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Found 1 result

  1. "Visit Sludge City? I'd rather go swimming in the Sump. At least the nasty critters down there will give you a fighting chance." Following on from the Turf War campaign created by B&C member Doghouse back in 2017, we are pleased to announce the commencement of a brand new painting campaign - Turf War II: The Battle for Sludge City. Running from the 13th April, 2019 until the 13th July, 2019, the campaign is open to all B&C members! +++ The Process +++ The process for participating in the campaign is a little different to other painting competitions on the Bolter & Chainsword, so take a moment to have a look at the process: Pick a miniature, faction and a territory. Declare a boast in this thread. Include a 'before' picture of your unpainted miniature. Paint the miniature. Post finished miniature in this thread. Rinse and repeat. (optional!) For the sake of the organisers sanity, please use the template below when making a boast. I, <insert name>, boast that I shall paint a <insert Miniature> for the influence of <insert Faction> in the <insert Territory> by the end of 13th July, 2019. There is no limit to how many times that a member can boast, you can even make multiple boasts within a single post - just don't bite off more than you can chew, as the Underhive is an unforgiving place! Any members that fail to complete any of their boasts within the time limit of the campaign will forfeit those influence points boasted to the Narco Lord faction in the campaign. The Dirty-Double-Cross rule: While players can't openly declare for the Narco Lord faction initially, they can choose to change their boast to support the Narco Lord faction when posting their completed miniature. This rule represents the bribes, threats and insidious influence of Narco Lord in Sludge City! +++ Miniature Eligibility +++ Miniatures must be either unassembled, assembled, or assembled and primed to be eligible for entry. Any miniature that has published rules in the following list is eligible for entry in the Turf War Campaign: Necromunda Underhive Rulebook. Gangs of the Underhive. Gang War 1, 2, 3 & 4. Genestealer Cult PDF. Chaos Cult PDF. Aside from the base gangs it includes all of the named characters, hired guns, hangers-on and brutes. Conversions are more than welcome and very much encouraged, especially to represent miniatures that have rules but haven't been released yet. Furthermore, for all those venerable gangers out there, we have decided to include the following: Any miniature released for use with previous editions of Necromunda. We'd love to see the models of yesteryear make an appearance as well - if you've got old metal minis gathering dust somewhere, strip 'em back and get boasting! +++ The Factions +++ Included in your boast will be the faction that you are representing with the declaration - successfully completing your boast will lead that faction to gaining an influence point in the territory listed in your declaration. There is no restriction on which faction you can declare for - you could boast a Escher Ganger for House Delaque for example - representing that house paying for your service in cold, hard credits. Each miniature boast can only support one faction, but you can declare further boasts for different factions - if you painted ten miniatures you could potentially support all of the available factions. Note: Players can't openly declare for the Narco Lord when initially boasting - but they can support him via the Dirty-Double-Cross rule. (See: The Process) Narco Lord Daryth Armagio The origins of the notorious Narco Lord Daryth Armagio have been purposefully buried beneath a pile of lies, corpses and spent bullet casings. Wild rumours swirl about the man, with some claiming that he fled justice in the Spire, using the wealth brought with him to carve a empire in the Underhive. Other more foolhardy souls claim that he was spawn of a union between a drunken Sump skiff-captain and a pox-ridden harbourside whore, and that he clawed his way into power with the aid of nothing more firm grip and a razor sharp filleting knife. Whatever the truth of the matter, Armagio has ruled over Sludge City for the better part of twenty years. While his rule was once considered untouchable, the legacy of his violent temper and growing paranoia have meant that his control is slipping and he now faces potential leadership challenges around every corner. House Goliath + House Goliath + The gang members of House Goliath have long frequented Sludge City, brawling and boozing in the city's drinking holes when not taking up contract work from the Narco Lord to enforce his will against any and all that might subvert it. Although the house might perceive its actions as subtle, most know that this presence in the city also allows the Goliath gangs the chance to keep a close watch on their hated rivals from House Escher who seek to gain greater control over the abundant resources of the chem pits. House Esher + House Escher + Representatives of House Escher have had many dealings with the Narco Lord over the decades as the Chem Pits located in Sludge City are an importance source for many of the chemical precursors required by the house for the production of their unique toxins. Efforts to seize control of the pits have failed before, often due to inference from their mortal enemies, House Goliath. But now, with cracks appearing in Armagio's rulership, the ladies of House Escher can smell an opportunity to cut out the middle man, quite literally as it happens. House Orlock + House Orlock + House Orlock maintains an agreement with the Narco Lord to both maintain control of the Toll Crossing that guards the entrance to Sludge City and to provide caravan guards to the many land trains that transport drugs, guns, ammunition and provisions both in and out of the city. While this agreement has proven profitable to both the parties involved, Armagio's slow descent into the depths of paranoia have led to