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Inquisition Cell Alpha 1-1-3 (Venator gang)


Lord_Ikka

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Just starting my Necromunda journey- turns out there are actually quite a few players around me and we just needed to have someone organize it. Luckily, that person appeared, so I can finally use some of the gangs I've been painting for so long. So here is my first gang, Cell Alpha 1-1-3, also known as the 113s. 


Please ignore the guinea pig cage/crappy pics, I'll try to get some good play pics when the campaign starts up in a couple of weeks.RGzSMJc.jpeg

 

Interrogator Slyss (Leader)

Slyss is the cell's leader and "face". Recruited by Inquisitor Ly from the hive world of Hermetica, Slyss is well acquainted with the dangers and opportunities that the Underhive provides. Equipped with the common, but deadly, autopistol and a large powersword of unknown provenance, Slyss is a deadly fighter at all ranges.

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Niks Twin-Eye (Champion)

Niks is the elder warrior of the three Objuwa tech-clan warriors. Skilled at both combat and infiltration, the Twin-Eye moves through the flotsam of Necromunda with a whisper. The only lasting impression is the wounds his clan-made stiletto sword and bolt pistol leave in the bodies of his enemies.

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Markos (Champion)

A native Necromunda recruit, Markos has been plying the bounty hunter trade for years while undercover. His plasmagun has seen action from the heights of the near-Spires to the depths of the Sump. He never fails to bring in his target, be it the most well-connected crime lord or the meanest gang-boss.

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Syvara (Hunter)

Tech-warrior and ice queen, Syvara speaks little compared to her ever-present companion, Little Sister. The pair work well in tandem gathering information, as Syvara's natural caution is balanced by Little Sister's exuberance. In combat however, Syvara's blade speaks quickly and violently.

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Little Sister (Hunter)

Diminutive and dangerous, the one known as Little Sister is an enigma. Able to charm the most stubbon ganger despite her many augmetics, Little Sister is a born social infiltrator. Syvara will frequently tag along when Little Sister roams, providing a chilly backup if needed. 

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Crixsus (Hunter)

Crixsus is a former wastelander from the Ash Wastes. Born with a rifle in hand, he provides calm and collected fire support for his fellow agents as they investigate the Underhive. 

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Peck (Hunter)

Like many of the others of the cell, Peck is an accomplished scout and saboteur. His former Delaque brethren may be searching for him for crimes against the House, but Peck is now in the employ of the Holy Ordos and only fears failure. 

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Campaign will start in a few weeks, so I'll try to get some pictures and writeups as my new journey progresses.

Edited by Lord_Ikka
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  • 2 weeks later...

I'm pretty excited- got a little burnt out with 40k at the end of 9th, so needed something of a palate cleanser. Tried Battletech, enjoying it, but the 40k universe is my favorite hobby-space so this Necromunda league is a great oppurtunity. I also get to use some of the many rando Inquisition/Necromunda models I've made/painted over the years, so that's a big bonus.


First session of a couple games is this Monday, and I think I've figured out my gang-

Cell Alpha 1-1-3 (Venators gang)

(Skills- Cunning, Ferocity)

 

Slyss (Hunt Leader 1) - Powersword, autopistol w/manstopper rounds, mesh armor. Nerves of Steel Skill. 195 credits

Niks Twin-Eye (Hunt Champion 3) - Stiletto sword, reclaimed autopistol, mesh armor. Infiltrate Skill. 140 credits

Markos (Hunt Champion 4) - Plasmagun, reclaimed autopistol, mesh armor. Overwatch Skill. 205 credits

Syvara (Hunter 3) - Stiletto sword, shotgun, reclaimed autopistol, mesh armor. 135 credits

Little Sister (Hunter 3) - Stiletto sword, shotgun, reclaimed autopistol, mesh armor. 135 credits

Crixsus (Hunter 4) - Kroot long rifle, mesh armor. 95 credits

Peck (Hunter 1) - Autogun, reclaimed autopistol, mesh armor. 85 credits

 

Ten credits left over. I'll be looking to get Niks a webber, as I think that's a good play with him Infiltrating. Other than that, I'm hoping Crixsus can become a Specialist so he can get a real long rifle and snipe to his heart's content. Other than that, I'm interested to see where this goes. I've got a couple other models that are designed for this group, so if someone goes down hopefully I can afford to replace them. We'll see, the Underhive awaits the Inquisition!

