long short Str Dam Save Ammo
Ornate musket 0-12 12-32 - - 4 1 -1 5+
sawn off shotgun 0-4 4-12 +2 -1 4 1 -2 4+
club - - - - user +1 1 - -
as well as the hired guns there is also special gangers you may buy into your gang...
like this guy...
wub,wub,wub...
(modelled and painted by Ashotninja)
M WS BS S T W I A Ld
6 2 0 (3) 2 5 1 3 1 7
Type - Ganger 60 credits to buy
Weapons - Claptrap cannot use weapons , in fact he refuses to. Claptrap can use any equipment given to him. For the sake of a grappel, he has BS 3 but cannot use it against enemies.
Equipment - Bionic Eye
Special rules/ Skills -
Jump back - due to claptraps cowardice, he may jump 2'' away from hand to hand combat if he passes a sucsessful initiative roll.
Fixer - If claptrap is used to work a peice of territory, he may re-roll the dice to determine the income (second roll still applies)
Master negotiator - If claptrap is sent to traders , he gains D3 offers on the rare trade chart insted of the normal 1 . Its not so much hes good at negotiation, just the traders offer more to get rid of him faster.
STAIRS- claptrap is totally defeated by stairs... he cannot climb up stairs or ladders.
If Claptrap is removed from play due to injuries , Claptrap has a unique serious injuries table he must roll on.
D66 roll - Claptrap serious injuries chart.
1-16 Non operational (dead) - Poor claptrap has ended up as scrap metal - all weapons and equipment he was carring has been lost.
21-22 Ruined battery (old wound) - claptrap took a bullet to his battery case and this sometimes affects his ability to fight. Roll a D6 at the begginning of the game , on the roll of a 1 claptraps battery is too low to fight and after much moaning, decides to sit this one out.
23-24 Flat tyre - Claptraps wheel is a bit damaged and recives -1 on his movement.
25-26 Ruined Sensors - Claptraps sensor cluster is fried and recives a -1 to his initative stat.
31-55 Full recovery - Claptrap is totally unharmed and is cocky as ever.... he wont stop talking about his ordeal.
56- 63 Bitter emnity -
roll a further D6
1-2 The enemy fighter that caused his injury
3-4 The gang leadr of the gang that caused the injury.
5 The whole gang that inflicted his injury.
6 Every gang of the same type (eg- raider,miner,tech etc)
64- 66 Captured.
Repairing Claptrap - If claptrap suffers and debilitating injury to either his battery, wheel or sensors. The injury can be repaired . Each injury cost credits to repair.
Wheel - 20 credits.
Battery - 25 credits.
Sensors - 22 credits.
NPC's ... these guys are here to add some flavour to the playing area and to sometimes get in the way of gang members... NPC's move d6 inches per turn away from combat, unless trapped.
(modelled and painted by Ashotninja)
this guy just hangs around looking mean... tells you he can get you anything you want but never comes back with the goods or your credits... always seems to forget ripping you off aswell when you see him next.
(modelled and painted by Ashotninja)
owns the local black market gun shop in direct competition against Marcus ... this guy is a crazy paranoid old man ... any fighting within 6 inches from his shop will result in crazy joe shooting at the gang member himself... WS 3, BS 4, A 1, W 1 , shotgun, autogun.
(modelled and painted by Ashotninja)
Useless son of crazy joe... this guy just gets in the way.
In our games to help motivate the gangs to move, we play out a borderlands vending machine and a loot chest... when acsessing the loot chest you must use a full turn opening it and then roll a d6... on a roll of a 1 a grenade fall out and you take a small blast S3 hit. on a roll of a 2...this guy pops out.
(modelled and painted by Ashotninja)
he immediatly fires a manstopper shotgun blast at your face and is forced back 2 inches from the recoil (funny if its by a ledge)
il write the rules up when i can locate them in my big file.
lastly... this guy... il explain later what he does and when he pops up...
(modelled and painted by Ashotninja)
more to come on sunday.
well nows the time... my campaign is in full flow at the moment, there are 8 particepents (me included) each with their own individulised and uniquely themed gang along with vehicles .. currently each gangs gang rating is sitting on around 1500/2000.
Well let me tell you all about the campaign itself...
This IS NOT NECROMUNDA... well in a sense... The campaign is set on a planet called CELESTINE, and the game is set on the desert wastes outside of the planets only hive. The basic rules and gang creation are taken from necromunda and also reley heaveliy on the ASH WASTES rules as well as many of the living rulebooks PDF's and our own twists on the rules... all to create a unique game for us all to enjoy.
