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==GANG HISTORY== Created for Necromundacon 2006, the Soul Crows were the only Outlander gang to participate out of the six gangs present. Necromundacon 2006 was set up as an all-day Necromunda event. We got started in the morning and played through until nearly midnight, breaking for lunch, and a cookout for dinner. Five of my friends were there for a total of six gangs. Everyone was to bring a 12"x12" piece of terrain to represent one of the territories from the book. There were three trophies to be had; Best Painted Gang, Best Terrain Feature, and Best Overall Gang. The first two categories were voted on by the players. The last one was the gang that had the highest rating when the dust cleared. We had three 4'x4' tables set up, chock full of terrain, and they were given their own names, in effect, they represented three domes; Machine Town, Red Sector A, and Sumpville. A separate treacherous conditions roll was made for each dome at the beginning of each game, as well as a new arbitrator campaign event rolled at the beginning of each round that applied to everyone. The first four rounds of the day, we played individual head-to-head games between the gangs simultaneously, one game at each dome. One of the players had to leave after that. After dinner, we played a fifth round which was a massive, five-gang shootout scenario, followed by a final sixth round. In the sixth round, two gangs fought head to head at one dome, while the remaining three gangs played a three way scavengers scenario at another. (8/19/2006) Necromundacon 2006 Round #1: vs. Chem Lab (Delaque) in Red Sector A; W Round #2: vs. The Cauldron (Escher) in Sumpville; W Round #3: vs. Bastard Steel (Van Saar) in Machine Town; L Round #4: vs. Chem Lab in Sumpville; L Round #5: Shootout scenario vs. One Day Wonders (Orlock), Chem Lab, The Cauldron, and Bastard Steel; L (last gang to face the winner) Round #6: Scavengers scenario vs. Bastard Steel and One Day Wonders; L (did get one loot counter off the board before failing a bottle check) (9/1/2006) Shootout scenario against the Cauldron (Escher) and the Chum Buckets (Delaque). Nothing fancy, just a straight up grudge match between three gangs in the always fun shootout scenario. The Chum Buckets were either all pinned or down while we were still drawing and shooting. The Cauldron quickly went in to melee mode, but the Soul Crows came out of the box strong, guns blazing. My leader, Chief Anikando, earned a whopping twenty-six xp's that game by himself! Not a good post-game for the other two either, the Cauldron had two die on them and the Chum Buckets lost another one. My gang rating popped up almost three hundred after this one. I also added not one, but two fresh gangers. (9/5/2006) Scavengers scenario against the Chum Buckets, who were now packing a grudge. They covered the high ground quite well, blasting a majority of my gang into the dirt on the first couple of turns. I couldn't score a wounding hit to save my life this game. My monster of a gang leader did his best to carve a good sized chunk out of the enemy, and the rest of my gang kept advancing as best as they could. In the end, the Chum Buckets bottled out, but it felt like a hollow victory because I was so lackluster. Not only that, but I rolled a -1Strength injury so I went to re-roll it, and ended up with a dead! (12/23/2006) Season's Beatings The first in our series of calendar holiday events, this day saw four gangs meet up and duke it out. My gang, the Soul Crows, and old rival, the Hive Lords (Orlock) were on the field, as well as two new gangs that were 'reset' since last time. One was a reset of Logan's Zeroes (Van Saar), the other was a reset of the Chumbuckets (Delaque). All of the terrain was dense urban terrain without a lot of catwalks. We also used campaign events as well as treacherous conditions. Round #1: Gang Fight scenario vs. Logan's Zeroes (Van Saar); W Round #2: Scavengers scenario four way battle with Logan's Zeroes (Van Saar), the Hive Lords (Orlock), and the Chumbuckets (Delaque). Campaign events gave us doubel the number of Loot counters on the board, and on top of that, we rolled a six, so there were twelve total Loot counters. The Hive Lords came out strong, using their Vents to gain key elevated positions for firing, I stayed just out of their range for most of the game. The Chum Buckets bottled out very early, leaving Logan's Zeroes up against the Hive Lords, with my Soul Crows on the periphery. I tried to use the time to quickly snatch up Loot counters. Logan's Zeroes had to bottle out not too long after, and eventually the One Day Wonders failed their second forced bottle check and left the board, and me, with all twelve Loot counters, good news for an Outlaw player! (12/27/2006) A couple of quick games against Orlock rivals, the Hive Lords. We played a Gang Fight scenario, followed up by a Shootout scenario. The first one was close, I did not fair well in the second one, at all. I'll update the roster and give a little more in-depth battle report at a later date.
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