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Web guns of all sorts are horrible. As in horrible to face. They are really, really, really good - especially on an infiltrating model. My Delaque opponent has an infiltrating champion with a web gun (and also a Nacht-Ghul). He usually takes out a leader and champion in the opposing gang in turn 2 with hardly a sweat. 

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Last night, first night of the league. Seven gang champions competed in a pit fight as an opener (3 gangs unfortunately could not make it). Then after the pit fight gangs paired off for the first battles.

 

The custom pit fight rules had a creeping death gas that moved closer to the center from the edges of the board, stopping at the arena walls, forcing the champions together. Injuries were changed, with standard Flesh Wounds no longer doing anything and Serious Wounds changed to mere Flesh Wounds. It was a mighty fight. The Imperial Agent Niks Twin-Eye charged in and took down a possibly corrupt Enforcer Sergeant after three rounds of fairly anemic damage (lots of now-useless Flesh Wounds and just terrible to Hit rolls by me), then spent the remaining time in melee with a Genestealer Aberrant and a Chaos champion wielding a shotgun. When the dust settled, the Chaos cult memberhad been defeated by a Goliath Stimmer and the Genestealer was gunned down by a sneaky Van Saar. With the only two fights left being Niks and the Van Saar, and a lot of open space between the two, Niks wisely bowed out and took second. He gained a free Skill, becoming a better Infiltrating warrior by adding an extra attack via Bezerker. A good start to the night.

 

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Pics of the night/arena - I'm terrible at remembering to take pics during games, so these are all I got for the night, sorry. I'll try to remember next week to do better.

 

 

 

The next fight was Border Dispute, with the Inquisition facing a Chaos Cult fronting as water traders. I'm assuming that the Ordo Xenos Inquisition cell was extremely surprised about the Chaos cult, as they were initially looking for a possible Genestealer infestation. That is the only explanation for the following events. Both gangs start out with five members; Cell 1-1-3 chooses Slyss, Markos, Niks, Syvara, and Crixsus while the cult has its Leader, a Wytch champion, and three cultists including its second Champion.

 

Chaos gets priority. First activation is the normal cultists who was randomly chosen to be in the middle with the champion Markos. The cultist charged around the wall between the two and smashed his flail through the ex-bounty hunters chest armor, completely taking him Out of Action and causing a Critical Injury. This did leave the cultist open to Crixsus' kroot rifle, and eventually Syvara's finishing shotgun, but the damage was done. Niks fails his Infiltrating charge and none of the other acolytes are able to do anything this round and they wind up Bottling. They do ga8n a benefit with Little Sister coming in the reinforce, but the cult gets another three members.

 

Second round, the Inquisition losses it's leader Slyss and Crixsus to Cool checks as they flee the battlefield. The good news is that Niks and Syvara knock out a cultist each and Peck shows up at the end of the round, but the writing is on the wall and the cell flees the battlefield.

 

Markos sadly dies on the way to the doc (rolled an 11 for the 2d6 x 10 credits needed!), as does one of the cultists. Luckily for Markos, he is so augmented that his brain still lives while his body is smashed beyond recognition, so if the Inquisition can gain enough credits he will get a new body and again attempt to serve.

 

For now, Slyss will carry his downed subordinate's plasmagun until they can get him another body. Niks managed to upgrade his movement after the experience gained from both battles, making it much more likely that his Infiltrating charges will occur. Otherwise, the cell will lick their wounds and form new plans to combat their enemies.

 

A very good, thematic, and utterly fun first night of the league. Terrible rolls on my part for Markos, but I'm hoping Niks will step up and prove to be a great asset to the team. Slyss failing his Cool test was equally bad and hilarious, and the whole second battle highlights exactly why I'm loving Necromunda- nothing can be taken for granted in the Underhive.