The name of the campain is also not by accident, not only os it set in the 'borderland' of the main hive, but also takes much influence from the popular game by gearbox BORDERLANDS.... you will quickly see what i mean.
you will notice throughoput my plog that i do not refer to standard necromunda terms, insted using my own to help my own 'fluff' ... i will sometimes say what it was named previously but il proberbly forget anyway.... the reason why is ... this IS NOT NECROMUNDA HIVE, the necromunda gangs dont exist here.
il put up rules and so forth as i venture into this plog, well catch up really on what i have already acheived... each thing i post i will mention who built/painted it as this is a joint effort between friends... i cannot claim to have done it all.
Each player was given the usual 1000 credits and asked to pick a team template and buy and equip members using the template... OUTLAW status has been removed and gangs have been made equal in status to provide balance. All gangs (*except for a few) have had the weapons restrictions removed to help customisation.
the gang templates are as follows
Female gang (escher)
raider gang (goliath)
Techno gang (van sarr)
Cult gang (cawdor)
Criminal gang (delaque)
Miners/Manufacturers gang (orlock)
Nomads (ash wastes nomads)
Fanatics (redemptionists)
Mutants (scavvies)
Tribal Renagades/ Wildmen (ratskin renagades)
Hyperion Enforcers (arbites)
Local defence forces. (PDF)
Non Templated gang. (this gang has not special rules, but gains acsess to an open skill table)
Then each gang has 1000 credits to spend on outfitting vehicles using the ash wastes rules.
in the campain we have.
Kris Marland (me) - BLOOD SISTERS (female gang)
ANDY - RED SKULL SCUMBAGS (non templated Ork gang)
James - Shai-Hulud (techno gang) dark elder based.
Danny - Film actors Guild person ( non template randoms)
Steven - The Jokers (raider gang using mostly Eden minitures)
Tim - The Rogue Traders (Tecno gang with crazy crazy convered imperial minitures)
Dan - Forgefathers (dwarven miner gang)
Jack - Junkyard dogs (tribal renagades tau wildmen)
anyway... enough of this... its about time i shows you some pictures...
il start with the many and rowing list of special charachters in the campaign.
First i want to say that hiring charachters is not done the normal way... insted of you buying a charachter model, converting/painting and rolling stats for just you to use is strictly forbidden in this campaign.... insted i buy convert and paint the model and i roll the stats and that model is freely open for anyone to hire at any time... this has created a list of model based on what we all want and keep it fair...
These are some of the charachters that live on Celestine.
(modelled and painted by Ashotninja)
Scummer – Speigal Hoffman 15 credits – 75 GR
M WS BS S T W I A Ld
4 3 3 4 3 2 4 1 8
Rules – Gunfighter
Weapons – Knife , two Bolt pistols
(modelled and painted by Ashotninja)
Scummer - Leon Reno 15 credits – 75 GR
M WS BS S T W I A Ld
4 3 4 3 3 1 4 1 8
Rules – Hip shooter , Gunfighter
Weapons - Knife , Plasma pistol , Autopistol
(modelled and painted by Ashotninja)
Bounty Hunter - Kingston 35 credits – 175 GR
M WS BS S T W I A Ld
4 4 4 4 3 2 4 1 8
Rules – Nerves of steel , Crackshot
Weapons and Equipment - Knife , Bolt pistol + Red-dot Laser, Boltgun , Chainsword
Shotgun with solid , scatter and man stopper rounds , Respirator , Photo contacts , Mesh armour.
(modelled and painted by Ashotninja)
Wildman - TonTon tattoo Topper 40 credits - 200 GR
If GR is lower than 400, he will fight for free.
M WS BS S T W I A Ld
4 4 4 4 4 2 4 2 8
Rules - Rapid fire , Hip shooter , Killer reputation , Parry (with knife) , Counter attack , evade
Trophy taker - If you lose close combat with Tonton, and receive a downed roll, he will automatically remove a random hand from the fighter. This is in addition to your usual serious injuries chart roll.
Weapons – Big ass Knife , Autogun with weapon reload , Hunting pistol.
(modelled and painted by Ashotninja)
Wappo - 15 credits – 75 GR
M WS BS S T W I A Ld
4 4 3 3 3 1 3 2 7
Rules - Dodge
Weapons – Knife , Autogun , maul
Tanima - 15 credits – 75 GR
M WS BS S T W I A Ld
4 3 3 3 3 2 3 1 7
Rules - Sprint , Step aside
Weapons – Knife , Shotgun, solid + scatter.
