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i Necro
The Pangolin Saloon
Cruor Vita-Mortis Vita
By Todd
Brother-Sergeant Johiel gazed upon his squad. The four Brothers-to-be stood at the ready. There was a zeal upon their handsome faces and a fire in their dark eyes. "What is your duty?" He asked. "To serve the Emperor's Will." They responded in unison. "What is the Emperor's Will?" "That we fight and die." "What is death?" "It is our duty." Good... Johiel thought. It wasn't enough that the gene-seed was within their bodies. They must fight. The ritual of battle encouraged the gene-seed's growth. And by the Emperor's Will, there would be battle.

This is a scenario I came up with for Necromunda. It is designed for two players, although, it could easily be a three player game. I use this one as part of an 'events table'. A table of 'special events' that the gaming group I play with came up with. This particular one is called "Cruor Vita-Mortis Vita" --Blood is life-Blood is death. Basically, this scenario involves a Scout squad from the Adeptus Astartes detachment stationed on the Palatine Hive on Necromunda. In order to keep the Scouts gene-seed growing, they must engage in battle. And, the Underhive offers a plethora of those who should be purged; Mutants, Cultists, Deviants, Abhumans, Psykers. As such, tactical hit-and-run missions are undertaken, usually with an objective.

Objectives
1-2: Take out the gang leader only. All other gang members are avoided
3-4: Take-and-hold an objective (like a waterstill). Set up like "the Raid" scenario. The piece being guarded is the Waterstill marker
5-6: Eliminate the entire gang
Other objectives can be added to this list very easily

Brother Hazreal moved silently through the shadows; months of training allowed him to ignore the cumbersome armour he wore. It was, to him, a second skin. The assault shotgun he cradled was awake and hungry. Hazreal had awoken it's spirit with the 'invocation of awakening' and, even now, it's single red eye pierced the gloom, searching for a target. Although he could neither see nor hear them, Hazreal knew his Brothers were not far off, each moving forward towards the Waterstill of an Underhive gang. These heretics from House Orlock harboured (it was rumoured) a mutant, a wyrd, and this day, the Emperor's Will would be done

When coming up with the Scouts, we all agreed that a Space Marine (even a scout) would be 'kick ass", as humanities finest warriors' and all. This is what we came up with:

Scout
M4 Ws4 Bs3 S4 T2 W1 I4 A1 Ld7
Armour Carapace (4+ save)
Weapons Scouts may choose the following weapons: Autogun 10pts, Boltgun 30pts, Chainsword 20pts, Needle sniper rifle 100pts, Shotgun 20 pts, Sword or Axe 10pts. In addition, one may choose a Special or Heavy weapon. All Scouts carry Frag grenades and may choose to take Krak grenades 30pts or Blind grenades 20pts. All Scouts carry a Bolt pistol and Frag grenades standard.
Rating: 150 + weapon upgrades and skills.
Skills: Scouts have the following skills: Infiltrate, Ambush. And may purchase the following skills: Leap 5 pts, Marksman 7pts.
Special Rules: A Space Marines weapons are well maintained and they will never fail an ammo check. In addition, a Space Marine is never Pinned.

Scout Sergeant
M4 Ws4 Bs4 S4 T4 W1 I4 A1 Ld8
Armour: Power Armour (3+ save)
Weapons: The Sergeant may choose from the special and basic weapons tables. In addition, he is equipped with a Bolt Pistol and Chainsword and Frag grenades standard. He may buy Krak grenades 30pts or Blind grenades 20pts.
Rating: 300 points +weapon upgrades and skills.
Skills: Killer Reputation, True Grit, Rapid Fire/Bolter. The sergeant may purchase the following skills: Combat Master 7pts, Body Slam 7 pts, Hip Shooting 5 pts, Marksman 7 pts, Sprint 5 pts, Ambush 5 pts, Infiltrate 7 pts.
Special Rules: A Space Marines weapons are well maintained and they will never fail an ammo check. In addition, a Space Marine is never Pinned. And, as long as the Sergeant is not down, the Scout squad benefits from the "shaken" rule.
Marines rolling on the injury chart are not affected by a wound the first time they roll it (including 'Dead.' !). Record the wound as normal, for if the Marine suffers the same injury again, he is affected as normal.

'Iron Jaw' leaned against the slimy girder. The soft, amber glow of his cigarette illuminated his face. "Boring, boring, boring" He muttered to himself. Sentry duty sucked... big time. He glanced about and blew out a cloud of blue smoke. Ignorant to the thin sliver of red that sliced through the darkness and dotted his chest, he took another drag. The thought came, partially formed in Iron Jaw's brain, "This is a *!$%^& juve's job..." before his chest exploded in a cloud of red gore. He slammed into the girder and slid to the ground. His eyes wide open and his brain, filled with confusion and fear, in it's last few seconds... The alarm was sounded, and the Scouts moved quickly... "Let them come", Hazreal spoke to himself, "Let them come and face the Scouts of the Blood Angels."