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  • 2 weeks later...
Week 2 League update
(Once again, sorry for the bad/few pics- I get pretty excited during the games and forget to take pics)
 
 
Surprised at the loss of their champion Markos, the cell valiantly sallies forth. Fighting a group of Ash Waste Nomads, the cell pulls out a significant victory- no one critically injured and over 100 credits gained. Niks once again proves his worth, taking down two mounted nomads while only suffering a single wound. Another Nomad goes down and the wastelanders flee the battlefield, a single juve being captured by the cell but the other two critically wounded members wind up learning from their experience and gaining some extra xp.
 
I was extremely lucky to go up on this table against another gang that didn't have a vehicle- though he did have some mounted members. I also got lucky that his random selection only selected his juves to deploy 1st, his more veteran gangers came later but couldn't stem the tide of Imperial fury.
 
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With the credits from the first battle, Slyss is able to find a local doc/mechanic/tech-priest and give Markos a new body. Markos mk II is born and ready to serve again, and Niks gains an armored undersuit to try to help him survive his Infiltrating rampages. 
 
The second mission was also on an Ash Wastes board, though luckily the board was smaller w/more terrain and again the opposing Van Saar gang did not have a vehicle. The mission was Fuel Hunt and we rolled up 6 caches to discover/grab. 
 
Niks unfortunately an explosion the first cache, taking a wound and then going OoA in a flurry of plasma/las blasts. Markos mk II managed a couple of good Overwatch shots to keep some overeager Van Saar gangers scrambling on the right while the combination of Syvara and Little Sister stalled a push on the open terrain to the left. Syvara and Slyss both rolled better than Niks and nabbed fuel caches, but Peck, Crixsus, and Little Sister all get seriously wounded by the volume of Van Saar shots. Slyss makes the call to bail and the cell technically wins as the fuel cache points are 2-1 in favor of the Inquisition.
 
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Peck winds up captive of the Van Saar while Niks just goes Out Cold. Crixsus goes into Convalescence and Little Sister get multiple injuries- Convalescence and Bitter Enmity vs the Van Saar. So while the mission was a victory, the Inquisition loses three fighters for the next match and only gains 50 credits. That is enough, with the leftover from the previous mission, to recruit another hunter named Slips armed with twin autopistols and mesh armor. Niks manages to advance again, this time taking a Toughness upgrade to T5
 
I'm hoping against hope for an easier board/opponent next mission, as being down to five fighters doesn't give me a lot of room to maneuver. Still loving the game, can't wait for Monday!
Edited by Lord_Ikka
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Huh, just re-read the rules and Convalescence is not the same as going into Recovery like I thought- yay! I have both Little Sister and Crixsus back for my next game. Now I'm really looking forward to Monday, as Slips will take the place of the Captured Peck and the almost-full cell will be ready for battle (with Syvara, Little Sister, and Crixsus all at 5XP and close to getting an advance)!

Edited by Lord_Ikka
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Week 3 of the league

The first match was a marathon Rescue mission vs the Van Saar gang from last week, with the Inquisition attempting to rescue Peck from the gangers' clutches. First time playing with Sneak Attack rules, and unfortunately my opponent rolled really well on his initial sentry's spotting check. Bam, Interrogator Slyss takes a lasbolt to the chest, wounding but not killing him. His luck continued with getting a goodly amount of reinforcements who managed to blast Slyss again, taking him OoA and Out Cold. Then over the next three rounds the Van Saar's plasma took over and wounded Niks, killed Slips (Peck's newly recruited replacement), and severely wounded Syvara. 1-1-3 fought back, taking two Van Saar OoA (though both wound up with beneficial Injuries in Impressive Scars and Lesson Learned), while Niks managed to free Peck from his bonds.