(modelled and painted by Ashotninja)
Jakob Crimson – Wasteland sniper 35 credits – 175 GR
if your gang has a lower gang rating of less than 300, jakob will fight for free ( you must still add the 175 points to your gang rating)
M WS BS S T W I A Ld
5 3 6 3 3 1 4 1 8
Rules - Marksman , Crack shot , infiltrate
Weapons – Jakob is armed with an antique ornate musket rifle, a sawn off shotgun and a club he also uses to steady his rifle.
equipment: Blindsnake pouch.
Weapon short long long short Str Dam Save Ammo
Ornate musket 0-12 12-32 - - 4 1 -1 5+
sawn off shotgun 0-4 4-12 +2 -1 4 1 -2 4+
club - - - - user +1 1 - -
as well as the hired guns there is also special gangers you may buy into your gang...
like this guy...
wub,wub,wub...
(modelled and painted by Ashotninja)
M WS BS S T W I A Ld
6 2 0 (3) 2 5 1 3 1 7
Type - Ganger 60 credits to buy
Weapons - Claptrap cannot use weapons , in fact he refuses to. Claptrap can use any equipment given to him. For the sake of a grappel, he has BS 3 but cannot use it against enemies.
Equipment - Bionic Eye
Special rules/ Skills -
Jump back - due to claptraps cowardice, he may jump 2'' away from hand to hand combat if he passes a sucsessful initiative roll.
Fixer - If claptrap is used to work a peice of territory, he may re-roll the dice to determine the income (second roll still applies)
Master negotiator - If claptrap is sent to traders , he gains D3 offers on the rare trade chart insted of the normal 1 . Its not so much hes good at negotiation, just the traders offer more to get rid of him faster.
STAIRS- claptrap is totally defeated by stairs... he cannot climb up stairs or ladders.
If Claptrap is removed from play due to injuries , Claptrap has a unique serious injuries table he must roll on.
D66 roll - Claptrap serious injuries chart.
1-16 Non operational (dead) - Poor claptrap has ended up as scrap metal - all weapons and equipment he was carring has been lost.
21-22 Ruined battery (old wound) - claptrap took a bullet to his battery case and this sometimes affects his ability to fight. Roll a D6 at the begginning of the game , on the roll of a 1 claptraps battery is too low to fight and after much moaning, decides to sit this one out.
23-24 Flat tyre - Claptraps wheel is a bit damaged and recives -1 on his movement.
25-26 Ruined Sensors - Claptraps sensor cluster is fried and recives a -1 to his initative stat.
31-55 Full recovery - Claptrap is totally unharmed and is cocky as ever.... he wont stop talking about his ordeal.
56- 63 Bitter emnity -
roll a further D6
1-2 The enemy fighter that caused his injury
3-4 The gang leadr of the gang that caused the injury.
5 The whole gang that inflicted his injury.
6 Every gang of the same type (eg- raider,miner,tech etc)
64- 66 Captured.
Repairing Claptrap - If claptrap suffers and debilitating injury to either his battery, wheel or sensors. The injury can be repaired . Each injury cost credits to repair.
Wheel - 20 credits.
Battery - 25 credits.
Sensors - 22 credits.
NPC's ... these guys are here to add some flavour to the playing area and to sometimes get in the way of gang members... NPC's move d6 inches per turn away from combat, unless trapped.
(modelled and painted by Ashotninja)
this guy just hangs around looking mean... tells you he can get you anything you want but never comes back with the goods or your credits... always seems to forget ripping you off aswell when you see him next.
(modelled and painted by Ashotninja)
owns the local black market gun shop in direct competition against Marcus ... this guy is a crazy paranoid old man ... any fighting within 6 inches from his shop will result in crazy joe shooting at the gang member himself... WS 3, BS 4, A 1, W 1 , shotgun, autogun.
(modelled and painted by Ashotninja)
Useless son of crazy joe... this guy just gets in the way.
In our games to help motivate the gangs to move, we play out a borderlands vending machine and a loot chest... when acsessing the loot chest you must use a full turn opening it and then roll a d6... on a roll of a 1 a grenade fall out and you take a small blast S3 hit. on a roll of a 2...this guy pops out.
(modelled and painted by Ashotninja)
he immediatly fires a manstopper shotgun blast at your face and is forced back 2 inches from the recoil (funny if its by a ledge)
il write the rules up when i can locate them in my big file.
lastly... this guy... il explain later what he does and when he pops up...
(modelled and painted by Ashotninja)
more to come on sunday.