As far as finishing the scenario goes, the game ends when either the Scouts objective has been accomplished or someone bottles out or the Scouts are killed. A gang who fights the Scouts, and wins, will gain an additional +d6 experience points, per survivor. If a Scout is captured by a gang, the Marines will come to liberate him. A sour and short-lived victory for the gang, indeed:

Several things happen if a gang succeeds in capturing a Scout:
The gang must immediately play part in a Rescue Scenario with the Arbitrator running the 'rescuing' Marines. That is their next scenario to be played.

It is a full 10-man Assault Squad of Marines they face (lead, of course, by the Sergeant of the Scout Squad).
The gang has a chance to appeal to other gangs/Guilders for help. This is a die roll:
1 Both the Gang and the Guilders refuse. And the Guilders proclaim the Gang to be Outlawed. (they ain't stupid, them's is *marines*)
2-3 A Gang, of your choice (played by a third player) decides to assist (for a price). They will collect 1 Territory for the gang they help (at random)
4-5 The Guilder decides to assist. They send a 1d10 random Hired Guns to help the Gang out (for a price, they must be paid for): 1-2: Scummer 3-4: Ratskin Scout 5: Bounty Hunter 6: Wyrd (re-roll after one Wyrd is gotten substituting Pit Slave for the Wyrd)
6 Both a gang and the Guilders decide to assist (for a price). (This can be a HUGE game, up to 4 players!) As per rolls 2-3, 4-5 above.

If the gang manages to beat the Marines, then you all have a *great* story to talk about. In addition, each surviving Ganger receives +2d6 experience points, and are able to sell the damaged suits of Power Armour to the Guilders (Power Armour isn't simply worn... it has neural attachments and Bio-feedbacks that a Ganger would not be able to employ, making the armour heavy and useless) for 50 credits per suit, or 500 credits. Weapons, except Grenades, may be taken as well.
As far as Marines capturing Gangers? I didn't figure they would. In my opinion, regardless of the Gangers fighting abilities, Marines have specific Rituals regarding the Recruitment of their Brothers-to-be. Thus, these contemptible gangers would receive their due--death at the hands of the Emperor's finest warriors.
And, here are the stats for Marines:

Marine
M4 Ws4 Bs4 S4 T4 W1 I4 A1 Ld8
Squad: Either Assault or Tactical. 9 Marines, including a Sergeant, for 10
Armour: Power Armour (3+ save)
Weapons: Assault Marines may choose any weapon they may choose normally, as can a Tactical Squad. However, all costs must be multiplied by 10
Wargear:As per a Marine Codex, point costs multiplied by 10.
Skills: Killer Reputation, True Grit, Rapid Fire/Bolter. Marines may purchase the following skills: Combat Master 7pts, Body Slam 7 pts, Hip Shooting 5 pts, Marksman 7 pts, Sprint 5 pts, Iron Jaw 5 pts
Cost: 300 +weapons and skills
Special Rules: A Space Marines weapons are well maintained and they will never fail an ammo check. In addition, a Space Marine is never Pinned. Marines are very tenacious and quite willing to die in the face of an enemy. As such, they have a special rule governing Bottle Checks: A Marine is allowed to re-roll a bottle check. If they fail the second roll, they do not 'bottle out' as per normal gangers. Instead, the Marines 'hold their ground', and will not advance towards the enemy (they can move away, though). At the beginning of their next turn, they may test again, following the above rules. (This reflects, to me, the Marines superiority as trained warriors, and not simply Gangers).

Terminators
Tactical Dreadnought Armour is well suited for the claustrophobic environment of the Underhive
M4 Ws5 Bs5 S4 T4 W1 I5 A1 Ld9
Squads: Terminators fight in 5 man squads
Armour: Tactical Dreadnought Armour (Terminator) (3+save on 2d6)
Weapons: Terminator Only (see below)
Skills: Catfall, True Grit, Rapid Fire/Storm bolter, Cause Terror. Terminators may purchase the following skills: Combat Master 7 pts, Impetuous 7 pts, Body Slam 7 pts, Iron Jaw 5 pts, Marksman 7 pts, Hip Shooting 5 pts
Total Cost: (excluding skill upgrades):
Terminator with Storm bolter/Power glove: 680
Terminator with Lightning Claws: 680
Terminator with Storm bolter/Chain fist: 700
Terminator with Thunder Hammer/Storm Shield: 740
Terminator with Storm bolter/Power sword: 640
Terminator with Cyclone Missile System: 1280
Terminator with Assault Cannon: 1100
Terminator with Heavy Flamer: 900
(and my own creation/conversion) Terminator with Multi-Melta: 1340
Special Rules: As per normal Marine, as above, with one exception: Terminators will never, *ever* bottle out, either voluntarily or through troop loss. They will fight to the last man... period.


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