 

Unfortunately, the game turned there and Peck got head-shot before he could escape and Niks went OoA (Out Cold) as did Syvara (Convalescence). Down five members, the Inquisition decided to pack it up and get out of the wastes. Result of the game- two dead (Peck and Slips- both thankfully lower-value members), three regular Hunters gaining an Advance (Syvara/Little Sister getting better BS, Crixsus getting Movement), and once again the leader Slyss winding up OoA or fleeing the first out of anybody in the gang. Managed to recruit another replacement for Peck, same loadout of Autogun/Reclaimed Autopistol, so the cell is staying at 7 members for now. 

 

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Second Match this week was a very short one against some Orlocks (so short I didn't get picks). I was lucky enough to have Markos take one Wrecker OoA (Hobbled) and the Orlocks bottled/fled, giving the Inquisition a quick victory and a needed break from the precision shots of the Van Saar. This will mark the halfway point of this initial campaign, so every gang should be getting some decent credits to reinforce. I'm thinking of grabbing a shotgun-equipped Hunter (Little Sister/Syvara have done much more damage with their shotties than blades) and either a Walker w/grenade launcher or another champion with either a plasma gun or a long rifle. Since I've played on the Ash Wastes so often (4/5 games), the need for longer range has been pretty acute. Either way, the cell's Rep is getting better and they are for the most part slightly better than they were at the beginning, so I'm taking that as a win. Here's to next week and hopefully a different map (I'd like to see how Zone Mortalis plays...).

 

Mid-campaign stats (5 battles)

Win/loss: 3/5

Kills: 1

Deaths: 3 (Markos mk I, Peck, Slips)

Most Valuable Member: Niks (3 Advances, 5 enemies taken OoA)

Least Valuable Member: Slyss (2 failed Cool checks to flee, 1st one to flee/go OoA 3 times)

Edited by Lord_Ikka
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Crag-pattern walkers, armed with volley-style grenade launchers.

 

Driven by hired Guild of Coin operators, the Crag walker is usually an open-topped vehicle designed for a single occupant and used for scouting /salvage missions by many Ash Wastes factions. These two examples have been upgraded with crudely welded-on extra armor, nitro boosters, and a grenade launcher to make a versatile, if still light, combat vehicle. 

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To add to my currently growing pile of Necromunda conversion fodder, a potential Ash Wastes transport vehicle. Never tried building a scale kit, so this should be an interesting journey.

 

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League Week 4

 

A week of draws. Both missions were rolled up and got the same Ash Wastes board and mission (Fuel Hunt). I'll put pics in later, but they weren't very good pics even with my low standards. Prior to the game we had our mid-campaign rest "week" and got 250 credits. That, plus the extra I had got from week 3 allowed me to grab a shotgun/stiletto knife hunter (probably fodder like the autogunner) and a grenade-launcher armed walker from the Guild of Coin (extra armor/nitro burner). That will hopefully help out with my penchant for rolling up the Ash Wastes as my mission board (2 are Ash Wastes, 2 are Sector, 1 is Zone Mortalis). 

 

First mission was against a custom Outcasts gang. He had a walker as well, though armed with an autocannon rather than a grenade launcher, which made me somewhat nervous. There were seven fuel containers for this match. First round nothing much happened aside from my Infiltrator Niks getting to a fuel cache and finding it empty and the enemy doing the same (though theirs blew up but caused no damage). My walker stalled out, so he was also pretty useless for the first round, but luckily the enemy walker wound up missing his first shot and no damage occurred on either side. The next round was much the same, with every fighter moving to get into position near a fuel cache and the walkers not doing anything in regards to damage. Third round, two containers were found on each side (meaning the game was over at the end of the round) and the enemy walker fired at Interrogator Slyss. Slyss, who had his Cool advanced in between last week and this mission due to his constant failing of checks, also failed his Nerves of Steel check and wound up pinned. That was the extent of the damage from the mission- one fighter pinned. It was pretty funny because both of us were worried about the other's walker, but neither walker did any damage and the rest of the fighters were just maneuvering around to get fuel caches. 