accusations of banditry and credit skimming being leveled at members of the House of Iron. With shows of such disrespect, relations have soured and the gang leaders of House Orlock are stating to discuss whether they'd be better off without the treacherous Narco Lord altogether. House Van Saar + House Van Saar + While House Van Saar has had few dealing with the Narco Lord and inhabitants of Sludge City, they have shown both an increasing interest and presence in the old ruins outside the city walls. Dreaming of lost caches of archeotech and utilizing local Ratskins scout to act as guides, numerous Van Saar gangs have been seen travelling to and descending into the sprawling catacombs of rusted tunnels and crushed bulkheads. Reports of strange lights and the staccato bark of gunfire in the area have been increasing in frequency of late, leading many to question what may have been found in the ruins, with Armagio the most curious most of all.... House Cawdor + House Cawdor + House Cawdor has sent a large group of its faithful to Sludge City following rumours of discoveries made in the old ruins near the city. The house has it on good authority that the same ruins that are now crawling with the faithless servants of House Van Saar are, in fact, the remnants of a cathedral of the Imperial ecclesiarchy, long abandoned during the upwards expansion of Hive Primus. While the servants of House Cawdor care little for the power struggles of Sludge City, they will let none stand who oppose their mission in seeking relics of faith. House Delaque + House Delaque + While seen by very few, the agents of the House Delaque are actively watching the events in Sludge City from every dark corner and shadowy doorway. The members of the house have shown a particular interest in the Narco Lord over the years, leading many to ponder what sort of connection Armagio has with the Delaque. Given the enigma that is the Narco Lord's past, it is hard to determine if Armagio counts the Delaque as friend or foe. Genestealer Cults + Genestealer Cults + Much of that which would not be tolerated uphive is often overlooked in the Underhive. Individuals with strange and unsettling deformities often pass without notice when so many bear the mark of mutation. Thus do generations of Genestealer Cults work in secret, spreading the taint of their Xenos corruption among the population of the Underhive. A breeding ground like Sludge City is a target too tempting for the cult to ignore, populous enough to be fertile with hosts and yet isolated and distant to hide from those that would recognize the spreading infection... Chaos Cultists + Chaos Cultists + When bloodshed, desperation, disease and excess are everyday occurrences and the light of the Imperial Cult is little more than flickering candle in the all-enveloping darkness of the Underhive, it is little wonder that many listen to the temptations whispered by beguiling voices. The promises vary, the motivations differ, yet all are drawn together in damnation should they stray to darker paths. Sludge City is a maelstrom of churning emotion, an irresistible lure to those with a connection to the warp... Redemptionist Crusade + Redemptionist Crusade + Many are the heretics! Many are sinners! Many are their temptations! All shall confess their guilt! All shall be made to repent! All shall be purified in the flames of holy promethium! The Redemptionist Crusade looks upon Sludge City as an irredeemable cesspit of sin that must be cleansed with fire and chainblade. Only when all is reduced to cinder and ash, can the penitent man, the truly holy man, blessed in the Emperor's sight, raise it up and make it whole again. Outlaws + Outlaws + There are some that still remember a time before the coming of the Narco Lord, a time when Sludge City was still an independent township. The law of the gun held sway and murder was commonplace, but so too was there was a form of frontier justice - harsh and unforgiving, yet fair in its own crude way. No man was forced to bend the knee in order to lick the ash dust from an overlord's boots, no man made to offer up his hard-earned credits in tribute. There are still those hard-bitten Outlaws that would see a return to the old days, a time without a preening bastard at the top of the slag heap looking down his nose. Outlaws that know a noose can be made to fit any neck... +++ The Territories +++ ​The territories represent the different sections of Sludge City that are being contested and are listed as follows: The Settlement The Toll Crossing The Chem Pits The Drinking Hole The Old Ruins Before the onset of the campaign, Sludge City was firmly under the control of Narco Lord Daryth Armagio, however, shifting alliances and the harsh rule the Narco Lord have led to unrest and instability to such a degree that all interested factions have seen the opportunity to seize control! As the campaign begins, the Narco Lord retains a strong grip on the main settlement of Sludge City, but has had to sacrifice control of the outer territories. As members complete boasts, the influence points gained shall be recorded on the territory cards with periodic updates. At the cessation date of the campaign, the faction with the most influence points in a territory will have won control of said territory. For a faction to take complete control of Sludge City they must control both the Settlement territory AND two of the other four territories. Failure of any faction to satisfy these conditions will result in Narco Lord Daryth Armagio retaining his tenuous grip on power. +++ Support the Campaign +++ For those that wish to support the campaign (whether you're participating or not) can use the following banner in their signatures: +++ Thanks and Acknowledgements +++ Thanks to B&C member Doghouse who devised the original concept of Turf War, the idea on which this campaign is based. Thanks to the YakTribe for allowing Turf War II to be advertised on their Necromunda community forum.
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