 

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Second mission was similar, but much more of a fight. The Inquisition was fighting against the Chaos Water cult, seeking to get revenge from the earlier ambush and killing of Markos' first body. Again, Fuel Hunt was the mission but this time 9 caches were rolled for. The cult had a Ridgerunner with a mining laser, so a nasty little vehicle I didn't want close to my walker (or fighters really). Both sides had infiltrators, but the cult had massive advantage with 4 infiltrating fighters in their Leader and three Champions. Niks got a good spot, but then was unable to come up with a fuel cache as again he rolled up empty (which means of three caches he has infiltrated to, he has blown himself up once and failed another two times- probably not going to go for it again). The cult's Leader had a long rifle, and was able to start sniping at the Inquisition while they pushed up. First round saw Niks getting pinned by an infiltrating heavy stubber Champion and the Inquisition's walker then seriously wounding that Champion in return, while the cult's Ridgerunner was out of range to shoot at Markos. Second round, multiple caches were claimed (two each), while Little Sister picked off an enemy Champion with her shotgun and Ferris (autogunner) went OoA due to the cult Leader's long rifle (Head Wound) and Niks got taken out with a Wytch's autopistol (Convalesence). Syvara managed to take a mining laser to the face, but only took three flesh wounds, hanging on with one T and surprising everyone. Third round, the Inquisition's walker nails the Ridgerunner with a krak grenade, dismounting the mining laser, and then Markos put a rapid fire plasma burst into it, hitting and wounding it three times, Wrecking it and making the cult decide to flee at the end of the round. The rest of the round was pretty anemic, each side pinning but not really doing any damage to the enemy. End result was the Inquisition has one fighter in Recovery (Ferris) while the cult had a captured Champion actually escape, another fighter Out Cold, and a vehicle with a Damage Frame.

 

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100 credits and 6 rep make for a decent week for the Inquisition. Syvara managed to Advance again, getting a Toughness boost, and Little Sister now moves faster. I was debating about giving Markos a T boost, but decided against it and he now has Nerves of Steel to hopefully make his Overwatch skill even more annoying for opponents. Three more weeks to go, and right now I think the Inquisition has the lead in Rep at 15, but they've got a long way to go in terms of deadliness and cash...

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Thanks for the battle reports - as always, they are great.  Your photos show some lovely terrain - in particular, I really like that big ruined silo in the last picture, and the cluster of smaller domed structures on the hill in the third picture (also in the second last).  Are those scratch built?

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Both 3d printed I believe. We've got 3 or so guys in the league who've got printers and are building up their terrain closets. I really appreciate it, as I can't stand painting terrain, but playing on painted terrain is so nice.

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  • 2 weeks later...

Due to a scheduling conflict (my wife's a teacher and had parent-teach conferences so I had to watch our Chaos spawn), I missed last week's league game. Luckily, it was apparent the week for bad schedules and so did a few others. So the final mission of this little campaign was played this week, a multi-gang Bug Hunt with a single fighter each. Just like the Pit Fight, I chose Niks, as he had leveled up the best out of all of the cell and it was quite poetic to have him in the first and last mission.

 

The mission was pretty fun- 8 champions going after an upgraded Ambull. Niks decided that the other participants were more worrisome and/or heretics, so he went after them. First he managed to take down the Enforcer captain (echoing his takedown of the Enforcer in the pit fight) and then took out an Outcast sniper/mining laser operator. Meanwhile, the Ambull took out a Chaos cult member, got shot twice by a Van Saar's multi-melta, and then ate an Ogryn. After a little more fighting among the hunters, the Ambull was taken out by the Van Saar (with a plasma grenade after his melta failed an ammo check), and it was down to three hunters- the Van Saar, a Goliath, and Niks, just like the ending of the pit fight. Unlike that ending though, a couple of tossed grenades by the Van Saar took out both Niks and the Goliath, meaning that again the rad-wasted gang won. 

 

A very good start to my Necromunda journey! The Inquisition cell did very well, tying for most Rep gained with the Chaos cultists and overall doing pretty well. The group will have another, more proper campaign coming up in Jan, and I'm looking forward to it. Right now I think I may run a scrappy and fanatical Cawdor gang, but we'll have to see.

 

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